Professional Documents
Culture Documents
Artists: Emi Sandu: touchedbyred.daportfolio.com Etienne Deffinis: etienne-deffinis.daportfolio.com Hokunin: hokunin.deviantart.com Erich Schreiner: www.drakken.de Rod Wong: www.rodimus5.com Josu Hernaiz: www.josuoh.com Volkan Kucukemre: vkucukemre.deviantart.com Eko Puteh: ekoputeh.deviantart.com Per Sjgren: www.perkan-arts.com Irina Chukina: deelane.deviantart.com
Greg Christopher Greg Christopher Greg Christopher Greg Christopher Sjoerd Hourences De Jong www.hourences.com
Dedication This book is dedicated to all the people who contribute to free online distribution of ideas and content on the Internet. This includes but is not limited to: bloggers, contributors to Wikipedia and other Wikis, Lolcat creators, open source software developers, artists who make their work available for free on the internet via sites like DeviantArt, podcasters, educational institutions like Sanford University who make video and audio of lectures available online for free, conferences who make video of their conference presentations available online such as TED, websites that accumulate free content for viewing such as Huffington Post and Fora.tv, and other similar creators and distributors. This book is also dedicated to those who desire to discuss the world in a serious way based on the application of reason and scientific understanding. This includes but is not limited to: Chris Anderson, Dan Areily, Julian Assange, Tim Brown, Richard Dawkins, Alain de Botton, Jared Diamond, Ben Dunlap, Niall Ferguson, Richard Feynman, Dan Gilbert, Malcolm Gladwell, Seth Godin, Jonathan Heidt, Victor David Hanson, Sam Harris, Stephen Hawking, Dean Kamen, Paul Krugman, Larry Lessig, Steven Leavitt, Steven Pinker, James Randi, Ken Robinson, Carl Sagan, Michael Sandel, Barry Schwartz, Michael Shermer, Clay Shirky, Derek Sivers, Gary Vaynerchuk, Jimmy Wales, and Phillip Zimbardo. This book is also dedicated to Lewis Black, Stephen Colbert, Bill Maher, and John Stewart for speaking truth to power at a time when it is needed most. Finally, this book is dedicated to my wife and our two children. I will love you always.
A Note about Contributors All of the artwork in this book has been donated by the artists. In addition to the above credits, each image placed in the book links back to the artists gallery. Please take the time to visit them and consider buying a print. This book would not have been possible without the generosity of these artists. I am eternally grateful for their support. I am also grateful for the constructive criticism of my friends and family.
Except as otherwise identified, all written portions of this book and Errant logo 2010 Greg Christopher, all rights reserved. All artwork in this book is owned by its artist.The mention of, use of, or reference to any company, trademark or product in this book is not a challenge to the trademark or copyright in question. This book is not for sale. Download a free copy at errantgame.blogspot.com. This game is produced under the Open Gaming License. Please see our website for more details and a copy of the OGL.
Character Design
The Character:
In order to play Errant, you must create a character. A character is your avatar in the game world and you will record information about your character on the Character Sheet at the back of this book. You may want to write on the sheet in pencil so that you can erase what you have written and adjust the character if you change your mind later. You may want to make notations on the edges of the sheet to reference later.
How to be a Character:
Errant is a roleplaying game. As the player, for you this means interacting with the world through your imaginary avatar; your character. Your character is traveling this imaginary world looking for adventure, fame, and fortune. The other players each have their own character and collectively your group is called the Party. Your job is to imagine what it would be like to be your character and what decisions they would make, if faced with the world described to you. Another person at the table, the Gamemaster (GM) creates the entire world around the players and everything in it. They are the person who is describing this imaginary world to you. The GM will play the roles of all the people you meet in this world who are not members of your party. This includes everyone from the kind innkeeper and local sheriff to the monsters and villains. There are some common elements of this world that are described in this book. The GM may override those elements, but they are discouraged from doing so. For example, the GM could decide that the world has more advanced technology than described in Errant. This may imbalance some of the choices in the game, such as the utility of armor or bows in the face of gunpowder. The bottom line is that ultimately the world is the creation of the GM. Errant merely provides a template for them to work with to build their own world. At the start of the game, the GM may provide you with guidance on what you can expect in this world and maybe some info about what has been happening before the start of the game. For example, the GM might tell you that you are all on a boat together sailing to a far-away city. This provides the starting point for the game.
In Errant, you interact with this imaginary world primarily through two responses; proactive and reactive. Proactive responses are your attempts to exercise your will on the world, such as declaring you want to open a door and look inside. Reactive responses are your characters instictive behaviors over which you have little or no control, such as the instinct to close your mouth to grab a last gasp of air before going underwater. Proactive responses are almost always governed by Attributes. In some cases this is a direct test of the attribute itself and in other cases it is a test of a skill or ability based upon an attribute. Reactive responses are governed by Saving Throws. Except in combat or when using magic, you should not voluntarily roll the dice. You should tell the GM what you want to accomplish and if a die roll is necessary, they will tell you to make one. Your decisions about how to interact with the world are the heart of the game. Though the world may be the GMs, the story is YOURS. The characters are the stars of the show. Be bold and play it!
Step 7: Languages
Step 3: Class
Step 8: Karma
Step 5: Ambitions
Attributes:
Determining Attributes: Attributes are generated by rolling 3d6 six times in succession and writing down the result of each roll. This will give you six scores between 3 and 18. If two or more of the results are below 7 or the total of all attributes is less than 50, you may choose to discard them and roll again. You will then assign each result to one attribute. What do Attributes represent: Attributes represent your innate raw potential to accomplish tasks. Every roll that you make in the game to accomplish something will be based, at least in part, on one of your attributes. Attributes are the foundation of your character and have a strong impact on the game. Testing Attributes: In the course of the game, you will describe to the GM what you wish to do. In most cases, no rolling is required. For example, you dont roll dice to walk down the street. However, when something involves risk of failure, the GM can call for a test to determine the outcome of your action. For example, you may wish to climb a wall. The GM may have you test your Strength to accomplish it. You do not voluntarily make attribute tests. You only make them at the request of the GM when they use the dice to decide the outcome. When making an attribute test, roll 1d20. If your result is equal to or below the value of the attribute being tested, you succeed. If not, you fail and may suffer consequences of failure. In the above example, failure may mean injuring yourself by falling from the wall or it may not. That is up to the GM. When you receive a bonus or a penalty to an Attribute test, the modifier is applied to the Attribute, not the die result. Thus if you have a 12 strength and get a +2 bonus, you are trying to roll a 14 or less on the 20-sided die in order to succeed. Attributes Strength Muscular power Dexterity Grace of movement Constitution Physical health Intelligence Mental power Wisdom Common sense Charisma Social presence
You are strongly encouraged to attempt anything you can think of in the game. Even if there is no written rule to govern it, the GM can decide which attribute applies and have you test it to determine results. Never let a lack of rules hold you back from attempting something!
Strength:
Strength represents your muscular prowess. It determines your ability to lift and push heavy objects, strike opponents in melee, and carry equipment. Strength is not the basis of any skills, but is often used as the base attribute for a wide range of interactions with the physical world. The GM may ask you to test your Strength when you attempt to perform an action that requires muscle power, such as pulling yourself up onto a ledge or knocking down a barricade.
Intelligence:
Intelligence represents your mental prowess and memory. It determines your ability to solve puzzles, make complex assessments, and perform highly specialized tasks. Intelligence is the basis of the Expertise skill and a Scholars magic since they use technical understanding and book knowledge to cast spells. The GM may ask you to test your Intelligence when you attempt to perform an action that requires logic or problem solving, such as solving a riddle or building a siege tower from available parts.
Dexterity:
Dexterity represents your grace and coordination. It determines your ability to throw or shoot at objects from a distance, avoid being struck, and perform tasks requiring precision and focus. Dexterity is the basis of the Disable and Stealth skills, as well as the Breath and Snap saving throws. It also determines the order actions are taken in combat, which can be essential to survival. The GM may ask you to test your Dexterity when you attempt to perform an action that requires coordination, such as jumping across a chasm or catching a thrown bottle without breaking it.
Wisdom:
Wisdom represents your common sense and perception of the world around you. It determines your ability to notice things in the environment and make good decisions. Wisdom is the basis of the Orient skill and the Magic, Fear, Spot, and Listen saving throws. Wisdom is also the basis for a Druids magic since they draw upon their connection to the natural world to cast spells. The GM may ask you to test your Wisdom when you attempt to perform an action that requires common sense or perception, such as determining what is proper etiquette when greeting a local noble or trying to assess the emotional state of the tavernkeeper.
Constitution:
Constitution represents your health and endurance. It determines your ability to withstand damage, resist poison and disease, and keep your wits through the pain of injury. Constitution is the basis of the Pain and Toxin saving throws. It also determines how long you can wear armor before you become exhausted. Constitution is also the basis for a Sorcerers magic since they draw upon their inner strength to cast spells. The GM may ask you to test your Constitution when you attempt to perform an action that requires endurance, such as pushing yourself to climb one last hill before resting or outrunning someone who is chasing you over a long distance.
Charisma:
Charisma represents your personal influence. It determines your ability to inspire loyalty and confidence, make friends, and cultivate the trust of others. Charisma is the basis of the Deceit and Charm skills. While it may reinforce your physical attractiveness and personality, it does not represent them. Charisma is also the basis for a Bards magic since they draw upon their personality and magnetism to cast spells. The GM may ask you to test your Charism when you attempt to perform an action that requires influencing people, such as trying to convince the guard to untie you or a retainer to follow you into a dangerous situation.
Race:
Human:
Race represents your characters biological and cultural heritage. This choice will have a powerful impact on the game experience that you have with your character. Your racial choice may open or close opportunities to your character, bolster or weaken different values, and determine what exactly your character sees when they look at the world around them.
Humans are the most common adventuring race in the game. They have the shortest lifetime of all other character races, maxing out at about 100 years with excellent medical care. However, in the dark and violent world of Errant, very few humans survive that long. Humans are highly adaptive and energetic with a wide range of vibrant cultures and languages. They have settled in virtually every climate on the planet. Humans reproduce at a faster rate that other character races and thus enjoy larger and more restless populations. Out of these dynamic societies emerge a large number of people who are unwilling to settle for a peaceful farming lifestyle. These people take up arms and venture out in search of their fortunes. Human Modifiers: Roll an additional 1d4 for starting Luck 10% bonus to all Experience Points gained +1 starting Vernacular Language
Half-Elf:
Half-elves are the result of interbreeding between the Human and Elven races. They have inherited a mix of abilities from their parents. They have longer lifetimes than Humans, about 200 years, but far less than their Elven ancestors. Half-Elves have the same enhanced vision as their Elven parent, as well as a portion of their enhanced sensory abilities. However, they are even more flexible with respect to language than their Human parents and nearly as adaptive. Half-Elves are sterile and this inability to reproduce causes them to take to the adventuring life in large numbers. Their inability to easily fit into either society of their parents contributes to this drive. They wander the lands looking for a place where they fit in or for independent wealth to build their own society. Rumors tell tales of Half-Elven societies hidden away in distant lands far from the reach of Elves or Humans. This drives many HalfElves to wander for years in search of this paradise. Few return. It is because they have found it or because they died in the pursuit. No one knows. Half-Elf Modifiers: +2 to Spot Saving Throw +1 to Listen Saving Throw 5% bonus to all Experience Points gained +2 starting Vernacular Languages Low-Light Vision
Elf:
Elves are an ancient and long-lived race that once dominated a significant portion of the planet. Some time about a dozen centuries ago, a great disaster befell the Elven civilization. What exactly caused this collapse is a subject of great contention between Elven scholars. Whatever the cause, their once great cities were abandoned and fell into ruin. The Elves that remained fell back into the ancient forest homes from which they sprang. Little is known about this exodus outside of the Elven courts. Elves have extremely long lifetimes of about 500 years. They have highly developed sensory organs and a natural resistance to magical effects. Archery is a significant component of Elven culture and every mature Elf possesses some experience with a bow. Unlike Human eyesight, Elven vision continues to functions well under darkened conditions. However, they still require some light to see. In complete darkness, they are as blind as a human. However, sudden exposure to bright light may temporarily disorient them as their eyes adjust. Most Elves rarely leave their secluded homes in the forest. Some devote a portion of their early life to traveling the world to gain perpective on their place in the cosmos and thus fall in with groups of adventurers of other races. Elves are curious by nature and many who wander the wilderness aspire to find ancient artifacts that might help restore the Elves to their former dominance. Elf Modifiers: +3 to Spot Saving Throw +2 to Listen Saving Throw +2 to Magic Saving Throw -2 to Toxin Saving Throw Can use Bow weapons despite class restrictions Low-Light Vision
Dwarf:
Dwarves are a reclusive race that dwells in vast subterranean cities called Clanholms. Each clanholm houses one extended family unit and can extend several miles down into the Earth. About the same time that the Elven civilization collapsed, the Dwarves experienced their own time of troubles. Many Clanholms were abandoned and occupied by monsterous races like Orcs, Gnolls, and Goblins. Dwarves have lifetimes of about 250 years. They have a sturdy physical frame and can endure hardships with relative ease, but they often seem plodding and slow to the other races. Dwarven vision perceives both heat and light. This makes glowing heat and gems extremely beautiful to them. It also allows Dwarves to see through darkness. However, sudden heat changes may temporarily disorient them until their eyes can adjust. Some Dwarves choose to leave their underground sanctuaries and travel the surface realms in search of adventure. Some adventuring Dwarves are the decendants of Clanholms long abandoned who seek to locate and restore them to their former glory. Some merely wish to loot these places of any artifacts they might contain. Dwarves in general have a strong propensity towards the accumulation of wealth and those that leave their Clanholms tend to have a stronger drive than most. This has led to a reputation of greed and callousness among other races. Dwarf Modifiers: +2 to Pain Saving Throw +2 to Toxin Saving Throw -2 to Snap Saving Throw +1 Hit Points per Level Heat Vision
0
Gnomes:
Gnomes are an unusual race with a curious and investigative culture. They have lifetimes of about 200 years. Gnomes typically live in partially subterranean dwellings but these are individual homes and not Clanholms like those of Dwarves. Nor do Gnomes share the reclusive nature of Dwarves. Gnomish society involves a lot of spectacle, food, and theater. Their culture places heavy emphasis on quality food and drink, and as a result wealthy Gnomes tend to be quite portly. Gnomes have a great fondness of magic and frequently consume magical potions as a quasi-spiritual experience. Gnome vision is based on both heat and light, like a Dwarf. Gnomes typically wander in search of knowledge or magic rather than wealth or power. They are extremely curious and this leads them into dangerous situations. However, Gnomes tend to always have innovative tricks to get themselves out of such trouble. A Gnomes small frame prevents them from using weapons that would require two hands for a larger race. Further, they must use two hands to wield most one-handed weapons. A dagger is the only weapon a Gnome can use one-handed and they can pair it with a Buckler. They cannot use Shields. Gnome Modifiers: +2 to Breath Saving Throw +2 to Spot Saving Throw -2 to Fear Saving Throw 1 in 6 chance of identifying strange smells 1 in 6 chance of identifying unknown potions Heat Vision
Halfling:
Halflings are a small race with an incredible knack for survival. They have lifetimes of about 150 years. Halflings typically live in partially subterranean dwellings similar to those of Gnomes. They are physically sturdy and durable with thick hairy feet that can go unshodden even in winter. Halfling society places great emphasis on courage and bravery. They have a trend towards outright recklessness as a result. Halfling vision quality is identical to Humans, however they have wide set eyes that can notice things in the periphery that a Human might overlook. Halflings make excellent thieves and are commonly suspected of such by larger races, even if unfounded. Halflings integrate into nearby human societies quite well. This sometimes attracts the more reckless and headstrong youths to aspire to traveling and exploratory lifestyles. Like Gnomes, they are extremely curious and this leads them into dangerous situations. However, Halflings seem to get out of these situations by luck alone. A Halflings small frame prevents them from using weapons that would require two hands for a larger race. Further, they must use two hands to wield most one-handed weapons. A dagger is the only weapon a Halfling can use one-handed and they can pair it with a Buckler. They cannot use Shields. Halfling Modifiers: +2 to Fear Saving Throw +2 to Pain Saving Throw +2 to Snap Saving Throw +2 to Spot Saving Throw Roll an additional 2d4 for starting Luck Weapon usage restrictions
Class:
Class represents your characters training and occupation. This choice will have a powerful impact on the game experience that you have with your character. Your class choice defines your characters role in the world, what they are capable of doing, and often what they aspire to be. As you gain experience and level up, you will become more powerful in your class abilities.
Major Save:
Each class description specifies a Major saving throw. Add your character level to that saving throw. For example, a 4th level Bard would add +4 to their Fear Saving Throw.
Minor Save:
Each class description specifies a Minor saving throw. Add your half of your character level to that saving throw, rounded down. For example, a 5th level Bard would add +2 to their Snap Saving Throw. Note that at 1st level, there is no bonus.
Class Skills:
Some class descriptions specify class skills. When using these skills, add your character level to your attribute. For example, a 3rd level Knave would add +3 to their Dexterity when engaged in Stealth. More information on class skills can be found in the Class Skills section immediately following the class descriptions.
Weapon Training:
Each class comes with a selection of weapons in which you are trained. If you attempt to use a weapon without training, for example a Knave attemping to use a Battleaxe, apply a -3 penalty to your attribute to reflect your unfamiliarity.
Starting Gold:
Each class comes with a number of dice rolled to determine starting gold. Dice are rolled and multiplied by 10. For example, a Fighter rolls 5d10 and multiplies the result by 10. If they rolled a 1, 3, 5, 7, & 9, they would start with 250 gold pieces to use to purchase their starting equipment.
Bard:
Bards are traveling performers who have picked up a little skill in a wide array of tasks. They are a jack of all trades, master of none. Bards live on the edge of society, but they have almost always have the wit and charm to work their way into any social situation. Bards are eccentric and leave an impression. This causes them to accumulate a reputation quite quickly, either for good or ill. They are more reliant upon their social skills than other classes. Hit Dice: 1d6 Major Save: Listen Class Skills: Charm Starting Gold: 4d8 Minor Save: Snap Deceit Longsword Club
Bardic Music: Bards have musical talent with an instrument that must be specified at character creation. They can play this instrument at any time, including during combat, to have an effect on anyone hearing the music. The music affects anyone listening who understands the concept of music, even if they do not understand the language of the Bard. It would not affect a wild animal or a savage monster, but it would affect a Goblin or an intelligent monster like a Dragon. If played during combat, playing music counts as a combat action that functions like Casting a Spell. When created, a Bard can choose two musical styles. When they play music, they must specify the style they are using. Positive styles increase a specified saving throw of anyone listening while Negative styles decrease a saving throw. The music affects everyone who hears it by an amount equal to your character level. For example, a 3rd level Bard playing Devotional music would raise everyones Magic saving throw by 3. A Bard learns a new style every level until they can use them all.
Spellcasting: Bards know every spell that has (B) in the spell name. They can cast these spells for a Hit Point cost equal to the Spell level. For example, a 2nd level spell costs 2 HP to cast. Bards cast spells using their Charisma attribute. Bardic Knowledge: Bards pick up bits and pieces of knowledge in the course of their travels. However, this knowledge is unstructured and random, unlike the deliberate study of a Scholar. A Bard can use the Expertise skill, but without the normal penalty for being untrained and only for vague information that requires a bit of reasoning to utilize effectively. As some might say, a Bard knows just enough to be dangerous. For example, a Bard might remember that the Chalice of the Ice Queen leaves a blue tint on the lips of those that drink from it, but not know that the blue tint is a magical glamer that causes the next person they kiss to die of pnemonia.
Performance: A Bard can entertain an audience using the musical instrument they use for Bardic Music. If you attempt to entertain using a different instrument, the GM may assess a penalty in proportion to the degree of difference between the two instruments. While performing, make a Charisma test, adding your class level as a bonus. The effect that your music has on the crowd and the willingness of the audience to express gratuity for your services is determined by the GM based on your degree of success.
