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Illustrator Amy Nagi, whose artwork has given our races and classes color and life. ... To our inspirations: authors Ed
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Welcome to Lore! Gamers everywhere are raving about how easy it is to learn and how much more dynamic—and epic—they feel playing Lore, which is music to any gamemaster’s ears. What you are about to discover is that Lore gives party members freedom, control, and versatility in gaming unlike many other roleplaying games. As you journey through these pages you will discover some updated but familiar ideas along with new concepts that will allow you to customize your combat attacks, layer the armor your character wears, engage in a developed crafting system, and take advantage of many other unique game mechanics. Lore brings you the standard races of Humans, Elves, and Dwarves you expect to find, as well as new races such as the Bykken, Woodkin, Woaden, and Gwilyteem. There are nineteen class specializations from which to choose as you craft your character—many of which are unique to Lore—that are grouped under five broad class types: Martial, Knowledge, Arcane, Nature, and Sacred. In addition to the Core Rules you will also want to obtain the Creature Codex I that includes traditional fantasy creatures like Orcs, Goblins, and Kobolds along with hosts of new creatures to populate your adventures. A sample edition of the Creature Codex I can be found on our website at GameFacePublishing.com. Once again thank you for being part of this great adventure and we welcome any feedback. You can contact us at [email protected], message us at Facebook.com/LoreRPG, or follow us on Twitter at @GameFacePub. We really do want to hear from you! David Frees

CEO, GameFace Publishing, LLC.

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CORE RULES

David A. Frees & Kevin M. Williams

Lore COPYRIGHT Lore: Core Rules © 2017 by GameFace Publishing, LLC. All rights reserved. All content contained in this product is the express intellectual property of GameFace Publishing, Rockford, Michigan. No part of this book may be reproduced or transmitted in any form or by any means whatsoever including photocopying, scanning, digitizing, recording, or any form of information storage-and-retrieval system, without written permission from GameFace Publishing with the exception of brief quotations in articles or reviews, or in regards to the Character Sheets listed in Appendix A. Requests for permission to quote from this book should be directed to info@ GameFacePublishing.com. ISBN: 978-194327568-7 First Edition: May 2017

ACKNOWLEDGMENTS Lore would not exist if not for the feedback and support from some very special friends and professionals. Illustrator Amy Nagi, whose artwork has given our races and classes color and life. Thanks for your faith in GameFace Publishing! Eric Brockway and Mitch Moore with Brukenet Web Development who have done more than we hoped and better than we asked. To our supporters and players: Alex (our friend at Staples who printed countless maps for us), Andrew Bartmess, Sam Carbaugh, Hannah & Joshua Frees, Jack V. Fruin Jr. (thanks so much for all your edits), Stephanie, Rob & Jack Green, Fletcher (“Joel”) & Scott Hieneman, Nick & Rob Ignatoski, Doug Kilmer, Samantha Lee, Richard “Rick” Middaugh, Raul, Jonathan & Joshua Mock, Keith & Levi Moore, Michael Neiswender, Katy Pent (whose character always has a shovel at hand), Andy Rogers, Marc Scaturro, Shawn & Alex Thomas, Joey Tuttle, Chris Wale, Ian Williams, Cody & Greg Works, and of course our families who indulged our idiosyncrasies. All of your support has made Lore a better game. To our inspirations: authors Ed Greenwood, Kevin Hearn, Kurt Herble, C. S. Lewis, Patrick Rothfuss, R. A. Salvatore, J. R. R. Tolkien, and the musical stylings of Dan the Bard...and of course, Gary Gygax. And finally, to the gamers and conventions (GenCon, SpoCon, and GrandCon) who helped us spread the word and refine the game. Thank you all!

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Lore TABLE OF CONTENTS INTRODUCTION

CHAPTER 3 Races

Lore…A Brief History What You Need To Play

Bykken

Chapter Overviews

Dwarves

CHAPTER 1 Gameplay Game Checks

Elves Gwilyteem Humans Woaden

Rounds & Turns

Woodkin

Movement Awareness

CHAPTER 4

Initiative

Traits & Attributes

Attack & Damage

Traits

Encounter Points

Attributes

Life Points

CHAPTER 5

Renown

Classes

Alignment

Multiclassing

Potions & Scrolls

Class Categories & Specializations

CHAPTER 2 Creating a Character

Class Modifiers Character Advancement

Step One—Race

Martial Classes

Step Two—Class & Level

Fighter

Step Three—Traits Step Four—Personal Information Step Five—Skills

Dankrife Guardian Warrior

Step Six—Attack Abilities Step Seven—Armor, Weapons & Equipment

Protector Cavalier

Step Eight—Modifiers Step Nine—Ancillary Information

Knight Paladin

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Lore Dankrife Maneuvers

Ranger Bowyer

Guardian Maneuvers

Huntsman

Warrior Maneuvers

Rogue

Protector

Assassin

Cavalier / Knight / Paladin Maneuvers

Bounty Hunter

Ranger

Thief

General Maneuvers

Knowledge Classes Bard

Bowyer Maneuvers Huntsman Maneuvers

Troubadour Rogue

Bardic Psaltery

General Maneuvers Sage

Assassin Maneuvers Alchemist

Bounty Hunter Maneuvers

Alchemist Journal

Thief Maneuvers

Arcane Classes

CHAPTER 7

Mage

Incantations

Runecrafter Wizard

Spells Nature Classes

Elementalist

Runecrafter Utility Enhancement

Atavist

Protection

Druid

Attack

Sacred Classes Cleric

Warding Glyphs Wizard

Confessor

Utility

Emissary

Enhancement

CHAPTER 6 Combat Maneuvers Fighter

Protection Attack Illusion

General Maneuvers

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Lore Rituals

CHAPTER 9 Armor

Atavist Utility

Base Armor Rating

Inspiration

Racial & Class Considerations

Protection

Layering Armor

Attack

An Alternate Way

Transformation

CHAPTER 10

Druid

Weapons

Utility

Melee Weapons

Inspiration

Range Weapons

Protection

Extended Weapons

Attack

Non-Traditional Weapon

Nature

CHAPTER 11

Prayers Confessor

Equipment Table 11.1 Adventure Gear

Utility

Common Supplies

Enhancement

Hunting, Fishing & Tracking Supplies

Protection

Lighting

Attack

Writing Supplies

Restoration Table 11.2 Class Items Emissary

Tools & Equipment

Utility

Musical Instruments

Enhancement Table 11.3 Consumable Items

Protection

Cooking Supplies

Attack Restoration

Table 11.4 Crafting Components

CHAPTER 8 Skills Knowledge Skills Crafting Skills

Common Uncommon Rare Unique

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Lore Wizard Spells

Table 11.5 Storage Containers

Atavist Rituals

Coverings & Canvases Pouches, Sacks, Bags & Packs Table 11.6 Transportation Land

Druid Rituals Confessor Prayers Emissary Prayers Musical Tones by Encounter Point Cost

CHAPTER 12 Miscellaneous Information

Alchemist Concoctions by Cost Appendix C—Onomasticon

Monetary System Renown Alignment Potions & Toxins Scrolls Languages Size Physical Senses Weather

APPENDICES Appendix A—Character Sheets Appendix B—Quick Reference Charts Steps for Leveling Up a Character Critical Hit Chart (Melee, Range & Incantation) Critical Miss Chart (Melee & Range) Critical Miss Chart (Incantations & Musical Tones) Combat Maneuvers by Encounter Point Cost Incantations by Encounter Point Cost Runecrafter Spells

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Shadowpine Forest

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Lore INTRODUCTION

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veryone loves a good story. Whether it comes in the form of a novel, an online game, or from the mouth of a modern-day storyteller, the result is the same…a good story can affect you like nothing else. Roleplaying games (RPGs as they are commonly known) are essentially gatherings where players, typically two to six people, help determine the flow and outcome of a story by controlling the actions of the characters in the narrative. If you have ever watched an epic movie, daydreamed about being a fantasy hero, or felt your adrenaline rush while playing a video game and wondered what it would be like to actually be in the story, then you have already taken your first steps toward the world of roleplaying games. Since the late 1970s, when Gary Gygax created what would become the most popular tabletop RPG, roleplaying games have been a large part of many peoples’ lives. Gaming conventions today are held throughout the world, some attracting upwards of sixty thousand people, focusing on various genres of roleplaying games from Sci-Fi, to apocalyptic, to medieval fantasy. Through the years many roleplaying games have come and gone. Some have endured the test of time, though they have undergone various changes…some changes being fully embraced while others greatly disliked. A roleplaying game may be defined simply as your imagination set free within a mythical world in which you determine where your character goes and what your character does. While it can be helpful to use miniatures, maps, or other types of gaming aids, all that is really needed to play is an imagination and a desire for adventure. The rules of a roleplaying game provide structure to the playing experience, letting you be creative and imaginative, yet within certain boundaries. In addition to the players, roleplaying games also consists of a Gamemaster, or what we call a

Loremaster (LM). This individual functions as a narrator for the players by providing a verbal description of all that occurs within the game itself. It is the role of the Loremaster to apply the rules of the game to the actions of the players, move the story forward when needed, and make sure everyone is engaged in what’s going on. Combined, we (David & Kevin) have more than sixty years of experience playing roleplaying games. During this time, we have gathered together with other gamers and played just about every type of tabletop roleplaying game there is. Through this we have experienced the good and the bad. We’ve learned what works and what doesn’t in game systems. We know what rules complicate and slow down gameplay, and which ones do nothing more than take up space in a rulebook. We know the burden of investing hundreds of dollars in an expensive system that is all too soon replaced by a new edition requiring the investment of more money and time to learn. We know the desire of wanting a game system that offers ease-of-use so players can focus on gameplay instead of looking up rules every turn, yet is sufficient enough to handle any situation that might arise. We’ve been “there and back again,” to borrow a phrase, and in an attempt to offer something new, we offer you Lore. Lore is a roleplaying game set within the context of a medieval fantasy world in which you, the player, can experience heroic journeys, encounter unique races, and battle mythical creatures. It offers newcomers to adventure gaming, as well as seasoned players, the opportunity to immerse themselves in a classic fantasy world through a simple yet elegant rule system (notice we didn’t say simplistic rule system, but simple…i.e. unencumbering). The rules of Lore, also called “game mechanics,” have been specifically designed to offer players a logical set of instructions that address any depth of play.

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Lore For example, want to use your tremendous Intellect to try a daring but likely impossible escape from a band of thieves? Go ahead. Your character will either succeed or fail based on easy-to-apply guidelines that help determine the outcome and consequences of your decisions. Is your character trapped in a dead-end hallway by a carnivorous oozy substance? Because of your extreme Agility, you might be able to escape by leaping over it—and, oh, by the way—you can also try to grab the extended hilt of the flaming sword stuck in the top of the creature as you do. Try it—if you dare! The roll of the dice modified by your character’s skills and traits will determine the outcome of your effort. Perhaps you completely fail in your attempt, resulting in your character slowly dissolving into primordial goo; or you might succeed in making your daring escape, but fail to grab the hilt of the sword; or you might pull off a classic, heroic feat of glory about which you can boast for the rest of your character’s life. Lore has rules and guidelines that can be applied to each of the above outcomes. Even though we value and applaud a solid and robust rule system, we are first and foremost concerned that most RPGs have left their first love. Too many roleplaying games today have pushed to the side the most important aspect of any roleplaying game, and that is the art of storytelling. Regardless of its genre, a roleplaying game should promote adventurous and even sometimes epic storytelling, while at the same time provide a fully developed rule system that doesn’t require excessive calculations and untold time to execute. Our goal for Lore is to encourage and promote creativity in the minds of the players. It’s all about the creative gaming experience! To achieve our goal, we have developed what we call story-quests to be used in conjunction with the rules of this book. A story-quest is a preplanned adventure created for the Loremaster that comes complete with descriptions of locations, people, events, plots, and encounters. Within the framework

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of the adventure players have the freedom to direct their characters to act in any way they choose, hopefully with the purpose of accomplishing the stipulated goal of the quest at hand. The book you hold in your hand contains all you need to begin adventuring (except paper, pencils, and dice…which are addressed below). In the following pages, you will find information about various races, classes, skills, traits, equipment, armor, weapons, crafting, and overall gameplay. In order to stay true to our mission of making the rules of Lore simple but elegant, we are going to keep this introduction to a minimum and allow you to jump right in so you can begin creating your first character and developing your first adventure. As you read we hope you will find our explanation of the rules to be as engaging as actually sitting around a table playing the game. Huzzah!

Lore…A Brief History Lore was created by gamers with decades of experience in a variety of systems and roleplaying genres. Each new system they experienced came with more expenses, new rules, more constraints, and frankly, less roleplaying. Gameplay had been relegated to dice rolls more than what players did, how they interacted, and how much of their own imagination they brought to the table. Reading and studying became somewhat paramount to having fun and getting into the game. With Lore the goal was to turn back the sands of the hourglass to a simpler time, when the game was afoot, when daring deeds were called for, when treasure awaited, and villagers needed rescuing. We want players to immerse themselves in a system that requires them to think through situations. This did not mean throwing the rules away...may it never be. We just wanted a system that enhanced roleplaying while

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Lore at the same time providing a logical set of rules to follow, which is what was said in the previous section so we’ll shut up. Our ultimate goal is to apply the game mechanics that make up Lore to other genres, allowing gamers to cross over into Sci-Fi, Apocalyptic, Steampunk, and other settings, thereby reducing the learning curve required to play in a different context. But be patient—as game designers we have a lot of work to do before we will be able to cross over into other realms of roleplaying. The title, Lore, is as much about the game as it is about you, the player. If you are familiar with C. S. Lewis’ Chronicles of Narnia, or Biblo Baggin’s “Red Book” in J. R. R. Tolkein’s novel The Lord of the Rings, then you are already familiar with the concept of the word “lore.” Simply put, Lore refers to a record of deeds past and present; a chronicle or book—a story. In Lore, the game, you enter into a realm of enchantment and step into the story of another reality where Elves, Dwarves, Humans, and other mythical creatures interact with one another. Yours is a thread woven into a fantastic tapestry of quests, danger, fell beasts, and valor. What you personally bring to the experience— how you speak, behave, and interact, not just with other players and the Loremaster, but with NPCs (non-Player Characters) as well—is distinctly your own. A good adventure will have a cast of NPCs managed and brought to life by the Loremaster to help enrich the gaming environment, whether they be fair or foul, for or against you. You will craft your character, your specializations, and you and your party’s story, or lore, as you play.

What You Need to Play Dice. The primary tool you will need to play Lore is your creativity and the ability to adapt to an ever-changing environment. You will also

need a set of dice, some of which you may have never seen before. Dice of various shapes, sizes, and sides are used to make checks that determine whether a strike against an opponent hits or an action by your character is successful. These types of checks will become clearer as you read on. In this day-and-age of digital devices, there are apps aplenty that act as dice-rollers, but for the tried-and-true experience, nothing replaces rolling real dice! They never lock-up, need to be rebooted, or run out of batteries. Game dice can be bought online or at a local gaming or comic book store and can range from very inexpensive to quite pricy depending on the material they are made of. Having your own dice is nice, but any adventure can be played with a single set of dice that is shared among all players. A typical set of dice necessary to play includes the following: 4-sided; 6-sided; 8-sided; 10-sided; 12-sided; and 20-sided. Throughout this book you will see annotations such as 1d4 or 3d8. If you are new to roleplaying games then this might seem strange at first, but it’s really simple. The reference, 1d4, means to roll one (1) die (d) that has four (4) sides. (Note: on a 4-sided dice often the number that appears at the top of the dice is the result for that roll, see image below.) Likewise, the expression 3d8 means to roll three (3) dice (d) all of which have eight (8) sides and add the results together. One deviation from this will be the term d%. When you see this it means to roll a percentage (%) dice. That refers to a die that has ten sides, like a d10, but instead of being labeled with single digit numbers (1, 2, 3...9, 10), it is labeled with two digit numbers (10, 20, 30...90, 00). This type of die is often combined with a typical ten-sided die to produce a percentage value. For example, if you rolled 20 on a d% and a 3 on a d10 you would have a combined total of 23; if you rolled 00 on a d% and a 1 on a d10

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Lore

Game Dice (from left to right): 4-sided; 12-sided; 6-sided; 20-sided; 8-sided; %-sided; 10-sided

you would have a combined total of 1, not 101, because 00 represents zero on a d% die; finally, if you rolled 90 on a d% and a 10 on a d10 then the total would be 100. As you can see this is very easy stuff. Character Sheet. You’ll also need a character sheet where you can record information about your character. While a plain piece of paper will work well, we have provided in Appendix A Character Sheets for each class category, which you will learn more about in Chapter 2. Feel free to print them out for your game. On your character sheet you will record personal information about your character such as your character’s name, race, class, skills, movement, equipment, armor, height, weight, and other vital information needed during gameplay. Icon. You will also want to obtain some type of icon that can be used during gameplay to represent your character, especially if you are using a map or 3D terrain. An icon can be as simple as a round wooden disk or as exquisite as a hand-painted figurine (aka “mini” or miniature). The icon represents your character and is placed

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on a map or other gaming board to indicate where your character is standing in relationship to his or her surroundings. When a battle ensues, each creature and player must be represented on the game board to determine who can see what, who can attack whom, and how the fight progresses. Graph Paper. If your party needs to record their journey through a dungeon, a temple, or some type of labyrinth then graph paper is a must. Someone in the party will need to be elected as the official fantasy cartographer, and under the direction of the Loremaster will record the party’s progress on the paper. If you need to make a quick getaway because a horde of Orcs is chasing you, then you’ll need to have your map handy! Notebook. As you move about in your adventures and your character develops you will acquire items and information that you might want to record for future reference. A notebook can be used as an adventure log to record your character’s activities and findings such as the name of the tavern owner in the last village, the secret password you were supposed to remember but have now forgotten, or a list of treasure or supposed magical items

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Lore you acquire during a quest. By writing these things down you develop your character’s lore or personal history about where your character has been and done, which could very well come in handy in the future. Loremaster. In addition to each player who controls a character, you will also need a Loremaster, someone to guide the storyline. As mentioned above, the Loremaster serves as the narrator, describing to the players what they see and controls all NPCs and creatures in the game. This individual will know more than you do about the adventure because it is their job to know all the ins-and-outs of the quest you are setting out on. The Loremaster has the responsibility of creating maps (or some type of gaming terrain upon which the game will be played), preparing encounters the party will experience, working up characterizations and personalities for the tavern owner, evil wizard, store clerk, and other nonplayer characters, and narrating all sights, sounds, and experiences within gameplay. The Loremaster is also responsible for challenging players and offering them a rewarding and invigorating game experience. Their’s is a difficult task, so keep that in mind and treat them with respect.

Chapter Overviews Armed now with an understanding of what you need to play Lore, the following pages provide you with the rules of how to play Lore. To help you find your way around, a brief summary of the content of each chapter is given below. CHAPTER 1 – Gameplay Perhaps the most important chapter in the book as far as an introduction to Lore. Chapter 1 contains information about game checks, rounds and turns,

movement, awareness, surprise, initiative, attack and damage, and encounter points, all of which are essential to gameplay. The more you understand this chapter the smoother every adventure will go. CHAPTER 2 – Creating a Character In Chapter 2 you will learn how to create your own character. The process is laid out step-by-step and will guide you through every aspect of creating that perfect character. From determining your race, class, traits, armor worn, and other essential information to where to place that information on your Character Sheet, everything you need to develop the character of your desire is here. In addition, illustrations of each step in the process are provided for clarity along with a sample image of the part of the character sheet being used in that step. CHAPTER 3 – Races There are seven races from which you can choose for your character. Chapter 3 provides an overview of each of these races along with their background information, description, height, weight, lifespan, social life, proficiencies, skills, racial and trait modifiers, base life points, movement, and outlook on other races. Everything you need to know about a particular race is provided. CHAPTER 4 – Traits & Attributes In Chapter 4 you will find descriptions of the eight traits in Lore (Vitality, Intellect, Appeal, Might, Agility, Mana, Aether, and Spirit), along with sample actions they modify. As you will see, the eight traits of a character play an important role in what they can and cannot do within the game. Information related to each trait’s base modifier, a character’s weight allowance, how many incantations a magical-based character can know per level, how many languages a character can converse in, and how many Encounter Points (explained in Chapters 2 & 6) a character has available per encounter is also included. This is a chapter you will refer to often.

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Lore CHAPTER 5 – Classes Chapter 5 is one of the longer chapters in the book and provides information about the five class categories in Lore (Martial, Knowledge, Arcane, Nature, and Sacred), as well as the nine class types these categories are broken into (Fighter, Protector, Ranger, Rogue, Bard, Sage, Mage, Elementalist, and Cleric). Descriptions of each class type and their various specializations, modifiers, combat preferences, and other information is also included. You will also find information about what modifiers, skills, and bonuses accompany each level of your character’s advancement. CHAPTER 6 – Combat Maneuvers Combat maneuvers refer to a Martial character’s ability to execute a specialized action during an encounter. Chapter 6 includes descriptions of what maneuvers each class receives, how many encounter points are required to execute a given maneuver, and other essential information such as damage, secondary and/or ongoing effects, duration to execute, and cost for enhancing the effects of a maneuver. Combat maneuvers are divided by class type then by specialization. The use of encounter points is also discussed along with how they can be used to enhance a maneuver. CHAPTER 7 – Spells, Rituals, & Prayers This chapter contains information about the various incantations (Spells, Rituals, & Prayers) available to the Arcane, Nature, and Sacred classes. The use of encounter points for casting an incantation, as well as how to enhance an incantation’s effectiveness is addressed. CHAPTER 8 – Skills In this chapter you will be introduced to the two categories of skills in Lore (Knowledge-based and Crafting skills) and how each is used in gameplay. Information about increasing a character’s ability or rank in a given skill, examples of possible outlets

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through which a skill can be used, and how to produce goods using crafting skills, which in turn can be sold in the market, is also provided. Tables to determine the outcome of a crafting attempt are included in this chapter. CHAPTER 9 – Armor Armor is uniquely used in Lore in that it can be applied to eight locations on a character’s body (head, shoulders, chest, arms, hands, waist, legs, and feet), and can be layered, or stacked, to produce a higher armor rating such as applying both padded and chain mail armor to a character’s chest with only leather gloves on the hands. For those who do not want as much detail and would rather just know the armor rating for cloth, leather, or chain mail as a set, that information is also provided. CHAPTER 10 – Weapons Chapter 10 contains information about the cost, damage, length, weight, reach, and number of hands required to wield a weapon. Weapons are divided into melee, range, extended, and nontraditional. CHAPTER 11 – Equipment The need for equipment is always at the top of a good adventurer’s list. In Chapter 11 you will find a listing of several broad categories of equipment with which to outfit your character. A description of each item is given along with how much space it takes up and other relevant information helpful during gameplay. CHAPTER 12 – Miscellaneous Information Chapter 12 contains an overview of the economic system in Lore (coins and gem values), as well as information about weights and measurements, how to determine what languages a character understands, the use of potions, renown, and other sundry items.

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Lore APPENDICES There are several appendices in the back of the book that provide helpful information for gameplay. These appendices include sample character sheets, quick reference charts, tables of combat maneuvers and incantations arranged by encounter point cost, and a listing of common racial names that can help in creating your character.

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Lore CHAPTER 1

Gameplay A

t the heart of every roleplaying game resides the rules that govern the essential aspects of gameplay. These rules regulate such things as how a character moves, engages in combat, and reacts to various situations. A large part of most roleplaying games is played in what are called “encounters.” An encounter is defined as any point in a game where the movement and actions of the participants need to be tracked to ensure all players involved are given equal time and opportunity to act as they wish. While in an encounter, players take turns moving, attacking, and performing other activities. Below you will find information about the various actions and elements that make up gameplay in Lore such as Game Checks, Rounds & Turns, Movement, Awareness, Initiative, Combat, Encounter Points, and Life Points.

Game Checks In Lore there are four categories of game checks under which every action in the game occurs: Readiness, Defense, Trait, and Skill. Each check is determined by rolling a d20 and comparing the result to a predetermined value. Checks related to Readiness, Trait, and Skill are rated from very easy to extremely difficult (see Table 1.1). Checks related to Defense are against an opponent’s Armor rating. For example, Jeff, a Guardian, wants to swim across a river while wearing chainmail. To do so he will need to make a Trait check: Agility 17. In this case, “Trait” shows the type of game check that needs to be made; “Agility” shows which one of his character’s traits the check is against; and “17” represents the difficulty of the task being attempted, and is the number Jeff needs to beat to succeed. Another example would be if Susan, a Cavalier, wanted to make friends with a group of adventurers sitting around a campfire she would need to make a Skill check: Diplomacy 16 to be successful. Again, “Skill” shows the type of check; “Diplo-

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macy” shows what skill is being checked; and “16” shows the number Susan needs to roll to be successful.

Readiness Checks Readiness checks represent a character’s ability to detect and/or react to their immediate environment and include Awareness and Initiative. Awareness refers to a character’s sensitivity to what is happening around them. Initiative refers to a character’s reaction time to an event that has just occurred.

Defense Checks There is only one type of defense check in Lore and that is against an opponent’s Armor rating. Armor pertains to a character’s external defenses

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Lore (i.e. Armor rating) and the ability to withstand melee and ranged attacks, as well as incantations that involve tangible effects such as earth, air, water, fire, frost, acid, and sound. Armor rating combines the effectiveness, or toughness, of the external items a character wears, or creature possesses, and their ability to dodge when attacked. In order for an attacker to successfully inflict damage on an opponent a roll equal to or higher than the target’s Armor rating must be made. If a successful roll is made against a target then the attacker rolls damage according to the weapon or incantation employed.

Trait Checks Trait values represent a measurement of a character’s physical, mental, relational, magical, and spiritual makeup. Actions that rely on a particular trait to accomplish are rolled with that Trait’s base modifier being added to the result. For example, the act of climbing is associated with a character’s Agility trait. So a Thief attempting to climb a wall would roll d20 and add their Agility base modifier to see if the attempt is successful.

For more information about Traits and associated actions see Chapter 4. The eight trait checks in Lore include the following: Vitality relates to a character’s internal strength and resistance to illness, and modifies checks against potion effects and poison attacks. Intellect refers to the reasoning, discernment, and overall mental acuity of a character. Intellect is used in checks related to mental attacks, attempting to solve a riddle or read an unfamiliar language. Appeal is a combination of a character’s physical attractiveness and their personal magnetism,

influence, and ability to interact with others. Checks that rely on Appeal include attraction, persuasion, and can be used in place of the Diplomacy skill. Might is a measurement of a character’s muscular development, power, and strength. Checks related to Might include lifting an object, attempting to break an object, as well as seeking to intimidate an opponent. Agility relates to hand-eye coordination, balance, and speed of movement, and is used to modify all actions related to acrobatic feats such as dodging, swimming, climbing, flying, or attempting to be stealthy if the Stealth skill is not possessed. Mana refers to a character’s connection to the energy that surrounds all living things and is applied to checks such as reading a magical scroll, detecting the presence of Mana, and identifying the magical properties of an object. Aether refers to a character’s connection to the energy that resides within all living things and is used in checks related to nature and detecting the presence of Aether. Spirit refers to the ability of a character to connect to the divine power of the All-Source and is applied to detecting the presence of Spirit, as well as the presence of evil.

Skill Checks Skill checks are measured by ranks and represent abilities that can be enhanced through training in order to acquire higher ranks and therefore higher modifiers. For more information about skills and related actions see Chapter 8.

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Lore Appraise – Ability to determine the value of jewelry, gems, and other precious stones and items. Architecture – Ability to understand the origin, culture, and construction methods used in the development of a structure, as well as the strategic points that keep it from falling down. Diplomacy – Ability to reason or persuade others to engage in some task or make peace. Can also be used to barter or haggle in the exchange of goods and services. Engineering – Ability to understand how a piece of machinery works and how to use, build, change, or stop it. Folklore – Ability to know about regional events that have occurred within the past twenty-five to fifty years. Forestry – Ability to track a creature and/or identify vegetation for consumption or healing. Forgery – Ability to forge a document or map, as well as detect counterfeit items. Geography – Ability to recognize the difference between natural and manmade land formations, both terrestrial and subterranean, and pick out strategic locations from which to mount an attack or establish a defense. History – Ability to know about worldwide events that date back hundreds or thousands of years. Linguistics – Ability to understand languages, their development, and their relationship. Religion – Ability to know the history and differences between the Eight Houses of the All-Source, their associated Patrons, and their observances and practices.

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Stealth – Ability to position one’s self in a strategic location or move without the notice of others around. Streetwise – Ability to find information about a person, object, or event through reputable or underground contacts. Can also be used to barter or haggle over the exchange of goods and services. Survival – Ability to live off the land whether in forest, mountain, desert, swamp, arctic, or subterranean environment conditions. Thievery – Ability to open a lock, pick a pocket, or relieve a person of other items. As stated above, every game check is assigned a check value, typically generated by the Loremaster based on the difficulty of an action. The more difficult a task is to complete, the higher the check value that needs to be rolled. Table 1.1 contains a list of check values along with sample situations that fall into that check value’s difficulty rating.

Rounds & Turns When actions in an encounter need to be tracked to insure all players receive the same amount of time to act on their character’s behalf, gameplay is measured in rounds. Each “round” represents six seconds of time in game. During a round each player takes one turn, which, though occurring sequentially around the table, is considered as happening simultaneously during the round. When not in an encounter or other activity where a player’s actions do not need to be tracked players are free to move and act however they wish. And even though rounds are not taken into consideration all actions are still considered as occurring simultaneously in game time. These

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Lore Table 1.1 | Check Difficulties Difficulty of Task

Check Value

Very easy Easy Average Tough Challenging Formidable Heroic Nearly Impossible

2 5 8 12 18 22 26 30

Example

Noticing something large in plain sight A Human attempting to scale over a four-foot wall Hearing an individual approach or picking a pocket Rigging a wagon wheel to fall off Swiming across a swiftly moving river Opening a magically locked box A Dwarf attempting to leap across a thirty-foot chasm Track a flying monkey with a one-day head start

“free” action times fall under the auspices of the Loremaster, who is charged with making sure everyone is afforded an equal opportunity to act as they wish during the same period of time. For example, if a party enters a tavern one player may decide to go to the bar and order an ale, another might walk over to a nearby table and start up a conversation, while still another player may take a seat at a back table to keep watch over the room. None of these actions require tracking who moves first, second, and so on. Players act individually, but still simultaneously in game time, as they move their figures on a map or other visual aid. The Loremaster, however, must take care while the first player engages in a conversation at the bar to allow the rest of the party to break in at any time and perform their tasks during the same timeframe if desired.

During an encounter or other activity requiring players’ actions to take place in an orderly manner, gameplay will consist of individual player rounds, or turns. The order in which players take their turn is determined by an Initiative roll (see below). The number of turns in a round is equal to the number of players plus one additional turn in which all NPCs (Non-Player Characters) make their actions.

The Loremaster acts on behalf of all NPCs within the same turn in order to make gameplay move quicker. A turn consists of either one “full” action (six seconds in length) or two “half ” actions (three seconds in length each).

Full Actions Full actions take a complete round to accomplish, or six seconds of game time, and represent a player’s full turn. Full actions include such tasks as making a double move, executing a combat maneuver, casting most incantations, attempting to inflict terminal damage, or completing a major utility action. Double Move is when a player foregoes all other actions in favor of moving twice the distance they could normally move in a half action. Like a normal move, a double move is affected by difficult terrain, physical or magical encumbrances, and other hindrances (see Movement below). A double move is required for getting out of a pit, climbing a ladder, or scaling a wall in one round that is as deep or high as a character is tall. Combat Maneuvers are special attacks employed by characters within the Martial classes

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Lore (see Chapter 6) that go beyond a basic attack and require a full action to execute, unless otherwise noted in a maneuver’s description. Players who choose to use a combat maneuver during their turn are limited to making only that attack and cannot move during the round except to make a five-foot sidestep (see Movement below). Incantations refer to the casting of a Spell, Ritual, Prayer, or Musical Charm and generally require a full action to accomplish unless otherwise noted in an incantation’s description. As with combat maneuvers, players who choose to cast an incantation or musical charm during their turn are limited to making only that attack and cannot move during that round, except to make a fivefoot sidestep. Terminal Damage refers to an attack that targets a particular item (horn, bottle, weapon, etc.) or location on an opponent’s body such as head, heart, hand, feet, etc. If a successful hit is achieved when attempting a terminal hit then the item or body part hit becomes useless from that point on, except in the case of a successful heart or head attack, which results in instant death. For more information on terminal damage see “Combat” below. For example, a Bowyer may choose to aim his arrow at the head of a goblin currently engaged in combat with one of his allies. If the Bowyer’s attack roll successfully hits the goblin’s Armor rating, after all attack modifiers (both positive and negative) have been added, the goblin dies instantly, regardless of how many life points it has left.

Major Utility Action, as opposed to minor utility actions described below, include such tasks as taking an item out of a backpack, changing from a melee weapon to a range weapon, drinking a potion, untying a simple knot, and mounting/dismounting a horse or other form of transportation. Tasks like these take a full turn to

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complete. In many instances the Loremaster will need to determine if a task is a major or minor utility action, or if it requires more than one round to complete. Actions requiring two rounds to complete include lighting a torch/candle/lamp, wrapping or applying a bandage to a wound, or consuming a small piece of food. Actions requiring three or more rounds to complete include lighting a campfire, ordering a meal or drink, writing a short note, or saddling a mount.

Half Actions Half actions take three seconds to accomplish in game time, constituting half of a player’s full turn, and include such activities as a basic move, a basic melee attack, or completing some other minor utility action. There are some combat maneuvers and incantations (Spells, Rituals, Prayers, Musical Charms, and Concoctions) that only require the use of a half action to execute as noted in their descriptions. Players may use any combination of two half actions they choose during their turn in the place of a full action. For example, a player may choose to use their two half actions to make a basic attack then a basic move, or make a basic move then a basic attack, or make two basic moves (see Double Move above), or make two basic attacks. Any combination of two basic actions is acceptable. Basic Move refers to the distance a character can travel in a half turn as indicated in Table 3.1 | Race Modifiers. Basic Attack is a simple d20 roll that adds all “attack” modifiers that is compared to a target’s defense rating (i.e. Armor). Characters with the ability to dual wield who choose to make two basic attacks on their turn will make two basic attacks per half action, for a total of four basic attacks during that round. Minor Utility Actions include such tasks as standing up from a prone position, picking an item up from the ground, drawing a weapon,

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Lore Actions in a Turn Players can take either one Full action or two Half actions on their turn in addition to an Instant action

1 Full Action

2 Half Actions

(1) Terminal Attack

(2) Basic Attacks** or (2) Basic Moves or (2) Minor Utility Actions

or

(1) Combat Maneuver* or

(1) Incantation/Musical Tone*

or

Pick up object from ground Change weapon Stand up from prone position

or

(1) Major Utility Action Remove item from pack Drink a potion Mount or dismount

*Some Combat Maneuvers and Incantation require only a half action or less to execute **Check weapon description for number of attacks per turn

or changing weapons (melee to melee or range to melee, but not melee to range). Similar tasks like these require only a half turn to complete. Ultimately, the Loremaster will determine if a task being attempted is a major or minor utility action.

Instant Actions Instant Actions like shouting out a command, taunting an opponent, or loss of bladder control during combat are not counted against a character’s turn, but are considered to be instant, or free, actions. These actions can be executed any time during a round at the player’s discretion. Again, it is left to the discretion of the Loremaster to determine whether an action should be considered full, half, or instant in nature.

Movement Players are free to move their characters as they wish when not in an encounter. When an encounter begins, however, all characters are limited in the number of spaces they can move on their turn. Movement represents the number of spaces (in five-foot increments) a character can travel in a half-turn of gameplay and is determined by adding a character’s race base movement (see Table 3.1 | Racial Modifiers | Base Movement) plus one half their Agility base modifier rounded down. Most gaming maps or other visual aids that include grids are typically marked off with one square/hex equaling a distance of five feet.

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Lore For example, Katy is playing an elven Warrior, and elves have a base movement of three (3) spaces per half turn. Her Agility is 16, giving her a +2 base modifier for that trait. When combined, Katy’s character can move up to four (4) spaces each half turn if desired, because 3 (racial base movement) + 1 (1/2 her Agility base modifier 2) = 4.

Movement in Combat. Players have the ability to move through an ally’s space as well as a space adjacent to an opponent engaged in combat without experiencing any negative effects. If, however, an attacker attempts to make a range attack of any kind or cast an incantation while adjacent to an opponent the opponent is granted a “free” attack against the attacker. Sprinting/Running. If a player chooses to sprint or run during their turn they can do so for up to ten continuous full turns before having to stop and rest for five full turns. When sprinting a character will move at twice their normal base movement unless hindered by terrain and other extenuating factors. As such, a character that moves four spaces per a half turn can run/sprint eight spaces in the same half turn if desired. Sidestep. When in an encounter all players and opponents have the ability to make a fivefoot sidestep as a free action during their turn. Sidestepping can be used to reposition for the next round’s attack or to simply move out of harm’s way. A five-foot sidestep cannot be used to extend a character’s base movement so it cannot be used immediately before or after a player’s move action. It’s Sarah’s turn and she decides to move her character three spaces forward to attack with her axe. She moves (using up half of her turn). She then makes a basic attack against her foe (using her second half action). Because she is in the way of the Warrior being able to attack the same target, she opts to make a five-foot sidestep to allow the Warrior to take her place on his turn.

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Normal Terrain. Normal terrain is ground that contains no obstacles or other obstructions allowing characters to move at their normal rate. Rough Terrain. Rough terrain reduces a character’s normal movement by one space per half turn for medium and larger creatures and two spaces for small and tiny creatures. This type of terrain includes traversing water (ankle to knee deep), sand, marsh, light mud, steep hills, and landscapes that contain light debris or brush. Difficult Terrain. Difficult terrain reduces a character’s movement by two spaces per half turn for medium and larger creatures and four spaces for small and tiny creatures. If a character’s movement is reduced to zero due to the difficult terrain modifier then assume a half space movement per half turn. Difficult terrain includes traversing water (knee to waist deep), icy surfaces, thick mud, landscapes containing thick brush or heavy debris, and attempting to climb a cliff or steep riverbank that is more than twice as high as the character is tall.

Awareness During gameplay the Loremaster will often have party members roll an Awareness check to determine if any suspicious activity is noticed on behalf of the players, such as an extinguished but still warm campfire, nearby movement or sounds, or the unnatural silence of a forest. Awareness checks can occur any time during gameplay, however due to circumstances beyond a character’s control an Awareness check may not always be an option. It is the responsibility of the Loremaster to determine if an Awareness check is needed and when. The Loremaster is also responsible for setting the value for the Awareness check. Awareness checks are made by rolling a d20 and adding a character’s Awareness modifier to the result (see Chapter 3). If a character fails to make

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Lore a successful Awareness check they may be asked to make a secondary Surprise check to determine what degree they are caught off-guard. Just as it is left to the discretion of the Loremaster whether information acquired from a successful Awareness check is automatically communicated to other party members, it is also left to the judgment of the Loremaster to decide whether a Surprise check should be made. Most often Awareness and Surprise checks are made just before an encounter begins, such as in the case of an ambush, but they can occur anytime the Loremaster feels the party is not expecting something to happen. To determine if a character, who has failed an Awareness check (if offered), is surprised and to what degree they are surprised, a d20 is rolled and Table 1.2 is consulted. Encounters where a surprise check is made will open with a surprise round in which only those characters who are not surprised act. Those who fail their surprise roll often take a penalty to their Initiative roll that occurs at the end of the surprise round. Conversely, those who roll high enough and are not surprised are able to act during the surprise round, and may even gain a bonus to their Initiative roll (see Table 1.2). The surprise round begins with all participants who are not surprised making an Initiative check for that round only. Once the surprise round is over, all players re-roll Initiative and apply any

modifiers associated with Table 1.2 to determine the ongoing Initiative order for the remaining rounds of the encounter. Lithelimb, Bellicose, Tinvet, and Fraymaker, while journeying through the forest, unwittingly walk directly into a patrol of waiting goblins. The Loremaster asks each player to roll an Awareness check set at 16 to see if anyone is aware of the goblin’s presence. Unfortunately, nobody in the party rolls higher than 13. As soon as the party reaches the ambush site, the Loremaster asks each party member to now roll for surprise. Lithelimb rolls a 15, Bellicose rolls a 20, Tinvet rolls a 5, and Fraymaker rolls an 11. After consulting the Table 1.2 it is determined that Lithelimb, Bellicose, and Fraymaker are not surprised and can act during the surprise round. Tinvet, however, is completely surprised and cannot take any action until the next round. In addition, because Bellicose rolled so high he will gain +2 to his next Initiative roll, whereas Tinvet, due to her low surprise roll, will suffer a -1 to her Initiative roll.

Initiative Initiative is used to determine which character, or creature, makes the first action in an encounter and is determined by rolling a d20 and adding any

Table 1.2 | Surprise Checks Roll (d20)

Result

1-4

Character is surprised (take -2 to next Initiative roll)

5-10

Character is surprised (take -1 to next Initiative roll)

11-16

Character is not surprised

17-19

Character is not surprised (add +1 to next Initiative roll)

20

Character is not surprised (add +2 to next Initiative roll)

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Lore applicable modifiers, either bonuses or penalties, to the result. The highest roll wins Initiative and is allowed to take the first turn. All other participants take their turn in descending order of their dice score or in a clockwise order beginning with the highest Initiative roll. Initiative is determined before any actions in an encounter occur and remains in effect until the Surprise round is over or to the end of that encounter. Tie rolls for Initiative between two or more participants are settled by allowing the player with the highest Initiative modifier to go first. Having determined that combat is imminent, the Loremaster asks the party to roll Initiative. The goblins roll a 16 (rolled by the Loremaster), Lithelimb rolls a 6, Bellicose rolls a 17, and Fraymaker rolls a 12. According to the results, Bellicose takes the first turn, the goblins take the second turn, Fraymaker takes the third turn, and Lithelimb goes last in this round.

An encounter is considered over when all combat is finished. At the beginning of a new encounter, Initiative is again decided at the start of the first round. Once the order in which each participant’s turn occurs is established, combat begins and the above rules are put into play. Delay of Action. During an encounter a player may decide to delay their action until a later point in the round. Players who opt to delay can take their turn any time they wish up until their next scheduled turn. The point at which the delayed action is made becomes that player’s new position in the Initiative order for the remaining rounds of the encounter. Position & Order. Within any party of adventurers each member is located in a particular place. Knowing the position of each player, especially during an encounter, establishes where each player is located for the purposes of combat. For instance, in the event a party is traveling in

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single file it is important to know who is taking the lead, who is in the middle, and who is bringing up the rear of the group. Positioning is also important in determining who is first into a room (i.e. traps for instance usually hit those first in a room), who in a party is first to see an object, and who needs to make an Awareness check because of their vantage point. Most parties place the characters with the greatest life points in the front, such as Fighters, Protectors, and Guardians. This is also a natural position for those wielding extended weapons. Range fighters and those who can cast incantations typically take up the rear. However, some quests might call for those who inflict range damage or can disable traps and open doors to take point. Better to discover and disarm a trap before the Dankrife vanishes into a pit. Every adventure is different so a party must choose wisely. If characters die quickly, you will know you did not choose wisely. Experienced adventurers will also make sure the rear is protected as well by forming a rear guard or back rank. These party members—or lone member—usually have a good many life points in case an attack comes from behind. Most often the middle of the party is where you find those members with the lowest life points and/or Armor rating—the ones who need to be protected. Not a bad place either, for ranged experts, like Bowyers who back-fill the melee when the forward guard charges into action. Halls or corridors measuring ten feet (3m) in width will allow two party members to easily walk side-by-side leaving just enough room for melee combat. Whereas two players could certainly walk side-by-side in a five-foot (1.5m) wide hall, but drawing swords and attempting to engage in combat while in such close proximity would have negative effects on their attacks. Of course, the number of players that can walk or fight side-byside in a confined space will ultimately depend on the race of the characters. For example, three Woaden would have far more available space side-

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Lore to-side than three Gwilyteem, Elves, or Humans; so consult your Loremaster for what is allowed.

Combat Combat is defined as an engagement between two opposing forces that involves attacking and inflicting damage. During combat, characters have the opportunity to utilize the skills of their character and move within certain boundaries to defeat an opponent. Below is a description of Attack and Damage, along with relevant modifiers for each. Attack. An attack is understood as one character’s attempt (attacker) to inflict damage upon another character (target) through the use of some type of weapon or incantation. In order to inflict damage on a target an attacker must make a Defense Check and roll equal to or higher than the target’s Armor rating. Most attacks (melee, range, incantation, or musical tone) are focused against a target’s Armor, though some can be focused against one of a character’s traits instead as stipulated in an attack’s description. When a successful attack is achieved, damage is rolled based on the weapon used or the incantation employed. If an attack affects more than one target (i.e. Area of Effect; AOE), then the attacker must make an attack roll against each individual target in the affected area. Likewise, any damage inflicted is also rolled separately. Melee and range attacks can be modified by several factors such as a character’s Agility base modifier, class, magical enhancements, and the context in which an attack takes place (see Tables 1.3 & 1.4 for specific modifiers). Critical Hit. If a player rolls a 20 on a d20 (that is, with no modifiers added to the die roll) when attacking they make what is called

a “critical hit.” A critical hit represents an exceptional strike against an opponent that ranges from inflicting normal rolled damage to a possible terminal hit. When a critical hit is made a d% is rolled and the Critical Hit Chart (see Appendix B) is consulted to determine the outcome. Critical Miss. Conversely, if a player rolls a 1 on a d20 when attacking (again, with no modifiers being added to the die roll) then the result is called a “critical miss,” or fumble. This type of roll represents an exceptionally bad strike against an opponent that can range from simply missing the target to the attacker doing damage to their own body or a nearby ally. When a critical miss occurs a d20 is rolled and one of three charts are consulted depending on the type of attack made. Melee attacks consult the Melee Critical Miss chart, range attacks consult the Range Critical Miss chart, while incantation and musical tone attacks consult the Magical Critical Miss chart (see Appendix B). Melee attacks require that an attacker be adjacent to the target they are attacking unless the attacker is using a weapon that has a reach of more than one space. Range attacks (including both range weapons and some incantations) require that the attacker have at least one space separating them from their target, otherwise the target is granted a free attack against the attacker before the range attack is made. Damage. Damage inflicted against a target comes in one of three general forms: non-lethal, lethal, and terminal. Non-lethal damage refers to injuries suffered in situations such as a tavern brawl. For every three points of non-lethal damage sustained in a fight, the target subtracts one life point. Once a target receives non-lethal damage equal to their total number of life points they are considered to be unconscious. While non-lethal damage does inflict some damage to a target, its effects are not

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Lore Table 1.3 | Common Melee Attack Modifiers Melee Attacks Attack Situation

Modifier

Attacking a covered target Light cover (25% covered) Medium cover (50% covered) Heavy cover (75% covered)

Attacking different adjacent targets in same round

-2 -4 -6 -2 per space between targets

Attacking from prone position

-3

Attacking in low-light situations1 Darkness - absence of any light Low light - starlight light conditions

-5 -2

Attacker or Target is moving2 Low movement (e.g. rocking boat) Medium movement (e.g. riding a horse) High movement (e.g. flying object)

-2 -4 -6

Attacking a prone target (i.e. on ground)

-2

Attacking a stationary target (i.e. not moving)3

+10

Attacking target downhill (i.e. downward direction)

+2

Attacking target uphill (i.e. upward direction)

-2

Attacking w/o training in weapon used

-2

Attacking while charging target

+2

Attacking while flanking target

+4

Modifier does not apply to creatures with low-light vision capabilities If both attacker and target are moving the modifier is doubled 3 Modifier applies only if target is not in combat 1

2

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Lore Table 1.4 | Common Range Attack Modifiers Range Attacks Attack Situation

Modifier

Attacking a covered target Light cover (25% covered) Medium cover (50% covered) Heavy cover (75% covered)

Attacking different targets in same round

-2 -4 -6 -2 per space between targets

Attacking from prone position

-6

Attacking in low-light situations1 Darkness - absence of any light Low light - starlight light conditions

-5 -2

Attacker or Target is moving2 Low movement (e.g. rocking boat) Medium movement (e.g. riding a horse) High movement (e.g. flying object)

-2 -5 -8

Attacking prone target (i.e. on ground)

-3

**Attacking stationary target (i.e. not moving)3

+10

Attacking target downhill (i.e. downward direction)

+2

Attacking a flying target

-4

Attacking w/o training in weapon used

-2

Attacking while flanking target

+4

Attack is further than range of weapon

-1 per 2 spaces beyond

Modifier does not apply to creatures with low-light vision capabilities If both attacker and target are moving the modifier is doubled 3 Modifier applies only if target is not in combat

1

2

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Lore life threatening and allow any lost life points to be regained the next day. Lethal damage inflicted by melee and range weapons, as well as most incantations and mucial tones causes mortal wounds that if equal to an opponent’s total life points will result in unconsciousness and death unless medical aid is rendered. (for more information see “Life Points” below). If a target takes a substantial amount of lethal damage in a single hit equal to or greater than half of their total life points, they must make a successful Trait Check: Vitality 10 or be stunned for 1 minute due to shock. Unless otherwise noted lethal damage represents a standard physical wound against an opponent. Non-standard types of lethal damage include shock, fire, cold, light, shadow, and necrotic. When employing attacks that utilize non-standard damage tpes the following modifiers should be taken into account. Shock Damage +1d4 damage per 2 levels of attacker to targets standing in water Fire Damage +1d4 damage per 2 levels of attacker to cold-based targets Cold Damage +1d4 damage per 2 levels of attacker to fire-based targets Light Damage +1d4 damage per 2 levels of attacker to Undead, Unliving, and Malefic targets Shadow Damage +1d4 damage per 2 levels of attacker to all classes of the Houses of Light Necrotic Damage inflicts an ongoing disease on a successful hit unless a Trait check: Vitality 6 (+1 per 2 levels of attacker) is made by target

Terminal damage, like lethal damage, causes mortal wounds. But unlike lethal damage a terminal hit is focused on a specific part of the body, which, when successful, results in a

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fatal outcome. Terminal hits seek to end a fight in one attack, but are achieved only through extreme focus resulting in a negative attack modifier. In a combat situation, an attacker can choose to make a terminal hit against one of six body parts: head, heart, hands, arms, legs, and feet. Each body part is associated with its own negative attack modifier as seen below. If a terminal attack is successful against a body part it is then considered unusable until healed unless the body part is the head or heart, in which case the target is considered dead. Modifiers for Terminal Attacks:

Head -25 Heart -30 Hands -20

Arms Legs Feet

-15 -15 -20

Combat Challenges. From time to time players may want to execute attack maneuvers against a target that are unique in nature. These types of attacks, or actions, are considered combat challenges and are resolved by both parties rolling a d20 and adding their Might and Agility base modifiers with success being granted to the highest result. In the event of a tie, victory always goes to the side with the highest total trait modifiers. Both parties involved in a challenge must roll each round an action is attempted or continued to determine ongoing success. Typical combat challenges include: Bull-Rush – to run into a group of opponents with the purpose of knocking as many of them down as possible. Choke – to grab an opponent around the throat inflicting 1d4 damage and cutting off air supply resulting in opponent losing consciousness on the fifth round and death by the twelfth round if the hold is not released.

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Lore Hold/Grab – to secure an opponent by the arms or torso in such a fashion that they are unable to move or access a weapon until they are let go or break free. Push-through – a forceful burst that allows an attacker to push through surrounding opponents. Tackle – to knock an opponent to the ground and hold them in place preventing them from moving or accessing a weapon until they are let go or break free.

Encounter Points Encounter points represent a unique game mechanic in Lore. Every character possesses a certain number of encounter points based on one of their trait scores, which is determined by their class. Martial classes use Agility to determine their encounter points, Arcane classes use Mana, Nature classes use Aether, Sacred classes use Spirit, and the Knowledge class of Bard uses Appeal. (for more information see Table 4.1). The higher the corresponding trait score the more encounter points a character has available per encounter, per level. For example a third level Fighter with an Agility of 18 would have 15 encounter points to spend during an encounter (5 encounter points per level x 3 levels = 15 encounter points). Likewise, the number of encounter points a character has to spend in an encounter also represents the total number of points they can spend during an encounter at one time. In addition, a character can only spend up to five times the number of encounter points they possess per encounter within a game day. As such, the Fighter above, because he possesses 15 encounter points per encounter could only spend a maximum of 75 encounter points during a game day (i.e. – 15 x 5 = 75). Encounter points

used outside of an encounter (i.e. clerical healing) are substracted from a character’s total encounter points for that day. Spent encounter points regenerate at the end of every encounter and are used to execute combat maneuvers for Martial characters, invoke incantations for Arcane/Nature/Sacred characters, or enhance the musical tones of the Bardic class. Every combat maneuver, incantation, or musical tone costs a predetermined number of encounter points to execute and can be enhanced by applying additional encounter points. For more information about costs, enhancement, and limitations see the following chapters: Chapter 5 (see Bard class description), Chapter 6 (see class combat maneuver), and Chapter 7 (see class incantations).

Life Points Life points represent a character’s overall health and are determined by adding the following values: racial base life points (Table 3.1), class life points times level (Table 4.2), and Vitality base modifier (Table 4.1). All damage inflicted on a character is subtracted from the character’s total life points (see non-lethal, lethal, and terminal damage above). When a character’s life points reach zero or below they become unconscious and are unable to defend, attack, resist being plundered, or accomplish any action until they regain at least one point of life. If a character reaches zero life points through an attack against their Armor they will continue to lose two life points per round until their wounds are healed, cauterized, or bandaged in some way. Any damage inflicted upon the body of an unconscious character is subtracted moving the character’s life points further into the negative number range. Once a character reaches a negative number of life points equal

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Lore to or greater than half their total life points they are considered dead and can only be revived by means of a Prayer of resurrection. For example, a Warrior with forty life points can drop to negative twenty before dying, whereas a Mage with sixty life points can drop to negative thirty before dying. Sleeping or physically resting for six undisturbed hours will restore 1d6 life points per level of character. As such, a level one player will regain 1d6 life points per six hours of rest, whereas a level ten character will regain 10d6 life points for the same amount of rest.

Side Pouch of Holding

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Lore CHAPTER 2

Creating a Character C

haracters come in many shapes and sizes, as well as races, classes, and specializations. Along with the roll of the dice, your character sheet represents who you are and how you live—and die—in world of Lore. Most characters begin at level one, but this will depend on your Loremaster and the adventure being offered. There are nine steps involved in creating the character you desire to play. These include:

Step 1—Select a Race Step 2—Select a Class & Level Step 3—Determine Traits Step 4—Add Personal Information Step 5—Select Skills

Step 6—Determine Attack Abilities Step 7—Select Armor, Weapons & Equipment Step 8—Determine Modifiers Step 9—Determine Ancillary Information

If you know the race and class you want to play—or you have already read Chapters 4 & 6—then filling out your character sheet will take a limited amount of time.  If you don’t know the type of character you want to play then your Loremaster may want to share some thoughts on “party balance.” That is, a party should have a good balance between melee and range attack ability, thievery skills, magical attacks, or some other workable combination. For example, a band of adventurers made up of all first-level Wizards may quickly experience QCDS (Quick-CharacterDeath-Syndrome). In the pages that follow you will discover there are seven races and nineteen class specializations from which to choose. Add knowledge-based and crafting skills to the mix, and there are over 400 potential combinations to draw on when making a character distinctly your own. A word about Step Seven: Armor, Weapons, & Equipment...There are three items you never want to be without: a torch, a means to light it, and rope—and who knows, in a crisis you may need to light the rope. Before you set forth on an adventure use what coin you have to equip yourself as though your life depends on it—because it will! We have also included a ninth step in the character creation process dealing with ancillary information that is optional. This step allows you to add quirks, background, phobias, and/or other unique characteristics to your character’s makeup. Be as utilitarian or detailed as you like with the tables in this step. The important thing to remember is—enjoy yourself. Some players will not care what color their hair is—they just want to game. Others want to know all the minutia, and the plethora of charts in step nine will help you do just that. Creating a character begins your journey into the realm of roleplaying. Rush through it and you might live to regret it. Be thoughtful and intentional with your character sheet, but most of all, have fun and enjoy the process!

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Lore Step One Select a Race There are seven races in Lore a player can choose for their character: Bykken, Dwarf, Elf, Gwilyte, Human, Woaden, and Woodkin. When making your selection it is important to keep in mind that each race possesses certain bonuses and limitations that can impact gameplay. Complete information about each race is found in Chapter 3. Once you determine the race of your character, record that information at the top of your Character Sheet along with all trait modifiers associated with your race (see Racial Modifiers chart below) in the “Trait Checks” box in the Racial Mod. column. Trait modifiers based on race will be incorporated into your character’s total trait scores later. You will also find other information like racial skill, base life points, and base movement in the chart below to record on your Character Sheet. Its important to note that all skills begin at a rank of zero, meaning characters attempting to use a skill with a zero rank receive -4 to all checks related to that skill. As ranks are added to a skill positive modifiers are granted whcn using that skill. As such, a first level Dwarven character who recieves a racial skill of +1 Appraise would record a rank of "1" on their Character Sheet representing their first training in that particular skill. Racial Modifiers Race

Trait Modifiers

Primary Classes

Racial Skill

Base Life Points

Base Movement

Rogue/Mage

+1 Stealth

10

10` (2 spaces)

Fighter/Rogue

+1 Appraise

15

10` (2 spaces)

Mage/Ranger

+1 Forestry

12

15` (3 spaces)

Rogue/Fighter

+1 Survival

15

15` (3 spaces)

Any Class

+1 any skill

12

15` (3 spaces)

Rogue/Sage

+1 Streetwise

10

10` (2 spaces)

Elementalist/ Ranger

+1 Forestry

12

20` (4 spaces)

(per half turn)

+3 Agility Bykken

+3 Mana -3 Might +3 Vitality

Dwarves

+3 Might -3 Appeal +3 Agility

Elves

+3 Mana -3 Spirit +3 Might

Gwilyteem

+3 Vitality

Humans

+2 any two traits

-3 Appeal

+3 Agility Woaden

+3 Aether -3 Might +3 Aether

Woodkin

-3 Mana +2 Intellect

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Lore Gameplay Bill has decided that his character will be a Dwarf. After consulting the Racial Modifiers chart he records his race, trait modifiers, racial skill, base movement, and base life points associated with dwarves on his Character Sheet.

Dwarf 10’ 15

+3 -3 +3

1

Fa n tas y R o l e pl ay i n g G a m e

33

Lore Step Two Select a Class & Level Class represents the vocation of a character and is grouped under five broad categories: Martial, Knowledge, Arcane, Nature, and Sacred. The Martial category includes four class types: Fighter, Protector, Ranger, and Rogue; the Knowledge category includes the classes of Sage and Bard; the Arcane category includes the Mage class; the Nature category includes the Elementalist class; and the Sacred category includes the Cleric class. Complete information about each class regarding role, function, abilities, modifiers, primary traits, and advancement can be found in Chapter 5. In addition to selecting a class, players are able to customize their character’s build by choosing a specialization. A breakdown of specializations for each class is listed below. Once you have selected your class type (e.g. – Fighter) and specialization (e.g. – Warrior) record that information on the front of your Character Sheet along with your class specialization’s life points per level and class skill as found in the Class Modifiers chart below. Most characters begin at level one, but check with your Loremaster as you might start at a higher level depending on the adventure being run. As a character advances in level consult Appendix B | Steps for Leveling Up a Character to determine what information should change. The higher the level of your character the more modifiers and enhancements your character will receive. If your character is beginning at a level higher than one then consult Table 5.3 for a list of modifiers gained per level of advancement and your class specialization’s description for other information about weapon usage, armor restrictions, and level enhancements. Any additional trait points gained due to level can be recorded directly on your Character Sheet in the Level Mod. column located in the “Trait Checks” box. Class Modifiers Specialization

Class Life Points

Class Skill

Fighter

Class Life Points

Class Skill

d8

Engineering

d10

Folklore

Sage

Dankrife

d12

(see Clan info.)

Guardian

d12

Melee Prof.

Warrior

d12

Streetwise

Protector

Alchemist Bard Troubadour Mage

Cavalier

d12

Appraise

Runecrafter

d8

Linguistics

Knight

d12

Appraise

Wizard

d8

Linguistics

Paladin

d12

Diplomacy

Elementalist Atavist

d8

Survival

Bowyer

d10

Range Prof.

Druid

d8

Forestry

Huntsman

d10

Forestry

Assassin

d10

Stealth

Thief

d10

Thievery

Bonty Hunter

d10

Streetwise

Ranger

Rogue

34

Specialization

Cleric Confessor

d8

History

Emissary

d8

Religion

Fa n tas y R o l e pl ay i n g G a m e

Lore Gameplay Bill wants his Dwarf to be a Fighter and specialize as a Warrior so he records this information on his Character Sheet. After consulting the Class Modifiers chart he adds 12 to the 15 racial life points from Step One since his character is beginning at level one. If Bill were creating a higher level character he would add 12 life points for each level above one to his racial life points. Bill also records his class skill, which for Warriors is Streetwise, and consults Chapter 5 for any other modifiers associated with the Warrior specialization.

Dwarf

Fighter 0

Warrior 10’ 27

+3 -3 +3

1

1

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Lore Step Three Determine Traits There are eight traits in Lore used to describe the physical, mental, relational, and magical makeup of a character: Vitality, Intellect, Appeal, Might, Agility, Mana, Aether, and Spirit. Each trait is defined in Chapter 4 along with examples of the actions they modify. Characters beginning at level one have 60 points to assign across their eight trait scores as they wish, as long as no more than 12 nor less than 3 trait points are ascribed to any one trait. Characters beginning higher than level one gain an additional trait point for every level above one, which can be assigned to any trait in addition to the maximum value of 12 for first level characters. For example, a level two character would receive 1 additional trait point above the base 60 to asscribe to their trait values, while a level ten character would receive 9 additional points to assign to their trait values above the base 60 points. When assigning trait points keep in mind the class and specialization you want to play as trait scores greatly affect a character’s actions and abilities in game. For example, if you choose to play a Fighter it is best to have your highest trait scores in Might, Agility, or Vitality. However, if you play a Mage then your highest trait scores should be in Mana and Intellect. Consult Chapter 5 for information about primary traits for each specialization. Once all trait points have been assigned and recorded in the first column, Base Score, of the “Trait Checks” box on the Character Sheet, simply add across all columns to determine your character’s Total Trait Score. If your character is starting at level one then you will not have any trait values in the Class Mod. or Level Mod. columns. The Misc. Mod. column relates to all miscellaneous trait modifiers you receive from magical items, concoctions, or other sources beyond race, class, or level. Once all trait scores are calculated, compare the total trait score for each trait with the Trait Modifiers chart below and record the corresponding modifier in the last column. Note: Unless affected by magic, the lowest score any trait can total is one, even though racial or other modifiers might indicate otherwise. Gameplay

Trait Modifiers

36

Trait Score

Trait Modifier

Trait Score

Trait Modifier

0

-5

21 – 22

+5

1–3

-4

23 – 24

+6

4–5

-3

25 – 26

+7

6–7

-2

27 – 28

+8

8 – 10

-1

29 – 30

+9

11 – 12

0

31

+10

13 – 14

+1

32

+11

15 – 16

+2

33

+12

17 – 18

+3

34

+13

19 – 20

+4

35

+14

Fa n tas y R o l e pl ay i n g G a m e

In order for Bill to make his Warrior as effective as he can, he will need his highest trait scores to be in Might and Agility, so he assigns 12 points to each leaving him 36 points to divide among the other six traits. Since Aether, Mana, and Spirit do not play a role in how his character functions he assigns 3 points to each leaving him 27 points. Now he has to determine what he will assign to Vitality, Intellect, and Appeal. Since he wants to play

Lore a “gruff” Dwarf, he decides to apply only 7 points to Appeal leaving 20 points for the last two traits. Vitality is important as it helps with Game checks against poisons and other internal attacks, whereas Intellect adds to his Awareness modifier. Bill decides to apply 10 points to each. Because his Vitality is 13 Bill adds his +1 Traid base modifier to his total Life Points increasing it from 27 to 28. Because Bill’s character is level one, he doesn’t have any class, level, or miscellaneous modifers to add to those columns in the “Trait Checks” box. Now that his trait scores have been recorded Bill adds across all columns for each trait and records the final value in the second to last column, Total Trait Score. After consulting the Trait Modifiers chart Bill records the Trait Modifer for each trait in the last column of the “Trait Checks” box.

Dwarf

Fighter 0 0

Warrior 10’ 28

+3

13 10

+1

7

-3

12

+3

4 15

-3 +2

3

12 3

-4

3 3

3

10 10

12

-1

0

3

-4 -4

1

1

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Lore Step Four Personal Information Now determine your character’s personal information such as name, languages known, and number of encounter points available for combat maneuvers, incantations, or musical tones. Name Coming up with a name can sometimes be the most difficult part of creating a character as a character’s name can sometimes defines who he/she is. To make this step easier see Appendix C | Onomasticon which provides a list of common names associated with each race. Once you have a name for your character record it on the front of the Character Sheet. Languages The number of languages known is based on a character’s total Intellect Trait score. The greater the Intellect the more languages will be known. Consult Table 12.5 to see if your character speaks more than just their racial language and, if so, record them on the front of the Character Sheet. Languages may be assigned by the Loremaster or chosen by players. Note: Humans speak “Common” as their racial language. Encounter Points The number of encounter points available to spend during a given encounter to execute a combat maneuver, cast an incantations, or employ a musical tone is based on the Total Trait Score of a specific corresponding trait. Martial characters rely on Agility, Mages use Mana, Elementalists draw on Aether, Clerics rely on Spirit, and Bards use Appeal. Consult the Encounter Points per Level chart below and record the number of encounter points your character has available per encounter, per level, on your Character Sheet. To determine how many encounter points your character has access to per game day simply multiply the number of encounter points per encounter by five. For complete information about encounter points and their use see Chapter 1 | Encounter Points.

Encounter Points per Level

38

Trait Score

Encounter Points Per Level

Trait Score

Encounter Points Per Level

0

-

21 – 22

8

1–3

-

23 – 24

9

4–5

-

25 – 26

10

6–7

1

27 – 28

11

8 – 10

2

29 – 30

12

11 – 12

3

31

13

13 – 14

4

32

14

15 – 16

5

33

15

17 – 18

6

34

16

19 – 20

7

35

17

Combat Maneuvers (Agility) Spells (Mana) Rituals (Aether) Prayers (Spirit) Bard (Appeal)

Fa n tas y R o l e pl ay i n g G a m e

Combat Maneuvers (Agility) Spells (Mana) Rituals (Aether) Prayers (Spirit) Bard (Appeal)

Lore Gameplay After creating his character’s name, Bill proceeds to determine what languages his character knows by consulting Table 12.2. According to the table his character only knows Dwarven (native language) and Common. Next, Bill determines how many encounter points his character can spend per encounter. He compares his character’s total Agility trait score, 12, to the Encounter Points per Level chart showing he receives 3 encounter points per encounter, per level. Once Bill’s character reaches level two he will have 6 encounter points to spend per encounter. By multiplying 3 by five he determines the total number of encounter points he can spend per game day while at level one, which is 15.

Bill Blackmore Dwarf

Fighter 0 0

Warrior Dwarven

10’ 28 3

15

+3

13 10

+1

7

-3

12

+3

4 15

-3 +2

3

12 3

-4

3 3

3

10 10

12

Common

-1

0

3

-4 -4

1

1

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Lore Step Five Skills All characters begin with a rank of one in three knowledge-based skills; one racial, one class, and one elective. Your character’s racial and class skills where recorded earlier in Steps 1 and 2. Now choose one additional skill from the Skill Checks box on the front of your Character Sheet and add a rank of "1" to it. Skill modifiers for knowledge-based skills are determined by multipling the skill’s rank by 1.5, the result of which is rounded down to the nearest whole number. You also have the ability to choose one crafting skill from the “Crafting Skills” box on the back of your Character Sheet (see below) and assign it a rank of 1. Crafting skills can be used by characters to produce goods that can be sold in the market or used personally. As a character advances in level additional ranks and skills, both knowledge-based and crafting, will be received (see Table 5.3 for more information). A complete description of all knowledgebased and crafting skills can be found in Chapter 8.

Knowledge-based Skills Appraise Architecture Diplomacy Engineering Folklore Forestry Forgery Geography

History Linguistics Religion Stealth Streetwise Survival Thievery Melee Proficiency Range Proficiency

1

Crafting Skills Apothecary Armorsmith Baker Blacksmith Bladesmith Bowyer Brewer Cartographer Cobbler Cook Falconer

Farmer Fisherman Herbologist Jeweler Leatherworker Potter Scribbler Stonecarver Tailor Woodworker (Back of Character Sheet)

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Fa n tas y R o l e pl ay i n g G a m e

Lore Gameplay Bill chooses to add one rank in Melee Proficiency as his third knowledge-based skill and Bladesmith as his crafting skill. He then multiplies his three knowledge-based skills by 1.5 and rounds the result down. Bill then writes "1" in for each skill in the Skill Modifier column. For the skill of Melee Proiciency, Bill chooses to train this skill in “medium” melee weapons (see Chapter 10 for imformation about weapon categories). This means his character can used any medium-type melee weapon listed in Chapter 10 and gain +1 to his attack rolls.