Druid:
Druids are wandering protectors of the natural world. They have a special bond with nature and fight against the encroachment of civilization. Druids typically wander the world to experience it in all of its natural beauty. They are opposed to the wanton waste and destruction that threatens that beauty. A Druid is able to turn their bond with nature into powerful magical effects to further these goals. These powerful abilities are granted by the spirits of the wild and can just as easily be taken away. Hit Dice: 1d6 Major Save: Toxin Starting Gold: 3d6 Minor Save: Breath
Wilderness Familiarity: Druids roll double the normal dice when searching for water in the wilderness. Shapeshifting: Druids can shapeshift into animal forms. These forms cannot have more Hit Dice than the Druid has levels. At first level, the Druid can choose a single animal that they can become. After character creation, the druid can only transform into that one animal form. However, if they seek consultation with an animal spirit for the purpose of learning about that animal form (e.g. they do not receive the normal guidance, only communication), from that point on they can transform into the new animal form. A Druid can only transform when at maximum hit points. The act of transformation consumes all hit points and takes one combat round to occur. The Druid can remain in the shifted form for up to 15 minutes per Hit Point expended.
Class Skills: Expertise (Nature) Orient Weapon Training: Club Quarterstaff Spear
Natures Defender: A Druids powers flow from adherence to a moral code of that places the entire natural world above the interests of any individual being. Any changes to a Druids Karma must be judged against this code and not the standards applied to other characters. For example, someone who is clear-cutting a forest would not be considered innocent by a Druids code, even if they are legally or socially considered to be by their peers. A Druid with negative Karma immediately loses their ability to perform Spellcasting, Consultation, or Shapeshifting. If they regain positive Karma, these abilities are restored. Wearing metallic armors like chainmail violates this code and also prevents these abilities. Spellcasting: Druids know every spell that has (D) in the spell name. They can cast these spells for a Hit Point cost equal to the Spell level. For example, a 2nd level spell costs 2 HP to cast. Druids cast spells using their Wisdom attribute.
Once transformed, the Druid functions as if they were a natural version of that animal. Anyone viewing the transformation that is unfamiliar with the process may assume that the druid is a monster of some kind. As a result, most druids transform in private. Consultation: Druids can consult the spirit world for guidance on earthly matters. If they spend six hours preparing a fire and meditating beside it, they will be visited by a nature spirit. If no specific form is requested by the player, the form of the spirit is determined by the GM. Common forms include Wolf, Bear, Deer, Hawk, Owl and similar creatures. Only the Druid can see or interact with the spirit. The spirit can provide guidance on a single specific issue that the Druid is wrestling with. This guidance can include some information otherwise unavailable to the player, but it should not be highly detailed. For example, the spirit might tell you to not trust a particular NPC because they are a liar. It should not tell you that the NPC meets with a secret agent at midnight on Thursday.
Fighter:
Fighters are men-at-arms in search of glory. If they do have an attachment to a noble house or military order, it is weak enough to allow them to travel in search of adventure. Their goals tend to be simple and straightforward. Fighters have unrivaled melee combat prowess, but have no skills and no magical or supernatural abilities. Hit Dice: 1d12 Major Save: Pain Weapon Training: All Melee Weapons Combat Parry: Any character can stop an opponents weapon from hitting them by placing their own weapon in the way using the normal rules of combat, however doing so will cause the abandonment of your own combat action. A Fighter can parry a single attack each round without giving up their own action. A Fighter can also parry after having made their own attack. For example, in a battle with two Ogres, a Fighter could attack one of the Ogres as a normal part of combat and then be attacked later in the round by the other Ogre. The Fighter could parry this second attack. Alternatively, if one Ogre attacked him early in the round, the Fighter could parry that attack and still make his own attack later in the round. Effortless Armor: The weight of any armor worn by a Fighter does not count in their encumberance calculation, unless they are swimming, flying, or if the Fighter is carried by someone else. Starting Gold: 5d10 Minor Save: Toxin
Combat Styles: Fighters have access to specialized combat styles to assist them in melee combat. Each style reflect the emphasis of one type of fighting manuever at the expense of another. When created, a Fighter can choose two combat styles. At the beginning of any combat round, they can activate a style or switch to a new style. Each style gives a bonus to one combat statistic and a penalty to a different combat statistic. The exact increase or decrease is based on your character level, using the chart to the right. Level 1 2 3 4 5+ Bonus +3 +4 +4 +5 + CL Penalty -2 -2 -1 -1 -
For example, a 3rd level Fighter who is using an Aggressive style would get a +4 bonus to all damage dealt but suffer a -1 penalty to their armor class. A Fighter learns a new style every level until they can use them all. As you will read later in the book, non-Fighters always rely upon Strength to hit their opponent in melee combat. A Fighter uses either Strength or Dexterity, as determined by combat style. This reflects the reliance of some styles upon grace instead of raw power to connect with the enemy. Combat Styles Aggressive Brutal Defensive Powerful Quick Thrashing Attribute STR STR DEX STR DEX DEX Bonus Damage To Hit Armor Class Damage To Hit Armor Class Penalty Armor Class AC Damage To Hit Damage To Hit
5
Knave:
Knaves are vagabonds and thieves that drift around looking for an easy score. Like the bard, they tend to skate by on their wit more than other classes. Knaves also have a tendency to acquire their possessions in ways that are generally frowned upon by the others and this often leads them to have low Karma scores. Knaves lack the straight combat ability of a Fighter or Paladin and generally avoid direct confrontation. However, they have extraordinary abilities to strike at their enemies in precise tactical ways that often require some planning and forethought. A Knave often lives and dies by their ability to remain undetected right up until their knife finds the opponents throat. Hit Dice: 1d8 Major Save: Snap Class Skills: Charm Disable Starting Gold: 3d10 Minor Save: Spot Deceit Stealth Rapier Spear
Light Armor: Knaves wearing medium or heavy armor cannot use the Disable or Stealth skills, nor can they Backstab or First Strike. First Strike: A Knaves attacks in combat deal damage at the moment a hit is rolled, instead of simultaneously at the end of the round like other classes. A spellcaster disrupted by such an attack does not actually cast their spell that round. The spell fizzles without effect, but any costs involved are still paid. Any combatant killed by such an attack does not deal damage, even if they rolled a hit before being struck by the Knave. Streetwise: Knaves have an uncanny ability to know where illicit activity is going down and how to take part in it. They add their class level to as a bonus to any Charisma rolls made to talk to someone about illicit activity. This could be asking questions around town to determine who might be the local crime boss or sweet talking your way into a criminal establishment to engage in some illegal entertainment like gambling or prize fighting. The Knave knows how to talk in a way that doesnt startle or alarm people who are trying to keep their affairs secret.
Double Take: A Knave using Stealth who is spotted by someone at a significant distance or under unusual weather conditions (subject to GM judgment) can immediately force a re-roll of the Spot saving throw. This ability can be used a number of times per day equal to character level. Backstab: A Knave that makes a successful attack while undetected by their opponent deals an additional 1d4 damage per level. For example, a 4th level Knave who backstabs an unsuspecting sentry deals an additional 4d4 damage on top of their weapon damage.
Paladin:
Paladins are warriors on a holy quest to spread their religious beliefs to others. They are not as strong as Fighters in melee combat, but they are a close second. In addition to this combat prowess, they wield powerful supernatural powers that flow from their faith. A Paladin is frequently joins military orders sponsored by their religion in order to further its interests. However, despite the beliefs and goals of the church, the Paladin is judged by their deity according to how they treat their fellow intelligent beings. They are not judged by a seperate standard like a druid. Hit Dice: 1d10 Major Save: Fear Class Skills: Charm Weapon Training: Longsword Warhammer Mace Dagger Morningstar Starting Gold: 4d10 Minor Save: Breath
Smiting: Paladins are powerful warriors for good. When they strike an enemy with negative Karma with a melee weapon, for each point of negative Karma possessed they deal an extra amount of damage equal to their character level. Thus a 4th level Paladin striking an enemy with -3 Karma results in an additional 12 damage dealt. As a result of this power, those with strong negative Karma scores will avoid melee combat with a Paladin if at all possible. A Paladins very presence may make them nervous, even if combat is not yet joined. Thus a Paladin is always skeptical when they see someone is visibly disturbed by their presence. Turn Undead: Paladins can hold up a symbol of their faith in a way that terrifies and stops undead monsters. The Paladin makes a test against their character level added to their Charisma. If successful, any undead with equal or fewer hit dice than the margin of success on the test are inflicted with a severe and overwhelming fear. They will flee the Paladins presence as quickly as possible. For example, a 5th level Paladin with a Charisma of 13 needs to roll underneath an 18. They roll a d20 and get a result of 12. Any undead with 6 hit dice or less will flee from the Paladin in fear. Lightened Armor: Only include half of the weight of any armor worn by a Paladin in their encumberance calculation, unless they are swimming, flying, or if the Paladin is carried by someone else.
Code of Honor: A Paladins powers flow from adherence to a moral code of honor. If they have a negative Karma, they immediately lose their ability to Smite, Lay on Hands, or Turn Undead. If they regain positive Karma, these abilities are restored. Taking certain actions may result in immediate suspension of powers, as determined by the GM based on your relationship with your Deity. Lay on Hands: Paladins have the power to heal others by channeling the power of their deity. They can heal temporary attribute damage suffered from injury up to a number of points equal to their character level per day. For example, a level 3 Paladin can heal up to 3 temporary attribute damage per day. The total amount healed can be divided among multiple people.
Ranger:
Rangers are rough folk that wander the wilderness. Their goals are many and varied. Rangers are more comfortable in a wild environment than a civilized one and they tend to stay in towns as little as possible before moving on. Shooting a bow on a battlefield with a high arc and no specific target is something you can teach a peasant in a few days. Shooting a bow at a low arc to hit a specific target is another thing entirely, taking years of practice to perform reliably. A Ranger is the only class with this kind of training and it gives them a decided advantage in ranged combat situations. A Ranger can sometimes kill enemies before they even get without arms reach. Hit Dice: 1d8 Major Save: Snap Starting Gold: 3d6 Minor Save: Spot Orient Club Hand Axe
Animal Companion: Rangers have a special bond with a wild animal. They can communicate with animal using only empathy and gestures (e.g. not language) The animal will fight to the death to defend the Ranger. However, the animal will only accompany the Ranger in outdoor areas. They will not follow the Ranger into underground structures, buildings, or deep into caves. The animal will always remain within a few miles of the Ranger, but it may frequently be out of sight range. Once per hour, the Ranger can attempt to call for the animal to come to their aid. This involves rolling a die and on a result of 1, the animal comes. On any other result, the animal does not come. The act of calling involves making a loud gutteral noise and this may attract unwanted attention if the Ranger is not careful. Exactly how fast the animal is able to move to the Rangers location is up to the GM. The animal will remain close to the Ranger until it is either very hungry or very tired. At that time, it will leave and seek either food or rest, whichever is most important. Level 1 2 3 4 5 6 7 8 9 10+ Die to Call 1d10 1d8 1d8 1d6 1d6 1d6 1d4 1d4 1d4 Always
Class Skills: Expertise (Nature) Stealth (Nature) Weapon Training: Quarterstaff Spear Bows Dagger
Natural Armor: Rangers cannot wear metallic armors like mail and still use their Stealth skill or a Bow. The rigidity of the armor interferes with the smooth natural motions required for such acts. Wilderness Familiarity: Rangers roll double the normal dice when searching for food in the wilderness.
If the animal is slain, the Ranger can only acquire another by finding another animal in the wild and convincing it to become their friend and partner. The GM should make this a serious process of atonement and contrition. Companion Examples Black or Brown Bear Couger / Tiger Deer / Elk Wolf / Coyote Boar / Warthog Wild Horse or Pony Badger / Wolverine Large Snake
Scholar:
Scholars are learned people who wander in search of knowledge. They have access to magic but this power does not draw upon the physical body like other magic using classes. Scholars tend to by physically weak and ill-suited for combat. However, they are trained in the art of healing so that they can assist those who do engage in it. A Scholar often assumes a leadership role in the party due to their social standing, typically high intelligence, and healing ability. They know a lot about the world around them and this knowledge gives them a further advantage in planning and decision-making. Hit Dice: 1d4 Major Save: Breath Class Skills: Expertise Weapon Training: Dagger Quarterstaff Club Starting Gold: 3d6 Minor Save: Magic
Spellcasting: Scholars know any two spells the player desires at first level. They write these spells down in a spellbook. They can only learn new spells by locating written versions of those spells and transcribing them. Scrolls can be transcribed without being cast. Scholars using their Intelligence attribute to make scrolls. They can only cast a spell by reading a Scroll, an act which disintegrates it as the magic is unleashed. Scholars can copy spells out of their spellbook onto scrolls with the proper materials, 1 hour of work per level of the spell, and 1 hit point per level of the spell. For example, a level 2 spell takes 2 hours to create and consumes 2 hit points. Keep in mind that parchment supplies in the pre-industrial world are limited. Choosing which scrolls to make with the limited supplies you have is a challenge. Unlike other classes, it is possible for Scholars to learn spells of a higher level than they can cast because they can transcribe it into their spellbook. However, they cannot cast a spell with a higher level than their character level even if they have that spell in their possession, either as a scroll or in their spellbook. Armor Restriction: Wearing stiff clothing interferes with the magic power unleashed when casting a spell. A Scholar cannot cast spells while wearing any kind of armor. Literacy & Language: Scholars are the only class that is literate. They have access to racial languages as a result and share a certain sense of comraderie. This gives Scholars access to a world of knowledge stored in dusty tomes and hidden libraries. Further, scholars are given special treatment by authority figures, consulted for their advice on unusual matters, and generally respected by the population at large. This is a mark of distinction.
Medicine: A Scholar is trained to used to medical techniques to create the conditions necessary to heal temporary attribute damage and restore crippled limbs. Severed limbs cannot be reattached. The injured person must be in a safe, clean, and warm location. The Scholar can then clean and dress the wound properly, redress and clean as needed, and watch over the patient. The first day, make an Intelligence test, adding your class level as a bonus. The entire first day of treatment must be devoted to caring for the patient. For the next week, the Scholar must visit them once per day and adjust the treatment as needed. Thereafter, any individual with a few simple orders from the Scholar can monitor care and keep the process moving forward. Every month of care heals 1 temporary attribute damage. Once all temporary attribute damage is healed, the next month of care will restore a crippled limb to functionality.
Sorcerer:
Sorcerers are natural talented magicians that are often so dangerous to those around them that they are shunned and forced into a life of exile. Their goals vary widely, including everything from unlocking their innate potential to the accumulation of wealth and power. The choice of primary magic school has an enormous impact on the methods and strategies that Sorcerers employ. An Evoker is very different from an Illusionist and this difference has a significant impact on gameplay. Hit Dice: 1d8 Major Save: Magic Starting Gold: 3d6 Minor Save: Fear Club
Familiar: Sorcerers have a special bond with a small magical creature. They can communicate with the creature at any time and across any distance through telepathy. The familiar is attracted to the sorcerer out of curiousity and friendship, not blind loyalty. They are an equal and a partner, not a subordinate. As such, they will fight to defend the Sorcerer out of comraderie, but rarely to the death. The familiar will always remain within a few miles of the Sorcerer, but it may frequently be out of sight range. Once per hour, the Sorcerer can attempt to call for the familiar to come to their aid. This involves rolling a die and on a result of 1, the familiar comes. On any other result, it does not come. The act of calling involves making a loud gutteral noise and this may attract unwanted attention if the Sorcerer is not careful. Exactly how fast the familiar is able to move to the Sorcerers location is up to the GM. The animal will remain close to the Sorcerer until it is either very hungry or very tired. At that time, it will leave and seek either food or rest, whichever is most important. Level 1 2 3 4 5 6 7 8 9 10+ Die to Call 1d10 1d8 1d8 1d6 1d6 1d6 1d4 1d4 1d4 Always
Armor Restriction: Wearing stiff clothing interferes with the magic power unleashed when casting a spell. A Sorcerer cannot cast spells while wearing any kind of armor. Spellcasting: Sorcerers must choose a primary school of magic during character creation. This is the school of magic that they will draw upon for the majority of their spells. They innately know every spell within that school of their current level or below. Additionally, sorcerers can choose a bonus spell to learn from any school they wish, regardless of their primary choice, at character creation and again at every other level advancement (3rd, 5th, etc). These bonus spells can be of lower spell level than the experience level gained. Sorcerers can cast these spells for a Hit Point cost equal to the Spell level. For example, a 2nd level spell costs 2 HP to cast. Sorcerers cast spells using their Constitution attribute. No Gifts: Since their magical talent is an innate gift, Sorcerers do not get to choose Gifts every other level like other characters.
If the familiar is slain, the Sorcerer can only acquire another by finding another magical creature in the wild and convincing it to become their friend and partner. The GM should make this a serious process of atonement and contrition. Familiar Examples Raven Hawk Bat Owl Cat Rat Weasel Snake
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Class Skills:
Class skills represents unique abilities available to your character by virtue of their class. They are specifically described because they represent actions that certain classes perform exceptionally well, that may have special rules to consider, and that should occur in a predictable way. A class skill can be used untrained at a -2 penalty. When using these skills, make a test of the appropriate attribute, add ing your character level as a bonus. For example, a 3rd level Knave would add +3 to their Dexterity when engaged in Stealth.
Rolled to Impress and convince others Deceive and mislead others Disable traps and pick locks Knowledge and analysis Navigate unknown territory Avoid being noticed by onlookers
Charm:
The Charm skill is used to positively influence a persons disposition towards you. Each test takes several days of intermitten positive social interaction such as carousing, cooperative work, or play and games. Attempts can only be made on the same person once a month. Successful tests move the targets disposition towards you one step down the chart below. Disposition Hateful Distrustful Dislike Neutral Like Trustful Adoration Description Refuses to speak, may use violence if pressed Speaks to you only to appear graceful Will suffer your conversation for short duration Open to conversation but slightly reserved Talkative, usually shares information if asked Very Talkative, will share all information if asked Deep companionship, volunteers information
Deceit:
The Deceit skill is used to control your own physical reactions to having told an outright lie, a partial truth, or any misleading statement. When you make a deceptive statement, you must test this skill immediately. If you fail, your body somehow gives away that you lied. Perhaps your voice cracked or stuttered, your eyes wandered in an unusual fashion, or hands involuntarily twitched. This reaction is sufficient to force everyone observing you to make a Spot saving throw. If they succeed, they will suspect that you lied.
Disable:
The Disable skill is used to circumvent mechanical contraptions of any kind. It can be used to disable traps without triggering them. It can also be used to open mechanical locks. Your GM may impose a penalty on an action if you lack the appropriate tools, such as attempting to pick a lock without a lockpick, or to represent the quality of the contraption you are disabling. Disable is a particularly difficult skill. It can be used untrained as any other skill, but at a -5 penalty instead of -2.
These dispositions are guidelines for the GM to follow. They do not entitle you to any specific pieces of information and can be immediately modified by abrasive actions. For example, if you punch someone who likes you for no reason, they may instantly drop down to being distrustful of you. Charm does not govern any immediate conversational goals, such as convincing someone to give you a key that you need. That is a standard Charisma test.
Expertise:
The Expertise skill is used to test whether you can remember some piece of information or make a conclusion based on partial information. When confronted with a lack of information on a subject that most people would not know, you can make an Expertise test to determine if you know the answer. Expertise can also be used by Scholars to determine the exact nature of a magical item, potion, or the evidence and/or remains of magical use. For example, you might come across strange symbols etched onto the wall of a cave. You could make an Expertise test to determine if you know anything about what the symbols might mean, based on either direct information about them (e.g. having seen them before) or indirect analysis and deduction (e.g. they appear similar to some other symbols that have been seen before and therefore probably have a similar meaning as well). Rangers and Druids have this skill with the caveat that it can only be used to acquire information on the natural world. Since the symbols in the example above were made by people, a Ranger or Druid could not identify them. However, if they discovered a plant in the same cave, they may be able to determine if it is poisonous or not. Magical and Supernatural effects are not considered natural in this context.