Bill Blackmore Dwarf

Fighter 0 0

Warrior Dwarven

10’ 28 3

+3

13 10

+1

7

-3

12

+3

4 15

-3 +2

3

12 3

-4

3 3

3

10 10

12

-1

0

3

1

Common

15

-4 -4

+1

1

1

+1

Medium

+1

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Lore Step Six Attack Abilities Attack abilities refer to the combat maneuvers, incantations, or musical tones used by a character to attack. Make sure when selecting your character’s attack abilities that you select ones that do not require more encounter points to execute than the number your character has available (see Step Four). Martial classes receive one combat maneuver at level one and one additional maneuver at each successive level up to level ten. Combat Maneuvers are chosen from each corresponding classes’ section in Chapter 6 (see Fighter, Protector, Ranger, or Rogue). The Knowledge class of Bard uses a combination of combat maneuvers and musical tones as attack abilities. Bards receive two musical tones per level of experience up to level fifteen for a total of thirty tones or songs that can be employed for combat, healing, control, or enhancements. Bards are also allowed to choose one combat maneuver from among any of the General Fighter or General Ranger combat maneuvers sections at level one and add one additional combat maneuver from either of these two categories per level of advancement until they reach level five for a total of five combat maneuvers. For information about concoctions used by Alchemists see Chapter 5 | Alchemist. Arcane classes use spells for their attacks, Nature classes use rituals, and Sacred classes use prayers, all of which are found in Chapter 7 by class specialization. The number of incantations a character knows per level of experience can be found in the chart below and in Table 4.1. The higher a character’s total Intellect trait score the more incantations will be available per level. Once all combat maneuvers, incantations, or musical tones have been selected, record them on the front of your Character Sheet in the space provided or on a separate piece of paper for future reference. Incantations Known per Level

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Trait Score

Incantations Known Per Level

Trait Score

Incantations Known Per Level

0

-

21 – 22

5

1–3

-

23 – 24

6

4–5

-

25 – 26

7

6–7

-

27 – 28

8

8 – 10

-

29 – 30

9

11 – 12

1

31

10

13 – 14

1

32

11

15 – 16

2

33

12

17 – 18

3

34

13

19 – 20

4

35

14

(Spells/Rituals/Prayers) (Intellect)

Fa n tas y R o l e pl ay i n g G a m e

(Spells/Rituals/Prayers) (Intellect)

Lore Gameplay Because Bill is playing a Fighter he receives one Combat Maneuver at first level and chooses “Hilt Strike,” which he records on the front of his character sheet in the “Combat Maneuvers” box for quick reference. Note: If Bill had rolled up a magical character, such as a Wizard, he would have compared his Intellect score with the Incantations Known per Level chart to determine how many spells his character can know per level. Next he would have chosen that number of spells from Chapter 7 in the Spells section under Wizard and record each spell’s information on his Character Sheet.

Bill Blackmore Dwarf

Fighter 0 0

Warrior Dwarven

10’ 28 3

+3

13 10

+1

7

-3

12

+3

4 15

-3 +2

3

12 3

-4

3 3

3

10 10

12

-1

0

3

1

Common

15

-4 -4

+1

1

1

+1

Medium

+1

Hilt Strike 2

Full

Armor

Basic weapon attack + 1d6 damage

n/a

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Lore Step Seven Armor, Weapons & Equipment In order to be successful on an adventure, your character will need some armor, at least one weapon, and a few equipment items. With these resources a character will be ready for most situations. All characters begin with 70 silver pieces they can spend on armor, weapons, and equipment; +50 silver pieces per level above one. Starting Armor Starting characters begin with a cloak or robe, light leather pants, and padded chest armor. Players can, however, purchase additional pieces of armor to increase their Armor rating if desired. While players have the option of purchasing individual pieces of armor (i.e. legs, hands, head, shoulders, etc.), those not wanting to add up the defensive value of each piece can simply select a set of armor (i.e. leather, hide, chainmail, etc.) and list the total Armor modifier for the set in the “Armor” box on the back of the Character Sheet. For more information about armor and cost see Chapter 9. Once a character’s armor has been chosen and all modifiers recorded, simply add all values together and record the value in the “Defense Check” box on the front of your Character Sheet. A character’s total Armor rating is always rounded down to the nearest whole number. Starting Weapons In addition to a few beginning pieces of armor, characters also start level one with one weapon they choose from the list below. Information about melee and range weapons can be found in Chapter 10. Once a weapon is chosen record its name and base damage in the “Weapons” box on your Character Sheet. Choose one (1) weapon:

Short Sword Dagger

Long Sword Light Club

Battle Axe Staff

Short Bow Long Bow

Spear

To determine your weapon’s attack modifier simply fill in and add the Agility, Skill, Class, and Misc. modifier columns in the “Weapons” box. A weapon’s attack modifier includes one half of your character’s Agility Trait Modifier (rounded down) as recorded in the last column of the “Trait Checks” box on the front of your Character Sheet. To this you add any skill modifier that’s associated with your weapon’s category, if you chose either the Melee or Range Proficiency skill. For example, if your character is using a short bow and added one rank in Range Proficiency related to weapons in the light range category then you add +1 to the Skill Mod. column (remember skill modifiers are equal to the number of ranks in that skill times 1.5 with the result rounded down to the nearest whole number). Finally, add any Class modifiers (which would only be for higher level characters) and any miscellaneous modifiers from magical sources. Adding across these four columns will give you your total Attack Modifier with that weapon.

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Lore In like manner, record your weapon’s base damage (see Chapter 10 for weapon information), one half of your Might Trait Modifier as recorded in the last column of the “Trait Checks” box on the front of your character sheet (Note: This modifier only applies to melee weapons; range weapons do not receive a damage bonus from Might), and any miscellaneous modifiers from magic. Adding across these three columns gives you your total Damage Modifier when attacking with that weapon. For quick reference you can record each weapon’s total attack modifier, and total damage modifier in the “Basic Attacks” box located on the front of your Character Sheet. Starting Equipment Players also choose three equipment items from the following list with which to begin their adventuring career. A more extensive listing of equipment items be found in Chapter 11. Character’s with enough coinage can purchased whatever items they desire. Choose three (3) items:



Small pouch (empty) Adventure Pack (empty) Messenger Bag (empty)

3 candles 1 flint box 1 torch

1 grappling hook 50` rope 3 iron spikes

Once all armor, weapons, and equipment items have been selected or purchased, record each item on the back of your Character Sheet for future reference. Note: Bards begin level one with a lute as their starting instrument. Gameplay In addition to the beginning armor of cloak, light leather pants, and padded chest armor, Bill decides to purchase two other items to protect his character. Since he only has 70 silver pieces to spend Bill chooses a light leather chest piece of armor (that will be layered on top of the padded chest armor) and a pair of light leather gloves, which together cost him a total of 48 silver pieces. Bill records the items on the back of his Character Sheet along with each item’s Armor rating. He then adds the Armor values together and receives a total of 4.35, which is rounded down to 4. For a weapon Bill chooses the battle axe and for equipment he selects the Adventure pack, the flint box, and 50` of rope. After recording all items on his Character Sheet (see below), Bill determines his attack and damage modifier when using the battle axe along with his total Armor rating. To calculate his total attack modifier Bill places half of his Agility base modifier (0 x 1/2 = 0) in the Agility Mod. column. He also places a "1" in the Skill Mod. column because he selected the Melee Proficiency skill in “medium” weapons, which the battle axe is classified as, Bill has a rank of one in that skill at the present time. And because he is starting at level one he doesn’t have any class or misc. modifiers to add at this time. So Bill’s total Attack Modifier when using his battle axe is 0 (1/2 x Agility mod.) + 1 (Skill mod.) + 0 (Class mod.) + 0 (Misc. mod.) = +1 “to attack.” To calculate his total damage modifier Bill places half of his Might base modifier (2 x 1/2 = 1) in the Might Mod. column. Because he doesn’t have any misc. modifiers to apply toward damage Bill then adds his weapon’s base damage, which for the battle axe is 2d6+4, to his Might Mod. for a total damage of 2d6+5 when using the battel axe. Finally, Bill records his attack and damage modifiers associated with the battle axe on the front of his Character Sheet in the “Basic Attacks” box for quick reference.

Fa n tas y R o l e pl ay i n g G a m e

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Lore Step Eight Modifiers Before your character is complete you need to calculate a few remaining modifiers. These modifiers include your character’s Armor rating, Readiness Checks, and Life Points. Once calculated, and rounded down to the nearest whole number, record the value for each on your Character Sheet in the spaces provided. Armor Rating Armor rating is equal to 3 + Agility “Base Modifier” (Step Three) + Total Armor Modifier (Step Seven) + any other miscellaneous modifiers due to race, class, or magical enhancements.

Readiness Checks Awareness = ½ x Intellect “Base Modifier” (Step Three) + any other miscellaneous modifiers due to race, class, or magical enhancements. Initiative = ½ x Agility “Base Modifier” (Step Three) + any other miscellaneous modifiers due to race, class, or magical enhancements.

Step Nine Ancillary Information (optional) If you want to give your character a backstory along with other ancillary characteristics such as personality traits, psychological makeup, or phobias then consult the tables on pages 50-54 to customize your character’s makeup. This information should be recorded on a separate sheet and kept with your Character Sheet for reference during gameplay.

Gameplay Finally, Bill uses the equations listed in Step Eight to determine his Defense Check (i.e. total Armor rating), and his two Readiness Checks (Awareness & Initiative). The results are then recorded on the front of his Character Sheet in the “Defense Check” and “Readiness Checks” boxes respectively. First, Bill calculates his total Armor rating which equals “7” [3 (base armor) + 0 (Agility base modifier) + 4 (Total Armor Modifier) = 7]. Lesson learned here is that Bill needs to save his money to purchase better armor. For his Awareness modifier Bill simply mutiplies -1 (his Intellect base modifier) by 1/2 giving him a -1/2. This number rounded down to the nearest whole number which is -1. For his Initiative modifier Bill multiplies zero (his Agility base modifier) by 1/2 giving him a 0 modifier for Initiative rolls (1/2 x 0 = 0). As Bill increases in level and experience he has the possibilitiy of gaining race, class, or some other magical enhancements that will increase his Awareness and Initiative modifiers.

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Fa n tas y R o l e pl ay i n g G a m e

Lore All that is lacking now for Bill to finish his character is to add the name of his Loremaster at the top of his Character Sheet and the number of Renown his character possesses. Renown represents a character’s reputation, whether good or bad. A positive Renown score signifies a good reputation while a negative renown score represents an individual who is perceived as chaotic, immoral, or evil in nature. All characters begin with zero Renown which can be increased through the completion of quests or granted by the Loremaster in response to certain actions on the part of a character (for more information see Chapter 12 | Renown).

Bill Blackmore

Jasper Willowsnnap

Dwarf

Fighter 0 0 0

Warrior Dwarven

10’ 28 3

Common

15

Battle Axe

7 +3

13 10

+1

7

-3

12

+3

4 15

-3 +2

12 3

-4

10 10

12 3

-1

0

48

-4

3

1

-1

0

3

3 3

+1

2d6+5

-4

+1

1

1

+1

Medium

+1

Hilt Strike 2

Full

Armor

Basic weapon attack + 1d6 damage

n/a

Fa n tas y R o l e pl ay i n g G a m e

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Lore Character Sheet (Front)

Bill Blackmore Dwarf

Fighter 0 0

Warrior Dwarven

10’ 28 3

Common

15

Battle Axe +3

13 10

+1

7

-3

12

+3

4 15

-3 +2

12 3

-4

10 10

12 3

-1

0

3

3 3

48

-4

3

1

-4

+1

1

1

+1

+1

Hilt Strike 2

Full

Armor

Basic weapon attack + 1d6 damage

n/a

Printable Character Sheets are in Appendix A

48

+1

2d6+5

Fa n tas y R o l e pl ay i n g G a m e

Medium

Lore Character Sheet (Back)

1 2

Tinder Box 50’ Rope 1

Padded

Cloak

.6

Light Leather

.9

1.5

Light Leather

.15

1.5

Light Leather

.6

.6

.75

+2

.75

4.35

Battle Axe

0

1

0

0

+1

2d6+4

1

0

2d6+5

Printable Character Sheets are in Appendix A

Fa n tas y R o l e pl ay i n g G a m e

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Lore Below you will find information about age, weight, height, physical appearance, body type, birth lore, hobbies, personality types, life motivations, regrets, quirks, and phobias (along with a listed of possible outcomes when a character faces his/her phobia in the game). Each of these elements will add a unique twist to a character and enhance the roleplaying experience. Age (d20) Roll

Bykken

1-5

-1 Intellect

6-10

+1 Might

11-15

+1 Intellect

16-20

-1 Might

Dwarf

35

150

-1 Intellect

50

200

+1 Might

100

400

+1 Intellect

150

600

-1 Might

Elves 200

-1 Intellect

400

+1 Might

800

+1 Intellect

1500

Race (years) Gwilyteem 18

-1 Intellect

25

+1 Might

35

+1 Intellect

50

Humans

Woaden

18

30

-1 Intellect

-1 Intellect

25

45

+1 Might

+1 Might

35

60

+1 Intellect

+1 Intellect

50

100

Woodkin 35

-1 Intellect

50

+1 Might

70

+1 Intellect

120

-1 Might

-1 Might

-1 Might

-1 Might

-1 Might

Elves

Race (lbs.) Gwilyteem

Humans

Woaden

Woodkin

Weight (d20) Roll

Bykken

Dwarf

1-5

Male: 60 Female: 60

Male: 200 Female: 200

Male: 165 Female: 100

Male: 180 Female: 160

Male: 175 Female: 110

Male: 60 Female: 60

Male: 180 Female: 160

6-10

Male: 65 Female: 65

Male: 220 Female: 220

Male: 170 Female: 110

Male: 185 Female: 165

Male: 185 Female: 120

Male: 64 Female: 64

Male: 195 Female: 170

11-15

Male: 70 Female: 75

Male: 230 Female: 230

Male: 175 Female: 115

Male: 190 Female: 170

Male: 195 Female:130

Male: 68 Female: 68

Male: 210 Female: 175

16-20

Male: 80 Female: 80

Male: 240 Female: 240

Male: 185 Female: 120

Male: 200 Female: 180

Male: 200 Female: 140

Male: 70 Female: 70

Male: 220 Female: 185

Height (d20) Roll

Bykken

Dwarf

Elves

1-5

Male: 3` 3`` Female: 3` 3``

Male: 4` 6`` Female: 4’ 6``

Male: 6` 6`` Female: 5` 6``

6-10

Male: 3` 6`` Female: 3` 6``

Male: 4` 10`` Female: 4` 10``

11-15

Male: 3` 8`` Female: 3` 8``

16-20

Male: 3` 10`` Female: 3` 10``

Race Gwilyteem

Humans

Woaden

Male: 5` Female: 5`

Male: 5` 10`` Female: 4` 10``

Male: 4` Female: 3` 6``

Male: 8` Female: 7`

Male: 6` 9`` Female: 5` 9``

Male: 5` 3`` Female: 5` 3``

Male: 6` Female: 5`

Male: 4` 3`` Female: 3` 9``

Male: 8` 6`` Female: 7` 6``

Male: 5` Female: 5`

Male: 7` Female: 6`

Male: 5` 6` Female: 5` 6``

Male: 6` 6`` Female: 5` 6``

Male: 4` 6`` Female: 4`

Male: 9` Female: 8`

Male: 5` 3`` Female: 5` 3``

Male: 7` 6`` Female: 6` 6``

Male: 6` Female: 6`

Male: 7` Female: 6`

Male: 4` 10`` Female: 4` 3``

Male: 9` 6`` Female: 8` 6``



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Woodkin

Lore Hair, Eye, and Skin Color (d20) (Choose one)

(Choose one)

(Choose one)

Roll Hair Color

Roll Hair Style

Roll Facial Hair

1-3 4-6 7-9 10-12 13-16 17-19 20

1-3 4-6 7-9 10-12 13-16 17-19 20

1-3 4-6 7-9 10-12 13-16 17-19 20

Black Dark Brown Brown Light Brown Auburn Silver/Grey White

(Choose one)

Bald Short/Straight Short/Curly Long/Straight Long/Wavy Spiked Mohawk

No Hair Mustache Short Goatee Long Goatee Mutton Chops Short Beard Long Beard

(Choose one)

Roll

Eye Color

1-3 4-6 7-9 10-12 13-16 17-19 20

Black Brown Green Blue Red Grey Silver

Roll Skin Color 1-3 4-6 7-9 10-12 13-16 17-19 20

White Grey Light Yellow Tan Olive Dark Brown Black

Emotional Disposition (d20)

Physique/Body Build (d20) (Choose one)

Roll

Body Type

1-6 7-12 13-17 18-20

Slim (Narrow hips; thin build; long limbs) Stocky (Average hips; narrow waist; average limbs) Buff (Muscular arms, chest, and legs; narrow waist) Overweight (Wide hips; barrel chested; short limbs)

Personal Past/Background (d20) (Choose one)

Physical Features (d20)

(Choose one)

Roll

Disposition

1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20

Joyful Angry Anxious Contemptuous Melancholy Excited Curious Apathetic Calm Ashamed

Hobbies (d8)

(Choose one)

(Choose two)

Roll

Background

Roll

Feature

Roll

1-3 4-6 7-9 10-13 14-16 17-18 19 20

Raised in the streets Raised in a small village Raised by common folk Raised by royalty Raised by wolves Raised on a farm Orphaned, raised in an Abbey Raised at sea

1-3 6-8 9-10 11-12 13-14 15-18 19 20

Pimple faced Freckle faced Scared face Underbite Overbite Mole/Beauty Mark Unibrow Perfection

1 2 3 4 5 6 7 8

Fa n tas y R o l e pl ay i n g G a m e

Hobby Whittling Reading Backgammon Drama Embroidery Dice games Chess Riddles

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Lore Primary Motivation (d20) (Choose one)

Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Motivation Achievement Acquisition Balance/Peace Beneficence Chaos Creation Destruction Discovery/Adventure Education Enslavement Hedonism Liberation Nobility/Honor Order Play Power Recognition Service Torment Understanding

To overcome obstacles and succeed; to become the best To obtain possessions/wealth To bring all things into harmony and equilibrium To protect the helpless, heal the sick, feed the hungry, etc. To disrupt, to cause confusion and discord To build or make new, such as art, culture, invention, design, etc. To annihilate, exterminate, unmake, and bring to ruin To explore, uncover mysteries, and pioneer To provide information, teach, enlighten, or train To force others into servitude To enjoy all things sensuous To free the self and/or others from perceived captivity or enslavement To exalt ideals such as generosity, honesty, bravery, and courtliness To arrange, organize, and reduce chaos To have fun, to enjoy life To control and lead others To gain approval, social status, or fame To follow a person, government, order, religion, etc. To inflict pain and suffering on others and/or the self To seek knowledge or wisdom (spiritual, scientific, magical,etc)

Outlook on Life (d8)

Biggest Regret (d8) (Choose one)

(Choose one)

52

Roll

Outlook

Roll

Regret

1 2 3 4 5 6 7 8

A new day means new adventure The All-Source will provide Good will shall overcome Let’s all try and get along Life is as life is Things were fine until the Woaden came Stop chasing rainbows Death comes to us all

1 2 3 4 5 6 7 8

Death of parents When the village burned down Previous marriage Previous love lost Loss of fortune Caused an accidental death Never learned to play an instrument Never knew father

Fa n tas y R o l e pl ay i n g G a m e

Lore Personality Quirks (d%)

Personality Traits (d20) (Choose two)

(Choose one)

Roll 1-3 4-7 8-10 11-13 14-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-69 70-73 74-76 77-80 81-84 85-86 87-90 91-93 94-95 96-97 98-99 100

Roll

Quirks Humming Constant Hunger Dancing Pacing Sleepwalking Facial Tic Counting Fingernail Biting Daydreaming Teeth Sucking Excessively Touching Others Compulsive Lying Whistling Animal Hater Name Dropper Beard/Hair Stroking Mumbling Nose Picking Needless Apologizing Foot Tapping Exaggeration Superstitious (omens, luck, etc.) Belching Knuckle Cracking Repeating Others Collects Odd Things Stealing Interrupting Wipes/Cleans Everything

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Traits Aggressive/Bold Absent-Minded Detached Shy Honest Inattentive Impulsive Pessimistic/Cynical Optimistic Cautious/Suspicious Depressed Reserved Cold Stubborn Spontaneous Flirtatious Secretive Passionate Intolerant of other races Distracted (ADD)

Core Value (d12) (Choose one)

Roll 1 2 3 4 5 6 7 8 9 10 11 12

Value Strong belief in the All-Source and the Patrons Negative toward the All-Source and the Patrons Be a good steward of the earth Family is fundamental Honesty is the best policy Protect the defenseless Fitness keeps one whole Eat, drink, be merry, for tomorrow we may die Luck favors the fool Share and share alike Live and let live Learning is our future

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Lore Phobias (d20) (Choose one or two)

Roll

Phobias

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Enclosed spaces (Claustrophobia) Disease (Pathophobia) Darkness (Lygophobia) Heights (Acrophobia) Water (Hydrophobia) Death (Thanatophobia) Spiders (Arachnophobia) Corpses (Necrophobia) Stairs, climbing (Climacophobia) Crowds (Agoraphobia) Marriage (Gamophobia) Skins of animals (Doraphobia) Forests (Nyctohylophobia) Number 8 (Octophobia) Poisoned, being (Toxiphobia) Rooms, empty (Cenophobia) Shadows (Sciophobia) Monkeys (Pithecophobia) Cemeteries (Coimetrophobia) Blood (Hemophobia)

If a character encounters their phobia during gameplay roll d20 and consult the following table to determine their reaction. Roll

Phobias

1-2

Character is frozen with fear and unable to move until phobia is removed

3-4

Character is frozen with fear until a successful Trait check: Intellect 18 (-1 per three levels of experience) is made

5-7

Character is frozen with fear until a successful Trait check: Intellect 15 (-1 per three levels of experience) is made

8-10

Character experiences strong anxiety suffering -1 “to attack” and all Awareness checks until phobia is removed

11

Character experiences mild anxiety but doesn’t experience any mental or physical affects

12-15

Character experiences a rush of adrenalin due to fear and attacks at +1 “to attack” for the next six rounds

16-19

Character experiences a rush of adrenalin due to fear resulting in an extra basic attack (melee/range) per turn for the next four rounds

20

Character experiences a rush of adrenalin due to fear resulting in +2 “to attack” and an extra basic attack (melee/ range) for the next four rounds

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Fa n tas y R o l e pl ay i n g G a m e

Lore CHAPTER 3

Races T

here are seven primary races within Lore, each with their own unique characteristics, attributes, social structure, language, and proficiencies that set them apart from one another. These races include Bykken, Dwarf, Elf, Gwilyte, Human, Woaden, and Woodkin. While some races, such as Orcs and Goblins, might be considered nothing more than mere creatures, they do constitute a society of beings who share a common ancestry, culture, and genetic composition. Though not covered in this chapter, information about these otherwise non-standard races can be found in the Creature Codex I. Players who desire to play a character whose race is other than the above seven listed should consult their Loremaster regarding rules and limitations. The following pages describe the differences and similarities of the races within Lore that players may assume as their character in game. As you will discover, each race, due to its unique mental and physical makeup, possesses certain psychological and physiological modifiers that may not exists among other races. These modifiers include such attributes as low-light vision, increased or decreased trait modifiers, and enhanced skills.  Note that racial weapon allowances overrule class weapon restrictions, whereas class armor restrictions overrule racial armor allowances.

Table 3.1 | Race Modifiers Race

Trait Modifiers

Primary Classes

Racial Skill

Base Life Points

Base Movement (per half turn)

Height Male Female

Weight Male Female

Bykken

+3 Agility +3 Mana -3 Might

Rogue/Mage

+1 Stealth

8

10` (2 spaces)

3 1/2` 3 1/2`

60-80lbs. 60-80lbs.

Dwarves

+3 Vitality +3 Might -3 Appeal

Fighter/Rogue

+1 Appraise

15

10` (2 spaces)

5` 5`

200-240lbs. 200-240lbs.

Elves

+3 Agility +3 Mana -3 Spirit

Mage/Ranger

+1 Forestry

12

15` (3 spaces)

7` 6`

165-185lbs. 100-120lbs.

Gwilyteem

+3 Might +3 Vitality -3 Appeal

Rogue/Fighter

+1 Survival

15

15` (3 spaces)

5 1/2` 5 1/2`

180-200lbs. 160-180lbs.

Any Class

+1 any skill

12

15` (3 spaces)

6 1/2` 5 1/2`

175-200lbs. 110-140lbs.

Humans

+2 any two traits

Woaden

+3 Agility +3 Aether -3 Might

Rogue/Fighter/ Sage

+1 Streetwise

10

10` (2 spaces)

4 1/2` 4`

60-70lbs. 60-70lbs.

Woodkin

+3 Aether -3 Mana +2 Intellect

Elementalist/ Ranger

+1 Forestry

12

20` (4 spaces)

9` 8`

180-220lbs. 160-185lbs.

Fa n tas y R o l e pl ay i n g G a m e

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Lore Bykken Bykken are a diminutive race typically known for their round bodies and faces, pudgy noses, hearty laugh, and a heightened connection to the Arcane realm. They make their homes in isolated, hilly regions that offer a measure of peace and solitude in a busy world. Bykken have a reflex and speed that is most surprising for their shape and size, and while not the strongest of the races, they possess an enduring spirit that sets their face as flint during hard times. Fun to be around, Bykken maintain a pleasant and jovial disposition and can often be found tending their garden, smoking a pipe, or downing a pint of mead.

Bykken have slightly pointed ears similar in kind to those of Elves, only more rounded, and possess very keen hearing (+2 Awareness checks related to hearing). Apart from their ears, however, they share almost no physical characteristics of the Elves. Bykken are nimble on their feet, quietly passing unnoticed when needed, and have sturdy constitutions, so much so that they shake off poisons in half the time of others. Shoes are shunned, as is cumbersome heavy armor, which restricts their ability to move. Bykken have normal vision, but bright eyes, often blue or grey in color, and curly hair that tends to be either ginger or blond. An inescapable characteristic of Bykken is their singular love of living. Every taste is to be experienced, every smell enjoyed, and every sight a wonder. In fact, they are so exuberant and upbeat in attitude that they often wear on the nerves of Dwarves. Not that they do not know sorrow. Indeed they do, but these melancholy moments provide short-lived contrasts to their upbeat view of life.  Standing an average of three and a half feet tall and weighing 60 to 80 lbs. for both males and females, Bykken are the smallest of the great races. And even though their weights vary, they are all rather round, which

56

Fa n tas y R o l e pl ay i n g G a m e

Lore is perfectly natural for these small folk. Buoyant as they are, however, they make poor swimmers. Even so, they do enjoy a nice, hot bath.  Bykken can easily reach two hundred years in age and typically leave home around the age of thirty or forty to make their own fortune in the world. Within Bykken society the trading of goods is often accomplished through caravans that travel to nearby villages and towns, generally on a quarterly schedule throughout the year. Bykken till the ground to supply for their own bountiful needs, planting all variety of grains, roots, vegetables, and fruit bearing trees. Due to their passion for honey, slathering it on everything from biscuits to tobacco, they often take upon themselves the role of beekeeper. Over time, Bykken have become master carvers of pipes that are sought after and sold throughout the land, even to the Elves. In addition, the pipe tobacco they grow is a welcome commodity among Dwarves and Humans alike, though Woodkin shun the practice altogether. Bykken are not prone to war or war-like tendencies, but once roused, can be formidable opponents if for no other reason than their sheer tenacity. And because their primary skills lie in agriculture and pipe carving, Bykken frequently rely on other races to provide them with weapons and armor should they be needed. They have, however, successfully endeavored in the art of weaving and leather working, giving them the expertise to create leather armor to fit their small stature. Their quickness grants them +3 Agility, while their small size causes them to suffer -3 Might. And because of their unique connection to the Arcane force of Mana, they receive +3 Mana. 

Social Life If Bykken marry they marry early, generally a short time after leaving home feeling it is their calling to be fruitful, bearing upwards of a dozen children in a lifetime. They are a celebratory people, taking any opportunity to toast one another for

even the smallest accomplishment; and a Bykken wedding feast is a sight to behold! Bykken divide the four seasons of the year into six, sixty-day agricultural periods of time: Planting, Growing, Harvesting, Preserving, Brewing, and Yule. Deep in the winter of short days and long nights, with plenty of ale and mead barrels to empty, Yule is sixty-days of games, gift-giving, and celebrating the bounty of a year’s hard-won labor. There are no significant cultural differences among the Bykken, as they typically settle close together in mild climate areas of the world, though their skin tones will range from pasty white to deep loam, and every hue in-between. Like other races, Bykken use the Human monetary system of copper, silver, and gold as the basis of economic exchange. They are, however, also fond of bartering one good for another. And, like Dwarves, Bykken desire to get the better end of any trade. Nearly every home is adorned with abundant hanging dried meats, fruits, and herbs. And though a Bykken house starts small in size, usually only enough for one or two, as their family grows additional rooms are added until the dwelling becomes a complex hive, a hodgepodge of hexagonal add-ons that go both outward and upward, ultimately serving as home to multiple generations. These dwellings can appear somewhat awkward to tall-folk, but are perfectly reasonable and suited to Bykken needs. 

Proficiencies & Skills Due to their keen hearing, it is very difficult to take a Bykken by surprise, which is why they gain +2 to all Surprise checks. Their low center of gravity, uncanny reflexes, and ability to fit into small spaces and move quietly is why they gain +1 Stealth as their racial skill. Because of these natural abilities Bykken make excellent candidates for the Rogue classes.  Bykken are also well suited for the Mage classes given their sensitivity to the Mana force that surrounds nature. In addition, their connection to

Fa n tas y R o l e pl ay i n g G a m e

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Lore the magical world grants them more resistant to enchantments and magical potions, shaking their effects in half the time it takes other races (+2 against checks related to magical potion effects). Bykken are drawn to magical items of any sort, which is not always to their benefit. When it comes to combat, anything can be a weapon in the hands of the Bykken; from a pitchfork to a frying pan, from a rock to a board, they can and will use anything as a defensive item to protect their home, hearth, family, and friends. Due to their small size Bykken will use a long dagger as a short sword, and a short sword as a two-handed weapon. 

Worldview The underground dwellings of Dwarves make Bykken nervous, as they are most at home in hills and meadows. They revere Elves, enjoy the unique characteristics of Humans, and fear the very existence of Woodkin (until they get to know them). Woaden, most like Bykken in height and their love of music, share little else in common. The Gwilyteem with their incendiary tempers mean Bykken keep their distance. Inquisitive, Bykken are known to ask incessant questions to the delight of Elves and Woodkin, but to the annoyance of most other races.

Racial Modifiers +3 Agility; +3 Mana; -3 Might Rogue, Mage +1 Stealth 8 10` per half turn (2 spaces) Vision — Low Light Hearing — Normal Taste — Sensitive Smell — Sensitive Touch — Normal +2 to all Surprise checks Miscellaneous +2 to enhancement/magical potion checks +2 to Awareness checks related to listening

Trait Adjustments Primary Classes Racial Skill Base Life Points Base Movement Senses

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Fa n tas y R o l e pl ay i n g G a m e

Lore Dwarves Dwarves are a proud race who make their homes deep beneath snowcapped mountains that are mined for their deposits of iron ore, silver, copper, gold, and other precious metals. Perceiving themselves the masters of their domain, they find comfort in the presence of earth, stone, rock, and ore. Strong, bitter ales and roasted, red meat win the friendship of a Dwarf, while hard work and discipline gain their respect. Dwarves are industrious folk, rarely tolerating the company of fools, yet often rushing in where fools fear to tread. Masters of the forge, they swing axes and hammers with ease, leaving breakable blades to other races.

As far back as can be remembered, Dwarves have been known among themselves as the Dwarrow, meaning “short warrior.” The common word, “Dwarf,” is a shorten form of Dwarrow and has become their common designation by all other races, who sometime also refer to them as “Iron-mongers” or “Deep Dwellers” due to their love of mining and smelting skills. Their time among the white-hot forges grants them -1d4 damage against all fire-based attacks.  Dwarves have leathery skin and a short stocky build. They treasure their hair and spend much time grooming and braiding both head and beard. More affluent Dwarves are known to weave copper, silver, and gold pieces into their braids making them readily known by the coinage proudly displayed. Adventuresome Dwarves refrain from such show as the coins jingle, attracting unwanted attention in dangerous situations.  As a whole, Dwarves are quickly irritated and often impatient, following mood instead of moderation, becoming angry over small details, particularly if they are hungry. Tact is not a virtue among Dwarves, which can lead to complexities in mixed company when diplomacy is called for. Furthermore, the table manners of a Dwarf are not in keeping with most other civilized races. 

Fa n tas y R o l e pl ay i n g G a m e

59

Lore Due to their short, stout bodies, both male and female Dwarves maintain an average height of 5 feet and weight between 200 and 240 lbs. As such, they are, on average, a head taller than Bykken, yet more than a foot and a half shorter than Elves and Humans. Dwarves live upwards of eight hundred years in age, making them the second oldest living race, Elves being first. Because of their long lifespan, a young Dwarf will typically not leave home until around one hundred and fifty years old, during which time he or she will have become well acquainted with mining, the earth below, and the forge. Their familiarity with subterranean life and mining makes Dwarves perfectly accustomed to underground heights, though they are terrified of heights outdoors; causing them to suffer -3 to any Agility checks related to heights outside. Their experience with the dark, however, grants Dwarves low-light vision giving them +1 to any Awareness checks related to vision in dark situations. Dwarves can also continue to see as if still in low-light conditions for a short time (2 rounds) after all light has been extinguished. Their eyes are very adaptable and can adjust to a sunny day or a snow-covered field just as easily as a darkened cave.  Dwarves are natural sprinters, and can move three times their normal distance once per encounter for two rounds if needed. All Dwarves disdain being in water and due to their dense mass will easily sink if encumbered by heavy armor. Bathing is simply considered a necessary evil. They feel safest in close, tight spaces, whereas wide-open skies can unnerve them until they grow accustomed to the new environment. Fruits and vegetables are a bane, though they will stomach them over starving (the stronger and more bitter the flavor, the better). Herbs, sold by Humans, are a delight, as they add new flavor to meats and stews. Dwarves are glad to barter with Bykken for pipe tobacco, for they enjoy taking

60

draughts on their short pipes while ruminating over engineering challenges. Dwarven forged weapons are renown not only for their supreme durability and rustic beauty, but because their hafts and helms are routinely encrusted with glimmering gemstones. Due to their gruff temperament Dwarves typically have a lower Appeal than that of other races (-3 Appeal). However, because they are used to great physical labor Dwarves are stronger on average and have a greater vigor than their Human counterparts; gaining +3 Might and +3 Vitality.

Social Life Stability is a mainstay in Dwarven family arrangements, with younglings betrothed early in life, around fifty, but not marrying until one hundred and fifty or two hundred years old. During their early years, crafting skills are groomed, wealth is accumulated, and business networks are established to help ensure a comfortable life. It is not a perfect system, however, as many betrothals go unrecognized or unsatisfied often due to better offerings for both males and females later in life. A Dwarven family, once settled, will usually produce four to six offspring, with the eldest child taking the responsibility of care for aging parents. The Dwarven race is divided into four ethnic groups. Brün Dwarves live far in the north and have a light brown complexion and walnut brown hair. They experience the least amount of contact with the outside world and are often the least accustomed to behaving in mixed company.  Ambar Dwarves have a darker complexion than the Brün, with strong red highlights in their hair and hazel eyes. They boast of being the oldest lineage of the Dwarrow and hail from the High Mountains in the east in the ancient Dwarven city of Dwarrowfeld. It is here where the seat of the High Dwarven King reigns and is home to the Everfire.  Rudu Dwarves make their home in the southernmost regions of the world and are rarely

Fa n tas y R o l e pl ay i n g G a m e

Lore seen in the north. They are known to be a stubborn lot, giving rise to the phrase, “As obstinate as a Rudu!” Their complexions are reddish-brown and are given to wearing lighter weight fabrics.  The fourth group of Dwarves are simply known as Dwarrow Gollwyd, or the Lost Dwarves. They are a fallen and reprobate lot of Dwarves who are not discussed openly in public among the other three groups of Dwarves. In fact, many Dwarves will deny the very existence of Lost Dwarves if asked by another race. (For more information about Lost Dwarves consult the Creature Codex I.) On the whole, Dwarves have many strengths, but their greatest weakness lies in their fondness for gold, silver, and precious stones. Many a Dwarf have found themselves in trouble trying to obtain a piece of treasure. As such, you will find they part with their coin rarely, preferring instead to sell their goods and services to accumulate more wealth. And if they do part with their treasure they do all they can to ensure they get the best deal possible. Haggling is customary unless the need is urgent, and if you do not enter into bargaining, you risk insulting a Dwarf. Other than Elves, Dwarves are less concerned with the passing of time. The Dwarven year consists of quarters of time, each of which are 120 days in length: Dearth, Sodden, Tyyni, and Spate. Sodden, when the melt-off from the surface often floods the world below, is when dwarvish attentions turn to smelting and hammering. Tyyni, or calm in the Common tongue, is when Dwarves are most seen on the surface, eagerly carting their wares to market. During the seasons of Spate and Dearth Dwarves typically contend themselves with mining elements from the ground and tending to their families. Dwarven homes are most often built below ground and are generally constructed of hewn stone or are carved out of a mountainside. Regardless of their location they are always comfortable with abundant fires, warm hides, and furniture made of

stone or hand-hewn hard woods. The Great Room is always central and the largest room in the house, with ready access to the kitchen, pantry, and ale room. Workshops are also customary, along with ample bedrooms for each member of the family; with the largest bedroom reserved for the elder Dwarves. Richly engraved columns with buttressed ceilings and hidden skylights are a common sight in a Dwarven home.

Proficiencies & Skills With years of skill in mining, hewing, forging, and gem-cutting, Dwarves are able to give a fairly accurate appraisal of any crafted item or cut gem, thereby granting them a +1 Appraise racial skill. Because Dwarves are subterranean dwellers and have little contact with the world above ground, they avoid involvement in the Mage and Elementalist classes due to a strong belief that such practices are unnatural. This lends them a +1 to all checks against their Mana and Aether. That being said, Dwarves never shy away from using magical items if found. Typically Dwarves lean toward the Fighter or Rogue classes, preferring to enter combat with an axe or hammer in one hand and a shield in the other. The Clerical classes of Emissary and Confessor are found among the Dwarves, as delving the depths of the ground can often awaken undead creatures and other fell beasts long forgotten by time. Rare is the Dwarven Bard, though Alchemist are common, particularly in the mixing of ores. The wielding of axes and hammers is second nature to a Dwarf, with many becoming quite proficient at throwing them. At their coming-of-age, seventy years old, every Dwarf is given either a war hammer or great axe, with a melee proficiency skill of rank of 1 in that weapon, bearing the crest of their clan on the end of the handle that serves as a symbol of pride and loyalty throughout their remaining years. Chain mail is the preferred armor of Dwarven fighters, even though they have been known to wear scale and plate, which can limit their Agility.

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Lore Worldview Dwarves view Elves with an eye of suspicion; nonetheless they do respect their exquisite craftsmanship with steel, though they will never admit it out loud. Trade between the two races can be difficult, however, due to the fact their cultures are so divergent. As a result, misunderstandings can easily occur with grudges held for a long time.  Humans, often referred to as “the whiskers,” are most like the Dwarves in temperament, yet not as gruff in attitude. Dwarven men are easily mesmerized by human women, especially women whom they refer to as “big-boned,” whereas Dwarven women find beardless Human men to be rather ugly. Trade between the two races is abundant and welcomed.  It is difficult for Dwarven folk to take Woaden—“blue belles”—very serious. This attitude is quickly tempered with wide-eyed wonder, however, once they witness them eviscerate a Goblin horde. Gwilyteem—the “pony tails”— are another matter, as it seems there is an ongoing competition for who can be least tactful, most aggressive, and display the worst table manners in common society. A Dwarven friendship with a Gwilyte is best described as competitive camaraderie. Bykken are looked upon favorably, but as curious oddities. They are viewed as productive folk for the tanning and sewing of leather, harvesting of grain, carving of pipes, and growing of tobacco. Much trade exists between Dwarves and Bykken, and have for many years, particularly when it comes to ales.  Given their predisposition toward the roots of mountains over forest, Woodkin are largely unknown among the Dwarves. When encountered they are referred to as the “tree folk,” not because they live in the forest, but because they are so tall and skinny.

Racial Modifiers +3 Vitality; +3 Might; -3 Appeal Fighter, Rogue +1 Appraise 15 10` per half turn (2 spaces) Vision — Highly Sensitive Hearing — Sensitive Taste — Low Sensitivity Smell — Low Sensitivity Touch — Sensitive +2 to Awareness checks in dark situations -3 to Agility checks involving outdoor heights Miscellaneous Sprint 3x base movement for 2 continuous rounds per encounter +1 against Mana/Aether attacks -1d4 against all fire-based damage

Trait Adjustments Primary Classes Racial Skill Base Life Points Base Movement Senses

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Lore Elves Elves represent elegance, grace, and restraint among the races. They make their homes deep within ancient forests where they enjoy peace, harmony, and separation from other cultures. Viewing themselves as servants of the All-Source, they commune with the world around them through the Mana force that inhabits all life. Long evening dinners with family and friends composed of fruits, vegetables, and delicate meats gathered from the forest, topped with topics of philosophy, art, and literature are an Elf’s delight. When they do have contact with other races, urgent matters are usually afoot. Masters of the bow and long sword, Elves are the eldest race, typically distinguished by their slender, pointy ears, and strong chiseled features.

Elves share a slender but athletic build, narrow face, and piercing eyes. On the whole, they prefer long, flowing hair, though it will often be stylishly braided or tied back when performing feats of prowess, attending formal occasions, working the smiths, or in battle gear. Elves take great pride in remaining “above the emotional fray” when compared to other races. This appearance of detachment, however, only serves as a veneer to hide an otherwise passionate nature. They rejoice in the unspoiled world around them, so much so that those who would ruin it are treated to quick reprisals. Their long lifespan has helped them come to terms with many of life’s problems and to master their responses. Most are wise beyond Human reckoning, though they tend to hold their tongue, having also realized in their years that other races do not take well to being “taught.” Male Elves average 7 feet in height and typically weigh between 165 and 185 lbs., while female Elves average 6 feet in height and weight between 100 to 120 lbs. Compared to the other races, they live the longest, barring any calamity or successful attempt on their life. They age so slowly that the

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Lore oldest among them appear only middle-aged in comparison to Humans. Due to their long life, as much as two thousand years, all things come in their own time, unfettered by decay or a false sense of urgency. But, like all living things, Elves eventually die, resulting in their souls returning to the All-Source, whom they believe to be the keeper and sustainer of all life, as well as the font of wisdom and the wellspring of providence. And because of their deep connection to the AllSource through Mana instead of Spirit, Elves gain +3 Mana but -3 Spirit to their traits. Within elven society, all living things are viewed with reverence, whether the beast being offered as a meal or that which is gathered from the ground or bush. Elves grasp the depth, breadth, and importance of each root, leaf, hoof, and nest. When the natural world speaks, they listen with keen ears. Their garments are functional, crafted from the highest quality yarns of flax or wool; and it’s said they have also mastered the lore of the cocoon, fabricating them into clothes that weigh next to nothing, but maintain a high armor rating and flow with grace and ease.  Elven-crafted blades are respected by all, even by Dwarves, though they would never admit it. Due to their length of life, elven craftsmen have centuries to hone their skills and draw on weapon lore, turning out blades and armor that are not only practical, but works of art of tempered alloys that are the envy of most. In addition to blades and armor, Elves are known for their workings of gold and silver jewelry.  Light and nimble, Elves are fleet-of-foot and can run with great speed and dexterity, and therefore gain +3 Agility as a racial bonus. Due to their keen eyes and the ability to see far ahead of what other races are able they gain a +2 bonus to all Awareness checks that involve distant vision.

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Social Life Elves are never in a hurry to form friendships or loyalties. Gaining the trust of an Elf is a lengthy task, but once earned, is repaid with enduring loyalty. On average elven couples have one or two children, and on occasion three, over the span of many centuries. They typically leave home to begin their own lives and family around the age of two hundred. The swiftness of other races to bond, fall in love, and form social units is a mystery to them.  Elves have little need for money as their solitary status has made them self-reliant and their society is very communal in practice. Even so, as a people they seem to have stores of copper, silver, gold, and gems to exchange with other races for items they cannot make or procure themselves. Their architecture takes its cues from the world around them, seeking to incorporate the natural world into every wall, window, and roof. As a result, elven buildings often blend in and almost vanish into the vine, ivy, and trees that surround them, unless they purposely want them to be evident and easy to see by others. Elves build not just for strength, longevity, and practicality, but for gracefulness and beauty, with long, intertwining supports. New structures can take decades to plan and centuries to build. Though all Elves appear similar, their race consists of three distinct ethnic groups: Argent (Silver Elves), Or (Golden Elves), and Atrament (Fallen Elves).  Elven Argent can be found throughout the world inhabiting heavily wooded regions and are more interactive in trade and social engagement with other races than are elven Or and Atrament. They view themselves as the eyes of the All-Source, witnesses of all the goings-on in the known world. They are also known as philosophers, viewing life through their many years of experience and wisdom.

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Lore Their name, Argent, comes from their silver hair, which gleams in both sunlight and moon glow.  The Elven Or call the ancient, virgin forests of the north home and avoid contact with others. Outsiders who venture across the borders of this group stumble into trouble and are charged with trespassing. Elven Or are golden-haired, though some are occasionally dark-haired, with bronze skin and grey eyes. Lesser known, but greatly feared, are the Elven Atrament who have abandoned the ways of their kind to serve the powers of passion. Atrament Elves are an unwelcome sight wherever they go so usually seek the comfort of caves and forbidden woods. The Atrament are most often of the Huntsman and Bowyer classes, though the Arcane classes are not foreign as evidenced by their dark arts.  Elves follow a lunar calendar rather than a solar calendar meaning they observe twentyeight day months. While they have twelve months in a year, every twelve years they hold Wneud Lawn Am, an additional month that is added to that year, so that the month of Dawns always remains in the spring. The celebration of Wneud Lawn Am, as far as Elves celebrate, is one of quiet reflection and introspection. Each day begins as the sun rises meaning as the sun moves through its cycle some days may begin at the 5th hour of the day, while during the winter months, the day may not begin until the 9th hour. In this regard, it is a less stringent calendar than most other races, adapting to each new day. At sunset it is common to hear the Elves whisper one simple statement, Diwrnod newydd, gorffwys newydd, a gobaith newydd, which loosely translates, “a new day, new rest, and a new hope.”

to Mana and naturally high Agility, Elves tend toward the Mage and Ranger classes, though it is not unheard of to encounter an elvish Druid or Atavist. Those who turn to the Arcane vocations are known to rise to great heights of status, imbuing their powers into magical items such as rings, blades, and armor before they die. Few Elves choose the Sacred paths, for to them all the world is sacred and the AllSource is best understood through the created world. Elves who enter the Martial classes can be found wearing any type of armor, depending on their class, though they prefer leather because it is light on the body, durable in battle, reliable in a fight, and affords them the ability to move with speed and grace. 

Worldview Orcs are the Elves’ fiercest enemy, as well as any who treat nature with disregard or folly. In Humans, the Elves see much potential but little promise. The Gwilyteem are given their just room but never allowed to hector others, particularly other Elves. In Bykken, they see great joy and trust, while in Dwarves, whom they tolerate, they see possible future despoilers of the earth due to their love of gold and other earthly elements. Woodkin they hold as kindred spirits, Woaden are respected for their prowess, and since their society is not of this world, Elves are more eager to learn their philosophy, history, arts, and sciences. On the whole, Elves are tolerant of all others, recognizing the immaturity and limitations of their fellow races.

Proficiencies & Skills Because their art and craft reflect their love of nature, Elves gain a +1 rank in Forestry as their racial skill. And due to their sensitivity

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Lore Racial Modifiers +3 Agility; +3 Mana; -3 Spirit Mage, Ranger +1 Forestry 12 15` per half turn (3 spaces) Vision — Highly Sensitive Hearing — Highly Sensitive Taste — Sensitive Smell — Sensitive Touch — Normal Miscellaneous +2 to Awareness checks related to distance vision

Trait Adjustments Primary Classes Racial Skill Base Life Points Base Movement Senses

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Lore Gwilyteem The Gwilyteem (singular Gwilyte) were once part of the Human race long, long ago before being captured and brought to the Blighted Lands. While there they were enslaved by the powers of M’oth and transformed through the use of dark Arcane magic. Having escaped their overlords, the Gwilyteem survive as a nomadic people who seek to forget their past and build a new future for their kind.

The Gwilyteem are a mysterious race who are relatively new in comparison to the other great races. Once ordinary Humans, they were enslaved by the followers of M’oth, chief patron of the Four Dark Houses, and brought to the desolate wastes of Tiroedd yn Adfail, the Blighted Lands. While in captivity they proved superior artisans, craftsman, and architects over M’oth’s most-favored and prized servants—Orcs. Able-bodied and at ease with blade and spear, the Gwilyteem were trained in combat by the Orcs to serve in M’oth’s legions. As they excelled, M’oth permeated their essence with dark invocations so that when the Gwilyteem entered battle they would transform with their skin and sinew becoming hardened and their sense of smell would heighten (+2 Awareness related to smell while in combat). In the process of creating the ultimate killing warrior the Gwilyteem also became excellent and skillful hunters (+2 to checks related to tracking). In time, a host of the Gwilyteem rebelled against their captors, escaped, and fled to the free parts of the world where they met their distant relatives, Humans. The Gwilyteem, however, were too aggressive to integrate into Human society and were unwelcomed. In response, they turned to a nomadic, survivalist way of life and sought to create their own society. 

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Lore On the whole, the Gwilyteem appear very similar to Humans, though a little shorter, ranging between 5 and 5 1/2 feet tall, and weighing between 180 and 200 lbs. due to their muscular physique; females also have a well-defined musculature but weigh just slightly less, 160-180 lbs. while maintaining the same height distinctions. Because of their strong physical makeup they gain +3 Might and +3 Vitality. The forehead of a Gwilyte is ridged and extends downward to a flat nose, presenting an almost primal appearance. Their skin, similar in hue to that of Humans, is thick and plated at the joints granting them a +1 Armor rating, but a -3 Appeal due to their unnatural appearance. Their arms are longer than the typical Human and their great trapezius muscles give them a somewhat humped look. A Gwilyte’s eyes are universally black unless the frenzy, “battle craze,” falls upon them, at which point they turn completely white granting them low-light vision if fighting at night or in dark places. Their hair ranges from black to dark brown in color, is wiry and usually braided rather than cut. Within their culture the longer a Gwilyte’s braid is, the greater their honor is among their people. To have a braid cut is to bear great shame.

Social Life In day-to-day life, the Gwilyteem seek to be a peaceable people who work hard and protect their own. They are excellent craftsmen with wood, skins, and iron, and are equally skilled at hunting and gathering. The Gwilyte exists on dried meats, fruits, vegetables, and roots that are easily transported and readily cooked into stews. For the most part, they are given to untamed regions over domesticated towns and cities, building tent villages for a time, and then moving on if needed to where hunting is more plentiful. The Gwilyteem prefer yurts, sturdy but portable tents, for their itinerant lifestyle. Each

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Gwilyte village is surrounded by family-sized yurts, with one a central, large yurt reserved for the chieftain. Among their own people, barter is the accepted norm for the exchange of goods and services. Outside their communities, they willingly use common coin and precious gems to purchase those items they cannot provide for themselves. Despite their desires to be left alone, however, their lives are continually haunted by the inescapable sorcery of M’oth. As such, the Gwilyteem are prone to singing sad songs and lamentations. Weddings and the birth of a child are the closest any Gwilyte comes to a “happy occasion.” But even on these events, one small act of jealousy can soon devolve a joyous event into an angry brawl. Their singular holiday, Rhyddid, commemorates their escape from captivity, but because lengthy gatherings of Gwilyteem easily go sour, it is tradition to spend the day in solitude, reflecting on the travesties of their past enslavement and the responsibilities of their new-found freedom. Like their Human kin, they hold to a twelve-month solar calendar. The Gwilyteem seek friendship above all, but find keeping friends difficult, making them well-accustomed to feelings of betrayal and loneliness. Most of the free peoples have deemed them unworthy, which has translated into a low self-perception on the part of the Gwilyteem. Their communities, itinerant though they be, are infused with a way of life simply known as The Disciplines, a philosophy they embrace as a means of managing their frenzies. As long as a Gwilyte remains devoted to The Disciplines, they can remain part of Gwilyteem society, otherwise they face exile, which, it is hoped, will transform the one exiled so they can be accepted back in due time.  Gwilyteem live between 65 and 70 years, leaving for adventure or setting up their own home around the age of 16. Elder Gwilyteem (60

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Lore and over) are wracked with crippling arthritis, a lingering effect of M’oth’s transformation of their former state.  The passing of a Gwilyte is considered the final victory of a long, hard battle, leaving the taint of fury behind to pass into a new life of acceptance in the welcoming hero halls of those who have died before them.

Proficiencies & Skills When a Gwilyte enters battle and the frenzy comes upon them they gain +1 to all attack rolls per four levels of experience. The Gwilyte also have an innate ability to detect Orcs within their immediate area (+2 Awareness regarding the presence of Orcs), and will seek them out to do battle against their oppressors if possible. The Rogue and Fighter classes are best-suited for the Gwilyteem, specifically those of Thief, Assassin, Bounty Hunter, and Warrior—though they have been known to take on other classes as well. And because of their nomadic and hunting lifestyle, Gwilyte receive +1 Survival as their racial skill.  When in combat Gwilyteem prefer melee weapons such as the sword, hammer, mace, axe, or spear over range weapons.

Worldview Though perceived as outcasts by many, the Gwilyteem are forbidden by The Disciplines to hold any of the free peoples in contempt, even though they themselves are so oft held. Some Gwilyte manage this better than others. According to The Disciplines, anger is reserved for those who provoke their white-eyed fury, such as the servants of M’oth and Orcs. Gwilyteem are more or less comfortable with Elves, Dwarves, Human, Bykken, and Woodkin, though this is not easily reciprocated. Elves and Woodkin are almost universally distant, which suits the Gwilyteem fine. Dwarves are recognized as competitive, and when in the company of Dwarves they trust, they will at times throw a fight just so the Dwarves feel they are doing well. Humans are held in high regard, but are silently viewed as soft and entitled. Bykken are known and loved simply for being Bykken. Unlike the other races, however, Woaden are empathized due to their similar outcast status.   Gwiltyeem understand why they are so misunderstood, but do not always know how to accept this reality. When among friends and allies, if a Gwilyte suddenly walks away, it is usually to take charge of their passions and maintain their self-discipline. A Gwilyte who seeks solitude is best left alone until they are ready to rejoin others.

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Lore Racial Modifiers: +3 Might; +3 Vitality; -3 Appeal Rogue, Fighter +1 Survival 15 15` per half turn (3 spaces) Vision — Sensitive/Thermal Hearing — Dull Taste — Normal Smell — Normal Touch — Normal +1 Armor rating +1 “to attack” per four levels of experience Miscellaneous +2 to Awareness checks to detect the presence of Orcs +2 to check related to tracking

Trait Adjustments Primary Classes Racial Skill Base Life Points Base Movement Senses

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Lore Humans Humans have the greatest adaptability of all the races with settlements throughout the known world. On the whole, Humans are known for their unconquerable spirit, ingenuity, great compassion during times of crisis, a passion for celebrating with good food, friends, and music, and a somewhat arrogant perspective of themselves that wins them little popularity with the Elves. Their capacity to learn and adapt is vast, and their class variety is the most diverse.

Universally known as “common folk” due to their prodigious numbers, Humans are a very diverse people group. To such races as Goblins and Orcs, they are referred to as “pink skins,” which is erroneous, given the diversity of skin tones found among Humans. They can be very strong or very weak, brave or timid, tall or short, bearded or smooth-skinned, or any combination therein. Their skin ranges from ebony to pale white, with variations of ruddy and tawny. Humans have rounded ears, as do their close relatives the Dwarves, and their hair color can range from blond, to ginger, to black, to auburn, as well as brown, with the older among them showing grey and eventually white. Because Humans are a passionate and aggressive race there can often be infighting between members of different tribes, and even among members within the same tribe. In spite of these differences, there exists an unwavering bond to the national identity Humans collectively share. As such, internal disputes among tribes and clans are suspended when an outside threat, especially from nonHuman races, arises. Their lust for power and fame knows no bounds and of all the races Humans are most often lured into the service of evil and vile purposes. Humans of this ilk are often cruel outcasts of their own clans and nations and are found working in tandem with such humanoid races as Orcs and Goblins.

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Lore Humans reach an average height of 6 ½ feet for males and 5 ½ feet for females. Adult males will attain a weight of 175 to 200 lbs., whereas females generally weigh between 110 to 140 lbs. In comparison to other races, Humans have the shortest lifespan, reaching only 50 or 69 years of age on average, typically leaving home between 16 or 17 to seek their fortune in the world. Their limited lifespan is due in part to the fact they are more susceptible to disease, the physiology of aging, and famines than are other races, making them somewhat frail in comparison.  Humans are a very industrious people, weaving wools and flax into fabrics and working well with leathers and hides. Many develop skills in metalworking, but their craft pales in comparison to the ability found among the long-lived Dwarves and Elves. They excel at husbandry and have keen minds for architecture, machinery, and agriculture. In comparison to the other races Humans are considered “standard,” that is to say they represent the average with respect to traits and abilities. However, due to their versatility Humans gain +2 to any two different traits they desire and +1 rank to any knowledge-based skill they desire.

upper echelon, arrayed in silks, cottons, and velvet robes. Ale and mead are common drinks within all strata of human society, with wines and stronger spirits being more common among the affluent due to cost.  Humans enjoy a twelve-month solar calendar largely based on agrarian seasons, sharing a love for Yuletide festivities as Bykken do, and maintaining a unique custom known as “potluck,” the eating of meals together outdoors during the warmer months. Humans have developed a judicial system that is shunned by the other races as backward and biased toward the privileged and powerful. However, their monetary system, mainly based on copper, silver, and gold, is accepted by all races except the Woodkin, who have no use for money. Their residential and commercial buildings are basic in form and generally constructed of wood and stone cultivated from the surrounding area when available. The wealthier within their culture can afford cut stone and plaster, whereas the poor make due with hovels of stick and mud.

Social Life

Proficiencies & Skills

Humans are social beings, enjoying the company of a tavern full of friends and strangers, who can also reside in the wilderness alone for months at a time. They belong to family units that can produce many offspring in their lifespan, thereby repopulating the race from generation to generation. These family units join together to form tribes and clans of the same bloodline, which in turn join together with other tribes and clans to comprise entire nations of reasonably like-minded individuals. Within their societal structure Humans tend to experience a wide range of economic separations, from the low income peasant, accustomed to burlap and coarse wool for clothing, to the

Human’s ability to master any craft or engage in any class (Martial, Knowledge, Arcane, Natural, or Sacred) is limited only by their own perseverance. And while they may never attain the expertise of a thousand-year-old Elf, they can accomplish great deeds in the time afforded them. The indomitable spirit of Humans affords them the advantage of pursuing any class without any restrictions. The mighty among them can achieve great feats of prowess, becoming martial champions among the living, while the less physically developed can excel at the more knowledge or magically-based vocations such as the Arcane and Knowledge classes. Similarly, some Humans are more inclined toward the

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Lore forces of nature, following the paths of the brotherhood of Druids and Atavists, while others may feel called to a more monastic way of life, serving the All-Source as an Emissary or Confessor.  Humans can be found wearing all types of armor with the only restrictions resulting from the class they chose to follow. Likewise, most Humans have a familiarity with the longsword and bow, but will tend to be proficient with weapons associated with their particular class.

Worldview Humans tend to see Elven folk as a bit of a mystery, crossing paths occasionally, but always when important matters are at hand. Dwarves share many common personality traits with Humans such as a love of food and celebration. Bykken are a curiosity to Humans, and not taken very seriously by most, and Woodkin are so rare as to only be referred to in tales and legends by storytellers around the campfire. Humans hold an odd respect with trepidation for the Gwilyteem: respect for all they have overcome yet trepidation for all they represent. Woaden are oft treated like younger siblings, which annoys the diminutive warriors to no end.  

Racial Modifiers +2 to any two traits All classes +1 any Knowledge-based skill 12 15` per half turn (3 spaces) Vision — Normal Hearing — Normal Taste — Sensitive Smell — Normal Touch — Normal Choose one of the following: Miscellaneous +2 to Awareness checks related to hearing +2 to Awreness checks related to vision

Trait Adjustments Primary Classes Racial Skill Base Life Points Base Movement Senses

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Lore Woaden Woaden are a small but formidable race, who live in a matriarchal-based society and possess limited Druid skills due to their close connection to nature. They are well acquainted with ranged weapons as they prefer to engage in combat from a distance rather than up close. To underestimate a Woaden can lead to the shortening of one’s life.

The Woaden originated from the Aether realm where they lived in harmony with nature in great communities under the rule of an empress. Due to war between the Woaden and an incursion of unnatural creatures who found their way into the realm, many escaped to the Natural realm through use of the Starlight Amulet— an amulet that was the prize possession of the nation as a whole. Upon coming to the Natural realm the Woaden established a home that eventually became completely separated from the rest of their kin in the Aether realm after the amulet was lost in the war. It is here, in the Natural realm, where they discovered a plant that was common in their home realm, the woad plant, from which they manufacture their distinctive blue dyes and obtained their common name.  In the Aether realm, and among the Elves and Woodkin, they are known as the Tylwyth Teg, or “Fair Family.” In the Natural realm they go by the name Woaden, an appellation they picked up from Humans and the Gwilyteem meaning “those who are of woad,” in reference to the woad plant used so predominately in their society for adorning their bodies with blue designs. Dwarves call them Unbehaart, or “hairless ones” because of their smooth skin, while Bykken think of them as Blookin, meaning simply “blue people.” A Woaden’s hair is almost always ginger or brown in color and tightly cropped around their short, pointed ears. Their eyes are a deep, dark blue that accents the markings on their body. Typically

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Lore they prefer to wear leather armor so as to increase movability in combat, and when in melee the intricately detailed designs painted across their skin challenge their opponent’s depth perception granting the Woaden +1 to their Armor rating. At higher levels a Woaden’s markings become more intricate and provide additional Armor bonuses (+1 armor rating every three levels of advancement).

Social Life More often than not only female Woaden are encountered in their culture and in the world at large, as they represent the leaders, workers, and warriors in their society. Males, though a little larger in size, keep to homebound duties and are rarely seen. Woaden are a diminutive race with a slender, athletic build. Females never reach more than 4 feet tall while males can grow to as much as 4 ½ feet tall. At full maturity Woaden weigh between 60 and 70 lbs. (for both males and females), making them rather easy to toss by large creatures.  One aspect of Woaden culture most races find peculiar is the arrangement of their names. In Woaden society, the family clan-name comes first, followed by their given name. So a warrior named Azure Beda goes by the name Beda, with Azure being her family name. For male Woaden, if they are unattached, their family name is always Woaden, so you may encounter Woaden Cody, which means he is available for courtship, or Azure Cody, in which case, he has been “hand-fasted” to a female making any extended relationship awkward and complex. They can easily reach one hundred and twenty years of age, only showing signs of aging around ninety. At an appointed time, usually around fifty, Woaden females are assigned a husband, give birth, then allow the males to rear the children while they attend combat academy. Because of the close communal society

in which they live, Woaden never actually leave home but simply become part of the greater community to serve the whole of society.  Woaden have adopted the Natural realm’s twelve-month calendar, though in their native home, the Everlight—their sun—never wavered and seasonal changes were unknown to them. Their favorite feast is simply called the Everlight, what the rest of the world knows as the summer solstice, when the sun lingers longest, which also marks their new year. It is a time for dancing and revelry, song and drink, and the celebration of the joy of life. But with the next sunrise they acknowledge Dedicatory, a day of sorrow at the loss of their homeland, of remembrances, and a renewed commitment to find a way back to the Aether realm. Woaden are known for their quick tempers but inquisitive natures. They enjoy life, finding satisfaction in a bright morning sunrise or picturesque sunset, a fine drink, upbeat music, and dance…making them overly attracted to Bards.

Proficiencies & Skills Woaden gain a racial skill of +1 rank in Streetwise at first level and trait modifiers of +3 to their Agility and Aether, but -3 Might due to their small stature. Female Woadens tend to gravitate to the Rogue and Fighter classes of Thief, Assassin, Huntsman, Bounty Hunter, or Warrior. Meanwhile, male Woadens generally embrace the Sage class of Bard, if they have the voice for it. Oddly, both female and male Woadens shy away from the Elemental classes of Druid and Atavist, even though they have a natural connection with the Aether Plane and possess the innate ability to use encounter points (based on their Aether trait score) once per day to employ any of the following Druid rituals (see Chapter 7 | Druid Rituals for more information).

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Lore Conjure Fire Incantation causes a small flame to appear in hand or on the end of caster’s finger that can be used to light kindling or other flammable materials. This spell has no attack value. Encounter Points: 2 Casting Time: Half action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Summon small flame Secondary Effect/Damage: n/a

Gibbonry Gibbonry allows caster to identify any roots, berries, nuts, or other plant species that is safe to eat or that can be used to heal. Once invoked, usable/ consumable items will glow with an amber-colored aura to the eyes of the caster. Incantation lasts for 20 minutes or until dispelled by caster. Encounter Points: 1 Casting Time: Half action Type: Attack vs. n/a Range: 0-10 (+1 per additional encounter point applied) Area of Effect (AOE): 5 (+1 per 2 additional encounter points applied) Initial Effect/Damage: Identify edible and/or healing plant life in area of effect Secondary Effect/Damage: n/a

Hush Ritual causes all natural creatures within one hundred feet to become absolutely silent for three rounds allowing caster and allies to be more alert to other sounds around them (+3 Awareness on all checks related to sound). Encounter Points: 2 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 (+1 per additional encounter point applied)

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Area of Effect (AOE): 100 feet (+20` per 2 additional encounter points applied) Initial Effect/Damage: +3 Awareness for all within effected area Secondary Effect/Damage: n/a

Identify Ritual allows caster to divine if there is “magic” within an object and what type of magic it is: Mana, Aether, or Spirit. If object divined is either Mana or Spirit then caster cannot discern anything else about its magical properties. If object being divined is Aether in nature, caster will know one to two specifics about the magical nature of the object at Loremaster’s discretion. Encounter Points: 3 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Identify magical properties of an enchanted object Secondary Effect/Damage: n/a

Moonlight When cast creates a blue light, spreading out ten spaces in every direction, to adhere to a surface of caster’s choosing lasting up to 30 minutes or until dismissed by caster. Light can be adhered to the top of a staff or other surface but cannot be use to blind another creature. Encounter Points: 1 Casting Time: Half action Type: Attack vs. n/a Range: 0-10 (+1 per 1 additional encounter point applied) Area of Effect (AOE): 10 (+1 per 2 additional encounter points) Initial Effect/Damage: Blue light Secondary Effect/Damage: n/a

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Lore Most Woaden do not see this realm as a permanent home, but merely a temporary journey until such time as a powerful Mage or Elementalist can open a portal back to the Aether realm for them to return. Because of this hope, Woaden typically live in temporary dwellings within their communities and tell stories of their homeland regarding the magnificent towers, ornate cities, and the beautiful art and sounds of their culture. Woaden have adopted the exchange of coins as have the other races but prefer the practice of bartering, which they engage in often with Bykken who are similar in stature.

Worldview Cut-off from the Aether realm, Woaden live as free agents in this world. Having a limited version of the matriarchal society they came from has been a great adjustment for them, and accepting males among other races as equals, let alone as leaders, has not been easy. Because this realm is not their home, Woaden have a rather detached view of what goes on here. Who is at war with whom and what political events are taking place mean little to them unless they directly affect the Woaden. This also influences their view of the other races, who are perceived somewhat with suspicion until a friendship is established. Once befriended, however, they mellow to become loyal companions. Elves symbolize a culmination of the culture Woaden might have evolved into if things had gone differently in their own realm, an egalitarian society dedicated to art and music, to beauty and wonder. This has led to an undercurrent dichotomy of jealousy regarding what elven culture possesses, while at the same time, an appreciation of what their own culture could have become.  Dwarves are basically viewed as bombastic and boastful, which is only magnified when

plied with strong drink. They are viewed as capable enough with axe and anvil, and hard workers, but Dwarves are hardly to be taken seriously. Dwarves use of “blue belles” as a slang appellation for the Woaden starts many an argument while the nicknames Woaden have for Dwarves cannot be repeated in mixed company. Bykken on the other hand are industrious and respected as the brewers of golden mead. Their passion for music and dance resonates with the Woaden but their patriarchal society is repugnant. In a world where one or two children are born to a couple, the prodigious “begetting” of Bykken is both curious and distasteful. But the Bykken patriarchy pales in comparison to the Human’s, a people who leave Woaden fully confused.  Woaden, out-of-place and misunderstood, feel a kinship with the Gwilyteem. Their trials have forged them into warriors as much as their war with the world around them has. The Woaden empathize with the Gwilyteem. Even so, these temperamental fighters—whether man or woman—are given plenty of room. If the Woaden feel any true kinship on this plane, however, it is with the Woodkin, who, despite being nearly three times as tall as them, share a congruent perspective of nature and welcome the Woodkin into both home and hearth. The Woaden hold great enmity for Goblins and Hobgoblins, which they consider to be filthy and disgusting mercenaries who were often drafted to fight against them on their home plane.

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Lore Racial Modifiers: +3 Agility; +3 Aether; -3 Might Rogue, Fighter, Sage +1 Streetwise 10 10` per half turn (2 spaces) Vision — Sensitive Hearing — High Sensitivity Taste — Normal Smell — Normal Touch — Sensitive Miscellaneous +1 Armor rating at level one (+1 per additional 3 levels of experience)

Trait Adjustments Primary Classes Racial Skill Base Life Points Base Movement Senses

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Lore Woodkin Among the seven great races, Woodkin are a curious lot, holding little in common with most others. Their communal life, curious appearance, and ability to thrive in the deepest forests keeps them disconnected from all other races. Yet, their love of all living things calls them to work together if wood, leaf, flower, or stone are threatened. Woodkin stand a couple heads taller than Elves and Humans, yet can vanish into the woods with great ease. Peace-loving by nature, Woodkin can be roused into fearsome warriors when circumstances demand.

Woodkin have a dark, splotchy skin that gives them a natural camouflage in wooded areas (+2 Stealth check when in forest type environments), which is only enhanced (additional +1 Stealth) when they wear the typical “leafy” patterned clothing for which they are known. They have uniquely colored eyes that range from dark-brown to black with speckles of gold and green radiating out from the center. Their hair is often a dark hue of auburn interwoven with leaves and wooden ornaments.  Woodkin are gentle giants, taking life one day at a time, drinking in the earth, the sun, wind, and stars. Although vegetarians, they accept those who hunt for the purposes of sustaining life, but abhor hunting for sport and will put a stop to it if witnessed. Woodkin are curious about how all things live and grow but are especially curious about how trees interact with the world around them. Male Woodkin stand on average 9 feet in height and females 8 feet, with the greatest part of their length in their legs. In addition to being extremely tall, Woodkin are also very thin with males weighing between 180 to 220 lbs. and females 160 to185 lbs. As such, Woodkin have a lean torso and spindly arms that end with long slender fingers.

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Lore Woodkin live long lives for woodland beings, reaching one hundred and fifty years in age with ease, and enter adulthood around thirty-five years old. While few step foot out of their native forests, they thrill to hear of the outside world, so much so, that on occasion, their curiosity gets the better of them and they venture forth to see what the world has to offer.  Gems intrigue them as the fruits of the earth, though they hold no intrinsic value. Their belts are typically made of braided vines and their pouches of sturdy, sewn leaves, or hollowed out gourds. If they choose to wear a cloak or robe, it is of intricately woven fibers, with many interior and concealed pockets. A valued commodity to the outside world are the Woodkin’s distillations, created from secret recipes. Their nature-lore makes them very handy to have around in cases of sickness or poison. Woodkin harvest various resins, and though they do not heal, if prepared properly will stop bleeding and the risk of infection when spread on an open wound. A spear dipped in this balm will conversely spread like an infectious disease when fighting the undead, acting as a poison that destroys the nervous system leaving the target paralyzed and dazed. Woodkin are excellent climbers, swimmers, and scavengers, and are most active in warmer climates, yet are able to hold up well in colder conditions if needed. Although they cannot sing, their whistle can be as soothing as a bird’s song. The greatest fear of a Woodkin is to one day be cursed to become one of the undead. If a Woodkin encounters an undead creature—especially a former Woodkin—they become mad with rage (+2 “to attack”), throwing themselves into the fight to eradicate the blasphemy against nature.

Social Life Woodkin treasure their families above all else. Adults marry and have many children whom are reared by the entire community. Woodkin

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routinely give birth to twins or triplets. A single birth is uncommon and can be viewed as an omen of scarcity and famine to come.  The differences between Woodkin are very difficult to distinguish for non-Woodkin. While all have maple-leaf shaped ears, their skin patterns have varying degrees of shape and size. Some have large, dark, splotched skin, while others have small, light colored areas. To outsiders, the only real way to distinguish one type of Woodkin from another is by the ornamentations they wear and the distinctiveness of their voices. One characteristic of the Woodkin that is not appreciated by the outside world is their philosophy of communal possessions. In essence, Woodkin do not see themselves as owning anything but use whatever items are available if they have need of them. To the outside world this appears as stealing, but to the Woodkin they are just using what nature has provided for them at the moment.  To debate a Woodkin about their thievery is to discover that from their vantage, taking is only the first step toward giving. They have no need nor desire for money or treasures, and readily “borrow” food and other useful items for the good of all. A loaf of bread taken from someone else not using it is only natural for them, as it will serve to feed their family, and likely their clan. Stealing for personal or individual gain is a foreign concept to the Woodkin, and one they can never come to grasp. If an object does not serve the whole, then it serves no good purpose. When working with other races on a quest, taking plunder is perfectly reasonable to the Woodkin; after all, no one else is using it. Keeping the treasure, however, for their own possession is an unknown concept, though they do not judge others who do. That said, when they have need, they will expect the party to provide.

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Lore Woodkin use the elven lunar calendar with each new day beginning with the setting of the sun.  The Woodkin have no architecture to speak of, other than the flets (platforms) they build high above the ground in the strongest and tallest trees. Any decorations they may have, such as woven mats and pillows, are minimal in nature. Roofs are not required as rain is as welcome as the sun and the moon. Their daily items and rudimentary tools are kept on the ground in wooden chests, available to any and all who may need them.

Proficiencies & Skills The Woodkin are expert wood and clay crafters, as well as scavengers of fruits, roots, nuts, berries, and vegetables. The youngest among them can read the signs of the earth and grass to track an animal as well as most rangers, which is why they gain +1 Forestry as their class skill. Because they have no contact with Arcane forces they suffer a -3 Mana to their traits. They do, however, make excellent Elementalists (Druids and Atavist) due to their close connection to the natural world through the Aether force, gaining +3 Aether.  Most Woodkin avoid shiny metals, as the glimmer of steel can spoil their ability to blend into their outdoor surroundings. Their high regard for all living things precludes them from wearing any type of animal skin or leather, preferring instead to make their armor from wood that is often reinforced with their sturdy resins. Obsidian blades, earth’s bounty, are rare and prized among the Woodkin. They excel in the Ranger classes, with their weapons of choice being the longbow, blow gun, bowstaff, spear, and javelin.

Worldview Woodkin are very much at ease with Elves, and have no issues with Bykken, though given their childhood stories, Bykken do not always feel the same. They bear some suspicion of Humans, for they are often destroyers of the natural world. Woodkin are uneasy around Dwarves, only because contact between the two races is so infrequent and because they are not given to spending undue time underground in Dwarven dwellings, away from fresh air and sunshine. Woaden, with their Aether realm connection, are welcomed as kin, even though when they stand side-by-side they make an odd pairing in battle. And the Woodkin’s suspicion of Humans is only compounded onto the Gwilyteem, not because they fear a Gwilyte in battle, but because the Gwilyteem’s origin stems from the twisting of natural forces. Nothing causes a Woodkin more anxiety than the thought of being turned into, or encountering, something unnatural.

Glorywndale Forest

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Lore Racial Modifiers: +3 Aether; -3 Mana; +2 Intellect Elementalist, Ranger +1 Forestry 12 20` per half turn (4 spaces) Vision — Highly Sensitive Hearing — Sensitive Taste — Sensitive Smell — Sensitive Touch — Normal +2 “to attack” against undead creatures Miscellaneous +2 Stealth when in forest environments

Trait Adjustments Primary Classes Racial Skill Base Life Points Base Movement Senses

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Lore CHAPTER 4

Traits & Attributes Traits There are eight traits in Lore that together determine a character’s physical, mental, relational, magical, and spiritual makeup. These include Vitality, Intellect, Appeal, Might, Agility, Mana, Aether, and Spirit. Beginning at level one, a character’s trait values are determined by dividing 60 points among the eight traits with no more than 12 nor less than 3 trait points being ascribed to any one trait. A character also gains trait bonuses based on their race, class, or other miscellaneous modifiers as they level. For more information see Chapter 2 | Step Three - Determine Traits. The value assigned to each trait affects what class a character takes as a vocation in the game and what trait base modifiers, if any, are to be applied to their actions. Every trait, depending on its value, has an associated base modifier applied to all actions related to that trait. For instance, in Table 4.1 below, a Fighter with an Agility trait value of 19 would have a base modifier of +4, which would be applied to all rolls pertaining to actions related to the Agility trait; such as attempting to swim across a swift river, climb a wall or rocky ledge, dodge an incoming object, or similar acrobatic action. Simply put, the higher the trait value the higher the base modifier. As a character advances in level there are opportunities for their trait scores to increase as well, and likewise their base modifiers. All characters gain one additional trait point per level of advancement that can be added to any trait they wish (see Table 5.3 for more information about level enhancements). Traits can also be increased at any time through the use of magical items such as magically enhanced necklaces, rings, armor, weapons, and other objects. Temporary increases to trait values are also possible through the use of incantations (Spells, Rituals, Prayers) and potions. Trait scores govern the number of encounter points a character has at their disposal per encounter, per level for the casting of spells, rituals, and prayers, playing of musical tones, and executing combat maneuvers (see Chapter 1 | Gameplay | Encounter Points). The number of encounter points available to a character can be based on Intellect, Agility, Appeal, Mana, Aether, and Spirit depending on the class type, and can be found in the last column of Table 4.1 below. As with base modifiers, a higher trait value means more encounter points. A character’s trait scores also inform other attributes such as how many languages a character knows, how much extra weight they can carry, and how many incantations they are able to know per level of experience (see Table 4.1). Use wisdom when divvying up your trait points because they affect every aspect of your character’s life.

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Lore Vitality relates to a character’s internal strength, resistance to illness, basic overall health, and ability to withstand a hit. It is called the universal trait because the Vitality base modifier is valuable to all classes as it is added to a character’s Life Points and all checks against potion effects and poison attacks. Intellect refers to the reasoning, discernment, memory, perception, and overall mental acuity of a character. The Intellect base modifier affects a character’s Awareness and Initiative modifiers and is used to determine encounter points for Bards. Intellect also determines how many languages a character knows (see Chapter 12 | Miscellaneous | Languages) and how many spells, rituals, or prayers—depending on the class—a character knows per level of experience. Appeal refers not only to a character’s physical attractiveness but to their personal magnetism, allure, charisma, and ability to persuade and interact with others around them. The Appeal base modifier is used to modify such rolls as the loyalty of henchmen and physical attraction checks should they arise. A character’s Appeal base modifier can also be used in place of the Diplomacy skill and is useful to those classes who prefer to make peace through conversation rather than combat. Might is the measurement of a character’s muscular development, power, and strength. The Might base modifier applies to all melee damage rolls and any checks that rely on a character’s strength for success in such actions as lifting or moving an object. It also applies to a character’s ability to bluff and intimidate another person. Might is a primary trait for Martial classes who rely on hand-to-hand combat, granting them greater damage bonuses. Agility relates to hand-eye coordination, reflexes, dexterity, balance, and speed of movement. Like Might, Agility is also important for those in the Martial classes, especially Rangers. A character’s Agility base modifier is added to Armor rating, modifies Initiative and all melee/ranged attack rolls, and determines the number of encounter points a Martial character can spend during an encounter. The Agility base modifier is also used to modify all checks related to acrobatic actions such as dodging, swimming, climbing, flying, or any special combat action a player might think of. In general, Might and Agility are the most important trait scores for Martial class characters. Mana refers to the energy that surrounds all living things and is employed by the Mage classes, Runecrafters and Wizards, for the casting of spells. The Mana base modifier is added to all spell attacks and the following types of checks: reading a magical scroll, detecting Mana on an object or in the immediate area, and identifying the magical properties of an enchanted item. The Mana trait score is also used to determine the number of encounter points a Mage receives per encounter. Aether refers to the energy that resides within all living things and is used by Elementalist, Atavists and Druids, in the invoking of rituals. The Aether base modifier is added to all ritual attacks, as well as a character’s ability to “relate” to an unknown creature, gauge a creature’s intention before it acts, recognize if the natural order of things has been warped into some unnatural or supernatural state, detect the use of Aether, and similar actions. In addition, Aether determines how many encounter points an Elementalist receives per encounter. Spirit refers to the incorporeal force a character uses to connect to the divine power of the All-Source. Spirit is used by the Cleric classes, Confessor and Emissary, in the invoking of prayers. A character’s Spirit base modifier is added to all prayer attacks and to detect the use or presence of the Spirit force in an object or immediate area, detect the presence of evil, or other similar actions. Like Mana for Mages and Aether for Elementalist, Spirit determines how many encounter points a Cleric receives per encounter.

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Lore Table 4.1 | Trait Modifiers Trait Score1

Trait Modifier2

Weight Allowance3

Incantations Known Per Level4

(Might)

(Spells/Rituals/Prayers) (Intellect)

Encounter Points per Level5 Spells (Mana) Rituals (Aether) Prayers (Spirit) Combat Maneuvers (Agility) Musical Tones (Appeal)

0

-5

0 lbs./0kgs.

-

-

1–3

-4

+10 lbs./5kgs.

-

-

4–5

-3

+15 lbs./7kgs.

-

-

6–7

-2

+20 lbs./9kgs.

-

1

8 – 10

-1

+25 lbs./11kgs.

-

2

11 – 12

0

+50 lbs./23 kgs.

1

3

13 – 14

+1

+100 lbs./45 kgs.

1

4

15 – 16

+2

+200 lbs./90 kgs.

2

5

17 – 18

+3

+250 lbs./113 kgs.

3

6

19 – 20

+4

+300 lbs./136 kgs.

4

7

21 – 22

+5

+350 lbs./159 kgs.

5

8

23-24

+6

+400 lbs./180 kgs.

6

9

25-26

+7

+450 lbs./204 kgs.

7

10

27-28

+8

+500 lbs./227 kgs.

8

11

29-30

+9

+550 lbs./250 kgs.

9

12

31

+10

+600 lbs./272 kgs.

10

13

32

+11

+650 lbs./295 kgs.

11

14

33

+12

+700 lbs./318 kgs.

12

15

34

+13

+750 lbs./340 kgs.

13

16

1

Trait scores represent the total trait value after all modifiers have been applied.

2

For trait values above 34 add +1 to the base modifier for every additional point.

Weight allowance is modified by a character’s Might. For every point of Might above 34, add 50 lbs./23 kgs. to a character’s Weight Allowance.

3

Spells, Rituals, and Prayers known per level by a character is modified by Intellect. For every ten points of Intellect above 34 add +1 Spell, Ritual, or Prayer known.

4

Encounter Points are based on a character’s class. Those who use Spells (Mage classes) to attack rely on their Mana trait score to determine how many encounter points they receive; those who use Rituals (Elemental classes) use their Aether trait score; those who use Prayers (Cleric classes) use their Spirit trait score; those within the Martial classes use their Agility trait score; and those of the Bard class use their Appeal trait score. For every ten additional points of the corresponding trait score above 34 add +1 encounter point.

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Lore Attributes Attributes are innate abilities that are affected by the base modifier of one of the eight traits listed above and are categorized into three classifications: active, passive, and defensive. Active and passive attributes represent the tangible and intangible abilities of a character such as Awareness, Initiative, movement, and weight allowance. A character’s defensive attribute, as the name suggests, represents one’s external protection, or Armor rating. Below is a description of the various attributes (active, passive, and defensive) along with the corresponding chapter in which they are discussed.

Active Attributes Awareness – Represents a character’s ability to recognize what is around them. A character’s Awareness modifier is added to all game checks that involve one or more of the five senses: touch, taste, listen, smell, and sight. For more information see Chapter 1 | Gameplay | Awareness. Initiative – Refers to a character’s reaction time in comparison to other creatures and/or objects when in a combat situation. The highest Initiative roll in an encounter always makes the first action, with subsequent actions following based on descending roll values. For more information see Chapter 1 | Gameplay | Initiative. Movement – Movement refers to the normal distance a character can travel in half a turn, or about three seconds. If running or sprinting, a character will move twice the distance as normal. Movement is calculated by adding one half of a character’s Agility base modifier (with each two points of modification, positive or negative, representing one space of distance) to their racial base movement speed as found in Table 3.1. For more information see Chapter 1 | Gameplay | Movement.

Passive Attributes Weight Allowance – Refers to how much additional weight a character can carry beyond their own weight. Weight allowance is influenced by the Might trait score and is measured in pounds (lbs.) and kilograms (kgs.); see Table 4.1. Life Points – Designates the overall health of a character and is determined by adding a character’s racial base life points (Table 3.1), class life points per level (Table 5.2), and Vitality base modifier (Table 4.1), and any other miscellaneous modifiers. For more information see Chapter 1 | Gameplay | Life Points.

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Lore Defensive Attribute Armor – Refers to a character’s ability to withstand attacks against their physical body and represents their external armor rating. A character’s Armor rating is determined as follows: 3 + Agility base modifier + physical armor modifiers (see Chapter 9) + any miscellaneous modifiers. For more information see Chapter 1 | Gameplay | Defense Checks. Table 4.2 below show the relationship between the Active, Passive, and Defensive attributes and their corresponding Trait.

Table 4.2 | Attributes Active Attributes

Trait

Awareness Weight Allowance

Might

Agility

Defensive Attribute

Life Points

Vitality Intellect

Passive Attributes

Armor

Initiative / Movement

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Lore CHAPTER 5

Classes T

here are several classes a player can choose to play in Lore and are grouped under the five broad categories of Martial, Knowledge, Arcane, Nature, and Sacred. Each of these five categories are further subdivided into one or more individual classes that include Fighter, Protector, Ranger, Rogue, Bard, Sage, Mage, Elementalist, and Cleric. The Martial category of classes (Fighter, Protector, Ranger, Rogue) are masters of melee and range combat and correspond to the physical world through their manipulation of Agility and Might. The Knowledge category of classes (Bard & Sage) are masters of lore, academics, and learning and correspond to the cognitive world around them through their reliance on Intellect and Appeal. Classes within the Arcane and Nature categories (Mage & Elementalist) view themselves as controllers of unseen forces and the guardians of creation, relating to the world through their channeling of the Mana and Aether forces respectively. And the Sacred category (Cleric) see themselves as servants of the All-Source who correspond to the spiritual world with their unique connection to the divine force of Spirit. Players choose one of the above classes in which their character will grow and develop. Each class is further subdivided into specializations, or builds, that set one character apart from another even within the same class. Table 5.1 below lists the various categories, classes, and corresponding specializations from which a player can build a character. Table 5.2 contains each specialization’s weapon preferences and/or restrictions, any armor limitations they may have, class life points received per level, and the class skill associated with that specialization. As characters gain experience points by completing quests, defeating creatures, solving riddles, or other activities they advance in level and obtain new skills, additional trait points, and other special abilities. Table 5.3 shows the number of experience points needed to advance from one level to the next and what enhancements are achieved at each level. See individual class information for additional level enhancements.

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Lore Multiclassing From time to time, players may wish to embrace more than one class specialization. While a swordwielding Cavalier/Wizard sounds impressive, without the appropriate trait scores to support both classes, one class will likely suffer. To be successful, a multiclass character must have average or better trait scores in a variety of areas. If a player decides to play a multiclass character then all experience points earned is divided in half. For example, a multiclass character who earns one thousand experience points in a quest is only able to record five hundred of those points, which is applied to both classes. While level advancement will be much slower than a single-class character, all of the abilities associated with both classes played are at the player’s command.

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Lore Table 5.1 | Class Categories & Specializations Class Category

Class Type Fighter

MARTIAL

Protector Ranger Rogue

KNOWLEDGE

Class Specialization Dankrife Guardian Warrior Cavalier Knight Paladin Bowyer Huntsman Assassin Bounty Hunter Thief

Bard

Troubadour

Sage

Alchemist

Runecrafter

ARCANE Mage

Wizard

Atavist

NATURE Elementalist

Druid

Confessor

SACRED Cleric

Emissary

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Lore Table 5.2 | Class Modifiers Specialization Weapon Preferences & Restrictions Fighter Dankrife

Armor Restrictions

Class Life Points (per level)

Class Skill (+1 rank)

Two-handed melee weapons

Hide armor only No shields

d12

see Clan info.

Guardian

One-handed melee weapons Two-handed melee weapons

Any armor Any shield

d12

Melee Prof.

Warrior

Any melee weapon (dual wielding) Any light/medium range weapons

Any armor Small/Medium shields

d12

Streetwise

Any armor Any shield

d12

Appraise Appraise Diplomacy

Any range weapon One-handed melee weapons

Light/Medium armor No shields

d10

Range Prof.

Hand-thrown weapon One-handed melee weapons (dual wielding) Light range weapons

Light/Medium armor Small shields

d10

Forestry

One-handed melee weapons (dual wielding) Hand-thrown weapons Light range weapons

Light/Medium armor Small shields

d10

Stealth Thievery

Light/Medium armor Small/Medium shields

d10

Streetwise

Light/Medium armor No shields

d8

Engineering

Light/Medium armor Small shields

d10

Folklore

Light armor / No shields

d8

Linguistics

Light armor / No shields

d8

Linguistics

Light armor / No shield

d8

Survival Survival

Light/Medium armor Small shields

d8

History Religion

Protector Cavalier/ Knight/ Paladin Ranger Bowyer Huntsman

Rogue Assassin/ Thief Bounty Hunter

Sage Alchemist Bard Troubadour

Mage Runecrafter Wizard Elementalists Atavist/ Druid Cleric Confessor/ Emissary

One-handed melee weapons Two-handed melee weapons Polearm weapons Medium/Heavy range weapons

Any melee weapon (dual wielding) Light ranged weapons Hand-thrown weapons Dagger/Hammer/Club/Hand Axe Concoctions One-handed melee weapons Light range weapons Musical Instruments Staves & Incantations Staves & Incantations

Staves, Clubs, Daggers, Sickle Rituals

Staves, Clubs, Maces, Hammers Prayers

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Lore Table 5.3 | Character Advancement Level

Experience Points

1

0 – 500

2

501 – 1,500

3

1,501 – 3,000

+1 Combat Maneuver; +1 Trait point; +50 Renown; +5 Life points

4

3,001 – 6,000

+1 Combat Maneuver; +1 Trait point; +1 Knowledge-based skill rank3

5

6,001 – 12,000

+1 Combat Maneuver; +1 Trait point; +1 Crafting skill4

6

12,001 – 20,000

+1 Combat Maneuver; +1 Trait point; +50 Renown; +5 Life points

7

20,001 – 30,000

+1 Combat Maneuver; +1 Trait point

8

30,000 – 45,000

+1 Combat Maneuver; +1 Trait point; +1 Knowledge-based skill rank

9

45,001 – 65,000

+1 Combat Maneuver; +1 Trait point; +50 Renown; +5 Life points

10

65,001 – 90,000

+1 Combat Maneuver; +1 Trait point; +1 Crafting skill

11

90,001 – 120,000

+1 Trait point

12

120,001 – 160,000

+1 Trait point; +1 Knowledge-based skill rank; +50 Renown; +5 Life points

13

160,001 – 200,000

+1 Trait point

14

200,001 – 250,000

+1 Trait point

15

250,001 – 300,000

+1 Trait point; +1 Crafting skill; +50 Renown; +5 Life points

16

300,001 – 350,000

+1 Trait point; +1 Knowledge-based skill rank

17

350,001 – 400,000

+1 Trait point

18

400,001 – 450,000

+1 Trait point; +50 Renown; +5 Life points

19

450,001 – 500,000

+1 Trait point

20

500,001 – 550,000

+1 Trait point; +1 Knowledge-based skill rank; +1 Crafting skill

21

550,001 – 600,000

+1 Trait point; +50 Renown; +5 Life points

22

600,001 – 650,000

+1 Trait point

23

650,001 – 750,000

+1 Trait point

24

750,001 – 850,000

+1 Trait point; + 1 Knowledge-based skill rank; +50 Renown; +5 Life points

25

850,001+

1

Level Enhacements 1 Combat Maneuver;1 4 skills2 +1 Combat Maneuver; +1 Trait point

+2 Trait points; +100 Renown; +15 Life points

Applies to Martial classes and Bards only.

The four skills received at level one include one racial skill (Table 3.1), one class skill (Table 5.2), one elective knowledge-based skill (Chapter 8 | Knowledge Skills), and one crafting skill (Chapter 8 | Crafting Skills).

2

3

Ranks in Knowledge-based skills may be applied to a new or existing Knowlege-based skill.

4

Ranks in a Crafting skill may only be applied to a new Crafting skill.

All characters gain the following enhancements as they level: +1 Knowledge-based skill rank per 4 levels of experience

+1 Trait point per 1 level of experience

+1 Crafting skill rank per 5 levels of experience up to level 20

+ 5 Life Points per 3 levels of experiene

+50 Renown per 3 levels of experience

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Lore

Martial Classes

Few silhouettes emblazon their image upon the mind’s eye as the martial class; sword drawn or bow readied, hair flowing in the breeze as the castle of the damned burns brilliantly in the background. That’s the stuff legends are made of, the heroes and myths that live throughout the ages. From the sword and shield to the arrow and bow, the Martial classes are known for their ability to dispense damage and eliminate an opponent. Be they champions of justice, protectors of the meek, or treasure-seekers fulfilling their own purposes (and money pouches), these melee and range-based classes are a familiar sight among all races. From the Dankrife, (the savage warrior armed with little more than a sword, hide for armor, and hulking brute force), to the Guardian (arrayed in heavy armor and shield ready to charge into battle), or to the bow-wielding Ranger who can destroy a target at a distance, the Martial classes are common, potent, and required for most explorations into the unknown. Many a Wizard or Cleric has come to owe their lives to the skill and determination of one able to wield sword and bow. Some Martial classes, laden with layers of plate mail, can be heard from great distances due to the clanging of their armor; others conceal themselves in dark padded-leather armor lurking almost unseen and unheard until they strike; while still others excel at range attacks, launching their deadly arsenal from great distances. Though many in the Martial classes are suspicious of the unseen abilities exercised by Mages, Sages, Elementalists, and Clerics, they typically will not hesitate to use a magically imbued weapon or piece of armor—always a welcome advantage in any fight—if given the opportunity. Martial classes are divided into four distinct class types: Fighter, Protector, Ranger, and Rogue. These four class types are further divided according to specializations (see Table 5.2), each of which possess unique and different fighting abilities that show themselves not only in the unique modifiers they receive but more so in the types of Combat Maneuvers they wield in battle. The specialization of a character’s class determines what Combat Maneuvers they have access to. Combat Maneuvers are unique attacks used by Martial classes to inflict extra damage on a target or perform some unique physical movement during combat that goes beyond a simple basic attack. These special maneuvers are executed by spending a specified number of encounter points and can be enhanced by applying additional encounter points to the maneuver (see Chapter 6). All Martial classes gain one combat maneuver per level beginning at level one and going up to level ten for a total of ten combat maneuvers. Below is a brief description of each Martial class and their unique build options.

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Lore

Fighter O

ut of the mists of the ages emerges the proclamation, “Might makes right!” And for the Fighter class, this is often true as they apply sheer brute force—along with a wide array of impressive weaponry—to thwart adversaries. Fighters are masters of melee combat and proficient with various hand-held weapons depending on their specialization. They are able to inflict massive amounts of damage against an opponent all the while averting harm against themselves. Beyond a simple character that merely swings a sword, hammer, or axe, the Fighter class can be a challenging and rewarding class to play. Placing life and limb in constant danger— and reaping the rewards—the Fighter is a force to be reckoned with! Fighters are indispensable to a well-balanced party. Their capacity to deliver damage and quickly take down a foe is rivaled only by their ability to take a beating from an opponent, oft times to rescue other party members wearing lesser armor. From Humans to Dwarves, Elves to Woodkin and Gwilyte, Fighters come in all shapes and sizes and in one of three specializations: Dankrife, Guardian, and Warrior. Dankrife represent the free-spirited, unrestrained barbarian whose main goals in life center around fighting, friendship, gold...and a frothy brew. What they lack in civility they make up for with corded muscles that render devastating blows. Their sinew comes in handy when a portcullis needs lifting, even if their behavior breeds chaos in their wake. Guardians pride themselves on being the heaviest armored—and shielded—individual in a party and live to protect those around them during battle, often against overwhelming odds. Sometimes called the “meatshield,” or “tank,” Guardians take point, finding danger first and presenting their shields as a wall of protection for their allies. Warriors, often fighting for gold on the side, are able to wield two weapons at a time thereby inflicting twice as much damage as other characters, and are the most versatile of the Fighter specializations in regards to weapon and armor choices. The three specializations of the Fighter class are described below in detail and are common among all seven of the great races. Because Elves and Woodkin are not socially built for the Dankrife’s physique and unpredictable disposition, they often take up the mantle of Guardian or Warrior instead.

Bloody thou art, bloody will be thy end. William Shakespeare, King Richard the Third

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Lore

Looking for muscle?...then a Dankrife is your answer. Meaning “strongman” in the ancient tongue, Dankrife rush in where others fear to tread. Might, agility, and a two-handed weapon are a Dankrife’s constant ally, while cumbersome armor is shunned in favor of hide for better maneuverability. Their clan—Wolf, Bear, Wolverine, Boar, or Badger—provides their inner strength and source of special abilities.

T

he Dankrife adds that certain spice to life: as long as that spice is strong, pungent, and unusually offensive. Dankrife are rough-and-tumble individuals who care little for learning, but instead prefer to rely on their Might, Agility, and a phenomenal desire for personal gain. The accumulation of treasure is their second greatest passion, yet for all they collect, they rarely seem to keep much, likely because they spend it so freely on their wanton lifestyle and whomever may be their friend until the ale runs out. Their first passion is personal heroics—being melee’s champion. With bulging muscles and a winning smile, these sinewy brutes thrill to win the day, particularly if it means saving someone who might be grateful...and generously so. A two-handed weapon of some variety is their main companion, along with minimal hide armor for greatest flexibility in combat—and to emphasize their physique. The trust of a Dankrife is difficult to win though the loyalty of one is almost impossible to break. Because of their disinterest in all things academic (reading and writing), they generally lack a high Intellect but compensate with a superior Might and Agility. If something needs breaking, particularly bones, it is always useful to have a Dankrife along. They distrust prestidigitators (i.e. Wizards and Runecrafters)—can barely pronounce the word— but readily welcome any “ravage” artifact that gives them a fighting advantage on the field of battle. Ravage items are uniquely useful to the Dankrife, from magical bracers to sandals, from protective fleeces to the wide ravage belts, all of which have been enchanted to aid this class with their barbaric bloodshed.

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Lore Dankrife are not limited to the male gender. In fact, taut and terrible femme fatales, “Dannys” as they are called, can be every bit as awe-inspiring and ravaging as their male counterparts. Both gain +1 Initiative but -1 Awareness due to their desire to be first in battle. Dankrife receive one Combat Maneuver at level one and an additional maneuver for each subsequent level up to level ten for a maximum total of ten combat maneuvers. Combat maneuvers may be selected from the General and Dankrife sections listed in Chapter 6 under Fighter. Encounter points used to evoke a Combat Maneuver are based on the Dankrife’s Agility trait score and are found in Table 4.1.

Class Modifiers Might/Agility +1 Streetwise Two-handed melee weapons (see Class Advancement) Hide armor only; no shields Melee damage d12 (per level) +1 Initiative Miscellaneous -1 Awareness see also Class Advancement

Primary Trait Class Skill Weapon Preferences Armor Restrictions Primary Role Class Life Points

Class Advancement Dankrife identify with one of five clans beginning at level three. Acceptance into a clan grants unique skill and combat modifiers. Around the neck of every Dankrife, hanging from a leather strap, is a scrimshaw medallion bearing their clan’s icon: Wolf, Bear, Wolverine, Boar, or Badger. To encounter a fellow clansman on the road is to find a brother or sister, and any aid requested must be rendered without hesitation. Below are the five clans into which a Dankrife can belong along with their corresponding modifiers at levels 3, 7, 12, 16, and 20.

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Lore Wolf Clan Of all the clans, the Wolf Clan is much more at ease fighting in packs and seeking glory and camaraderie above all else. While “subtle” is never a word used for these barbaric aggressors, the Wolf clan leans toward undercover, quiet movement and cunning more than the other clans. Members of the Wolf Clan prefer a two-handed sword when the opportunity of combat arises.

Level 3 +1 Might, +1 Agility +1 Stealth, +1 Streetwise +1 Melee Proficiency (Two-handed Sword) +1 War Cry (see combat maneuver; Chapter 6)



Level 7 +1 Might, +1 Agility +1 Stealth, +1 Streetwise +1 Melee Proficiency (Two-handed Sword) +1d4 damage per melee attack



Level 12 +1 Might, +1 Agility, +1 Vitality +1 Stealth, +1 Streetwise +1 Melee Proficiency (Two-handed Sword) +1 Initiative, +1 Awareness



Level 16 +1 Might, +1 Agility, +1 Vitality +1 Stealth, +1 Streetwise +1 Melee Proficiency (Two-handed Sword) +1 Initiative, +1 Awareness



Level 20 +2 Might, +2 Agility, +2 Vitality +1 Stealth, +1 Streetwise +1 Melee Proficiency (Two-handed Sword) +1 Initiative, +1 Awareness











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Lore Bear Clan Mighty of the forest, few challenge a rampaging bear. True too of those in the Bear Clan and strongest of the Dankrife. Those associated with this clan are gruff, burly, clumsy, bad-mannered, and rude. Reserved is never used to describe these lumbering hulks of instinct and power as they barrel into most situations, two-handed axe swinging like bear paws, severing heads from shoulders. They possess a strong affinity for survival in the wilds making them able to fend for themselves while in the wilderness for long periods of time. Bears hibernate and should never be awoken suddenly or you will find out just how bad-mannered they can be!

Level 3 +1 Might, +1 Agility +1 Stealth, +1 Survival, +1 Grapple +1 Melee Proficiency (Two-handed Axe)



Level 7 +1 Might, +1 Agility +1 Stealth, +1 Survival +1 Melee Proficiency (Two-handed Axe) +1d4 damage per melee attack



Level 12 +1 Might, +1 Agility +1 Stealth, +1 Survival +1 Melee Proficiency (Two-handed Axe) +1 Initiative



Level 15 +1 Might, +1 Agility, +1 Vitality +1 Stealth, +1 Survival +1 Melee Proficiency (Two-handed Axe) +1 Initiative, +1 Awareness



Level 20 +2 Might, +2 Agility, +2 Vitality +1 Stealth, +1 Survival +1 Melee Proficiency (Two-handed Axe) +1 Initiative, +1 Awareness









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Lore Wolverine Clan Ferocity and agility sum up the wolverine, and so it does for the Wolverine Clan. Stockier than other Dankrife, their muscular stature is surprisingly quick when flourishing a heavy, two-handed hammer. Fiercely territorial, it is not within a Wolverine’s nature to yield to man or beast. They are solitary, and not particularly team players, but they never back down from a fight. It is this tenacity that provides all in the Wolverine Clan a bonus to Intimidate checks.

Level 3 +1 Agility +1 Stealth, +1 Intimidate checks +1 Melee Proficiency (Two-handed Hammer) +1 “to attack” & 1d4 damage w/ Power Strike



Level 7 +2 Agility +2 Stealth, +1 Intimidate checks +1 Melee Proficiency (Two-handed Hammer) +1d4 damage per melee attack



Level 12 +2 Agility, +1 Might +2 Stealth, +2 Intimidate checks +1 Melee Proficiency (Two-handed Hammer) +1 Initiative



Level 15 +1 Agility, +1 Might, +1 Vitality +2 Stealth, +2 Intimidate checks +1 Melee Proficiency (Two-handed Hammer) +1 Initiative, +1 Awareness



Level 20 +2 Agility, +2 Might, +2 Vitality +2 Stealth, +2 Intimidate checks +1 Melee Proficiency (Two-handed Hammer) +1 Initiative, +1 Awareness







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Lore Boar Clan Not known for their cleanliness but respected for penetrating tusks, the boar is the prince of the forest. The same can be said for those within the Boar Clan as they strut with command, challenging and intimidating lesser folk. Once their feet are planted they will not be moved. Like the wild boar, which has its sharp tusks, this Clan utilizes spears—with their piercing, penetrating edges—as an extension of their body when in combat. Grime is commonplace with more than three baths a year seeming excessive, granting them great resistance to internal attacks.

Level 3 +1 Vitality +1 Stealth, +1 Survival +1 Melee Proficiency (Two-handed Spear) +1 Bull Rush



Level 7 +1 Vitality +1 Stealth, +1 Survival +1 Melee Proficiency (Two-handed Spear) +1d4 damage per melee attack



Level 12 +1 Vitality, +1 Might +1 Stealth, +1 Survival, +1 Forestry +1 Melee Proficiency (Two-handed Spear)



Level 15 +1 Vitality, +1 Might, +1 Agility +1 Stealth, +1 Survival, +1 Forestry +1 Melee Proficiency (Two-handed Spear) +1 Initiative, +1 Awareness



Level 20 +2 Vitality, +2 Might, +2 Agility +1 Stealth, +1 Survival, +1 Forestry +1 Melee Proficiency (Two-handed Spear) +1 Initiative, +1 Awareness









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Lore Badger Clan You’ll know a Dankrife of the Badger Clan the moment you see one. They mirror the wild badger by smearing black coal from the ashes of their fires around their eyes to form a badger’s mask. Like their namesake, the Badger Clan is tenacious, never to surrender a fight, granting them enhanced resolve. And like the badger, those within this clan are most at home in caves or outdoors. The night is the Badger clan’s element, happy to sleep the day away if not otherwise roused. But rouse them gently or like the badger claws, you might discover that the bite of their Great Scimitar is much worse than their bark.

Level 3 +1 Might, +1 Agility +1 Stealth, +1 Streetwise +1 Melee Proficiency (Two-handed Great Scimitar) +1 “to attack” & 1d4 damage w/ Hilt Strike



Level 7 +1 Might, +1 Agility +1 Stealth, +1 Survival, +1 Streetwise +1 Melee Proficiency (Two-handed Great Scimitar) +1d4 damage per melee attack



Level 12 +1 Might, +1 Agility, +1 Vitality +1 Stealth, +1 Forestry, +2 Survival +1 Melee Proficiency (Two-handed Great Scimitar)



Level 15 +1 Might, +1 Agility, +1 Vitality +1 Stealth, +1 Streetwise, +1 Forestry +1 Melee Proficiency (Two-handed Great Scimitar) +1 Awareness



Level 20 +2 Might, +2 Agility, +2 Vitality +1 Stealth, +1 Streetwise, +1 Forestry +1 Melee Proficiency (Two-handed Great Scimitar) +1 Awareness









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Lore

If face-to-face combat is in your blood, then the Guardian is your class as you taunt and tease foes away from harming others in your party. Sturdy as an oak, hardy as a mountain, the Guardian lives to protect and fight against overwhelming odds. Masters in the use of both sword and shield, their will is to protect an ally even at the expense of their own safety.

T

he Guardian is a born defender who uses their skill to draw an opponent’s attention away from allies and onto their own defenses. The first one into battle and the last one to leave, Guardians are a tough lot. With the heavy armor they wear, when they can afford it, they are able to withstand great damage at the hands of their foe. And due to their hardy nature, Guardians gain additional life points (+2 Life Points per level) and the ability to use any type of shield beginning at level one. Shields are a necessary component of any Guardian’s makeup and because they specialize in shielding they are able to use their shield as an offensive weapon either in hand-to-hand or as a ranged projectile. A Guardian’s shield can be use it to swipe or bash at close range or throw into approaching enemies as a preemptive strike. As a Guardian levels up, they gain the ability to ricochet their shield (round shields only), bouncing it off walls and other solid, smooth surfaces to strike an opponent. The Guardian’s combat maneuvers include many shield tactics. Taunting enemies in an attempt to lure them away from others is a combat maneuver unique to Guardians. And while Taunt requires the use of encounter points, the low cost makes it a favorite strategy to push foes over the edge. Guardians receive one combat maneuver at level one and an additional maneuver for each subsequent level up to level ten for a maximum total of ten combat maneuvers. Combat maneuvers may be selected from the General and Guardian sections listed in Chapter 6 under Fighter. Encounter points used to evoke a combat maneuver are based on the Guardian’s Agility trait score and are found in Table 4.1.

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Lore Class Modifiers Might/Agility +1 Melee Proficiency Any one or two-handed melee weapon Any armor type or shield Melee damage d12 (per level) +2 Life Points per level Miscellaneous see also Class Advancement

Primary Trait Class Skill Weapon Preferences Armor Restrictions Primary Role Class Life Points

Class Advancement In addition to their normal class modifiers, as Guardians advance in level they gain certain enhancements that increase their ability in combat. Modifiers and associated titles for level advancement occur at levels 3, 7, 12, 16, and 20. Level 3 – Watchman The Watchman is known for their unswerving dedication in combat. Their lives are forged by discipline, tempered with duty, and hardened by service. First in line for danger, the Watchman has begun a lifelong journey of heroism. +1 Might, +1 Vitality +1 Streetwise, +1 Armorsmith +1 Melee Proficiency (choose one melee weapon category) +1 “to attack” with shields +1 Intimidate Level 7 – Sentinel Sentinels, with an eye for trouble, have earned more than one notch in their belt. Experience has taught them to stay on their toes and be ready for anything. Duty is a way of life and no thanks are required. +1 Might, +1 Agility +1 Streetwise, +1 Armorsmith +1 Melee Proficiency (choose one melee weapon category) +1 “to attack” with shield

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Lore +1 Awareness, +1 Armor Ability to ricochet a metal, round shield off one hard surface Level 12 – Defender No longer Watchman or Sentinel, these hardened fighters have earned the title Defender. They have survived countless battles and will continue to survive through strength of will and sharpening skills with shield and arms. Because of their intense focus, Guardians gain an increase to their Intellect with this level of experience. +1 Might, +1 Agility, +1 Intellect +1 Streetwise, +1 Armorsmith +1 Melee Proficiency (choose one melee weapon category) +1 “to attack” with shield Ability to ricochet a metal, round shield off two hard surfaces Level 16 – Shield-Bearer Scield in the old speech, Shield-Bearers are known everywhere for their ability and dedication to preserve life, from the life of a party member to that of villages and townsfolk. The scars on their body and dents in their armor and shield bear witness to their ability to bounce back from harm and their unyielding tenacity in combat. +1 Might, +1 Agility, +1 Vitality +1 Streetwise, +1 Armorsmith, +1 Bladesmith +1 Melee Proficiency (choose one melee weapon category) +1 Range Proficiency (choose one range weapon category) +1 “to attack” with shield Ability to ricochet a metal, round shield off three hard surfaces Level 20 – Guardian Having reached level twenty, the now full Guardian in title wears a brass-colored epaulette upon their shield arm shoulder, a mark of their office and achievement. Guardians of this stature may command lesser ranks (Watchman to Shield-Bearer) as they continue their lifelong sojourn within the Fighter class. With this level of achievement Guardians gain additional attack abilities that will serve them well as they continue to advance. +2 Might, +2 Agility, +2 Vitality +2 Streetwise, +2 Armorsmith, +2 Bladesmith +2 Melee Proficiency (choose one melee weapon category) +2 Range Proficiency (choose one range weapon category) +1 “to attack” with shield

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Lore

Warriors feast at the table of battle. Eager to serve when the reward is right, warriors are the most flexible of the Martial classes. Wielding an array of weapons and armor, they advance in battle inflicting damage against foes that would cause lesser beings to tremble. Hammer, sword, mace, or axe—anything becomes a weapon in the hands of the skilled warrior.

W

ho barrels into danger, white teeth gleaming against the backdrop of sweat and grime? Whose legendary prowess swings sword, halberd, or mace to intimidate foes all the while casting a quick wink at the cutie nearby? Who leaps from horseback or scales a castle wall? The Warrior of course, those who take up arms in times of need to wrestle threats both great and small. From the sleek to the slick, their expertise with tempered steel is legendary. Agile, strong, and potent, Warriors lend a much needed hand— and watchful eye—to any quest. The Warrior specialization is the most flexible of all the Fighter classes. They have the ability to use any melee weapon and light/medium range weapons, wear any type of armor, use light or medium shields (beginning at level three), and serve any purpose, from their own to that of a paid mercenary. Almost every village boasts its own champion Warrior, eager to test his or her abilities against a stranger. Likewise, every race has its Warrior class. Longsword, short sword, dagger, or spear, it makes little difference to the Warrior what weapon is used, as long as it gets the job done. And though Warriors can pick up most any weapon for use in combat, they are known to specialize in a specific category of weaponry, thereby gaining bonuses when used in a combat. Warriors wear anything from simple padded or leather armor to full plate mail, depending on their means and the success of their campaigns. From the simple fighter-type, traveling unnoticed, to the highly polished, gems gleaming, braggadocios combatant, Warriors come in all shapes, sizes, and demeanors. From the mercenary sword-for-hire, to the valiant hero, Warriors cross all social structures and norms. Most bonuses afforded a Warrior come from their own natural-born traits, the quality of the weapons they use, or the artifacts or relics they may procure while questing. Warriors receive one combat maneuver

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Lore at level one and an additional maneuver for each subsequent level up to level ten giving them a total of ten combat maneuvers. Combat maneuvers may be selected from the General and Warrior sections listed in Chapter 6 under Fighter. Encounter points used to evoke a combat maneuver are based on the Warrior’s Agility trait score and are found in Table 4.1.

Class Modifiers Primary Trait Might/Agility Class Skill +1 Streetwise Weapon Preferences Any melee weapon; any light/medium range weapon Dual wielding with any one-handed melee weapon Armor Restrictions Any armor type; any light/medium shields at level 3 Primary Role Melee damage Class Life Points d12 (per level) Miscellaneous see also Class Advancement

Class Advancement It is best not to judge a Warrior by external appearances, because even though they are common in number, no two are alike in ability or disposition. Some have chosen to pursue the path of Gallantry, seeking to be noble and generous in nature, desiring to serve the common good…most of the time. Others have chosen the path of the Mercenary and tend to be unscrupulous individuals, pursuing wealth and personal rewards at all costs. Both paths of Warrior fight equally well, often dress alike, and many times use the same weaponry, but their advancements, occurring at levels 3, 7, 12, 16, and 20, differ based on the path they have chosen to walk.

PATH OF GALLANTRY Serving the good requires an ability to negotiate problems, occasionally sneak up on an adversary rather than barrel ahead, and be gifted in hand-to-hand combat. These skills develop over time, with experience and practice, though not simultaneously or at the same rate. Below are the modifiers and titles associated with each advancement for those who have chosen this path.

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Lore Level 3 – Man-at-Arms +1 Might, +1 Appeal +1 Diplomacy, +1 Appraise +1 Melee Proficiency (any one-handed weapon) +1d4 damage per basic melee attack +1 Bladesmith Level 7 – Soldier +1 Agility, +1 Appeal +1 Diplomacy, +1 Forgery +1 Melee Proficiency (any one-handed weapon) +1 Range Proficiency (any light/medium range weapon) +1 Bladesmith Level 12 – Hero +1 Vitality, +1 Might +1 Diplomacy, +1 Stealth +1 Melee Proficiency (any one-handed weapon) +1 Range Proficiency (any light/medium range weapon) +1 Bladesmith, +1 Armorsmith Level 16 – Champion +1 Agility, +1 Might, +1 Vitality +1 Diplomacy, +1 Architecture +1 Melee Proficiency (any one-handed weapon) +1 Range Proficiency (any light/medium range weapon) +2 Bladesmith, +2 Armorsmith Level 20 – Chieftian +2 Agility, +2 Might, +2 Viatlity, +2 Appeal +2 Diplomacy, +1 History +2 Melee Proficiency (any one-handed weapon) +2 Range Proficiency (any light/medium range weapon) +2 Bladesmith, +2 Armorsmith

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Lore PATH OF MERCENARY Personal rewards are rarely handed to you; you have to seize them. Those who have aligned themselves with the Path of Mercenary are skilled in taking full advantage of opportunities through deception, being aware of the ways of the world, and entering the fray of combat if needed. These abilities develop over time as the Warrior advances in level and experience. Level 3 – Freeboote +1 Might, +1 Agility +1 Streetwise, +1 Thievery +1 Melee Proficiency (any one-handed weapon) +1d4 damage per basic melee attack +1 Bladesmith Level 7 – Free-Lancer +1 Agility, +1 Agility +1 Streetwise, +1 Forgery +1 Melee Proficiency (any one-handed weapon) +1 Range Proficiency (any light/medium range weapon) +1 Bladesmith Level 12 – Battler +1 Vitality, +1 Might +1 Streetwise, +1 Stealth +1 Melee Proficiency (any one-handed weapon) +1 Range Proficiency (any light/medium range weapon) +1 Bladesmith, +1 Armorsmith Level 16 – Brawler +1 Agility, +1 Might +1 Streetwise, +1 Stealth, +1 Forgery +1 Melee Proficiency (any one-handed weapon) +1 Range Proficiency (any light/medium range weapon) +1 Bladesmith, +1 Armorsmith

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Lore Level 20 – Warlord +2 Agility, +2 Might, +2 Viatlity +2 Streetwise, +1 Stealth, +1 Forgery +2 Melee Proficiency (any one-handed weapon) +2 Range Proficiency (any light/medium range weapon) +2 Bladesmith, +2 Armorsmith

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Lore

Protector P

rotectors are individuals who have taken upon themselves the mantle of defending a particular ideological perspective. Though mostly human in membership, Protectors can be found in all the major races. The Protector’s code of conduct and purpose in life stem from their worldview. As an example, Paladins hold a religious worldview and therefore seek to help all they come in contact with in the name of their clerical house. Knights, conversely, maintain a nationalistic worldview and seek to defend and expand the kingdom or lands of which they have aligned themselves. Cavaliers, are unique in that they neither possess a religious or nationalistic worldview, but see themselves as protectors of the weak, oppressed, and poor in general.

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Oft called the “righteous rebels,” Cavaliers refuse service to the corrupt institutions of government and piety in order to follow a course of life that seeks to serve the populace. Protectors yes, but in allegiance to no one other than their Order, be that the Dragon, Phoenix, Hippogriff, Griffin, or Pegasus. Drawing on the special gifts associated with each Order, Cavaliers seek to defend the helpless by seeking to right the wrongs of society.

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avaliers represent the oldest faction within the Protector class. Like Knights and Paladins, Cavaliers view themselves as the protectors of others. However, unlike Paladins and Knights, Cavaliers have chosen not to align themselves with a sacred house or any political leader or lord. Cavaliers see both systems embraced by Paladins and Knights as corrupt and have instead chosen to remain true to the original purpose of their existence, to look after the oppressed, persecuted, and poor. Cavaliers are not particularly reserved folk, leaning more toward being outgoing and gregarious in personality. They have a love for life, good food, fine drink, up tempo music, and late hours. Even their dress is often colorful and attention-getting. Cavaliers respect Knights for their loyalty, as well as Paladins for their devotion…and can often be seen fighting side by side with both classes. But they do not abide the unfounded laws both the Knights and Paladins follow, which they perceive to hinder the general population. Nor do they tolerate laws and legalistic religious mandates that oppress the masses. At times therefore, there can be conflict between Knights, Paladins, and Cavaliers, even within their own parties. Cavaliers work within the established law most of the time, but will break the rules in their service to the greater welfare of all free races. Their allegiances are to their camaraderie, to fighting evil, and to set right the injustices brought about by overly zealous and corrupt individuals in leadership. For the Cavalier, laws are more or less guidelines in service to the greater good rather than absolute truths. Conversely, Knights are bound to protect the lands and properties of a king in some far-off province or a local landholder to the best of their ability. Hunting large game such as deer, boar, and the like, is forbidden under the Forest Law by all but those of noble blood. The Cavalier, however, could care less if a

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Lore deer shot on a lord’s land violates any rule of law as long as the meat is used to feed those who are hungry. The Cavalier’s perspective is, “Villagers are starving! Put an arrow through a buck, bring it to the fire, and feed these good folk or come next spring, there will be no one alive to look after the lord’s estates!” In turn, Cavaliers despise injustice and generally distrust the wealthy and powerful. Cavaliers take oaths to do the right thing even if it means breaking civil laws. The unique worldview of the Cavalier can sometimes cause problems within a party especially if the death of an unarmed or wounded creature is called for and the Cavalier sees the situation as unjust or unfair. Cavaliers receive one combat maneuver at level one and an additional maneuver for each subsequent level up to level ten giving them a total of ten combat maneuvers. Combat maneuvers may be selected from the Protector class listing of maneuvers in Chapter 6, which is shared by Cavaliers, Knights, and Paladins alike. Unique features of each Protector specialization is expressed through each specialization’s Class Advancement (see below). Encounter points used to evoke a combat maneuver are based on the Cavalier’s Agility trait score and are found in Table 4.1.

Class Modifiers Primary Trait Might/Agility Class Skill +1 Appraise Weapon Preferences Any one or two-handed melee weapon; any extended weapon; any medium/ heavy range weapon Armor Restrictions Any armor type; any light/medium shield at level 3 Primary Role Melee/Range damage Class Life Points d12 (per level) Miscellaneous see Class Advancement

Class Advancement Cavaliers follow the original structure established by the first Protectors known as the Camaraderie. The Camaraderie is divided into Orders entered into at third level with each Order being identified by a different creature. There are five Orders among the Camaraderie with candidates for each being evaluated based on personal skills, strengths, and weaknesses. Order of the Dragon Those who possess great Might are assigned to the Order of the Dragon and receive every three levels of experience (3, 6, 9, 12, 15, 18, 21) the following modifiers: +1 Might, +1 Streetwise, and +2 damage to all melee attacks allowing them to inflict massive damage against their opponents.

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Lore Order of the Phoenix Those with great Agility are assigned to the Order of the Phoenix and receive every three levels of experience (3, 6, 9, 12, 15, 18, 21) the following modifiers: +1 Agility, +2 Stealth, and +1 “to attack” allowing them to evade and have a greater chance of success with daring stunts on the field of battle. Order of the Hippogriff Those with great Intellect are assigned to the Order of the Hippogriff and receive every three levels of experience (3, 6, 9, 12, 15, 18, 21) the following modifiers +1 Intellect, +1 Forgery, and +1 Initiative granting them the ability to think and act quickly if needed. Order of the Griffin Those with great Appeal are assigned to the Order of the Griffin and receive every three levels of experience (3, 6, 9, 12, 15, 18, 21) the following modifiers: +1 Appeal, +1 Diplomacy, and +1 Awareness, making it difficult for them to be caught off-guard or decived by others. Order of the Pegasus Finally, those who neither possess great physical or mental acclaim but are hearty in stature are assigned to the Order of the Pegasus and receive every three levels of experience (3, 6, 9, 12, 15, 18, 21) the following modifiers: +1 Vitality, +1 Survival, and +5 life points. In addition to placement in an Order, Cavaliers also face a series of challenges called the “Testings” as they advance through levels 3, 12, and 20. Upon completion of each “Testing,” a Cavalier receives additional skills and abilities. The “Testings” are a series of three solo feats, or quests, the Cavalier must successfully complete by themselves. Feats include such actions as obtaining a rare item or artifact, defeating a mythical beast, or overcoming a significant physical or mental challenge. Failure to complete a “Testing” will result in the inability to advance to the next level. Required tasks related to each “Testing” can be found in the Book of Tests. Bonuses achived for passing each “Testing” are listed below. Level 3 Testing Ability to use light/medium shields Ability to engage in mounted melee combat +2 Engineering, +2 Diplomacy +2 Melee Proficiency (extended weapons) +1 Armorsmith +1 Bladesmith Gain the title of Horseman

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Lore Level 12 Testing Ability to use heavy shields Ability to engage in mounted range combat +1 Armor +2 Engineering, +2 Diplomacy +2 Armorsmith +2 Bladesmith Gain the title of Defender Level 20 Testing +2 Range Proficiency (any range weapon) +2 Might, +2 Agility, +2 Vitality +2 Armor +2 Engineering, +2 Diplomacy +3 Armorsmith +3 Bladesmith Gain the title of Cavalier

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Lore

Typically known as “law keepers,” Knights fight, to the woe of those who resist, in the name of a lord, a ruler, or to enforce the laws of the land to which they have identified themselves. As they level, Knights gain enhancements through four commissions (the Gauntlet, the Arrow, the Spear, and the Shield) offered by the house of their order. Knights can always be counted on to obey the Oaths of Valiance and protect the realm to which they have devoted their life.

K

nights are Protectors who have aligned themselves to either a lord, typically a landholder of some sort, or a national identity that possesses the means to finance their services. During the age of Feudalism land was exchanged for military service. A portion of land (called a fief ) would be granted by the King to a successful Knight who had performed well during battle. This reward would be granted in exchange for his services. The fief, or land, is granted to a Knight following a Commendation Ceremony which is held to signify a lasting bond between a Knight and his lord. The Knight swears allegiance to the lord—the Oath of Fealty. Fealty and homage are key elements of a Knight’s life. Those just beginning their training in this area of service might join themselves with other classes to accumulate enough treasure to sustain their life until other opportunities avail themselves. More than mere mercenaries, Knights feel a strong loyalty to the individual or nation they serve. In addition to service, a Knight’s loyalty can be due to either an unpaid, or unpayable, debt they owe, or to a strong identification they have with their employer’s worldview. Knights receive one combat maneuver at level one and an additional maneuver for each subsequent level up to level ten giving them a total of ten combat maneuvers. Combat maneuvers may be selected from the Protector class listing of maneuvers in Chapter 6, which is shared by Cavaliers, Knights, and Paladins alike. Encounter points used to evoke a combat maneuver are based on a Knight’s Agility trait score and are found in Table 4.1.

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Lore Class Modifiers Primary Trait Might/Agility Class Skill +1 Appraise Weapon Preferences Any one or two-handed melee weapon; any extended weapon; any medium/ heavy range weapon Armor Restrictions Any armor type; any light/medium shield at level 3 Primary Role Melee/Range damage Class Life Points d12 (per level) Miscellaneous see Class Advancement

Class Advancement There are four Commissions every Knight strives to achieve throughout their life: the Commission of the Gauntlet, the Commission of the Spear, the Commission of the Arrow, and the Commission of the Shield. Each commissioning is offered at specific levels (3, 12, 16, and 20) in the Knight’s advancement. To achieve a Commission also demands loyalty to a philosophical principle the Knight must live by. For the Commission of the Gauntlet: Battle no unarmed foe; for the Commission of the Spear: Enter no covenant with evil; for the Commission of the Arrow: Live a balanced and self-controlled life, and for the Commission of the Shield: Protect those of lesser stature than yourself. Modifiers for each Commission are listed below. Knights must present themselves for review to the Knight’s Judiciary Council to render account of all their deeds and receive commands to prove themselves for an upcoming Commission. Any deeds judged outside the law of the land are subject to discipline and redemption by quest. Quest requirements related to each commissioning level can be found in the Book of Commissions, while bonuses achieved for each commission are listed below. The halls of the Knight’s Judiciary Council are located in most sizable towns and are known to run circuit holding court in hamlets and shires in due season. In addition to the four philosophical principles embraced at their Commissions, Knights must also hold to the Oaths of Valiance at all levels of experience to maintain their knighthood status. These oaths include the following: Oaths of Valiance 1) Protection of Sovereignty: Knight shall defend the life of whomever they have sworn allegiance to at all cost, whether the highest in the realm or a local lord. 2) Protection of Property: Knight shall insure that the property of their lord is not violated by unwarranted damage, theft, or aggression. 3) Expansion of Holdings: Knight shall seek to aid in the increase of their lord’s lands and wealth wherever and whenever possible.

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Lore Comissions Level 3 – Commission of the Gauntlet Ability to use light shields +2 Might, +2 Agility, +2 Vitality +1 Architecture, +1 Diplomacy, +1 Appraise +2 Melee Proficiency (extended weapons) +1 Armorsmith Principle: Battle no unarmed foe. Level 12 – Commission of the Spear Ability to use medium shields +2 Might, +2 Agility, +2 Vitality +1 History, +1 Diplomacy, and +1 Linguistics +2 Melee Proficiency (extended weapons) +1 Bladesmith Principle: Enter no covenant with evil. Level 16 – Commission of the Arrow Ability to use heavy shields +1 History, +1 Diplomacy, and +1 Linguistics +1 Armorsmith, +1 Bladesmith Ability to engage in mounted melee combat Ability to acquire a Squire Principle: Live a balanced and self-controlled life. Level 20 – Commission of the Shield +3 “to attack” with any shield +2 Architecture, +2 Diplomacy, and +2 Appraise +1 Armorsmith, +1 Bladesmith Ability to engage in mounted range combat Principle: Protect those of lesser stature than yourself

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Lore

Paladins represent the sacred sword of the All-Source. Sworn to a righteous life free of worldly temptations, the Paladin draws on physical might and spiritual strength to stay their enemies. As allies of a Sacred House, which grants them special bonuses, the Paladin fights for a just cause and seeks to rid the world of evil.

P

aladins are Protectors who have allied themselves with one of four of the eight Sacred Houses, each built in memory of one of the eight great Patrons (for a full description and background of the Sacred Houses see the Sacred Class below). Two of these Houses, Vithloun and Milurthus, are dedicated to the service of the All-Source as the Creator and Sustainer of all life and are considered houses of light. Two other Houses, Maleisus and Casineb, exist to serve the god M’oth, an evil entity whose followers seek to destroy all things related to the All-Source and endeavor to rule all life to their own glory. These two houses are considered houses of darkness and serve as a home for the anti-Paladin. While there is some overlap between the purpose and mission of the two Houses that serve the All-Source, as well as the two Houses that serve M’oth, each House individually grants unique abilities and bonuses to its members. Paladins take oaths, or vows, to uphold the cause of their House and see that it flurishes in the world. The vows of a Paladin are taken at levels 3, 12, 16, and 20, and grant additional abilities and bonuses to the Paladin based on their association with a particular House. Though similar to Clerics of the Sacred class, Paladins differ in their use of swords and shields, and prefer heavy armor if they can afford it, which precludes their ability to engage in the many faithful blessings and curses available to their Cleric brothers and sisters. They gain advantages in combat as long as their purposes remain true at all times to the House they have given allegiance to. Should a Paladin ever stray from the House of their dedication, they lose all benefits associated with that House and revert to a Warrior of the same level. Like the Cavalier and Knight, Paladins receive one combat maneuver at level one and an additional maneuver for each subsequent level up to level ten giving them a total of ten combat maneuvers. Combat

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Lore maneuvers may be selected from the Protector class listing of maneuvers in Chapter 6, which is shared by Cavaliers, Knights, and Paladins alike. Encounter points used to evoke a combat maneuver are based on the Paladin’s Agility trait score and are found in Table 4.1.

Class Modifiers Primary Trait Might/Agility Class Skill +1 Diplomacy Weapon Preferences Any one or two-handed melee weapon; any extended weapon; any medium/ heavy range weapon Armor Restrictions Any armor type; any light/medium shield at level 3 Primary Role Melee/Range damage Class Life Points d12 (per level) Miscellaneous see Class Advancement

Class Advancement Those who align themselves with the two Houses of light, Vithloun and Milurthus, seek to live lives that stand for “Righteousness” and “Justice” respectively. Whereas those who identify with the two Houses of Darkness, Maleisus and Casineb, desire their lives to stand for “Maliciousness” and “Hate” respectively. Abilities and modifiers granted to members making vows to one of these four Houses is listed below, while quest requirements related to each can be found in the Book of Vows.

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Lore Advancement in the Houses of Light House of Vithloun

House of Milurthus

“House of Righteousness”

Level 3

Level 3

+1 Appeal, +4 Might, +4 Agility

+1 Appeal, +1 Might, +1 Intellect

+2 Diplomacy, +2 Appraise

+2 Diplomacy, +2 Religion

+1 “to attack” per level when fighting Malefic, Unliving, Undead creatures

+2 “to attack” per level when fighting Malefic, Unliving, Undead creatures

+2 detect presence of evil

Ability to detect any evil within 50 feet

Hand of Grace [1d4 healing per level of Paladin; AOE 0 / Cost 3 encounter points per 1d4 healing applied]

+2 Awareness to all deception checks

Level 12

Level 12 +1 to all checks regarding riding a horse +2 Appeal, +2 Might, +2 Agility Hand of Grace [1d6 healing per level of Paladin; AOE 0 / Cost 3 encounter points per 1d6 healing applied] Ability to use light shields +2 Melee Proficiency (extended weapon)

+1 to all checks regarding riding a horse +2 Intellect, +2 Appeal Ability to detect any evil within 100 feet Ability to use light shields +4 Awareness to all deception checks +2 Melee Proficiency (extended weapon)

Level 16

Level 16 +2 Appeal, +2 Might, +2 Agility +2 Diplomacy, +2 Appraise Ability to use medium shields +3 detect presence of evil Hand of Grace [2d6 healing per level of Paladin; AOE 0 / Cost 3 encounter points per 2d6 healing applied] +2 Melee Proficiency (two-handed weapon)

Ability to use medium shields Ability to detect evil within 150 feet +2 Diplomacy, +2 Religion +6 Awareness to all deception checks +2 Melee Proficiency (extended weapon)

Level 20 Ability to use heavy shields

Level 20 +2 Awareness to all deception checks +3 Diplomacy, +3 Appraise Ability to use heavy shields Hand of Grace [2d6+3 healing per level of Paladin; AOE 0 / Cost 3 encounter points per 2d6+3 healing applied] +6 “to attack” with any extended weapon of choice

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“House of Justice”

Ability to detect evil within 200 feet +3 Diplomacy, +3 Religion Ability to detect lowest and highest Spirit scores among opponents +8 Awareness to all deception checks +2 Melee Proficiency (extended weapon)

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Lore Advancement in the Houses of Darkness House of Maleisus

House of Casineb

“House of Maliciousness”

Level 3 +1 Appeal, +1 Might, +1 Agility

“House of Hate”

Level 3 +1 Appeal, +1 Might, +1 Agility

+2 Streetwise, +2 Thievery

+1 “to attack” per level when fighting Natural creatures

+1 “to attack” per level when fighting Natural creatures

Ability to detect good within 50 feet

+2 detect presence of good

+2 Awareness to all deception checks

Hand of Pain [1d4 damage per level of Paladin; AOE 0 / Cost 2 encounter eoint per 1d4 damage applied]

+2 Streetwise, +2 Thievery

Level 12 +1 to all check regarding riding a horse Hand of Pain [1d6 damage per level of Paladin; AOE 0 / Cost 2 encounter eoint per 1d6 damage applied] Ability to use light shields +2 Melee Proficiency (extended weapon) +4 detect presence of good

Level 12 +1 to all check regarding riding a horse Ability to detect good within 100 feet Ability to use light shields +4 Awareness to all deception checks +2 Melee Proficiency (extended weapon) +2 Might, +2 Vitality

Level 16

Level 16 Ability to use medium shields +2 Streetwise, +2 Thievery, +2 Forgery Hand of Pain [2d6 damage per level of Paladin; AOE 0 / Cost 2 encounter eoint per 2d6 damage applied] +2 Melee Proficiency (extended weapon) -3000 Renown

Ability to use medium shields Ability to detect good within 150 feet Ability to detect lowest and highest Resolve scores among opponents +6 Awareness to all deception checks +2 Melee Proficiency (extended weapon)

Level 20

Level 20 Ability to use heavy shields +2 Streetwise, +2 Thievery, +2 Forgery +4 Awareness to all deception checks Hand of Pain [2d6+3 damage per level of Paladin; AOE 2 / Cost 8 encounter eoints per 2d6+3 damage applied] +2 Melee Proficiency (extended weapon) +2 Might, +2 Vitality, +2 Agility

Ability to use heavy shields +2 Streetwise, +2 Thievery Ability to detect good within 200 feet Ability to detect lowest and highest Spirit scores among opponents +8 Awareness to all deception checks +2 Melee Weapon Proficiency (extended weapon)

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Lore

Ranger T

he stars are their roof and the earth their bed, crafting a home among the wild places of the forests and glens, the highways and byways of the realm. Rangers blaze trails and possess an innate ability to track their prey. The noontime meal is a root dug from the ground while dinner is a nabbed hare roasted over an open fire. The wind speaks to them, whispers news of the weather or of danger marching. Walls serve their purpose, but for the Ranger, the great outdoors is their playground, a territory they fight to protect with lethal arrows and blades that swing with eviscerating elegance. Solitary folk, Rangers keep to themselves, humming ancient lays and foraging among the forest, field, and fern for victuals at which others might scoff. Days, perhaps weeks will pass before a true Ranger meets up with another living soul. It is not that they disdain others. May it never be! Rather, they live for the untamed wilderness, to gaze upon the majestic elk, to smile on the frolicking otter, or to gasp at an amber and mauve-swept dawn. The elements tend to corrode steel, so great care must be taken to preserve sword and dagger in the environs of the Ranger. Hence, they prefer leather armor and occasionally well-greased chain mail to scale or plate, which makes too much noise and wears poorly outdoors. A Ranger’s cloak is more likely than not to be made of fur, the most adaptable to the changing climate of the wilds. The Ranger class is comprised of two like-minded Martial classes: the Bowyer and the Huntsman. Bowyers, the master of quiver, arrow, and bow, be it long, short, or war bow, train their eyes on distant danger to rain down shafts of death and mayhem. Huntsman are naturalists by nature, exercising deft skills of observation, reading signs in the ground and trees others miss. Elves, Humans, and Woodkin excel as Rangers, as many a tavern bard do tell. Even Bykken have been known to be outstanding folk of the wild!