Orient:
The Orient skill is used to navigate over unfamiliar terrain. This is often without respect to the development of the area, as you may still find yourself lost while following establish roads if you do not know exactly where the roads lead. When you are traveling overland, the GM will call upon you to test this skill. Reliable directions from someone who is familiar with the area can give you a positive modifier at the GMs discretion. The GM may also impose a penalty against you if you have weak or incorrect information. Success means that you reach the location you were aiming for.
Stealth:
The Stealth skill is used to avoid detection. You can make a Stealth test anytime you are not being observed by anyone, excluding your own party members of course. When you make a Stealth test, the GM will record your margin of success and compare it to the margin of success of anyone making a Spot saving throw to detect you. A Ranger can only use their Stealth skill in a natural environment like a forest or natural cave. They cannot use the skill inside of a building or within an underground structure like a Dwarven city.
Saving Throws:
Calculating Saving Throws: Each saving throw is associated with a base attribute. The sum of that attribute and all applicable modifiers should be recorded on your character sheet. Racial and Class choices that you have already made, for example, will affect the values of your saving throws by giving bonuses or penalties. What do Saving Throws represent: Saving throws represent your characters instinctive behavior and natural resistances. They will vary significantly between characters, representing their racial background, training in their class, and years of experience. Making Saving Throws: Events may occur in the game world that your character has a chance to avoid or mitigate. When this occurs, the GM will call for you to make a saving throw. For example, you may be hit by a poisoned dart and the GM may have you make a saving throw for toxin to resist the effects of the poison. Except for Dodging an attack in Combat, you do not voluntarily make saving throws. You only make them at the request of the GM. When making a saving throw, roll 1d20. If your result is equal to or below the value of the saving throw being used, you succeed. In some cases, success may only partially prevent or reduce the degree of a negative outcome. In the poison example above, success may only prevent the worse effects of the toxin or it may totally prevent the toxin from harming you. The exact outcome is up to the GM. If your die result is higher than the value of the saving throw, you experience the full effect of the event.
Saving Throws Attribute Breath DEX Fear WIS Listen WIS Magic WIS Pain CON Snap DEX Spot WIS Toxin CON
Rolled to Quickly close mouth to hold breath Stay in control despite powerful fear Hear something in time to take action Prevent magic from harming you Keep functioning despite pain Move quickly to evade something See something in time to take action Prevent toxin from harming you
Breath:
This saving throw represents your ability to close your mouth quickly to prevent things from getting into your system. This may be to prevent your mouth from filling with water as you fall into a river or it may be to avoid inhaling a poisonous gas. If you are injured or otherwise shocked while underwater, the GM may call for a breath save to keep from involuntarily opening your mouth in shock. Failing to make the throw usually results in suffering of some kind.
Pain:
This saving throw represents your ability to function despite being in severe pain. This may be pain as a result from injury in battle, environmental hazards like cold or heat, or an effect caused by failing a saving throw like Magic or Toxin. This might apply to psychological pain, if the stress is severe enough to warrant it. For example, seeing your true love killed before your eyes may trigger this saving throw. Failing to make the throw means that you are overwhelmed by the pain and incapable of taking action.
Fear:
This saving throw represents your ability to stay focused in the face of overwhelming fear. This may be the fear inspired by a monster, a magical spell being cast upon you, or a wide range of potentially terrifying situations. Traveling around at night is a great way to practice this save. Failing to make the throw usually results losing control of your character while they attempt to flee the area.
Snap:
This saving throw represents your ability to quickly move out of the way. This may be pulling your hand back before it gets caught in a trap or it might be avoiding an assassins arrow. Dodging in combat relies upon this saving throw. Failing to make the throw means that you did not get out of the way in time to avoid being hit.
Listen:
This saving throw represents your ability to hear something that you are not specifically listening for and processing what it means. This may be the whispers of shadowy figures in the back of a tavern or the sound of approaching footsteps. Failing the throw means that you either do not hear the sounds at all or you cannot interpret their meaning fast enough to make a difference. For example, failing to hear an enemy coming up behind you might mean that you are surprised for the first round of combat. If you wish to simply sit and actively listen for sounds, this saving throw is not used. Instead, the GM can either tell you what you hear or call for a Wisdom test if applicable.
Spot:
This saving throw represents your ability to notice something that you are not specifically looking for and determining what it is. This may be a coin lying on a dusty floor or a monster hiding in the shadows preparing to strike. Failing the throw means that you either do not hear the see it at all or you cannot interpret its meaning fast enough to make a difference. For example, failing to see an enemy coming around the corner might mean that you are surprised for the first round of combat. If you wish to simply look around or search for something, this saving throw is not used. Instead, the GM can either tell you what you see, make a search roll, or call for a Wisdom test, if applicable.
Magic:
This saving throw represents your ability to resist a direct magical effect upon your body. This may be a magical spell like Paralysis or a monsterous ability like a Petrifying Gaze. Many magic spells specify for the target to make this save to resist its effects. Failing the saving throw means you experience the full effects of the magic.
Toxin:
This saving throw represents your ability to resist the harmful effects of a chemical, biological, or magical substance. This may be an ingested poison or concentrated fumes in an enclosed space. Failing the saving throw means you experience the full effects of the toxin.
Ambitions:
Every character has two types of ambitions; major and minor. Ambitions represent what drives your character to take actions and should serve as a useful method for shaping development over time. They exist purely for your benefit as the player to provide a framework for you to express what your character really wants to achieve in their life. Ambitions should encourage the player, not restrict them. If you feel like you are being held back by your ambitions, change them. Major Ambitions: At character creation, you must specify the major ambition of the character. This represents an achievement which, if accomplished, would cause the character to retire from adventuring. This ambition serves no mechanical goal, but it does show the GM what your character is really concerned about doing with their life. As a player, you should keep in mind that this is what your character is really interested in achieving. If they are spending too much time on tasks that are not related to fulfilling this ambition, perhaps you should have the character express displeasure with the path that the party is taking and try to get the other characters to help you achieve your own ambitions for a while. Minor Ambitions: At any time during the course of play, you can create a minor ambition. This represents a short-term goal that occupies the characters immediate thoughts. When created, you must negotiate an experience point value with the GM that will be given to the character if they achieve the ambition. This value should represent the relative difficulty of accomplishing the task. You can have up to three different minor ambitions at one time. For example, after having a particularly tense encounter with the local Duke your character feels slighted and wants revenge. You talk with the GM and they agree that if you can publicly humiliate the Duke then your character will receive 100 experience points.
Major Ambition Examples Acquire a Noble Title Find your True Love Rise to a Political Position Defeat an Existential Evil Acquire an Amount of Money Avenge a Terrible Wrong Cleanse a Territory of Monsters Topple a Powerful Villain Establish a Stronghold Achieve Diety Status Make a Pilgrimage & Return Locate a Powerful Magic Item Explore a Large Territory
Minor Ambition Examples Befriend a Particular Noble Form a Romantic Relationship Bend the Ear of a Politician Defeat a Minor Evil Establish Comfortable Savings Avenge a Minor Slight Drive Away Minor Monsters Depose a Minor Villain Acquire a Small Property Interact Personally with a Diety Travel to an Isolated Shrine Find a Minor Magic Item Travel to a Distant Place
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Luck:
Luck represents your ability to defy fate. Luck has a starting value determined by rolling 2d6. Certain races can roll additional dice to increase their starting luck. Luck cannot be increased through play unless it is given to a players as a reward from the GM. Luck can be depleted over time through use. Any time a player rolls a d20 to attempt something and fails, they can spend a point of luck to add the value of their current luck to your total (not the die result). This can allow you to do some pretty amazing things. For example, a Halfling is trying to jump across a chasm to escape from a monster. The GM tells him to make a Strength test to do it. Since he is running at a full sprint, the GM gives him a +2 bonus. He has a Strength of 10, so with the +2 bonus he needs to roll a 12 or less to make the jump. He rolls a d20 and gets a 19. Rather than endure a potential deadly fall, he lowers his luck from 9 to 8 and adds 9 points to his 12 bringing his total up to 21. The 19 rolled is now beneath his total. He barely makes the jump and escapes a tragic death. At the beginning of the game, you will have a lot of lucky breaks. Over time, this will fade and you must stand on your own merits.
Languages:
Every character begins play with the ability to speak at least one language. Due to the primitive education systems of the time period, all characters are functionally illiterate except members of the Scholar class. Someone who is illiterate may still be able to understand signs and the meaning of some symbols. They may even be able to recognize a few words such as the name of their King, their God(s), or their family surname. Characters can become literate through play by taking it as a gift. Of course, this would require devoting extensive time to learning. Vernacular Languages: A character begins play knowing the vernacular language of their home region. To use a real world example, a character raised in France would speak French. The choices of vernacular languages available is left to the GM and the setting. A character with a Wisdom or Intelligence higher than 13 can also choose an additional language. If both attributes are higher than 13, choose two additional languages. Racial Languages: A character that is a Scholar begins play with knowledge of their Racial language. This is a common language used by the Scholarly class of their race. For example, an Elf Scholar begins play with knowledge of Elvish. For the most part, this language is used not for conversational purposes, but for written communication and sometimes religious services. A Scholar with a Wisdom or Intelligence higher than 15 can also choose an additional language. If both attributes are higher than 15, choose two additional languages. Depending on setting, the GM may make a variety of Racial languages available for selection that are used by races unavailable for selection by characters; such as Giant, Sylvan, Draconic, Orc, Goblin, etc. How exactly you came to learn those languages may require a special backstory.
Karma:
Karma represents the balance of good and evil in your personality. It is a score that can range from -25 to +25. A +25 Karma represent the epitome of honorable and good behavior. A -25 Karma represent the most vile evil imaginable. Most people in the world have very low Karma scores in either direction. Only very powerful people will have had the opportunity in their life to accumulate a strong Karma score in either direction. A new character begins with zero Karma. Since Karma is the judgment of the universe about the right and wrong of your actions, it is not left to any particular individual at the table. Anyone in the game can nominate someone for a Karma adjustment at any time. The nominator should state that their reasoning for the adjustment and how large it should be. For example, after watching a party member kill an innocent person simply out of expedience, someone may nominate them for a negative Karma adjustment of -3. The group can openly negotiate whether that amount is fair and attempt to come to a consensus. The decision of the majority of players is the ultimate result. Karma is used for purposes of establishing whether you are good or evil in the face of a variety of magical effects, such as protection against damage from a good or evil source. Magic spells like Hallow and Descecration give bonuses or penalties to anyone within their effect based on the Karma of the individuals involved. Particularly evil magic spells like Necrophage can take away Karma simply by being used. Karma is NOT religion and should not be treated as such. Your religious choices are completely your own and do not affect game mechanics. However, most broad-based popular religions advocate positions that are generally acknowledge to be good. Those that are advocating positions generally acknowledged to be evil are usually called Cults. What your character believes is for you to decide.
Hit Points:
Hit points (HP) represent your characters ability to endure physical hardship. You may lose hit points when you are struck with a weapon, affected by a magical spell, or the subject of a variety of events. Some classes can also voluntarily use hit points to power magical spells. A character with all of their hit points is fresh and rested. A character with no hit points is battered and bruised to the brink of injury. It is important to remember that a character with zero hit points remaining is still not seriously injured. Instead, they are winded, exhausted, bruised, battered, or slightly bloodied. Hit points regenerate at a rate of 1 per 6 hours of serious rest in a warm, safe environment. Anything more strenuous than occasionally getting up to put wood on the fire is considered work and not rest. If you are injured to the point that your Hit Points are totally exhaused, you will begin to take Temporary Attribute Damage. This represents actual injury.
Attribute Damage:
True injury occurs when your character is affected in a way that normally would cause hit point loss but they are out of hit points. Typically, this is a result of being struck by a weapon while at low or zero hit points. If you have to lose hit points but have none left to give, your character will suffer temporary attribute damage instead. If attribute damage would reduce the attribute in question to zero or less, the blow ends your characters life instead. Temporary attribute damage is determined randomly, rolling on the table to the right. Whatever damage you would have sustained in hit points is taken instead from the attribute rolled. Your attribute is thus temporarily lowered until you can have it magically restored or treated by the Scholar. If treatment is not begun within 12 hours of the injury, you must make Save vs Toxin every 12 hours or the damage will become permanent. Attribute Damage: Roll 1d10 1 Strength Arms 2 Strength Legs 3 Dexterity Hands 4 Dexterity Feet 5 Constitution Chest 6 Constitution Stomach 7 Constitution Back 8 Intelligence Head 9 Wisdom Eyes / Ears 10 Charisma Face Acting While Injured: Taking actions while having suffered temporary attribute damage requires making a Save vs Pain at a penalty equal to the total of all temporary attribute damage suffered. A failed roll means you are incapacitated for the round. Bleeding Out: A wound caused by a blow that dealt more than 3 points of temporary attribute damage will bleed significantly. Without treatment from either a Scholar or magical healing, such a wound will cause death by bleeding after 15 minutes per Constitution point remaining (i.e. reduced by temporary attribute damage, if applicable). Such injuries are very serious and require immediate treatment to survive. Crippled and Severed Limbs: A wound that deals more than 5 points of temporary attribute damage to a limb will cripple that limb. While crippled, you cannot use the limb for any purpose. A wound that deals more than 7 points of temporary attribute damage to a limb will sever it completely. Since this only applies to limbs, Constitution damage is never crippling or results in severing. However, if this occurs with Intelligence, Wisdom, or Charisma damage, then crippling results in a Coma (until restored) and severing will result in decapitation.
You may notice that it is much more likely that you will be sustain injury to your physical attributes than your mental attributes. This is because a physically powerful person is more likely to survive injuries while a physically weak person can be killed more easily. For example, while at zero hit points you are struck a blow that would normally deal 2 hit points of damage. You roll 1d10 and get an 8, indicating intelligence damage. Your Intelligence is reduced by 2. If you dont get treated by a Scholar or magically healed within 12 hours, you could have permanent brain injury! Permanent attribute damage can only be reversed by magical means.
Armor Class:
Armor Class (AC) represents how difficult it is to hurt you in combat. Note that this is different from actually hitting you. You may be hitting someone wearing plate armor, but not hurting them. An unarmored person has an Armor Class of zero. You can raise your armor class by putting on armor. Armor and its bonuses do not stack. In combat, AC is substracted from your opponents total, making you harder to hit. For example, a Fighter wearing a set of Armor Class Calc Full Plate armor, a Helm, and carring Shield +1 a Shield has an AC of 9. Someone who Helm +1 would normally roll against a 15 to hit in Full Plate +7 combat would instead roll against an 6 to hit a Fighter so equipped. This is very AC 9 strong protection from damage. Magical armors will exceed normal armor values and may provide further special abilities beyond AC.
Gifts:
Gifts are special abilities that can be selected every other level. There are no degrees or levels to Gifts. You either have a Gift or you do not. Gifts represent personal growth over time and the discovery of previously overlooked talents or abilities. For example, there is a Gift called Dual-Wield. This gift allows you to use a weapon in your off-hand instead of a shield. Someone who sees you wielding two weapons will definitely remember that you came through. Gifts are often the cornerstones of your characters reputation because they allow you to do things that very few people can hope to emulate. All Gifts are listed in the Gift Appendix so that you can reference them later at your leisure.
Experience Points:
Experience points are used by the game to measure the progression of your characters power and skill over time as a result of practice and repetition. The method and reason for recieving experience points is left solely to the GM. The most common reasons are listed below, however your GM can do whatever they want. Defeating Monsters: Every monster has an experience point value associated with them. Whenever that monster is defeated, the GM may award these points and everyone in the party that survived the combat divides these experience points equally. As more characters participate in the combat to defeat the monster, each individual will receive less experience points from the victory. Achieving Minor Ambitions: Every time you accomplish a minor ambition, the GM may award you an amount of experience points as negotiated when the ambition was defined. Quests and Puzzle Solutions: When you complete a quest or solve a particularly difficult puzzle, the GM may award you an amount of experience points to represent the challenge of the task. The GM may make the players aware of what potential rewards exist when the characters first learn about the quest or puzzle, or they may keep that information secret until the quest or puzzle is completed. Recovered Treasure: When you recover treasure from a wilderness location, the lair of a monster, ruins lost to time, or similar locales, the GM may award you an amount of experience points equal to the gold piece value of the treasure recovered. Excellent Roleplaying: The GM may grant experience points to someone who is engaged in excellent roleplaying. This is defined as acts that reinforce characterization. For example, a player may make a decision that is detrimental to their objectives, but would make sense for the character to do, such as giving a donation to charity or destroying a powerful item to keep it out of the hands of villains.
Level 1 2 3 4 5 6 7 8 9 10 +
Experience Points Total 0 1,000 3,000 6,000 10,000 15,000 21,000 28,000 36,000 45,000 +10,000
Needed to Reach Next 1,000 2,000 3,000 4,000 5,000 6,000 7,000 8,000 9,000 10,000 +10,000
Leveling Up:
A character has a character level that is an indication of how powerful they are. Higher level characters have more resources and abilities at their disposal than a lower level character. When a character accumulates enough Experience points to reach the next level, they will increase in power in the following ways: Roll Additional Hit Points: Each class has a Hit Die listed in the class description. When you reach a new level, roll a die of the indicated size and add that number to your hit point maximum. Increase Applicable Modifiers: Each character also has a number of modifiers that are dependent upon their level. For example, Skills provide a bonus that is based on character level. Raise these modifiers as applicable. Gain Gifts: Each character gains a Gift every other level. They choose their first Gift at second level, another at fourth level, etc. In order to advance a level, you must rest in a safe, warm area.
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Economic System:
The world of Errant is in a dark age. Market economic logic does not apply to this situation. There is no market to price goods and services accurately. In the absence of these forces, the people have resorted to the classic store of values; metal coins, precious gems, and commodities. There is no political system to provide a standardized currency, however there are three basic coin types that are in circulation; copper, silver, and gold. Exchange rates are listed to the right. Additionally, some mercantile associations rely upon trade bars to conduct their business. Trade bars typically represent 500 coins of the same type, thus a Silver Trade Bar would have a value equal to 50 gold coins, 500 silver coins, or 5000 copper coins. At a certain point, however, the weight of these metals becomes prohibitive. Then it may become advantageous to switch to precious gemstones as a store of value. There are no values listed in the chart to the right because the value is dependent upon the size and quality of the stone. Ultimately, the GM decides upon the exact value of any gemstone. Whether you can get that price trying to sell it is another issue entirely. The GM may call for Charisma tests to set a price. Finally, some types of goods retain their value when sold. They do not depreciate in the process of the sale. These are called commodities. Barrels of Dwarven ale are an example commodity. Exchange Rates Copper Silver Gold Copper 1 10 100 Silver 1/10 1 10 Gold 1/100 1/10 1
Types of Precious Gemstones Diamond Malachite Emerald Obsidian Garnet Onyx Jade Opal Jasper Pearl Lapis Lazuli Peridot
There are magical items that exist in the world. They are not found in this book because their very nature makes them something that you should not know about as a player. They are chosen by the GM and placed in the world. They break the rules of the game. Magic items are priceless and anyone who would sell one is a fool.