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Lore

Though blades are not foreign to them, their real skill lies with the bow. Firing one life-threatening arrow after another to ruin both foe and fell, an accomplished Bowyer can rain down death and destruction from far away with deadly precision. The Bowyer is a party’s first line of offense in any undertaking.

P

ity the poor individual whose first warning of attack comes from the taut string of a Bowyer. Silently their shafts sail through the air, iron-headed arrows of destruction often unseen until it is too late. Beware the Bowyer’s vengeance! Even though they bear many of the same blades and armor as their fellow Huntsman, the bow, arrow, and well-stocked quiver are the true mark of a Bowyer. Swords are used only when absolutely necessary, when an adversary is directly before them and the bow is of little use for anything other than a stick to whack with. As a range weapon, the bow in their hand is ready to let fly the arrows of their own choosing: normal, enchanted, roped, or flaming. Keep those quivers full! And any bow is at their disposal, the straight or recurve, the short or long, and even the fearful war bow. Again, like their comrades the Huntsmen, leather armor fits them well, allowing silent movement among the trees or rooftops with the flexibility to squeeze into the most uncomfortable positions to level the best shot. As Bowyers gain combat maneuvers, they also gain the ability to fire multiple arrows at a target. With enough attention and time, at higher levels the Bowyer can choose where their aim will land: a shoulder, a knee, or the head, and do so with minimal penalties. Bowyers receive one combat maneuver at level one and an additional maneuver for each subsequent level up to level ten giving them a total of ten combat maneuvers. Combat maneuvers may be selected from the General and Bowyer sections listed in Chapter 6 under Ranger. Encounter points used to evoke a combat maneuver are based on the Bowyer’s Agility trait score and are found in Table 4.1.

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Lore Class Modifiers Primary Trait Class Skill Weapon Preferences Armor Restrictions Primary Role Class Life Points Miscellaneous

Agility/Might +1 Range Proficiency Any range weapon; any light one-handed melee weapon Light/medium armor; no shields Range damage d10 (per level) see Class Advancement

Class Advancement Bowyers gain the title of Tyro, meaning recruit or beginner at level 3. As they advance through levels 3, 7, 12, 16, and 20, they gain additional titles leading ultimately to that of Marksman. Each title advancement is signified by the wearing of a specially colored insignia, designed with concentric circles forming an earth-tone colored target. As the Bowyer gains titles they also receive additional patches, each smaller than the previous, that are stacked on top of each other to indicate their skill level. Below are the modifiers that come with each title advancement. Level 3 – Tyro

Having completed three levels of experience the title of Tyro is granted to the Bowyer along with a brown-colored patch. This patch recognizes the Bowyer as an individual who can handle any light or medium range weapon in combat with an above average skill and who also possesses basic survival and tracking skills. Tyros are bequeathed a quiver with six standard arrows, a long bow, and a dagger to help them continue their vocation. +1 Agility +1 Survival, +1 Forestry +1 Bowyer +1 Range Proficiency (light & medium range weapons) Level 7 – Archer

Upon reaching level 7, the Bowyer receives an orange-colored patch. Most castle Bowyers in the service of lord to defend their keep are Archers by title. Archers of this skill level gain additional bonuses when attacking with light and medium range weapons in addition to other level modifiers. +1 Agility +1 Survival, +1 Forestry, +1 Stealth +1 Bowyer, +1 Leather Working +1 Range Proficiency (light & medium range weapons)

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Lore Level 12 – Bowman Upon reaching level 12 the Bowyer receives the title of Bowman and achieves a forest green patch that is placed on top of the previous patches. Tyro and Archer members of the Bowyer class are expected to respect the commands of a full Bowman. Bowman gain the ability to use the war bow with additional proficiencies when using any light and medium range weapons. +1 Agility +1 Survival, +1 Forestry, +1 Stealth +2 Bowyer, +1 Leather Working +1 Range Proficiency (light & medium range weapons) +1 Range Proficiency (heavy range weapons) +1 Melee Proficiency (light or medium melee weapons) Level 16 – Master Bowman

With level 16 comes the title of Master Bowman and a black circle with which to adorn their Bowyer’s ever developing patch. As with the previous title, all Bowmen, Archers, and Tyro of the Bowyer class are expected to respect the position of Master Bowman. With this title comes additional attack modifiers when using a war bow and additional proficiency with light and medium range weapons. +2 Agility +1 Survival, +1 Forestry, +1 Stealth +2 Bowyer, +2 Leather Working +1 Range Proficiency (light & medium range weapons) +1 Range Proficiency (heavy range weapons) +1 Melee Proficiency (light or medium melee weapons) Level 20 – Marksman

The ultimate rank for a Bowyer is that of Marksman for which a Bowyer receives an amber gem to finish off their insignia. The orders of a Marksman are to always be obeyed and their position respected by those of a lesser title. Those who achieve the title of Marksman gain the following modifiers: +2 Agility, +2 Might, +2 Vitality +2 Survival, +2 Forestry, +2 Stealth, +1 Diplomacy +2 Bowyer, +2 Leather Working +2 Range Proficiency (light & medium range weapons) +2 Range Proficiency (heavy range weapons) +2 Melee Proficiency (light or medium melee weapons)

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Lore

Reading trail and track, the Huntsman’s skill leads them to their desired location or prey. And with axes, daggers, and steel traps at hand they can help bring down what you seek quickly. Cloaked in stealth, Huntsmen, or Huntswomen, can nimbly move over rough terrain, through dense forest, and among the shadows unnoticed.

H

untsman or Huntress, both are masters of the outdoors. They move with grace and ease, speed and silence, and are very aware of their surroundings. Heightened Agility allows them to move through difficult terrain with great confidence, leap spaces most fear, and climb nimbly up ropes and rocky surfaces. While they can easily use bow and arrow, and often do, they prefer the onehanded pickaxe and hand-thrown weapons when the opportunity for combat arises. Few can escape the spinning hammers and axes of the Huntsman. These wardens of the woods are excellent trackers, pursuing quarry through forest, swamp, and desert with seemingly ease. Huntsmanship, as it is called, refers to the expertise of an individual to use traps, such as a well-placed concealed pit or hidden iron springs with biting metal teeth, to their maximum efficiency. Huntsmen are the stalkers of the game trails and know exactly where to place their snares to catch their prey. Falconry is a primary skill of the Huntsman. At third level all within this class receive their first bird of prey that serves as a companion in gathering small animals for food or aiding in combat. Possessing a familiarity with plant life and its many medicinal purposes, as well as an ability to scavenge for sustenance amidst the roots, nuts, and berries of the wild, Huntsmen are natural survivors caring little for the comforts of home and hearth. Though they live off the land with little need for others, they do frequent villages to obtain needed supplies, sell their wares, and visit the local tavern for tasty rumors and ales. Huntsmen receive one combat maneuver at level one and an additional maneuver for each subsequent level up to level ten giving them a total of ten combat maneuvers. Combat maneuvers may

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Lore be selected from the General and Huntsman sections listed in Chapter 6 under Ranger. Encounter points used to evoke a combat maneuver are based on the Huntsman’s Agility trait score and are found in Table 4.1.

Class Modifiers Primary Trait Agility/Might Class Skill +1 Forestry Weapon Preferences Any hand-thrown weapon Dual wielding with any one-handed melee weapon Armor Restrictions Light/medium armor; small shields Primary Role Range damage Class Life Points d10 (per level) see Class Advancement Miscellaneous Gain companion bird of prey at level 3 (see below)

Class Advancement Huntsmen in kind with their Bowyer counterparts, bear an insignia of their rank and title, composed of two pickaxes pointing away from each other, which they receive at levels 3, 7, 12, 16, and 20. The greatest title a Huntsman can received is that of Regnant Huntsman affording them respect from others within the Huntsman specialization and a formidable list of enhancements.

Level 3 – Trapper Trappers focus on learning the signs of nature, recognizing the paths of prey, and building traps. No crude spring-loaded iron, these are engineered from what nature provides, granting them bonuses in Forestery and Engineering. Trappers also gain bonuses to any attack with a pickaxe, which is their weapon of choice. +1 Agility, +1 Might +1 Engineering, +1 Forestry, +1 Awareness +1 Woodworker, +1 Falconry +1 Melee Proficiency (pickaxe) +1 Range Proficiency (any one range weapon)

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Lore Level 7 – Tracker Huntsmen who achieve the title of Tracker have learned to read the footprints of most creatures, as well as the signs of a broken twig or a crushed weed. Due to further trapping skills they increase in their Engineering and Forestry skills and also receive bonuses to their range and melee attacks. +1 Agility, Might, +1 Vitality +1 Engineering, +2 Forestry, +1 Survival +1 Woodworker, +2 Falconry +1 Melee Proficiency (pickaxe) +1 Range Proficiency (any one range weapon)

Level 12 – Pathfinder Following a path is all well and good, but leaving no trace, that is a gift, and those who receive the title of Pathfinder knows this all to well. With this title comes enhancements to Stealth and Streetwise. +1 Agility, +1 Might +1 Awareness +1 Engineering, +2 Forestry, +1 Survival +1 Woodworker, +2 Falconry +2 Melee Proficiency (pickaxe) +1 Range Proficiency (any one range weapon)

Level 16 – Huntsman Commanding the respect and obedience of Trappers, Trackers, and Pathfinders, the full Huntsman is eluded by few creatures. Their skills of tracking a creature and besting an opponent are formidable. Those who reach this level of experience have learned to become very aware of all that moves around them. +1 Vitality, +2 Agility, +1 Might +2 Awareness +1 Engineering, +2 Forestry, +1 Stealth, +2 Stealth +2 Woodworker, +2 Falconry +2 Melee Proficiency (pickaxe) +2 Range Proficiency (any one range weapon)

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Lore Level 20 – Regnant Huntsman The highest title obtainable by a Huntsman, the Regnant Huntsman, is a master of movement and stealth. A Regnant can read a trail like a book as well as build a trap from which few can escape. From Trapper to Huntsman, all lesser levels of the Huntsman obey the will of a Regnant. At this level the Huntsman gains the following enhancements: +2 Agility, +2 Might, +1 Vitality +1 Awareness +2 Engineering, +2 Forestry, +2 Stealth +2 Woodworker, +2 Falconry, +2 Leather Working +2 Melee Proficiency (pickaxe) +2 Range Proficiency (any one range weapon)

Kestrel Falcon All Huntsmen receive their first bird of prey at third level that serves as a companion in gathering small animals for food and aiding in combat. Level (same as character)

Class II

Life Points 6 (per level)

Frequency n/a

Movement 12 spaces (per half turn)

Experience Points 12 (per level)

Description: Kestrel Falcons are among the most widely dispersed bird-of-prey in Candlewood. Their commonality and small size, compared to other Falcons, makes them popular companions. Their highly sensitive eye sight and remarkable diving speed (up to 200mph/320kmh), as well as razor sharp talons, make them excellent, quiet, and feared hunters. Base Defenses

Armor 4 (+1 per level)

Intellect (Low; animal)

Base Attributes

Awareness +2 (+1 per 2 levels) Initiative +1 (+1 per 2 levels)

Language simple commands

Traits +1 Trait point per level

Vitality – 12 (0) Intellect – 5 (-3)

Appeal – 8 (-1) Might – 4 (-3)

Agility – 16 (+2) Mana – 1 (-4)

Aether – 1 (-4) Spirit – 1 (-4)

Attacks Base Attack/Damage +1/+1 (per level; Kestrels will always be same level as their Huntsman) Basic Attack(s) Bite - 1d4+2 damage vs. Armor (+1d4 damage per 2 levels) Claws (2) - 1d4 damage vs. Armor (+1d4 per 2 levels) Special Attack(s) Dive bomb claw at 200mph (as fast as an arrow) once every 3 rounds, 1d10 (same as an arrow) Passive Attack(s) n/a

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Lore

Rogue T

he Rogue class represents those who give a wink and a nod to the law yet find every means of operating just beyond its reach. Societal norms are for other people, not the Assassin, Bounty Hunter, or Thief whose employment takes them places most folk don’t want to know about and do things that would cause the average soul distress. The Thief, or burglar if you rather, are the lock masters, the trap tamers, the ever watchful eye moving with stealth among the shadows, slinking through windows and creeping among the parapets. Ever agile, ever wily, the Thief walks the roads less traveled. The Bounty Hunter canvasses the world for those who have taken the law too far and need to be brought to justice, yet who often bend and twist those same laws to capture their mark. Frequently traveling with their hound they will stop at nothing to bring in the wanted in order to collect their reward. The Assassin generally appear as any common friend or fellow party member, until they see their target, then all cards are off the table. Selecting weapons of stealth, often laced with toxins and tonics, the Assassin slips in, does the deed, then slips out, quietly, without notice, to become your friend or fellow party member once again. Humans, Dwarves, Bykken, and Gwilyte are best-known for following the Rogue class, but every now and then there are those surprised by the elvish practitioner.

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Lore

Assassins are always discovered...too late. They can appear as a warrior, a cook, an alms beggar, but beneath their outward veneer lie deathly tools and poisons to penetrate, paralyze, and deny life to their prey. Never trust what may taint an Assassin’s blade, and never betray their secret, if you value your life.

A

ssassins often pass themselves off as common Warriors, so well in fact, that members of their own adventuring party may be ignorant that an Assassin is in their midst. Infiltration is the mark of their trade, portraying fighters, merchants, farmers, even street beggars. Accumulate information, wait for the proper moment, then strike and leave no trace (or perhaps a false one). The Assassin’s Guild, does it exist or doesn’t it? Few speak of it openly and only then in whispers. But know this, political power is often bought from—and indebted to—the Guild. Governments may rise and fall and kings are crowed then overthrown, but the Guild remains. Some say there is an even greater Guild above the Assassin’s and Thieves’, a ring of conspiracy and oversight to both, guiding and directing the path of kingdoms and economies. Rumors abound regarding such realities. Some believe the public boards of small villages and towns where missives and notices are nailed hide secret compartments where orders, missions, or other messages of import are kept for pick-up and delivery. No one knows for sure except the Assassin. If an Assassin is assigned a Guild-sanctioned quest, it must be carried out to the letter of the law, without question, even if it means a risk to the Assassin’s own life. It’s better to die than disappoint the Guild. Assassins—if they exist—are the only class acquainted with poisons. Once they reach the third level of Toxikon, they become familiar with plants like Thorny-weed, Blood Thistle, Death’s Door, Night-fade, and Limp Lilly, as well as a host of totally organic venoms from various creatures of the night. Assassins who gain third level gain modifiers to detect and identify various toxins and may learn to distill and fortify tinctures that can be applied with great skill and accuracy. These recipes for disaster are not cheap, nor are they easy to come by. If an Assassin needs a particular distillation for a mission, somehow, it

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Lore seems to appear in the Guild-member’s pack, with instructions. Not all of an Assassins’ taints, however, are meant to kill. The Guild thrives on information, conspiracy, and secrets, so an Assassin’s mixture may cause sleep, hallucinations, stupor, make a target susceptible to suggestion, or free them to speak the truth. They may also paralyze, bring a target to the edge of death, or in fact, bring the Bard of Next Haven calling to claim the corpse. If there is such a thing as an Assassin, you can bet they share interests in locks and traps like their burglar counterparts. They gain Engineering skills that allow them to arm or disarm traps and locks. One clue your party member might not be whom they seem to be is if they have a lock-picking kit and know how to use it. Of course, they could just be a thief. Assassins rely on their Agility as much, if not more, than a Warrior, not so much in relation to their skill with a blade but in order to accomplish the arobatic maneuvers sometimes required in their line of work. One slice or pin prick from a laced Assassin’s blade or arrow, however, is more than enough to make them deadly in melee combat. An Assassin will never willingly loan or give a poisoned device to anyone. If an Assassin is traveling incognito, they will never allow another member of the party to see them applying their craft. Guild rules forbid the sharing of toxicology with non-Guild members, upon pain of slow, deliberate, and tortuous death. Assassins receive one combat maneuver at level one and an additional maneuver for each subsequent level up to level ten giving them a total of ten combat maneuvers. Combat maneuvers may be selected from the General and Assassin sections listed in Chapter 6 under Rogue. Encounter points used to evoke a combat maneuver are based on the Assassin’s Agility trait score and are found in Table 4.1.

Class Modifiers Primary Trait Agility/Might Class Skill +1 Stealth Weapon Preferences Dual wielding with any one-handed melee weapon Any hand-thrown weapon Any light range weapon Armor Restrictions Light/medium armor; small shields Primary Role Melee/Range damage Class Life Points d10 (per level) Miscellaneous see Class Advancement

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Lore Class Advancement Assassins are members of a secret society as are the rituals that accompany their advancement in that society. Once an Assassin reaches third level they must choose one of three paths to specialize in as they move up in ranks within the guild. These paths include the Path of the Serpent, which values speed and range accuracy to dispatch a target; the Path of the Scorpion, which values poisons and “street-smarts” to eliminate a target; and the Path of the Tiger, which values stealth and melee ability to eradicate their mark. As Assassins gain experience in one of these Paths they obtain additional abilities and skills at levels 3, 7, 12, 16, and 20, along with a corresponding title. Below is a listing of modifiers gained at each level of achievement by Path. PATH OF THE SERPENT Level 3 – Cutthroat +1 Agility +1 Awarness +1 Range Proficiency (any one hand-thrown or range weapon) +1 Leather Worker +1 Appraise, +1 Forgery Level 7 – Shade +1 Agility +1 Awarness, +1 Initiative +1 Range Proficiency (any one hand-thrown or range weapon) +1 Melee Proficiency (any one melee weapon) +1 Leather Worker +1 Appraise, +1 Forgery Level 12 – Slayer +1 Agility, +1 Vitality +1 Awarness, +1 Initiative +1 Range Proficiency (any one hand-thrown or range weapon) +1 Melee Proficiency (any one melee weapon) +1 Leather Worker +1 Appraise, +1 Forgery Level 16 – Assassin +2 Agility, +1 Vitality +1 Awarness, +1 Initiative

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Lore +2 Range Proficiency (any one hand-thrown or range weapon) +1 Melee Proficiency (any one melee weapon) +1 Leather Worker +1 Appraise, +1 Forgery Level 20 – Grand Assassin +2 Agility, +2 Vitality +1 Awarness, +2 Initiative +2 Range Proficiency (any one hand-thrown or range weapon) +1 Melee Proficiency (any one melee weapon) +2 Leather Worker +2 Appraise, +2 Forgery

PATH OF THE SCORPION Level 3 – Cutthroat +1 Agility, +1 Intellect +1 Awarness +1 Melee Proficiency (any one range weapon) +1 Apothecary +1 Streetwise, +1 Forestry Level 7 – Shade +1 Agility, +1 Intellect +1 Awarness, +1 Initiative +1 Melee Proficiency (any one melee weapon) +1 Apothecary +2 Streetwise, +2 Forestry Level 12 – Slayer +1 Agility, +1 Vitality +1 Awarness, +1 Initiative +1 Range Proficiency (any one light range weapon) +1 Apothecary +2 Streetwise, +2 Forestry

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Lore Level 16 – Assassin +2 Agility, +1 Vitality +1 Awarness, +1 Initiative +1 Range Proficiency (any one light range weapon) +1 Apothecary +2 Streetwise, +2 Forestry

Level 20 – Grand Assassin +2 Agility, +2 Vitality +2 Awarness, +1 Initiative +2 Range Proficiency (any one light range weapon) +2 Melee Proficiency (any one melee weapon) +2 Apothecary +2 Streetwise, +2 Forestry

PATH OF THE TIGER Level 3 – Cutthroat +1 Agility, +1 Might +1 Awarness +1 Range Proficiency (any one range weapon) +1 Falconer +1 Stealth, +1 Appraise Level 7 – Shade +1 Agility, +1 Might +1 Awarness, +1 Initiative +1 Range Proficiency (any one range weapon) +1 Melee Proficiency (any one melee weapon) +1 Falconer +1 Stealth, +1 Streetwise

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Lore Level 12 – Slayer +1 Agility, +1 Might +1 Awarness, +1 Initiative +1 Range Proficiency (any one range weapon) +1 Melee Proficiency (any one melee weapon) +1 Falconer +1 Stealth, +1 Streetwise Level 16 – Assassin +2 Agility, +1 Might +1 Awarness, +1 Initiative +1 Range Proficiency (any one range weapon) +1 Melee Proficiency (any one melee weapon) +1 Falconer +1 Stealth, +1 Streetwise Level 20 – Grand Assassin +2 Agility, +2 Might +2 Awarness, +2 Initiative +1 Range Proficiency (any one range weapon) +1 Melee Proficiency (any one melee weapon) +1 Falconer +2 Stealth, +2 Streetwise

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Lore

Self-appointed public servants hot on the trail of life’s miscreants . . . and the pay isn’t bad either. Found in many market squares reading the “wanted” posters, Bounty Hunters are all about “dead or alive” in their quest to collect some individual who has broken some law, even if it means having to bend the law from time-to-time to reach the objective and collect the reward.

B

ounty Hunters, like the Assassin, track their prey; but unlike the Assassin the Bounty Hunter is more interested in capturing his target than killing it. Bounty Hunters prefer to wear leather-type armor thus affording them more flexibility when chasing a target. They are proficient with one-handed weapons and excel at using throwing knives and a throwing net. Bounty Hunters are motivated either by reward or some self-serving form of justice that satisfies a deep psychological need—possibly revenge over a childhood or other personal tragedy. In the end, however, life for a Bounty Hunter is all about getting paid to bring in those who have broken the law of some place somewhere. Bounty Hunters oddly are not great respecters of the law, but revel in the coin it can bring in when someone gets caught. That does not make them evil, but they are rogues, operating outside the rules just enough to get the job done—whatever that may entail. Bounty Hunters come in all shapes and sizes, but are most often Human because of their greater size to overcome an opponent. The three most common characteristics that best describe a Bounty Hunter are braggadocios, self-aggrandizing, and proud. When warrants and rewards are scarce, Bounty Hunters will take up with adventurers to keep the cash, and ale, flowing. Even so, don’t be surprised if a Bounty Hunter joins up with a party but has a secret hunt on their agenda, thereby using the party as a means to an end. Bounty Hunters make sloppy Assassins, and are sloppier with traps and locks, but can tie knots and are handy swordsmen and knife throwers. They dabble in tracking but possess none of the practiced skills of the Ranger class.

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Lore Bounty Hunters receive one combat maneuver at level one and an additional maneuver for each subsequent level up to level ten giving them a total of ten combat maneuvers. Combat maneuvers may be selected from the General or Bounty Hunter sections listed in Chapter 6 under Rogue. Encounter points used to evoke a combat maneuver are based on the Bounty Hunter’s Agility trait score and are found in Table 4.1. At level three Bounty Hunters may acquire a Ci—or dog—as a companion. The bond that is made between the Bounty Hunter and his companion is called the Oath, an unbreakable covenant of loyalty and respect. The Oath requires that if a companion or Bounty Hunter is ever in a life-or-death situation the other will do everything in their power to protect and save the one in trouble. All Cis are basically a domesticated offshoot of the wolf. Great in size (85lbs/38.5kg), a Ci has long, fibrous hair in grey, brown, or black (or any combination therein), with long snouts and serious teeth. To designate its special training, each Ci wears a collar with an acorn amulet suspended beneath. The acorn amulet worn by a Ci helps Meistri Ci, high-level Atavists, remain aware of all Ci in service. If the acorn of a Ci goes silent, the trainer (i.e. Atavist) of the dog will immedately become aware the Ci has died. The Fraternal Order of Bounty Hunters has a working arrangement with several Meistri Ci, who train such animals. If it is ever learned that a Bounty Hunter did not do all that could be done to save the life of their canine companion, the Bounty Hunter will be stripped of all Fraternal Order membership, and assume the class of Warrior only without the ability to dual wield melee weapons. Several aspects of a Ci sould be noted: 1. Due to its training, a Ci is absolutely loyal only to its Bounty Hunter, but will kindly tolerate others whom the Hunter designates as friends. 2. A Ci will follow simple commands, “Stay, sit, lay down, quiet, attack” and the like, but cannot follow complex instructions. 3. What Bounty Hunters lack in hunting expertise, their Ci makes up for with +4 Awareness to all tracking checks. 4. A Ci will show agression, short of attacking, if they or the Bounty Hunter is threatened. 5. A Ci is bred to sniff out prey, and when required to attack in response to a key word (Bounty Hunter’s choice). When in attack mode, a Ci will only focus on the adversary that is attacking its master. When tracking, only one scent can be followed by a Ci at a time. If a scent is lost, the Ci will sit down, indicating it has lost the trail. A Ci may lose a scent due to being overwhelmed by other odors or because the creature it was tracking flew away or crossed over a body of water. Once a scent is lost, it cannot be regained for 10 rounds. 6. A Ci is useful as a watchdog, often able to hear and smell approaching danger; +3 Awareness to these types of checks.

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Lore Ci Level (same as character)

Class II

Life Points 10 (per level)

Frequency n/a

Movement 3 spaces (per half turn)

Experience Points 20 (per level)

Description: All Cis are a domesticated offshoot of the wolf. Larger than a standard dog in size (85lbs/38.5kg), a Ci has long, fibrous hair in grey, brown, or black with long snouts and sharp canines. Base Defenses

Armor 4 (+1 per level)

Intellect (Low; animal)

Base Attributes

Awareness +3 (+1 per 2 levels) Initiative +3 (+1 per 2 levels)

Language simple commands

Traits +1 Trait point per level

Vitality – 12 (0) Intellect – 7 (-2)

Appeal – 11 (()) Might – 13 (+1)

Agility – 16 (+2) Mana – 1 (-4)

Aether – 1 (-4) Spirit – 1 (-4)

Attacks Base Attack/Damage Basic Attack(s) Special Attack(s) Passive Attack(s)

+1/+1 (per level; Ci will always be same level as their Bounty Hunter) Bite - 1d6 damage vs. Armor (+1d4 damage per level) Ci will lay in wait, concealed, to pounce (i.e. Surprise) prey n/a

Class Modifiers Primary Trait Agility/Might Class Skill +1 Streetwise Weapon Preferences Dual wielding with any one-handed melee weapon Any hand-thrown weapon Any light range weapon Armor Restrictions Light/medium armor; small/medium shields Primary Role Melee/Range damage Class Life Points d10 (per level) Miscellaneous see Class Advancement

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Lore Class Advancement For the Bounty Hunter there is but one path to walk. Like their brothers in the Rogue class, Bounty Hunters receive new titles at levels 3, 7, 12, 16, and 20. As seen below, as the Bounty Hunter increases in experience and title, they become a rather intimidating combatant with a wide array of skills that allow them to secure wayward individuals. Level 3 – Monger +1 Agility, +1 Might +1 Range Proficiency (hand-thrown weapons) +1 Streetwise, +1 Forgery, +1 Stealth +2 Awareness Level 7 – Vigilante +1 Agility, +1 Might +1 Range Proficiency (hand-thrown weapons) +2 Melee Proficiency (light or medium melee weapons) +1 Streetwise, +1 Forgery, +1 Stealth +2 Awareness, +1 Initiative Level 12 – Warden +1 Agility, +1 Might +1 Range Proficiency (hand-thrown weapons and one range weapon) +2 Streetwise, +2 Forgery, +1 Stealth +2 Awareness, +1 Initiative Level 16 – Hunter +1 Agility, +1 Might +1 Range Proficiency (hand-thrown weapons and one range weapon) +2 Streetwise, +2 Forgery, +2 Stealth +2 Awareness, +1 Initiative Level 20 – Bounty Hunter +1 Agility, +1 Might +1 Range Proficiency (hand-thrown weapons and one range weapon) +2 Streetwise, +2 Forgery, +2 Stealth +2 Awareness, +2 Initiative

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Lore

Professional burglars, thieves practice a time-honored craft in allegiance to the Thieves’ Guild by opening locked doors, picking strongboxes, and lightening the purse of those weighed down by the burden of too much coin. Stealth is the thief’s ally and range weapons their silent killers. When in the presence of a thief, you would do well to mind every shadow…if you know they’re there.

T

hieves represent those who veer off the path of society’s norms to make and take their own. While many impugn thieves as a whole, the Thieves’ Guild does hold to a set of standards and honor code, at least as they interpret such terms. And while they cannot be everywhere (or can they?) the Guild holds a tight rein on its members. Stealth is a Thief ’s primary discipline. Quietly they can move from shadow to shade, climbing high or bowing low to reach their objective. Their ability to recognize and disable a trap, find a secret door, or unlock a treasure chest makes them a valuable asset on any adventure. But watch them! They may have hearts of gold but far and few afield is the thief whose sticky fingers won’t try to take more than their own share. Because Thieves are part of the Rogue class they are somewhat comfortable in the company of Assassins but for a limited time. Publicly, thieves want to appear as above board and respectable as possible. Agility is their main trait and a thief will do all that can be done to lift that score higher and higher either through leveling up or by the aid of magical artifacts, giving them the ability to achieve greater and greater acrobatic and ingenious feats. Another important trait to the Thief is Appeal, often employed to talk their way into a scam, but more likely than not, to get out of trouble. It is also helpful in social situations to ingratiate themselves to those in the vicinity rather than make them suspicious, which leads to targets walking away all too often without their jewelry and coin. Thieves have been known to steal or scheme within their own party (say it isn’t so!), times when an excellent Appeal score is most useful.

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Lore Intellect is also important in order to understand the workings of a lock, trapped door, or chest. Thieves care little for Mana, Aether, or Spirit. Anything a thief can do so their trait scores give them a high Intellect, and therefore Awareness, is a good thing. Most choose Thievery as their trait-based skill, however, the Engineering skill (understanding how mechanisms work) is also common among thieves. Stealth is popular for obvious reasons but so is Streetwise, knowing where to fence an item that may be too hot to sell in an otherwise reputable marketplace. Daggers, their weapon of choice, can routinely be found filling the many slotted belts that wrap their hips and chest, or are tucked away inside a boot, providing an ample supply of throwing and thrusting weapons. Thieves are also quite fond of hand crossbows: small, deadly, and quiet. Unless enchanted with a Hush spell, metal armor is shunned by thieves as they prefer the subtler and silent leathers, not to mention that metal tends to glimmer, making it awkward when Stealth is required. All Thieves belong to the Thieves’ Guild, a tightly knit organization, supposedly with informants everywhere. Unlike other rumored guilds, however, it is not as secretive an organization. If a Thief is given an assignment by the Guild, it is best seen to as quickly, quietly, and efficiently as possible. For the most part, however, the Guild stays out of the way, giving members a wide berth to conduct their own business but there to help if needed. In return, dues for membership in the Thieves’ Guild is an important matter. Anyone can become a level one Thief free of charge—(which is why there are so many pickpockets) but at second level and beyond, dues must be paid as a Thief increases in level. Cost

Level

(Yearly dues per level of Thief)

1

Free

2

20 Silver

3-4

40 Silver

5-8

60 Silver

9-11

80 Silver

12-14

100 Silver

15-17

200 Silver

18-20

300 Silver

21-23

400 Silver

24

500 Silver

25

1000 Silver

Thieves need not worry about when to pay their dues. As soon as the time comes to advance, a Guild representative will appear to collect, otherwise, no higher levels can be achieved until payment is made. To escape the reach of the Guild, or to even consider doing so, is utter folly. The Guild has the resources to hunt down any wayward or errant member, and revoking membership is very permanent. Perhaps you have seen such a person...dead in an alley? Guild membership come with privileges though. In trouble? Need help? Simply wrap a note around a dagger and stick it where it can be found. As soon as can be arranged, the Guild [at the discretion of the Loremaster] will send assistance, which may be anything from a well-written note of

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Lore encouragement to a team of specialists swooping in to save your sorry behind (which may or may not include fellow party members). But never abuse the privilege, otherwise, no one may be around to receive your dues when it comes time to advance to the next level. Thieves receive one combat maneuver at level one and an additional maneuver for each subsequent level up to level ten giving them a total of ten combat maneuvers. Combat maneuvers may be selected from the General and Thief sections listed in Chapter 6 under Rogue. Encounter points used to evoke a combat maneuver are based on a Thief ’s Agility trait score and are found in Table 4.1.

Class Modifiers Primary Trait Agility/Might Class Skill +1 Thievery Weapon Preferences Dual wielding with any one-handed melee weapon Any hand-thrown or light range weapon Armor Restrictions Light/medium armor; small shields Primary Role Melee/Range damage Class Life Points d10 (per level) Miscellaneous see Class Advancement

Class Advancement Within the corridors of theThieves’ Guild can be found the rites and ceremonies associated with certain levels of advancement, namely at levels 3, 7, 12, 16, and 20. Upon reaching third level a Thief, similar to the Assassin, must choose a path to follow. Unlike the Assassin, however, there are only two paths from which to choose: the Path of the Rat, composed of those who seek to enrich themselves through thievery above all else; and the Path of the Fox, composed of those who value a more civilized approach to obtaining treasure, specifically that of Forgery and high-end items. As Thieves gains experience and titles, they gain additional abilities and skills. Below is a listing of the bonuses gained at the five levels of advancement mentioned above. PATH OF THE RAT Level 3 – Burglar +1 Agility +1 Streetwise, +1 Thievery, +1 Stealth +1 Leather Worker +1 Range Proficiency (any one hand-thrown weapon)

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Lore Level 7 – Bandit +1 Agility, +1 Might +1 Streetwise, +1 Thievery, +1 Stealth +1 Leather Worker +1 Range Proficiency (any one hand-thrown weapon) +1 Melee Proficiency (any one-handed melee weapon) Level 12 – Thug +1 Agility, +1 Might +1 Streetwise, +1 Thievery, +1 Stealth +1 Leather Worker +1 Range Proficiency (any one hand-thrown weapon) +1 Melee Proficiency (any one-handed melee weapon) Level 16 – Thief +1 Agility, +1 Might, +1 Vitality +1 Streetwise, +1 Thievery, +1 Stealth +1 Leather Worker +1 Range Proficiency (any one hand-thrown weapon) +1 Melee Proficiency (any one-handed melee weapon) Level 20 – Master Thief +2 Agility, +2 Might, +2 Vitality +2 Streetwise, +2 Thievery, +2 Stealth +2 Leather Worker +2 Range Proficiency (any one hand-thrown weapon) +2 Melee Proficiency (any one-handed melee weapon)

Required tattoo on inside upper left arm for those of the Path of the Rat

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Lore PATH OF THE FOX Level 3 – Burglar +1 Agility +1 Forgery, +1 Thievery, +1 Stealth +1 Bladesmith +1 Melee Proficiency (any one-handed melee weapon) Level 7 – Bandit +1 Agility, +1 Intellect +1 Forgery, +1 Thievery, +1 Stealth +1 Bladesmith +1 Melee Proficiency (any one-handed melee weapon) +1 Range Proficiency (any light range weapon) Level 12 – Thug +1 Agility, +1 Intellect +1 Forgery, +1 Thievery, +1 Stealth +1 Bladesmith +1 Melee Proficiency (any one-handed melee weapon) +1 Range Proficiency (any light range weapon) Level 16 – Thief +1 Agility, +1 Intellect, +1 Vitality +1 Forgery, +1 Thievery, +1 Stealth +1 Bladesmith +1 Melee Proficiency (any one-handed melee weapon) +1 Range Proficiency (any light range weapon) Level 20 – Master Thief +2 Agility, +2 Intellect, +1 Vitality +2 Forgery, +2 Thievery, +2 Stealth +2 Bladesmith +2 Melee Proficiency (any one-handed melee weapon) +2 Range Proficiency (any light range weapon) Required tattoo on inside upper right arm for those of the Path of the Fox

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Knowledge

Classes

Enlightenment and the acquiring and application of information through study and discipline—this is at the heart of the Knowledge classes. Not overly gifted with Mana, Aether, or Spirit, and possibly a tad behind in the essential qualities of Might and Agility, these become masters of the mind. Skills forged not upon the anvil but through the hammering of learning, of repetition, of practice, and of results. Within the Knowledge Class reside two branches: the Bard and the Sage. Both are given to the careful study of their trades and of the cause and effect of agents and reagents, as well as harmonic tones. The Bardic Troubadour whose passionate music resonates not just in taverns, where they easily earn a few coin and a few drinks all the while mining local gossip and rumors, but whose craft echoes through tombs, in terrors, and in titillation—rousing warriors to great feats or to the sonorous summons of doom. Melodies malicious or merry, all are within the craft and scope of the Troubadour, the fabled warrior poet. Then there is the Sage. Masterful in handling phials, bottles, and canisters, whose tinkerings roar with explosive fire or melt tempered steel as wax. Only they know what happens when their concoctions are exposed to air. These are the Alchemists who unlock the secrets of the material world around them, whose mortars and pestles grind down the very essence of rock, bark, and ore to combine and bind with sympathetic expertise. Stubborn locks and impenetrable walls are the Alchemist’s challenge. They may not be able to lift a gate, but they can break it, or melt it. And though they have no craft to summon fire, they can make it rage with such heat as to make the sun blush.

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Lore

Bard I

ntrovert is never a term used to describe a member of the Bard class. With a word, song, or show for almost any occasion, they are well-versed in protocols and courtly behavior and find themselves rubbing elbows with everyone from the most noble to the unscrupulous, and are at ease in either setting. From lamentations to celebrations, the Bard is always offered the most treasured seat by the fire in exchange for a song, tale, or jest. Known as the center of attention they rank high with Diplomacy, often to the disdain of fellow party members who might like a chance to negotiate as well. With skills favored by the masses, the Bard is welcome almost everywhere they travel for the entertainments they bring, as well as news of the outside world, making them repositories of folklore and ancient history. And no Bard is worth his salt if he doesn’t know a rumor or two—even if fabricated on the spot! Light armor fits them best, as do light and medium weapons. They may be showmen but they are also crafty with the sword. Even so, Bardic abilities are most often used to benefit an entire party over personal gain. Every race except the Woodkin, who cannot sing, claim its Bards, although Gwilyte and Dwarven Bards are an acquired taste as their gifts for song and story, along with their unique view on humor, often escapes the other great races. Elves excel as Bards, as do Humans and Bykken. And the voice of the Woaden has captivated more than one crowd, but few call their craft sweet or gentle. If you happen to find yourself with a Bard know this, Bards are quick to take any tavern’s stage and if there is no platform, a chair or table will do. Speeches come easy and they thrive on audience attention. They are quick with a story, an anecdote, a joke, or a melody, you never have to worry about silence. In fact, you may have to put your hand over their mouth from time-to-time to get them to listen.

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The Bardic class is a unique blend of warrior and harmonic master. Comfortable with sword and swagger, this often leather-clad companion is gifted in song and the sometime dire effects of sound waves. Bards can calm a crowd or shatter glass, endear a lover or lure a mischief of rats. The modal tones and lyrics of the Bard are welcomed universally for the diverse skills they add to a party and the knowledge they bring of the world at large.

Troubadours find their origin in the long and ancient tradition of the warrior-poet. Using their knowledge of folklore and history, they employee harmonic tones that border on the magical and, as a class, are often considered a hybrid between Warrior and Wizard. Bards are skilled in the art of rhetoric, fighting, and musical theory with which they can heal and buff their allies, or create lethal effects against foes. While their musical craft is not as potent as that of a Wizard, Bards are formidable opponents when challenged due to their ability to manipulate harmonic tones and use combat maneuvers in a fight. Most Bards wear medium armor when they can afford it (usually some form of leather) and wield a light or medium weapon in addition to their instrument of choice. Bards are welcome in nearly every village or hamlet they visit because of their ability to tell stories, sing, and provide entertainment. Music is the Bard’s greatest strength, often captivating crowds and opening them up to suggestion, which is why when they finish a performance their hats quickly brim with copper and silver coins. For this reason Bards, especially those of the Troubadour specialization, always carry on their person some musical instrument through which their mystical gifts are expressed. Beginning Bards (i.e. level one) are commonly found with either a Lute, Small Harp, or Flute. Troubadours are easily recognized by the type of feather worn in their hat, a symbol of their level of advancement. All Bards pay an annual fee of twenty silver pieces per level of advancement, beginning at level three, to their school of choice in exchange for training and support. Non-payment or banishment from a school for any reason voids a Bard’s ability to continue in their training and advancement.

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Lore Class Modifiers Primary Trait Appeal Class Skill +2 Diplomacy Weapon Preferences Any one-handed melee or range weapon Any musical instrument Armor Restrictions Light/medium armor; small shields Primary Role Melee/Range damage Class Life Points d10 (per level) Miscellaneous see Class Advancement

Class Advancement Troubadours increase in ability and skill at levels 3, 7, 12, 16, and 20 through their alignment with one of six musical schools, which they select at level three. Each school is based around one of six harmonic scales that when employed by a Bard of that school cost one half of the normally required encounter point cost. Conversely, when a Troubadour uses a musical tone from a school they are not associated with they do so without that school’s bonus attack modifier. The six schools of music include the Ionian (emphasizing mental or physical control over others), Dorian (emphasizing combat, attack, and damage enhancement), Phrygian (emphasizing personal trait improvement), Lydian (emphasizing enhanced protection and offensive abilities), Aeolian (emphasizing restoration of life and health), and Mixolydian (emphasizing a mixture of personal enrichments). Musical schools and the tones affiliated with each are listed in the Bardic Psaltery (see below), which is a collection of songs designed to bring about some type of unique effect, either positive or negative in nature. Musical tones in the Psaltery are divided according to each school as mentioned above. A musical tone’s effectiveness (i.e. range, damage, area of effect, etc.) can be increased by adding additional encounter points based on a Bard’s Appeal trait score (see Table 4.1) or sometimes by a Bard’s level if noted in a tone’s description. When employing a musical tone Bards add their Appeal trait base modifier to all attack rolls. Troubadours receive two musical tones at level one and two additional tones per level of advancement up to level fifteen for a total of thirty intonations that can be employed for combat, healing, control, or protection. Starting at level fifteen, Troubadours begin to create their own songs or learn songs from other Bards to increase their repertoire at the rate of one song per level of experience gained. Troubadours are also allowed to choose one combat maneuver from among any of the General Fighter or General Ranger combat maneuvers sections beginning at level one and add one additional combat maneuver from either of these two categories per level of advancement until they reach level five for a total of five combat maneuvers (see Chapter 6).

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Lore Ionian School of Music Music, ’tis said, can calm the savage beast, and nothing proves this more than the Ionian School. Their tonal modes can lull a person to sleep, agitate them to anger, or even separate them from their coin. For the Troubadour, the Ionian School represents the ability to exercise control over other’s will, and for a time, to conform them to actions they might otherwise resist. Members of the Ionian School gain the following modifiers at levels 3, 7, 12, 16, and 20. Level 3 – Storyteller +1 Appeal, +1 Intellect +1 Diplomacy, +1 Appraise, +1 Folklore, +1 History +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) *Signified by a Sparrow feather in hat Level 7 – Musician +1 Appeal, +1 Intellect +1 Diplomacy, +1 Appraise, +1 Folklore, +1 History +1 Woodworker +1 Range Proficiency (any light/medium range weapon) *Signified by a Hawk feather in hat Level 12 – Musician +1 Appeal, +1 Intellect +2 Diplomacy, +1 Appraise, +1 Folklore, +1 History +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) *Signified by a Pheasant feather in hat Level 16 – Poet +1 Appeal, +1 Intellect +2 Diplomacy, +1 Appraise, +1 Folklore, +1 History +1 Woodworker +1 Range Proficiency (any light/medium range weapon) *Signified by an Eagle feather in hat

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Lore Level 20 – Lord of Bards (Artho Ri) +2 Appeal, +2 Intellect +2 Diplomacy, +2 Appraise, +2 Folklore, +2 History +2 Woodworker +1 Melee Proficiency (any one-handed melee weapon) +1 Range Proficiency (any light/medium range weapon) *Signified by a Phoenix feather in hat

Dorian School of Music The Dorian School, best known for its tribal songs and ability to handle a sword, are oft used to set oar to battle ship or send legions marching to war. Through their tonal music, warriors are lifted to courageous deeds or hearts to stop their beating. Here, song is given its mightiest cantor with epic results to save life and limb and destroy fiend and foe. Members of the Dorian School gain the following modifiers at levels 3, 7, 12, 16, and 20 Level 3 – Storyteller +1 Agility, +1 Might +1 Diplomacy, +1 Streetwise, +1 Folklore, +1 History +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) +1 Range Proficiency (any light/medium range weapon) *Signified by a Sparrow feather in hat Level 7 – Musician +1 Agility, +1 Might +1 Diplomacy, +1 Streetwise, +1 Folklore, +1 History +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) +1 Range Proficiency (any light/medium range weapon) *Signified by Hawk feather in hat Level 12 – Troubadour +1 Agility, +1 Might +1 Diplomacy, +1 Streetwise, +1 Folklore, +1 History

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Lore +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) +1 Range Proficiency (any light/medium range weapon) *Signified by Pheasant feather in hat Level 16 – Poet +1 Agility, +1 Might +1 Diplomacy, +1 Streetwise, +1 Folklore, +1 History +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) +1 Range Proficiency (any light/medium range weapon) *Signified by Eagle feather in hat Level 20 – Artho Ri (lit. Lord of Bards) +2 Agility, +2 Might +1 Diplomacy, +1 Streetwise, +1 Folklore, +1 History +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) +1 Range Proficiency (any light/medium range weapon) *Signified by Phoenix feather in hat

Phrygian School of Music Music has the inate power to affect an individual’s passions and potency, and this effect finds its fullest expression in the Phrygian School. Here the tendency of music to enhance people at the base levels of Vitality, Intellect, and Appeal—among other traits—is realized. The Phrygian tones will make more of who you are through the influence of music. Members of this school gain the following modifiers at levels 3, 7, 12, 16, and 20. Level 3 – Storyteller +1 Intellect, +1 Appeal, +1 Vitality +1 Diplomacy, +1 Stealth, +1 Folklore, +1 History +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) *Signified by Sparrow feather in hat

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Lore Level 7 – Musician +1 Intellect, +1 Appeal, +1 Vitality +1 Diplomacy, +1 Stealth, +1 Folklore, +1 History +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) *Signified by Hawk feather in hat Level 12 – Troubadour +1 Intellect, +1 Appeal, +1 Vitality +1 Diplomacy, +1 Stealth, +1 Folklore, +1 History +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) *Signified by Pheasant feather in hat Level 16 – Poet +1 Intellect, +1 Appeal, +1 Vitality +1 Diplomacy, +1 Stealth, +1 Folklore, +1 History +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) +1 Range Proficiency (any light/medium range weapon) *Signified by Eagle feather in hat Level 20 – Artho Ri (lit. Lord of Bards) +2 Intellect, +2 Appeal, +2 Vitality +2 Diplomacy, +2 Stealth, +2 Folklore, +2 History +2 Woodworker +2 Melee Proficiency (any one-handed melee weapon) +1 Range Proficiency (any light/medium range weapon) *Signified by Phoenix feather in hat

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Lore Lydian School of Music Troubadours within the Lydian School show their worth as team players by emphasizing the whole over the one, the unit over the individual. The purpose of this school is to present songs that transcend self and affect others—for good or for ill. Many are those at the front battling for their lives when the song of the Lydian mode grants them courage, insight, and speed. Or the foe who finds their very world unbinding as weapons and armor lose their hold. Members of this school gain the following modifiers at levels 3, 7, 12, 16, and 20. Level 3 – Storyteller +1 Intellect, +1 Appeal, +1 Agility +1 Diplomacy, +1 Engineering, +1 Folklore, +1 History +1 Awareness +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) *Signified by Sparrow feather in hat Level 7 – Musician +1 Intellect, +1 Appeal, +1 Agility +1 Diplomacy, +1 Engineering, +1 Folklore, +1 History +1 Awareness, +1 Armor +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) *Signified by Hawk feather in hat Level 12 – Troubadour +2 Appeal, +1 Intellect, +1 Agility +1 Diplomacy, +1 Engineering, +1 Folklore, +1 History +1 Awareness, +1 Armor +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) *Signified by Pheasant feather in hat Level 16 – Poet +2 Appeal, +1 Intellect, +1 Agility +1 Diplomacy, +1 Engineering, +1 Folklore, +1 History +1 Awareness, +1 Armor

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Lore +1 Woodworker +1 Melee Proficiency (any one-handed melee weapon) *Signified by Eagle feather in hat Level 20 – Artho Ri (lit. Lord of Bards) +2 Intellect, +2 Appeal, +2 Agility +2 Diplomacy, +2 Engineering, +2 Folklore, +2 History +1 Awareness, +2 Armor +2 Woodworker +2 Melee Proficiency (any one-handed melee weapon) *Signified by Phoenix feather in hat

Aeolian School of Music Known as the school of healing, the Aeolian School is replete with musicians who play and sing their songs and hymns for the purpose of restoration. The Aeolian scale heals the sick, binds the wounded, cures the infected, and can sustain those on the very brink of death. Many have been saved from death and Nexhaven by this school’s Troubadours. Members of the Aeolian School gain the following modifiers at levels 3, 7, 12, 16, and 20. Level 3 – Storyteller +1 Intellect, +1 Appeal, +1 Vitality +1 Diplomacy, +1 Architecture, +1 Folklore, +1 History +1 Initiative, +1 Armor +1 Woodworker, +1 Leather Worker +1 Melee Proficiency (any one-handed melee weapon) *Signified by Sparrow feather in hat Level 7 – Musician +1 Intellect, +1 Appeal, +1 Vitality +1 Diplomacy, +1 Architecture, +1 Folklore, +1 History +1 Initiative, +1 Armor +1 Woodworker, +1 Leather Worker +1 Melee Proficiency (any one-handed melee weapon) *Signified by Hawk feather in hat

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Lore Level 12 – Troubadour +1 Intellect, +1 Appeal, +1 Vitality +1 Diplomacy, +1 Architecture, +1 Folklore, +1 History +1 Initiative, +1 Armor +1 Woodworker, +1 Leather Worker +1 Melee Proficiency (any one-handed melee weapon) *Signified by Pheasant feather in hat Level 16 – Poet +1 Intellect, +1 Appeal, +1 Vitality +1 Diplomacy, +1 Architecture, +1 Folklore, +1 History +1 Initiative, +1 Armor +1 Woodworker, +1 Leather Worker +1 Melee Proficiency (any one-handed melee weapon) *Signified by Eagle feather in hat Level 20 – Artho Ri (lit. Lord of Bards) +2 Intellect, +2 Appeal, +2 Vitality +2 Diplomacy, +2 Architecture, +2 Folklore, +2 History +1 Initiative, +2 Armor +2 Woodworker, +2 Leather Worker +2 Melee Proficiency (any one-handed melee weapon) *Signified by Phoenix feather in hat

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Lore Mixolydian School of Music Troubadours of this school are known for their wide repertoire, with a song for every season and a limerick for every occasion. The Mixolydian School specializes in the miscellaneous, with the best not forgotten but not easily categorized. They carry tunes for many of life’s occasions, using harmonic resonance as none other can. Known commonly as the “Mixies,” members of this school can forge a wall of sound to repeal range attacks or regale you with facts and folklore perhaps long forgotten. Members of the Mixolydian School gain the following modifiers at levels 3, 7, 12, 16, and 20.

Level 3 – Storyteller +1 Appeal, +1 Vitality, +1 Agility +1 Diplomacy, +1 Linguistics, +2 Folklore, +2 History +1 Initiative +1 Woodworker, +1 Leather Worker +1 Range Proficiency (any light/medium range weapon) *Signified by Sparrow feather in hat Level 7 – Musician +1 Appeal, +1 Vitality, +1 Agility +1 Diplomacy, +1 Linguistics, +2 Folklore, +2 History +1 Awareness +1 Woodworker, +1 Leather Worker +1 Range Proficiency (any light/medium range weapon) *Signified by Hawk feather in hat Level 12 – Troubadour +1 Appeal, +1 Vitality, +1 Agility +1 Diplomacy, +1 Linguistics, +2 Folklore, +2 History +1 Armor +1 Woodworker, +1 Leather Worker +1 Range Proficiency (any light/medium range weapon) *Signified by Pheasant feather in hat

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Lore Level 16 – Poet +1 Appeal, +1 Vitality, +1 Agility +1 Diplomacy, +1 Linguistics, +2 Folklore, +2 History +1 Initiative +1 Woodworker, +1 Leather Worker +1 Range Proficiency (any light/medium range weapon) *Signified by Eagle feather in hat Level 20 – Artho Ri (lit. Lord of Bards) +2 Appeal, +2 Vitality, +2 Agility +2 Diplomacy, +2 Linguistics, +2 Folklore, +2 History +1 Awareness, +1 Armor +2 Woodworker, +2 Leather Worker +2 Range Proficiency (any light/medium range weapon) *Signified by Phoenix feather in hat

Bardic Psaltry (Musical tones arranged by school) Ionian

Confusion Looting Lute Lullaby Philao Pax Pied Piper Pox Sonnet

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Dorian

Anguish Charge Harmonic Blast Heart Eclipse Heavy Metal Hero’s Rave Keening Croon Twin Strings

Phrygian

Aether Agility Appeal Intellect Mana Might Spirit Vitality

Lydian

Awareness Courage Initiative Liquid Cloth Liquid Leather Liquid Metal Shatter Steal Hide

Aeolian

Awake Counter Effect Hymn of Aid Inspiration Life Transfer Major Heal Minor Heal Stabilize

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Mixolydian

Dance Heat Historic Folklore Local Folklore Riff Sphere Tone Deaf Wall of Sound

Lore Ionian Scale

[C-D-Eb-F-G-A-Bb-C]

Control CONFUSION Encounter Points: 2 Casting Time: Ongoing action (see below) Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 5 Initial Effect/Damage: All enemies within area of effect are confused and will cease all attacks until music stops +1 minute Secondary Effect/Damage: n/a Description: The Bard produces a befuddling sound that only affects surrounding enemies causing them to become confused and cease to make any attacks as long as the Bard continues to play unless a successful Trait check: Intellect is made. Once the Bard stops playing, the effects of the tone will last one additional minute.

LOOTING LUTE Encounter Points: 4 Casting Time: see below Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 5 Initial Effect/Damage: Causes affected target(s) to give coinage to Bard for song(s) played Secondary Effect/Damage: n/a Description: Most communities are familiar with the traveling Bard who displays an open hat for listeners to drop coins into in appreciation of a song. With Looting Lute, the Bard’s mystical music compels hearers to surrender coins unless a successful Trait check: Intellect is made. Bard rolls a d20 once for all individuals within affected area with the following outcomes. Note: Tone may only be used once per day. Tavern owners and government officials are immune to tone.

Roll (d20) 1

Result Song agitates all listening and a riot breaks out

2-7

Listeners surrender a total of 5 copper pieces (+1 per level of Bard)

8-11

Listeners surrender a total of 5 silver pieces (+1 per level of Bard)

12-19

Listeners surrender a total of 10 silver pieces (+1 per level of Bard)

20

Listeners surrender a total of 30 silver pieces (+1 per level of Bard)

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Lore LULLABY Encounter Points: 6 Casting Time: Ongoing action (see below) Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 5 Initial Effect/Damage: Target(s) fall asleep while tune is played + 2 minutes Secondary Effect/Damage: Targets will awakened if shaken or due to loud noise Description: When Lullaby is played, all enemies within five spaces of the Bard fall asleep unless a successful Trait check: Intellect is made. Those affected will remain asleep as long as the Bard continues to play uninterrupted, plus two minutes after the music stops.

PHILAO Encounter Points: 6 Casting Time: 2 Full actions Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 5 Initial Effect/Damage: All creatures within affected area become enthralled with the Bard Secondary Effect/Damage: All affected will remain friends with the Bard for 1 hour after tune ends Description: When played for two full rounds uninterrupted this musical tone causes all creatures within five spaces to become strangely enthralled with the Bard unless a successful Trait check: Intellect is made. Those falling under the effects of this tone will refuse to harm the Bard and will agree and comply with any non-lethal commands given by Bard unless a second successful Trait check: Intellect is made. Note: Intellect check is made for each command given.

PAX Encounter Points: 6 Casting Time: Full action Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 5 Initial Effect/Damage: All creatures within affected area experience a calming effect causing them to refrain from any form of aggression Secondary Effect/Damage: If verbally incited or attacked in any way while under effects of tone, target will revert to an aggressive disposition in 2 rounds. Description: This tune produces a calming effect on all creatures within affected area that do not make a successful Trait check: Intellect. The aggression of those affected will immediately be replaced with a sense of calm and peace causing them to stand idly by, perfectly content until the end of the encounter or until invoked in some way.

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Lore PIED PIPER Encounter Points: 10 Casting Time: Ongoing action Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 3 Initial Effect/Damage: Targets in affected area will physically follow the Bard Secondary Effect/Damage: n/a Description: An enrapturing melody that lures hearers to literally follow the Bard wherever he or she may go unless a successful Trait check: Intellect is made. Effect is ongoing only as long as Bard continuously plays tone without interruption. Particularly useful of ridding a village or rodents, or if highly enough advanced, causing a band of enemies to cheerfully skip along behind the Bard. Any creature with low Intellect (3 or lower) is immediately enthralled by musical tone.

POX Encounter Points: 4 Casting Time: Full action Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 5 Initial Effect/Damage: Tune causes agitation and inward fighting among non-allies Secondary Effect/Damage: Any attacks against Bard or an ally is made at -4 “to attack” Description: A dissonant tune that causes all enemies in area of effect to become agitated and begin to fight amongst themselves unless a successful Trait check: Intellect is made. In addition, until the end of the encounter all attacks against the Bard and their allies are made at -4 “to attack.”

SONNET Encounter Points: 10 Casting Time: 2 full actions Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 10 Area of Effect (AOE): 0 Initial Effect/Damage: Affected target fall in love with next creature seen Secondary Effect/Damage: n/a Description: This musical incantation, akin to Philao above, causes a single target to fall helplessly in love with the first creature it comes in contact with unless a successful Trait check: Intellect is made. The euphoric state of infatuation lasts for one day causing affected target to protect and comply with all commands uttered by their newfound love, other than suicide.

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Lore Dorian Scale

[D-Eb-F-G-A-Bb-C-D]

Attack ANGUISH Encounter Points: 4 Casting Time: Full action Type: Attack vs. Armor Range: 0 Area of Effect (AOE): 1 Initial Effect/Damage: 1d8 damage Secondary Effect/Damage: 1d6 ongoing damage until Trait check: Vitality 6 (+1 per level of Bard) Description: The playing of this tone causes all enemies within affected area to suffer 1d8 damage and 1d6 ongoing damage each round thereafter until a successful Trait check: Vitality is made.

CHARGE Encounter Points: 4 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 2 Initial Effect/Damage: Allies gain normal movement at 2x speed & +3 “to attack” on next attack Secondary Effect/Damage: n/a Description: Only if the Bard is first in Initiative can this musical tone be performed resulting in all allies gaining the ability to move forward on their next turn at twice their normal movement speed and gain +3 “to attack” on their next attack.

HARMONIC BLAST Encounter Points: 2 Casting Time: Full action Type: Attack vs. Armor Range: 0 Area of Effect (AOE): 3 Initial Effect/Damage: 1d8 damage Secondary Effect/Damage: n/a Description: Striking this discordant tone causes a blast of harmonic resonance to emit from the Bard’s instrument causing all creatures in the area of effect to take 1d8 damage.

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Lore HEART ECLIPSE Encounter Points: 130 Casting Time: Full action Type: Attack vs. Intellect 6 (+1 per level of Bard) & Vitality 6 (+1 per level of Bard) Range: 10 Area of Effect (AOE): 0 (+1 per 50 additional encounter points applied) Initial Effect/Damage: Target’s heart stops resulting in instant death Secondary Effect/Damage: n/a Description: Bard is able to stop the heart of one target with this dramatic song, killing it instantly. Effect of tone is only realized, however, if target fails to make a successful Trait check against Intellect and Vitality.

HEAVY METAL Encounter Points: 6 Casting Time: Full action Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 1 Initial Effect/Damage: -3 “to attack” (-1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This weighty tone causes all enemies’ weapons (melee & range) to become heavier and more difficult to wield. Those who fail to make a successful Trait check: Intellect will attack at -2 until end of encounter.

HERO’S RAVE Encounter Points: 4 Casting Time: Half action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 3 Initial Effect/Damage: +1 “to attack” (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This majestic tone sweeps over allies within the area of effect granting them +1 “to attack” for the next two rounds. Can only be used once per encounter.

KEENING CROON Encounter Points: 4 Casting Time: Half action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 3

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Lore Initial Effect/Damage: +1 damage to all ally bladed, melee attacks (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This little ditty causes bladed weapons to slice more efficiently adding +1 damage to all bladed, melee attacks by allies until the end of the encounter. Once encounter is over all attacks return to normal. Can only be used once per encounter.

TWIN STRINGS Encounter Points: 2 Casting Time: Half action Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 2 Initial Effect/Damage: 1d8 damage Secondary Effect/Damage: n/a Description: Bard is able to produce two notes creating a tonal disturbance that inflicts 1d8 damage to all non-ally targets in area of effect.

Phrygian Scale [Eb-F-G-A-Bb-C-D-E]

Enhancements AETHER Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 4 Initial Effect/Damage: +1 Aether base modifier (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: The playing of this musical tone increases the Aether base modifier (+1) of all allies within four spaces of the Bard until the end of the encounter. Tone can only be played once per encounter.

AGILITY Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0

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Lore Area of Effect (AOE): 4 Initial Effect/Damage: +1 Agility base modifier (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This musical tone increases the Agility base modifier (+1) of all allies within four spaces of the Bard until the end of the encounter. Tone can only be played once per encounter.

APPEAL Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 4 Initial Effect/Damage: +1 Appeal base modifier (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This musical tone increases the Appeal base modifier (+1) of all allies within four spaces of the Bard until the end of the encounter. Tone can only be played once per encounter and does not affect Bard.

INTELLECT Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 4 Initial Effect/Damage: +1 Intellect base modifier (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This musical tone increases the Intellect base modifier (+1) of all allies within four spaces of the Bard until the end of the encounter. Tone can only be played once per encounter.

MANA Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 4 Initial Effect/Damage: +1 Mana base modifier (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This musical tone increases the Mana base modifier (+1) of all allies within four spaces of the Bard until the end of the encounter. Tone can only be played once per encounter.

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Lore MIGHT Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 4 Initial Effect/Damage: +1 Might base modifier (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This musical tone increases the Might base modifier (+1) of all allies within four spaces of the Bard until the end of the encounter. Tone can only be played once per encounter.

SPIRIT Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 4 Initial Effect/Damage: +1 Spirit base modifier (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This musical tone increases the Spirit base modifier (+1) of all allies within four spaces of the Bard until the end of the encounter. Tone can only be played once per encounter.

VITALITY Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 4 Initial Effect/Damage: +1 Vitality base modifier (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This musical tone increases the Vitality base modifier (+1) of all allies within four spaces of the Bard until the end of the encounter. Tone can only be played once per encounter.

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Lore Lydian Scale

[F-G-A-Bb-C-D-E-F]

Protection

AWARENESS Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 4 Initial Effect/Damage: Grants +1 Awareness at allies (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: The playing of this musical tone increases the Awareness of all allies (+1) within four spaces of the Bard for ten minutes.

COURAGE Encounter Points: 4 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 1 Initial Effect/Damage: Grants allies in affected area 1d8 immunity to all damage (-1 damage per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This rousing melody invokes a feeling of courage and vitality in all allies within four spaces of the Bard granting each 1d4 immunity to the next damage inflicted against them.

INITIATIVE Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 4 Initial Effect/Damage: Grants +1 Initiative to allies (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: The playing of this musical tune increases the Initiative of all allies (+1) within four spaces of the Bard for ten minutes.

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Lore LIQUID CLOTH Encounter Points: 4 Casting Time: Full action Type: Attack vs. Agility 6 (+1 per level of Bard) Range: 10 Area of Effect (AOE): 0 Initial Effect/Damage: -1 Armor rating per round to cloth armor until Trait check: Agility Secondary Effect/Damage: n/a Description: This tone causes any cloth armor in area of effect to begin to quickly deteriorate resulting in a -2 Armor rating per round until a successful Trait check: Agility is made or armor rating is used up, at which point armor is destroyed. Any magical modifiers of armor are added to target’s check.

LIQUID LEATHER Encounter Points: 8 Casting Time: Full action Type: Attack vs. Agility 6 (+1 per level of Bard) Range: 10 Area of Effect (AOE): 0 Initial Effect/Damage: -2 Armor rating per round to leather armor until Trait check: Agility Secondary Effect/Damage: n/a Description: This tone causes any leather armor in area of effect to begin to quickly deteriorate resulting in a -2 Armor rating per round to leather armor until a successful Trait check: Agility is made or armor rating is used up, at which point armor is destroyed. Any magical modifiers of armor are added to target’s check.

LIQUID METAL Encounter Points: 12 Casting Time: Full action Type: Attack vs. Agility 6 (+1 per level of Bard) Range: 10 Area of Effect (AOE): 0 Initial Effect/Damage: -3 Armor rating per round to metal armor until Trait check: Agility Secondary Effect/Damage: n/a Description: This tone causes any metal armor in area of effect to begin to quickly deteriorate resulting in a -.5 Armor rating per round to metal armor until a successful Trait check: Agility is made or armor rating is used up, at which point armor is destroyed. Any magical modifiers of armor are added to target’s check.

SHATTER Encounter Points: 4 Casting Time: Full action Type: Attack vs. Armor

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Lore Range: 0 Area of Effect (AOE): 2 Initial Effect/Damage: 10 points damage against glass/ceramic objects Secondary Effect/Damage: 1d6 damage against enemies in affected area Description: A tone that vibrates so fast and shrill it can shatter a window or break an Alchemist’s glass/ ceramic bottle. Musical tone inflicts ten points of damage against a glass or ceramic object’s tensile strength and 1d6 damage against all animate objects within two spaces of the Bard. Damage to glass objects is doubled each round tone is played back-to-back. (For example, glass/ceramic objects will receive 10 points of damage in round one; 20 in round two; 30 in round three; etc.)

STEAL HIDE Encounter Points: 6 Casting Time: Half action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 2 Initial Effect/Damage: +1 Armor to all allies (+1 per 3 levels of Bard) Secondary Effect/Damage: n/a Description: This driving rhythm and rhyme gives all allies in affected area a +1 Armor rating until end of encounter. Can only be used once per encounter.

Aeolian Scale

[A-Bb-C-D-E-Eb-F-G-A]

Restoration AWAKE Encounter Points: 4 Casting Time: Full action Type: Attack vs. Vitality 20 (-1 per level of Bard) Range: 0 Area of Effect (AOE): 3 Initial Effect/Damage: Awakens all allies within affected area from magically induced sleep Secondary Effect/Damage: n/a Description: An upbeat melody that awakens all allies in effected area from the effects of any magically induced sleep if a successful Trait check: Vitality is made.

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Lore COUNTER EFFECT Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a Range: 10 Area of Effect (AOE): 0 Initial Effect/Damage: Removes poison and its effects from targets Secondary Effect/Damage: n/a Description: This transformative tone penetrates an ally’s body to neutralize poisons and immediately remove all effects.

HYMN OF AID Encounter Points: 6 Casting Time: Half action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 2 Initial Effect/Damage: +1d6 healing to all allies Secondary Effect/Damage: n/a Description: This solemn tone grants 1d6 life points to all allies within area of effect.

INSPIRATION Encounter Points: 8 Casting Time: Half action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 3 Initial Effect/Damage: Grants all allies 2d8 additional life points until end of encounter Secondary Effect/Damage: n/a Description: Tone grants all allies 2d8 additional life points until the end of encounter. Can only be used once per encounter. Once encounter is over all additional life points are dissolved.

LIFE TRANSFER Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality 6 (+1 per level of Bard) Range: 0-10 Area of Effect (AOE): 3

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Lore Initial Effect/Damage: Transfers 1d8 life points from foes to allies in area of effect (+1 life point per 3 levels of Bard) Secondary Effect/Damage: n/a Description: A cheery tone that transfers 1d8 life points from each target within area of effect that fails to make a successful Trait check: Vitality and is applied to Bard or allies within the effected area.

MAJOR HEAL Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 2 Initial Effect/Damage: 1d8 healing to all allies (+2 life points per 3 levels of Bard) Secondary Effect/Damage: n/a Description: A tone that grants 1d8 life points of healing to all allies in affected area.

MINOR HEAL Encounter Points: 4 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 2 Initial Effect/Damage: +1d4 healing to all allies (+1 life point per 3 levels of Bard) Secondary Effect/Damage: n/a Description: A tone that grants 1d4 life points of healing to all allies in affected area.

STABILIZE Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 10 Area of Effect (AOE): 0 Initial Effect/Damage: Stabilizes target’s life points Secondary Effect/Damage: n/a Description: When an ally falls in battle, this tone will stabilize one target's life points keeping them from dropping lower until other healing can be applied.

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Lore Mixolydian Scale [G-A-Bb-C-D-Eb-F-G]

Utility DANCE Encounter Points: 10 Casting Time: Full action Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 2 Initial Effect/Damage: Targets drop weapons and begin dancing for one round per 3 levels of Bard Secondary Effect/Damage: n/a Description: This upbeat tone causes all enemies in area of effect to drop their weapons and begin dancing unless a successful Trait check: Intellect is made. Effect lasts for one round per three levels of the Bard. Weapons dropped require one full round to pick up before being used.

HEAT Encounter Points: 6 Casting Time: Full action Type: Attack vs. Agility 6 (+1 per level of Bard) Range: 10 Area of Effect (AOE): 0 Initial Effect/Damage: Heats metal object inflicting 1d8 damage Secondary Effect/Damage: n/a Description: When played this tone emits high-wave frequencies that causes a metal object to heat up, inflicting 1d8 damage to anyone holding it unless a successful Trait check: Agility is made.

HISTORIC FOLKLORE Encounter Points: 30 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Revelation of epic history event through song Secondary Effect/Damage: n/a Description: This complex melody is similar in effect to Local Folklore, but works on a grander scale, creating a song of epic proportion. When played, tone imparts information about past and present history concerning a region such as leaders, historic battles and places, or the general location of a unique item.

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Lore LOCAL FOLKLORE Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Revelation of local folklore through song Secondary Effect/Damage: n/a Description: When a Bard enacts this tone he mystically connects with the folklore of the immediate vicinity, which comes out in lyrical song. Knowledge received can be about a place, a person, or an event. The higher the level of the Bard the more folklore that is revealed.

RIFF Encounter Points: 16 Casting Time: Full action Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 3 Initial Effect/Damage: All allies in area of effect make an immediate full action attack Secondary Effect/Damage: n/a Description: Bard plays a complex riff on their instrument that distracts enemies within the area of effect— even if in a combat situation—allowing all allies to take an immediate full action attack at the end of the Bard’s turn unless a successful Trait check: Intellect is made by enemies.

SPHERE Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 1 Initial Effect/Damage: Deflection of 30 points of damage (+5 damage points per 3 levels of Bard) Secondary Effect/Damage: n/a Description: Creates a resonant chamber around the Bard capable of deflecting up to 30 points of damage suffered by range, melee, and incantation attacks. Protective sphere lasts until end of encounter, or until maximum damage is absorbed.

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Lore TONE DEAF Encounter Points: 10 Casting Time: Full action Type: Attack vs. Intellect 6 (+1 per level of Bard) Range: 0 Area of Effect (AOE): 2 Initial Effect/Damage: Hearing reduced to jumbled sounds Secondary Effect/Damage: n/a Description: Enemies who fail to make a successful Trait check: Intellect against this tone fall subject to its effects resulting in their inability to distinguish one sound or voice from another, effectively rendering their hearing ineffective and unable to act on any command given them. Those affected only hear a collection of jumbled sounds until the end of the encounter.

WALL OF SOUND Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 1 Initial Effect/Damage: Sphere of protection from all range weapon attacks for 3 rounds Secondary Effect/Damage: n/a Description: Tone creates an impenetrable, spherical shield of harmonic waves against all range weapon attacks (does not include incantational or melee attacks) extending one space outward in all directions. Effects of tone last three rounds unless tone is played again.

Collaborative Maneuvers Bards are unique in that they are able to execute, in addition to the musical tones listed above, Bardic Collaborative Maneuvers, or tones played in combination with select combat maneuvers, incantations, and concoctions that will enhance those actions and produce remarkable feats. This makes the Bardic class one of the most versatile classes in a party. Collaborative Maneuvers can only be employed once per encounter and cost 10 encounter points to execute in addition to the cost of the Bardic tone. Collaborative Maneuvers are accomplished when both the Bard and corresponding class, standing within ten spaces of each other, execute their actions (combat maneuver, incantation, or concoction) simultaneously. More often than not this will require the player earlier in Initiative to hold their action until their corresponding character’s turn comes available. Below is a list of the various actions that can be enhanced when a specific Bardic tone is played.

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Lore ALL-FOR-ONE

When the Bard’s Keening Croon tone is played in conjunction with the combat maneuver Power Strike, an invisible force of power is released that emanates outward five spaces from a space of equal distance between where the Bard and Fighter are standing, granting a +1 “to attack” and +2 damage (both per 2 levels of Bard) to all allies within the area of effect until the end of the encounter.

COCKTAIL CANNON

Combining the Bard’s Shatter with the Alchemist’s Molotov Cocktail produces an explosive 1d8 additional cocktails to be emitted in the surrounding spaces adjacent to the space where the Alchemist’s original cocktail lands. The Alchemist throws one cocktail, but mingled with the music, creates up to six (original + up to 5 additional = 6) cocktails unleashing a devastating affect.

FLAMMING WONDERS

When a Runecrafter casts Battle Blades in conjunction with the Bard’s tone, Heat, a series of 1d6 additional flaming blades, each rendering 1d8 damage plus 1d4 ongoing fire damage, will fall upon the Runecrafter’s target.

HAPPENSTANCE

Combining the Bard’s Harmonic Blast with the Wizard’s Identify Magic spell causes random forms of Arcana to be released. When executed, roll a d20 and consult the table below to see effect. See individual spell descriptions for more information. Roll (d20)

Result

1-2 3-4

All allies within three spaces of the Wizard fall under the effects of an Invisibility spell. Results in the release of three times the normal number of Arcane Arrows usually produce when cast by a Wizard. Arrows fly out in all directions, striking enemies in their path for twice their normal damage. All enemies within three spaces of Wizard come under the effects of a Fear spell. An Energy Blast arcs out three spaces in all directions from the Wizard inflicting twice as much damage as normal to all adversaries within the area of effect. Creates a Piercing Sound that originates from the location of the Wizard inflicting twice its normal damage. Results in a Soundwave spell being released from the Wizard’s location that causes twice as much damage. Causes all enemies within three spaces of Wizard to fall under the effects of a Petrify spell.

5-7 8-12 13-17 18-19

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Lore MORAL CRUSH

When the Intimidate combat maneuver is executed by a character of the Martial class it melds with the Bard’s Pox musical tone causing all attacks against the Bard’s allies within four spaces to suffer -4 “to attack” while all allies in the same area gain +4 “to attack” for the next two rounds.

MELIORATE

A combination of the Cleric’s Fellowship Heal with the Bard’s Major Heal creates a wave of restoration energy that emanates from a space equal in distance between both casters that doubles the normal healing effectiveness of their individual invocations.

ROGUISH REVENGE

When played, the Looting Lute enhances the Rogue’s Trip Attack by supernaturally sweeping the feet out from beneath all adversaries within three spaces of the Rogue, causing all enemies to fall prone and drop their weapons unless a Trait check: Agility 6 (+1 per level of Bard) is made.

SWARM SONG

The Bard’s Pied Piper combines with the Elementalist’s Swarm to release three times the number of swarming creatures as described in the ritual that inflict twice their normal damage. All other aspects of the swarm created are dictated by the ritual itself.

WHISTLING ARROWS

Combining the combat maneuver, Dual Strike, with the Bardic Wall of Sound to cause 2d20 arrows to rain down on enemies within an area of effect that extends four spaces outward from a space equal distance between Bard and Martial character.

ILLUMINATE

When the Cleric’s Compass and the Bard’s Local Folklore are played in tandem it causes all hidden objects within three spaces of Cleric to be revealed. This includes doors, traps, and magically obscured items. The revelation lasts for one round and can only be seen by Cleric.

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Lore

Sage S

agacity, mental acuity, and on occasion sound judgment, defines this select group of practitioners who take knowledge to unbelievable heights. With the scientific method—along with a smattering of pyromanic, electric, and linguistic skills—Sages create effects that are observable, measurable, repeatable, and often destructible. What they may lack in might or other athletic ability they make up for with scroll-learning, memorization, discipline, research, testing, and application. Perhaps a little manic at times—they don’t get out much—the Sage is always eager to apply what they have learned in the library to the real world, even if the real world is not quite ready for what they have created. Able with ranged weapons, particularly crossbows, Sages like to keep their armor light, as metal can be a reactive agent bearing both good and bad outcomes. When it comes to trivia they are masters, able to quote little known facts that most could care less to know. Sages are also rich in the skills of Folklore, Geography, and History, all of which are crucial for crawling about in long-forgotten libraries and athenaeum. A sturdy scroll case is always coveted to keep all their learning safe. Forgery, for good or for ill, is also a skill commonly known among the Sage class. Once you get a Sage talking, it can be quite difficult to get them to stop, though food often helps and an attractive passer-by with exceptional Appeal has been known to—at the very least—slow them down to a stutter. Dwarves excel in the Sage class, as do Humans, Bykken, and Woaden. Woodkin shy away as do Gwilyteem. Elves have been known, particularly with their long lives, to reach great achievements as Sages. Find a curious object that does not emit an aura of Aether, Mana, or Spirit? Call on the Sage and they will do all they can to name it, examine it, and if at all possible, identify it by breaking it down into its component parts. Just don’t count on them to put it back together again. There always seem to be extra parts left over.

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Lore

Famed for turning lead into gold, this rumor serves the Alchemist well as they strive to control the world around them through the mixing of herbs, ores, and combustible substances to ends both dire and delightful. An Alchemists’ bottles may contain any variety of noxious gases, flammable liquids, or explosive gels for use in a dungeon’s dark depths.

T

he Alchemist is not one who transforms lead into gold, though if possible they would do so, but one who is adept at mixing organic components to reach a variety of desired effects. Want to create a substance that will burst into flames upon contact, or form a poisonous gas that will clear out a room? Then the Alchemist is the character for you. An Alchemist is an ingenious academic who relies on their Intellect above any other traits. They carry on their person common and sometimes uncommon minerals such as ores, potions, powders, and acids which they creatively combine to achieve awesome outcomes. As such, Alchemists are easily recognized by the many belts and bags that hang around their midsection or drape over their shoulders. Within these they carry flasks, jars, mortar and pestle, a small scale, and other containers that hold needed materials used to make various concoctions; some of which can be prepared before the start of an adventure then carried as long as weight encumbrances are taken into consideration. During combat pre-prepared concoctions only require a half action to release at their target and are treated as ranged weapons. Critical hits with liquid concoctions not only follow the results listed in the Ranged Critical Hits chart (Appendix B), but also spread outward hitting all adjacent targets for half damage, or other effect, assuming a successful “attack” roll against all secondary targets is made. Likewise, critical misses are treated according to the Ranged Critical Miss chart (Appendix B). Because Alchemists do not utilize magical abilities they are able to wear light and medium armor of any type. In hand-to-hand combat an Alchemist will typically use a dagger, or a light hammer or axe—all common tools in the craft of alchemy.

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Lore Alchemists must be members of the Academy once they reach level three and remain in good standing to advance in levels. Members are required to pay an annual membership fee of twenty silver pieces to their local chapter per level of advancement. Anyone not in good standing or deemed unworthy for any reason by the Academy is denied further training. The practice of Alchemy is not free as its components require a cost. And unlike the Warrior who buys a sword, shield, and armor once and is afforded many uses out of them, Alchemists have to replenish their materials on a regular basis. Therefore, many Alchemists will request that a portion of a party’s treasure be applied to the costs of the components used.

Class Modifiers Primary Trait Class Skill Weapon Preferences Armor Restrictions Primary Role Class Life Points Miscellaneous

Intellect +1 Engineering Dagger; Light Hammer, Club, or Hand Axe Light/medium armor; no shields Melee/Range damage d8 (per level) see Class Advancement

Class Advancement Alchemy and chemistry share many principles, which is why this class falls under the category of Knowledge, but they are diverse as well. While chemistry serves as the base science of alchemy, it is perceived that alchemy, as a larger concept, is more of an art that stands on top of chemistry; a symbiotic amalgamation of chemistry and mysticism that conjoins to create many useful—and sometimes devastating—results. Alchemists advance through levels as any other class, learning basic skills and progressing toward mastery. As they advance, the Intellect of an Alchemist is tested at levels 3, 7, 12, 16, and 20. Through these tests the Alchemist gains personal enhancements that will increase their chances of attacking an opponent and inflicting damage. Below is a list of modifiers and titles gained at each level of testing.

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Lore Level 3 – Phlebotanist Phlebotinum is a viscous gel reduced from plant fluids and resins into a highly gelatinous concentrate. It is very stable and forms the basis for most of an Alchemist’s concoctions. Because phlebotinum is at the very heart of Alchemy, new recruits into the arts and sciences of alchemy are called Phlebotanists as they learn its many wondrous functions and abilities. +1 Intellect, +1 Vitality +1 Engineering, +1 History +1 Apothecary, +1 Herbologist +1 Melee Proficiency (choose one melee weapon: dagger, light hammer, club, or hand axe) Level 7 – Hermeticist Having graduated from gels and fluids, Hermeticists are given to the art of “sealing” and “fusing” items, forming—in principle—a sympathy between two or more bases into essentially one. Hermeticists gave the world Arcanum Glass, for instance. Glass, the mixing and heating of ash and sand into a clear malleable substance has been around for generations. But alchemy took the science of ash and sand and added the art of Arcanum to create a new, stronger glass capable of holding magic and chemical concoctions. One of the most common functions of a Hermeticist is to safely “seal” containers in which their highly-excitable phlebotinums are encased—for everyone’s safety. +1 Intellect, +1 Agility +1 Engineering, +1 History, +1 Folklore +1 Apothecary, +1 Herbologist +1 Melee Proficiency (choose one melee weapon: dagger, light hammer, club, or hand axe) +1 Range Proficiency (any light/medium range weapon) Level 12 – Galvanist At tenth level Alchemists graduate to the art of galvanism, the capturing of plasma into bottles of Arcanum Glass. Plasma is most often seen in the lightning strike of a thunderstorm, or from time to time when summoned by a powerful Druid, Wizard, or Runecrafter. Galvanists master sustaining this mysterious energy through their crafts of phlebotinum and hermetics to capture, sustain, and then when called upon, release, this plasma into an array of effects from something as startling as a firework, to the shocking debilitation of an armored guard. +1 Intellect, +1 Agility +1 Engineering, +1 History, +1 Folklore, +1 Apothecary, +1 Herbologist +1 Melee Proficiency (choose one melee weapon: dagger, light hammer, club, or hand axe) +1 Range Proficiency (any light/medium range weapon) +1 Awareness

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Lore Level 16 – Alchemist A full Alchemist has mastered the basics of concoctions and moves on to acids. Miasma, essentially stink bombs, are common among Alchemists, suspending combustible substances with acidic reagents in Arcanum Glass. When released they can be nothing more than noxious to smell, a tear gas to distract, or be lethally poisonous to inhale. Alchemists have mastered handling arsenic and methane to create explosions with ten times the yield of a simple Molotov cocktail. Alchemists do not take on students, but rather journal their efforts for future research and the creation of new concoctions. +1 Intellect, +1 Agility, +1 Vitality +1 Engineering, +1 History, +1 Folklore, +1 Apothecary, +1 Herbologist +1 Melee Proficiency (choose one melee weapon: dagger, light hammer, club, or hand axe) +1 Range Proficiency (any light/medium range weapon) +1 Awareness Level 20 – Alchemist Supreme Journals are fine for some, but the Alchemist Supreme has memorized the recipes to such a degree that they can mix and match elements and substances into intimidating mixtures of destruction. Formidable opponents, Alchemists Supreme are highly valued as they can bottle and sell their concoctions over the free market, though some constabularies frown on such, driving commerce into the black market. +2 Intellect, +2 Agility, +1 Vitality +2 Engineering, +2 History, +2 Folklore, +2 Apothecary, +2 Herbologist +2 Melee Proficiency (choose one melee weapon: dagger, light hammer, club, or hand axe) +2 Range Proficiency (any light/medium range weapon) +2 Awareness

Alchemist’s Journal Alchemists always carry with them a record known as the Alchemist’s Journal containing the recipes of their concoctions. At level one all Alchemists begin with two concoction recipes in their journal and gain two additional recipes per level of experience. As they increase in level they are able to create increasingly more powerful mixtures in the application of their trade. Unlike Martial, Arcane, Nature, and Sacred classes, Alchemists do not use combat maneuvers or incantations. Typically, an Alchemist will create several concoctions before setting out on an adventure allowing them to merely throw their resultant mixtures at an opponent without taking time to create something during in combat. Generally it takes five minutes to create a concoction. Unless otherwise noted in a concoction’s description, all concoctions are deployed as range attacks. As such, when throwing a concoction the Alchemist is able to add one half of their Agility

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Lore base modifier, rounded down, (Table 4.1) to their attack roll. And because Alchemists rely on their Intellect to construct their concoctions, they are able to add one-half their Intellect base modifier (Table 4.1) times their level to all damage rolls. An Alchemist’s journal can contain any of the recipes described below. Concoctions that are ingested generally attack either the target’s Vitality or Intellect, while concoctions that are thrown or poured out are against a target’s Armor or an object’s tensile strength. Tensile strength refers to the amount of damage an object (armor, weapon, other item) can take before being destroyed. The tensile strength for the various pieces of armor can be found in Chapter 9, for weapons in Chapter 10, and for most equipment items in Chapter 11. Once a concoction is learned the recipe can be used as many times as desired by the Alchemist. Cost included with each recipe refer to the base cost required to purchase the needed materials and produce the concoction. Once created, concoctions can be sold in most open markets for three times their base cost. When creating any concoction listed below, an Alchemist will use the “Concoctions” chart found in Chapter 8 under Table 8.2.

Alchemist Concoctions Acid

Flash Bang

Liquid Fire

Silver Plating

Analysis

Firecracker

Molotov Cocktail

Sticky Tar

Binding

Fool’s Gold

Nauseous Gas

Slush

Camouflage

Galvanic Cell

Oil of Vitriol

Steel Coating

Cast

Glycerin

Ooze

Swello

Catalyst

Grenade

Poisonous Gas

Thermite

Concealing Smoke

Hallucination

Purify/Taint

Truth Serum

Enhanced Agility

Healing Draught I

Rapid Freeze

Weeping Gas

Enhanced Appeal

Healing Draught II

Rapid Speed

Enhanced Might

Healing Draught III

Shock

Enhanced Vitality

Incense

Sleeping Draught

Acid Casting Time: Half action Type: Attack vs. Armor (or Tensile Strength) Cost: 2sp, 1 cp [3 oz. | 1 oz. Phlebotium: Acidic, 1 oz. Ammonia; 1 oz. Brimstone] Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Dissolves objects or inflicts 1d8 damage (+1d4 damage per 2 levels of Alchemist) Secondary Effect/Damage: Ongoing 1d6 damage for 5 rounds unless Trait Check: Agility 6 (+1 per level of Alchemist) Description: Dissolves any object at a rate of five tensile strength points per round for five rounds or inflicts 1d8 damage and ongoing 1d6 damage for five rounds against living creatures.

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Lore Analysis Casting Time: 3 Full actions Type: Attack vs. Intellect check Cost: 2sp, 1 cp [3 oz. | 1 oz. Phlebotium: Basic; 1 oz. Ammonia; 1 oz. Brimstone] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: +1 to identify object Secondary Effect/Damage: n/a Description: Concoction breaks down any substance or item into its component parts, granting Alchemist +1 to identify object (+1 per level of Alchemist). However, once a substance has been broken down it cannot be recombined.

Binding Casting Time: Full action Type: Attack vs. n/a Cost: 2sp, 4cp [4 oz. | 1 oz. Phlebotium: Basic; 1 oz. Resin, Pine; 1 oz. Glue: fish gill extract; 1 oz. Carbon] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Binding agent (see description) Secondary Effect/Damage: n/a Description: This mixture of exotic resins, fish gill excretion, and other elements creates a sympathetic glue unlike any other. When applied to a surface, anything that touches the surface within five rounds after application will become permanently bonded to surface. Adhere a box to a ceiling, repair or seal a door… the opportunities are only limited by your imagination. A one-ounce phial of the substance is enough to suspend the weight of a medium-size creature.

Camouflage Casting Time: Half action Type: Attack vs. n/a Cost: 51sp, 1cp [3 oz. | 1 oz. Phlebotium: Basic; 1 oz. Calcium; 1 oz. Addler egg shell] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Target gains +3 Stealth if moving; +6 Stealth if motionless Secondary Effect/Damage: Camouflage last for 10 minutes (+1 minute per 2 levels of Alchemist) Description: When ingested by target, potion grants target ability to blend into surroundings for a short time, gaining +3 Stealth if moving and +6 Stealth if target remains motionless. Potion takes effect immediately after ingestion.

Cast Casting Time: 2 Full actions Type: Attack vs. n/a Cost: 22sp, 1cp [4 oz. | 1 oz. Phlebotium: Basic; 1 oz. Limestone; 1 oz. Addlevice Stemen; 1 oz. Calcium] Range: 0 Area of Effect (AOE): see below Initial Effect/Damage: Hardened cast requiring Trait check: Agility 6 (+1 per level of Alchemist) to break free

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Lore Secondary Effect/Damage: n/a Description: Creates a white powder that when mixed with water will quickly expand and turn rock hard. One measure of substance can be thrown at a target to hold a medium-size target in place unless a successful Trait check: Agility is made. One measures of this powder when mixed with water will expand to fill one cubic foot or cover a five-foot-square area one-half inch deep.

Catalyst Casting Time: n/a Type: Attack vs. Armor Cost: 1sp, 1cp [2 oz. | 1 oz. Phlebotium: Basic; 1 oz. Catalyst: Basic] Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Transforms any liquid into a substance that can be thrown Secondary Effect/Damage: (see transformed liquid) Description: When this power is combined with any other liquid substance it changes the physical properties of the liquid into a product that can be pressed together and thrown. When thrown the original effects of the liquid substance will result upon impact. Liquid substances can include items such as acid or poison.

Concealing Smoke Casting Time: Full action Type: Attack vs. n/a Cost: 5sp [3 oz. | 1 oz. Phlebotium: Basic; 2 oz. Phosphate; 4 oz. double vial] Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Thick smoke (-5 Awareness to all within area of effect) Secondary Effect/Damage: n/a Description: A double vial containing two substances that when thrown against a stone or other hard surface will break and combine causing the two materials to mix and fill an area with dense, black smoke. In lieu of a hard surface to strike, the concoction can also be mixed manually but cannot be thrown.

Enhanced Agility Casting Time: Full action Type: Attack vs. n/a Cost: 21sp, 1cp [3 oz. | 1 oz. Phlebotium: Basic; 1 oz. Sodium Bicarbonate; 1 oz. Knight-Stalker extract] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: +5 Agility base modifier for 1 hour (+1 hour per 3 levels of Alchemist)Secondary Effect/ Damage: n/a Description: When ingested, grants individual +5 Agility base modifier for 10 minutes.

Enhanced Appeal Casting Time: Full action Type: Attack vs. n/a

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Lore Cost: 31sp, 1cp [3 oz. | 1 oz. Phlebotium: Basic; 1 oz. Sodium Bicarbonate; 1 oz. Wooly Mammoth Placenta] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: +5 Appeal base modifier for 1 hour (+1 hour per 3 levels of Alchemist) Secondary Effect/Damage: n/a Description: When ingested, grants individual +5 Appeal base modifier for one hour.

Enhanced Might Casting Time: Full action Type: Attack vs. n/a Cost: 21sp, 1cp [3 oz. | 1 oz. Phlebotium: Basic; 1 oz. Sodium Bicarbonate; 1 oz. Urine: old male Aurochs] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: +5 Might base modifier for 1 hour (+1 hour per 3 levels of Alchemist) Secondary Effect/Damage: n/a Description: When ingested, grants individual +5 Might base modifier for one hour.

Enhanced Vitality Casting Time: Full action Type: Attack vs. n/a Cost: 51sp, 1cp [3 oz. | 1 oz. Phlebotium: Basic; 1 oz. Sodium Bicarbonate; 1 oz. Addler egg shell] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: +5 Vitality base modifier for 1 day (+1 day per 3 levels of Alchemist) Secondary Effect/Damage: n/a Description: When ingested, grants individual +5 Vitality base modifier for one day.

Flash Bang Casting Time: Full action Type: Attack vs. Intellect Cost: 4sp, 1cp [4 oz. | 1 oz. Phlebotium: Acidic; 1 oz. Phosphate; 1 oz. Magnesium; 1 oz. Catalyst: explosive] Range: 0-10 Area of Effect (AOE): 2 Initial Effect/Damage: Stun for 1d4 rounds unless Trait check: Intellect 6 (+1 per level of Alchemist) Secondary Effect/Damage: n/a Description: A magnesium-heavy firecracker that makes a tremendously loud bang with a brilliant, blinding flash of light that stuns all creatures within the area of effect for 1d4 rounds. It’s always wise to warn fellow party members before releasing a Flash Bang!

Firecracker Casting Time: Full action Type: Attack vs. Intellect Cost: 2sp, 1cp [3 oz. | 1 oz. Phlebotium: Acidic; 1 oz. Magnesium; 1 oz. Catalyst: explosive]

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Lore Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: 8 small explosions Secondary Effect/Damage: n/a Description: A string of eight small explosive mixtures useful for creating a diversion or surprising other creatures, these items can also be used to spark a fire in straw, hay, thatch, or other dry combustibles.

Fool’s Gold Casting Time: Full action Type: Attack vs. Awareness Cost: 3sp, 3cp [4 oz. | 1 oz. Phlebotium: Acidic; 1 oz. Lead shavings; 1 oz. Carbon; 1 oz. Magnesium] Range: 0 Area of Effect (AOE): 3 x 3 sq ft Initial Effect/Damage: Creates appearance of gold surface Secondary Effect/Damage: n/a Description: A liquid that turns the surface of any metal object into the appearance of gold when contact is made. Covering will last for one day before it begins to wipe-off. Anyone who cuts into the affected material will immediately see that the item is not true gold. Otherwise, only a successful Readiness check: Awareness will reveal the false gold. One application will cover a three-by-three foot area.

Galvanic Cell Casting Time: Full action Type: Attack vs. Armor Cost: 3sp, 2cp [4 oz. | 1 oz. Phlebotium: Acidic; 1 oz. Lead shavings; 2 oz. Catalyst: explosive; 4 oz. double vial] Range: 0-10 Area of Effect (AOE): 0 (possibly 1; see description) Initial Effect/Damage: 3d6+6 electrical damage (+1d4 damage per 2 levels of Alchemist) Secondary Effect/Damage: Target stunned for 1d4 rounds unless Trait check: Vitality 6 (+1 per level of Alchemist) Description: These small and costly concoctions bring lead, acids, and other ores together into a glass container sealed with copper. Upon impact when thrown, or if crushed, internal ingredients are pressed together producing a one-time discharge of what appears to be tiny arcs of lightning, causing 3d6+6 damage (+1d8 damage if target is wearing metal armor and if a successful Trait check: Vitality is not made target is also stunned for 1d4 rounds). If target is standing in water then all adjacent targets in the same water will suffer 1d12 damage. (Must roll attack for each additional target).

Glycerin Casting Time: Full action Type: Attack vs. Armor Cost: 6sp, 1cp [4 oz. | 1 oz. Phlebotium: Basic; 1 oz. Black powder; 1 oz. Thermite; 1 oz. Magnesium] Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: 4d6 damage (+1d4 damage per 2 levels of Alchemist) Secondary Effect/Damage: n/a Description: A volatile, gelatinous substance that is extremely unstable and will explode on contact if dropped or thrown.

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Lore Grenade Casting Time: Full action Type: Attack vs. Armor Cost: 6sp, 6cp [6 oz. | 1 oz. Phlebotium: Basic; 2 oz. Black powder; 1 oz. Thermite; 1 oz. Zinc; 1 oz. Iron shavings; 6 oz. Vial: clay] Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: 2d8 (+1d4 damage per 2 levels of Alchemist) Secondary Effect/Damage: n/a Description: A clay vial, corked and fused, is filled with explosive powders and iron shavings that cause devastating damage when it explodes. Devices will explode on impact affecting all creatures within area of effect.

Hallucination Casting Time: Full action Type: Attack vs. Intellect Cost: 21sp, 1cp [3 oz. | 1 oz. Phlebotium: Basic; 1 oz. Xylopod spores; 1 oz. Gypsum] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Causes hallucinations for 30 minutes unless Trait check: Intellect 6 (+1 per level of Alchemist) Secondary Effect/Damage: -3 “to attack” (-1 “to attack” per 2 levels of Alchemist) Description: An odorless and tasteless liquid that, if ingested, will cause recipient to experience hallucinations for half an hour unless a successful Trait check: Intellect is made. Hallucinations will cause recipient to attack with a negative modifier and act irrationally. Hallucinations will represent what target fears most in life, though it will not make recipient take his/her own life.

Healing Draught I Casting Time: Full action Type: Attack vs. n/a Cost: 2sp, 2cp [4 oz. | 1 oz. Phlebotium: Basic; 1 oz. Ginger extract; 1 oz. Wolfsbane extract; 1 oz. Catalyst: basic] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Heals for 10 life points (+1 life point per 2 levels of Alchemist) Secondary Effect/Damage: n/a Description: A simple healing liquid that restores 10 life points to its recipient when ingested.

Healing Draught II Casting Time: Full action Type: Attack vs. n/a Cost: 5sp, 1cp [4 oz. | 1 oz. Phlebotium: Basic; 1 oz. Thermite; 1 oz. Wolfsbane extract; 1 oz. Catalyst: basic] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Heals for 25 life points (+1 life points per 2 levels of Alchemist) Secondary Effect/Damage: n/a Description: A simple healing liquid that restores 25 life points to its recipient when ingested.

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Lore Healing Draught III Casting Time: Full action Type: Attack vs. n/a Cost: 13sp, 1cp [4 oz. | 1 oz. Phlebotium: Basic; 1/2 oz. Knight-Stalker extract; 1 oz. Wolfsbane extract; 1 oz. Catalyst: basic] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Heals recipient for 50 life points (+1 life point per level of Alchemist) Secondary Effect/Damage: n/a Description: A simple healing liquid that restores 50 life points to its recipient when ingested.

Incense Casting Time: Full action Type: Attack vs. n/a Cost: 1sp, 5cp [5 sticks | 1 oz. Phlebotium: Acidic; 1 oz. Ash, white oak; 2 oz. Suet; 1 oz. Zinc; 5 sticks (free)] Range: 0 Area of Effect (AOE): 0 (expands 1 space per round up to 10 spaces) Initial Effect/Damage: Creates false scents lasting 10 minutes (see below) Secondary Effect/Damage: n/a Description: Incenses are an Academy’s cleverly crafted flavored sticks that, when burned, slowly release a variety of aromas. Useful for concealing smells or releasing false scents to deter or attract others. Incense sticks begin working when lit and will spread outward in every direction one space per round until they reach an area of effect equal to ten spaces. While any scent can be created, possible scents include the following:

Campfire Incense Cinnamon Incense Orc Incense Roasted Meat Incense

Creates the false smell of a human campfire Creates a pungent, but pleasant scent, masking a strong odor Releases the scent of an Orc Releases the scent of roasted meat

Liquid Fire Casting Time: Full action Type: Attack vs. Armor Cost: 9sp, 1cp [5 oz. | 1 oz. Phlebotium: Acidic; 2 oz. Phosphate; 1 oz. Thermite; 1 oz. Carbon] Range: 0-10 Area of Effect (AOE): 0 (expands 1 space outward each time water is applied) Initial Effect/Damage: 4d8 damage (+1 damage per level of Alchemist) Secondary Effect/Damage: Ongoing 1d6 damage unless Trait check: Agility 6 (+1 per level of Alchemist) Description: A liquid substance that when set on fire will continue to burn unless extinguished by dirt, sand, or some other non-combustible substance. If water is applied to substance its area of effect will double in one round.

Molotov Cocktail Casting Time: Full action Type: Attack vs. Armor Cost: 4sp, 1cp [3 oz. | 1 oz. Phlebotium: Acidic; 1 oz. Thermite; 1 oz. Catalyst: explosive] Range: 0-10

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Lore Area of Effect (AOE): 1 Initial Effect/Damage: 2d6 damage (+1 damage per level of Alchemist) Secondary Effect/Damage: ½ damage to all creatures one space out from primary target Description: A clay jar filled with a highly combustible substance that is corked with a fuse-like piece of fabric. Once lit, the jar is thrown at its target. Upon impact, substance hits target and splashes outward one space in every direction inflicting half damage to all targets against which a successful attack roll is made.

Nauseous Gas Casting Time: Full action Type: Attack vs. Vitality Cost:3sp, 1cp [4 oz. | 1 oz. Phlebotium: Acidic; 1 oz. Catalyst, basic; 1 oz. Iodine, liquid; 1 oz. Gypsum] Range: 0-10 Area of Effect (AOE): 0 (expands 1 space per round up to 10 spaces) Initial Effect/Damage: Nausea resulting in -3 “to attack” & -4 Awareness (-1 per 2 levels of Alchemist) unless Trait check: Vitality 6 (+1 per level of Alchemist) Secondary Effect/Damage: n/a Description: When released from its container this gas spreads outward in every direction at one space per round causing all within affected area to experience an extreme feeling of nausea unless a successful Trait check: Vitality is made. All creatures failing their check will suffer -3 “to attack” and -4 Awareness. All effects will continue until a successful Trait check: Vitality is made or until end of encounter.

Oil of Vitriol Casting Time: Full action Type: Attack vs. Armor Cost: 1sp, 1cp [4 oz. | 1 oz. Phlebotium: Basic; 1 oz. Ammonia; 2 oz. Brimstone] Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: 2d6 damage primary target; 1d6 damage secondary targets (+2 damage per level of Alchemist) Secondary Effect/Damage: Ongoing 1d6 damage unless Agility 6 (+1 per level of Alchemist) Description: Oily liquid yellow in hue and viscous in texture, that must be contained in a jar of some sort. When thrown container will burst releasing the mixture that burns its target for 2d6 damage. Oil will also splash outward in every direction one space inflicting 1d6 damage if a successful attack is made. All affected targets will continue to take damage until a successful Trait check: Agility is made.

Ooze Casting Time: Full action Type: Attack vs. n/a Cost: 3sp, 1cp [4 oz. | 1 oz. Phlebotium: Basic; 2 oz. Sodium Bacarbonate; 1 oz. Catalyst: basic] Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Dispels ongoing chemical effects of other concoctions Secondary Effect/Damage: n/a Description: This purple, biodegradable, viscous substance is found in every Alchemist’s lab as its overriding property is to nullify all chemical reactions associated with acid, fire, and similar concoctions of equal proportion. Emptying a phial of Ooze onto an affected area will render any ongoing effects inert. Also useful for extinguishing simple chemical mishaps on the part of an Alchemist as well.

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Lore Poisonous Gas Casting Time: Full action Type: Attack vs. Vitality Cost: 6sp, 1cp [4 oz. | 1 oz. Phlebotium: Acidic; 2 oz. Ammonia; 1 oz. Arsenic] Range: 0-10 Area of Effect (AOE): 0 (expands 2 spaces per round for five rounds) Initial Effect/Damage: 2d10 damage & -3 “to attack” (+1 damage per level of Alchemist) unless Trait check: Vitality 6 (+1 per level of Alchemist) Secondary Effect/Damage: Ongoing 1d8 damage until Vitality 6 (+1 per level of Alchemist) Description: Toxic crystals that when placed in water or other liquid solution produce a poisonous gas that grows two spaces per round in every direction for up to five rounds. Poison takes the form of a light vapor causing all within effective area to make a Trait check: Vitality or suffer 2d10 damage and ongoing 1d8 damage until a successful Trait check: Vitality is made. Substance can be incorporated into traps of various kinds by those in the Rogue class.

Purify/Taint Casting Time: Full action Type: Attack vs. Vitality Cost: 2sp, 1cp [3 oz. | 1 oz. Phlebotium: Basic; 1 oz. Iodine, liquid; 1 oz. Carbon] Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Purifies or taints water. If taint then 2d8 damage per round until Trait check: Vitality 6 (+1 per level of Alchemist) Secondary Effect/Damage: n/a Description: A chemical mixture that has two applications; either as a liquid that will make up to twenty gallons of tainted water pure or one that will taint pure water (the same amount) and inflict 2d8 damage per round until a successful Trait check: Vitality is made.

Rapid Freeze Casting Time: Full action Type: Attack vs. Armor Cost: 4sp, 1cp [4 oz. | 1 oz. Phlebotium: Acidic; 2 oz. Quicksilver; 1 oz. Sodium Bicarbonate] Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 3d8 damage (+2 damage per level of Alchemist) Secondary Effect/Damage: Ongoing 1d6 damage unless Trait check: Agility 6 (+1 per level of Alchemist) Description: A liquid substance that when comes in contact with an object will instantly freeze the object’s surface for one hour if not exposed to heat. If used against an animate object substance will cause 3d8 damage and ongoing 1d6 damage until a successful Trait check: Agility is made.

Rapid Speed Casting Time: Full action Type: Attack vs. n/a Cost: 2sp, 1cp [3 oz. | 1 oz. Phlebotium: Basic; 1 oz. Calcium; 1 oz. Catalyst: basic] Range: 0 Area of Effect (AOE): 0

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Lore Initial Effect/Damage: Increased speed (2x normal movement per half turn) Secondary Effect/Damage: n/a Description: A liquid potion that when ingested increases the speed of the individual for five rounds.

Shock Casting Time: Full action Type: Attack vs. Armor Cost: 2sp, 1cp [3 oz. | 1 oz. Phlebotium: Basic; 1 oz. Limestone; 1 oz. Gypsum] Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: 3d6 damage (+1 damage per level of Alchemist) Secondary Effect/Damage: Doubles all electrical damage done against target until end of encounter Description: A black, powdery substance that when placed on the surface of a target will cause 3d6 damage and doubles target’s electrical conductivity. Any electrically-based damage done against target until the end of the encounter will result in double damage.

Sleeping Draught Casting Time: Full action Type: Attack vs. Vitality Cost: 3sp, 3cp [5 oz. | 1 oz. Phlebotium: Basic; 1 oz. Gaul; 2 oz. Calcium; 1 oz. Carbon] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Target falls asleep for 1d6 hours unless Trait check: Vitality 6 (+1 per level of Alchemist) Secondary Effect/Damage: n/a Description: When ingested potion causes target to fall asleep for 1d6 hours unless a successful Trait check: Vitality is made. Potion takes ten minutes to take effect and can be administered directly or incorporated into another substance.

Silver Plating Casting Time: 2 Full actions Type: Attack vs. n/a Cost: 3sp, 1cp [4 oz. | 1 oz. Phlebotium: Acidic; 1 oz. Quicksilver; 1 oz. Catalyst: basic] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Silver plating to any metal surface (see below for damage) Secondary Effect/Damage: n/a Description: Substance provides a temporary silver plating on any metal surface. Plating lasts for three encounters on combat items adding +1d8 damage to any successful attacks against Malefic, Undead, and Unliving creatures. Plating takes two rounds to apply and will cover one short sword, half of a longsword, or twenty arrow tips. On objects not used in combat silver plating will last indefinitely or until it is worn off by some direct means. In respect to coinage, one application of Silver Plating can cover fifty coin pieces.

Sticky Tar Casting Time: Full action

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Lore Type: Attack vs. Agility Cost: 3sp, 2cp [3 oz. | 1 oz. Phlebotium: Acidic; 1 oz. Tar; 1 oz. Thermite] Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Reduces movement to half speed Secondary Effect/Damage: If set on fire, tar will burn all in affected area for 2d6 damage per round unless Trait check: Agility 6 (+1 per level of Alchemist) Description: A thick, sticky tar substance that when thrown explodes and covers an area of effect of three spaces. Substance reduces all movement through affected spaces by half. Tar can be set on fire and burn for ten rounds causing 2d6 damage to all creatures that enter affected area unless a successful Trait check: Agility is made.

Slush Casting Time: Full action Type: Attack vs. Armor (see below) Cost: 1sp, 1cp [4 oz. | 1 oz. Phlebotium: Basic; 1 oz. Zinc; 2 oz. Thermite] Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Creates an icy surface with all in area of effect falling prone unless Trait check: Agility 6 (+1 per level of Alchemist); if applied to animate object inflicts 3d8 damage vs. Armor (+2 damage per level of Alchemist) Secondary Effect/Damage: n/a Description: A solution that when added to water creates an immediate chemical reaction turning a designated area of effect into ice. If applied to the skin of a creature substance will inflict 3d8 cold damage with 1d6 ongoing damage until a successful Trait check: Vitality is made. Substance can also be used against gelatinous creatures causing them to become motionless in addition to above damage.

Steel Coating Casting Time: Full action Type: Attack vs. n/a Cost: 2sp, 3cp [5 oz. | 1 oz. Phlebotium: Basic; 2 oz. Iron shavings; 1 oz. Magnesium; 1 oz. Iodine] Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Grants +3 Armor (+1 Armor per 3 levels of Alchemist) Secondary Effect/Damage: n/a Description: A powdery mixture that when applied to a non-metalic surface increases surface’s armor rating by +3 for 30 minutes. On objects not used in combat, covering will last indefinitely or until it is worn off by some direct means. Effects of Steal Coating do not negatively affect Mages or Druids.

Swello Casting Time: Half action Type: Attack vs. n/a Cost: 21sp, 1cp [3 oz. | 1 oz. Phlebotium: Acidic; 1 oz. Calcium; 1 oz. Addlevice stamen] Range: 0 Area of Effect (AOE): 21 sq ft (see below) Initial Effect/Damage: Substance that swells to form solid barrier (see description) Secondary Effect/Damage: n/a

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Lore Description: These six-sided capsules (1 inch in dimension) of phlebotinum, once exposed to calcium, will swell and fill a standard doorway (3’ x 7’ x 1’) in one round, making it impossible to pass. The barrier is translucent, spongy, and non-permeable, so light may pass through but gases will not. Substance when formed will maintain a tensile strength of 60 points. Placed on water and activated, Swello floats and remains cohesive for 30 minutes.

Thermite Casting Time: Full action Type: Attack vs. Armor Cost: 25sp, 1cp [4 oz. | 1 oz. Phlebotium: Acidic; 1 oz. Thermite; 1 oz. Carbon; 1 oz. Xylopod Spore] Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Burns through metal/wood at 20 tensile strength points per round; or does 6d6 damage per round against creatures (+2 damage per level of Alchemist) unless Trait check: Agility 6 (+1 per level of Alchemist) Secondary Effect/Damage: Ongoing 2d6 per round until Trait check: Vitality 6 (+1 per level of Alchemist) Description: A mixture of two chemicals that produces a molten substance capable of burning through metal and wood. When applied to stone Thermite becomes hot enough to cook a meal or burn the feet of any creature who stands on its surface. Once activated, Thermite will continue to burn even underwater. There is no natural means of halting a Thermite action except to let it burn out in thirty minutes. If applied to a creature’s skin or outer shell, Thermite will cause 6d6 damage per round until it naturally dissipates or a successful Trait check: Agility is made.

Truth Serum Casting Time: Full action Type: Attack vs. Intellect Cost: 2sp, 1cp [4 oz. | 1 oz. Phlebotium: Basic; 1 oz. Gypsum; 1 oz. Sodium Bicarbonate; 1 oz. Ahool feces] Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Target answers all questions truthfully unless Intellect 6 (+1 per level of Alchemist) Secondary Effect/Damage: n/a Description: When ingested, target will answer all questions truthfully unless a Trait check: Intellect is made. Serum takes five minutes to take effect and will last for thirty minutes.

Weeping Gas Casting Time: Full action Type: Attack vs. Vitality Cost: 5sp, 1cp [3 oz. | 1 oz. Phlebotium: Acidic; 1 oz. Turpentine; 1 oz. Ammonia] Range: 1-10 Area of Effect (AOE): 0 (+1 space per round up to 10 spaces) Initial Effect/Damage: All targets in affected area blinded resulting in -5 “to attack” unless Trait check: Vitality 6 (+1 per level of Alchemist); Secondary Effect/Damage: n/a Description: Potent crystals that have been distilled from a secret Academy recipe that is usually contained in a fist-sized clay container. When smashed, which occurs upon impact if thrown, crystals release a billowing cloud of gas that will fill one space per round extending up to ten spaces outward in every direction. Gas causes eyes of all creatures in affected area to burn rendering them unable to see until a successful Trait check: Vitality is made. If blinded, all affected creatures will fight at a -5 “to attack.”

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Lore

Arcane

Classes

Arcanists are masters at using the force of Mana to bend the laws of physics to their will, casting awe-inspiring fireballs, conjuring lightning strikes, or ripping open the very fabric of space. Never take a member of the Arcana classes for granted! Few will stand in the way of those who wield the strange and misunderstood reality that is magic. “Dwimmercraft” is the ability to direct the forces of the universe, and can be an awesome wonder to behold, as well as a deadly power to encounter. Calling on the lore of ages past, Arcane characters, from novice to grand masters, seemingly create fire and lightning and summon forces to aid in battle out of thin air. The casting of spells is simply the invocation of the Mana force through the use of an ancient language, either spoken or invoked in the form of runes. Those versed in the Arcane lore refuse any armor constructed of metal, as it interferes with their thaumaturgical skills, thereby leaving them more vulnerable to natural weapons. Still, a well-versed Arcanist is a valued member of any party due to their ability to inflict damage on multiple targets simultaneously and control their environment. The Arcane class category consists of the Mage class, which is subdivided into the Runecrafter and Wizard. These two specializations are distinguished by the type of spells each employ in combat. While the Runecrafter utilizes ancient inscriptions (runic letters) to imbue their spells onto tangible items, the Wizard utilizes an audible version of the same ancient language to cast their thaumaturgy. Those in the Mage class have access to a certain number of spells per level based on their Intellect score. See Table 4.1 (Incantations Known per Level) for more information.

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Mage M

ana, the unseen force that eludes most, seems to find Mages—Runecrafters and Wizards—as the lens through which it is revealed in the world. Noted and coveted for their ability to wield spells, funneling incantations with devastating outcomes, a Mage can be the life of a party—literally. But they have their limits too. The Mage Class is restricted in external protection, a sacrifice that must be made to wield the incredible forces that flow through them. Worn metals (other than jewelry) inhibit their powers, forcing them to rely on natural textiles such as fabric, leather, bark, and resins for protection, along with spells and a few stalwart companions from the Martial classes. For this reason, you will often find the Mage in the middle of a group of adventurers. Allied with a specific College, or Hall (Ascendency, Assailment, or Aegis), Runecrafters and Wizards gain unique modifiers for influence, offense, defense, and foresight, so choose your college wisely. Learn where a Mage studied and you will know much about them already. On the whole, Dwarves are uncomfortable with magic, unless imbued into a wondrous item, so finding a Dwarven Mage is extremely rare. The Woodkin and Woaden are wary of the craft as well, but there are always exceptions. Elves, however, are familiar with the powers of Mana, followed closely by Humans and Bykken, all of whom have fostered legendary Wizards and Runecrafters, whose deeds are sung by Bards in the shield halls of great chieftains. The Gwilyteem, once trapped, enslaved, and transformed by fell magics, may defend and befriend a Mage—albeit with some suspicion—but vocationally despise the craft. In hand-to-hand combat, Mages wield staves, a five to six foot long poll of wood (often enchanted), which they use to bash the brains of their enemies. When all Mana is expended—as can happen—the staff is the weapon they turn to. Due to their love of Arcane lore, Mages are constantly on the hunt for artifacts, enhanced wands, magical scrolls, potions, or other imbued devices as are common among their class—particularly a magical staff. Always remember, Mages make great friends but terrible enemies!

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Lore

Proving the written word is mightier than the sword, the Runecrafter inscribes ancient symbols onto common and uncommon items, often with devastating effects. Runes, through various combinations, are used to release the force of Mana to the wonder of all. Acorn or sword, stone or garment, all can be imbued through the lore of the Runecrafter.

T

he magical abilities of the Runecrafter rely not on common script or the script of any other language uttered by the free races, but on ancient runes. Icons and glyphs perfected in ancient times and fabricated from elder wisdom that possess the ability to draw upon and even hold the force of Mana. Typically inscribed on small objects (i.e. pieces of stone, clay, wood, or ivory) using chalks, inks, and chisels, runes, when combined in select ways possess the power to draw upon the force of Mana during combat. Runes may also be carved on such items as swords, armor, walls, stones, parchments, fabrics, or other objects to take the form of a glyph that is activated at a later time. Runes used for latter activation, not in an encounter, draw on the Runecrafter’s daily alottment of encounter points. Once activated a rune, or glyph, will glow with an amber hue for a moment. Runecrafters, like Wizards, are precluded from wearing metal armor, which impedes their magical abilities. They prefer cloth-based armor, the hem of which can be decorated with runes of protection if the Runecrafter is of appropriate level. For example, a Runecrafter may imbue their robe with a rune of defense against fire, cold, or some other type of magical attack. Higher level Runecrafters can also adorn these same runes of protection on the garments of other party members, regardless of class. Unlike Wizards, Runecrafters can prepare for encounters well in advance through the use of warding glyphs. When faced with a melee combat situation a Runecrafter will turn to their wooden staff to attack, but will resume casting spells when they move outside the range of hand-to-hand combat. Being part of the Mage class, a Runecrafter relies on their Intellect to determine how many spells they can know per level of experience and their Mana to determine how many encounter points they have available to cast spells during an encounter (see Table 4.1).

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Lore Class Modifiers Primary Trait Class Skill Weapon Preferences Armor Restrictions Primary Role Class Life Points Miscellaneous

Mana/Intellect +1 Linguistics Staves Light/medium armor (no metal); no shields Melee/Range damage d8 (per level) see Class Advancement

Class Advancement Based on their association with one of the three Mage Colleges (see Page 200).

Runic Neckless of Protection

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Lore

Universally known and feared for the power they wield, Wizards are masters of the Mana force that surrounds them, transmuting arcane energies into tangible and intangible wonders both great and small. The more advanced the Wizard, the more devastating his or her craft, and the more important it becomes to keep them happy.

W

izards are a subclass of individuals skilled in the Arcane arts. As they rise in level, they gain the ability to manage and control more and more powerful spells with greater accuracy and proficiency. Unlike Runecrafters, Wizards do not use the combination of runes to cast their spells, but rely on the spoken word. Calling upon the same ancient language as Runecrafters, Wizards are able to bring about physical manifestations through the declaration of simple words and phrases. Most often Wizards appear in ornate robes, though they often wear padded armor beneath. As such, Wizards regularly look for and will try to negotiate any magic item that increases their defense, as their light armor provides little in the way of deflecting an arrow or stopping a sword. At higher levels Wizards will typically wear white outer garments as a sign of their station in life. The conical, wide-brimmed hat with a cone on top, is an iconic symbol among Wizards. One would think—and perhaps it is true—that the longer their hair or beard (in the case of men), the more verisimilitude their magic exudes. Like any magical-based class, because magic lore is an art as much as it is a science, there is always a small chance that something may go wrong when a spell is cast. The vast majority of the time, however, the statistical odds are in favor of success. The lust of Wizards for magical artifacts is renown, craving any enchanted ring, bewitched wand, mana-imbued staff, or other magical item, no matter how great or small. Wizards have access to a certain number of spells per level based on their Intellect trait score (see Table 4.1). As a Wizard grows in experience and levels, they are able to select additional spells listed

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Lore in the Spells section in Chapter 7 under Wizard. Encounter points used to cast a spell are based on a Wizard’s Mana trait score as found in Table 4.1.

Class Modifiers Primary Trait Class Skill Weapon Preferences Armor Restrictions Primary Role Class Life Points Miscellaneous

Mana/Intellect +1 Linguistics Staves Light/medium armor (no metal); no shields Melee/Range damage d8 (per level) see Class Advancement

Class Advancement Based on association with one of the three Mage Colleges (see Page 200).

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Lore Class Advancement (Runecrafters & Wizards) Mages, both Runecrafters and Wizards, associate themselves with one of three Colleges, or Halls, upon reaching third level. These include the colleges of Ascendancy, Assailment, and Aegis. Each College confers certain bonuses on its adherents as they advance through levels 3, 7, 12, 16, and 20. Below is a description of each of the three Colleges along with their benefits.

ASCENDANCY COLLEGE Known as the college of influence, this school’s focus is well-funded by the nobles and wealthy of the world who seek the power and influence that comes with having a Wizard at their side. The Ascendency College excels in Diplomacy, Linguistics, correct manners, and politics granting their members an unparalleled ability to influence others. Students of the Ascendancy College gain the following modifiers at levels 3, 7, 12, 16, and 20. Level 3 – Apprentice +1 Intellect, +1 Appeal +1 Diplomacy, +1 Linquistics, +1 Architecture, +1 Forgery +1 Armor +1 Scribner, +1 Tailor +1 Melee Proficiency (staff) Level 7 – Prestidigitator +1 Intellect, +1 Appeal +1 Diplomacy, +1 Linquistics, +1 Architecture, +1 Forgery +1 Armor +1 Scribner, +1 Tailor +1 Melee Proficiency (staff) Ability to perform simple sleight-of-hand magic Level 12 – Mage +1 Intellect, +1 Appeal, +1 Mana +1 Diplomacy, +1 Linquistics, +1 Architecture, +1 Forgery +1 Armor +1 Scribner, +1 Tailor +1 Melee Proficiency (staff)

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Lore Level 16 – High Mage +1 Intellect, +1 Appeal, +1 Mana +1 Diplomacy, +1 Linquistics, +1 Architecture, +1 Forgery +1 Armor +1 Scribner, +1 Tailor +1 Melee Proficiency (staff) Ability to perform complex sleight-of-hand magic Level 20 – Arch Mage +2 Intellect, +2 Appeal, +2 Mana +2 Diplomacy, +2 Linquistics, +2 Architecture, +2 Forgery +2 Armor +2 Scribner, +2 Tailor +2 Melee Proficiency (staff) Ability to create personalized spells

ASSAILMENT COLLEGE The ageless craft of attacking and maintaining an offensive posture through the use of potent spells designed to bring down an opponent quickly rests at the heart of the Assailment College. When cast, the Mage’s fireball can inspire fear in the hearts of those who stand on the receiving end, but more so when cast by a Runecrafter or Wizard associated with this College. Wizards and Runecrafters of the Assailment College gain the following modifiers at levels 3, 7, 12, 16, and 20. Level 3 – Apprentice +1 Intellect, +1 Mana +1 Folklore, +1 Linquistics, +1 Appraise, +1 History +1 Armor +1 Scribner, +1 Tailor +1 Melee Proficiency (staff) Level 7 – Prestidigitator +1 Intellect, +1 Mana +1 Folklore, +1 Linquistics, +1 Appraise, +1 History +1 Armor

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Lore +1 Scribner, +1 Tailor +2 Melee Proficiency (staff) Level 12 – Mage +1 Intellect, +1 Mana, +1 Vitality +1 Folklore, +1 Linquistics, +1 Appraise, +1 History +1 Armor +1 Scribner, +1 Tailor +2 Melee Proficiency (staff) Level 16 – High Mage +1 Intellect, +1 Mana, +1 Vitality +1 Folklore, +1 Linquistics, +1 Appraise, +1 History +1 Armor +1 Scribner, +1 Tailor +2 Melee Proficiency (staff) Level 20 – Arch Mage +2 Intellect, +2 Mana, +2 Vitality +2 Folklore, +2 Linquistics, +2 Appraise, +2 History +2 Armor +2 Scribner, +2 Tailor +2 Melee Proficiency (staff)

AEGIS COLLEGE Those associated with the Aegis College are common throughout the realm, serving as hired managers of Mana for towns and villages. Their skills lie in deterring others who would seek to do harm to a community. Relying on Enhancement and Protection spells, the magic of the Aegis College seeks to defend common folk. Wizards and Runecrafters of the Aegis College gain the following modifiers at levels 3, 7, 12, 16, and 20. Level 3 – Apprentice +1 Mana, +1 Intellect +1 Geography, +1 Linquistics, +1 Architecture, +1 Forgery

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Lore +1 Armor +1 Scribner, +1 Tailor +1 Melee Proficiency (staff) All “Protection” spells cost ½ encounter points to cast Level 7 – Prestidigitator +1 Mana, +1 Intellect +1 Geography, +1 Linquistics, +1 Architecture, +1 Forgery +1 Armor +1 Scribner, +1 Tailor +1 Melee Proficiency (staff) Level 12 – Mage +1 Mana, +1 Intellect, +1 Appeal +1 Geography, +1 Linquistics, +1 Architecture, +1 Forgery +1 Armor, +2 Awareness +1 Scribner, +1 Tailor +1 Melee Proficiency (staff) Level 16 – High Mage +1 Mana, +1 Intellect, +1 Appeal +1 Geography, +1 Linquistics, +1 Architecture, +1 Forgery +1 Armor, +2 Initiative +1 Scribner, +1 Tailor +1 Melee Proficiency (staff) Level 20 – Arch Mage +2 Mana, +2 Intellect, +2 Appeal +2 Geography, +2 Linquistics, +2 Architecture, +2 Forgery +2 Armor +2 Scribner, +2 Tailor +2 Melee Proficiency (staff)

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Lore

Nature Classes

Feral is the wind, untamed and potent, blowing where it will without restraint. Cunning are the beasts, thriving on instinct, reading scent and sound, preying according to their gifts. The earth pulses with energy, with forces deep and wide, ready to be tapped just as the animal kingdom flocks and flourishes with the indomitable will to survive. The endless knot of nature, moving, swirling, living, dying, providing: these the Naturalist understands. Take, use, and thrive, but never abuse—this is their vow. Cultivate and preserve, despoil and die—this is their law. Here the classes of Nature conjoin, the kindred Elementalists, both Druid and Atavist, conduits to the powerful flow of Aether that tameless green energy that imbues all that surrounds us. Often bare of feet and simple of robe, choosing organic over steel, they wander the world healing that which is in need. Druids are masters of flora and earth, of wind and rain. The world is their canvas, their art, and their ecstasy. Defile it at your own peril. All that grows, that draws on the forces of soil, water, fire, and air fall into their purview, not to possess, but to preserve and partner with, to oppose all that seek to destroy. Atavists, with the heart of a beast, wide-eyed with ferocious appetites, know no fear and catch the scent of foes to track them to their end. Claw, wing, quill, and scale are the world of this warrior, defending wildlife in all its manifest forms. Aether answers the Atavist’s call to transform, to tame, to summon, and to sunder. Hear their midnight roar, and tremble.

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Elementalist E

lementalists are “at one” with the wild and as such, live to feel the earth beneath their feet and the sun upon their brow. Dismissing most hammered or fabricated steel weapons except daggers they prefer nature’s provision of staffs and clubs along with layered furs, woods, and leathers. For the Atavist, this allows them to tap into the natural energy that surrounds all living things and to transform into immense beings or shrink to the small and innocuous. The Woodkin make formidable Elementalists, as so do Humans and Bykken. Dwarves, whose lives are lived below ground are rarely seen as Elementalists, and Elves lean more toward Mana than Aether. The Gwilyte, having been so influenced by despoilers are uncommon Elementalists as well. In kind with Arcanists, the staff is often their companion on those long journeys past herd and herb and is their chosen weapon when all else fails. But with access to the indomitable forces of the wilds the staff serves more as a beacon in the dark places as they draw on the powers of earth, water, air, and fire.

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Atavists are friend to all animals; brothers to the birds of the air and the beasts of the field. They not only serve them, but are often served by them. Atavists draw their inspiration and strength from all fauna, and are guided by the natural order of this world. Like their friends the Druids, Atavists seek to preserve the natural order of life while warring against those who twist it to fell purposes.

W

hereas Druids are largely concerned with flora (trees, plants, and other vegetation), the Atavist is focused on fauna (the beasts of the field). Their attachment with the animal kingdom is evidenced in that every Atavist begins level one with a Familiar they acquire through a ceremony known as Pairing. In this ceremony an Atavist is escorted into the wilderness to wait in meditation for the Familiar of nature’s choosing to come forth. Once a Familiar arrives both the animal and candidate begin their journey together. If no Familiar arrives the candidate is disqualified and not allowed into the Order of Atavists, but could still join the association of Druids. Familiars are animals with which an Atavist can mentally communicate in a limited sense (i.e. only very basic instructions like attack, fetch, and stay). A Familiar will protect and fight for the Atavist they are paired with if the need arises. Every three levels of advancement an Atavist has the option of allowing their Familiar to return to nature and bond with another animal. To determine what Familiar an Atavist receives at level one roll 1d4 and consult the table below. All Familiars increase in level in conjunction with the Atavist they are paired with. In addition to their Familiar, Atavists can also call on the help of other creatures from time to time through the use of rituals (see Chapter 7 | Rituals).

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Lore Determining Familiar For basic stats related to each Familiar see below or consult the Creature Codex I for full information.

Roll (d4)

Familiar Called

1

Red Tail Hawk

2

Black Bear

3

Barred Owl

4

Kestrel Falcon

RED TAIL HAWK Level (same as character)

Class II

Life Points 6 (per level)

Frequency n/a

Movement 11 spaces (per half turn)

Experience Points 10 (per level)

Description: Red Tail Hawks are common birds-of-prey in Candlewood. Their agile, small size compared to other birds make them worthy companions to any Atavist. Their possess highly sensitive eye sight and remarkable diving speed (up to 150mph/241kmh), in addition to sharp talons. Base Defenses

Armor 4 (+1 per level)

Intellect (Low; animal)

Base Attributes

Awareness +3 (+1 per 2 levels) Initiative +2 (+1 per 2 levels)

Language simple commands

Traits +1 Trait point per level

Vitality – 12 (0) Intellect – 5 (-3)

Appeal – 8 (-1) Might – 4 (-3)

Agility – 15 (+2) Mana – 1 (-4)

Aether – 1 (-4) Spirit – 1 (-4)

Attacks Base Attack/Damage +1/+1 (per level; Red Tail Hawks will always be same level as their Atavist) Basic Attack(s) Bite - 1d4 damage vs. Armor (+2 damage per 2 levels) Claws (2) - 1d4 damage vs. Armor (+2 per 2 levels) Special Attack(s) Dive bomb claw at 150mph once every 3 rounds, 1d8 damage Passive Attack(s) n/a

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Lore BLACK BEAR Level (same as character)

Class III

Life Points 6 (per level)

Frequency n/a

Movement 12 spaces (per half turn)

Experience Points 12 (per level)

Description: Black Bears are common throughout Candlewood. Their powerful claws and bite make them a helpful ally to any Atavist who can attract them. They possess sensitive eye sight and and a tough hide granting them a high armor rating. Base Defenses

Armor 8 (+1 per level)

Intellect (Low; animal)

Base Attributes

Awareness +3 (+1 per 2 levels) Initiative +1 (+1 per 2 levels)

Language simple commands

Traits +1 Trait point per level

Vitality – 16 (+2) Intellect – 5 (-3)

Appeal – 8 (-1) Might – 15 (+2)

Agility – 14 (+1) Mana – 1 (-4)

Aether – 1 (-4) Spirit – 1 (-4)

Attacks Base Attack/Damage +1/+1 (per level; Kestrels will always be same level as their Atavist) Basic Attack(s) Bite - 2d6+3 damage vs. Armor (+3 damage per 2 levels) Claws (2) - 2d6 damage vs. Armor (+2 per 2 levels) Special Attack(s) n/a Passive Attack(s) n/a

BARRED OWL Level (same as character)

Class II

Life Points 8 (per level)

Frequency n/a

Movement 11 spaces (per half turn)

Experience Points 12 (per level)

Description: Owls are rarely seen birds-of-prey in spite of their large size in comparison to other fowl of this category. They possess powerful talons, highly sensitive eyes (including night vision), and are able to glide silently through the air, making them excellent hunters and fighters. Base Defenses

Armor 4 (+1 per level)

Intellect (Low; animal)

Base Attributes

Awareness +4 (+1 per 2 levels) Initiative +2 (+1 per 2 levels)

Language simple commands

Traits +1 Trait point per level

Vitality – 12 (0) Intellect – 5 (-3)

Appeal – 8 (-1) Might – 4 (-3)

Agility – 16 (+2) Mana – 1 (-4)

Aether – 1 (-4) Spirit – 1 (-4)

Attacks Base Attack/Damage +1/+1 (per level; Kestrels will always be same level as their Atavist) Basic Attack(s) Bite - 1d6+2 damage vs. Armor (+4 damage per 2 levels) Claws (2) - 1d6 damage vs. Armor (+3 per 2 levels) Special Attack(s) Move silently through air (+3 Stealth) Passive Attack(s) n/a

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Lore KESTREL FALCON Level (same as character)

Class II

Life Points 6 (per level)

Frequency n/a

Movement 12 spaces (per half turn)

Experience Points 12 (per level)

Description: Kestrel Falcons are among the most widely dispersed bird-of-prey in Candlewood. Their small, powerful size allows them to attain remarkable diving speed (up to 200mph/320kmh) compared to other Falcons, Their highly sensitive eye sight and razor sharp talons, make them excellent hunters. Base Defenses

Armor 4 (+1 per level)

Intellect (Low; animal)

Base Attributes

Awareness +3 (+1 per 2 levels) Initiative +2 (+1 per 2 levels)

Language simple commands

Traits +1 Trait point per level

Vitality – 12 (0) Intellect – 5 (-3)

Appeal – 8 (-1) Might – 4 (-3)

Agility – 16 (+2) Mana – 1 (-4)

Aether – 1 (-4) Spirit – 1 (-4)

Attacks Base Attack/Damage +1/+1 (per level; Kestrels will always be same level as their Atavist) Basic Attack(s) Bite - 1d4+2 damage vs. Armor (+3 damage per 2 levels) Claws (2) - 1d4 damage vs. Armor (+3 per 2 levels) Special Attack(s) Dive bomb claw at 200mph (as fast as an arrow) once every 3 rounds, 1d10 (same as an arrow) Passive Attack(s) n/a

Atavists will sometimes use small wooden shields, but always carry a staff with elaborately carved totems in the likenesses of various animals. They tend to be vegetarians, though they regard other meateaters with respect as long as respect is given to the beasts they hunt. And although Atavists possess a close conection to wildlife they are not automatically protected from wild animals. For instance an attacking bear does not care who it is attacking, only that strangers have entered its territory. However, an Atavist may attempt to commune with the bear and settle its angst, if not attempt to befriend it through the use of a ritual. Like the Druid, the Atavist seeks to undo and thwart the work of any despoilers, and the two classes are often found in camaraderie, as both trace their class ancestry to the First Druid, Gibbinaur. Atavists shun the use of metal armor in favor of cloth or some other light or medium armor type. Organic fibers and bare feet are common, as are barks and reinforced resins for armor and defenses. Atavists are typically quiet and reserved folk, always trying to see the world from a big picture perspective. Because of their acquaintance with nature, they often take up the crafting skill of Apothecary for the making of potions and lineaments of all variety. As with other classes who employ incantations, Atavists have access to a certain number of rituals per level based on their Intellect trait score. As an Atavist grows in experience they are able to select additional rituals listed in the Rituals section in Chapter 7 under Atavist. Encounter points used to evoke a ritual are based on the Atavist’s Aether trait score as found in Table 4.1.

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Lore Class Modifiers Primary Trait Class Skill Weapon Preferences Armor Restrictions Primary Role Class Life Points Miscellaneous

Aether/Intellect +1 Survival Dagger, Staff, or Club Light/medium armor (no metal); small wooden shields Melee/Range damage d8 (per level) see Class Advancement

Class Advancement Based on association with one of the four Fellowships (see page 213).

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Lore

From the forest to the plains, from the highest tree branches to the deepest roots, the flora of the world is known and respected by the Druid. Every river, each breeze, even the earth and rocks upon which they rest are familiar to this disciple of the earth as he or she knows how to summon their powers when needed. Wielding a staff or club, these warriors of nature are the sworn enemies of despoilers, burners, and destruction-wreaking adversaries of the natural world.

D

ruids are most at home out-of-doors, gaining strength from the earth below and sky above. Hewn stone, such as that in a cathedral or dungeon makes them uneasy, though they bear the trial well enough. While both plants and animals are their friends, their teachers, and the source of their wisdom, their main focus is upon the flora of the world. Oft times mankind’s nonchalance with the natural world around them is an annoyance, and when it turns to havoc and wanton destruction, the ire of the Druid can rise to a fevered pitch. Druids belong to the Order of Druids, which is commonly known within their own as the Fellowship of the Wise. The Order draws its members from all of the five great races. As stewards of the world they call upon the force of nature, Aether, to guard it against abuse from all living beings, be they natural or unnatural. Like Clerics, Druids recognize the sovereignty of the All-Source, though care little for the four Houses to which Clerics belong. Instead, they prefer to encounter the All-Source in his creation rather than through ceremonies prescribed for specific times. Druids see the world as the All-Source’s provision to the races, and perceive the activities of harvesting and hunting as necessities. But wanton squander of those resources, however, is met with stern dissatisfaction and force if needed. Druids shun metal barriers that separate them from nature, such as metal armor, but are comfortable wearing leathers, barks, and even the highly valued, though rarely found, resin armor of the Woodkin, whom they perceive to be allies in the protection of the world. Many Druids prefer to go barefoot when possible, but understand the need for leather boots in most circumstances.