Weapon Battle Axe Bow Club Crossbow Dagger Flail Greatsword Hand Axe Longsword Mace Morningstar Quarterstaff Rapier Scimitar Shortsword Spear Warhammer
Damage 1d10 1d4 1d4 1d6 1d4 1d10 1d12 1d6 1d10 1d8 1d10 1d4 1d6 1d8 1d8 1d8 1d12 AC +1 +1 +2 +3 +4 +5 +6 +7 +1 +1
Range 50 feet 100 feet Type Light Light Light Medium Medium Heavy Heavy Heavy -
Cost 100 gp 60 gp 250 gp 2 gp 120 gp 130 gp 10 gp 120 gp 60 gp 110 gp 80 gp 80 gp 75 gp 50 gp 140 gp Cost 35 gp 80 gp 120 gp 260 gp 370 gp 550 gp 900 gp 2200 gp 25 gp 20 gp
Weight 5 lbs 1 lb 1 lb 4 lbs 1 lb 3 lbs 4 lbs 1 lb 3 lbs 3 lbs 3 lbs 1 lb 2 lbs 3 lbs 2 lbs 2 lbs 2 lbs Weight 20 lbs 10 lbs 15 lbs 30 lbs 40 lbs 55 lbs 60 lbs 75 lbs 2 lbs 3 lbs
Armor Padded Leather / Hide Studded / Brigandine Scale / Ring Chainmail Splint / Banded Field Plate Full Plate Shield Helmet
Common Items Backpack Bedroll Bivouac / Tent Block and Tackle Caltrops Bag (single use) Clothing (common) Clothing (wealthy) Clothing (winter) Crowbar Fishing Pole Flask / Bottle Flask of Lamp Oil Garlic Bulb Grappling Hook Ladder (10 ft) Lock (exceptional) Lock (standard) Oil Lamp Parchment (per page) Pickaxe Pole (10 ft) Rope (100 ft) Saddle & Tack Scroll Case Shovel Spellbook (Blank, 50 pages) Tinderbox Torch Writing Ink (vial)
Cost 3 gp 1 gp 5 gp 10 gp 20 gp 3 sp 8 gp 3 gp 1 gp 5 sp 2 sp 2 gp 4 sp 4 gp 7 sp 35 gp 3 gp 2 gp 2 gp 3 gp 6 sp 1 gp 40 gp 5 gp 2 gp 120 gp 8 sp 1 sp 6 gp
Weight 2 lbs 3 lbs 10 lbs 1 lb 1 lb 1 lb 1 lb 3 lbs 1 lb 1 lb 1 lb 1 lb 2 lbs 4 lbs 1 lb 1 lb 1 lb 2 lbs 1 lb 3 lbs 8 lbs 1 lb 2 lbs 2 lbs 1 lb -
Weapons:
Battle Axe: The battle axe is a common weapon among barbarian tribes without access to large quantities of high-grade iron. It functions normally in combat, with no special modifiers. Bow: A bow can be used to hit targets at a distance. This weapon is only available to Rangers and Elves because shooting targets at a direct angle is very hard. Most bows are used in mass combat contexts, not close quarters. The range amount listed is considered the reliable range of the weapon. Shooting beyond that distance always carries a negative modifier determined by the GM. This is a two-handed weapon. Club: This is the most simple and basic weapon available, essentially a large stick. Clubs have a 90% chance of breakage if used to parry, but this does not affect the success or failure of the parry. Crossbow: A hand-cranked mechanical weapon used to hit targets at a distance. This weapon is only available to characters with the Crossbow Training Gift, because it requires specialized training. The range amount listed is considered the reliable range of the weapon. Shooting beyond that distance always carries a negative modifier determined by the GM. This is a two-handed weapon. Dagger: This serves as a standard basic weapon as well as an allpurpose tool and utensil. Daggers cannot be used to parry. Flail: The flail is an usual weapon with a special quality. If successfully parried by an opponent or used in a successful parry by your own hand, there is a 50% chance it will become entangled with the enemy weapon. This renders both weapons useless in combat until untangled, a process that takes a combat round to complete. You can, of course, simply drop the flail and draw another weapon while your opponent struggles to free theirs. Greatsword: This is a very large version of a longsword. It is a symbol of great power, but carries no special modifiers. This is a two-handed weapon. Hand Axe: This serves as a standard basic weapon as well as an allpurpose tool. It is common among people who live in the forest. Longsword: The longsword is a classic heroic weapon. Users have a +2 modifier when parrying with it. Mace: This is merely a metal version of the club, but the difference is striking. The mace is a classic weapon that has no special modifiers.
Weapons (continued):
Morningstar: Essentially a mace with a spiked head, the morningstar is specially designed to penetrate armor. The armor class of any opponent wearing metal armor is reduced by 1 point if you are using this weapon to attack them. Quarterstaff: The quarterstaff is a simple weapon that can be acquired at no cost, like the club. Quarterstaves have a 90% chance of breakage if used to parry, but they give a +1 bonus to the attempt. This is a two-handed weapon. Rapier: A rapier is a sword specifically designed for parrying blows in combat. It grants a +4 bonus to parry, but its thin design can result in a 25% chance of breakage when used to block a weapon that deals 1d10 or higher damage. Scimitar: This is a cavalry weapon that is sometimes used on foot. It functions normally in other circumstances, but grants a +3 bonus To Hit and damage when used on horseback. Shortsword: A shortsword is a basic weapon of proven reliability. Users have a +1 modifier when parrying with it. Spear: The spear is a classic weapon that has a variety of uses in combat. When used against mounted opponents, it grants a +2 bonus To Hit and damage. Spears have a 50% chance of breakage if used to parry, but this does not affect the success or failure of the parry. This is a two-handed weapon. Warhammer: The warhammer is a knightly weapon that deals a lot of damage, even against armored foes. The armor class of any opponent wearing metal armor is reduced by 1 point if you are using this weapon to attack them. This is a two-handed weapon.
Armor:
Some of this armor is unavailable to starting characters simply due to extraordinary cost. However, it may be available for purchase in the game world. In fact, acquiring an expensive suit of armor would make an excellent minor ambition. Padded: This kind of armor is made up of extra thick cloth layers and provides minimal protection. It is common among the peasantry. If submerged in water, quadruple the normal weight as the armor soaks up a lot of water. Leather / Hide: This kind of armor is composed of hardened animal skins. It provides decent baseline protection for a soldier. Studded / Brigandine: This kind of armor is composed of hardened animal skins or cloth that is covered with a network of small metal fittings. These fittings deflect blows some of the time. Scale / Ring: This kind of armor is composed of overlaping pieces of metal and was a precursor to chainmail armor. It lacks the protective value of chainmail but also weighs a lot less. Chainmail: This kind of armor is made from interlocking metal rings that together form a dense mesh of metal that is extremely hard to penetrate with weapons. This protection comes with a heavy weight and a steep price. Splint / Banded: This kind of armor is made from riveting plates of metal onto a cloth or leather base armor. It lacks the impenetrability of actual plate mail, but comes close. Field Plate: This kind of armor is made from overlapping steel plates. Some elements are missing so that it can be put on faster. Full Plate: This kind of armor is made from overlapping steel plates. All elements are included.
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Retainers:
Sometimes you are incapable of handling a situation with the resources you have within your group of characters. Perhaps you need a skill that you do not have or you need help carrying something too heavy for the characters in the group. Maybe you need someone to build a home for you, paint it, or care it while you are away. Non-Player Characters in the world can perform these tasks for you, but not for free. These people are called Retainers. There is no standard wage for anything in the world of Errant because there is no market system to do so. Everything must be negotiated and ultimately the wage that a retainer demands is up to the GM. If that job involves danger and risk, the price will go up. If it involves going away for an extended period, the price will go up. If you cannot pay the wage demanded, people will not work for you. Common Types of Retainers Clockmaker Interpreter Cobbler Locksmith Cook Mason Cooper Mercenary Farrier Messenger Fletcher Miner Furrier Minstrel Gemcutter Navigator Glassblower Painter Goldsmith Ploughman Groom Porter Guide Potter Herald Saddler Herbalist Sage Huntsman Sailor Retainers are more than simple business associates. They are exclusively in your employ. As a result, you must draw upon your Charisma to keep them in your service. Any time you have a disagreement with your retainer over any issue, the GM should call for a Charisma test to maintain your control over them. If you fail this test, they may simply walk away from the relationship. The negotiations to hire a retainer should ALWAYS involve a Charisma test, at the very least to determine price, but also to determine how happy they are about working for you in the first place. Someone who only begrudgingly takes the job will have an easier time walking away later.
Architect Armorer Arrowsmith Assassin Astrologer Barrister Blacksmith Bookbinder Bowyer Brewer Butcher Carpenter Cartwright Chandler Clerk
Sapper Scribe Ship Captain Shipwright Skinner Soapmaker Spy Tailor Tanner Teamster Torch-bearer Trapper Vintner Weaver Wheelwright
Adventuring Mechanics
Exploration Mechanics:
As an Errant adventurer, the majority of gameplay will revolve around exploring the world. This will bring your character into situations that most people would avoid at almost all costs. An important element in the life of adventure is a willingness not just to endure these kinds of situations but to actively seek them out.
Long-Distance Movement:
The world in which your character lives has a level of technology roughly comparable to the early Dark Ages. Those maps that do exist are exceptionally rare and extremely expensive. Attempting to locate a reliable map could be a quest in its own right. Most cities in this time period are small by modern standards. A city of 20,000 souls is fairly large for the time. An entire continent may contain a single city of 100,000 or more people. The technology necessary to support concentrated populations is lost, if it ever existed at all. Roads that do exist are typically overgrown and poorly tended. Only members of elite social classes like the Clergy, Nobility, or Burghers will even know how to navigate these roads. The common folk do not travel more than a few dozen miles from their home in their entire life and thus know very little about longdistance travel. You may have very few actual details about the place you are trying to reach. For example, you may be searching for the village of Canto. There may be a handful of people in a major city that have even heard of Canto, even fewer who can give accurate directions. As a result of these constraints, reaching a location can be a significant challenge. There is no danger of getting lost while travelling along a road, however if you do not know where you are going then you may end up somewhere you really didnt want to go. When travelling through a wilderness region, you must use the Orient skill just to maintain your direction, much less reach a specific location. Failure can leave you in dangerous country with the difficult task of rediscovering civilization. Use caution!
The world of Errant is in a dark age. The civilizations of the Dwarves and Elves have largely collapsed and fallen into ruinuous decline. In the wake of that collapse, the populations of uncivilized races like Orcs and Goblins have expanded and moved into formerly developed areas. Without anyone to keep them at bay, monster populations have grown into signficant threats. In this chaos, Humans may be the last hope for civilized people everywhere. Their cities are the only highly concentrated populations left in the world. If there is a chance to roll back the darkness of the age, it will be Human civilization that achieves it. Despite this optimism, Human society is fragmented and disorganized. Their political systems are fragmented feudal heirarchies prone to infighting and conflict. Humans sometimes spend more time fighting each other than on defeating the real enemies of civilization that are hidden away in the wilderness. Law in this time is inconsistent, biased, and prone to corruption. There is no organized legal system, merely the fiat of the local lord or aristocrat. Be careful when traveling the land, lest you anger those who have a modicum of power and will kill to keep their grip on it.
Movement Speeds:
An unencumbered person can hike a number of miles in a day equal to their Constitution, minus a penalty provided by the GM to represent the difficulty of the terrain. A party travels at the speed of its slowest member. Mounts travel at double their Constitution in miles per day.
Encounters:
While traveling overland or within a dungeon, the GM may roll dice to determine the likelihood of encountering a special situation. This could be running into a wild animal, coming across a monster or its lair, or an encounter with local highwaymen. It could just as easily be finding a small frontier homestead or a waystation that provides sustenance for the Kings cavalry as they travel about the land. If such an encounter occurs, every party member must make a Save vs Spot. The GM makes similar rolls for the other side. Whoever succeeds by the largest margin notices the other first. This may give you an advantage or result in you running right into an ambush. The GM can simply decide the intentions of those encountered or they may roll randomly from the table to the right. You will have to watch those encountered to try and deduce what they intend. Intentions: Roll 1d10 1 Looking for Help 2 Eager to Interact 3 Cautious: Guard Down 4 Cautious: Weapon Drawn 5 Avoidance and Retreat 6 Avoidance and Retreat 7 Avoidance and Retreat 8 Attacks after Stalking 9 Attacks after Preparation 10 Attacks Immediately
Encumberance:
The most weight that any character can carry and still move is equal to five times their Strength. The most weight that any character can carry comfortably is double their Strength. Therefore an average person can carry about 20 lbs without having to worry about getting tired and a maximum of 50 lbs before they cannot move. If you are carrying more weight than you can manage comfortably, you lose 1 HP per hour per multiple of your strength above your comfort limit. The average person in the example above would lose 1 HP per hour carrying 21-30 lbs, 2 HP per hour carrying 31-40 lbs, and 3 HP per hour carrying 41-50 lbs. If your HP is reduced to zero in this way, you collapse and fall unconscious.
Daily Sustenance:
The degree to which you track the demands of daily life is up to the consensus of the group. You may decide that keeping track of the source of every meal, the exact number of days spent foraging for food, and exactly how much water you are carring in your support wagon. The rules below are provided for guidance if you choose to track these variables in your game. Food: Each character must consume at least one ration per day in order to stay alive. They must consume a number of rations equal to one fourth your Strength, rounded down, in order to heal hit points normally. Rations can be purchased from the equipment lists for fixed costs or they can be generated by searching for food. Water: Each character must consume at least one drink per day in order to stay alive. They must consume two drinks per day in order to heal hit points normally. Drinks can be purchased from the equipment lists for fixed costs or they can be generated by searching for water. Searching for Food & Water: The GM will assign a die value to each region of the game world to indicate the relative abundance of that area and another die value to indicate the presence of water. A rich lowland might have a value of d10 for both food and water while a frozen tundra might have a food value of d4 but a water value of d12. Most characters can hunt for food or search for water in that region by devoting an entire day to the process and rolling the appropriate die. Their labor yields a number of rations or drinks equal to the die result. However, a Ranger can roll two dice of the designated type for food while a Druid can roll two dice for water.
Sleep:
As with sustenance, the degree to which you track the demands of daily life is up to the consensus of the group. You may decide that keeping track of every hour of sleep and exactly long each party member stays up on the night watch. These rules are provided for guidance if you choose to track these variables in your game. A character needs 6 hours of sleep every day in order to function effectively. Any time a character fails to meet this standard, temporarily lower all attributes by 1 for the entire following day. If they fail to get enough sleep for two days in a row, temporarily lower all attributes by 5 for the entire following day. Each successive day without sleep results in another 4 cumulative penalty applied, so the third day reduce attributes by 9, by 13 on the fourth day, and so on. If these penalties reduce Strength, Dexterity, or Constitution to zero, the character falls asleep despite the desires of the player. Anyone forced to sleep in this manner will sleep for a number of hours as dictated by the GM unless forcefully roused. If these penalties reduce Intelligence, Wisdom, or Charisma to zero, the character becomes insane and transfers to GM control until they are restored above zero. Serious sleep deprivation can have extreme consequences on the mind.
Time:
Swimming:
The world of Errant represents a time when exact timekeeping was extraordinarily difficult. At best, a town might have a few people who keep track of the days of the year. It is probable that your character may lose track of the exact day if they are away from civilization for an extended period of time. At a shorter scale, most people do not even attempt to keep track of the passing of hours. As a result, it may be difficult or impossible to coordinate arrivals or meetings with a third party. You might tell a friend that you will meet them in the town of Robart next Thursday at noon. The odds of them being able to fulfill your request may be low. If they even show up on the right day, you might consider yourself lucky.
Every character is assumed to have basic swimming ability. Swimming in calm waters without encumberance requires no rolls. However, the GM can call for a Strength or Dexterity check if the water is dangerous. Your encumberance penalty is applied to any such tests, so avoid going into the water with a heavy load.
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Toxins:
The world of Errant is the home to a wide range of noxious substances. It is important to know how these substances affect your system so that you can react appropriately if inflicted. A toxin is a substance that inflicts temporary attribute damage on the victim. It could be a poison or a disease, but the rules are the same for both. This must be treated with Remedy or Magic under the same rules as combat damage of this type, including 12 hour Saves vs Toxin. A toxin is introduced through the body via an exposure method. This determines how you can become infected. For example, you cannot inhale a respiratory toxin if you are holding your breath. The toxin will wait a period of time before becoming active. This is called gestation. A toxin with a gestation of 1 minute would begin affecting you 1 minute after exposure, however some toxins (especially diseases) may have gestation periods measured in days. A toxin will inflict damage to one or more attributes. The amount of damage is random and based on the toxin, but it will occur one point at a time at a frequency called an interval. Once all the damage has been dealt, the toxin is considered to have run its course and you are no longer affected by it. Of course, you will need to get the damage treated quickly or else it could become permanent. Finally, each toxin has symptoms that will begin to express themselves when the gestation period is over. This may actually be your first indication that you are even infected, so pay attention. Example: Whistleberry Powder Exposure Respiratory Gestation 3d8 minutes Attribute Damage 1d8 Charisma, 1d10 Wisdom Interval 1 per Hour Symptoms Purple skin tone, disorientation, delusions
Drugs:
A drug is similar in many ways to a toxin but it does not always damage you and it may provide some benefical effects. Drugs can affect the mind, the body, or both. Drugs can also create physical and or psychological dependency. Alcohol is an example of a drug. A drug has the exposure, gestation, and symptoms characteristics of a toxin, but does not deal damage to you over interval periods. Instead, it has a simple duration after which the effects expire. A drug can raise or lower any number of your characteristics; from attributes to saving throws to any number of other effects. Exactly what a drug does is completely up to the GM. A drug also has the potential to be addictive. The likelihood that the user will become addicted to the drug is represented by an addiction factor. This is a dice that is rolled per dose of the drug consumed with the user becoming addicted if they roll a 1. For example, an addiction factor of 1d4 means that they have a 1 in 4 chance of becoming addicted per use. A drug with a 1d12 addiction factor is much less likely to be addictive. Someone who is addicted to a drug must consume it every week or suffer withdrawal symptoms. Withdrawal effects intensify, plateau, and eventually fade. This rise and fall occurs over 1d10 days for all drugs. The GM can force Save vs Pain to see if you can resist the temptation to consume the drug to stop the withdrawal symptoms. If you fail this save, you will to do anything to get your fix. Example: Goldenbrew Dwarven Ale Exposure Oral Consumption Gestation 4d6 Minutes Symptoms Drunkenness, Combat Hallucinations Effects -3 Wisdom, +10 Hit Points, +6 Save vs Pain Duration 4 Hours Addiction Factor 1d10 Withdrawal Headaches, Slight Nausea
The ability to see is vital to survival. Unfortunately, a large portion of an adventurers life is not spent in brightly lit open areas. Adventurers tend to go into caves, dungeons, buildings, and heavily wooded areas. They camp in the wilderness at night. As a result, they often find themselves in situations where things within their normal range of vision may be obscured, distorted, or completely hidden. What you actually see in the world around you, how far your torch light extends, what heat levels are detected by your Dwarfs eyes, and whether you see that Ghoul hiding in the corner is exclusively determined by the GM. Your GM may provide you with guidelines, such as a torchs light extends fifteen feet in every direction, or they may set such distinctions aside and simply speak in vague terms. However, the GM will call for you to make a Save vs Spot when they want you to have a chance to notice something that most people might meet. This might be a tripwire running across the floor, it might be a monster hiding in the shadows, or just whether you notice a coin lying in the dirt. Generally, you will only get one chance at this. The GM may impose a penalty on this save to represent situational factors like shadows or camouflage. The Effects of Darkness and Blindness: As your vision becomes worse, the GM will impose progressively worse penalties on anything you do that require vision, such as attacking a target in combat or spotting an approaching monster. Some magical effects may completely blind you as well, such as Blackout. If you are completely blind, the GM may impose a large penalty or simply decide that the task is impossible to accomplish without sight. Some mechanical tasks like lockpicking may be accomplished completely by feel, but also at a penalty imposed by the GM. Some tasks are obviously unaffected by darkness, such as talking. Ultimately, what you can and cannot accomplish in the dark or while blinded is up to the GM.
The world of Errant is a dangerous and wild place. At night, apex predators roam the land looking for easy prey. People tend to live in small villages for safety in numbers. These villages may put up stone walls or wooden palisades to protect them against these threats. At night, vision ranges decline and dangers can creep close. Common folk stay inside where it is warm and safe. Those who travel at night are viewed with immediate suspicion and fear. Sounds carry far and wide through the night air and the howling of a wolf or coyote may be a frequent occurence in the countryside. However, danger can come just as easily from those inside the walls as those beyond. Thieves, brigands, smugglers, and other criminals prefer to conduct operations under the cover of darkness. Anyone who comes knocking on the door at night is presumed to be up to no good. If you did not make friends during the day, dont expect to be forming new friendships talking through a barred door. Due to these factors, anyone moving about at night is always on their guard. Consequently, the GM may apply penalties to any Save vs Fear made during the night.
Exploring a Dungeon:
The achievement of your characters ambitions will likely take you into locations that the average person would do well to avoid, such as abandoned castles or dank caverns. These locations are referred to as dungeons, though they do not have to conform to the traditional stereotype. A ghost town might just as easily be considered a dungeon as an abandoned mine. While moving around in a dungeon, in addition to the very real possibility of encountering monsters and villains, you could encounter the following non-combat hazards. Rolling for Discoveries: The GM may have a treasure, item, clue, or any variety of things tucked away in parts of the dungeon. For example, a gold ring may have fallen into a crack in the floor and remains stuck there for you to find, hopefully. In such a case, the GM may roll a die in secret to assess the odds of discovery. On a die result of 1, you accidentally discovery the secret. The GM can change the size of the die to reflect the likelihood of finding it. Getting a result of 1 on a d4 is much easier than on a d20. The GM may also roll dice just to keep you on your toes. If you are not actively searching for anything, the GM will typically use a larger die like a d10 or a d12. If you tell the GM you are actively searching the area for hidden objects, they will typically use a smaller die to reflect your diligence, like a d6 or a d4. Keep in mind that actively searching an area requires spending several minutes engaged in that task and you may be making noise that attracts attention from monsters or NPCs that are nearby. Poisons and Disease: You may encounter natural or magical poisons and diseases in dungeons with much greater frequency that you do in the outside world. These areas are often the home of apex predators and typically have an above-average amount of decaying corpses than a normal location. Be careful about what you touch.
Locked or Stuck Objects: You may encounter a door that has swelled in the heat and prevents passage forward or a locked chest that might contain valuables inside. You can make a Strength test to simply force something open or you can make a Disable roll to bypass a locking mechanism. Some objects may be locked in a manner than cannot be disabled, such as a door being barred from the other side. The GM may assess a penalty to your rolls based on the challenge presented and/or give you a bonus for having appropriate tools. Be advised that the use of extreme force to open an object usually creates a lot of noise and may attract attention. Collapsed Structure: You may discover structures above ground that have collapsed or you may find collapsed tunnels in an underground location. You can dig through loose dirt and rock at a rate equal to half your Strength in cubic feet per hour of work. Heavier materials take more time to dig through, based on the judgment of the GM. This process also constitutes searching that material as it is removed and you will be given the appropriate chance to discover anything hidden within it. Traps: Sometimes intelligent creatures can set up traps to injure those who try to sneak up on their lairs or hideouts. These traps can range from simple deadfalls and pit traps to intricate mechanical triggers that can shoot out poisoned darts. Anyone approaching the trap can get a Save vs Spot at the GMs discretion to notice it. If detected, someone may disarm the trap using the Disable skill. Failure may or may not trigger the trap mechanism. Some traps may be unnoticable and/or unable to be disabled. Magical traps are usually both. Falling from Heights: You may accidentally lose your footing and fall from an elevated position. You will suffer 1d6 points of damage per 10 feet of distance travelled. A successful Save vs Snap will halve that damage. Any fall of 250 feet or greater is automatically fatal unless you have magical protection of some kind.
Combat Mechanics:
As a part of the game, you will find yourself in situations that may become violent. In those circumstances, special rules apply to make sure that the game is adjudicated fairly. You may wish to use minatures in combination with a battlemat to represent your characters and the environment of the conflict. Combat is divided into combat rounds that represent approximately six seconds of game time.
Combat is divided into combat rounds that represent approximately six seconds of game time. Each round is composed of two steps; taking actions and applying damage. Taking Actions: Within each round, everyone can take one combat action. Actions are taken in reverse order of Dexterity with the lowest Dexterity combatant going first. This allows the faster combatants to benefit from the foreknowledge of how the round will resolve when they make their decisions about what to do. Taking actions while having suffered temporary attribute damage requires making a Save vs Pain at a penalty equal to the total of all temporary attribute damage suffered. A failed roll means incapacitation for the round. You can attempt to act again next round. Combat Actions Attack Draw & Attack Move & Attack Move Cast a Spell Parry Dodge Hold Charge Grapple Surrender
Combat Actions:
These are defined action types and do not represent everything you can do in combat. However, if you want to attempt anything outside of these guidelines, the GM must determine how it is adjudicated. Attack: Taking this action means you are spending the entire round attempting to injure a targeted opponent with your weapon. The opponent must be within range of your weapon. Attacking is an attribute test against Strength, except for some Fighter combat styles that use Dexterity instead. This is also called a To Hit roll. The Armor Class of your opponent is applied as a penalty to your attribute and there are some other modifiers that might apply depending on your character design. If you are successful, you hit your opponent and roll the appropriate amount of damage dealt by your weapon. The GM will reduce their hit points accordingly. Draw & Attack: Taking this action means you are either dropping your current weapon and drawing a new weapon or that you began the round unarmed and drew a weapon to attack. The weapon must be easily accessible to do this. A spear strapped to your back or a sword in a scabbard is considered accessible. A dagger in a pouch at the bottom of your backpack is not accessible. This is adjudicated as if it were a normal attack, but at a -3 penalty To Hit. Move & Attack: Taking this action means you are moving closer to an opponent and then attacking them. The opponent must be within a number of feet equal to your Dexterity plus your Strength to take this action. You must already have your weapon in hand to take this action. This is adjudicated as if it were a normal attack, but at a -5 penalty To Hit.
Applying Damage: Once all actions have been taken and all damage has been rolled, it is applied simultaneously. Even if this results in the death of a combatant, their attacks that round will still deal damage if they hit. The one exception to this is the Knave, whose First Strike ability overrides these rules. Between Rounds: Some spell effects can expire between rounds. Otherwise, combat continues round-by-round until only one side remains fighting.
5
Gifts
Gifts:
Every character gains a Gift every other level. They choose their first Gift at second level, another at fourth level, etc. Your GM may require some training be undertaken before a gift can be taken. Acrobatics: You can perform amazing feats of balance where others would fall. You can usually walk across narrow beams, tightropes, ice slicks, and surfaces covered with liquid without falling. In most cases, you automatically keep your balance on these kinds of surfaces. However, extreme situations may result in a Dexterity test, subject to GM judgment. Animal Empathy: You are received well by animals. Normal animals do not react negatively to your presence, though this protection does not extend to anyone traveling with you. Any tests to control a normal animal for work or as a mount are done at a +3 modifier. Supernaturally large or aggressive animals are considered monsters and are unaffected by this gift. Awareness: You are unusually perceptive. Add +1 to both Listen and Spot saving throws. You can take this gift multiple times. Brute: You always seem to hit harder than most. Add +1 to all damage rolls using melee weapons that deal 1d8 damage or more per strike. You can take this gift multiple times. Carouser: You have a way of keeping your wits despite consuming large quantities of alcohol. If there is a rumor to be learned in a social gathering where alcohol is being consumed, it will inevitably find its way to your ears. Catcher: You have a knack for catching flying objects. You automatically catch anything intentionally thrown to you. You also have a 50% chance of catching anything thrown within reach of you. This ability does not cover things thrown at you or someone near you. You cannot catch flying daggers or arrows. Acrobatics Animal Empathy Awareness Brute Carouser Catcher Catfall Cautious Climber Channeler Common Sense Debonair Digger Disguise Dowser Dual-Wield Duelist Eavesdropper Eidetic Endurance Equestrian Escape Artist Etiquette Fast Metabolism Faster Healing
List of Gifts Favored Enemy Fearless Finesse Flinch Forger Forgiveness Fortune Finder Gambler Haggler Hardy Hawkeye Heraldry Herbalist Hiding Indomitable Inheritance Innocent Face Interrogator Jumper Lawgiver Leadership Light Sleeper Light Step Lip Reading Literacy
Lockjaw Mimicry Mule Mundane Negotiator Numb Occultism Outlaw Palm Pathfinder Pickpocket Quick Quick Draw Rage Resilient Salty Dog Shield Basher Snatcher Timid Tongues Toughness Tracking Weapon Training Wild Magic Wrestler
Gifts (continued):
Catfall: You have a knack for landing on your feet. You take half damage from all falls. If you fall over 250 feet, you are still doomed. Cautious: You have a cautious way about you. Whenever the GM calls for a roll to see if you set off a trap, roll twice. If you succeed on either roll, the trap doesnt go off. Climber: You are an adept climber. You can attempt to climb surfaces that most people would simply write off at too difficult, such as a sheer rock face. You make all tests involving climbing with a +3 bonus. Channeler: You have the ability to channel a wider range of magical energy than most spellcasters of your type. You can choose one additional spell of the same level as the level when you take this gift. This can be any spell, regardless of your normal class restrictions. This gift is only available to Bards & Druids. Common Sense: You just know the right thing to do. If you commit a social faux pas by saying something inappropriate, you can take back what you said and replace it with an alternative statement. Debonair: You have a certain swagger in the presence of young people. You just have a special romantic air about you. They want to be around you whenever possible and will sometimes foolishly follow you just to see what you are doing. Any Charisma test against a young person of your race has a +3 bonus. Digger: You have a special bond with the earth. You love to get dirty, either in a garden or digging underground. You can dig through loose dirt and rock at a rate equal to your Strength (instead of the normal half-Strength) in cubic feet per hour of work. Heavier materials take more time to dig through, but you still dig at double the rate of a normal person. Disguise: You have a knack for changing your appearance. With access to adequate materials, you can change your appearance so thoroughly that those looking upon you do not even get a roll to notice your ruse. With improvised materials or when under time pressure, you still get a +3 bonus to attempt to disguise yourself. Dowser: You just seem to know where water is. You roll two extra dice when searching for water in the wilderness. You also have an uncanny sense for predicting when a rainstorm is coming. Dual-Wield: You can use two weapons simultaneously in combat, provided each weapon can be used in one hand. This does not give you two attacks, but makes you more likely to land a blow. You gain a +3 bonus To Hit and if you hit you roll damage for both weapons. However, you deal 2 less damage total because you are slightly off balance when swinging your weapons. Duelist: You are an expert swordsman. When using a longsword or rapier, you get +3 to your Parry attempts. Eavesdropper: You have a hard time not paying attention to other peoples conversations. You get +2 to Listen saving throws. You can take this gift multiple times. Eidetic: You have a perfect photographic memory. You can ask the GM for any information they have previously told you and you will get a reliable answer. Endurance: You are able to endure more hardship than the average person before breaking down. You gain 1d6 extra hit points. You can take this gift multiple times.
Gifts (continued):
Equestrian: You are at home on horseback. You are able to perfectly control your mount in virtually all non-combat situations. You can use a mount in combat or engage in complex maneuvers like jumps at a +5 bonus. Escape Artist: Ropes and chains cannot hold you down. You can make a Dexterity test every 15 minutes to escape from bonds of any kind. The GM may impose a penalty for really good bonds. Etiquette: You always know how to react properly in a social situation. Your character knows which fork to use, when to bow or curtsy, and what to wear to a social event. Faster Metabolism: Your body processes occur at a faster rate compared to others. All time units that affect toxins and drugs are halved. They gestate faster and they do not last as long. Faster Healing: Your body is able to mend itself faster than most. You heal one HP every five hours instead of the usual six. Favored Enemy: You have a lot of experience fighting a certain type of creature. You get +2 To Hit and +2 to damage against one race or monster type of your choice. Examples include Orcs, Goblins, Giants, Dragons, Elementals, Golems, Elves, Dwarves, etc. Fearless: You are difficult to scare. You get +2 to Fear saving throws. You can take this gift multiple times. Finesse: You have graceful movements in combat. You may choose to use your Dexterity to make melee attacks instead of Strength. Flinch: You are able to react quickly to sudden danger. You get +2 to Snap saving throws. You can take this gift multiple times. Forger: You have a talent for duplication. You can reproduce any written document if you have an original copy, even if you dont know the language. However, you must be literate to take this gift. Forgiveness: You have atoned for past wrongs. You gain +5 to Karma. This cannot raise your Karma above zero. Fortune Finder: You have a knack for finding hidden treasures. Any time the GM rolls to see if anyone finds such things, you roll twice. Gambler: You have a gift for games of chance. Any time you gamble, you come out ahead in the end. Be careful though, sore losers may accuse you of cheating. Haggler: You have a way of getting a great deal. Most merchants will sell you equipment at their best price. Any time such things are settled by dice, you get a +3 bonus.
Gifts (continued):
Hardy: You are unusually tough. Add +1 to both Pain and Toxin saving throws. You can take this gift multiple times. Hawkeye: You notice just about everything. You get +2 to Spot saving throws. You can take this gift multiple times. Heraldry: You know the meaning of most heraldric symbols from your current region. When traveling, you pick up the differences quickly. When identifying heraldry you have never seen before, you get a +3 bonus. Herbalist: You aspire to have the medical skills of a Scholar but lack the training. You can use Scholarly medicine untrained at a -5 penalty, but if you fail your rolls at any crucial point the GM may kill your patient. Medicine is no game. Hiding: You are adept at concealing yourself in strange places. In mere seconds, you can stuff yourself into barrels, pipes, chests, closets, and underneath beds. Unless your pursuers are truly dedicated, they are unlikely to look in the kind of places you pick. Indomitable: You have an unusually strong soul. Add +1 to both Fear and Magic saving throws. You can take this gift multiple times. Inheritance: You have benefited from a sudden financial windfall due to the death of a relative. You inherit 5d10 x 10 gold. Innocent Face: You have cultivated a look of innocence. When suspicion exists, you are overlooked. When evidence surfaces, it is mistrusted. You must be caught red-handed to even be a suspect. Interrogator: You have a talent for getting information out of people. You dont have to use force to do it. Something about you just compels a confession. A prisoner is putty in your hands. Jumper: You can jump farther and higher than a normal person. For most jumps, you automatically succeed. Whenever the GM forces a roll to see if you leap a certain distance, you get a +3 bonus. Lawgiver: You have a natural air of authority. In a chaotic town hall meeting, people look to you for guidance. Your word can stop a vigilante in their tracks. Even legal officials occassionally seek your guidance in difficult situations. You are respected. You must have 10 or higher Karma to take this gift. Leadership: You have a tactical ability in small unit combat. If everyone on your side of a conflict acknowledges your leadership, they gain +1 To Hit in combat. You must be able to give orders in order to have this effect (e.g. you cannot be magically silenced). Light Sleeper: You only need 5 hours of sleep each night to feel rested instead of the usual 6 hours. You always wake up immediately if there is an audible disturbance. Light Step: You walk softly. Anyone trying to Listen to you suffers a -2 penalty. You also do not leave tracks when you walk in the wilderness. Anyone attempting to track you automatically fails. Lip Reading: You can try to read someones lips if you cannot hear what they are saying. The GM will roll dice in secret to determine what you think you see them say. You have a 40% chance of getting a good idea of what is being said, a 40% chance of being unable to glean any useful information, and a 20% chance of completely misunderstanding what they are saying. Literacy: You are able to read and write in a single racial language. You must be trained for a significant period of time to take this gift.
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Gifts (continued):
Lockjaw: You tend to keep your mouth closed. You get +2 to Breath saving throws. You can take this gift multiple times. Mimicry: You can imitate the voices of other people. This can extend to other races if they are close to your vocal pattern. For example, a Human could mimic a Dwarf or possibly an Orc, but not a Dragon. Anyone who is very familiar with the person you are imitating can make a Listen saving throw to detect your ruse. Mule: You can carry more weight than an average person. You can carry up to six times your Strength before becoming immobilized and you can carry three times your Strength comfortably. Mundane: You are naturally resistant to magical effects. You get +2 to Magic saving throws. You can take this gift multiple times. Negotiator: You have a talent for negotiating with strangers in strange places. If you are in front of the party and able to speak to those encountered, subtract 1 from any result you have on the Intentions table when starting an encounter. Numb: You are cold and unfeeling. Add +1 to both Fear and Pain saving throws. You can take this gift multiple times. Occultism: You are familiar with a wide range of occult topics, including devils, demons, evil outsiders, and evil artifacts. This may be because you are interested in destroying such things or in acquiring them for your own ends. Regardless, you never have to make an Expertise roll to have information on these topics. Outlaw: You look like a miscreant. Law enforcement naturally suspects you in any criminal investigations, even if you are not remotely involved. However, you fit right in with the underbelly of society and can easily locate a fence or black market vendor. Palm: You have a knack for hiding objects on your person, especially in your hand. You can palm small objects without a roll if no one is looking. If someone is looking or the object is difficult to reach, you can do so with a +3 bonus. Pathfinder: You have a talent for finding the best way through an unknown area. When you succeed at an Orient roll, you find a natural game trail or path through the area. You can locate this path on a future journey to pass through without another Orient roll. Pickpocket: You can easily lighten the wallet of innocent passersby. In a crowded urban environment, you can successfully pickpockets without even making a roll. In other circumstances, you can do so with a +3 bonus.
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Gifts (continued):
Quick: You can move around faster than most. You can take a Move and Attack or Move combat action and move twice as far as someone with your Dexterity. This does not remove the To Hit penalty of the Move and Attack or affect your AC bonus while doing a Move. Quick Draw: You can draw a weapon with incredible speed. You can take a Draw and Attack combat action without the normal -3 penalty To Hit. Rage: You are hot-headed with a loose temper. You tend to lose control of yourself when discussions get heated. However, you do not have to make Pain saving throws when damaged in combat. Resilient: You are naturally resistant to toxin. You get +2 to Toxin saving throws. You can take this gift multiple times. Salty Dog: You are an experienced sailor. Most sailing tasks do not require a roll to complete successfully. When the GM forces a roll, you make it at a +3 bonus. Shield Basher: You are adept at using your shield as an offensive weapon. In melee, you can hit your opponent with your shield as a part of your combat routine. This does not give you two attacks, but each round of combat you can designate an opponent adjactent to you who must make a Snap saving throw or be struck by the shield and stunned the next round. Snatcher: You are adept at knocking an enemys weapon from their hand during combat. You can make a parry against someone within reach, even if they are not attacking you. If they are not attacking you, they can make an attack roll, but only for purposes of adjudicating the parry not striking at anyone. If successful, you knock their weapon out of their hand and onto the ground nearby. Any time you successfully parry with a margin of success of 5 or more while having a free hand, you grab the weapon for yourself. Timid: You dont have to pull back or lock down because you are already withdrawn. Add +1 to both Snap and Breath saving throws. You can take this gift multiple times. Tongues: You are able to speak a single vernacular language. You must be exposed to the language for a significant period of time to take this gift. Toughness: You are able to endure a lot of suffering. You get +2 to Pain saving throws. You can take this gift multiple times. Tracking: You are able to pursue someone by following their tracks. You can make Orient rolls to hunt down a specific person if you locate their tracks. Also, you roll an extra die when searching for food in the wilderness. Weapon Training: You have learned how to use a certain weapon in combat. This can even be with weapons that no class has training in, such as crossbows. You can also use this gift to learn how to use a normal weapon as a thrown weapon, such as throwing daggers or axes. You can throw a weapon a number of feet equal to your Strength. Throwing attack rolls use your Dexterity. You can take this gift multiple times, each time for a different weapon. Wild Magic: You have the ability to channel wild magical energies that stream through the world. This lets you attempt to cast a magic spell of the same level as the level when you take this gift by opening your mind to the magic all around you. You do not roll to cast the spell normally, nor do you even need spellcasting powers to take this gift. Instead, the spell simply has a 40% chance of succeeding, a 40% chance of fizzling harmlessly, and a 20% chance of going horribly wrong. You take your life in your hands with this gift. Wrestler: You are experienced at grappling combat. Add +3 to all attack rolls made while grappling.