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Lore A Druid is rarely caught without his wooden staff, many of which are imbued with powerful tokens at higher levels related to one of the four elements (earth, air, fire, or water). In their eyes, evil, which they perceived as the warping or destruction of creation, is unlawful and must be fought at all costs. All Druid’s live by the code laid down by Gibbinaur the First that is summarized in one simple commandment – Prif Gyfarwyddeb – do no harm to nature. Nature must be allowed to run its course unhindered. This, however, does not prohibit beings from living off the land, as this too is the natural course of life. Druids have access to a certain number of rituals per level based on their Intellect trait score. As a Druid grows in experience they are able to select additional rituals listed in the Rituals section in Chapter 7 under Druid. Encounter points used to evoke a ritual are based on the Druid’s Aether trait score as found in Table 4.1.

Class Modifiers Primary Trait Class Skill Weapon Preferences Armor Restrictions Primary Role Class Life Points Miscellaneous

Aether/Intellect +1 Survival Dagger, Staff, or Club Light/medium armor (no metal); small wooden shields Melee/Range damage d8 (per level) see Class Advancement

Class Advancement Based on association with one of the four Fellowships (see page 213).

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Lore Class Advancement for Elementalist (Atavists & Druids) As nature bears witness, all things are born and take form, to grow and survive in a dangerous and untamed world. So does the Elementalist. From humble beginnings these servants of nature rise in experience and understanding and seek to tame the wild beasts of the animal kingdom, provide stewardship over all plant life, and exercise influence over the force of nature. Elementalists, like those within the Mage class, obtain additional skills and abilities as they advance in level through association with one of four Fellowships beginning at third level. These include the Fellowship of Earth, Wind, Flame, and Water. Each Fellowship confers certain bonuses to its followers as they reach levels 3, 7, 12, 16, and 20. Below is a description of each of the four Fellowships along with their benefits.

FELLOWSHIP OF EARTH Solid, dependable, immovable, and adamant are but a few of the words that describe those who have identified with the Fellowship of the Earth. Affiliates of this fellowship seek and value strength, might, and determination above all else. They are solid as stone and none dare block their path. As guardians of the earth they are just as likely to use brute force as they are a ritual to remove an obstacle. Members of the Fellowship of Earth gain the following titles and modifiers at levels 3, 7, 12, 16, and 20. Level 3 – Ovate +1 Aether, +1 Might +1 Survival, +1 Forestry, +1 Geography, +1 Stealth +1 Armor, +1 Initiative +1 Herbology, +1 Tailor +1 Melee Proficiency (staff) Level 7 – Wildling +1 Aether, +1 Might +1 Survival, +1 Forestry, +1 Geography, +1 Stealth +1 Armor, +1 Initiative +1 Herbology, +1 Tailor +1 Melee Proficiency (staff) Ability to instantly draw two temporary encounter points per level of Atavist/Druid from the power of the earth once per day that dissipate at the end of each day or once used

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Lore Level 12 – Atavist/Druid +1 Aether, +1 Might, +1 Agility +1 Survival, +1 Forestry, +1 Geography, +1 Stealth +1 Armor, +1 Initiative +1 Herbology, +1 Tailor +1 Melee Proficiency (staff) Incantations related to earth inflict only ½ damage to Atavist/Druid Level 16 – High Atavist/Druid +1 Aether, +1 Might, +1 Agility +1 Survival, +1 Forestry, +1 Geography, +1 Stealth +1 Armor, +1 Initiative, +1 Awareness +1 Herbology, +1 Tailor +1 Melee Proficiency (staff) +10 Life Points Level 20 – Archatavist/Archdruid +2 Aether, +2 Might, +2 Agility +2 Survival, +2 Forestry, +2 Geography, +2 Stealth +2 Armor, +1 Initiative, +1 Awareness +2 Herbology, +2 Tailor +2 Melee Proficiency (staff) Atavist/Druid immune to all incantations related to earth

FELLOWSHIP OF WIND Whether the bird or the air beneath their wings, those of the Fellowship of Wind are as unpredictable as their namesake, the wind. Moving where they will, they set down roots nowhere—but are a hardy folk who have become experts in the history and lore of the land. This fellowship is constant in nature and ever watchful over the land they call home. Members of the Fellowship of Wind gain the following modifiers at levels 3, 7, 12, 16, and 20. Level 3 – Ovate +1 Aether, +1 Vitality +1 Survival, +1 Forestry, +1 Folklore, +1 History +1 Awareness, +1 Initiative

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Lore +1 Herbology, +1 Tailor +1 Melee Proficiency (staff) ½ damage from all poison attacks Level 7 – Wildling +1 Aether, +1 Vitality +1 Survival, +1 Forestry, +1 Folklore, +1 History +1 Awareness, +1 Initiative +1 Herbology, +1 Tailor +1 Melee Proficiency (staff) Ability to instantly draw two temporary encounter points per level of Atavist/Druid from the power of the air once per day that dissipate at the end of each day or once used Level 12 – Atavist/Druid +1 Aether, +1 Vitality, +1 Might +1 Survival, +1 Forestry, +1 Folklore, +1 History +1 Awareness, +1 Initiative +1 Herbology, +1 Tailor +1 Melee Proficiency (staff) Incantations related to wind inflict only ½ damage to Atavist/Druid Level 16 – High Atavist/Druid +1 Aether, +1 Vitality, +1 Might +1 Survival, +1 Forestry, +1 Folklore, +1 History +1 Awareness, +1 Initiative +1 Herbology, +1 Tailor +1 Melee Proficiency (staff) +15 Life Points Level 20 – Archatavist/Archdruid +2 Aether, +2 Vitality, +2 Might +2 Survival, +2 Forestry, +2 Folklore, +2 History +1 Awareness, +1 Initiative +2 Herbology, +2 Tailor +2 Melee Proficiency (staff) Atavist/Druid immune to all incantation related to wind

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Lore FELLOWSHIP OF FLAME Symbolized by the molten core of the earth, the Fellowship of Flame blazes forth to shield, protect, and purify the natural world around them. Their all-consuming passion, like fire, is to be able to move swiftly and react in an instant. In distinction to those of the Earth, the affiliates of this fellowship have developed the ability to act quickly when the situation demands it and to make range attacks with light or medium weapons. Cross them, and you may get burned. Members of the Fellowship of Flame gain the following modifiers at levels 3, 7, 12, 16, and 20. Level 3 – Ovate +1 Aether, +1 Agility +1 Survival, +1 Forestry, +1 Geography +1 Stealth +2 Initiative +1 Herbology, +1 Tailor +1 Range Proficiency (Choose one: light or medium weapons) Incantations related to fire inflict only ½ damage to Atavist/Druid Level 7 – Wildling +1 Aether, +1 Agility +1 Survival, +1 Forestry, +1 Geography, +1 Stealth +2 Awareness +1 Herbology, +1 Tailor +1 Melee Proficiency (staff) +1 Range Proficiency (Choose one: light or medium weapons) Ability to instantly draw two temporary encounter points per level of Atavist/Druid from the power of fire if present once per day that dissipate at the end of each day or once used Level 12 – Atavist/Druid +1 Aether, +1 Agility, +1 Might +1 Survival, +1 Forestry, +1 Geography, +1 Stealth +1 Awareness, +1 Initiative +1 Herbology, +1 Tailor +1 Melee Proficiency (staff) +1 Range Proficiency (Choose one: light or medium weapons) Incantations related to fire do only ½ damage to Atavist/Druid

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Lore Level 16 – High Atavist/Druid +1 Aether, +1 Agility, +1 Might +1 Survival, +1 Forestry, +1 Geography, +1 Stealth +1 Herbology, +1 Tailor +1 Melee Proficiency (staff) +1 Range Proficiency (Choose one: light or medium weapons) +5 Life Points Level 20 – Archatavist/Archdruid +2 Aether, +2 Agility, +2 Might +2 Survival, +2 Forestry, +2 Geography, +2 Stealth +1 Awareness, +1 Initiative +2 Herbology, +2 Tailor +2 Melee Proficiency (staff) +1 Range Proficiency (Choose one: light or medium weapons) Atavist/Druid immune to all incantation related to fire

FELLOWSHIP OF WATER One never steps into the same river twice nor meets the same type of member of the Fellowship of Water twice, for their journey always molds, shapes, and carries them down new rivers of experience and understanding. Affiliates of this fellowship seek to better understand and master the force of Aether itself. In the process they gain experience in a variety of practical skills. Members of the Fellowship of Water gain the following modifiers at levels 3, 7, 12, 16, and 20. Level 3 – Ovate +1 Aether, +1 Intellect +1 Survival, +1 Forestry, +1 Appraise +1 Awareness +1 Herbology, +1 Tailor, +2 Falconry +1 Melee Proficiency (staff) Incantations related to water inflict only ½ damage to Atavist/Druid

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Lore Level 7 – Wildling +1 Aether, +1 Intellect +1 Survival, +1 Forestry, +1 Appraise +1 Awareness +1 Herbology, +1 Tailor, +1 Falconry +1 Melee Proficiency (staff) Ability to instantly draw two temporary encounter points per level of Atavist/Druid from the power of water if present once per day that dissipate at the end of each day or once used Level 12 – Atavist/Druid +1 Aether, +1 Intellect, +1 Vitality +1 Survival, +1 Forestry, +1 Appraise +1 Awareness +1 Herbology, +1 Tailor, +1 Falconry +1 Melee Proficiency (staff) Incantations related to water inflict only ½ damage to Atavist/Druid Level 16 – High Atavist/Druid +1 Aether, +1 Intellect, +1 Vitality +1 Survival, +1 Forestry, +1 Appraise, +1 Diplomacy +1 Initiative +1 Herbology, +1 Tailor, +1 Falconry +1 Melee Proficiency (staff) +10 Life Points Level 20 – Archatavist/Archdruid +2 Aether, +2 Intellect, +2 Vitality +2 Survival, +2 Forestry, +2 Appraise, +2 Diplomacy +1 Initiative +2 Herbology, +2 Tailor, +2 Falconry +1 Melee Proficiency (staff) Atavist/Druid immune to all incantation related to water

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Lore

Sacred Classes

In the days before recorded time, while the first race known as the Progenitors lived upon the face of the world, the All-Source commissioned nine Patrons from among this first race to be his ambassadors. These nine Patrons were granted great power and intellect to serve the AllSource by establishing followers from among the Progenitors. The names of the nine Patrons are Caru, Cyfawnder, Vithloun, Milurthus, Moth, Anodd, Hunan, Maleisus, and Casineb. Each of the Patrons, eager to prove their worth and dedication to the All-Source, set forth upon the land to accomplish his will. With courage and valiance, four of the Patrons —Caru, Cyfawnder, Vithlous, and Milurthus—established houses of followers who existed to emulate one of four characteristics: Righteousness, Justice, Truth, and Compassion. These four characteristics and the houses they represented, later became known as the Houses of Light, or the “four ways.” The quick success of the first four Patrons, however, disheartened the remaining five Patrons—Moth, Anodd, Hunan, Maleisus, and Casineb—who struggled to establish their houses. This event became known as the First Dark Day. Jealously and anger emerged, leading to discontentment and separation from the All-Source. Eventually, the houses of the five Patrons became known as the Houses of Darkness. Then came the Second Dark Day, when the five Houses of Darkness established Moth, the greatest among them, as their king and god, supplanting the All-Source. The followers of Moth were assumed into the other four Houses of Darkness with each house directing their full allegiance to Moth, spawning all manner of evil. From the House of Anodd came the unliving, from the House of Hunan came the undead, from the House of Casineb came the formation of all unnatural creatures, and from the House of Maleisus came evil in its most extreme forms, the malefic. The consuming passion of the four Houses of Darkness was, and remains, to warp the natural world into the unnatural and destroy all memory of the All-Source from the world. Those of the Paladin and Cleric classes, drawn from the seven great races (Bykken, Dwarves, Elves, Gwilyte, Humans, Woaden, and Woodkin) and came after the mysterious passing of the Progenitors over a thousand years ago, have taken up the mantle of both the Houses of Light and Darkness. Paladins divided themselves among the Houses of Righteousness (House of Vithloun) and Justice (House of Milurthus) or the Houses of Unnatural (House of Casineb) and Maliciousness (House of Malesius). Those within

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Lore the Cleric classes also divided themselves between light and darkness. Confessors identified themselves as either seekers of Truth (House of Cyfawnder) or of the Undead (House of Hunan), while Emissaries either embraced the House of Compassion (House of Caru) or the House of the Unliving (House of Anodd). Reanimated flesh and the mindless lumbering of zombies, skeletons, vampires, and mummies—the Undead—are known well-enough among the Sacred classes, as are the Unliving—harbingers, liches, warlocks, and more—those with either the power or means to refuse to die. These abominations endure to avoid the inevitable. What turns the Undead may not turn the Unliving and vice-versa, so know your enemy before you become one. In truth, there have been other Dark Days, the events of which are recorded in the Annals of Candlewood. Legend holds that when the Eighth Dark Day draws, Moth will descend upon the world to set evil over all things. There is much disagreement as to whether the world currently sits upon the precipice of the Seventh or Eighth Dark Day. It is from the ever-present concern that the Eighth Day could occur at anytime that gave rise to the customary greeting among those of the Houses of Light, “May you be found safe on the Eighth Day.”

Houses of Light House

Class

Specialzation

Emphasis

Caru Cyfawnder Vithloun Milurthus

Cleric Cleric Protector Protector

Emissary Confessor Paladin Paladin

Compassion Truth Righteousness Justice

House

Class

Specialzation

Emphasis

Anodd Hunan Casineb Maleisus

Cleric Cleric Protector Protector

Emissary Confessor Paladin Paladin

Unliving Undead Unnatural Maliciousness

Houses of Darkness

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Lore

Cleric C

lerics exist to serve one of two of the sacred Houses of Light to which they swear fealty, and in whose ways they have immersed themselves. Their goal is to aid those who call for help during times of need. They fight with hammers, maces, and staves, wear light or medium armor, and can sometimes be seen carrying shields. Their prayers are for healing, but when needed, vengeance and retribution. A high-level Cleric is an awe-inspiring force to behold. The Emissary is an ambassador to the people, a healer and counselor, and a conduit of the grace and mercy. The Confessor, however, seeks to reveal truth above all and carries an intimidating reputation that often precedes them wherever they go. Within each of the two Houses of Light associated with Clerics (Cyfawnder and Caru) there are two orders adherents can associate themselves with. The two orders of the House of Cyfawnder (Confessors) include the Order of Confession and the Order of Discipline; while the two orders of the House of Caru (Emissaries) include the Order of Healing and the Order of the Spirit. The orders of each house are described below under Confessor and Emissary respectively. The Cleric classes are most common among Humans, Dwarves, Gwilyte, and Woodkin, and are only rarely be found among the Bykken, Elves, and Woaden.

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Lore

Confessors, like Emissaries, are servants of the All-Source, but are considered by some to be darker in their practices. Though they war in the physical realm with hammers, clubs, and maces, their spiritual craft is to draw out truth from their foes, which might otherwise be concealed. Anguish is as much a weapon for them as the hammers they swing, and while they do not lower their deeds to physical torture, their powers can cause suffering to such a degree that enemies dread them.

A

s a specialization within the Sacred class, Confessors are part of the House of Cyfawnder, which emphasizes truth as a life virtue. As such, the pursuit of compassion as found in the House of Caru is not very previlant in the work of Confessors. Though they may be very compassionate and caring people in their daily lives, a Confessor’s personality shifts when those opposed to the truth are about. Should a Confessor fail to embrace the truth of a situation, and instead opt for deception and falsehood, they would immediately lose their ability to detect truth from lie. Like the Emissary, a Confessor can use any type of light or medium armor, as well as small and medium shields in their defense. When in combat, and not exercising their ability to draw out truth, a Confessor will utilize a blunt weapon such as a staff, club, hammer, or mace to defeat their opponent. A Confessor will utilize their spiritual giftedness to draw out the transgressions of enemies, exorcising them to reveal truths they might otherwise conceal, and extracting confessions that reveal information held in the recesses of the mind. Because of their reputation, Confessors are much more likely to be viewed with suspicion, and rightfully so, when entering a village or town. One of the gifts of a Confessor is to detect falsehoods, causing a merchant to have a hard time passing off second-class goods as new or attempting to charge more for a product than it is actually worth. It is their ability to detect falsehood that makes a Confessor invaluable on a quest where truthful information is required. This ability can also make fellow party members, particularly those of the Rogue class, feel rather uneasy.

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Lore Confessors have access to a certain number of prayers per level based on their Intellect trait score. As a Confessor grows in experience they are able to select additional prayers listed in the Prayers section in Chapter 7 under Confessor. Encounter points used to evoke a prayer are based on the Confessor’s Spirit trait score as found in Table 4.1.

Class Modifiers Primary Trait Class Skill Weapon Preferences Armor Restrictions Primary Role Class Life Points Miscellaneous

Spirit/Intellect +1 History Staff, Club, Mace, Hammer Light/medium armor; Small/medium shields Melee/Range damage d8 (per level) see Class Advancement

Class Advancement Confessors are identified with the House of Cyfawnder, seeking “truth” as the greatest of all reality. Within this House are two orders Confessors must choose between that will influence the skills and abilities they obtain as they advance in level. These include the Order of Confession and the Order of Discipline. Those within the Order of Confession believe truth can only be found through an individual’s confession of wrongdoing and denial of all forms of evil. Those who have embraced the Order of Discipline believe that only through self-control, personal obedience, and a strict lifestyle (imposed upon themselves and others) can truth be known.

ORDER OF CONFESSION “Truth before all” is their motto. Driving away the fog of lies and deception that cloud the eyes of so many, the Order of Confession wields supplications and invocations to break the resolve of equivocators, forgers, and those who obfuscate the truth. Acolytes of this Order seek to purge soul and draw out the heart of deceit from those who cower behind its threadbare veil. Members of this Order gain the following modifiers at levels 3, 7, 12, 16, and 20. (Note: Modifiers to Awareness checks related to lying and deception stack as a Confessor levels) Level 3 – Novitiate +1 Spirit, +1 Might

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Lore +1 Diplomacy, +1 Religion, +1 Forgery +1 Awareness +1 Scribner, +1 Tailor +1 Melee Proficiency (Staff or Club) +2 Awareness to all checks related to lying/deception Level 7 – Friar

+1 Spirit, +1 Might +1 Diplomacy, +1 Religion, +1 Forgery +1 Awareness +1 Scribner, +1 Tailor +1 Melee Proficiency (Staff or Club) +2 Awareness to all checks related to lying/deception +1d4 damage to prayers that attack Armor Level 12 – Abbot

+1 Spirit, +1 Might, +1 Intellect +1 Diplomacy, +1 Religion, +1 Forgery +1 Awareness +1 Scribner, +1 Tailor +1 Melee Proficiency (Staff or Club) +2 Awareness to all checks related to lying/deception Level 16 – Bishop

+1 Spirit, +1 Might, +1 Intellect +1 Diplomacy, +1 Religion, +1 Forgery +1 Awareness +1 Scribner, +1 Tailor +1 Melee Proficiency (Staff or Club) +2 Awareness to all checks related to lying/deception Spell and ritual incantations inflict only ½ damage to Confessor Level 20 – Bishop Confessor

+2 Spirit, +2 Might, +2 Intellect +2 Diplomacy, +2 Religion, +2 Forgery +1 Initiative

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Lore +2 Scribner, +2 Tailor +2 Melee Proficiency (Staff or Club) +2 Awareness to all checks related to lying/deception

ORDER OF DISCIPLINE “Duty unto glory,” is the clarion call of this Order. First to rise, last to sleep, with belongings packed neatly, records kept thoroughly, and purpose held before them as a lamp against the darkness, these are the practices of the Order of Discipline. They follow the path toward constancy and purity through the hammering of resolve and willpower. Members of this Order gain the following modifiers at levels 3, 7, 12, 16, and 20. (Note: Modifiers to Awareness checks related to lying and deception stack as a Confessor levels) Level 3 – Novitiate +1 Spirit, +1 Intellect +1 Diplomacy, +1 Religion, +1 Appraise +1 Initiative +1 Scribner, +1 Tailor +1 Melee Proficiency (Hammer or Mace) +2 Awareness to all checks related to lying/deception Level 7 – Friar

+1 Spirit, +1 Intellect +1 Diplomacy, +1 Religion, +1 Appraise +1 Initiative +1 Scribner, +1 Tailor +1 Melee Proficiency (Hammer or Mace) +2 Awareness to all checks related to lying/deception +1d4 damage to prayers that attack Intellect or Vitality Level 12 – Abbot

+1 Spirit, +1 Intellect, +1 Might +1 Diplomacy, +1 Religion, +1 Appraise +1 Initiative +1 Scribner, +1 Tailor +1 Melee Proficiency (Hammer or Mace) +2 Awareness to all checks related to lying/deception

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Lore Level 16 – Bishop

+1 Spirit, +1 Intellect, +1 Might +1 Diplomacy, +1 Religion, +1 Appraise +1 Initiative +1 Scribner, +1 Tailor +1 Melee Proficiency (Hammer or Mace) +2 Awareness to all checks related to lying/deception Spell and ritual incantations inflict only ½ damage to Confessor Level 20 – Bishop Confessor

+2 Spirit, +2 Might, +2 Intellect +2 Diplomacy, +2 Religion, +2 Appraise +2 Awareness +2 Scribner, +2 Tailor +2 Melee Proficiency (Hammer or Mace) +2 Awareness to all checks related to lying/deception

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Lore

The four Great Houses of the All-Source are the sacred center and inspiration for the Emissary, the spiritual disciples who battle the four Dark Houses and their followers. Though the hammer, club, and mace are their arms, their true skill lies in healing. By calling on the powers of life, an Emissary can bestow healing or destroy enemies in their path. They are the living representatives of the All-Source who are welcomed by most, yet feared by some.

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missaries swear fealty to the House of Caru, focusing their lives on the divine attribute of compassion, which grants them greater ability to heal. If an Emissary should fail to exhibit compassion in their dealings with others of good will, their ability to heal would be removed. Any attempt to heal another once this ability as been removed will result in the Emissary receiving the allotted amount of attempted healing as damage upon themselves. This fallen state of the Emissary can only be reversed by a bishop of the House of Caru. Emissaries use light and medium armor, in addition to small or medium shields as their defense. When not healing an ally the Emissary will utilize blunt weapons such as a staff, club, hammer, or mace to subdue their foes, or create a path through a sea of wickedness. Their presence when facing the undead is always welcome. All Emissaries have access to a certain number of prayers per level based on their Intellect trait score. As an Emissary grows in experience they are able to select additional prayers listed in the Prayers section in Chapter 7 under Emissary. Encounter points used to evoke a prayer are based on the Emissary’s Spirit trait score and are found in Table 4.1.

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Lore Class Modifiers Primary Trait Class Skill Weapon Preferences Armor Restrictions Primary Role Class Life Points Miscellaneous

Spirit/Intellect +1 Religion Staff, Club, Mace, Hammer Light/medium armor; Small/medium shields Melee/Range damage d8 (per level) see Class Advancement

Class Advancement Emissaries seek compassion not truth as the greatest of all reality. As with the House of Cyfawnder, the House of Caru is composed of two Orders between which all Emissaries much choose. Depending on the Order they are assocciated with, an Emissary will develop specific skills and abilities related to that Order as they advance in level. The two Orders of the House of Caru include the Order of Healing and the Order of the Spirit. Members of the Order of Healing seek to help the hurting and defeat evil through care and compassion upon the needy. Those within the Order of the Spirit, while concerned with the plight of the needy, are more focused on learning and understanding the Spirit force that flows from the Divine.

ORDER OF HEALING “Sound mind and body” is the constant prayer of the Order of Healing. Realizing that unwarranted suffering deters a soul from being their all in service to the All-Source, their mending hands and curative prayers go far in battling evil. Members of this Order gain the following modifiers at levels 3, 7, 12, 16, and 20. (Note: Modifiers to Restoration spells stack as an Emissary levels) Level 3 – Novitiate +1 Spirit, +1 Appeal +1 Diplomacy, +1 Religion, +1 Appraise +1 Apothecary, +1 Tailor +1 Melee Proficiency (Staff, Club, Mace, or Hammer) +2 healing to all Restoration prayers

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Lore Level 7 – Friar

+1 Spirit, +1 Appeal +1 Diplomacy, +1 Religion, +1 Appraise +1 Apothecary, +1 Tailor +1 Melee Proficiency (Staff, Club, Mace, or Hammer) +2 healing to all Restoration prayers Level 12 – Abbot

+1 Spirit, +1 Appeal, +1 Intellect +1 Diplomacy, +1 Religion, +1 Appraise +1 Apothecary, +1 Tailor +1 Melee Proficiency (Staff, Club, Mace, or Hammer) +2 healing to all Restoration prayers Level 16 – Bishop

+1 Spirit, +1 Appeal, +1 Intellect +1 Diplomacy, +1 Religion, +1 Appraise +1 Apothecary, +1 Tailor +1 Melee Proficiency (Staff, Club, Mace, or Hammer) +2 healing to all Restoration prayers All Restoration spells cost ½ encounter points to cast Level 20 – Bishop Confessor

+2 Spirit, +2 Appeal, +2 Intellect +2 Diplomacy, +2 Religion, +2 Appraise +2 Apothecary, +2 Tailor +2 Melee Proficiency (Staff, Club, Mace, or Hammer) +5 healing to all Restoration prayers Spell and ritual incantations inflict only ½ damage to Emissary

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Lore ORDER OF THE SPIRIT “The Spirit flows” is the unending mantra of the Order of Spirit, dedicated to the force of the AllSource that flows though and infuses all creation. Their ardent prayers and benedictions serve to empower and bless, encourage and uphold all who are downtrodden. Members of this Order gain the following modifiers at levels 3, 7, 12, 16, and 20. (Note: Modifiers to Restoration spells stack as an Emissary levels) Level 3 – Novitiate +1 Spirit, +1 Intellect +1 Diplomacy, +1 Religion, +1 History +2 Tailor, +2 Scribner +1 Melee Proficiency (Staff, Club, Mace, or Hammer) +1 healing to all Restoration prayers +1 healing to all Protection prayers Level 7 – Friar

+1 Spirit, +1 Intellect +1 Diplomacy, +1 Religion, +1 History +2 Tailor, +2 Scribner +1 Melee Proficiency (Staff, Club, Mace, or Hammer) +1 healing to all Restoration prayers +1 healing to all Protection prayers Level 12 – Abbot

+1 Spirit, +1 Intellect, +1 Appeal +1 Diplomacy, +1 Religion, +1 History +2 Tailor, +2 Scribner +1 Melee Proficiency (Staff, Club, Mace, or Hammer) +1 healing to all Restoration prayers +1 healing to all Protection prayers Level 16 – Bishop

+1 Spirit, +1 Intellect, +1 Appeal +1 Diplomacy, +1 Religion, +1 History +2 Tailor, +2 Scribner +1 Melee Proficiency (Staff, Club, Mace, or Hammer)

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Lore +1 healing to all Restoration prayers +1 healing to all Protection prayers All Restoration spells cost 1/2 encounter points to cast Level 20 – Bishop Confessor

+2 Spirit, +2 Intellect, +2 Appeal +2 Diplomacy, +2 Religion, +2 History +2 Tailor, +2 Scribner +2 Melee Proficiency (Staff, Club, Mace, or Hammer) +2 healing to all Restoration prayers +2 healing to all Protection prayers Spell and ritual incantations inflict only ½ damage to Emissary

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Lore CHAPTER 6

Combat Maneuvers C

ombat maneuvers are specialized physical movements designed to inflict extra damage or produce unique effects that go beyond a basic melee or range attack. These types of attacks are executed by spending a required number of encounter points as listed with each maneuver. The number of encounter points available for Martial characters to spend in an encounter is determined by a character’s Agility trait score; see Table 4.1. Players can spend as many encounter points as they have available to them during an encounter with the understanding that once a point has been spent it will not return until the end of the encounter. At the end of each encounter all encounter points are restored to full. If a combat maneuver is unsuccessful (i.e. the roll is not high enough to hit the intended check), all encounter points applied to the maneuver are still considered spent and will not regenerate until the end of the encounter. In addition, a character can only spend a total of five times their allotted number of points per encounter over the course of a day. For example, a first level Warrior with an Agility of 14 can spend a total of 4 encounter points per encounter but is limited to spending no more than a total of 12 (3 x 4) encounter points during the course of one day in gameplay. When attacking, a character must first choose what combat maneuver will be executed during their turn, if any, before they roll to attack. Players can add +1 “to attack” for each additional encounter point applied to a maneuver beyond the basic cost of executing the maneuver, which can be applied as many times as desired or until they run out of encounter points available to them for that encounter. Attack modifiers added to a combat maneuver are in addition to a character’s normal attack modifiers for the weapon being used. Other modifiers (e.g. damage bonuses, effect, and duration) can also be increased by adding additional encounter points. These modifiers, however, can only be increased as many times as a player has levels of experience. As such, a fourth level Fighter can only increase their Hilt Strike’s damage by 4d4 (costing 4 additional encounter points) because they are fourth level. On the other hand, a level one fighter can only increase the damage of a Hilt Strike by 1d4 (costing 1 additional encounter point) because they are only first level. Below is a list of common enhancements that can be applied to any combat maneuver, unless specified in that maneuver’s description, along with the costs associated with the enhancement: +1 “to attack”



+1d4 Damage +1 Round

+1 encounter point +1 encounter point +1 encounter point

+1 Range (i.e. 5’ space) +1 AOE (Area of Effect)

+1 encounter point +2 encounter points

It’s important to note that unused encounter points in one encounter do not roll-over to the next encounter. For example, a Warrior who possesses 4 encounter points per encounter, but only spends 2 of them during a given encounter, will start the next encounter with 4 encounter points and not 6 as the 2 unused points will not carry over from the previous encounter. Combat maneuvers are arranged according to class type (Fighter, Protector, Ranger, Rogue). Each listing contains multiple sub-sections. The first sub-section is labeled “General” and contains maneuvers

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Lore that can be used by any character of that class type. Subsequent sub-sections are listed according to class specialization and apply only to that specialization. For example, Dankrife, Guardians, and Warriors (all specializations of the Fighter class) can employ the combat maneuver “Hilt Strike” because it is listed under the “General” maneuvers sub-section; while only a Dankrife character can use “War Cry” because that maneuver is only listed under the Dankrife sub-section. Each combat maneuver contains the following information: Description—a brief description of the maneuver and how it is executed; Encounter Points—the number of encounter points required to execute the maneuver; Casting Time—the time required to execute the maneuver: Full actions require a character’s entire turn to execute, Half actions require only half of a character’s turn, allowing them to either make another basic attack, move, or take some other action if desired, Instant actions can be executed anytime during an encounter; Type—refers to what check the attack is against (i.e. Armor, Agility, Vitality, etc.); Initial Effect/Damage—information about the primary effect/damage of a maneuver (see Chapter 1 | Damage for modifiers related to various damage types); and Secondary Effect/Damage—information about any secondary effects the maneuver may cause such as ongoing damage, stun, etc. Unless noted otherwise, maneuvers do not apply to dual-wielding attacks.

Fighter

Protector

General Maneuvers Dual Shot Final Attack Hilt Strike Penetrating Shot Power Strike Dankrife Maneuvers Frenzy Attack Overpower Overwhelm Punch Strike Rage War Cry Guardian Maneuvers Kick Back Shield Bash Shield Defense Shield Sweep Stun Attack Taunt Warrior Maneuvers AOE Attack Intimidate Quad Strike Split Attack Trip Attack Triple Strike

General Maneuvers AOE Attack Battle Cry Dual Strike Hilt Strike Kick Back Intimidate Power Strike Shield Defense Shield Push Shield Sweep Thrust Attack

Ranger General Maneuvers Dual Shot Extended Accuracy Flanking Shot Moving Target Bowyer Maneuvers Barrage of Arrows Close Range Attack Cover Shot Deadly Precision Penetrating Shot Split Shot Stealth Shot Huntsman Maneuvers AOE Attack Break Defenses Elude Foresight Pounce Quad Strike Subdue

Rogue General Maneuver Dual Strike Kidney Strike Trip Attack Triple Strike Split Shot Assassin Maneuvers Backstab Bleeding Attack Break Neck Death Strike Elude Strangle Bounty Hunter Maneuvers Disarming Attack Intimidate Punch Strike Retaliation Strike Slide Attack Subdue Thief Maneuvers Attack & Steal Backstab Confuse Disarming Attack Disorient Flanking Strike

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Lore FIGHTER general maneuvers DUAL SHOT Attacker releases twice the normal number of projectile weapons at target and rolls attack and damage for each projectile released. Maneuver does not apply to crossbow weapons of any type. Encounter Points: 7 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic range weapon attack with 2x normal number of projectiles released Secondary Effect/Damage: n/a

FINAL ATTACK Attacker delievers a strike designed to inflict massive damage against target and opens a wound that will cause ongoing damage each round until target makes a successful Vitality check. Encounter Points: 10 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + 3d6 damage Secondary Effect/Damage: Ongoing bleeding wound for 1d4 damage until Trait check: Vitality 6 (+1 per level of attacker)

HILT STRIKE Following a basic melee attack with a hilted weapon, attacker makes a follow-up strike with hilt of weapon against target for an additional 1d6 damage. Encounter Points: 2 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + 1d6 damage from “hilt” strike Secondary Effect/Damage: n/a

PENETRATING SHOT Attacker is able to find a weak area in target’s armor and deals an additional 2d6 damage on a successful range attack. Encounter Points: 8

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Lore Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic range weapon attack + 2d6 damage Secondary Effect/Damage: n/a

POWER STRIKE Attacker delivers a powerful melee strike that inflicts an additional 1d8 damage against target. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + 1d8 damage Secondary Effect/Damage: n/a

dankrife maneuvers FRENZY ATTACK Using a surge of adrenaline attacker makes four basic melee attacks against the same target. Encounter Points: 14 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: Attacker makes 4 basic melee weapon attacks against a single target Secondary Effect/Damage: n/a

OVERPOWER Attacker summons extra strength for attack and inflicts an additional 2d8 damage against target. Encounter Points: 7 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + 2d8 damage Secondary Effect/Damage: n/a

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Lore OVERWHELM Following a basic melee attack, attacker makes a follow-up forearm strike against target’s head with the possibility of stunning target. Encounter Points: 6 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + forearm strike for 1d4 damage Secondary Effect/Damage: Target stunned 1d4 rounds unless Trait check: Vitality 6 (+1 per level of attacker)

PUNCH STRIKE Following a basic melee attack, attacker punches target in face. If successful, punch will render target disoriented resulting in -2 “to attack” for the next two rounds. Encounter Points: 4 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + “punch” strike for 3 damage Secondary Effect/Damage: Target disoriented for 2 rounds causing -2 “to attack” unless Readiness check: Awareness 6 (+1 per level of attacker)

RAGE Attacker explodes with a series of three basic melee attacks against the same target. Encounter Points: 10 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: Attacker makes 3 basic melee weapon attacks against a single target Secondary Effect/Damage: n/a

WAR CRY Attacker issues forth a war cry causing adrenaline to surge through all allies within ten spaces granting them a bonus to all attacks for the next two rounds. Encounter Points: 2 Casting Time: Instant Type: Attack vs. n/a Initial Effect/Damage: Grants allies +1 “to attack” (+1 per additional encounter point applied) for 2 rounds Secondary Effect/Damage: n/a

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Lore guardian maneuvers KICK BACK Following a basic melee attack, attacker drives bottom of foot into target’s chest pushing target backward two spaces. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack Secondary Effect/Damage: Target pushed back 2 spaces unless Trait check: Agility 6 (+1 per level of attacker)

SHIELD BASH Following a basic melee attack, attacker makes a shield attack that pushes target back one space. (For shield damage see Chapter 9 | Armor). Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + secondary shield attack Secondary Effect/Damage: Target pushed back 1 space unless Trait check: Agility 6 (+1 per level of attacker)

SHIELD DEFENSE Attacker assumes a defensive position that grants attacker and one adjacent ally +2 armor until beginning of attacker’s next turn. Encounter Points: 4 Casting Time: Instant action Type: Attack vs. n/a Initial Effect/Damage: +2 Armor to attacker and 1 adjacent ally (+1 Armor rating per additional encounter point applied) Secondary Effect/Damage: n/a

SHIELD SWEEP Using the edge of a shield, attacker makes a sweeping melee attack against three contiguous, adjacent spaces to attacker’s space. Each target successfully hit is also pushed backward one space and can only make a half action on their next turn. Attacker rolls attack against each target separately. (For shield damage see Chapter 9 | Armor) Encounter Points: 14 Casting Time: Full Action Type: Attack vs. Armor

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Lore Initial Effect/Damage: Basic melee weapon attack + shield attack against up to 3 adjacent targets Secondary Effect/Damage: All targets hit are pushed backward 1 space and are limited to a half action on their next turn unless a successful Trait check: Agility 6 (+1 per level of attacker)

STUN ATTACK Attacker makes a basic melee attack with the blunt side of a weapon (half damage if bladed weapon is used) and stuns target for 1d4 rounds. While stunned target is unable to act or react in any way. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack Secondary Effect/Damage: Stun 1d4 rounds unless Readiness check: Awareness 6 (+1 per level of attacker)

TAUNT Attacker taunts an opponent such that target focuses next attack solely on attacker to the exclusion of all others. Maneuver can be directed at a different target each round if desired. Encounter Points: 1 Casting Time: Instant action Type: Attack vs. Intellect Initial Effect/Damage: Target becomes enraged and focuses next attack on attacker unless a successful Trait check: Intellect 6 (+1 per level of attacker) Secondary Effect/Damage: n/a

warrior maneuvers AREA OF EFFECT ATTACK (AOE) Attacker makes a sweeping attack against all adjacent targets. Attacker must roll attack against each target separately. Encounter Points: 22 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack against all adjacent targets Secondary Effect/Damage: n/a

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Lore INTIMIDATE Attacker voices a demoralizing phrase designed to intimidate target resulting in -2 “to attack” on attacker’s next turn. If successfully executed against the same target three rounds in succession, target will succumb to attacker in defeat and lay down any weapons. Encounter Points: 4 Casting Time: Half action Type: Attack vs. Intellect Initial Effect/Damage: Target suffers -2 “to attack” on next turn unless a successful Trait check: Intellect 6 (+1 per level of attacker) Secondary Effect/Damage: If successfully used 3 times successively target will submit to attacker in fear

QUAD STRIKE Attacker makes a barrage of four basic melee weapon attacks against a target in the same round. If attacker is dual wielding then attacker makes a total of eight basic weapon attacks during round. Maneuver can only be used once per encounter. Encounter Points: 18 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: 4 basic melee weapon attacks (8 basic melee attacks if dual wielding) Secondary Effect/Damage: n/a

SPLIT ATTACK Attacker makes two basic attacks that can be split between two adjacent targets without suffering an attack penalty. Encounter Points: 6 Casting Time: Full Action Type: Attack vs. n/a Initial Effect/Damage: 2 basic melee weapon attacks split between adjacent targets Secondary Effect/Damage: n/a

TRIP ATTACK Following a basic melee attack, attacker sweeps target’s legs, thereby knocking target prone requiring a half action to get up the next round (Target must be located in an adjacent space to attacker). Encounter Points: 8 Casting Time: Full Action Type: Attack vs. Agility Initial Effect/Damage: Basic melee weapon attack Secondary Effect/Damage: Target knocked prone unless Trait check: Agility 6 (+1 per level of attacker)

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Lore TRIPLE STRIKE Attacker’s adrenaline allows for three basic melee weapon attacks to be made in the same round against a single target. If attacker is dual wielding then attacker makes a total of six basic melee weapon attacks during round. Encounter Points: 14 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: 3 basic melee weapon attacks (6 basic melee attacks if dual wielding) Secondary Effect/Damage: n/a

PROTECTOR (The Protector classes of Cavalier, Knight, and Paladin share the same combat maneuvers as listed below. Special combat abilities related to each can be found in Chapter 5 under each specialization’s description.)

AREA OF EFFECT ATTACK (AOE) Attacker makes a sweeping attack against all adjacent targets. Attacker must roll attack against each target separately. Encounter Points: 22 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack against all adjacent targets Secondary Effect/Damage: n/a

BATTLE CRY Attacker issues forth a war cry inspiring all allies within ten spaces granting them a bonus to all attacks for the next two rounds but inducing fear in all opponents. Encounter Points: 2 Casting Time: Instant Type: Attack vs. Intellect Initial Effect/Damage: Grants all allies within 10 spaces +2 “to attack” for 2 rounds and all oppontents in same area -2 “to attack” unless a successful Trait check: Intellect 6 (+1 per level of attacker) Secondary Effect/Damage: n/a

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Lore DUAL STRIKE Attacker makes two basic melee attacks that can be focused against two different but adjacent targets without incurring any penalty to their attack rolls. Encounter Points: 6 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attacks divided between two adjacent targets Secondary Effect/Damage: n/a

HILT STRIKE Following a basic melee attack with a hilted weapon, attacker makes a follow-up strike with hilt of weapon against target for an additional 1d6 damage. Encounter Points: 2 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + 1d6 damage from secondary “hilt” strike Secondary Effect/Damage: n/a

KICK BACK Following a basic attack, attacker drives bottom of foot into target’s chest pushing them backward two spaces. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic weapon attack Secondary Effect/Damage: Target pushed back 2 spaces unless Trait check: Agility 6 (+1 per level of attacker)

INTIMIDATE Attacker voices a demoralizing phrase designed to intimidate target resulting in -2 “to attack” on attacker’s next turn. If successfully executed against the same target three rounds in succession, target will succumb to attacker in defeat and lay down any weapons. Encounter Points: 4 Casting Time: Half action Type: Attack vs. Intellect Initial Effect/Damage: Target suffers -2 “to attack” on next turn unless a successful Trait check: Intellect 6 (+1 per level of attacker) Secondary Effect/Damage: If successfully used 3 times successively target will submit to attacker in fear

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Lore POWER STRIKE Attacker delivers a powerful melee strike that inflicts an additional 1d8 damage against target. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + 1d8 damage Secondary Effect/Damage: n/a

SHIELD DEFENSE Attacker assumes a defensive position that grants attacker and one adjacent ally +2 armor until beginning of attacker’s next turn. Encounter Points: 4 Casting Time: Instant action Type: Attack vs. n/a Initial Effect/Damage: +2 Armor to attacker and 1 adjacent ally (+1 Armor rating per additional encounter point applied) Secondary Effect/Damage: n/a

SHIELD PUSH In one swift motion attacker makes a basic attack then pushes target one space backward with their shield. Encounter Points: 8 Casting Time: Half action Type: Attack vs. Agility Initial Effect/Damage: Basic weapon attack Secondary Effect/Damage: Target moved 1 space backward (+1 space per additional encounter point applied) unless Trait check: Agility 6 (+1 per level of attacker)

SHIELD SWEEP Using the edge of a shield, attacker makes a sweeping melee attack against three contiguous, adjacent spaces to attacker’s space. Each target successfully hit is also pushed backward one space and can only make a half action on their next turn. Attacker rolls attack against each target separately. (For shield damage see Chapter 9 | Armor) Encounter Points: 14 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + shield attack against up to 3 adjacent targets Secondary Effect/Damage: All targets hit are pushed backward 1 space and are limited to a half action on their next turn unless a successful Trait check: Agility 6 (+1 per level of attacker)

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Lore THRUST ATTACK Attacker thrusts a bladed weapon at target inflicting twice the normal rolled damage. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic weapon attack at 2x rolled damage Secondary Effect/Damage: n/a

RANGER general maneuvers DUAL SHOT Attacker releases twice the normal number of projectile weapons at target and rolls attack and damage for each projectile released. Maneuver does not apply to crossbow weapons of any type. Encounter Points: 7 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic range weapon attack with 2x normal number of projectiles released Secondary Effect/Damage: n/a

EXTENDED ACCURACY Without incurring an attack penalty, attacker is able to make a range attack up to twice their weapon’s normal range limit. Encounter Points: 5 Casting Time: Instant action Type: Attack vs. n/a Initial Effect/Damage: Extended range attack at 2x weapon’s normal range limit Secondary Effect/Damage: n/a

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Lore FLANKING SHOT If attacker is not being attacked and is flanking an allies’ target they gain +5 “to attack” and +1d8 damage if a successful hit is achieved. (Does not add to normal range attack modifier for flanking) Encounter Points: 3 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic range weapon attack at +5 “to attack” and +1d8 damage Secondary Effect/Damage: n/a

MOVING TARGET Attacker is able to compensate their aim when hitting a moving target without incurring any attack penalties. Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Initial Effect/Damage: Basic range weapon attack w/ no penalties “to attack” against moving target Secondary Effect/Damage: n/a

bowyer maneuvers BARRAGE OF ARROWS Attacker lets loose three arrows simultaneously in a high arc striking up to three separate targets at twice the weapon’s normal ranged distance. Eligible targets must be within one space of each other and at least ten spaces away from attacker. Attacker rolls to hit with each arrow with no penalties “to attack.” Encounter Points: 18 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: 3 basic range weapon attacks at 2x normal distance Secondary Effect/Damage: n/a

CLOSE RANGE ATTACK Attacker maneuvers in such a way as to be able to use a range weapon while in an adjacent space to target without incurring a penalty “to attack.” Because of the close distance of the attack target takes an additional 1d8 damage. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic range weapon attack at close range + 1d8 damage Secondary Effect/Damage: n/a

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Lore COVER SHOT Through intense concentration attacker is able to focus their attack gaining +3 “to attack” when shooting at a target behind partially cover that can be penetrated with the ranged weapon being used. Encounter Points: 6 Casting Time: Half action Type: Attack vs. Armor Initial Effect/Damage: Basic range weapon attack against partially concealed target at +3 “to attack” Secondary Effect/Damage: n/a

DEADLY PRECISION Knowing where best to hit a target, attacker gains +3 “to attack” and +2d6 damage with a range weapon. Any successful attack against attacker before their turn will disrupt attacker’s focus and prevent attacker from using the maneuver on that particular turn. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: +3 “to attack” and +2d6 damage Secondary Effect/Damage: n/a

PENETRATING SHOT Attacker is able to find a weak area in target’s armor and deals an additional 2d6 damage on a successful range attack. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic range weapon attack + 2d6 damage Secondary Effect/Damage: n/a

SPLIT SHOT Attacker releases two arrows simultaneously and divides their destination between two different but adjacent targets. Attack and damage is rolled for each arrow. (Maneuver does not apply to hand-thrown weapons) Encounter Points: 7 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic range weapon attack w/ 2 arrows Secondary Effect/Damage: n/a

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Lore STEALTH SHOT If target is unaware of attacker’s presence (Readiness check: Awareness) and is not engaged in combat or other movement-type activity, attacker can attempt a terminal shot without suffering any attack penalties. Encounter Points: 25 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Terminal range attack w/o any penalty unless a successful Readiness check: Awareness 6 (+1 per level of attacker) Secondary Effect/Damage: n/a

huntsman maneuvers AREA OF EFFECT ATTACK (AOE) Attacker makes a sweeping attack against all adjacent targets. Attacker must roll attack against each target separately. Encounter Points: 22 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack against all adjacent targets Secondary Effect/Damage: n/a

BREAK DEFENSES Attacker’s knowledge of combat allows for a basic melee weapon attack that is immediately followed by a second, inside attack at +5 “to attack.” Encounter Points: 8 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + second basic melee weapon attack at +5 “to attack” Secondary Effect/Damage: n/a

ELUDE When needed, attacker is able to move through rough or difficult terrain at normal speed in order to escape a possible pursuer or catch a wanted target. Encounter Points: 3 Casting Time: Half Action Type: Attack vs. n/a Initial Effect/Damage: Ability to move at normal speed through rough or difficult terrain. Secondary Effect/Damage: n/a

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Lore FORESIGHT Attacker’s survival instincts grant them the ability to read a target’s body language and predict its next basic action. Encounter Points: 10 Casting Time: Half Action Type: Attack vs. Intellect Initial Effect/Damage: Knowledge of target’s next basic action (attack, movement, etc.) unless a successful Trait check: Intellect 6 (+1 per level of target) Secondary Effect/Damage: n/a

POUNCE Attacker is able to blend in with the surroundings and lie in wait for target to pass within two spaces of their location then pounce on target. Pounce grants attacker +5 “to attack” and +2d6 damage. Encounter Points: 6 Casting Time: Full Action Type: Attack vs. Awareness Initial Effect/Damage: Basic melee weapon attack (+5 “to attack”) + 2d6 damage unless a Readiness check: Awareness 6 (+1 per level of attacker) Secondary Effect/Damage: n/a

QUAD STRIKE Attacker makes a barrage of four basic melee weapon attacks against a target in the same round. If attacker is dual wielding then attacker makes a total of eight basic weapon attacks during round. Maneuver can only be used once per encounter. Encounter Points: 18 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: 4 basic melee weapon attacks (8 basic melee attacks if dual wielding) Secondary Effect/Damage: n/a

SUBDUE Attacker makes a basic melee attack with the blunt side of a weapon (half damage if bladed weapon is used) and stuns target for 1d4 rounds. While stunned target is unable to act or react in any way. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack Secondary Effect/Damage: Stun 1d4 rounds unless Readiness check: Awareness 6 (+1 per level of attacker)

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Lore ROGUE

general maneuvers DUAL STRIKE Attacker makes two basic melee attacks that can be focused against two different but adjacent targets without incurring any penalty to their attack rolls. Encounter Points: 6 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attacks divided between two adjacent targets Secondary Effect/Damage: n/a

KIDNEY STRIKE Following a basic melee weapon attack, attacker slides sideways and strikes target’s kidney with free hand causing target to become immobilized for 1d4 rounds unless target makes a successful Trait check: Agility. Maneuver cannot be executed if target is wearing chain mail, scale, plate, or other stronger type of armor over kidney area. Encounter Points: 8 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + kidney strike for 1d4 damage Secondary Effect/Damage: Target immobilized for 1d4 rounds unless Trait check: Agility 6 (+1 per level of attacker)

TRIP ATTACK Following a basic melee attack, attacker sweeps target’s legs, thereby knocking target prone requiring a half action to get up the next round (Target must be located in an adjacent space to attacker). Encounter Points: 8 Casting Time: Full Action Type: Attack vs. Agility Initial Effect/Damage: Basic melee weapon attack Secondary Effect/Damage: Target knocked prone unless Trait check: Agility 6 (+1 per level of attacker)

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Lore TRIPLE STRIKE Attacker’s adrenaline allows for three basic melee weapon attacks to be made in the same round against a single target. If attacker is dual wielding then attacker makes a total of six basic melee weapon attacks during round. Encounter Points: 14 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: 3 basic melee weapon attacks (6 basic melee attacks if dual wielding) Secondary Effect/Damage: n/a

SPLIT SHOT Attacker releases two arrows simultaneously and divides their destination between two different but adjacent targets. Attack and damage is rolled for each arrow. (Maneuver does not apply to hand-thrown weapons) Encounter Points: 7 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic range weapon attack w/ 2 arrows Secondary Effect/Damage: n/a

assassin maneuvers BACKSTAB Following an unsuccessful Readiness check: Awareness by target, attacker delivers a lethal blow to target from behind doing three times the rolled damage. Encounter Points: 16 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack at 3x rolled damage unless a successful Readiness check: Awareness 6 (+1 per level of attacker) is made by attacker Secondary Effect/Damage: n/a

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Lore BLEEDING ATTACK Attacker strikes target causing ongoing damage until a successful Trait check: Vitality is made by target. Encounter Points: 6 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack Secondary Effect/Damage: Ongoing 1d6 damage until a successful Trait check: Vitality6 (+1 per level of attacker)

BREAK NECK In one action, attacker reaches out both hands, grabs target’s head, and twists suddenly causing target’s neck to snap. A successful attempt will result in instant death, while an unsuccessful attempt will result in 1d8 damage. Encounter Points: 30 Casting Time: Full Action Type: Attack vs. Awareness & Agility Initial Effect/Damage: Target’s neck broken unless a successful Readiness check: Awareness 6 (+1 per level of attacker) and Trait check: Agility 6 (+1 per level of attacker) Secondary Effect/Damage: If unsuccessful Agility check then 1d8 damage to target

DEATH STRIKE Using a light one-handed weapon attacker directs attack such that it deals four times the rolled damage causing target to enter a state of shock for 1d4 rounds, during which time target can neither attack nor defend. Encounter Points: 22 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack at 4x damage Secondary Effect/Damage: Target in shock (stunned) for 1d4 rounds unless Trait check: Vitality 6 (+1 per level of attacker)

ELUDE When needed, attacker is able to move through rough or difficult terrain at normal speed in order to escape a possible pursuer or catch a wanted target. Encounter Points: 3 Casting Time: Half Action Type: Attack vs. n/a Initial Effect/Damage: Ability to move at normal speed through rough or difficult terrain. Secondary Effect/Damage: n/a

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Lore STRANGLE In the process of making a basic weapon attack, attacker opts to forego inflicting damage and instead sidesteps target in one quick motion to maneuver behind target and slip their arm around target’s neck. Target will become incapacitated on the next round for 1d4 rounds unless successful Trait checks: Agility and Vitality are made by target. Encounter Points: 18 Casting Time: Full Action Type: Attack vs. Agility & Vitality Initial Effect/Damage: Attacker places target in headlock unless a Trait check: Agility 6 (+1 per level of attacker) Secondary Effect/Damage: Target passes out on next round for 1d4 rounds unless Trait check: Vitality 6 (+1 per level of attacker)

bounty hunter maneuvers DISARMING ATTACK Attacker parries target’s weapon in such a way that it causes target to lose grip on weapon and fall to the ground unless Trait check: Agility is made by target. Requires half action to pick up. Encounter Points: 6 Casting Time: Half action Type: Attack vs. Agility Initial Effect/Damage: Target drops weapon unless Trait check: Agility 6 (+1 per level of attacker) Secondary Effect/Damage: n/a

INTIMIDATE Attacker voices a demoralizing phrase designed to intimidate target resulting in -2 “to attack” on attacker’s next turn. If successfully executed against the same target three rounds in succession, target will succumb to attacker in defeat and lay down any weapons. Encounter Points: 4 Casting Time: Half action Type: Attack vs. Intellect Initial Effect/Damage: Target suffers -2 “to attack” on next turn unless a successful Trait check: Intellect 6 (+1 per level of attacker) Secondary Effect/Damage: If successfully used 3 times successively target will submit to attacker in fear

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Lore PUNCH STRIKE Following a basic melee attack, attacker punches target in face. If successful, punch will render target disoriented resulting in -2 “to attack” for the next two rounds. Encounter Points: 4 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack + “punch” strike for 3 damage Secondary Effect/Damage: Target disoriented for 2 rounds causing -2 “to attack” unless Readiness check: Awareness 6 (+1 per level of attacker)

RETALIATION STRIKE Following a target’s attack, whether successful or not, attacker can make an instant retaliation attack (basic melee weapon attack) against target. Encounter Points: 5 Casting Time: Instant Action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack following an attack by an opponent; (instant retaliation) Secondary Effect/Damage: n/a

SLIDE ATTACK Attacker runs at target and slides beneath target making a basic melee weapon attack and knocking target prone and inflicting 1d4 damage after. Requires full action for target to get up. Encounter Points: 8 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack Secondary Effect/Damage: Target knocked prone for 1d4 damage unless a successful Trait check: Agility 6 (+1 per level of attacker)

SUBDUE Attacker makes a basic melee attack with the blunt side of a weapon (half damage if bladed weapon is used) and stuns target for 1d4 rounds. While stunned target is unable to act or react in any way. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack Secondary Effect/Damage: Stun 1d4 rounds unless Readiness check: Awareness 6 (+1 per level of attacker)

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Lore thief maneuvers ATTACK & STEAL Following a basic melee weapon attack, attacker chooses to forego a second basic attack in favor of lifting target’s money pouch while target is distracted. If attacker desires the thievery be unnoticed by target then a successful Readiness check: Awareness must not be made by target. Encounter Points: 8 Casting Time: Full Action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack Secondary Effect/Damage: Thievery of money pouch unless successful Readiness check: Awareness 6 (+1 per level of attacker)

BACKSTAB Following an unsuccessful Readiness check: Awareness by target, attacker delivers a lethal blow to target from behind doing three times the rolled damage. Encounter Points: 16 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack at 3x rolled damage unless a successful Readiness check: Awareness 6 (+1 per level of attacker) is made by attacker Secondary Effect/Damage: n/a

CONFUSE Attacker is able to sufficiently confuse a target and gain a +3 “to attack” against target. All adjacent allies are granted +1 “to attack” against the same target until the attacker’s next turn. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Intellect Initial Effect/Damage: Target confused, granting attacker +3 and all allies +1 “to attack” against target Secondary Effect/Damage: n/a

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Lore DISARMING ATTACK Attacker parries target’s weapon in such a way that it causes target to lose grip on weapon and fall to the ground unless Trait check: Agility is made by target. Requires half action to pick up. Encounter Points: 6 Casting Time: Half action Type: Attack vs. Agility Initial Effect/Damage: Target drops weapon unless Trait check: Agility 6 (+1 per level of attacker) Secondary Effect/Damage: n/a

DISORIENT If in a flanking position attacker can strike target’s ears with palms cupped inflicting 1d4 damage and causing target to lose hearing and become disoriented for 1d4 rounds. During his disorientation target attacks at -3 “to attack.” Encounter Points: 5 Casting Time: Full action Type: Attack vs. Agility Initial Effect/Damage: Hands-to-ears attack for 1d4 damage unless Trait check: Agility 6 (+1 per level of attacker) Secondary Effect/Damage: Target is unable to hear and disoriented for 1d4 rounds

FLANKING STRIKE Following a basic melee weapon attack, attacker moves through target’s space ending up in the space behind target (as long as it is not occupied) and makes a second basic attack with a +5 “to attack.” Encounter Points: 7 Casting Time: Full action Type: Attack vs. Armor Initial Effect/Damage: Basic melee weapon attack Secondary Effect/Damage: Second basic flanking attack at +5 “to attack”

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Lore

Extended Weapons

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Lore CHAPTER 7

Incantations Incantations, or “magical powers,” are infused by one of the three great forces that pervade all of life: Mana, Aether, and Spirit. Individuals possessing an acute connection to one of these unseen forces are generally recognized at a young age and seek out training to control and enhance their unique abilities. Incantations are enacted by speaking a word or phrase derived from an ancient, primal language or by combining runes (either in one’s hand or through writing) that are also based on this same ancient language. While lesser incantations typically require only a word or letter to enact, more powerful incantations can entail entire phrases. Every character receives a set number of “encounter points” per level that can be spent over the course of an encounter to execute incantations based on a specific corresponding trait (see Table 4.1). At the end of each encounter all encounter points are fully regenerated. It’s important to note that encounter points not used in an encounter do not roll over into the next encounter. For example, a Confessor who has 20 encounter points available to spend during an encounter, but only spends 15, will start the next encounter with 20 encounter points, not 25. The number of encounter points a player has to spend in an encounter also represent the total number of points they can spend at one time, whether they are in or out of an encounter. Using the example above, the Confessor could only spend a maximum of 20 encounter points at one time, while at that level of experience (see Chapter 1 | Experience Points). In addition, players can only spend a maximum of five times their normal allotted number of encounter points per encounter in a game day. As such, a third level Wizard with a Mana trait score of 17 can spend up to 18 encounter points per encounter but cannot spend more than 90 encounter points during any given day in the game. Incantations, whether spells, rituals, or prayers cost a certain number of encounter points to cast and can be enhanced by applying additional encounter points unless otherwise noted in an incantation’s description. The ability to spend additional encounter points and enhance an incantation allows players to customize the effectiveness of the attacks their characters make. For example, a player can increase a character’s ability to hit a target with a spell as well as the spell’s range, area of effect (AOE), duration (in rounds), and damage. However, players may only increase these effects as many times as they have levels of experience. As such, a level three Wizard is limited to increasing the range of a Fire Ball spell by three spaces, its area of effect by three spaces outward in every direction from the point of origin, and/or its damage by 3d4—all of which is in addition to the required number of encounter points it cost to cast the spell in the first place. A level one character, on the other hand, can only increase these same effects once because their character is level one. Players can choose which effect(s) to increase, all or none, and have the option of increasing their “to attack” by +1 as many times as they desire, as long as they have enough encounter points left to do so. When attacking with an incantation, players also add the Base trait modifier used to determine their ecounter points. Below is a list of common enhancements that can be applied to any combat maneuver, unless specified in that maneuver’s description, along with the costs associated with the enhancement: +1 “to attack”



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+1d4 Damage +1 Round

+1 encounter point +1 encounter point +1 encounter point

+1 Range (i.e. 5’ space) +1 AOE (Area of Effect)

+1 encounter point +2 encounter points

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Lore Each incantation listed below contains the following information: Description—a brief description of the incantation and how it is executed; Encounter Points—the number of encounter points required to execute the incantation; Casting Time—the time required to execute the incantation: Full actions require a character’s entire turn to execute, Half actions require only half of a character’s turn, allowing them to either make another basic attack, move, or take some other action if desired, Instant actions can be executed anytime during an encounter; Type—refers to what check the attack is against (i.e. Armor, Intellect, Vitality, etc.); Range— refers to the distance from the caster an incantation can originate (i.e. the incantation’s point of origin in relation to the caster; a range of “0” refers to the caster’s space while a range of “1” refers to any space adjacent to the space the caster is located; Area of Effect (AOE)— refers to the distance the effect of an incantation moves outward in every direction from its point of origin; an AOE of “0” is an affected area of one space (or the point of origin itself ), while an AOE of “3” indicates an affected area of three spaces in every direction out from the incantation’s point of origin; Initial Effect/Damage—information about the primary effect, duration (Note: some incantations list a duration of “until end of encounter,” which is equivalent to one minute of time if cast outside an encounter), and damage type (see Chapter 1 | Damage for modifiers related to various damage types) of an incantation; and Secondary Effect/Damage—information about any secondary effects the incantation may cause such as ongoing damage, stun, etc.

Counterspells The effects of any incantation (including musical tones) can be voided by casting the reverse of that incantation in what is called a counterspell. Cancelling the effects of an incantation is accomplished by applying at least one more encounter point to the counterspell than was used to cast the original incantation. This relates to a spell’s strength which equals the base number of encounter points required to cast an incantation plus any additional strength encounter points applied. The application of encounter points to enhance an incantation’s AOE, range, damage, or duration do not count toward its strength. For example, if a Runecrafter wants to cancel the effects of a Darkness spell that was cast with 20 points (10 points required to cast plus 10 additional strength encounter points) they would have to cast a Darkness counterspell using at least 21 points. Casting a counterspell is an instant action that if utilized will take the place of the caster's turn for that round. The intention to cast a counterspell is announced at the time the original incancation is cast, along with how many encounter points are being applying to the counterspell. If the number is higher than the number of encounter points applied to the original incantation then the effects of the original spell are cancelled. Mages, Elementalists, Clerics, and Bards have the the ability to issue a Counterspell check 20 (-1 per level of caster) and add the corresponding trait modifier to determine the number of points used to cast the original incantation (Mages - Mana; Elementalists - Aether; Clerics - Spirit; Bards - Appeal). If the check is unsuccessful then the caster will have to guess how many encouter points were applied to the original incantation. It’s important to note that counterspells can only be cast against incantations or musical tones already known. As such, a Wizard wanting to cancel the effects of a Fireball must already know that spell before they can cast its counterspell.

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Lore SPELLS

SPELLS Runecrafter

Runecrafter Utility Awareness Bind Darkness Decipher Script Decipher Runes Enchant I Enchant II Enchant III Enchant IV Enchant V Silence

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Enhancement Battle Lore: Nature Battle Lore: Undead Battle Lore: Unliving Enhanced Agility Enhanced Appeal Enhanced Intellect Enhanced Might Enhanced Vitality Rune Lore: Listen Rune Lore: Sight Rune Lore: Smell Rune Lore: Speech

Protection Barrier of Life Blend Confuse Enhanced Armor: Dragon Enhanced Armor: Leather Enhanced Armor: Scale Enhanced Armor: Wood Resistance Wards Restore Summon Elemental: Earth Summon Elemental: Fire Summon Elemental: Water Summon Elemental: Wind Weaken

Attack Arcane Arrow Battle Blades Blind Earthquake Energy Blast Fire Ball Glamour Heighten Mana Lightning Storm Lithos Magma Petrify Portal Glyph Push Ruckus Rune of Ruin Runestorm Scorched Earth Shrill Sound Illusion Staff Strike Sympathetic Sigil Transport

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Warding Glyphs Alert Arid De-Enchantment Fear Immobility Ongoing Damage Petrify Glyph Piercing Damage Reduce Agility Reduce Awareness Reduce Appeal Reduce Intellect Reduce Might Reduce Vitality Reduce Encounter Points Sickness Sleep Summon Creature Teleport Vertigo

Lore Utility

SPELLS Runecrafter

Awareness

Type: Attack vs. Might

Caster, or target(s) gain a heightened sense of Awareness in sight, sound, taste, touch, and smell for thirty minutes.

Range: 0-10

Encounter Points: 2 Casting Time: Full action Type: Attack vs. n/a

Area of Effect (AOE): n/a Initial Effect/Damage: Binds adjacent objects to each other. Animate objects can only avoid the effect of this spell with a successful Trait check: Might 6 (+1 per level of caster)

Range: 0-10

Secondary Effect/Damage: n/a

Area of Effect (AOE): 0 Initial Effect/Damage: Target(s) gain +1 to all Awareness checks for 30 minutes Secondary Effect/Damage: n/a

Bind Caster causes movable objects to be bound together. If attempting to bind more than two movable objects together then a greater number of encounter points are needed above the initial cost of 12. Modifiers received by target to avoid the effects of spell are listed in Chart 7.1 below. Effects of the spell can be avoided with a successful Trait check: Might 6 (+1 per level of caster). For each animate object working to resist spell add +2 to Might check. If spell is successful, binding can only be reversed with an Unbind spell that is cast using at least one more encounter point than applied to original Bind spell.

Darkness Causes total darkness to envelop an area one space outward in every direction from caster’s location lasting three rounds. All creatures within affected area suffer -5 to all game checks. Darkness can be cancelled with conterspell. Spell cannot be set on another creature’s eyes in order to blind. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Darkness for 3 rounds (-5 “to attack” and all other game checks Secondary Effect/Damage: n/a

Encounter Points: 12 Casting Time: Full action

Chart 7.1 - Bind # of Objects to be Bound

Additional encounter points per object to be applied above base cost

2 3 4 5 6 7 8 9 10

+2 +4 +10 +15 +20 +25 +30 +35

Object Size

Modifier to Might check

Tiny Small Medium Large Huge Giant Mammoth Colossal

-4 -2 +2 +4 +8 +12 +24

(see Chapter 11 for information about creature size)

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Lore SPELLS Decipher Script Runecrafter

Caster is granted +2 to a Trait check: Intellect to be able to read and interpret an unknown script. Casting time does not include the time it takes to actually read script. Encounter Points: 7 Casting Time: Full action Type: Attack vs. n/a Range: 0

Initial Effect/Damage: Object magically enhanced Secondary Effect/Damage: n/a

Chart 7.2 - Enchant I-V Required Items

Type

Encounter Points

Result

I

40

+1

Strand of hair from a 5th level transformed Lycanthrope

II

50

+2

Eyelash of a 7th level Centaur

III

60

+4

Drop of saliva from a 10th level Fae creature

Decipher Runes

IV

70

+7

Caster is granted +2 to a Trait check: Intellect to be able to read and interpret a rune or set of runes. Casting time does not include the time it takes to read runes in question.

Tail feather of a 15th level Phoenix

V

80

+10

Drop of blood from a 20th level Addler

Area of Effect (AOE): 0 Initial Effect/Damage: +2 to read unknown script (+1 per additional encounter point applied) Secondary Effect/Damage: n/a

Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: +2 to decipher rune(s) (+1 per 2 additional encounter point applied) Secondary Effect/Damage: n/a

(required items do not stack)

Silence Caster causes all sounds produced within affected area to be silenced. Any sound made such as talking, walking, combat, etc. will not be heard by any creature inside or outside select area. Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a

Enchant I-V

Range: 0-10

Caster is able to channel a portion of Mana into an object, weapon, piece of armor, or other object. The resulting enhancement is permanent with the degree of enhancement being determined by the amount of encounter points applied and materials used (see Chart 7.2). Note: An object can only be enchanted once. Additional attempts to enchant an object already enchanted will replace any former enchantments.

Area of Effect (AOE): 1 Initial Effect/Damage: All sounds in affected area are silenced for 3 rounds Secondary Effect/Damage: n/a

Encounter Points: (see Chart 7.2) Casting Time: 3 Rounds Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0

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Lore Enhancement Battle Lore: Nature

Range: 0-10

Caster creates an invisible circle of Mana on the ground granting all allies +1 “to attack” and damage against natural type creatures within area of effect.