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Magic
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After you have paid the cost to cast the spell and begun the process, you make an attribute test to cast the spell, adding your level to the result. The attribute tested varies by class. For example, a 5th level Druid with a 14 Wisdom tests against a total of 19. Sometimes it is not enough to simply succeed, but margins of success can sometimes factor into spell results. If you are injured in any way during Class the casting process, the spell does not Bard occur and fizzles harmlessly. However, Druid you must still pay the hit point cost of casting the spell. It is a good idea to Scholar stay out of the front lines of combat. Sorcerer Any spell which prevents you from taking any actions also causes spell failure. Attribute Charisma Wisdom Intelligence Constitution
The casting process involves moving your arms and hands in particular ways while speaking words to unlock the magical energies. Sometimes, you may find yourself unable to make these gestures and speech due to physical constraints. For example, you may be tied up and cannot move or you may be underwater and cannot speak. In such events, you can pay hit points to bypass these requirements. If you pay one additional hit point per CL, you can cast the spell without making gestures or without speaking. If you pay two additional hit points per CL, you can cast the spell without doing anything at all. In such a case, simply having your eyes open is sufficient to perform the act.
Character level is referenced in a variety of places in Errant, but it is extremely important with respect to casting magic. The strength and duration of magic spells is strongly tied to your CL. Additionally, as your CL rises, you gain access to new spell levels. You can only cast spells with a level equal to your own or lower.
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Targeting:
In order to cast a spell, you must choose a target. The target is the physical thing that will be affected by the spell. You must choose a target for every spell you cast. There are four kinds of targets, listed in the chart to the right. What kind of target each spell uses is listed in the description.
Area represents a two or three dimensional piece of space that will be affected by the spell. For example, you might casting the Alarm spell so that it affects a particular room, floor, or a hallway. The spell affects people moving through that area. Living represents any living thing, from a tree to a dog. Person represents a living thing capable of higher-order thought, such as a Human, Elf, or even a Goblin. Object typically represents something that is non-living, such as a rock or a wall. However, some spells with this target can affect living things as well. Self represents the caster only. The GM is the ultimate arbiter of what does and does not qualify to be affected by a particular spell.
Range:
After you choose a target, you must affect it. Each spell description lists a range after its target type. If the range is None, then you do not have to consider range at all. Usually this is because the target is yourself.
If the range is Touch, you must actually touch the target in some way to affect it. Usually this is done by using your hand, but it is not limited to that. This may be challenging in a combat situation, where you must land an unarmed attack on the target in order to satisfy the range requirement. Finally, if the range is Sight, you must simply be able to see the target to affect it.
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Learning Spells:
Scholarly Learning:
Scholars can only learn spells by locating new spells in the form of scrolls and spellbooks found as treasure. Obviously, this requires some trust on the part of the player that the GM will provide them with a fair number of spells in this manner. It is incumbent on the GM to be fair in this manner in the same way that the GM is expected to be fair to all characters in terms of treasure distributed.
Schools of Magic:
All spells belong to a particular school of magic. There are nine schools in all and each represents a way of affecting the world. Which spells you can cast may or may not be affected by their school. Abjuration: This kind of magic prevents an outcome from occuring or protects you from harm in some way. Conjuration: This kind of magic creates something from nothing or summons beings from other places to work for you. Schools of Magic Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Restoration Transmutation
Divination: This kind of magic provides you with information that is difficult or impossible to acquire. Perhaps even predict the future. Enchantment: This kind of magic affects the mind and behavior of other people, often in subtle ways. Evocation: This kind of magic inflicts direct damage on opponents or creates light using focused magical energies. Illusion: This kind of magic creates false sensory data or alters the sensory data perceived by others. Necromancy: This kind of magic affects the dead, the undead, and the life energy of those still living. This is a quick path to low Karma. Restoration: This kind of magic heals or restores damage that has been suffered. It can also remove toxins. undo magic, and so on. Transmutation: This kind of magic changes objects in the world in a profound way. It may change their color, shape size, and so on.
When spellcasters that have innate talent reach 6th level, they have reached the xenith of their talent. Further spells can only be learned from a teacher or via innovation on the part of the character. For creating your own spells, use existing spells as a guide, work with the GM to draft spells that you would like to be able to use. Assign them a spell level based upon how powerful they are and attempt to cast it for the first time by making the appropriate attribute test for your spellcasting class. The GM can apply a penalty to this roll to represent the challenge of crafting the spell. After the first successful casting, you are considered to know the new spell well enough to try again without a challenge penalty.
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5
5
Erasure Erase memories from a mind Brilliance Create a brilliant light source Fireball Create throwable balls of exploding fire Geyser (D) Cause a boiling hot geyser to spring up Infectious Theory (B) Cause delusions that spread to others Phantasm Create any three-dimensional illusion Vanish Turn large objects invisible Animate Dead Create an undead servant Soul Binding Trap a souls life force in a gemstone Necrophage Consume a soul to gain powers Energize Infuse magical energy into a gemstone Permanency Make another magic spell last forever Resurrection Bring someone back from the dead Infusion Create magical items Petrification Turn someone to solid stone Polymorph (D) Transform into any living creature
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Spell List:
Absorb:
Abjuration: Level 1: Target Person: Range Touch This spell creates a magical ward on the target that provides protection from injury. The ward absorbs any hit point damage dealt to the target, up to a number of hit points equal to your margin of success on your casting roll. If unused, this spell fizzles after 10 minutes per CL. This spell does not provide protection against magical damage or environmental damage, such as heat or cold.
Animosity:
Agony:
Enchantment: Level 4: Target Person: Range Touch This spell creates a compulsion in the target to be hostile towards everyone around them. Everyone in their presence grates on their nerves and triggers a growing crescendo of anger. Minor slights are magnified into egregious insults. It is highly likely that the target will eventually engage in violence against someone, possibly even a loved one or close friend. This tends to have disasterous effects on the targets life. This spell fizzles after 1 hour per CL. The target feels nothing to indicate they are being manipulated in this way. Save vs Magic resists.
Illusion: Level 4: Target Person: Range Touch This spell creates powerful sensations of pain in the mind of the target. The pain occurs randomly all over the body in waves. While under this effect, they are incapable of taking any action except screaming and wild movements. This spell fizzles after 1 minute per CL. Save vs Pain resists.
Animate Dead:
Alarm:
Abjuration: Level 1: Target Area: Range Sight This spell creates a magical alarm that alerts you when someone enters an area. You can select an area up to 10 square feet per CL when casting the spell. Anyone moving into that area causes a ringing noise in your ears. This will wake you from any non-magical sleep. This spell fizzles after 1 day per CL.
Necromancy: Level 5: Target Object: Range Touch This spell grants unlife to a corpse and binds them to serve the caster. By default the corpse is either a zombie or a skeleton, depending on the state of decomposition. Creating a different kind of undead requires the use of special techniques that must be discovered through play. For example, the caster might read an ancient tome that describes packing a corpse in salt for a year before animation to grant it extra defenses of some kind. This spell can only be cast within an area that is subject to Desecration. The undead is automatically under the casters control as per Command Undead. It will remain active until destroyed. Creating undead is one of the most evil acts imaginable and should always result in a significant Karma penalty. However, it is unlikely that the caster cares about such things anymore.
Alertness:
Ball Lightning:
Enchantment (D): Level 4: Target Person: Range Touch This spell grants the target the ability to notice everything going on around them. Time appears to move more slowly and the mind is able to analyze events as they unfold. While under this effect, they gain a bonus equal to CL to all Spot and Listen saves. Additionally, in combat they are considered to have the highest Dexterity for purposes of adjudicating the order of actions. Finally, they automatically succeed on any roll to actively search a room for hidden things. This spell fizzles after 10 minutes per CL.
Evocation: Level 3: Target Self: Range None This spell creates a small magical ball of lightning that appears in your hand. It glows with the strength of a weak candle. You can throw the ball as if it were any other object. On impact, it will discharge an electrical current into the environment. This current will bounce around between any metal objects in the area and is especially attracted to people wearing metal armor or carrying large metal weapons. The exact number of people affected is left to the GM based on the amount of metal in the environment. Anyone hit by the lightning will suffer 1d4 electrical damage per CL. If the ball is not thrown within 10 minutes per CL of being cast, this spell fizzles.
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Blink:
Beast Summons:
Conjuration: Level 1: Target Area: Range Touch This spell summons a magical animal to your location. You can choose to summon an animal with up to 5 hit dice. It will not fight on your behalf or enter obviously dangerous areas. You can communicate with the animal telepathically. You can command the animal to perform basic tasks that it is capable of accomplishing. You can even ask it to perform basic trained tasks, such as serving as a mount. This spell fizzles after 1 hour per CL.
Transmutation: Level 3: Target Self: Range None This spell grants you the ability to move out of the way of an incoming attack. Blink can only be cast rushed down to a single round. You can only Blink to avoid a combatant who has attacked you earlier in the round. Your casting roll suffers a penalty equal to the margin of success on the opponents attack roll. Magical attacks cannot be avoided, but it is possible to avoid arrows. If successful, you are teleported to any other location within 10 yards per CL.
Bounty:
Restoration (D): Level 2: Target Area: Range Touch This spell improves the quality of the soil, water, and air within a specific area. Plants growing within the area become larger and more vibrant. Forests thicken with new growth. Water sources become crystal clear and free of contaminants. The air becomes fresh and clean. Animals benefit from these effects. This spell affects an amount of land up to 10 acres per CL. It lasts for 1 season per CL. This directly counteracts the effect of Blight.
Brilliance:
Blackout:
Illusion: Level 1: Target Person: Range Sight This spell creates the illusion of total darkness in front of the targets eyes. Their vision is completely blocked, even magical vision granted by other spells and racial vision advantages. The target is effectively blinded by this effect. This spell fizzles after 1 combat round per CL. Save vs Magic resists.
Evocation: Level 5: Target Object: Range Touch This spell creates a brilliant light that flows in every direction from an object. It glows with the strength of direct sunlight. Anyone within 10 yards of the object per CL must Save vs Spot or be blinded for a number of hours equal to your CL. Anyone who was looking away from the object at the time of casting gets a +5 bonus on this save. Anyone with their eyes closed at the time of casting gets a +5 bonus on this save. These bonuses are cumulative if both are applicable. The caster is immune to this effect and does not have to make a save. Some undead that fail this save may actually be destroyed instead of blinded (GM judgement). This spell fizzles after 1 minute per CL.
Blight:
Charming Wit:
Necromancy: Level 2: Target Area: Range Touch This spell degrades the quality of the soil, water, and air within a specific area. Plants growing within the area become smaller and less vibrant. Forests thin out as trees die from a lack of nutrients. Water sources become brackish and unusable. The air becomes thick and heavy. Animals suffer the fallout of these effects. This spell affects an amount of land up to 10 acres per CL. It lasts for 1 season per CL. This directly counteracts the effect of Bounty.
Enchantment: Level 1: Target Person: Range Sight This spell creates a positive feeling towards you in the mind of the target. Your jokes are funnier, your face is a little more attractive, and your presence is generally more enjoyable. The disposition of the target is increased a number of steps equal to your CL. This spell fizzles after 1 day per CL. Save vs Magic resists.
Comprehension:
Command:
Enchantment: Level 5: Target Person: Range Sight This spell creates a compulsion in the target to follow a single command from the caster. This command can be highly complex, such as go back to Castle Marik, tell the Duke that you are resigning your command, then go home and sleep. However, the compulsion only remains in effect for a limited time and they may not complete the task given before the spell fizzles. Any command that results in obvious physical harm to the target will be ignored. This spell fizzles after 1 hour per CL. Save vs Magic resists.
Divination: Level 4: Target Self: Range None This spell grants you the ability to both speak, read, and write in one vernacular or racial language. Some concepts that emerge in the speech of native speakers may still remain confusing to you for contextual or cultural reasons. This may not grant you the ability to make certain sounds if they are not natural for your race. Once the spell fizzles, you remember absolutely nothing of how to use or understand the language. You do not learn any of it while you are under this effect, only an instinctive ability. This spell fizzles after 1 hour per CL.
Conference:
Command Undead:
Necromancy: Level 4: Target Self: Range Sight This spell forces any Undead that can see the caster to follow their commands. These commands can be reasonably complex but cannot require significant intelligence, such as attack anyone who enters this room that is not wearing purple robes. Until the Undead are destroyed or command is taken by another spellcaster, this dominance remains in effect. Any Undead with more hit dice than the caster can Save vs Magic to resist this spell. All other Undead get no chance to resist other than normal spell failure.
Enchantment: Level 5: Target Person: Range Touch This spell creates a magical connection between the caster and a number of allies up to the CL. Thus a 5th level caster could connect themselves to 5 other people this way. Everyone within the group can communicate telepathically at will. All communication is with the entire group and individual messages to specific members cannot be sent. Everyone can also have thoughts that they choose to keep to themselves. You must touch each person during the casting process. This spell fizzles after 10 minutes per CL.
Commune:
Consultation:
Necromancy: Level 1: Target Self: Range None This spell gives you the ability to speak to the spirits of the fallen. The spirit of anything that has been dead for less than 24 hours remains in the vicinity of its corpse. If you cast this spell in a location with such a spirit, you can speak with it. This does not give you the ability to control or command that spirit in any way. It may voluntarily speak with you or it may not. It may give you information, it may demand you do something before it shares information with you, or it may simply reject you. The behavior of the spirit is up to the GM. This spell fizzles after 10 minutes per CL.
Divination: Level 5: Target Self: Range None This spell allows you to speak with an allknowing deity. You may ask this deity a specific question about anything except its own nature and it will answer in clear and direct answers (e.g. it is not an oracle answering in riddles). The deity may reject your question if you are too vague or ask for clarification. For example, you might ask where the guard keeps his keys at night and the deity may respond which keys?. This spell fizzles after 10 minutes or when an answer is given.
Curvature:
Abjuration: Level 2: Target Person: Range Touch This spell creates a force around the target that bends reality so that incoming projectiles are more likely to miss them. The margin of success on your casting roll is applied as a penalty to attack roll of anyone attacking the target with a normal ranged weapon (bow, crossbow, throwing spear, etc). This may or may not be sufficient to avoid being struck. There is no visible evidence of this spell and as a result those attacking you may not even realize what is occuring.
Deathwatch:
Necromancy: Level 1: Target Self: Range None This spell gives you the ability to see death auras. Anything that is wounded has a blackened aura that surrounds them. The depth of the blackness indicates the degree of injury. A corpse has a very strong black aura around it. Undead have a strong red aura. Anything outside of your normal range of vision will not appear as a result of this effect. This spell fizzles after 10 minutes per CL.
Degradation:
Transmutation: Level 1: Target Object: Range Touch This spell dramatically weakens the structural stability of a piece of material. This can be a support beam inside of a building, a piece of cloth, a weapon, or virtually any kind of non-living material that you can think of. The item is weakened, but not destroyed. The spell affects a mass with a volume up to 1 cubic foot per CL. Magical materials or magically modified materials are not affected by this spell.
Cripple:
Necromancy: Level 1: Target Person: Range Touch This spell gives you the ability to severely injure a wounded person. The target must already be at zero hit points. Casting this spell deals 1d6 plus 1 per CL, thus a 3rd level caster deals 1d6+3 damage. This damage is applied to an attribute of your choice. This process causes severe pain to the target in the process. If the attribute is reduced to zero, the target will be slain. Save vs Magic resists.
Deep Breath:
Transmutation: Level 1: Target Person: Range Touch This spell gives the target the ability to function without breathing in any environment, including underwater. They simply do not feel the need to breathe at all. This spell fizzles after 10 minutes per CL.
Curse:
Desecration:
Necromancy: Level 1: Target Person: Range Touch This spell gives you the ability to curse someone to make mistakes. While under the influence of this spell, all tests the target attempts suffer a penalty equal to your CL + 4. A 3rd level caster, for example, would impose a -7 penalty on the target. They will perceive themselves as having a very unlucky day. Save vs Magic resists. This spell fizzles after 1 hour per CL.
Necromancy: Level 4: Target Area: Range Touch This spell creates an unholy effect within an area. Anyone in the area gains a bonus or suffers a penalty equal to the inverse of their Karma score. Thus low Karma gives a bonus while high Karma gives a penalty. Creatures without Karma scores are very uncomfortable in the area and will leave if able. The spell can affect an area of up to 10 square yards per CL. This spell fizzles after 1 month per CL.
Dissipate:
Disorientation:
Abjuration: Level 4: Target Person: Range Touch This spell weakens the energy of magical spells directed at the target. Any spell cast on the target costs a number of extra hit points equal to double the CL. When the spell would normally take effect, the caster is informed that Dissipate is in effect and what additional hit point expediture is required to bring the spell to fruition. They can choose to expend the additional energy or let the spell simply fail. For magical scrolls, this effectively counters the spell since additional expenditures cannot be made but it does prevent the scroll from being destroyed in the casting so if can be reused. This spell fizzles after 1 minute per CL.
Enchantment: Level 1: Target Person: Range Sight This spell creates a feeling of confusion and disorientation in the target. They are unable to take combat actions, move more than a few feet, or even speak coherently. This spell fizzles after 1 combat round per CL. Save vs Magic resists.
Draining Touch:
Necromancy: Level 3: Target Person: Range Touch This spell drains someones life energy and transfers it to you. The target suffers 1d6 HP damage per CL. You gain the same amount of HP in a secondary reserve pool on your character sheet (do not add to your HP total). This reserve can be used instead of your own hit points to cast spells. You cannot drain someone below 0 HP in this manner. You can store a number of points in this pool equal to your spellcasting attribute. If you drain enough HP to rise above that maximum, excess points are lost. As points accumulate in your reserve, your body begins to alter slightly to express your empowered state. Your eyes begin to glow and your hair carries a slight static electricity charge. If unused, HP in the reserve fizzles after 1 day per CL. This spell is unavailable to magic users that do not rely on HP expediture to cast spells, such as Scholars.
Dispel:
Restoration: Level 4: Target Object: Range Sight This spell terminates the effect of any magical spell with a lower CL. Spells of the same CL are allowed a Save vs Magic to resist this effect. Spells of a higher CL are unaffected. You must be actually be aware of the spell to dispel it, not merely suspicious that it is in effect. Dispel can also suppress the magical effects of a magical weapon or item for 1 minute per CL, provided the caster is of a higher CL than the one who created the artifact.
Distraction:
Enchantment: Level 1: Target Person: Range Sight This spell distracts the mind of the target and causes them to have a harder time perceiving anything. You choose a nearby object or area when casting and the target simply stares at that location for the duration of the spell. While affected, they can only hear or notice very obvious things, such as falling pots and pans in the next room or someone waving a hand in front of their face. Combat will always be noticed by the target. This spell fizzles after 1 minute per CL. Save vs Magic resists.
Duststorm:
Evocation: Level 3: Target Area: Range Sight This spell creates a powerful cyclonic effect within an area that kicks up all loose dirt, dust, or sand to create a whirlwind of debris. This whirlwind completely blocks all forms of vision. Anyone within the area must Save vs Spot or have their eyes clogged with debris and possibly temporarily damaged (GMs discretion). Anyone within the area must Save vs Breath or have their mouth clogged with debris. Anyone unable to escape the area quickly may suffocate. The area affected by this spell cannot exceed 10 cubic yards per CL. This spell fizzles after 1 minute per CL.
Empathic Link:
Divination: Level 1: Target Person: Range Sight This spell gives you an insight into the feelings of another person. You feel the same emotion rush through your body that the person is feeling at the moment you cast the spell. Since you are merely reading and not affecting their mind, they get no save against this spell and they feel nothing to indicate they are being observed. The sensation only lasts 1 second per CL. This spell can be cast without gestures or speech during a conversation without paying the usual additional costs, thus allowing you to use it without risk of detection.
Ecstacy:
Endurance:
Illusion (B): Level 4: Target Person: Range Touch This spell creates powerful sensations of pleasure in the mind of the target. The pleasure occurs randomly all over the body in waves. While under this effect, they are incapable of taking any action and will fall to the ground in a near catatonic state. This spell is addictive as if it were a Drug with an Addiction Factor of 1d4 with Withdrawal Symptoms of depression and hopelessness. This spell fizzles after 1 minute per CL. Save vs Magic resists.
Abjuration (D): Level 1: Target Person: Range Touch This spell creates a magical protection against environmental danger, such as exposure to fire or bitter winds. The barrier provides a baseline protection that stops 1 hit point per CL of any damage dealt by environmental forces. This spell fizzles after 1 hour per CL.
Energize:
Elegance:
Transmutation (B): Level 1: Target Person: Range Touch This spell gives the target supernatural agility and speed. They can run at twice their normal speed and leap quadruple their normal jumping distance. In combat, they gain a bonus to Dexterity equal to CL when determining the order of combat actions. This spell fizzles after 1 combat round per CL.
Restoration: Level 5: Target Object: Range Touch This spell transfers the life force of the caster into a gem. In addition to the cost of casting, the caster can voluntarily drain themselves of as many hit points as they choose. For every three hit points drained in this way, one point of energy is transferred into the gem. This energy can be used to power magical items created via Infusion. The gem must have a value in gold pieces equal to or greater than the hit points placed inside of it multiplied by 100. Alternatively, anyone who casts spells using hit points can cast a spell using energy contained within the gem instead of their own body. If the energy is depleted in this manner, the gem dissolves to dust.
Eidetic Mind:
Divination: Level 1: Target Self: Range None This spell allows you to remember a single thing that occured in the past. You can ask the GM for any information they have previously told you and you will get a reliable answer. This functions identically to someone who is Eidetic, but it only works once.
Enlargement:
Transmutation (B): Level 4: Target Object: Range Touch This spell enlarges an object by a multiple equal to the CL. This can be cast on living things, including people, and affects all equipment carried at the time of casting. This also grants a Strength bonus equal to twice the CL. Thus a fifth level caster would quintuple the size of the target. As a measure of comparison, this would enlarge an average human to over twenty five feet tall and give them +10 strength. Ultimately, the exact effect is up to the GM based on the nature of the object enlarged. This spell fizzles after 10 minutes per CL.
5
Eye of Truth:
Divination: Level 3: Target Self: Range None This spell grants you the ability to see the world the way it really is, despite magical attempts to decieve you. You automatically see through every Abjuration or Illusion spell of a lower CL. If the two casters are of the same CL, the margins of success are compared to determine whether Eye of Truth reveals it. If the CL of the opposing caster is higher, Eye of Truth cannot even detect it. This spell fizzles after 10 minutes per CL.
False Readings:
Eternal Slumber:
Restoration: Level 2: Target Object: Range Touch This spell sends the soul of a dead person into a place of permanent peace. They cannot be resurrected, raised, turned into undead of any form, summoned back to be consulted, and so on. This spell has no effect on undead that have already been animated. The corpse dissolves into nothing as the spell is cast.
Illusion: Level 3: Target Person: Range Touch This spell makes any Divination spell cast on you to provide random false data to the caster. For example, someone who is Scrying on your location might see anything from an Ogre fighting a Zombie to an empty room. Whatever they see (or hear, depending on the Divination spell) is simply not occuring. False Readings cannot affect the past or ongoing results of a spell that has already been cast. This spell fizzles after 1 hour per CL.
Fireball:
Ethereal Sight:
Divination: Level 4: Target Self: Range None This spell gives you the ability to see ethereal objects and creatures. Anything occuring the ethereal world appears in your vision as glowing light. Anything outside of your normal range of vision will not appear as a result of this effect. While this spell is active, your eyes glow strongly. This spell fizzles after 10 minutes per CL.
Evocation: Level 5: Target Self: Range None This spell creates a small magical ball of fire that appears in your hand. It glows with the strength of a strong torch. You can throw the ball as if it were any other object. On impact, it will explode and cause significant damage. Anything caught within 1 yard per CL of the impact point will suffer 1d6 fire damage per CL. If not thrown, this spell fizzles after 1 minute per CL.
Firm Footing:
Divination: Level 1: Target Self: Range None This spell gives you the ability to see magical auras. Any magical items, creatures, or active spells appear in your vision as glowing light in the color of the school of magic governing it. For example, Illusion magic creates a purple glow. The strength of the glow is indicative of the power of the magic. It does not tell you what the magic actually does. Anything outside of your normal range of vision will not appear as a result of this effect. While this spell is active, your eyes glow strongly. This spell fizzles after 10 minutes per CL.
Abjuration: Level 2: Target Person: Range Touch This spell creates a force that keeps you balanced on your feet under adverse conditions. The target can cross extremely slippery floors, wade through fastmoving water, or walk in gale force winds unimpeded. No roll is necessary to stay on their feet unless subjected to a magical effect, in which case the margins of success are compared to determine which spell remains in force. This spell fizzles after 10 minutes per CL.
Fog Bank:
Flashbomb:
Conjuration (D): Level 1: Target Self: Range None This spell creates a large quantity of fog in a very short time frame. The fog expands outward from the casters location in all directions until it creates a cloud with a radius equal to your CL multiplied by 10 yards. The expansion process (not the casting process) takes 1 combat round per CL. The fog completely stops all types of vision, including heat vision. Anyone within the fog is considered to be functionally blind. The fog disperses naturally after a period of time equal to your CL multipled by 10 minutes. Wind or other environmental effects can disperse it more quickly.
Evocation (B): Level 2: Target Self: Range None This spell creates a small magical ball of light that appears in your hand. It glows with the strength of a standard torch. You can throw the ball as if it were any other object. On your command, it bursts and showers the area in brilliant light. Anyone looking in the direction of the ball when it explodes must Save vs Spot or be blinded for a number of combat rounds equal to your CL. If no command is given, this spell fizzles after 10 minutes per CL.
Force Field:
Flight:
Transmutation: Level 3: Target Self: Range None This spell allows you to fly in any direction at will. Your top speed while flying is equal to 10 feet per second per CL. So a 4th level caster would fly at 40 feet per second. You have perfect maneuverability and do not have to worry about aerodynamics. This spell fizzles after 1 minute per CL
Abjuration: Level 5: Target Area: Range Touch This spell creates a two dimensional wall of energy that prevents anything from passing through it. Anyone who touches the wall experiences a soft vibrating sensation that will eventually slightly numb the skin if exposed long enough. The wall has an incredible density and cannot be penetrated by non-magical means. It can be damaged by magical weapons or spells and will absorb a number of hit points equal to 25 per CL before collapsing. The field can be any shape desired so long as it is contiguous, it can even be fashioned into a sphere, but the surface area cannot exceed 1 square yard per CL. This spell fizzles after 1 hour per CL.
Freezing Touch:
Focused Thought:
Enchantment: Level 2: Target Person: Range Touch This spell grants the target the ability to deeply focus their mind on mental tasks. While under this effect, they are granted a bonus to any mental task performed equal to the CL. A mental task is something entire done within the mind. Physical activity that is more complex than writing down something you are thinking disqualifies the task. Writing a letter or scroll, making architectural drawings, composing music, and reading books are examples of mental tasks. Casting a spell without gestures or speech is a purely mental task. While engaged in mental activity, the target automatically fails all Listen and Spot saves. Even earthquakes cannot disturb the target. Only physical harm will break this effect. This spell fizzles after 1 hour per CL.
Evocation: Level 2: Target Object: Range Touch This spell creates incredible cold on any surface touched. Water vapor in the vicinity may stick to the surface of the object and freeze, thus preventing normal interaction with the object or posing a slipping hazard. The size of the area affected is left to the GM based on the materials present. Obviously, the cold would cause more freezing on a metal door than a wooden one, due to simple physics. In addition to obvious inanimate targets, this surface may also be living tissue. In such cases it deals 1 temporary Constitution damage per combat round and renders the body part touched unusable until fully healed. For example, you might grab someones arm and cause severe frostbite. This temporary attribute damage is treated as any other kind and must be healed quickly or else it could become permanent. This spell fizzles after 1 combat round per CL.
Geyser:
Evocation (D): Level 5: Target Area: Range Sight This spell creates a massive upswell of water from underneath the ground which explodes to the surface as a geyser. A hole opens in the ground that has a radius of 1 yard per CL. Anything caught within that area can Save vs Snap to jump out of the way, applying the CL as a penalty. The water that is projected outwards is boiling hot and deals 1d6 damage per second of direct exposure. The water flies upward 10 yards per CL and falls downward in the direction of the wind. Anyone caught within this tail takes 1 damage per minute. This spell must be cast on an open patch of ground. It cannot be cast underneath or within a structure, underground, or on solid stone. This spell fizzles after 1 minute per CL.
Gust:
Gaseous Form:
Transmutation: Level 4: Target Self: Range None This spell transforms your body and any equipment you are carrying into water vapor. While transformed in this manner, you can travel at one-half your normal movement rate in any direction. Strong winds may move you against your will, but they will not break up your vaporous form or harm you. This spell fizzles after 10 minutes per CL.
Evocation: Level 3: Target Area: Range Touch This spell creates a powerful gust of air that streams away from your outstretched hand in a straight line. Anyone caught by the gust must make a Strength test, applying the margin of success on your casting roll as a penalty. If they fail this test and are standing within a number of yards from the caster equal to or below the CL, they are knocked off their feet by the wind and carried a number of yards equal to their margin of failure. If they are slammed into a hard surface as a result, such as a wall, the GM will apply falling damage based on the distance moved. If they fail the Strength test outside of that range, they are merely knocked off their feet by the gust.
Hallow:
Restoration: Level 4: Target Area: Range Touch This spell creates a holy effect within an area. Anyone in the area gains a bonus or suffers a penalty equal to their Karma score. Thus low Karma gives a penalty while high Karma gives a bonus. Creatures without Karma scores are very happy and content in the area and once aware of it will visit whenever able. While within the grounds, the hostility between predators and prey ceases. The spell can affect an area of up to 10 square yards per CL. This spell fizzles after 1 month per CL.
Halt:
Abjuration: Level 4: Target Object: Range Sight This spell stops all inanimate objects flying towards you. Anything you can see that is moving in your general direction stops in mid-air and falls to the ground. The size of the objects is irrelevant, everything from arrows to boulders is stopped. Be aware that large objects may cause injuries to others when they fall to the ground in this way. This does not affect magical items or magical effects.
Infectious Theory:
Hydrolics:
Illusion (B): Level 5: Target Person: Range Touch This spell gives the target a false belief about something based on faulty conclusions. The belief must have some attachment to a real event and be grounded in drawing a conclusion about the meaning of the event. For example, a peasant might be led to believe that the Kings recent tax increase is a sign that he is being controlled by a demon. So long as the tax increase is real, the wild nature of the conclusion slips into the mind unexamined. Resisted by Magic. This belief is permanent and cannot be reversed except by more magic. Once established, this delusion can spread to the minds of others that come into contact with the target. Anyone who listens to their rantings must Save vs Magic or become affected by the delusion as well (the caster is immune). For each degree of seperation from the original target, apply a cumulative +1 bonus to resist.
Evocation (D): Level 4: Target Self: Range None This spell gives the caster the ability to reshape and change the state of liquids. This can affect up to 10 cubic yards of liquid per CL. The caster can change the state of the liquid to either a solid or a gas and it will remain in that state until affected by natural forces. For example, the caster could freeze over a river and walk across it. When the spell fizzles, the heat of the sun and the motion of the river may break the ice up rather quickly. Alternatively, a caster might turn a pond into an ice sculpture or just as easily vaporize it. This spell fizzles after 1 minute per CL.
Infusion:
Illusory Wall:
Illusion (B): Level 3: Target Self: Range None This spell creates a false wall that looks exactly like the surrounding structure. This can be used to make a cave entrance look like solid stone, to make a tunnel look like it is a dead end, or to cut a room in a wooden house in twain. The wall can have a total surface area of 3 square yards per CL. Anyone who touches the wall dispels it. Anyone within 1 yard of the wall can Save vs Spot to detect the ruse. This spell fizzles after 1 hour per CL.
Transmutation: Level 5: Target Object: Range Touch This spell infuses an item with magical powers. While casting this spell, the caster must touch the item they wish to infuse with this power. Each casting of this spell transfers five points of magical energy into the item. These points of energy can accumulate in the object through successive castings of the spell over an extended period of time. These points of energy, along with energy stored in objects by other spells such as Energize or Soul Binding, can be used to give magical powers to the object. By default, the caster knows how create a weapon that has a +1 enhancement bonus. Creating a weapon in this way requires infusing 1000 points of energy into a weapon of the casters choice. Creating a different kinds of magical effects requires the use of special techniques that must be discovered through play. For example, the caster might read an ancient tome that describes a technique for making a weapon glow brightly in the night, charge a weapon with electricity that is discharge when it makes contact with the enemy, grant the ability for the wielder of the item to use a keyword to trigger casting spells stored within the item, and so on. Pursuit of these techniques occupies the thoughts and lives of many high-level Transmuters.
Infection:
Necromancy: Level 2: Target Living: Range Touch This spell infects the target with a random disease. The disease has a gestation period of 3d10 hours. Roll 1d6 to determine which attribute is damaged. Then apply 1d4 temporary attribute damage per CL to that attribute, with an interval of 1 hour. Symptoms are up to the GM and should be based on what is rolled. Save vs Toxin resists.
Mind Meld:
Divination: Level 2: Target Person: Range None This spell grants you the ability to abandon your own mind and fully experience that of another person. The target can resist with a save vs Magic. For the duration of the spell, your own body is rendered unconscious. You experience everything that the target experiences. You see what they see, hear what they hear, feel what they feel, and so on. This includes their own thoughts and emotions. If you do not speak the language of the target, you may not be able to understand a lot of what is going on. If your body is injured in any way, the spell fizzles. Otherwise, this spell fizzles after 10 minutes per CL.
Living Shadows:
Illusion: Level 2: Target Object: Range Sight This spell exaggerates and manipulates real shadows to create amazing effects. You can expand or contract the shadow by up to 50% in either direction and you can control the shadow at will. This can turn a standard human shadow into that of an ogre, of two walking people into a dancing couple with ostentatious hats, or a tall warrior into a meager halfling. You can continue to manipulate the shadows throughout the duration but you must concentrate on this task and do nothing else. If the new shadow you create would create significant fear in someone viewing it, the GM may force Save vs Fear on any onlookers. This spell fizzles after 1 minute per CL.
Mind Probe:
Divination: Level 5: Target Person: Range Sight This spell gives you the ability to actively look through the targets mind for a specific piece of information. You must clearly state what you are looking for when casting the spell and the GM will tell you what is discovered, if anything. For example, you might probe a captured enemy to determine the location of their hideout. The target feels nothing to indicate they are being probed in this way. Save vs Magic resists.
Mind Shield:
Magic Missile:
Evocation: Level 1: Target Living: Range Sight This spell creates a swarm of magical energy bolts that streams from your fingertips and strike the target. The target cannot dodge. The bolts inflict 1d4 damage per CL.
Abjuration: Level 3: Target Person: Range Touch This spell blocks any attempt to affect the mind of the target. Spells like Terror or Phantom Sounds created by a caster of lower CL are blocked. If the two casters are of the same CL, the margins of success are compared to determine which spell remains in force. If the CL of the opposing caster is higher, Mind Shield cannot stop it. This spell fizzles after a number of hours equal to CL.
Mask Injury:
Illusion: Level 2: Target Person: Range Touch This spell makes someone who is severely injured look like they are in excellent health. The targets skin appears normal and unharmed. Painful expressions are concealed. Dripping blood and other remnants of the injury are turned invisible. This does not heal the injury in any way. This spell fizzles after 1 hour per CL.
Illusion: Level 4: Target Area: Range Sight This spell creates an area of false terrain that looks like whatever the caster wishes. It could be anything from the classic image of an oasis in the desert to disguising a lake as a grassy meadow. The area affected can be up to 1 square mile per CL. Neither the presence or appearance of structures is altered by this spell. Anyone who moves within the affected area can Save vs Spot to detect the ruse. This spell fizzles after 1 hour per CL.
Mirage:
0
Obscurity:
Enchantment: Level 3: Target Object: Range Touch This spell makes the target easy to ignore. Anyone in the vicinity will see it, but not consciously notice it is there. If asked about it later, they will not remember having seen it. The crown jewels, if affected by this spell, could sit in a city street unnoticed as people pass it by. This spell does not even allow Spot saves to notice the object. It can only be detected by magical means. This can only be used on objects that weigh up to 10 lbs per CL.
Odor:
Necrophage:
Necromancy: Level 5: Target Person: Range Touch This spell consumes the soul of a dead person and transfers it to you. The target must have been dead for less than 24 hours. You must place your hand on the targets chest while casting. The soul is destroyed and the corpse may never be resurrected or animated as undead. You gain 100 experience points and lose 1 Karma point per hit die possessed by the target in life. If a target with over 10 hit die is consumed in this manner, the caster gains 1 permanent hit point. If the target was capable of casting spells in life, the caster learns one spell known to the target. Scholars must write down this new spell immediately or else it will be lost from memory. For 1 hour per CL after the casting, the caster is rendered unconscious and experiences powerful dream-like visions of the life lived by the consumed soul. For 1 year per CL after the casting, they will occasionally hear the voice of the dead person speaking to them inside their head every once in a while. The degree to which this is distracting, the duration of it, and what is said is up to the GM.
Conjuration: Level 2: Target Living: Range Sight This spell creates a magical stench that exudes from the target. It expands to affect anything within a number of yards equal to CL and will move with the target if they attempt to flee. Anyone exposed to the smell, including the target, gets a Save vs Breath to avoid inhaling it. However, if the spell lasts longer than they can hold their breath this may be limited protection. If inhaled, it deals 1 HP per combat round for the duration of exposure and causes severe nausea. While affected, no actions other than movement can be attempted. This spell fizzles after 3 combat rounds per CL.
Open:
Transmutation: Level 2: Target Object: Range Touch This spell causes a locked door, drawer, lid, or similar opening to unlock. This can loosen chains and similar materials if used to hold the object closed, as well as undo magical effects that might be holding it closed, including Stuck.
Paralysis:
Enchantment: Level 4: Target Person: Range Touch This spell causes complete paralysis in the target. This may result in subsequent falling due to imbalance or momentum. The effect lasts 15 minutes per CL. Save vs Magic resists.
Penetrating Vision:
Divination: Level 1: Target Self: Range None This spell allows you to look through materials up to a foot in thickness and see what is on the other side. This can be used to see through thin walls, doors, foliage, into containers, and much more. You can specify what you wish to see and what you wish to bypass. This spell fizzles after 10 seconds per CL.
Polymorph:
Transmutation (D): Level 5: Target Person: Range Touch This spell transforms a person into an alternative lifeform. All of their equipment is also incorporated into the new form during the transformation. Used against an unwilling target, this spell can be resisted by Magic and can only transform them into a new form of equal or lesser hit dice. For example, you might turn one of your enemies into a toad or a sheep to render them harmless. Alternatively, this can be used on a willing target, including the caster, to transform into a creature with up to triple the normal hit dice of the target. For example, you might transform into an Ogre or a Dragon. While transformed in this manner, you can do anything the new form would normally be capable of doing except cast magical spells. For example, if transformed in a Dragon, you could fly, breath fire, and strike with your claws but you could not cast magical spells. This spell fizzles after 1 hour per CL.