Area of Effect (AOE): 1

Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Grants all allies in affected area +1 “to attack” and damage for 2 rounds (+1 “to attack” and damage per additional encounter point applied; +1 round per additional encounter point applied) Secondary Effect/Damage: n/a

SPELLS Runecrafter

Initial Effect/Damage: Grants all allies in affected area +1 “to attack” and damage for 2 rounds (+1 “to attack” and damage per 5 additional encounter points applied; +1 round per additional encounter point applied) Secondary Effect/Damage: n/a

Enhanced Agility Caster causes all targets in affected area to gain +1 Agility base modifier for one hour. Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10

Battle Lore: Undead Caster creates an invisible circle of Mana granting all allies +1 “to attack” and damage against undead creatures within area of effect. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Grants all allies in affected area +1 “to attack” and damage for 2 rounds (+1 “to attack” and damage per additional encounter point applied; +1 round per additional encounter point applied) Secondary Effect/Damage: n/a

Battle Lore: Unliving Caster creates an invisible circle of Mana granting all allies +1 “to attack” and damage against unliving creatures within area of effect.

Area of Effect (AOE): 1 Initial Effect/Damage: affected targets gain +1 Agility base modifier (+1 per 5 additional encounter points applied) Secondary Effect/Damage: n/a

Enhanced Appeal Caster causes all targets in affected area to gain +1 Appeal base modifier for one hour. Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Target gains +1 Appeal base modifier (+1 per 5 additional encounter points applied) Secondary Effect/Damage: n/a

Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a

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Lore SPELLS Enhanced Intellect Runecrafter

Rune Lore: Listen

Caster causes all targets in affected area to gain +1 Intellect base modifier for one hour. Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10

Encounter Points: 6 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10

Area of Effect (AOE): 1 Initial Effect/Damage: Target +1 Intellect base modifier (+1 per 5 additional encounter points applied) Secondary Effect/Damage: n/a

Area of Effect (AOE): 1 Initial Effect/Damage: Target gains +2 Awareness to checks for listening (+1 per 5 additional encounter points applied) Secondary Effect/Damage: n/a

Enhanced Might

Rune Lore: Sight

Caster causes all targets in affected area to gain +1 Might base modifier for one hour.

Caster causes all targets in affected area to develop an enhanced ability to see for one hour. This translates into a +2 Awareness to all checks involving sight.

Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10

Encounter Points: 6 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10

Area of Effect (AOE): 1 Initial Effect/Damage: Target gains +1 Might base modifier (+1 per 5 additional encounter points applied) Secondary Effect/Damage: n/a

Enhanced Vitality Caster causes all targets in affected area to gain +1 Vitality base modifier for one hour. Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10

Area of Effect (AOE): 1 Initial Effect/Damage: Target gains +2 Awareness to checks for sight (+1 per 5 additional encounter points applied) Secondary Effect/Damage: n/a

Rune Lore: Smell Caster causes all targets in affected area to develop an enhanced ability to smell for one hour. This translates into a +2 Awareness to all checks involving smell. Encounter Points: 6 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10

Area of Effect (AOE): 1 Initial Effect/Damage: Target gains +1 Vitality base modifier (+1 per 5 additional encounter points applied) Secondary Effect/Damage: n/a

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Caster causes all targets in affected area to develop an enhanced ability to hear for one hour. This translates into a +2 Awareness to all checks involving listening.

Area of Effect (AOE): 1 Initial Effect/Damage: Target gains +2 Awareness to checks for smell (+1 per 5 additional encounter points applied) Secondary Effect/Damage: n/a

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Lore Rune Lore: Speech Caster grants the ability to understand and speak a language unknown by target, but known by caster for half an hour. Spell does not grant target the ability to read language.

SPELLS Runecrafter

Encounter Points: 15 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target gains temporary ability to understand and speak an unknown language Secondary Effect/Damage: n/a

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Lore Protection

SPELLS Runecrafter

Barrier of Life Caster creates an invisible barrier that envelops a designated area and absorbs the next fifty points of damage done to any allies within barrier. Once total damage is reached barrier disappears. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Invisible barrier that absorbs 50 points of damage (+5 damage points per 2 additional encounter points applied) Secondary Effect/Damage: n/a

Caster is able to camouflage all targets in affected area causing them to blend into their surrounding environment becoming undetectable. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Awareness Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Affected targets blend into surroundings and become unnoticeable unless Readiness check: Awareness 6 (+1 per level of caster) Secondary Effect/Damage: n/a

Caster causes a feeling of confusion to fall upon target that inhibits attack ability and reduces movement by half. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Intellect

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Enhanced Armor: Dragon Caster increases the armor rating of that worn by target equal to a full set of dragon armor (without any Agility penalties) until end of encounter. If target has a greater armor rating than dragon then the higher armor value remains in effect. Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Initial Effect/Damage: Target’s armor rating increased to dragon armor value (Armor 30) Secondary Effect/Damage: n/a

Enhanced Armor: Boiled Leather Caster increases the armor rating of that worn by target equal to a full set of boiled leather armor (without any Agility penalties) until end of encounter. If target has a greater armor rating than leather, then the higher armor value remains in effect. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0

Confuse

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Area of Effect (AOE): 0

Blend

Range: 0-10

Initial Effect/Damage: Target suffers -3 “to attack” and ½ movement unless Trait check: Intellect 6 (+1 per level of caster)

Initial Effect/Damage: Target’s armor rating increased to leather armor value (Armor 7) Secondary Effect/Damage: n/a

Enhanced Armor: Scale Caster increases the armor rating of that worn by target equal to a full set of scale armor (without any Agility penalties) until end of encounter. If target has a

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Lore greater armor rating than scale, then the higher armor value remains in effect. Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

Restore Caster heals target or self for 1d8 life points.

SPELLS Runecrafter

Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

Area of Effect (AOE): 0 Initial Effect/Damage: Target’s armor rating increased to scale armor value (Armor 15) Secondary Effect/Damage: n/a

Area of Effect (AOE): 0 Initial Effect/Damage: 1d8 healing to target Secondary Effect/Damage: n/a

Enhanced Armor: Wood

Summon Elemental: Earth

Caster increases the armor rating of that worn by target equal to a full set of wood armor (without any Agility penalties) until end of encounter. If target has a greater armor rating than wood, then the higher armor value remains in effect.

Caster summons an elemental being that acts as a protector and engages any target commanded by the Runecrafter. Elemental will remain in the caster’s service until the end of the encounter in which it was summoned, or until it has been killed or dismissed by caster. An earth elemental can be summoned as a level 1-10 creature, depending on how many encounter points are applied to the spell. The higher the earth elemental’s level, the greater its traits and combat abilities will be (see Chart 7.3 below). An earth elemental will function in combat as a normal character does in regards to movement and attacking. Earth elementals do not possess combat maneuvers, are immune to all attacks that involve earth, and can regenerate all lost life points one time per encounter as a full action.

Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target’s armor rating increased to wood armor value (Armor 5) Secondary Effect/Damage: n/a

Resistance Wards When cast, target is granted protection (i.e. half damage) against all cold, gas, fire, or electrical magical attacks. Caster can place all four types of wards on a target. Encounter Points: 10 for each ward Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1/2 damage from either cold, gas, fire, or electrical magical attacks Secondary Effect/Damage: n/a

Encounter Points: (see Chart 7.3 below) Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: (see Chart 7.3) Secondary Effect/Damage: n/a

Summon Elemental: Fire Caster summons an elemental being that acts as a protector and engages any target commanded by the Runecrafter. Elemental will remain in caster’s service until the end of the encounter in which it was summoned, or until it has been killed or dismissed by caster. A fire elemental can be summoned as a level 1-10 creature, depending on how many encounter points are applied to the spell. The higher the fire elemental’s level, the greater its traits and combat abilities will

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Lore be (see Chart 7.4 at end of section). A fire elemental SPELLS Runecrafter will function in combat as a normal character does in

regard to movement and attacking. Fire elementals are immune to all attacks that involve fire and are only effected by incantations or musical tones; nonmagical attacks are completely ineffective against a fire elemental. A successful attack by elemental will cause 1d6 ongoing fire damage until a Trait check: Agility 6 (+1 per level of caster) is made. Encounter Points: (see Chart 7.4 below) Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: (see Chart 7.4) Secondary Effect/Damage: n/a

Summon Elemental: Water Caster summons an elemental being that acts as a protector and engages any target commanded by the Runecrafter. Elemental will remain in the caster’s service until the end of the encounter in which it was summoned, or until it has been killed or dismissed by caster. Water elementals can only be summoned when caster is within 100 feet of a small body of water that is at least knee deep, and can be summoned as a level 1-10 creature depending on how many encounter points are applied to the spell. The higher the water elemental’s level, the greater its traits and combat abilities will be (see Chart 7.5 at end of section). Water elementals function in combat as a normal character does in regard to movement and attacking, and are immune to all attacks that involve water and are only effected by incantations or musical tones; melee and range attacks are completely ineffective against them. If commanded, a water elemental will attempt to drown its target instead of inflicting damage. If a water elemental rolls a successful attack vs. Armor and target fails to make a successful Trait check: Agility 6 (+1 per level of elemental) then target is encased in water and will drown if a second Agility check is not made on the next round. Encounter Points: (see Chart 7.5 below) Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: (see Chart 7.5)

Summon Elemental: Wind Caster summons an elemental being that acts as a protector and engages any target commanded by the Runecrafter. Elemental will remain in the caster’s service until the end of the encounter in which it was summoned, or until it has been killed or dismissed by caster. Wind elementals can be summoned as a level 1-10 creature, depending on how many encounter points are applied to the spell. The higher the wind elemental’s level, the greater its traits and combat abilities will be (see Chart 7.5 at end of section). Wind elementals attack by knocking down and holding their target against the ground. If a wind elemental rolls a successful attack vs. Armor they will inflict damage. Wind elementals of level six and higher will, in addition to inflicting damage, knock their target prone unless a successful Trait check: Agility 6 (+1 per level of elemental) is made. Target will remain pinned to the ground until a second Agility check is successfully made. Wind elementals are immune to all attacks involving air and are only effected by incantations or musical tones; melee and range attacks are completely ineffective against a Wind elemental. Encounter Points: (see Chart 7.5 below) Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: (see Chart 7.5) Secondary Effect/Damage: n/a

Weaken Caster causes the Might of all targets within affected area to be drained resulting in targets moving at half speed until end of encounter, attacking at -3 “to attack,” and reducing all damage they inflict by half. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: Target(s) weakened: ½ movement; -3 “to attack”; ½ damage Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

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Lore Chart 7.3 - Earth Elemental Elemental’s Level

Encounter Points

1 2 3 4 5 6 7 8 9 10

3 6 9 12 15 18 21 25 30 35

SPELLS Runecrafter Trait & Combat Abilities

Armor 6; Life Points 15; Movement 3; +1 attack / 1d10 damage Armor 7; Life Points 20; Movement 3; +2 attack / 2d10 damage Armor 8; Life Points 25; Movement 3; +3 attack / 3d10 damage Armor 9; Life Points 30; Movement 3; +4 attack / 4d10 damage Armor 10; Life Points 35; Movement 3; +5 attack / 5d10 damage Armor 11; Life Points 40; Movement 3; +6 attack / 6d10 damage Armor 12; Life Points 45; Movement 3; +7 attack / 7d10 damage Armor 13; Life Points 50; Movement 3; +8 attack / 8d10 damage Armor 14; Life Points 55; Movement 3; +9 attack / 9d10 damage Armor 15; Life Points 60; Movement 3; +10 attack / 10d10 damage

Chart 7.4 - Fire Elemental Elemental’s Level

Encounter Points

1 2 3 4 5 6 7 8 9 10

3 6 9 12 15 18 21 25 30 35

Trait & Combat Abilities

Armor 6; Life Points 15; Movement 3; +1 attack / 1d10 damage+1d6 ongoing fire damage Armor 7; Life Points 20; Movement 3; +2 attack / 2d10 damage+1d6 ongoing fire damage Armor 8; Life Points 25; Movement 3; +3 attack / 3d10 damage+1d6 ongoing fire damage Armor 9; Life Points 30; Movement 3; +4 attack / 4d10 damage+1d6 ongoing fire damage Armor 10; Life Points 35; Movement 3; +5 attack / 5d10 damage+1d6 ongoing fire damage Armor 11; Life Points 40; Movement 3; +6 attack / 6d10 damage+1d6 ongoing fire damage Armor 12; Life Points 45; Movement 3; +7 attack / 7d10 damage+1d6 ongoing fire damage Armor 13; Life Points 50; Movement 3; +8 attack / 8d10 damage+1d6 ongoing fire damage Armor 14; Life Points 55; Movement 3; +9 attack / 9d10 damage+1d6 ongoing fire damage Armor 15; Life Points 60; Movement 3; +10 attack / 10d10 damage +1d6 ongoing fire damage

Chart 7.5 - Water/Wind Elementals Elemental’s Level

Encounter Points

1 2 3 4 5 6 7 8 9 10

4 7 10 13 16 20 24 28 32 36

Trait & Combat Abilities

Armor 6; Life Points 15; Movement 3; +1 attack / 1d10 damage Armor 7; Life Points 20; Movement 3; +2 attack / 2d10 damage Armor 8; Life Points 25; Movement 3; +3 attack / 3d10 damage Armor 9; Life Points 30; Movement 3; +4 attack / 4d10 damage Armor 10; Life Points 35; Movement 3; +5 attack / 5d10 damage Armor 11; Life Points 40; Movement 3; +6 attack / 6d10 damage Armor 12; Life Points 45; Movement 3; +7 attack / 7d10 damage Armor 13; Life Points 50; Movement 3; +8 attack / 8d10 damage Armor 14; Life Points 55; Movement 3; +9 attack / 9d10 damage Armor 15; Life Points 60; Movement 3; +10 attack / 10d10 damage

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Lore Attack

SPELLS Runecrafter

Arcane Arrow

Type: Attack vs. Vitality

Caster releases a glimmering, blue triangular arrowhead that speeds toward its target. Arrows can be given enhanced effects beyond damage such as fire, cold (each causing an additional 1d6 damage), or sleep for 1d4 rounds unless a successful Trait check: Vitality 3 (+1 per level of caster) is made.

Range: 1-10

Encounter Points: 4 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d8 damage Secondary Effect/Damage: Enhanced effect (fire, frost) each for an additional 5 encounter points, or sleep for an additional 10 points

Area of Effect (AOE): 0 Initial Effect/Damage: Target blinded for 3 rounds resulting in -5 “to attack” and ½ damage Secondary Effect/Damage: n/a

Earthquake Caster calls forth a shockwave from beneath the ground that erupts at the surface producing a localized earthquake causing 2d6 damage to all creatures in affected area. Encounter Points: 6 Casting Time: Full action Type: Attack vs. Armor Range: 0-10

Battle Blades

Area of Effect (AOE): 1

Caster calls forth a pair of phantom blades that inflict 2d8 damage on its target. Area of effect can be increased if additional encounter points are applied. Blades last three rounds unless dispelled by caster. Caster must roll against each target in affected area. Creatures passing through affected space are subject to receiving damage.

Initial Effect/Damage: 2d6 damage

Encounter Points: 15 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d8 damage for 3 rounds Secondary Effect/Damage: n/a

Energy Blast A blast of energy issues forth from caster inflicting 1d6 electrical damage to all targets. Encounter Points: 1 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d6 damage Secondary Effect/Damage: n/a

Blind Caster causes blindness to fall upon target lasting three rounds resulting in a -5 “to attack” and target only able to inflict half damage as long as spell is in effect. Encounter Points: 6 Casting Time: Full action

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Secondary Effect/Damage: n/a

Fire Ball Caster causes a ball of fire to appear in a given space that explodes outward in every direction causing 2d8 damage to all targets in area of effect. Encounter Points: 6

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Lore Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d8 damage Secondary Effect/Damage: n/a

used outside and has no effect if cast inside buildings, SPELLS Runecrafter dungeons, caverns, or other enclosed places. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: 3d6 electrical damage

Glamour While in effect spell grants all targets within area of effect +3 to Trait checks related to Appeal. All attackers will have to make a Trait check: Intellect 6 (+1 per level of caster) or will refuse to attack targets in area of effect. Encounter Points: 10 Casting Time: Instant action Type: Attack vs. Intellect Range: 0-10 Area of Effect (AOE): 1

Secondary Effect/Damage: n/a

Lithos Caster causes a small piece of a stone within affected area to be chipped away from its original location and fall to the ground causing 2d12 damage. Spell must be cast within the vicinity of a rock ledge to work. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor

Initial Effect/Damage: +3 to all checks related to Appeal

Range: 1-10

Secondary Effect/Damage: n/a

Initial Effect/Damage: 2d12 damage

Area of Effect (AOE): 0 Secondary Effect/Damage: n/a

Heighten Mana Caster creates an area of enchantment that doubles the effectives of all Mana-based incantations casts within the area of effect until the end of the encounter. This includes damage, duration, range, and area of effect of spell cast. Does not affect rituals or prayers. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 1 Initial Effect/Damage: Double effectiveness of all spells cast in area of effect Secondary Effect/Damage: n/a

Magma Spell turns any inanimate surface into burning magma such as a floor, wall, stairway, or weapon. Any creature touching the surface of area turned into magma will suffer 2d12 damage, and 1d6 ongoing fire damage until a successful Trait check: Agility 6 (+1 per level of caster) is made. Surface of changed area will remain as magma until end of encounter and then reach room temperature over the next thirty minutes. Weapons that are turned to magma are instantly melted into useless objects. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0

Lightning Storm By transforming the molecules in the air caster calls forth bolts of lightning that strikes all targets within affected area for 3d6 damage each. Spell can only be

Initial Effect/Damage: 2d12 fire damage Secondary Effect/Damage: 1d6 ongoing fire damage

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Lore SPELLS Petrify Runecrafter

Range: 1-10

Caster turns target into stone unless a successful Trait check: Vitality 3 (+1 per level of caster) is made by target. Effect can only be blocked or reversed if the counterspell, un-Petrify, is cast using at least one more encounter point than was applied to the original spell. Encounter Points: 80 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target turned to stone Secondary Effect/Damage: n/a

Initial Effect/Damage: Target pushed one space in any direction Secondary Effect/Damage: n/a

Ruckus Caster is able to amplify the smallest sound hundreds of times over to produce a deafening roar extending outward in every direct from a point of origin of caster’s choice. Once cast, all creatures within area of effect will suffer 3d6 audio damage. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Range: 1-10

Portal Glyph Caster causes a portal to appear on the floor or wall covering a specified area that is black in color yet rimmed with flaming hues of blue and violet. All creatures within the area of effect will be swallowed up into portal unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Portal will stay open for three rounds before closing and sealing targets in another realm of existence indefinitely. Encounter Points: 80 Casting Time: Full action Type: Attack vs. Agility Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Open portal that transports target(s) to another realm Secondary Effect/Damage: n/a

Area of Effect (AOE): 2 Initial Effect/Damage: 3d6 damage Secondary Effect/Damage: n/a

Rune of Ruin The effects of this spell will inflict 3d6 damage to all creatures within area of effect on the first round. On the second round it will inflict 4d6 damage, and on the third round it will inflict 5d6 damage. Caster can cast additional spells during rounds two and three of original spell. Encounter Points: 40 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: Round 1 - 3d6 damage; Round 2 - 4d6 damage; Round 3 - 5d6 damage

Push Caster creates an invisible force that pushes a nonstationary target one space in any direction unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Agility

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Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Runestorm Caster unleashes a hailstorm of blue and purple electric energy inflicting 3d10 damage on each target within the area of effect. Encounter Points: 12

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Lore Casting Time: Full action Type: Attack vs. Armor Range: 1-10

Encounter Points: 1 Casting Time: Half action Type: Attack vs. n/a

Area of Effect (AOE): 1

Range: 0-10

Initial Effect/Damage: 3d10 damage

Area of Effect (AOE): 10

Secondary Effect/Damage: n/a

Initial Effect/Damage: Projected sound of caster’s choice

SPELLS Runecrafter

Secondary Effect/Damage: n/a

Scorched Earth Caster calls forth fire that springs up from the ground causing 2d8 damage and 1d6 ongoing damage to all target in affected area unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: 2d8 damage Secondary Effect/Damage: 1d6 ongoing damage unless Trait check: Vitality 6 (+1 per level of caster) is made

Staff Strike In addition to casting spells a Wizard also knows how to use a staff as an offensive weapon. Functioning like a martial combat maneuver, when cast this spell allows caster to inflict additional damage against an opponent with a staff for the remainder of the encounter. Encounter Points: 3 Casting Time: Half action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Weapon damage + 6 Secondary Effect/Damage: n/a

Shrill Caster causes a shrieking siren sound to be emitted from a location of their choosing that inflicts 1d6 damage and possiblly deafens all targets in affected area. Encounter Points: 7 Casting Time: Half action Type: Attack vs. Armor & Vitality Range: 1-10 Area of Effect (AOE): 2 Initial Effect/Damage: 1d6 damage vs. Armor Secondary Effect/Damage: all targets loose hearing for 1d6 rounds unless a successful Trait check: Vitality 6 (+1 per level of caster) is made

Sympathetic Sigil Caster places an enchantment on an object (metel, wood, coin, creature, etc.) that inflicts 2d8 damage to any living creature it touches unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. Conversely, when the object is touched the Runecrafter using or owning the object is healed for an equal amount. The enchantment can be cast on any object whether movable or stationary. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Vitality Range: 0-10 Area of Effect (AOE): 0

Sound Illusion Caster causes a sound to emanate from a selected space of their choosing. Sound can be anything caster has heard before.

Initial Effect/Damage: 2d8 damage Secondary Effect/Damage: Caster receives healing equal to damage inflicted on target

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Lore SPELLS Transport Runecrafter

Caster teleports all creatures or specified inanimate objects in area of effect up to twenty spaces away. Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Caster and/or target(s) transported up to 20 spaces in specified direction Secondary Effect/Damage: n/a

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Lore Warding Glyphs

SPELLS Runecrafter

Note: Encounter points used to create a glyph are immediately taken from caster when created and will typically be removed from their daily encounter point total. Once triggered a glyph is considered spent and must be reactivated by caster.

Alert Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph immediately alerts caster mentally that the glyph has been crossed. Encounter Points: 2 Casting Time: Full action Type: Attack vs. n/a

the item loses all magical enhancements for one day. Items making the check add magical modifiers they possess to roll (e.g. a +1 sword is granted +1 to its check) Encounter Points: 30 Casting Time: Full action Type: Attack vs. (Game check 6) Range: 0

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Removal of all magical enchantments of object for 1 day

Initial Effect/Damage: Caster alerted Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Fear

Arid Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph inflicts severe dehydration causing target(s) to suffer -2 “to attack” until they drink something. Glyph also inflicts 1d8 damage unless a successful Trait check: Vitality 6 (+1 per level of caster) is made.

Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph causes target to experience an overwhelming feeling of fear resulting in -3 “to attack” and -2 Awareness for one hour unless a successful Trait check: Intellect 6 (+1 per level of caster) is made.

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality

Encounter Points: 12 Casting Time: Full action Type: Attack vs. Intellect

Range: 0

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: -2 “to attack” and 1d8 damage to target(s)

Initial Effect/Damage: -3 “to attack” and -2 Awareness for 1 hour

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

De-Enchantment

Immobility

Caster places a rune mark on a wall, floor, or other object that requires the first magical item that crosses its plane to make a successful d20 check 6 (+1 per level of caster) related to the type of magic used to enchant the object (Mana/Aether/Spirit) or

Caster places a rune mark on a wall, floor, or other object that when when activated by crossing the plane of the glyph paralyzes target for three rounds unless a successful Trait check: Vitality 6 (+1 per level of caster) is made.

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Lore SPELLS Runecrafter

Encounter Points: 15 Casting Time: Full action Type: Attack vs. Vitality Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Target paralyzed for 3 rounds Secondary Effect/Damage: n/a

glyph that inflicts 5d10 damage unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. Encounter Points: 20 Casting Time: Full action Type: Attack vs. Vitality Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: 5d10 damage to target Secondary Effect/Damage: n/a

Ongoing Damage Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph inflicts 1d10 damage and 1d6 ongoing damage until a successful Trait check: Vitality 6 (+1 per level of caster) is made. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: 1d10 damage Secondary Effect/Damage: 1d6 ongoing damage

Reduce Agility Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph reduces target’s Agility trait score by 4 points for one day unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. No trait score can drop below a total of 2 points. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: -4 Agilty

Petrify Glyph

Secondary Effect/Damage: n/a

Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph turnes target to stone for one day unless a successful Trait check: Vitality 3 (+1 per level of caster) is made. Encounter Points: 80 Casting Time: Full action Type: Attack vs. Vitality Range: 0

Reduce Awareness Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph reduces target’s Awareness by 4 points for one day unless a successful Trait check: Vitality 6 (+1 per level of caster) is made.

Initial Effect/Damage: Target turned to stone for one day

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality

Secondary Effect/Damage: n/a

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

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Piercing Damage

Initial Effect/Damage: -4 Awareness

Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the

Secondary Effect/Damage: n/a

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Lore Reduce Appeal

Initial Effect/Damage: -4 Might

Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph reduces target’s Appeal trait score by 4 points for one day unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. No trait score can drop below a total of 2 points.

Secondary Effect/Damage: n/a

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality Range: 0

Reduce Vitality Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph reduces target’s Vitality trait score by 4 points for one day unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. No trait score can drop below a total of 2 points.

Initial Effect/Damage: -4 Appeal

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality

Secondary Effect/Damage: n/a

Range: 0

Area of Effect (AOE): 0

SPELLS Runecrafter

Area of Effect (AOE): 0

Reduce Intellect

Initial Effect/Damage: -4 Vitality

Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph reduces target’s Intellect trait score by 4 points for one day unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. No trait score can drop below a total of 2 points.

Secondary Effect/Damage: n/a

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality

Reduce Encounter Points Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph reduces target’s Encounter Points by two points per level of caster for one day unless a successful Trait check: Vitality 6 (+1 per level of caster) is made.

Area of Effect (AOE): 0

Encounter Points: 25 Casting Time: Full action Type: Attack vs. Vitality

Initial Effect/Damage: -4 Intellect

Range: 0

Secondary Effect/Damage: n/a

Area of Effect (AOE): 0

Range: 0

Initial Effect/Damage: -2 Encounter Points per level of caster

Reduce Might Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph reduces target’s Might trait score by 4 points for one day unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. No trait score can drop below a total of 2 points. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality Range: 0 Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Sickness Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph induces an extreme feeling of nausea on target that restricts the ability to focus or accomplish simple tasks unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. Any target affected will suffer -4 to all Awareness and Initiative checks, -3 to all attack rolls, and -5 to all damage rolls until the end of the day.

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Lore SPELLS Runecrafter

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Induces an extreme feeling of nausea causing -4 Awareness and Initiative, -3 “to attack,” and -5 damage Secondary Effect/Damage: n/a

level, the greater its traits and combat abilities will be (see Chart 7.6 below). Encounter Points: (see Chart 7.6) Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Creature summoned in space of glyph Secondary Effect/Damage: n/a

Sleep Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph causes affected target(s) to fall asleep for one hour unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. Target will awaken if any damage is inflicted upon them.

Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph immediately teleports target ten spaces backward in the direction they came from.

Encounter Points: 7 Casting Time: Full action Type: Attack vs. Vitality

Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a

Range: 0

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Target(s) fall asleep for 1 hour (+1 hour per 2 encounter points applied)

Initial Effect/Damage: Target(s) transported 10 spaces backward

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Vertigo

Summon Creature Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph summons a phantasmal creature in the space where the glyph is located. Creature is composed of energy and appears as a magnificent specimen of athleticism, wreathed in blue mana and armored in leather, wearing bracers of shining, luminous steel (race of creature chosen by caster). Creature will function as a normal character in combat receiving two basic actions per round and will remain until the end of the encounter or until killed, dismissed by caster, or effected by a counterspell. Creature is immune to all martialtype attacks (melee/range) and can only be effected by incantations or musical tones. Once summoned, creature will immediately attack the nearest target and can be summoned as a level 1-10 creature, depending on the number of encounter points applied to the glyph. The higher the creature’s

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Teleport

Caster places a rune mark on a wall, floor, or other object that when activated by crossing the plane of the glyph causes severe vertigo to fall upon targets. Effects last for thirty minutes and includes acute dizziness and vomiting until a successful Trait check: Vitality 6 (+1 per level of caster) is made. Affected targets suffer -8 “to attack” and inflict only half damage on all melee or range attacks. Encounter Points: 15 Casting Time: Full action Type: Attack vs. Vitality Range: 0 Area of Effect (AOE): 1 Initial Effect/Damage: Severe vertigo resulting in vomiting, -8 “to attack,” and 1/2 damage Secondary Effect/Damage: n/a

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Lore Chart 7.6 - Summon Creature Elemental’s Level

Encounter Points

1 2 3 4 5 6 7 8 9 10

5 10 20 30 40 50 60 70 80 90

SPELLS Runecrafter Trait & Combat Abilities

Armor 10; Life Points 20; Movement 3; +1 attack / 1d10+1 damage Armor 11; Life Points 30; Movement 3; +2 attack / 2d10+2 damage Armor 12; Life Points 40; Movement 3; +4 attack / 3d10+4 damage Armor 13; Life Points 50; Movement 3; +6 attack / 4d10+6 damage Armor 14; Life Points 60; Movement 3; +8 attack / 5d10+8 damage Armor 15; Life Points 70; Movement 3; +10 attack / 6d10+10 damage Armor 16; Life Points 80; Movement 3; +12 attack / 7d10+12 damage Armor 17; Life Points 90; Movement 3; +14 attack / 8d10+14 damage Armor 18; Life Points 100; Movement 3; +16 attack / 9d10+16 damage Armor 20; Life Points 120; Movement 3; +18 attack / 10d10+18 damage

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277

Lore

Wizard

SPELLS Wizard

Utility Awareness Bind Candlelight Conjure Fire Conjure Water Conjure Wind Darkness Decipher Script Decipher Rune Freeze Identify Magic Levitate Phantom Hand Silence

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Enhancement Battle Lore: Nature Battle Lore: Undead Battle Lore: Unliving Enhanced Agility Enhanced Appeal Enhanced Might Frenzy Attack Major Heal Minor Heal Remove Poison

Protection Barrier of Life Break Defenses Camouflage Endure Enhanced Armor: Dragon Enhanced Armor: Leather Enhanced Armor: Scale Enhanced Armor: Wood Shield Wall Slow Target Stumble Summon Protector Target Knowledge Weapon Lore: Melee Weapon Lore: Range

Attack Acid Splash Arcane Arrow Battle Blades Blind Earthquake Enchant I-V Energy Blast Heat Metal Fear Fire Ball Ice Storm Impact Light of Destiny Lightning Storm Magma Memory Wipe Mind Control Piercing Sound Petrify Push Scorched Earth Sickness Sleep Sound Wave Staff Strike Stench Stun Suffocation Thunder Clap Vertigo

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Illusions Blurred Vision Fools Gold Feign Death Invisibility Major False Image Mass Invisibility Minor False Image Morph Self Obscure Object Project Sound

Lore Utility

SPELLS Wizard

Awareness

Type: Attack vs. Might

Caster, or target(s) gain a heightened sense of Awareness in sight, sound, taste, touch, and smell for thirty minutes.

Range: 0-10 Area of Effect (AOE): n/a Initial Effect/Damage: Binds adjacent objects to each other. Animate objects can only avoid the effect of this spell with a successful Trait check: Might 6 (+1 per level of caster)

Encounter Points: 2 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

Secondary Effect/Damage: n/a

Area of Effect (AOE): 0 Initial Effect/Damage: Target(s) gain +1 to all Awareness checks for 30 minutes Secondary Effect/Damage: n/a

Bind Caster causes movable objects to be bound together. If attempting to bind more than two movable objects together then a greater number of encounter points are needed above the initial cost of 12. Modifiers received by target to avoid the effects of spell are listed in Chart 7.7 below. Effects of the spell can be avoided with a successful Trait check: Might 6 (+1 per level of caster). For each animate object working to resist spell add +2 to Might check. If spell is successful, binding can only be reversed with an Unbind spell that is cast using at least one more encounter point than applied to original Bind spell.

Candlelight Caster causes light to appear on an object that illuminates five spaces (25 feet) outward in every direction from point of origin. Candlelight cannot be set on another creature’s eyes in order to blind. Once cast, light endures for one hour unless extinguished by caster as an instant action. Encounter Points: 1 Casting Time: Half action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 5 Initial Effect/Damage: Light Secondary Effect/Damage: n/a

Encounter Points: 12 Casting Time: Full action

Chart 7.7 - Bind # of Objects to be Bound

Additional encounter points per object to be applied above base cost

2 3 4 5 6 7 8 9 10

+2 +4 +10 +15 +20 +25 +30 +35

Object Size

Modifier to Might check

Tiny Small Medium Large Huge Giant Mammoth Colossal

-4 -2 +2 +4 +8 +12 +24

(see Chapter 11 for information about creature size)

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Lore SPELLS Wizard

Conjure Fire

Darkness

While others may need a tinderbox to produce a flame, Wizards need only use an incantation to set any flammable substance burning. Once cast, incantation causes a small flame to appear in the hand or on the end of caster’s finger that can be used to light kindling or other flammable materials.

Causes total darkness to envelop an area one space outward in every direction from caster’s location lasting one minute. All creatures within affected area suffer -5 to all game checks. Darkness can be cancelled with conterspell. Spell cannot be set on another creature’s eyes in order to blind.

Encounter Points: 2 Casting Time: Half action Type: Attack vs. n/a

Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a

Range: 0 (no increase)

Range: 0-10

Area of Effect (AOE): 0 (no increase)

Area of Effect (AOE): 1

Initial Effect/Damage: Summon small flame

Initial Effect/Damage: Darkness for 3 rounds (-5 “to attack” and all other game checks

Secondary Effect/Damage: n/a

Conjure Water Caster calls forth a small amount of water (up to half gallon) to bubble up from the ground (but not from stone, rock, or other hard surface) that can be used for drinking or other activity. Encounter Points: 2 Casting Time: Half action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 (no increase)

Decipher Script Caster is granted +2 to a Trait check: Intellect to be able to read and interpret an unknown script. Casting time does not include the time it takes to actually read script. Encounter Points: 7 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0

Initial Effect/Damage: Summon water

Initial Effect/Damage: +2 to read unknown script (+1 per additional encounter point applied)

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Conjure Wind Caster summons a burst of wind (10 mph) lasting three rounds that can be increased by the addition of encounter points. Wind effects are listed in Chart 7.8. Encounter Points: 5 (see Chart 7.8) Casting Time: Full action Type: Attack vs. n/a Range: 1-20

Decipher Rune Caster grans +2 to a Trait check: Intellect to read or interpret a rune or set of runes. Casting time does not include the time it takes to read runes in question. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0

Area of Effect (AOE): 1 Initial Effect/Damage: Summon wind; 10 mph for 3 rounds (see Chart 6.8 for additional wind speeds) Secondary Effect/Damage: n/a

280

Secondary Effect/Damage: n/a

Initial Effect/Damage: +2 to decipher rune(s) (+1 per 2 additional encounter point applied) Secondary Effect/Damage: n/a

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Lore Chart 7.8 - Conjure Wind

SPELLS Wizard

Typical Effects

Wind Speed (mph)

*Effects taken from the Beaufort Wind Scale

10 (+0 encounter pts.)

Gentle movement of leaves and small branches; can stir up dirt and pieces of parchment from the ground. Large wavelets with some whitecaps beginning to form on bodies of water. (Damage: none)

20 (+5 encounter pts.)

Large branches and small trees begin to sway. Larger waves form with whitecaps prevalent on bodies of water. (Damage: Target pushed backward 1 space unless Trait check: Agility 10; +1 per level of caster)

40 (+10 encounter pts.)

Full trees sway with twigs and small branches being broken; slight damage to buildings can occur, such as shingles blown off of roofs; walking begins to become difficult. Larger waves (3-4 feet) develop with white foam from breaking waves present. (Damage: 1d6 + Target knocked prone unless Trait check: Agility 14; +1 per level of caster)

60 (+15 encounter pts.)

Small to medium trees broken or uprooted and building damage is considerable. High waves (9-12 feet), rolling seas, dense foam, and blowing spray reduces visibility. (Damage: 2d6 + Target knocked prone unless Trait check: Agility 18; +1 per level of caster)

80 (+20 encounter pts.)

Extensive widespread damage to medium and large trees and buildings. Large waves (15-20 feet) with visibility further reduced. (Damage: 3d6 + Target knocked prone unless Trait check: Agility 22; +1 per level of caster)

100 (+30 encounter pts.)

Hurricane type effects; Considerable destruction and devastation to all land objects; buildings and trees of all sizes blown down or uprooted. Large waves (25 feet+), air filled with foam and driving spray, little visibility. Can cause storm surges in coastline areas of up to 6-8 feet in depth. (Damage: 4d6 + Target knocked prone unless Trait check: Agility 26; +1 per level of caster)

Chart 7.9 - Freeze

Freeze Caster is able to freeze any animate object they are able to touch causing it to be immobilized until end of encounter and inflicting 5d6 damage per round unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. The size of object to be frozen will determine the number of encounter points that need to be applied to spell (see Chart 7.9). Encounter Points: 30 Casting Time: Full action Type: Attack vs. Vitality

Size of Object(s)

# of additional Encounter Points

Tiny Small Medium Large Huge Giant Mammoth Colossal

+5 +10 +15 +20 +25 +30 +35

Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Freezes a tiny sized object inflicting 5d6 damage per round until end of encounter Secondary Effect/Damage: target immobilized until end of encounter

Identify Magic Caster is granted a +1 to identify a magical object. The higher the rolled result is above the required Trait check (determined by the Loremaster unless supplied) the more the caster knows about the object. Encounter Points: 8

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Lore SPELLS Wizard

Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: +1 to identify magical object (+1 per additional encounter point applied) Secondary Effect/Damage: n/a

Levitate Caster is able to levitate up to 100 lbs. ten feet above the ground for five rounds. If additional encounter points are applied to the spell the caster can levitate more weight. Unlike Phantom Hand this spell only provides vertical not horizontal lift. Encounter Points: 7 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Levitate 100 lbs. up to 10 feet above the ground for 5 rounds (+1 foot in height or 10 lbs. in weight per additional encounter point applied) Secondary Effect/Damage: n/a

Phantom Hand Caster produces a phantom force that can move a tiny object up to ten feet high and twenty feet in distance. By applying additional encounter points the size of the object and the distance the object can be moved can be increased (see Chart 7.10 below). Animate objects can resist movement with a successful Trait check: Might 6 (+1 per level of caster).

Chart 7.10 - Phantom Hand Size of Object(s)

# of additional Encounter Points

Tiny Small Medium Large Huge Giant Mammoth Colossal

+5 +10 +15 +20 +25 +30 +35

Silence Caster causes all sounds produced within affected area to be silenced. Any sound made such as talking, walking, combat, etc. will not be heard by creatures inside or outside the area of effect. Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 (+1 per 2 additional encounter points applied) Area of Effect (AOE): 2 (+1 per 10 additional encounter points applied) Initial Effect/Damage: All sounds in affected area are silenced Secondary Effect/Damage: n/a

Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Move tiny object up to 10 feet high and 20 feet in distance (+5 feet vertical or horizontal per additional encounter point applied) Secondary Effect/Damage: n/a

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Lore Enhancement Battle Lore: Nature

Range: 0-10

Caster creates an invisible circle of Mana on the ground granting all allies +1 “to attack” and damage against natural type creatures within area of effect.

Area of Effect (AOE): 1

Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Grants all allies in affected area +1 “to attack” and damage for 2 rounds (+1 “to attack” and damage per additional encounter point applied; +1 round per additional encounter point applied) Secondary Effect/Damage: n/a

SPELLS Wizard

Initial Effect/Damage: Grants all allies in affected area +1 “to attack” and damage for 2 rounds (+1 “to attack” and damage per 5 additional encounter points applied; +1 round per additional encounter point applied) Secondary Effect/Damage: n/a

Enhanced Agility Caster causes all targets in affected area to gain +1 Agility base modifier for one hour. Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10

Battle Lore: Undead

Area of Effect (AOE): 1

Caster creates an invisible circle of Mana granting all allies +1 “to attack” and damage against undead creatures within area of effect.

Initial Effect/Damage: affected targets gain +1 Agility base modifier (+1 per 5 additional encounter points applied)

Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

Secondary Effect/Damage: n/a

Enhanced Appeal Caster causes all targets in affected area to gain +1 Appeal base modifier for one hour.

Area of Effect (AOE): 1 Initial Effect/Damage: Grants all allies in affected area +1 “to attack” and damage for 2 rounds (+1 “to attack” and damage per additional encounter point applied; +1 round per additional encounter point applied)

Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a

Secondary Effect/Damage: n/a

Area of Effect (AOE): 1

Battle Lore: Unliving Caster creates an invisible circle of Mana granting all allies +1 “to attack” and damage against unliving creatures within area of effect. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a

Range: 0-10 Initial Effect/Damage: Target gains +1 Appeal base modifier (+1 per 5 additional encounter points applied) Secondary Effect/Damage: n/a

Enhanced Might Caster causes all targets in affected area to gain +1 Might base modifier for one hour.

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Lore SPELLS Wizard

Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Target gains +1 Might base modifier (+1 per 5 additional encounter points applied) Secondary Effect/Damage: n/a

Frenzy Attack

Minor Heal Caster heals either self or other target(s) for 1 life point per level of caster. Encounter Points: 4 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: +1 life point per level of caster Secondary Effect/Damage: n/a

Caster causes target(s) in area of effect to enter into a state of battle frenzy allowing them to make twice as many melee or range attacks on their next turn as normal. Effect allows for the use of two full combat maneuvers by target(s) instead of one as in a normal round.

Remove Poison Caster is able to instantly remove the presence and all associated effects of poison in target’s body. Requires touching target to execute.

Encounter Points: 10 Casting Time: Instant action Type: Attack vs. n/a

Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a

Range: 1-10

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Target(s) make twice as many attacks as normal on the next round

Initial Effect/Damage: Removes poison and all of its effects from target

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Major Heal Caster heals either self or other target(s) for 2 life points per level of caster. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: +2 life points per level of caster Secondary Effect/Damage: n/a

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Lore Protection

SPELLS Wizard

Barrier of Life

Area of Effect (AOE): 0

Caster creates an invisible barrier that envelops a designated area and absorbs the next fifty points of damage done to any allies within barrier. Once total damage is reached barrier disappears.

Initial Effect/Damage: +3 Stealth (+1 Stealth per additional encounter point applied)

Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Invisible barrier that absorbs 50 points of damage (+5 damage points per 2 additional encounter points applied) Secondary Effect/Damage: n/a

Endure Caster is able to add ten temporary life points to either self or an ally. Life points last until the end of encounter. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: 10 temporary life points (+1 per additional encounter point applied)

Break Defenses Caster is able to weaken the defenses of target thereby reducing target’s armor by 2 points until the end of encounter unless a successful Trait check: Intellect 6 (+1 per level of caster) is made. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Intellect Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target’s armor reduced by 2 (-1 armor rating per additional encounter point applied) Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Enhanced Armor: Dragon Caster increases the armor rating of that worn by target equal to a full set of dragon armor (without any Agility penalties) until end of encounter. If target has a greater armor rating than dragon then the higher armor value remains in effect. Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target’s armor rating increased to dragon armor value (Armor 30)

Camouflage Caster is able to camouflage all creatures in area of effect granting them +3 Stealth. Camouflage does not mask sound or smell. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Awareness Range: 0-10

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Enhanced Armor: Leather Caster increases by target equal armor (without of encounter. If

the armor rating of that worn to a full set of boiled leather any Agility penalties) until end target has a greater armor rating

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Lore SPELLS Wizard

than leather, then the higher armor value remains in effect. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target’s armor rating increased to leather armor value (Armor 7) Secondary Effect/Damage: n/a

Caster summons an invisible and impenetrable wall of energy ten feet wide and ten feet high. Wall will endure until the end of the encounter or until one hundred damage points are inflicted against it. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 10’ x 10’ wall (+5 feet wide or high per additional encounter point applied) Initial Effect/Damage: Impenetrable barrier that withstands 100 damage points (+5 points per additional encounter point applied)

Enhanced Armor: Scale Caster increases the armor rating of that worn by target equal to a full set of scale armor (without any Agility penalties) until end of encounter. If target has a greater armor rating than scale, then the higher armor value remains in effect. Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target’s armor rating increased to scale armor value (Armor 15) Secondary Effect/Damage: n/a

Enhanced Armor: Wood Caster increases the armor rating of that worn by target equal to a full set of wood armor (without any Agility penalties) until end of encounter. If target has a greater armor rating than wood, then the higher armor value remains in effect.

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Shield Wall

Secondary Effect/Damage: n/a

Slow Target Caster reduces target’s movement by half until end of an encounter unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Agility Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target’s movement slowed by half Secondary Effect/Damage: n/a

Stumble Caster causes target(s) to stumble and fall prone to the ground requiring a full action to get up unless a successful Trait check: Agility 6 (+1 per level of caster) is made.

Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 5 Casting Time: Full action Type: Attack vs. Agility

Range: 0-10

Range: 1-10

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Target’s armor rating increased to wood armor value (Armor 5)

Initial Effect/Damage: Target(s) stumble and fall to ground

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

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Lore Summon Protector Caster summons a phantasmal force that acts as a protector and engages any target commanded by Wizard. Protector will remain in the caster’s service until the end of the encounter in which it was summoned or until it has been killed or dismissed. Protectors are composed of energy and can be summoned as a level 1-10 creature, depending on how many encounter points are applied. The higher the protector’s level, the greater its traits and combat abilities will be (see Chart 7.11 below). A protector will function as a normal character in combat receiving two basics actions per round, but does not possess any combat maneuvers. Protectors can only be damaged through incantations. Encounter Points: (see Chart 7.11 below) Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Intellect Range: 1-20 Area of Effect (AOE): 0 Initial Effect/Damage: Knowledge of target’s Armor rating, Life Points, and greatest weakness Secondary Effect/Damage: n/a

Weapon Lore: Melee Caster grants target(s) in area of effect +2 “to attack” on next round to all melee attacks.

Range: 1-10

Encounter Points: 5 Casting Time: Half action

Area of Effect (AOE): 0

Type: Attack vs. n/a

Initial Effect/Damage: Protector summoned to attack at caster’s command

Range: 1-10

Secondary Effect/Damage: n/a

Target Knowledge Caster is able to read target to the extent that target’s Armor rating, Life Points, and greatest weakness are known to caster if a successful Trait check: Intellect 3 (+1 per level of caster) is made.

SPELLS Wizard

Area of Effect (AOE): 0 Initial Effect/Damage: +2 melee attack (+1 per additional encounter point applied) Secondary Effect/Damage: n/a

Chart 7.11 - Summon Protector Elemental’s Level

Encounter Points

1 2 3 4 5 6 7 8 9 10

5 10 15 20 25 30 35 40 45 50

Trait & Combat Abilities

Armor 4; Life Points 20; Movement 4; +1 attack / 1d10 damage Armor 6; Life Points 30; Movement 4; +2 attack / 2d10 damage Armor 8; Life Points 40; Movement 4; +4 attack / 3d10 damage Armor 10; Life Points 50; Movement 4; +6 attack / 4d10 damage Armor 12; Life Points 60; Movement 4; +8 attack / 5d10 damage Armor 14; Life Points 70; Movement 4; +10 attack / 6d10 damage Armor 16; Life Points 80; Movement 4; +12 attack / 7d10 damage Armor 18; Life Points 90; Movement 4; +14 attack / 8d10 damage Armor 20; Life Points 100; Movement 4; +16 attack / 9d10 damage Armor 22; Life Points 110; Movement 4; +18 attack / 10d10 damage

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Weapon Lore: Range Caster grants target(s) in area of effect +2 “to attack” on next round to any range attacks Encounter Points: 5 Casting Time: Half action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: +2 range attack (+1 per additional encounter point applied) Secondary Effect/Damage: n/a

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Lore Attack Acid Splash Caster calls forth a ball of acid that is hurled at target(s). Upon impact acid inflicts 2d8 acid damage to initial target then splashes outward in all directions inflicting 1d6 damage. All affected targets will take ongoing 1d4 damage until a successful Trait check: Agility 6 (+1 per level of caster) is made. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor

SPELLS Wizard

Caster must roll against each target in affected area. Creatures passing through affected space are subject to receiving damage. Encounter Points: 7 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d8 damage for 3 rounds Secondary Effect/Damage: n/a

Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: 2d8 to initial target; 1d6 to secondary targets Secondary Effect/Damage: Ongoing 1d4 acid damage

Arcane Arrow Caster releases a glimmering, blue triangular arrowhead that speeds toward its target. Arrows can be given enhanced effects beyond damage such as fire, cold (each causing an additional 1d6 damage), or sleep for 1d4 rounds unless a successful Trait check: Vitality 3 (+1 per level of caster) is made. Encounter Points: 4 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d8 damage Secondary Effect/Damage: Enhanced effect (fire, frost) each for an additional 5 encounter points, or sleep for an additional 10 points

Blind Caster causes blindness to fall upon target lasting three rounds resulting in a -5 “to attack” and target only able to inflict half damage as long as spell is in effect. Encounter Points: 6 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target blinded for 3 rounds resulting in -5 “to attack” and ½ damage Secondary Effect/Damage: n/a

Earthquake Caster calls forth a shockwave from beneath the ground that erupts at the surface producing a localized earthquake causing 2d6 damage to all creatures in affected area. Encounter Points: 6 Casting Time: Full action Type: Attack vs. Armor Range: 0-10

Battle Blades

Area of Effect (AOE): 1

Caster calls forth a pair of phantom blades that inflict 2d8 damage on its target. Area of effect can be increased if additional encounter points are applied. Blades last three rounds unless dispelled by caster.

Initial Effect/Damage: 2d6 damage Secondary Effect/Damage: n/a

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Lore SPELLS Wizard

Enchant I-V

Range: 1-10

Caster is able to channel a portion of Mana into an object, weapon, piece of armor, or other object. The resultant enhancement is permanent with the level of enhancement being determined by the amount of encounter points applied and materials used (see Chart 7.12 below). Note: An object can only be enchanted once. Additional attempts to enchant an object already enchanted will replace any former enchantments.

Area of Effect (AOE): 0

Encounter Points: (see Chart 7.12 below) Casting Time: 3 Rounds Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0

Initial Effect/Damage: 1d6 damage Secondary Effect/Damage: n/a

Heat Metal Caster produces an invisible force that surrounds a metal object and heats it up causing 1d6 damage for one round to the one holding or wearing the object. Spell does not affect non-metal objects. Encounter Points: 3 Casting Time: Full action Type: Attack vs. Armor

Initial Effect/Damage: Object magically enhanced

Range: 0-10

Secondary Effect/Damage: n/a

Initial Effect/Damage: 1d6 damage

Area of Effect (AOE): 0 Secondary Effect/Damage: n/a

Chart 7.12 - Enchant I-V Fear

Type

Encounter Points

Result

Required Items

I

50

+1

Strand of hair from a 5th level transformed Lycanthrope

II

60

+2

Eyelash of a 7th level Centaur

III

70

+4

Drop of saliva from a 10th level Fae creature

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Intellect

IV

80

+7

Tail feather of a 15th level Phoenix

Range: 0

V

90

+10

Drop of blood from a 20th level Addler

Initial Effect/Damage: Effected targets run in fear for 3 rounds

Caster creates a feeling of fear among all within area of effect causing targets to run in a direction opposite of caster for three rounds. Targets can remove effect with a successful Trait check: Intellect 6 (+1 per level of caster).

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Energy Blast

Fire Ball

A blast of energy issues forth from caster inflicting 1d6 electrical damage to all targets.

Caster causes a ball of fire to appear in a given space that explodes outward in every direction causing 2d8 damage to all targets in area of effect.

Encounter Points: 1 Casting Time: Full action Type: Attack vs. Armor

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Encounter Points: 6 Casting Time: Full action Type: Attack vs. Armor

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Lore Range: 1-10

Lightning Storm

Area of Effect (AOE): 0

Caster transforms the molecules in the air calling forth bolts of lightning that strikes all targets within affected area for 3d6 damage each. Spell can only be used outside and has no effect if cast inside buildings, dungeons, caverns, or other enclosed places.

Initial Effect/Damage: 2d8 damage Secondary Effect/Damage: n/a

Ice Storm Caster calls down large hailstones upon target(s) in effected area causing 3d8 damage. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor

SPELLS Wizard

Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: 3d6 electrical damage Secondary Effect/Damage: n/a

Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: 3d8 ice damage

Magma

Secondary Effect/Damage: n/a

Caster turns any inanimate surface into burning magma such as a floor, wall, stairway, or weapon. Any creature touching the surface of area turned into magma will suffer 2d12 damage, and 1d6 ongoing fire damage until a successful Trait check: Agility 6 (+1 per level of caster) is made. Surface of changed area will remain as magma until end of encounter and then reach room temperature over the next thirty minutes. Weapons that are turned to magma are instantly melted into useless objects.

Impact Caster produces an invisible force of energy that strikes target like a giant hand causing 3d6 damage. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Area of Effect (AOE): 0

Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor

Initial Effect/Damage: 2d6 damage

Range: 1-10

Secondary Effect/Damage: n/a

Area of Effect (AOE): 0

Range: 1-10

Initial Effect/Damage: 2d12 fire damage

Light of Destiny Caster calls down a brilliant column of light that inflicts 1d10 damage to all targets in affected area and 2d10 to all undead, unliving, and malefic creatures. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: 1d10 damage Secondary Effect/Damage: n/a

Secondary Effect/Damage: 1d6 ongoing fire damage

Memory Wipe Caster removes the last five minutes of memory from all targets in affected area unless a successful Trait check: Intellect 6 (+1 per level of caster) is made. Encounter Points: 20 Casting Time: Full action Type: Attack vs. Intellect Range: 1-10

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Lore SPELLS Wizard

Area of Effect (AOE): 0 Initial Effect/Damage: Loss of memory of last 5 minutes of time

Encounter Points: 80 Casting Time: Full action Type: Attack vs. Vitality

Secondary Effect/Damage: n/a

Range: 1-10 Area of Effect (AOE): 0

Mind Control

Initial Effect/Damage: Target turned to stone

Caster is able to plant simple commands in a target’s mind lasting three rounds that will be acted on unless a successful Trait check: Intellect 3 (+1 per level of caster) is made. Requires that target has at least an animal level intellect. (Target will not kill themselves)

Secondary Effect/Damage: n/a

Encounter Points: 35 Casting Time: Full action Type: Attack vs. Intellect

Push Caster creates an invisible force that pushes a nonstationary target one space in any direction unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Agility

Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Implant simple commands in target’s mind for 3 successive rounds

Range: 1-10

Secondary Effect/Damage: n/a

Initial Effect/Damage: Target pushed one space in any direction

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Piercing Sound Caster causes a piercing sound to emerge in a space of their choosing that spreads outward in every direction causing 1d8 damage to all within area of effect and rendering all targets in affected area unable to hear for 1d4 rounds. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Vitality

Scorched Earth Caster calls forth fire that springs up from the ground causing 2d8 damage and 1d6 ongoing damage to all target in affected area unless a successful Trait check: Vitality 6 (+1 per level of caster) is made.

Range: 1-10

Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor

Area of Effect (AOE): 1

Range: 1-10

Initial Effect/Damage: 1d8 damage

Area of Effect (AOE): 1

Secondary Effect/Damage: loss of hearing for 1d4 rounds

Initial Effect/Damage: 2d8 damage

Petrify

Secondary Effect/Damage: 1d6 ongoing damage unless Trait check: Vitality 6 (+1 per level of caster) is made

Caster turns target into stone unless a successful Trait check: Vitality 3 (+1 per level of caster) is made by target. Effect can only be blocked or reversed if the counterspell, un-Petrify, is casted using at least one more encounter point than was applied to the original spell.

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Lore Sickness Caster causes an extreme feeling of nausea to overcome target(s) until the end of the encounter or until a successful Trait check: Vitality 6 (+1 per level of caster) is made. While this spell doesn’t cause any actual damage it does restrict target’s ability to focus and accomplish actions. All targets affected by spell will suffer -4 to Awareness and Initiative checks, -3 “to attack,” -5 to damage. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Induces an extreme feeling of nausea causing -4 Awareness and Initiative, -3 “to attack,” and -5 damage Secondary Effect/Damage: n/a

Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: 2d10 wave damage Secondary Effect/Damage: “Critical hit” will knock target prone

Staff Strike In addition to casting spells a Wizard also knows how to use a staff as an offensive weapon. Functioning like a martial combat maneuver, when cast this spell allows caster to inflict additional damage against an opponent with a staff for the remainder of the encounter. Encounter Points: 3 Casting Time: Half action Type: Attack vs. n/a

Sleep

Range: 0

Caster causes a deep sleep to fall upon all creatures within affected area to fall asleep for one hour unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. Target will awaken if any damage is inflicted upon them.

Area of Effect (AOE): 0

Encounter Points: 7 Casting Time: Full action Type: Attack vs. Vitality Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Target(s) fall asleep for 1 hour (+1 hour per 2 encounter points applied) Secondary Effect/Damage: n/a

Sound Wave Caster produces a sonic wave that moves outward in every direction from a point of origin of caster’s choice causing 2d10 damage to all creatures in affected area, friend and foe alike. All creatures affected by a critical hit (natural 20) must make a Trait check: Agility 6 (+1 per level of caster) or be knocked prone requiring a full round to get up.

SPELLS Wizard

Initial Effect/Damage: Weapon damage + 6 Secondary Effect/Damage: n/a

Stench Caster creates an invisible cloud of noxious gas to fill an area that causes all creatures (friend and foe alike; except for caster) in affected area to become violently ill and begin vomiting uncontrollably. Creatures affected by gas are unable to act (attack or move) until they make a successful Trait check: Vitality 6 (+1 per level of caster). Encounter Points: 8 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: Targets become violently ill and unable to act Secondary Effect/Damage: n/a

Encounter Points: 10

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Lore SPELLS Wizard

Stun

Thunder Clap

Caster causes a mild electric shock to engulf target’s body producing a stun effect lasting for three rounds, during which time target is unable to communicate, attack, move, or act in any way unless a successful Trait check: Vitality 6 (+1 per level of caster) is made.

Caster calls forth a clap of thunder inflicting 2d8 damage to all creatures in affected area.

Encounter Points: 7 Casting Time: Full action Type: Attack vs. Vitality

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 1

Range: 1-10

Initial Effect/Damage: 1d8 electrical damage

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Initial Effect/Damage: Target stunned for 3 rounds Secondary Effect/Damage: n/a

Suffocation Caster reduces the amount of air in a given area inflicting eight points of damage to all creatures within area of effect for five consecutive rounds. At the end of the fifth round all creatures will become unconscious unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. During all five rounds those effected will suffer -3 “to attack.” Encounter Points: 20 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10

Vertigo Caster causes a dizzying feeling (vertigo) to fall upon all creatures in affected area lasting until the end of the encounter. Effects last until the end of the encounter and includes acute dizziness and vomiting until a successful Trait check: Vitality 6 (+1 per level of caster) is made. Affected targets suffer -8 “to attack” and inflict only half damage on all melee or range attacks. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Vitality Range: 0 Area of Effect (AOE): 1 Initial Effect/Damage: Severe vertigo resulting in vomiting, -8 “to attack,” and 1/2 damage

Area of Effect (AOE): 0 Initial Effect/Damage: Suffocation for 5 rounds inflicting 8 damage points per round and -3 “to attack”

Secondary Effect/Damage: n/a

Secondary Effect/Damage: At end of round 5 all targets will become unconscious

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Lore Illusion Blurred Vision

Feign Death

Target’s vision is reduced by half producing one of the below effects unless a successful Trait check: Intellect 6 (+1 per level of caster) is made. Spell is ineffective against creatures with “low light” vision ability.

Spell causes target to fall to the ground motionless giving the appearance they are dead to all creatures around. Spell lasts for ten minutes during which time target is unable to act in any way though they can still hear and feel everything around them. If cast against an unwilling target, effects can be avoided with a successful Trait check: Vitality 3 (+1 per level of caster)

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Intellect Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Vision reduced (see below for visual effects) If target is in bright mid-day light [-1 “to attack / damage / Awareness / Initiative] If target is in cloudy day light [-2 “to attack / damage / Awareness / Initiative] If target is in dawn/evening light [-4 “to attack / damage / Awareness / Initiative] If target is in low light (e.g. - cave w/ torch light) [-6 “to attack / damage / Awareness / Initiative] If target is in minimal light (e.g. - cave w/o torch) [-8 “to attack / damage / Awareness / Initiative] If target is in darkness – [No effect]

Secondary Effect/Damage: n/a

Fool’s Gold Caster causes the surface of any metal object to change into the appearance of solid gold. Only a successful Trait check: Intellect 8 (+1 per level of caster) will reveal that the object is not actual gold. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Intellect

Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target appears dead for 10 minutes Secondary Effect/Damage: n/a

Invisibility Spell causes caster to become invisible to the natural world for ten minutes. Caster can interact with surroundings and cast spells. All attacks against caster while in this state are at -6 “to attack.” Detection of caster can be achieved if a successful Readiness check: Awareness 6 (+1 per level of caster) is made or through thermal sight. Spell does not mask sound or smell of caster. Encounter Points: 30 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Invisibility for 10 minutes Secondary Effect/Damage: n/a

Range: 1-10

Major False Image

Area of Effect (AOE): 0

Caster causes a realistic-looking image to appear that covers an area of ten feet at its base and standing as high as thirty feet tall. Illusion lasts for five rounds and will only be disbelieved if a successful Trait check: Intellect 6 (+1 per level of caster) is made.

Initial Effect/Damage: Object surface changed to look like gold Secondary Effect/Damage: n/a

SPELLS Wizard

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Lore SPELLS Wizard

Image can take the form of caster’s choosing and will emulate basic actions and sounds as directed by the caster. Image is unable to do any damage and cannot move from original location cast. Encounter Points: 25 Casting Time: Full action Type: Attack vs. Intellect

Range: 1-10 Area of Effect (AOE): 5 feet Initial Effect/Damage: Appearance of image for 5 rounds Secondary Effect/Damage: n/a

Range: 1-10

Morph Self

Area of Effect (AOE): 10 feet

Caster is able to transform into any object, inanimate or animate, that is roughly equivalent to caster’s size. Transformation can last up to one hour and can be dispelled at anytime. This spell cannot be used on any object other than caster. While in morphed state caster is unable to communicate beyond the natural means of the object assumed.

Initial Effect/Damage: Appearance of image for 5 rounds Secondary Effect/Damage: n/a

Mass Invisibility Spell causes all allies in affected area to become invisible to the natural world for ten minutes. Targets can interact with their surroundings and are attacked at -6 “to attack.” Detection of targets can be achieved if a successful Readiness check: Awareness 6 (+1 per level of caster) is made or through thermal sight. Spell does not mask sound or smell. Encounter Points: 50 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 60 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Caster transforms in appearance Secondary Effect/Damage: n/a

Range: 0-10

Obscure Object

Area of Effect (AOE): 0

Caster causes an object to blend into its immediate surrounding to such as extent that it becomes invisible to onlookers as long as it doesn’t move. Object can be seen with a Readiness check: Awareness 6 (+1 per level of caster).

Initial Effect/Damage: Invisibility of all targets in area of effect for 10 minutes Secondary Effect/Damage: n/a

Minor False Image Caster causes a realistic-looking image to appear that covers an area of five feet at its base and standing as high as ten feet tall. Illusion lasts for five rounds and will only be disbelieved if a successful Trait check: Intellect 6 (+1 per level of caster) is made. Image can take the form of caster’s choosing and will emulate basic actions and sounds as directed by the caster. Image is unable to do any damage and cannot move from original location cast.

Encounter Points: 30 Casting Time: Full action Type: Attack vs. Awareness Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Selected object becomes invisible to onlookers Secondary Effect/Damage: n/a

Encounter Points: 15 Casting Time: Full action Type: Attack vs. Intellect

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Lore Project Sound Caster is able to generate a sound of any type in a given location that projects five spaces outward in every direction.

SPELLS Wizard

Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 4 Initial Effect/Damage: Projection of sound Secondary Effect/Damage: n/a

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Lore RITUALS

RITUALS Atavist

Atavist Utility Animal Lore Breath Cat’s Eye Commune Elk’s Flight Expectorate Falcon’s Eye Hush Identify Lion’s Leap Moonlight Ogham Signs Pacify Raven Herald Safe Haven Scent Sixth Sense Stalk Whisperer

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Inspiration Aurochs’ Might Entreat Ignore Pain Heal Self (Major) Heal Self (Minor) Mournful Wail Owl’s Wisdom Puma’s Roar Remove Poison Wild Agility

Protection Alligator Hide Bear Hide Camouflage Climb Cocoon Defender Summons Odorous Parasite Phoenix Guard Play Opossum Scales Tame Feral Territory Wirfelmere Wolf ’s Bane

Attack Aurochs Boar’s Charge Earthquake Elbones Fierce & Feral Hard Water Howl Impact Impress Ons Lightning Storm Magma Owl’s Shriek Push Quilling Serpent Staff Shred Staff of Might Stare Down Stampede Swarm

Transformation Arachtavist Bear Shift Centauvist Claws Dynestry Shift Hare Shift Hawk Shift Kitten Shift Marine Shift Owl Shift Panther Shift Puppy Shift Ram Shift Shark Shift Snake Shift Wolf Shift

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Lore Utility Animal Lore Ritual grants caster the ability to know general knowledge about a natural animal simply from their tracks in the ground. Information includes what kind of animal it is, how large or small it may be, and its common defenses and attacks. Most common animals can be found in the Creature Codex I. Encounter Points: 3 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 6 Casting Time: Half action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Normal vision in lowlight situations for 1 hour Secondary Effect/Damage: n/a

Range: 0

Commune

Area of Effect (AOE): 0

Caster is able to communicate on a mental, nonvocal level with natural animals for up to one minute. Animals with low intellect will understand and respond in basic communication, which is limited to single syllables and only useful as long as the animal’s attention is not distracted.

Initial Effect/Damage: Grants general knowledge about an animal from tracks Secondary Effect/Damage: n/a

Breath Ritual causes a dome of clean air to form around caster’s head allowing them to breathe underwater for fifteen minutes. Air sphere is also effective in gaseous atmospheres such as smoke, acid fog, fumigation, or at very high altitudes where the air is thin. Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a

RITUALS Atavist

Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a Range: 1-20 Area of Effect (AOE): 0 Initial Effect/Damage: Communication with natural animals for one minute Secondary Effect/Damage: n/a

Range: 0 Area of Effect (AOE): 0

Elk’s Flight

Initial Effect/Damage: Air sphere allowing caster to breathe underwater or in hazardous conditions for 15 minutes

Ritual gives caster the ability to run three times their normal speed for two rounds. Incantation can be extended to a maximum of five rounds only.

Secondary Effect/Damage: n/a

Cat’s Eye Caster grants excellent vision in very low-light situations to all target(s) in affected area. Targets are able to see as during normal daylight hours for one hour while in environments such as caves, dungeons, unlit buildings, or similar environments. If target already possesses low-light vision ritual is ineffective.

Encounter Points: 5 Casting Time: Half action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Ability to move at 3 times normal speed for 2 rounds Secondary Effect/Damage: n/a

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Lore RITUALS Atavist

Expectorate Caster spits out a very adhesive, tacky substance capable of holding a medium-sized creature in place for three rounds unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Ritual can also be used to adhere a target’s hand to a wall, seal a weapon in its scabbard, or other such action. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Agility Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Projection of tacky substance from caster’s mouth Secondary Effect/Damage: n/a

Falcon’s Eye Ritual causes a translucent falcon (possessing the same abilities as a normal falcon; see Creature Codex I for complete information) to appear through whose eyes caster can see. The phantasmal falcon will last for thirty minutes and can travel twenty spaces per round under the mental guidance of the caster. When seeing through falcon’s eyes caster enters a trance-like state during which time they see up to 300` beyond the location of the falcon. Ritual allows normal vision even in low-light situations. If falcon is destroyed caster will be stunned for two rounds. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0

Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 2 Initial Effect/Damage: +2 Awareness for all within affected area Secondary Effect/Damage: n/a

Identify Ritual allows caster to divine if there is “magic” within an object and of what type: Mana, Aether, or Spirit. If object divined is either Mana or Spirit then caster cannot discern anything else about its properties. If object being divined is Aether in nature, caster will know one to two specifics about the magical nature of object at Loremaster’s discretion. Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Identify magical properties of an object Secondary Effect/Damage: n/a

Lion’s Leap Caster is granted ability to jump twenty feet horizontally and ten feet high. If jump is immediately followed by an attack on next round, caster receives +3 “to attack” and +1d6 damage.

Initial Effect/Damage: Caster sees through falcon’s eyes for 30 minutes

Encounter Points: 10 Casting Time: Half action Type: Attack vs. n/a

Secondary Effect/Damage: n/a

Range: 0 Area of Effect (AOE): 0

Hush Ritual causes all natural creatures within one hundred feet of caster to become absolutely silent for one minute granting caster and allies +2 Awareness to all checks related to sound.