Petrification:
Transmutation: Level 5: Target Living: Range Touch This spell transforms a living creature into solid stone. Anyone passing by after this transformation would simply assume it was a statue of some kind. This effect is permanent, affects all equipment carried by the target as well, and can be resisted by Magic.
Phantasm:
Illusion: Level 5: Target Area: Range Sight This spell creates a three-dimensional illusion of any kind desired by the caster. Sound can be added to the illusion for an extra hit point beyond the normal casting cost. Anyone looking at the illusion can Save vs Spot to detect the ruse. The illusion can even be touched, but this give as +5 bonus to the Save. The illusion must be anchored to a specific place, but it is not affected by gravity. The physical size can be anything up to 10 cubic yards per CL. This spell fizzles after 1 hour per CL.
Phantom Sounds:
Illusion: Level 1: Target Person: Range Sight This spell creates repetitive but brief illusory sounds that are only percieved by the target. The nature of the sounds are random and are close to a recognizable sound, but not quite there. The sounds also appear to be coming from random directions. The target should react as they would to any strange sounds, but anyone interacting with them will obviously be perplexed by their behavior. This spell generates 1 sound every 20 seconds and fizzles after 1 minute per CL. Save vs Magic resists.
Prismatic Armor:
Conjuration (B): Level 1: Target Person: Range Touch This spell creates a colorful shimmering barrier around your body. The barrier provides an armor class bonus equal to your CL. It also either terrifies or attracts (50% chance either way) any kind of wild animal that sees you wearing it. It is impossible to hide or escape notice while this spell is active. It fizzles after 1 hour per CL.
Quiver:
Precipitation:
Conjuration (D): Level 3: Target Self: Range None This spell creates a powerful change to the current weather in your general area. It must be cast outside. During the hour after casting, the skies above you darken considerably and storm clouds move in. Heavy precipitation is then unleashed for 1 hour per CL. Depending on the temperature, this may be rain, sleet, snow, or even hail.
Conjuration: Level 4: Target Self: Range None This spell creates a magical quiver and a number of arrows equal to the CL. These arrows are magical weapons with a +1 enhancement bonus. The quiver appears in your hands, but can be used by anyone. After dealing damage, the arrows vanish and cannot be recovered. This spell fizzles after 1 hour per CL.
Presence:
Enchantment (B): Level 2: Target Person: Range Touch This spell creates a powerful social presence that radiates from the target. Onlookers cannot help but notice the target. The exact effect will vary by onlooker, but can range from paralyzing adulation to the urge to tell their life story. The social ramifications of using this spell are massive, especially if it wears off at the wrong moment. This spell fizzles after 15 minutes per CL.
Radiant Heat:
Evocation (D): Level 2: Target Area: Range Touch This spell creates a pleasant warmth within a specified area. This warmth maintains a constant temperature of about 70F. Clothing and items that are soaked with water are dried at a rapid rate, but not damaged in the process. The total area affected cannot exceed 1 cubic yard per CL. This spell fizzles after 1 hour per CL.
Primordial Origins:
Necromancy: Level 3: Target Object: Range Touch This spell instantly reduces non-living matter to its component elements. This destroys any work put into the material by human hands. Chairs can be reduced to a pile of wood pulp and water, iron doors reduced to tiny metal bits, and cement dissolves between the stones of a masonry wall. It could even work against a weapon, provided you can get your hands on it. This spell affects up to 1 cubic yard per CL.
Rebellious Tongue:
Enchantment: Level 2: Target Person: Range Touch This spell creates a compulsion in the target to avoid telling the truth. Whenever asked a direct question, the target will provide a lie as the answer. The responses tend to be embarassing or in poor taste. For example, a Dwarf might ask the target where they are going. The reply could very well be to go steal from the Dwarves of the Stony Mountains or similarly tactless statement. This spell fizzles after 10 minutes per CL. Save vs Magic resists.
Restoration:
Restoration: Level 3: Target Living: Range Touch This spell heals 1 temporary attribute damage in the target. If some damage remains for the attribute healed, this does not close the wound. This spell allows the target to automatically succeed on their next Toxin save to see if the remaining aspects of the wound become permanent. However, if this was the last point of damage, the wound is closed and no potential for permanent injury exists. For example, a person with 3 temporary Constitution damage from a stomach wound would have their damage reduced to 2 but they would still have an open wound in their stomach. This spell does not heal crippled or severed limbs.
Regeneration:
Restoration: Level 4: Target Living: Range Touch This spell heals permanent attribute damage, crippled limbs, and regrows severed body parts. The target must already be completely healed of temporary attribute damage and at maximum hit points for the spell to have an effect. The caster can choose to either heal 1 point of permanent attribute damage, restore a crippled limb, or regrow a severed limb with each casting of this spell. The effect is immediate and permanent.
Resurrection:
Rejuvenation:
Restoration: Level 5: Target Object: Range Touch This spell brings a dead person back to life. The target cannot already have been the subject of a magical spell, such as Animate Dead. In addition to the casting cost of the spell, the caster must pay a hit point cost equal to the combined attribute total of the person being resurrected plus their character level. This is often a very large cost and thus typically requires the use of gems storing magical energy to perform this feat. If successful, the resurrected person is brought back to life with zero hit points. Any attribute damage suffered before death remains in effect and must be healed with additional spells. Those who have died of old age cannot be resurrected.
Restoration: Level 3: Target Person: Range Touch This spell allows someone who is resting to regenerate hit points at double their usual rate. Hit points regenerated in this way cannot be used for spellcasting. This spell fizzles after 1 day per CL.
Restful Slumber:
Revelation:
Restoration: Level 1: Target Person: Range Touch This spell allows someone to experience more restful sleep than normal. The target can get the restful effects of having slept a full night in merely 1 hour of sleep. This spell does not accelerate healing or actually put someone to sleep. If the target doesnt voluntarily sleep within 1 hour per CL, this spell will fizzle. Casting this spell again before the target actually sleep a full night results in a cumulative -1 penalty until true sleep is experienced.
Divination: Level 3: Target Self: Range None This spell grants you the ability to see the auras created by Karma. Someone with a negative karma has a reddish aura and someone with a positive karma has a bluish aura. The farther someone is from zero karma, the stronger their aura becomes. Someone with a karma of zero glows a soft purple. This spell fizzles after 10 minutes per CL.
Seal:
Abjuration: Level 2: Target Object: Range Touch This spell works similarly to Stuck, but it closes the target permanently. The edges of the object are actually physically fused together. Door hinges meld together, a chest of drawers becomes one solid piece of wood with no working parts, and so on. The target can still be destroyed to be bypassed, but it cannot be manually opened. The Open spell is the only way to restore the object to its original state.
Serenity:
Sanctuary:
Restoration: Level 2: Target Person: Range Touch This spell grants the target the ability to calm their mind in the face of hardship. Petty concerns and the suffering of life simply melts away. This inner peace is also pleasant for anyone engaged in conversation with them. While under this effect, they gain a bonus equal to CL to all Pain and Fear saves, as well as any Charismabased roll made in conversation. This spell fizzles after 1 hour per CL.
Abjuration: Level 3: Target Area: Range Touch This spell blocks any attempt to Scry the affected area by a caster of lower CL. If the two casters are of the same CL, the margins of success are compared to determine which spell remains in force. If the CL of the opposing caster is higher, Sanctuary cannot stop it. This spell fizzles after a number of days equal to CL.
Shakedown:
Sanitation:
Restoration: Level 1: Target Area: Range Touch This spell removes all non-magical toxins and drugs from physical objects, as well as clean up filth and refuse. This can be used to clean up your kitchen floor, restore a brackish pool of water to pure drinkable water, to safely remove the rust on an ancient artifact, and so on. It can affect an area up to 1 square yard per CL. This does not affect someone who is already infected.
Conjuration: Level 2: Target Area: Range Sight This spell creates a whirlwind of magical forces that whips loose objects around in wild directions. It can affect an area up to 2 cubic yards per CL. Any loose objects with weights up to 2 lbs are tossed about randomly within the area, but will not fly outside of it or be damaged by the forces. If the caster spots an item in the maelstrom that they wish to have, they can immediately stop the spells effects and the desired object will fly into their hand. This spell is a powerful weapon against people trying to hide things. If not ended voluntarily, this spell fizzles after 1 minute per CL. Be aware that highly fragile objects, like glass, may damaged when the spell ends.
Scrying:
Shelter:
Divination: Level 3: Target Self: Range None This spell grants you the ability to see some distant location as if you were there. You must have actually been to this location before. Your vision is limited as if you were actually there, so if you lack heat vision and scry into a dark location you may not be able to see anything. This does not give you the ability to hear anything. This spell fizzles after 10 minutes per CL.
Conjuration: Level 4: Target Area: Range Sight This spell creates a sturdy stone and wood shelter to protect people from the environment. This structure appears in an empty location of the casters specification. All living things in the area are moved harmlessly aside to make room for the shelter. The shelter has 5 cubic yards of internal space per CL. It is stocked with basic food and water for a number of people equal to the CL. This spell fizzles after 2 hours per CL.
5
Soul Binding:
Shockwave:
Evocation: Level 1: Target Self: Range None This spell creates a gust of air that streams away from your body. Anyone standing within 10 feet of you must make a Strength test, applying the margin of success on your casting roll as a penalty. If they fail this test, they are knocked off their feet by the wind.
Necromancy: Level 5: Target Person: Range Touch This spell binds the soul of a living person to a gem. The person is killed in the process and an amount of energy is generated in the gem equal to the hit die of the target, up to a maximum of the CL. The soul is destroyed by this process and the corpse may never be resurrected or animated as undead. The caster loses 1 Karma point per hit die possessed by the target in life. This energy can be used to power magical items created via Infusion. The gem must have a value in gold pieces equal to or greater than the hit die of the soul multiplied by 100. Alternatively, anyone who casts spells using hit points can cast a spell using energy contained within the gem instead of their own body. If the energy is depleted in this manner, the gem dissolves to dust.
Shrink:
Transmutation: Level 2: Target Self: Range None This spell allows you to shrink your body and all equipment carried down to a hundredth of your former size. This would reduce an average human to less than an inch tall. This allows you to move through keyholes and other tiny openings. In this form you could easily be crushed to death by accident, especially if you are inside of a small enclosure when the spell wears off. This spell fizzles after 10 minutes per CL.
Silence:
Spider Climb:
Abjuration: Level 3: Target Area: Range Touch This spell gives prevents all sound from occuring within the area of effect, voluntary or incidental. Sounds originating within the area never occur and are thus never heard by anyone inside or outside of the area. Sounds originating outside the area are prevented from passing through it and thus are unheard by anyone within. The area affected by this spell cannot exceed 10 cubic yards per CL. This spell fizzles after 10 minutes per CL.
Transmutation: Level 2: Target Self: Range None This spell causes your hands and feet to stick to surfaces, like a spider. You can walk up vertical surfaces with ease and move upside down across a ceiling. Anyone trying to pull you off such a surface must make an opposed Strength test. This spell fizzles after 1 minute per CL.
Spoken Word:
Sound:
Conjuration: Level 1: Target Area: Range Sight This spell creates any sound that you have heard before, or a combination of sounds, that appears to be coming from any location you can see while casting. This is not an illusion, it is a real sound. This spell fizzles after 10 seconds per CL.
Divination: Level 2: Target Self: Range None This spell grants you the ability to speak one vernacular language and understand when others speak it. It does not grant you the ability to read or write in that language, even if you are literate. Some concepts that emerge in the speech of native speakers may still remain confusing to you for contextual or cultural reasons. This may not grant you the ability to make certain sounds if they are not natural for your race. Once the spell fizzles, you remember absolutely nothing of how to speak or understand the language. You do not learn any of it while you are under this effect, only an instinctive ability to use it. This spell fizzles after 10 minutes per CL.
Summon Elemental:
Conjuration: Level 2: Target Area: Range Touch This spell summons a monster to your location. The elemental has hit dice equal to your CL minus 1. It will perform any task you wish, including combat, and you can communicate with it telepathically. This spell fizzles after 1 minute per CL.
Summon Golem:
Conjuration: Level 5: Target Area: Range Touch This spell summons a golem to your location. It has hit dice equal to 1d6 plus your CL. The size and type of golem should reflect the result rolled. It will perform any task you wish, including combat, and you can communicate with it telepathically. This spell fizzles after 1 combat round per CL.
Summon Horde:
Summon Demon:
Necromancy: Level 3: Target Area: Range Touch This spell summons a demon to your location. You can specify what demon you wish to summon if you know their true name. You can communicate with the demon telepathically. A demon has a near godlike ability to reshape reality and can open access to extremely powerful magic, but it always comes at an equally extreme cost. What the demon is able to grant you and the price they demand is completely up to the GM. Demons are easily angered and difficult to control. If summoned outside of Containment zone, the Demon is always of a hostile disposition towards everyone, including the caster. Even when summoned within a Containment zone, add 3 to the roll result on the disposition table. This spell fizzles after 1 combat round per CL.
Conjuration: Level 4: Target Area: Range Touch This spell summons a number of weak creatures to your location. You can choose to summon any creature with 1 hit-die or less, including intelligent beings like Goblins or Kobolds. The spell summons a number of these with a total combined hit dice equal to 1d4 multiplied by the CL. Thus a 5th level caster could summon anywhere from five to twenty 1 hit-die Goblins. The horde will only fight on your behalf, using commands given telepathically. You cannot command individuals, only the horde as a whole. This spell fizzles after 3 combat rounds per CL.
Summon Monster:
Conjuration: Level 3: Target Area: Range Touch This spell summons a monster to your location. You can choose to summon a monster with any number of hit dice. However, for each hit die above your CL, impose a -2 penalty the casting roll. For example, if you attempt to summon a monster is 6 hit dice while only having a CL of 4, you make your casting roll at a -4 penalty. After having rolled, if you would have made the casting roll without the penalty, the monster is still summoned but it is hostile to you. There is no bonus to summoning a monster weaker than your CL. Even if under your control, the only task it will perform is to fight on your behalf. You can communicate combat orders with the monster telepathically. This spell fizzles after 1 combat round per CL.
Static Image:
Illusion: Level 1: Target Area: Range Sight This spell creates a static two-dimensional visual illusion that can effectively decieve people at a distance. Anyone looking at the image can Save vs Spot to detect the ruse. Anyone within 50 feet of the image should get a strong bonus from the GM to this save. Anyone within 10 feet of the image automatically sees that it is an illusion. This spell fizzles after 1 hour per CL.
Storage Chest:
Summon Spirit:
Necromancy: Level 2: Target Area: Range Touch This spell summons a Spirit to your location. You can communicate with the spirit telepathically. A spirit is incorporeal and cannot be damaged except with magic or magical weapons. The spirit cannot perform tasks and will not engage in combat, but can provide you with information. Spirits are usually lost souls with some unresolved business from their mortal lifetime. What the spirit knows and what they want to accomplish in their afterlife is completely up to the GM. Regardless of whether it is summoned within a Containment zone or not, the Spirit is always of a neutral open disposition towards the caster. This spell fizzles after 10 minutes per CL.
Conjuration (B): Level 3: Target Area: Range Touch This spell creates a magical storage chest which can be used to store anything you wish, so long as it fits in the chest. The chest is 2 feet wide, 2 feet deep, and 4 feet long. The spell fizzles after 1 minute per CL and the chest vanishes, but the next casting of the spell will bring the same chest back, along with all of its contents. No oxygen will be pumped into the chest while it is gone, so any living creature could asphyxiate if left inside. The chest lid must be closed when the spell fizzles or it will vanish forever and not be retrievable.
Stoneskin:
Transmutation (D): Level 3: Target Self: Range None This spell causes your skin to harden to the density of stone. This reduces any damage dealt to you by 1 HP per CL and raises your armor class by 1 per CL. This spell fizzles after 1 minute per CL.
Stuck:
Stabilization:
Restoration: Level 1: Target Person: Range Touch This spell allows someone who is suffering from temporary attribute damage to automatically succeed at their next Toxin save to prevent the damage from becoming permanent. It also stops ongoing bleeding.
Abjuration: Level 1: Target Object: Range Touch This spell causes a door, drawer, lid, or similar opening to hold fast against being opened. Anyone trying to force it open must make a Strength test and get a higher margin of success than you did when casting the spell. The target can still be destroyed to be bypassed, but it cannot be manually opened. If unbroken, this spell fizzles after 10 minutes per CL.
Telepathic Link:
Enchantment: Level 3: Target Person: Range Touch This spell creates a magical connection between the caster and a willing target. For the duration, the two can communicate telepathically at will. They can also have thoughts that they choose to keep to themselves, if they choose to do so. This spell fizzles after 1 hour per CL.
Trace Source:
Divination: Level 4: Target Person: Range None This spell allows you to trace a magical effect back to its creator. This can be done on an active spell, such as Illusory Wall or on a magical item such as an enchanted sword. Trace Source gives you the name, race, gender, and age at the time of casting of the person who created the magic. It also tells you if they are still alive, but does not give their location.
Vanish:
Illusion: Level 5: Target Object: Range Touch This spell turns a large inanimate object, like a house or tree, invisible to nonmagical forms of vision. Although the target is invisible, it can still be detected by other senses like hearing or smell. Anyone throwing particulate matter like dust or sand into the air may be able to make out the shape of the target as the particulate is blocked by the mass. The object can be up to 20 cubic yards in size per CL. This spell fizzles after 1 minute per CL.
Visage:
Illusion: Level 1: Target Self: Range None This spell creates an illusionary face to replace your own. This face can be random or it can duplicate anyone you have seen in the past. Anyone looking at you can Save vs Spot to detect the ruse. Anyone highly familiar with the face you are using, such as a parent or spouse, should result in the GM applying a strong bonus to the saving throw. This spell fizzles after 10 minutes per CL.
Terror:
Enchantment: Level 1: Target Person: Range Sight This spell creates powerful fear in the target. They are unable to do anything, including take combat actions, except attempt to flee the area. If they cannot flee, they will fall to the ground and cower. This spell fizzles after 2 combat rounds per CL. Save vs Fear resists.
Ward:
Torchlight:
Abjuration: Level 5: Target Area: Range Touch This spell infuses another spell into a surface so that it can be triggered when the surface is touched by anyone except the caster. For example, a door could be infused with Magic Missile so that anyone touching the door would be targeted by the missiles. Both Ward and the infused spell must be cast in succession and both casting costs must be paid. The caster must specify a valid target for the infused spell when it is infused. The person touching the surface is an acceptable target even though they are not yet present. For example, a caster may infuse the lock on an oak chest with Primordial Origins and specify that it is going to target the support columns of the room containing the chest. Thus anyone who touches the lock causes those columns to crumple and the room to cave in on the occupants.
Evocation: Level 1: Target Object: Range Touch This spell creates a magic light with the strength of a standard torch. The light is attached to an object of your choice. Many spellcasters use a small object like a pebble, so that they can slip it inside of a container to extinguish the light if necessary. This spell fizzles after 1 hour per CL.
Character Sheet
Name: Attributes: Strength Dexterity Constitution Intelligence Wisdom Charisma Saving Throws: DEX Breath WIS Fear WIS Listen WIS Magic CON Pain DEX Snap WIS Spot CON Toxin Weapon Training: Race: __________
0% Experience Point Bonus 5% Experience Point Bonus + Hit Points per Level in chance to identify smells in chance to identify potions Low-Light Vision Heat Vision
Languages: Vernacular Racial Ambitions: Major Minor Minor Minor Class Abilities:
Class: __________
Charm Deceit Disable Expertise Orient Stealth
Nature Only
Nature Only
Attack
Combat Actions
Dodge Hold
Surrender
Grapple
Charge
Character Sheet
Worn Equipment: Weapon 1 Weapon 2 Armor Shield Helm Accessory Accessory Other Other Carried Equipment: Known Spells: Level __ Level __ Level __ Level __ Level __ Level __ Level __ Level __ Level __ Gifts: Level 2 Level 4 Level 6 Level 8 Level 10
(continued)