Initial Effect/Damage: Jump up to 20` horizontally and 10’ high Secondary Effect/Damage: +3 “to attack” and +1d6 damage to attack that round

Encounter Points: 5

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Lore Moonlight Ritual creates a pale blue light that spreads out ten spaces in every direction. Light can be cast on any object of caster’s choosing and last 30 minutes or until dismissed. Light cannot be use to blind another creature. Light emits no heat but will cause high anxiety to any were-creatures in their non-were form upon which the light shines. Werecreatures remaining in the vicinity of the light for more than one minute must make a successful Trait check: Vitality 6 (+1 per level of caster) or automatically shift into their lycanthropy form. Encounter Points: 1 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 10 Initial Effect/Damage: Light Secondary Effect/Damage: Causes werecreatures to transform unless Trait check: Vitality 6 (+1 per level of caster)

combat. Pacify lasts for ten minutes and can be reversed to aggravate a person leading them to attack the closest target.

RITUALS Atavist

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Intellect Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Soothes aggressive individuals for 10 minutes Secondary Effect/Damage: n/a

Raven Herald Caster summons a raven that will carry any message (i.e. parchment tied to raven’s foot) to within one day’s journey of location summoned. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0

Ogham Signs

Area of Effect (AOE): 0

Ogham Sign leaves a glowing, silver mark that can only be seen and discerned by Druids and Atavists. Mark can be used to assist in retreat, navigate a labyrinth, or mark the door of burglarsfor-hire.

Initial Effect/Damage: Summons raven to carry message

Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Leaves glowing mark on object that only Druids and Atavists can see Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Safe Haven Caster causes a 10` x 10` (30 sq. meters) naturally constructed shelter to erupt out of the ground. Shelters are warm and dry inside and last up to one day. Safe Haven is difficult to locate by adversaries (-5 Awareness) and natural animals will ignore a Safe Haven shelter. Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a

Pacify

Range: 1-10

Caster is enabled to pacify or sooth an aggressive person unless a successful Trait check: Intellect 6 (+1 per level of caster) is made. Pacified individuals will refrain from attacking caster or allies and instead enter a state of calmness. If attacked, a pacified individual will immediately re-enter

Area of Effect (AOE): 10’ x 10’ (+10 sq. feet per 5 additional encounter points applied) Initial Effect/Damage: Creates shelter Secondary Effect/Damage: n/a

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Lore RITUALS Atavist

Scent

Stalk

Ritual grants caster +2 Awareness to track any scent to its current location.

Caster is able to move silently through any type of terrain or environmental condition granting them +2 Stealth. Stealth lasts one minute and can be used in conjunction with Camouflage.

Encounter Points: 5 Casting Time: Half action Type: Attack vs. n/a Range: 0

Encounter Points: 5 Casting Time: Half action Type: Attack vs. n/a

Area of Effect (AOE): 0

Range: 0

Initial Effect/Damage: Grants caster +2 Awareness to track a scent (+1 Awareness per additional encounter point applied)

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Initial Effect/Damage: Caster gains +2 Stealth for one minute (+1 minute per additional encounter point applied) Secondary Effect/Damage: n/a

Sixth Sense Ritual reveals the Aether aura surrounding all creatures allowing caster to precieve the outline of living beings, even in absolute darkness for three rounds. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 4 Initial Effect/Damage: Ability to see the faint outline of creatures for 3 rounds Secondary Effect/Damage: n/a

Whisperer Caster is able to calm an aggressive or agitated animal unless a successful Trait check: Intellect 6 (+1 per level of caster) is made. Whisperer does not cause animal(s) to trust caster any more or less than before, nor to follow any commands, but only to remain calm. See Pacify to calm people. Encounter Points: 6 Casting Time: Full action Type: Attack vs. Intellect Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Calms aggressive/agitated animal(s) Secondary Effect/Damage: n/a

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Lore Inspiration Aurochs’ Might Caster increases target’s strength to that of an Aurochs until end of encounter. This means target’s Might trait score increases to 30 along with all associated modifiers. Encounter Points: 15 Casting Time: Half action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Grants target Might 30 until end of encounter (+9 base modifier & lift +550 lbs./250 kgs.) Secondary Effect/Damage: n/a

Encounter Points: 5 Casting Time: Instant action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Grants caster one additional turn when life points reach zero Secondary Effect/Damage: n/a

Heal Self (Major) Ritual heals caster for 3d8 life points. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a

Entreat

Range: 0

Ritual forms an overpowering bond between caster and a natural creature for fifteen minutes to the extent that creature is inspired to do the caster’s bidding. Entreats are simple, encompassing one commands such as: walk, run, leave, swim, eat, roar, or the like. A creature can be subject to repeated attempts, but with each attempt, the ritual becomes less effective, with the creature gaining +2 to their Intellect check per additional attempt.

Area of Effect (AOE): 0 Initial Effect/Damage: 3d8 healing Secondary Effect/Damage: n/a

Heal Self (Minor) Ritual heals caster for 1d8 life points.

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Intellect

Encounter Points: 4 Casting Time: Full action Type: Attack vs. n/a

Range: 1-10

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Bond formed with natural creature for 15 minutes unless a successful Trait check: Intellect 3 (+1 per level of caster) is made

Initial Effect/Damage: 1d8 healing

Secondary Effect/Damage: n/a

Ignore Pain Ritual empowers caster to reach zero life points (not below) and continue to battle for one additional round before succumbing to unconsciousness.

RITUALS Atavist

Secondary Effect/Damage: n/a

Mournful Wail Ritual prevents target’s life points from falling below zero. The effects of any ongoing wounds such as bleeding or poison are suspended instantly. Encounter Points: 12 Casting Time: Half action Type: Attack vs. n/a

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Lore RITUALS Atavist

Range: 1-10

Remove Poison

Area of Effect (AOE): 0

Ritual immediately metabolizes the organic components of any animal-based poison thereby detoxifying victim.

Initial Effect/Damage: Prevents target’s life points from falling below zero Secondary Effect/Damage: n/a

Owl’s Wisdom Caster grants target or self a heightened Intellect for ten minutes, which translates into target receiving +6 Intellect along with all of its modifiers. Encounter Points: 10 Casting Time: Half action Type: Attack vs. n/a

Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Removes effects of any animal-based poison Secondary Effect/Damage: n/a

Range: 0-10

Wild Agility

Area of Effect (AOE): 0

Grants caster or target an immediate Agility Trait score of 30 along with all associated modifiers lasting ten minutes.

Initial Effect/Damage: Grants target +6 Intellect for 10 minutes Secondary Effect/Damage: n/a

Puma’s Roar When evoked, this ritual releases a Puma’s roar that inspires all allies within area of effect granting +2 “to attack” for the next two rounds. Encounter Points: 5 Casting Time: Half action Type: Attack vs. Armor

Encounter Points: 10 Casting Time: Half action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Grants target Agility 30 for 10 minutes (+9 base modifier) Secondary Effect/Damage: n/a

Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: +2 “to attack” for next 2 rounds Secondary Effect/Damage: n/a

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Lore Protection Alligator Hide

Climb

Grants +2 Armor rating to target until end of encounter.

Grants caster the ability to climb easily (+3 to all climbing checks) for ten minutes. Ability can be applied to any climbing attempt: cliff, wall, tree, etc.

Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a

Area of Effect (AOE): 0

Range: 0

Initial Effect/Damage: +2 Armor rating (+1 armor per 2 additional encounter points applied)

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Bear Hide Ritual grants caster ability to move about in sub zero temperatures as if it were a spring day. Effect of ritual lasts 30 minutes and also offers some protection against cold-based attacks (-2d6 damage). Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Grants caster ability to move in extreme cold temps with no effect Secondary Effect/Damage: n/a

RITUALS Atavist

Initial Effect/Damage: +3 to all climbing checks Secondary Effect/Damage: n/a

Cocoon Ritual calls forth strong silk strings that instantly stream out from the ground forming a barrier for caster lasting three rounds. Caster determines if silk strings form a shield in front or a cocoon that encases caster for full protection. A front shield grants +4 Armor rating to caster while a cocoon provides +10 Armor rating. Note: Cocoons float. Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Shield providing +4 Armor or Cocoon providing +10 Armor for 3 rounds

Camouflage Ritual causes caster to blend into the immediate surroundings providing +2 Stealth. Camouflage lasts for ten minutes or until dismissed by caster. Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Caster gains +2 Stealth by blending into surroundings ) Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Defender Summons Ritual calls forth a creature that will defend caster until end of encounter. Type of creature summoned and required encounter points depends on caster’s level (see Chart 7.13 below). For complete information about each creature see the Creature Codex I. Encounter Points: (see Chart 7.13 below) Casting Time: Full action Type: Attack vs. n/a

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Lore RITUALS Atavist

Range: 0-10 Area of Effect (AOE): n/a Initial Effect/Damage: Defender summoned to protect caster

Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 1

Secondary Effect/Damage: n/a

Initial Effect/Damage: Drains 1d10 encounter points from all target(s) per round until end of encounter

Odorous Caster causes a green vapor to appear in selected area that is so pungent it brings tears to the eyes of even the fiercest creature. Odorous cloud lasts for three rounds and causes all in affected area (allies and enemies) to suffer -3 “to attack.” Once vapor dissipates all persons and belongings caught in the stench continue to smell until properly bathed.

Secondary Effect/Damage: n/a

Phoenix Guard Ritual creates an area of protection from fire. When evoked, caster and all allies in selected area are completely protected from all fire-based damage. Ritual lasts until end of encounter and stays stationary.

Encounter Points: 6 Casting Time: Full action Type: Attack vs. Vitality

Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a

Range: 0-10

Range: 0-10

Area of Effect (AOE): 1

Area of Effect (AOE): 1

Initial Effect/Damage: Foul order resulting in -3 “to attack” for 3 rounds

Initial Effect/Damage: Complete protection from fire-based damage

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Parasite Ritual acts as a parasite draining 1d10 encounter points from each target in affected area per round. Drained encounter points are usable by caster only until end of encounter, at which time they dissipate.

Play Opossum While under the effects of this ritual caster maintains the appearance of being dead with no discernible heartbeat or breath. Ritual can last up to 30 minutes but can be dispelled at will by caster. While in “dead”

Chart 7.13 - Defender Summons

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Caster’s Level

Encounter Points

Creature Summoned

1-3 4-6 7-9 10-12 13-15 16-18 19-20 21-25

5 10 20 30 40 50 60 70

Giant Centipede Wild Dog Wolf Alligator Dire Scorpion Aurochs Gargoyle Small Green Dragon

Trait & Combat Abilities

Armor 10; Life Points 20; Movement 3; Attack: +4 / 1d10 damage Armor 12; Life Points 30; Movement 5; Attack: +6 / 2d10 damage Armor 14; Life Points 40; Movement 5; Attack: +8 / 3d10 damage Armor 16; Life Points 50; Movement 3; Attack: +10 / 4d10 damage Armor 18; Life Points 60; Movement 4; Attack: +12 / 5d10 damage Armor 20; Life Points 70; Movement 4; Attack: +14 / 6d10 damage Armor 22; Life Points 80; Movement 5; Attack: +16 / 7d10 damage Armor 22; Life Points 90; Movement 5; Attack: +18 / 8d10 damage

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Lore state caster is aware of surroundings but is unable to respond.

unliving, undead, or malefic creature crosses the barrier in any way.

Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a

Range: 0

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 20

Initial Effect/Damage: Causes caster to appear dead for up to 30 minutes

Initial Effect/Damage: Establishes ring of notification lasting 1 hour of any unnatural, unliving, undead, or malefic creature crosses barrier

Secondary Effect/Damage: n/a

Scales Ritual causes target’s body to become completely covered in dragon scales resulting in +12 Armor rating until end of encounter. Encounter Points: 30 Casting Time: Full action Type: Attack vs. n/a

Secondary Effect/Damage: n/a

Wirfelmere Ritual whirls caster’s staff or totem in front of them such that it creates a barrier against all natural range attacks. Magical ranged attacks suffer a -3 “to attack.” Ritual only works in front of caster and also protects those directly behind.

Area of Effect (AOE): 0

Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a

Initial Effect/Damage: Target gains +12 Armor rating

Range: 0

Secondary Effect/Damage: n/a

Area of Effect (AOE): 0

Range: 0-10

RITUALS Atavist

Initial Effect/Damage: Deflection of all natural range attacks for 2 rounds; -3 “to attack” for all magical range attacks

Tame Feral Ritual allows caster to make “friends” with a wild animal as if it were a pet for up to one hour unless a successful Trait check: Intellect 3 (+1 per level of caster) is made. While affected animal will obey basic commands. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Intellect Range: 0-10 Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Wolf’s Bane Ritual grants targets in affected area +2 “to attack” and +2d6 damage when fighting lycanthropes until end of encounter. If caster shifts into another form while ritual is in effect then incantation will be broken and all modifiers removed.

Initial Effect/Damage: Friends with wild animal for 1 hour

Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a

Secondary Effect/Damage: n/a

Range: 0-10 Area of Effect (AOE): 0

Territory Ritual establishes a ring of notification lasting one hour that will mentally alert caster if any unnatural,

Initial Effect/Damage: Target(s) +2 “to attack” and +2d6 damage against lycanthropes Secondary Effect/Damage: n/a

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Lore Attack

RITUALS Atavist

Aurochs

Boar’s Charge

Ritual summons an Aurochs from a parallel dimension to caster’s side lasting until end of encounter. Aurochs will fully materialize on the following round ritual is cast and will charge straight ahead wielding its great horns and hulking mass to smash anything and everything in its path (see Creature Codex I for full information).

When cast, ritual produces a pair of semi-translucent, but sharp tusks, that appear in front of caster that can be sent in any direction inflicting 3d10 damage to its target. Tusks last for one round only.

Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Range: 0-10 Area of Effect (AOE): 0

Range: 0-10

Initial Effect/Damage: 3d10 damage

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Initial Effect/Damage: Summons Aurochs (see below) Secondary Effect/Damage: n/a

AUROCHS Level (same as character)

Class IV

Life Points 30 (per level)

Frequency Common

Movement 2 spaces (per half turn)

Experience Points 60 (per level)

Description: A large massive beast standing eight feet high at the shoulders and nine to ten feet in length. Weighing between 1200 and 1500 lbs., these slow but strong creatures are covered in a thick hide and fur (dark brown in color) that is prized by leather workers worldwide. When attacking they will either charge or inflict massive damage with their six foot wide horns. Base Defenses

Armor 10 (+2 per level)

Intellect (Low; animal)

Base Attributes

Awareness +2 (+2 per level) Initiative +1 (+2 per level)

Language n/a

Traits +2 Trait point per level

Vitality – 12 (0) Intellect – 5 (-3)

Appeal – 8 (-1) Might – 4 (-3)

Agility – 15 (+2) Mana – 1 (-4)

Attacks Base Attack/Damage +3/+3 per level Basic Attack(s) Charge/trample - 1d8 damage vs. Armor Horns - 4d6 damage vs. Armor Special Attack(s) n/a Passive Attack(s) n/a

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Aether – 1 (-4) Spirit – 1 (-4)

Lore Earthquake

Hard Water

Ritual calls forth a shockwave from beneath the ground that erupts at the surface producing a localized earthquake effect causing 2d6 damage to all creatures in affected area.

Caster calls down large hailstones upon target(s) in effected area inflicting 2d8 damage each round for two rounds. Ritual can only be used outdoors.

Encounter Points: 5 Casting Time: Full action Type: Attack vs. Armor Range: 0-10

RITUALS Atavist

Encounter Points: 6 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0

Area of Effect (AOE): 1 Initial Effect/Damage: 2d6 damage

Initial Effect/Damage: 2d8 damage each round for 2 rounds

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Elbones

Howl

Ritual produces lethally sharp elbow bones to appear on caster that inflict 2d6 damage each. Both bones will last for two rounds and together constitute one basic melee attack.

Ritual releases a baneful bellow more dreaded than that of a Dire wolf causing all enemies within area of effect to experience fear and suffer -2 “to attack” on the next round.

Encounter Points: 8 Casting Time: Half action Type: Attack vs. Armor

Encounter Points: 2 Casting Time: Half action Type: Attack vs. Intellect

Range: 1-10

Range: 0-10

Area of Effect (AOE): 0

Area of Effect (AOE): 1

Initial Effect/Damage: Extended elbow bones inflicting 2d6 damage each for 2 rounds

Initial Effect/Damage: -2 “to attack”

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Impact

Fierce & Feral Caster grants target(s) double speed, +3 “to attack,” and +1d6 melee damage per attack until end of encounter. If applied to caster, no other incantations can be employed while ritual is in effect. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a

Ritual produces an invisible force of energy that strikes target like a giant hand causing 3d6 damage. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0

Range: 0-10

Initial Effect/Damage: 3d6 damage

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Initial Effect/Damage: Grants target(s) double speed, +3 “to attack,” and +1d6 melee damage Secondary Effect/Damage: n/a

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Lore RITUALS Atavist

Impress Ons Ritual causes caster’s fingernails to grow into twoinch long, razor-sharp claws for three rounds that inflict 1d8 damage and open a bleeding wound with 1d4 ongoing damage unless a successful Trait check: Vitality 6 (+1 per level of caster) is made by target. After two rounds Atavist’s fingernails return to normal. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Armor Range: 0

Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d12 magma damage Secondary Effect/Damage: 1d6 ongoing fire damage unless Trait check: Agility 6 (+1 per level of caster) is made by target(s)

Owl’s Shriek

Area of Effect (AOE): 0 Initial Effect/Damage: Razor fingernails for 1d8 damage for 2 rounds Secondary Effect/Damage: 1d4 ongoing damage unless Trait check: Vitality 6 (+1 per level of caster)

Lightning Storm By transforming the molecules in the air caster calls forth bolts of lightning that strike all targets within affected area for 3d6 damage each. Ritual can only be used outside and has no effect if cast inside buildings, dungeons, caverns, or other enclosed places. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: 3d6 lightning damage Secondary Effect/Damage: n/a

Magma Ritual turns any inanimate surface into burning magma such as a floor, wall, stairway, or weapon. Any creature touching the surface of area turned into magma will suffer 2d12 damage, and 1d6 ongoing fire damage unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Surface of changed area will remain as magma until end of encounter and then reach room temperature over the next thirty minutes. Weapons that are turned to magma are useless once they cool down.

310

Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor

Caster releases a shrieking sound that inflicts 1d6 damage and possibly stuns all enemy targets in area of effect for three rounds unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. Encounter Points: 2 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d6 damage Secondary Effect/Damage: Target stunned for 3 rounds unless a successful Trait check: Vitality 6

(+1 per level of caster) Push

Ritual produces an invisible force that pushes target one space in any direction unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Encounter Points: 4 Casting Time: Full action Type: Attack vs. Agility Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target(s) pushed one space Secondary Effect/Damage: n/a

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Lore Quilling

Shred

Caster releases a porcupine-type pinions at target delivering 1d4 points of damage.

Reserved for use against the unliving, when cast grants caster and/or target(s) +6 “to attack” against unliving creatures until end of encounter.

Encounter Points: 2 Casting Time: Full action Type: Attack vs. Armor

RITUALS Atavist

Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a

Range: 0-10

Range: 0-10

Area of Effect (AOE): 0 Initial Effect/Damage: Release of a sharp quill inflicting 1d4 damage (+1 quill per 2 additional encounter points applied) Secondary Effect/Damage: n/a

Area of Effect (AOE): 0 Initial Effect/Damage: Grants +6 “to attack” against unliving Secondary Effect/Damage: n/a

Serpent Staff

Staff of Might

Ritual turns caster’s staff into an adult-sized serpent. Serpent will follow basic, one-word instructions like “attack,” “bite,” “strangle,” etc. The type of serpent called is determined by a d20 roll (see Chart 6.14 below) For complete information see Creature Codex I.

Functioning like a martial combat maneuver, when cast this ritual allows caster to inflict additional damage on top of their weapon’s normal damage against an opponent for the remainder of the encounter.

Encounter Points: 8 Casting Time: Half action Type: Attack vs. n/a

Encounter Points: 3 Casting Time: Half action Type: Attack vs. n/a

Range: 0

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Caster’s staff transformed into serpent (see Creature Codex I)

Initial Effect/Damage: Weapon damage + 1d6

Secondary Effect/Damage: All snakes summoned possess poison that will paralize its target unless a successful Trait check: Vitality

Secondary Effect/Damage: n/a

6 (+1 per level of caster) is made.

Chart 7.14 - Serpent Staff Roll (d20)

Snake Summoned

Trait & Combat Abilities

1-5 6-10 11-15 16-19 20

Rattlesnake Asp Death Adder Black Mamba Malesius Cobra

Armor 4; Life Points 15; Movement 4; Attack: +2 / 1d6 damage Armor 6; Life Points 20; Movement 4; Attack: +4 / 2d6 damage Armor 8; Life Points 25; Movement 4; Attack: +6 / 3d6 damage Armor 10; Life Points 30; Movement 5; Attack: +8 / 4d6 damage Armor 12; Life Points 35; Movement 6; Attack: +10 / 5d6 damage

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Lore RITUALS Atavist

Stare Down Ritual allows caster to stare an aggressive natural creature into submission unless a successful Trait check: Intellect 3 (+1 per level of caster) is made. If successful, creature will offer no further aggression as long as caster or other beings don’t make an aggressive move toward it. Ritual effects last for thirty minutes.

wide & 10` long per 5 additional encounter points applied) Initial Effect/Damage: Stampede inflicting 1d6 damage per creature Secondary Effect/Damage: n/a

Swarm

Encounter Points: 4 Casting Time: Full action Type: Attack vs. Intellect Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Stare aggressive creature into submission Secondary Effect/Damage: n/a

Stampede If in a woodland region, caster is able to summon a herd of creatures (common to local area) that will arrive in four rounds in 2d20 numbers. Herd will proceed to trample all targets in affected area inflicting 1d6 damage per creature summoned. Ritual can be cast only once per day. Encounter Points: 25 Casting Time: Full action Type: Attack vs. n/a

Ritual calls forth a swarm of creatures that will attack all targets in affected area. Type of swarm called depends on level of caster (see Chart 7.15 below). A swarm will rage out of the ground, from the air, or from a nearby forest and race toward its victims, overwhelm them (attack), then disappear without a trace. Because swarms are considered a single target life points and damage listed below constitute the total for an entire swarm. Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Calls forth a swarm based on caster’s level (see Chart 7.15 below) See Creature Codex I for complete information about each type of creature Secondary Effect/Damage: n/a

Range: 0-10 Area of Effect (AOE): 20` wide x 50` long (+5`

Chart 7.15 - Swarm Caster’s Level

Swarm Summoned

1-4

Flies

Armor 3; Life Points 5; Movement 4; Attack: +2 / 1d6 damage

5-7

Fire Ants

Armor 4; Life Points 10; Movement 0; Attack: +3 / 1d8 damage

8-11

Locust

Armor 5; Life Points 10; Movement 1; Attack: +3 / 1d10 damage

12-15

Hornets

Armor 6; Life Points 10; Movement 2; Attack: +3 / 1d8 damage

16-19

Bats

Armor 7; Life Points 15; Movement 3; Attack: +3 / 1d8 damage

20-21

Scorpions

Armor 8; Life Points 15; Movement 1; Attack: +3 / 2d6 damage

22-23

Asps

Armor 9; Life Points 20; Movement 2; Attack: +3 / 2d8 damage

24

Feral Boars

25

312

Armor 10; Life Points 25; Movement 3; Attack: +3 / 2d10 damage

Fire Salamanders Armor 12; Life Points 35; Movement 4; Attack: +3 / 2d12 damage

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Lore Transformation

RITUALS Atavist

Unless otherwise noted, all transformations last for one hour (+1 hour per level of caster) unless dispelled earlier.

Arachtavist Ritual transforms caster from the waist down into the form of a spider with eight legs and bulbous hind section capable of releasing webs at its target inflicting 1d6 damage and holding all creatures in affected area for three rounds unless a successful Trait check: Agility is made. Once morphed, caster assumes all of the attributes and abilities of a spider such as climbing surfaces and walking on webs while retaining full use of their upper body. Caster is capable of hand-to-hand combat, normal conversation, and ritual casting while in this transformed state. Encounter Points: 30 Casting Time: Full action Type: Attack vs. n/a Range: 0 / Area of Effect (AOE): 0 Initial Effect/Damage: Caster transforms from waist down into a spider Secondary Effect/Damage: Web (target held in place for 3 rounds unless a successful Trait check: Agility 6; +1 per level of caster)

SPIDER (lower body) Level (same as caster) Movement 5 spaces

Class III

(per half turn)

Life Points (same as caster) Description: Form of a spider with eight legs and bulbous hind section capable

of releasing webs from the waist down. Legs reach a diameter of 6 feet across

Base Defenses

Armor (same as caster +2)

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language (same as caster) Traits (same as caster) Attacks Base Attack/Damage (same as caster) Basic Attack(s) Leg stomp/kick (2) - 1d8 damage vs. Armor Web - Trait check: Agility 6 (+1 per level of caster) Special Attack(s) n/a Passive Attack(s)

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Lore RITUALS Atavist

Bear Shift

Centauvist

Ritual transforms caster into the form of a bear. Once morphed, caster assumes all of the attributes and abilities of the type of bear chosen by caster. Although caster can see, hear, and understand as they would in their normal, non-animal form, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Ritual transforms caster into the form of a centaur. Once morphed, caster assumes all of the attributes and abilities of a centaur. Although caster can see, hear, and understand as they would in their normal, nonanimal form, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Encounter Points: 30 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 30 Casting Time: Full action Type: Attack vs. n/a

Range: 0 / Area of Effect (AOE): 0

Range: 0

Initial Effect/Damage: Caster transforms into a bear (see below)

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Initial Effect/Damage: Caster transforms into a centaur (see below) Secondary Effect/Damage: n/a

BEAR (Brown)

CENTAUR

Level (same as caster) Movement 4 spaces

Class III

(per half turn)

Life Points (same as caster) Description: Brown Bears are massive creatures and are of the larger variety of the Bear family, standing about four feet at the shoulders and weighing over 1000 lbs. fully grown. Most are too big to climb trees but they have been known to run upwards of 100 feet in one turn.

Base Defenses

Armor 15

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language Bear Traits

Vitality – 17 (+3) Intellect – same as caster Appeal – 8 (-1) Might – 20 (+4)

Agility – 15 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +2/+2 per level Basic Attack(s) Claws (2) - 2d8 damage each vs. Armor Bite - 4d6 damage vs. Armor Special Attack(s) n/a Passive Attack(s) n/a

314

Level (same as caster) Movement 5 spaces

Class III

(per half turn)

Life Points (same as caster) Description: A mythical creature that possesses the torso of a human with that of a horse from the waist down.

Base Defenses

Armor 15

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language Common Traits

Vitality – 16 (+2) Intellect – same as caster Appeal – 8 (-1) Might – 16 (+2)

Agility – 15 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +2/+2 per level Basic Attack(s) Kick (2) - 2d8 damage each vs. Armor Melee or Range attack if available Special Attack(s) n/a Passive Attack(s) n/a

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Lore Claws

Dynestry Shift

Ritual transforms caster’s hands into sharp claws until end of encounter that inflict 2d8 damage per claw. Effects of ritual can be dismissed at will of Atavist.

Ritual transforms caster into the form of a dynestry. Once morphed, caster assumes all of the attributes and abilities of a dynestry but will appear as normal above the waist. Caster is capable of hand-to-hand combat, normal conversation, and ritual casting while in this transformed state.

Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Caster’s hands transformed into claws – 2d8 damage each until end of encounter Secondary Effect/Damage: n/a

RITUALS Atavist

Encounter Points: 30 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Caster transforms into a dynestry (see below) Secondary Effect/Damage: n/a

DYNESTRY Level (same as caster)

Class III

Movement 7 spaces (per half turn) Life Points (same as caster) Description: Standing seven feet tall with an olive complexion and powerful legs, these mythical creatures are humanoid in appearance from the waist up and ostrich from the waist down.

Base Defenses

Armor 13

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language Common Traits

Vitality – 15 (+2) Intellect – same as caster Appeal – 8 (-1) Might – 15 (+2)

Agility – 18 (+3) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +2/+2 per level Basic Attack(s) Claws (2) - 1d8 damage each vs. Armor Bite - 2d6 damage vs. Armor Special Attack(s) n/a Passive Attack(s) n/a

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Lore RITUALS Atavist

Hare Shift

Hawk Shift

Ritual transforms caster into the form of a hare. Once morphed, caster assumes all of the attributes and abilities of a hare. Although caster can see, hear, and understand as they would in their normal, nonanimal state, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Ritual transforms caster into the form of a hawk. Once morphed, caster assumes all of the attributes and abilities of a hawk. Although caster can see, hear, and understand as they would in their normal, nonanimal form, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a

Range: 0

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Caster transforms into a hare, or rabbit (see below)

Initial Effect/Damage: Caster transforms into a hawk (see below)

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

HARE (Rabbit)

HAWK (Red Tail)

Level (same as caster)

Class I

Class I

Movement 3 spaces (per half turn)

Movement 7 spaces (per half turn)

Life Points (same as caster)

Life Points (same as caster)

Description: Small furry creature with long ears and brown-hue hair. Though cute the hair is considered by many to be a nuisance to a healthy garden. Others see them as a delicious meal.

Base Defenses

Armor 6

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language Hare Traits

Vitality – 13 (+1) Intellect – same as caster Appeal – 14 (+1) Might – 8 (-1)

Description: Typically reddish-brown in color with highly sensitive eye sight and remarkable diving speed in addition to sharp talons.

Base Defenses

Armor 6

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language Hawk Traits

Agility – 16 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +1/+1 per level Basic Attack(s) Claws (2) - 1d4 damage each vs. Armor Bite - 1d4 damage vs. Armor Special Attack(s) n/a Passive Attack(s) n/a

316

Level (same as caster)

Vitality – 12 (0) Intellect – same as caster Appeal – 8 (-1) Might – 4 (-3)

Agility – 16 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +1/+1 per level Basic Attack(s) Claws (2) - 1d6 damage each vs. Armor Bite - 1d4 damage vs. Armor Special Attack(s) Bite @ 150mph once every 3 rounds, 2d8 damage vs. Armor Passive Attack(s) n/a

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Lore Kitten Shift

Marine Shift

Ritual transforms caster into a six-week-old kitten. Once morphed, caster assumes all of the attributes and abilities of a cat. Although caster can see, hear, and understand as they would in their normal, nonanimal state, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Ritual transforms caster into a fish (fresh or salt water) about the size of a large salmon. Once morphed, caster assumes all of the attributes and abilities of a fish. Although caster can see, hear, and understand as they would in their normal, non-animal form, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Encounter Points: 15 Casting Time: Full action Type: Attach vs. n/a

Encounter Points: 30 Casting Time: Full action Type: Attach vs. n/a

Range: 0

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Caster transforms into kitten (see below)

Initial Effect/Damage: Caster transforms into a fish (see below)

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

KITTEN

FISH (small size)

Level (same as caster) Movement 3 spaces

Class I

(per half turn)

Life Points (same as caster) Description: Small furry creature with short white, brown, or black fur. An animal whose presence is generally ignored by most except for kids who will continually pick it up and carry it around.

Level (same as caster) Life Points (same as caster)

Description: Fish of some type (fresh or salt water) about the size of a large salmon.

Base Defenses

Armor 4 Awareness (same as caster) Initiative (same as caster)

Armor 3

Base Attributes

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language n/a Traits

Language Cat Vitality – 12 (0) Intellect – same as caster Appeal – 16 (+2) Might – 8 (-1)

Agility – 15 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster)

Attacks Base Attack/Damage +1/+1 per level Basic Attack(s) Claws (2) - 1d4 damage each paw vs. Armor Bite - 1d4 damage vs. Armor Special Attack(s) n/a Passive Attack(s) n/a

Class I

Movement 3 spaces (per half turn)

Base Defenses

Traits

RITUALS Atavist

Vitality – 12 (0) Intellect – same as caster Appeal – 8 (-1) Might – 8 (-1)

Agility – 15 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +1/+1 per level Basic Attack(s) Bite - 1d4-2 damage vs. Armor Special Attack(s) n/a Passive Attack(s) n/a

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Lore RITUALS Atavist

Owl Shift

Panther Shift

Ritual transforms caster into an owl. Once morphed, caster assumes all of the attributes and abilities of an owl. Although caster can see, hear, and understand as they would in their normal, non-animal form, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Ritual transforms caster into the form of a panther. Once morphed, caster assumes all of the attributes and abilities of a panther. Although caster can see, hear, and understand as they would in their normal, nonanimal form, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Encounter Points: 15 Casting Time: Full action Type: Attach vs. n/a

Encounter Points: 30 Casting Time: Full action Type: Attack vs. n/a

Range: 0

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Caster transforms into an owl (see below)

Initial Effect/Damage: Caster transforms into panther (see below)

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

OWL (Barred)

PANTHER

Level (same as caster)

Class II

Level (same as caster)

Movement 5 spaces (per half turn)

Movement 4 spaces (per half turn)

Life Points (same as caster)

Life Points (same as caster)

Description: Bird-of-prey, larger than most other fowl in this category. Possess powerful talons, highly sensitive eyesight, and glides silently through the air.

Base Defenses

Armor 6

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Description: The consummate hunter, panthers are large felines, typically beige, brown, or black in color, that are two to three feet long with highly sensitive sight and smell. Only the jaguar is heavier, leaving panthers a dense musculature.

Base Defenses

Armor 10

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language Owl Traits

Vitality – 12 (0) Intellect – same as caster Appeal – 8 (-1) Might – 4 (-3)

Language Cat Agility – 15 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +1/+1 per level Basic Attack(s) Claws (2) - 1d6 damage each vs. Armor Bite - 1d6 damage vs. Armor Special Attack(s) n/a Passive Attack(s) Silent movement

318

Class III

Traits

Vitality – 14 (+1) Intellect – same as caster Appeal – 8 (-1) Might – 8 (-1)

Agility – 19 (+4) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +2/+2 per level Basic Attack(s) Claws (2) - 2d8 damage each vs. Armor Bite - 3d6 damage vs. Armor Special Attack(s) n/a Passive Attack(s) n/a

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Lore Puppy Shift

Ram Shift

Ritual transforms caster into a six-week-old puppy. Once morphed, caster assumes all of the attributes and abilities of a dog. Although caster can see, hear, and understand as they would in their normal, nonanimal form, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Ritual transforms caster into the form of a ram. Once morphed, caster assumes all of the attributes and abilities of a ram. Although caster can see, hear, and understand as they would in their normal, nonanimal form, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Encounter Points: 15 Casting Time: Full action Type: Attach vs. n/a

Encounter Points: 30 Casting Time: Full action Type: Attack vs. n/a

Range: 0

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Caster transforms into puppy (see below)

Initial Effect/Damage: Caster transforms into a ram (see below)

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

PUPPY

RAM

Level (same as caster)

Class I

Level (same as caster)

Class III

Movement 2 spaces (per half turn)

Movement 3 spaces (per half turn)

Life Points (same as caster)

Life Points (same as caster)

Description: Small fluffy creature with white, brown, or black fur. An animal whose presence is always noticed, especially by kids who will continually pick it up and carry it around.

Base Defenses

Armor 3

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language Dog Traits

RITUALS Atavist

Vitality – 12 (0) Intellect – same as caster Appeal – 19 (+4) Might – 8 (-1)

Description: Medium sized creature with extreemly tough horns on it’s head which it used to butt opponents. Very adept on rocky terrain and mountainsides.

Base Defenses

Armor 10

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language Ram Traits

Agility – 15 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +1/+1 per level Basic Attack(s) Claws (2) - 1d4 damage each vs. Armor Bite - 1d4 damage vs. Armor Special Attack(s) n/a Passive Attack(s) n/a

Vitality – 14 (+1) Intellect – same as caster Appeal – 8 (-1) Might – 8 (-1)

Agility – 17 (+3) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +2/+2 per level Basic Attack(s) Head - 2d8 damage each vs. Armor Bite - 1d6 damage vs. Armor Special Attack(s) n/a Passive Attack(s) n/a

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Lore RITUALS Atavist

Shark Shift

Snake Shift

Ritual transforms caster into the form of a saltwater shark. Once morphed, caster assumes all of the attributes and abilities of a shark. Although caster can see, hear, and understand as they would in their normal, non-animal form, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Ritual transforms caster into the form of a snake. Once morphed, caster assumes all of the attributes and abilities of the type of snake chosen by caster. Although caster can see, hear, and understand as they would in their normal, non-animal form, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

Encounter Points: 30 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a

Range: 0

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Caster transforms into a shark (see below)

Initial Effect/Damage: Caster transforms into a non-poisonous snake (see below)

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

SHARK

SNAKE

Level (same as caster)

Class III

Class I

Movement 3 spaces (per half turn)

Movement 3 spaces (per half turn)

Life Points (same as caster)

Life Points (same as caster)

Description: Medium sized aquatic creature with very sharp teeth used to rip its prey apart. Sharks must move constantly through the water or they will suffocate.

Description: Reaching 3 to 5 feet in length, these legless creatures move silently and can enter places without notice.

Base Defenses

Armor 10

Base Defenses

Armor 5

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language n/a Traits

Vitality – 12 (0) Intellect – same as caster Appeal – 8 (-1) Might – 8 (-1)

Language Snake Agility – 15 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks

Traits

Vitality – 10 (-1) Intellect – same as caster Appeal – 6 (-2) Might – 5 (-3)

Agility – 16 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks

Base Attack/Damage +2/+2 per level Basic Attack(s) Bite - 6d8 damage each vs. Armor Special Attack(s) +2 Stealth Passive Attack(s) n/a

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Level (same as caster)

Base Attack/Damage +1/+1 per level Basic Attack(s) Bite - 1d4 damage each vs. Armor Special Attack(s) +3 Stealth Passive Attack(s) n/a

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Lore Wolf Shift Ritual transforms caster into the form of a wolf. Once morphed, caster assumes all of the attributes and abilities of a wolf. Although caster can see, hear, and understand as they would in their normal, nonanimal form, they are limited to the communication abilities of their new form and are unable to cast additional rituals when in this form.

RITUALS Atavist

Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Caster transforms into a wolf (see below) Secondary Effect/Damage: n/a

WOLF Level (same as caster)

Class II

Movement 3 spaces (per half turn) Life Points (same as caster) Description: Largest of the canine family, 3 to 5 feet in length, these creatures are natural survivors and are silent hunters.

Base Defenses

Armor 8

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language Canine Traits

Vitality – 12 (0) Intellect – same as caster Appeal – 8 (-1) Might – 11 (0)

Agility – 16 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +1/+1 per level Basic Attack(s) Claw (2) 1d6 damage vs. Armor Bite - 1d6 damage each vs. Armor Special Attack(s) +4 Stealth Passive Attack(s) n/a

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Lore Druid

RITUALS Druid

Utility Awareness Breath Chasm Bridge Commune Conjure Fire Fleet of Foot Gibbonry Hush Identify Moonlight Night Watch Ogham Signs Pacify Pathfinder Reach Out Safe Haven

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Inspiration Aurochs’ Might Awe Inspire Breath of Hope Heal Land Heal Other Heal Self (Major) Heal Self (Minor) Hallowed Ground Nature Lore Owl’s Wisdom Plant Lore Puma’s Roar Remove Poison Soil Strength

Protection Alligator Hide Attenuate Bind Caltrop Camouflage Cocoon Cold Resistance Dispel Fire Dispel Smoke/Fog Dust Bowl Fire Rebound Oak Hide Odorous Ogham Ward Parasite Phoenix Guard Play Opossum

Attack Boar’s Charge Controlled Lightning Druid Darts Earthquake Flash Flood Gale Force Gaping Maw Gaveling Guardians Heave Hard Water Living Flame Mangle Roots Magma Plasma Fury Pollen Push Staff of Might Swarm Winter Blast Wolf Shift

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Nature Ariadne Billowing Fog Blue Flame Compost Fox Hole Gravitas Geyser Highlight Streaming Sun Spots Tangle

Lore Utility Awareness

Range: 0-10

All creatures within affected area, including caster, gain a heightened sense of Awareness for all checks related to sight, sound, taste, touch, and smell for ten minutes.

Area of Effect (AOE): 10` length x 2` width (+1 foot length or 1 foot wide per additional encounter point applied)

Encounter Points: 4 Casting Time: Half action Type: Attack vs. n/a

Initial Effect/Damage: n/a Secondary Effect/Damage: n/a

Range: 0-10

Commune

Area of Effect (AOE): 1

Caster is able to communicate on a mental, nonvocal level with natural animals for up to one minute. Animals with low intellect will understand and respond in basic communication, which is limited to single syllables and only useful as long as the animal’s attention is not distracted.

Initial Effect/Damage: +1 Awareness checks for 10 minuets (+1 Awareness per additional encounter point applied) Secondary Effect/Damage: n/a

Breath Ritual causes a dome of clean air to form around caster’s head allowing them to breathe underwater for fifteen minutes. Air sphere is also effective in gaseous atmospheres such as smoke, acid fog, fumigation, or at very high altitudes where the air is thin. Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 1-20 Area of Effect (AOE): 0 Initial Effect/Damage: Communication with natural animals for one minute Secondary Effect/Damage: n/a

Range: 0

Conjure Fire

Area of Effect (AOE): 0

While others may need a tinderbox to produce a flame, Druids need only use an incantation to set any flammable substance burning. Once cast, ritual causes a small flame to appear in the hand or on the end of caster’s finger that can be used to light kindling or other flammable materials. This spell has no attack value.

Initial Effect/Damage: Air sphere allowing caster to breathe underwater or in hazardous conditions for 15 minutes Secondary Effect/Damage: n/a

Chasm Bridge Caster is able to create an invisible bridge two feet wide and ten feet long, caused by rising winds from a chasm below, which will support up to five hundred pounds. There are no handrails, and all party members must make a Trait check: Agility 12 to successfully cross. Bridge lasts five minutes, but can be dispelled at will of caster. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a

RITUALS Druid

Encounter Points: 2 Casting Time: Half action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Summon small flame Secondary Effect/Damage: n/a

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Lore RITUALS Druid

Fleet of Foot

Range: 0-10

Caster enables target(s) to move at normal speed over difficult terrain for three rounds, but only as long as the ground they cover is natural and not fabricated (e.g. floor boards, cut stone, etc.). If placed on target(s) moving over normal terrain then target(s) gain +3 spaces to their movement per half turn.

Area of Effect (AOE): 100 feet

Encounter Points: 4 Casting Time: Half action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Normal movement speed over difficult terrain for 3 rounds; +3 spaces movement per half turn over normal terrain Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Identify Ritual allows caster to divine if there is “magic” within an object and of what type: Mana, Aether, or Spirit. If object divined is either Mana or Spirit then caster cannot discern anything else about its properties. If object being divined is Aether in nature, caster will know one to two specifics about the magical nature of object at Loremaster’s discretion. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a

Gibbonry

Range: 0

Gibbonry allows caster to identify any roots, berries, nuts, or other plant species that are safe to eat or that can be used to heal. Once invoked, usable/ consumable items will glow with an amber-colored aura to the eyes of the caster. Incantation lasts for ten minutes or until dispelled by caster.

Area of Effect (AOE): 0

Encounter Points: 3 Casting Time: Half action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 10 Initial Effect/Damage: Identify edible and/or healing plant life in area of effect Secondary Effect/Damage: n/a

Hush Ritual causes all natural creatures within one hundred feet to become absolutely silent for three rounds allowing caster and allies to be more alert to all sounds around them (+2 Awareness on all checks related to sound). Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a

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Initial Effect/Damage: +2 Awareness to all check related to sound

Initial Effect/Damage: Identify magical properties of an object Secondary Effect/Damage: n/a

Moonlight Ritual creates a pale blue light that spreads out ten spaces in every direction. Light can be cast on any object of caster’s choosing and last 30 minutes or until dismissed. Light cannot be use to blind another creature. Light emits no heat but will cause high anxiety to any were-creatures in their non-were form upon which the light shines. Werecreatures remaining in the vicinity of the light for more than one minute must make a successful Trait check: Vitality 6 (+1 per level of caster) or automatically shift into their were form. Encounter Points: 1 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 10 Initial Effect/Damage: Light Secondary Effect/Damage: Causes werecreatures to transform

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Lore Night Watch

Range: 1-10

Caster employs a nearby plant to “stand guard” and alert caster empathically if any enemy comes within three spaces of the plant. Once cast, incantation will last for one day.

Area of Effect (AOE): 0

Encounter Points: 3 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 3 Initial Effect/Damage: Enchances plant to instantly alert caster of enemy presence Secondary Effect/Damage: n/a

Ogham Signs Ogham Sign leaves a glowing, silver mark that can only be seen and discerned by Druids and Atavists. Mark can be used to assist in retreat, navigate a labyrinth, or mark the door of burglarsfor-hire. Encounter Points: 5 Casting Time: Half action Type: Attack vs. n/a

Initial Effect/Damage: Soothes aggressive individuals for 10 minutes Secondary Effect/Damage: n/a

Pathfinder Caster concentrates on a desired object or person and innately knows the correct direction, though not the distance, to travel in order to get to intended object. Caster must have a familiarity with object or person in order for ritual to work (i.e. possessing an item that has come in contact with object or person in question). Encounter Points: 3 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Caster knows direction of selected target Secondary Effect/Damage: n/a

Range: 1-10

Reach Out

Area of Effect (AOE): 0

When invoked, nearby vegetation will reach out and fight for caster until end of encounter. In order for the ritual to be effective, caster must be within ten spaces of vegetation. Ritual is ineffective if caster is underground or in a vegetation-free area. One grass plant, vine, or tree will be summoned for each space within area of effect. For combat stats related to each vegetation type see Chart 7.16 below.

Initial Effect/Damage: Leaves glowing mark on object that only Druids and Atavists can see Secondary Effect/Damage: n/a

Pacify Caster is enabled to pacify or sooth an aggressive person unless a successful Trait check: Intellect 6 (+1 per level of caster) is made. Pacified individuals will refrain from attacking caster or allies and instead enter a state of calmness. If attacked, a pacified individual will immediately re-enter combat. Pacify lasts for ten minutes and can be reversed to aggravate a person leading them to attack the closest target. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Intellect

RITUALS Druid

Encounter Points: (see Chart 7.16 below) Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: Vegetation (for damage see Chart 7.16 below) Secondary Effect/Damage: n/a

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Lore RITUALS Druid

Chart 7.16 - Reach Out

Tall Grass

Encounter Points: 3 Armor 6 Life Points 10 each Movement 0 Attack +1 Basic Attack: 1d4 each vs. Armor

Vines

Encounter Points: 9 Armor 10 Life Points 20 each Movement 0 Attack +3 Basic Attack: 2d6 each vs. Armor

Trees

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Encounter Points: 15 Armor 15 Life Points 30 each Movement 0 Attack +5 Basic Attack: 3d8 each vs. Armor

Safe Haven Caster causes a 10` x 10` (30 sq. meters) naturally constructed shelter to erupt out of the ground. Shelters are warm and dry inside and last up to one day. Safe Haven is difficult to locate by adversaries (-5 Awareness) and natural animals will ignore a Safe Haven shelter. Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 10’ x 10’ (+5 sq. feet per 5 additional encounter points applied) Initial Effect/Damage: Creates shelter Secondary Effect/Damage: n/a

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Lore Inspiration Aurochs’ Might Caster increases target’s strength to that of an Aurochs until end of encounter. This means target’s Might trait score increases to 30 along with all associated modifiers. Encounter Points: 15 Casting Time: Half action Type: Attack vs. n/a

Requires caster to physically touch target with both hands for ritual to be effective. Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 1 Area of Effect (AOE): 0

Range: 0-10

Initial Effect/Damage: Restores dying target to a state of unconsciousness (zero life points)

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Initial Effect/Damage: Grants target Might 30 until end of encounter (+9 base modifier & lift +550 lbs./250 kgs.) Secondary Effect/Damage: n/a

Awe Inspire Ritual causes target(s) to become overwhelmed with a sense of wonder at the beauty of the world around them for five minutes. Targets influenced may, for example, take to smelling flowers, picking up garbage, or stare at butterflies. If successfully cast against the same target(s) more than three times sequentially then target(s) must make an additional successful Trait check: Intellect 6 (+1 per level of caster) or remain in awe-inspired state permanently. Encounter Points: 15 Casting Time: Full action Type: Attack vs. Intellectd Range: 1-10

RITUALS Druid

Heal Land Ritual restores a scorched or otherwise destroyed area of land, transforming it into a healthy, vibrant ecosystem. Greenery will quickly sprout from the ground and immediately begin reasserting itself covering all objects in area of effect. Ritual is ineffective in desert or frigid regions. Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 3 Initial Effect/Damage: Healing of land with vegetation growth (take 30 minutes to complete) Secondary Effect/Damage: n/a

Heal Other

Area of Effect (AOE): 0 Initial Effect/Damage: Target is unable to act except to gaze wonderingly at the world around them for 5 minutes unless a successful Trait check: Intellect 3 (+1 per level of caster) is made Secondary Effect/Damage: n/a

Caster heals target(s) for 1d8 life points. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0

Breath of Hope Ritual allows caster to bring a recently defeated target (within ten minutes) up to zero Life Points and thereby maintain a state of unconsciousness until medical aid or additional healing can be applied.

Initial Effect/Damage: Target(s) healed for 1d8 life points Secondary Effect/Damage: n/a

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Lore RITUALS Druid

Heal Self (Major)

Nature Lore

Ritual heals caster for 3d8 life points.

Allows caster to tap into basic knowledge about the immediate area, how old it is, how unhealthy or healthy it is, where the footpaths are, where nature paths are, how many life-forms exist within the area, where water can be found, and similar information.

Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: 3d8 healing to caster Secondary Effect/Damage: n/a

Range: 0 Area of Effect (AOE): 10

Heal Self (Minor)

Initial Effect/Damage: Grants basic knowledge about natural surroundings for 1 minute

Ritual heals caster for 1d8 life points.

Secondary Effect/Damage: n/a

Encounter Points: 4 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: 1d8 healing to caster Secondary Effect/Damage: n/a

Owl’s Wisdom Caster grants target or self a heightened Intellect until end of encounter, which translates into target receiving +6 Intellect along with all of its modifiers. Encounter Points: 12 Casting Time: Half action Type: Attack vs. n/a Range: 0-10

Hallowed Ground Caster creates an area of effect that no unnatural creature can enter unless a successful Trait check: Aether 6 (+1 per level of caster) is made. Targets can, however, hurl weapons into affected area as range attacks. Any unnatural creature that successfully enters area of effect will be subject each round while in area to a Defense check: Armor that inflicts 2d6 damage. Natural, malefic, undead, and unliving creatures are unaffected by ritual. Encounter Points: 12 Casting time: Full action Type: Attack vs. Aether Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Creates protective boundary preventing unnatural creatures from entering (vs. Aether check); creatures entering will receive 2d6 damage vs. Armor Secondary Effect/Damage: n/a

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Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a

Area of Effect (AOE): 0 Initial Effect/Damage: Grants target +6 Intellect until end of encounter Secondary Effect/Damage: n/a

Plant Lore Plant Lore allows caster to identify a plant and what it can be used for: medicinally or otherwise. Not all plants have a purpose other than to “look pretty,” though some may have potent properties that can be used in poisons or curatives potions. Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Identify plant and usages Secondary Effect/Damage: n/a

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Lore Puma’s Roar When evoked, this ritual releases a Puma’s roar that inspires all allies within area of effect granting +2 “to attack” for the next two rounds.

RITUALS Druid

Encounter Points: 5 Casting Time: Half action Type: Attack vs. Armor Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: +2 “to attack” for next 2 rounds Secondary Effect/Damage: n/a

Remove Poison Ritual immediately metabolizes the organic components of any flora-based poison thereby detoxifying victim. Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Removes effects of any animal-based poison Secondary Effect/Damage: n/a

Soil Strength Caster draws Might from the ground enhancing the Might trait score (+5) of all creatures within area of effect for ten minutes. Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: +5 Might for 10 minutes Secondary Effect/Damage: n/a

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Lore Protection

RITUALS Druid

Alligator Hide Grants +2 Armor rating to target until end of encounter. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a

Initial Effect/Damage: Caster gains bird’s eye view of surrounding area Secondary Effect/Damage: n/a

Bind

Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: +2 Armor rating (+1 armor per additional encounter point applied) Secondary Effect/Damage: n/a

Attenuate Ritual imbues a state of mind in which caster is able to mentally see the surrounding area from a bird’s-eye perspective. Caster can see up to three hundred feet in every direction from their current position as from a height of one hundred feet. Ritual only works in open areas and is ineffective in subterranean environments. Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a

Caster causes movable objects to be bound together. If attempting to bind more than two movable objects together then a greater number of encounter points are needed above the initial cost of 12. Modifiers received by target to avoid the effects of ritual are listed in Chart 7.17 below. Effects of the ritual can be avoided with a successful Trait check: Might 6 (+1 per level of caster). For each animate object working to resist ritual add +2 to Might check. If spell is successful, binding can only be reversed with an Unbind ritual that is cast using at least one more encounter point than applied to original Bind ritual. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Might Range: 0-10 Area of Effect (AOE): n/a Initial Effect/Damage: Binds adjacent objects to each other. Animate objects can only avoid the effect of this spell with a successful Trait check: Might 6 (+1 per level of caster)

Range: 0 Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Chart 7.17 - Bind

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# of Objects to be Bound

Additional encounter points per object to be applied above base cost

2 3 4 5 6 7 8 9 10

+2 +4 +10 +15 +20 +25 +30 +35

Object Size

Modifier to Might check

Tiny Small Medium Large Huge Giant Mammoth Colossal

-4 -2 +2 +4 +8 +12 +24

(see Chapter 11 for information about creature size)

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Lore Caltrop After verbalizing ritual caster tosses three acorns that immediately turn into spiked caltrops causing 1d4 damage each to anyone entering the space where they are located unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Caltrops return to acorns at end of encounter. Encounter Points: 5 Casting Time: Half action Type: Attack vs. Agility Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Transforms 3 natural acorns into caltrops causing 1d4 damage each until end of encounter Secondary Effect/Damage: n/a

Ritual causes caster to blend into the immediate surroundings granting +2 Stealth. Camouflage lasts for ten minutes or until dismissed by caster. Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Caster gains +2 Stealth Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Cold Resistance Ritual protects all within area of effect from cold/ frigid temperatures and reduces all cold damage by one half. Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Resistance to cold/frigid temperatures and ½ damage from cold based attacks until end of encounter

Dispel Fire Ritual extinguishes all types of natural fire within area of effect, including torch, campfire, or forest blaze. When cast against magical fire, ritual will reduce damage by one half until end of encounter. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Extinguish natural fire and ½ fire damage against magical fire attacks

Cocoon Ritual calls forth strong silk strings that instantly stream out from the ground forming a barrier for caster lasting three rounds. Caster determines if silk strings form a shield in front or a cocoon that encases caster for full protection. A front shield grants +4 Armor rating to caster while a cocoon provides +10 Armor rating. Note: Cocoons float. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Area of Effect (AOE): 0

RITUALS Druid

Secondary Effect/Damage: n/a

Camouflage

Range: 0

Initial Effect/Damage: Silk string shield providing +4 A or cocoon providing +10 Armor for 3 rounds

Secondary Effect/Damage: n/a

Dispel Smoke/Fog Ritual causes all smoke or fog within area of effect to fall to the ground. If cast over area where a vaporous creature is located then creature will suffer 1d4 damage per level of caster if a successful Defense check: Armor is made by attacker. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a

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Lore RITUALS Druid

rating by five until end of encounter.

Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Removes smoke or fog within area of effect Secondary Effect/Damage: 1d4 damage per level of caster to vaporous creatures in area of effect

Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Caster gains +5 Armor rating until end of encounter

Dust Bowl Ritual creates a localized vortex of wind that stirs up dust, temporarily blinding all creatures in affected area for two rounds unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. Ritual works better outdoors but can be used in select dungeons and buildings effectively. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Dust vortex blinding all targets resulting in -4 “to attack” Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Odorous Caster causes a green vapor to appear in selected area that is so pungent it brings tears to the eyes of even the fiercest creature. Odorous cloud lasts for three rounds and causes all in affected area (allies and enemies) to suffer -3 “to attack.” Once vapor dissipates all persons and belongings caught in the stench continue to smell until properly bathed. Encounter Points: 6 Casting Time: Full action Type: Attack vs. Vitality Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Foul order resulting in -3 “to attack” for 3 rounds

Fire Rebound Caster absorbs the energy from a flame-based attack cast against a target or self and sends it rebounding back to its point of origin inflicting damage if a successful Defense check: Armor is made by caster. Encounter Points: 10 Casting Time: Half action Type: Attack vs. Armor Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Damage from fire attack reflected back at source (see original spell for damage inflicted and/or effect) Secondary Effect/Damage: n/a

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Encounter Points: 4 Casting Time: Half action Type: Attack vs. n/a

Secondary Effect/Damage: n/a

Ogham Ward Caster places an enchanted Ogham ward mark, a letter from the Brotherhood of the Druids, on the surface of an object that will act as a sentry, alerting caster if any enemy steps within ten feet of the ward. Ritual can be dispelled at will. Encounter Points: 3 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0

Oak Hide

Initial Effect/Damage: Caster places mark on object that alerts presence of enemy

Caster is able to draw upon the Aether force of the surrounding environment to increase caster’s Armor

Secondary Effect/Damage: n/a

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Lore Parasite

Range: 0-10

Ritual acts as a parasite draining 1d10 encounter points from each target in affected area per round. Drained encounter points are usable by caster only until end of encounter, at which time they dissipate.

Area of Effect (AOE): 1

Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: Drains 1d10 encounter points from all target(s) per round until end of encounter Secondary Effect/Damage: n/a

Phoenix Guard Ritual creates an area of protection from fire. When evoked, caster and all allies in selected area are completely protected from all fire-based damage. Ritual lasts until end of encounter. Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a

RITUALS Druid

Initial Effect/Damage: Complete protection from fire-based damage Secondary Effect/Damage: n/a

Play Opossum While under the effects of this ritual caster maintains the appearance of being dead with no discernible heartbeat or breath. Ritual can last up to 30 minutes but can be dispelled at will by caster. While in “dead” state caster is aware of surroundings but is unable to respond. Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Causes caster to appear dead for up to 30 minutes Secondary Effect/Damage: n/a

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Lore Attack

RITUALS Druid

Boar’s Charge When cast, ritual produces a pair of semi-translucent, but sharp tusks, that appear in front of caster that can be sent in any direction inflicting 3d10 damage to its target. Tusks last for one round only. Encounter Points: 15 Casting Time: Full action Type: Attack vs. Armor Range: 0-10

Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 (no increase) Initial Effect/Damage: 1 dart inflicting 1d6 damage (+1 per 2 additional encounter points applied) Secondary Effect/Damage: Poison inflicting 2d4 damage and target incapacitated for 3 rounds

Area of Effect (AOE): 0 Initial Effect/Damage: 3d10 damage Secondary Effect/Damage: n/a

Controlled Lightning Ritual creates a series of lightning strikes that hit once a round for three continuous rounds inflicting 3d8 damage per strike on intended target. Caster can direct each round’s strike at a different adjacent target if desired or allow all strikes to hit the same target. Each time a strike successfully hits a target it will fork outward one space in every direction making a secondary strike at adjacent creature in those spaces for 1d6 damage. Ritual can only be cast outdoors. Encounter Points: 15 Casting Time: Full action Type: Attack vs. Armor Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: 3d8 damage Secondary Effect/Damage: 1d6 damage to all adjacent creatures

Druid Darts Ritual produces one small dart, tipped with poison, to shoot forth from the end of caster’s staff inflicting 1d6 damage. If dart successfully hits target then a Trait check: Vitality 6 (+1 per level of caster) is made. If unsuccessful, target receives 2d4 damage at the start of the next round and is incapacitated for three rounds. Target must make a Trait check: Vitality for each dart that successfully hits.

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Earthquake Ritual calls forth a shockwave from beneath the ground that erupts at the surface producing a localized earthquake effect causing 2d6 damage to all creatures in affected area. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Range: 0-10 Area of Effect (AOE): 1 Initial Effect/Damage: 2d6 damage Secondary Effect/Damage: n/a

Flash Flood Ritual causes water to erupt from the ground producing a torrent stream one foot high, ten feet long, and five feet wide moving eight spaces per half turn in a direction of caster’s choosing. Unless a successful Trait check: Agility 6 (+1 per level of caster) is made, all targets struck by water will suffer 1d6 damage, be knocked to the ground, and be moved three spaces along water's path. Water will continue to move according to caster’s direction for two rounds or until dispelled. Ritual cannot be used in arid or dry environments. Encounter Points: 15 Casting Time: Full action Type: Attack vs. Agility Range: 1-10

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Lore Area of Effect (AOE): 0 (no increase) Initial Effect/Damage: Stream of water inflicting 1d6 damage for 2 rounds Secondary Effect/Damage: n/a

Gale Force Ritual summons a gust of wind that blows in the direction desired by caster with the ability to push a sail, knock over a table, tear down curtains, or knock a foe backward one space and inflict 1d4 damage unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Agility Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Summons a gust of wind to knock down and inflict 1d4 damage Secondary Effect/Damage: n/a

Gaping Maw Ritual causes the ground under a specified area to open up and swallow all targets causing 4d10 damage and burying alive all who fail to make a successful Trait check: Agility 3 (+1 per level of caster). Targets who are buried will be crushed to death and/or asphyxiated within six rounds unless they find a way of escape. Encounter Points: 30 Casting Time: Full action Type: Attack vs. Agility Range: 0-10

every direction inflicting 3d8 damage to all non-allies in area of effect. Those affected will also drop their weapons and fall to the ground unless a successful Trait check: Agility 6 (+1 per level of caster) is made.

RITUALS Druid

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Range: 0 Area of Effect (AOE): 1 Initial Effect/Damage: 3d8 sound damage Secondary Effect/Damage: Targets fall to the ground and drop any weapons unless Trait check: Agility 6 (+1 per level of caster)

Guardian Caster summons an elemental appropriate to the environmental surroundings (i.e. water elemental will only appear near water, fire elemental only near a fire source, etc.) that will fight for caster as instructed until end of encounter. Types of elementals that can be summoned include Air, Earth, Fire, and Water. For stats related to each elemental summoned see Charts 7.18, 7.19, and 7.20 below. Encounter Points: see Charts 7.18-20 below) Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Summon guardian (see Charts 7.18-20 below) Secondary Effect/Damage: n/a

Heave

Area of Effect (AOE): 0 Initial Effect/Damage: 4d10 damage Secondary Effect/Damage: Targets buried will suffocate in 6 rounds unless two successful Trait checks: Might 6 (+1 per level of caster) are made

Gaveling With their staff, caster strikes the ground causing a rippling wave of thunderous noise to emit outward in

Ritual causes ground to heave upward creating a five-foot tall by two-foot deep barrier knocking all creatures in area of effect backward two spaces unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Ritual also inflicts 2d6 damage to all creature in area of effect and is permanent unless removed manually. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor

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Lore RITUALS Chart 7.18 - Guardian: Earth Elemental Druid Elemental’s Level

Encounter Points

1 2 3 4 5 6 7 8 9 10

3 6 9 12 15 18 21 25 30 35

Trait & Combat Abilities

Armor 6; Life Points 15; Movement 3; +1 attack / 1d10 damage Armor 7; Life Points 20; Movement 3; +2 attack / 2d10 damage Armor 8; Life Points 25; Movement 3; +3 attack / 3d10 damage Armor 9; Life Points 30; Movement 3; +4 attack / 4d10 damage Armor 10; Life Points 35; Movement 3; +5 attack / 5d10 damage Armor 11; Life Points 40; Movement 3; +6 attack / 6d10 damage Armor 12; Life Points 45; Movement 3; +7 attack / 7d10 damage Armor 13; Life Points 50; Movement 3; +8 attack / 8d10 damage Armor 14; Life Points 55; Movement 3; +9 attack / 9d10 damage Armor 15; Life Points 60; Movement 3; +10 attack / 10d10 damage

Chart 7.19 - Guardian: Fire Elemental Elemental’s Level

Encounter Points

1 2 3 4 5 6 7 8 9 10

3 6 9 12 15 18 21 25 30 35

Trait & Combat Abilities

Armor 6; Life Points 15; Movement 3; +1 attack / 1d10 damage+1d6 ongoing fire damage Armor 7; Life Points 20; Movement 3; +2 attack / 2d10 damage+1d6 ongoing fire damage Armor 8; Life Points 25; Movement 3; +3 attack / 3d10 damage+1d6 ongoing fire damage Armor 9; Life Points 30; Movement 3; +4 attack / 4d10 damage+1d6 ongoing fire damage Armor 10; Life Points 35; Movement 3; +5 attack / 5d10 damage+1d6 ongoing fire damage Armor 11; Life Points 40; Movement 3; +6 attack / 6d10 damage+1d6 ongoing fire damage Armor 12; Life Points 45; Movement 3; +7 attack / 7d10 damage+1d6 ongoing fire damage Armor 13; Life Points 50; Movement 3; +8 attack / 8d10 damage+1d6 ongoing fire damage Armor 14; Life Points 55; Movement 3; +9 attack / 9d10 damage+1d6 ongoing fire damage Armor 15; Life Points 60; Movement 3; +10 attack / 10d10 damage +1d6 ongoing fire damage

Chart 7.20 - Guardian: Water/Wind Elementals

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Elemental’s Level

Encounter Points

1 2 3 4 5 6 7 8 9 10

4 7 10 13 16 20 24 28 32 36

Trait & Combat Abilities

Armor 6; Life Points 15; Movement 3; +1 attack / 1d10 damage Armor 7; Life Points 20; Movement 3; +2 attack / 2d10 damage Armor 8; Life Points 25; Movement 3; +3 attack / 3d10 damage Armor 9; Life Points 30; Movement 3; +4 attack / 4d10 damage Armor 10; Life Points 35; Movement 3; +5 attack / 5d10 damage Armor 11; Life Points 40; Movement 3; +6 attack / 6d10 damage Armor 12; Life Points 45; Movement 3; +7 attack / 7d10 damage Armor 13; Life Points 50; Movement 3; +8 attack / 8d10 damage Armor 14; Life Points 55; Movement 3; +9 attack / 9d10 damage Armor 15; Life Points 60; Movement 3; +10 attack / 10d10 damage

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Lore Range: 1-10

Range: 1-10

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: 2d6 damage and all targets thrown two spaces backward, prone

Initial Effect/Damage: 4d8 damage

Secondary Effect/Damage: n/a

Secondary Effect/Damage: Target(s) held in place unless Trait check: Agility 6 (+1 per level of caster)

Hard Water

Magma

Caster calls down large hailstones upon target(s) in effected area inflicting 2d8 damage each round for two rounds. Ritual can only be used outdoors.

Ritual turns any inanimate surface into burning magma such as a floor, wall, stairway, or weapon. Any creature touching affected area suffers 2d12 damage, and 1d6 ongoing fire damage unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Surface of changed area will remain as magma until end of encounter and then reach room temperature over the next thirty minutes. Weapons that are turned to magma are useless once they cool down.

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0

RITUALS Druid

Initial Effect/Damage: 2d8 damage each round for 2 rounds

Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor

Secondary Effect/Damage: n/a

Range: 1-10 Area of Effect (AOE): 0

Living Flame

Initial Effect/Damage: 2d12 magma damage

Ritual calls forth a green, Aether flame that emanates from caster’s hand inflicting 3d6 damage.

Secondary Effect/Damage: 1d6 ongoing fire damage unless Trait check: Agility 6

Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: 3d6 Aether fire damage Secondary Effect/Damage: n/a

Mangle Roots Ritual summons giant roots from beneath the earth that break forth under targets within area of effect inflicting 4d8 damage and hold all targets in place unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Ritual can only be cast outdoors or up to 12 feet (4m) underground. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor

Plasma Fury Caster calls forth a one-foot-diameter sphere of green glowing plasma that hovers five feet above ground and lasts until the end of the encounter. Each round ritual is in effect it discharges three one-inch spheres of plasma that inflict 1d6 damage each at target(s) within area of effect (caster chooses targets). Ritual can be dispelled at caster’s will. Encounter Points: 20 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: 3 plasma spheres per round inflicting 1d6 damage each (+1d4 damage for all 3 spheres per additional encounter point applied) Secondary Effect/Damage: n/a

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Lore RITUALS Druid

Pollen

Staff of Might

Ritual draws all pollen from the surrounding area and directs it to a specified location. All creatures within area of effect will begin choking resulting in their inability to act for three rounds unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. Ritual only works outdoors or near an open window or door to the outside. In subterranean environs, fungus spores accumulate instead of pollen.

Functioning like a martial combat maneuver, when cast this ritual allows caster to inflict additional damage on top of their weapon’s normal damage against an opponent for the remainder of the encounter.

Encounter Points: 6 Casting Time: Full action Type: Attack vs. Vitality

Encounter Points: 2 Casting Time: Half action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0

Range: 1-10

Initial Effect/Damage: Weapon damage + 1d6

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Initial Effect/Damage: Target(s) unable to act Secondary Effect/Damage: n/a

Swarm

Push Ritual produces an invisible force that pushes target one space in any direction unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Encounter Points: 4 Casting Time: Full action Type: Attack vs. Agility

Ritual calls forth a swarm of creatures that attacks targets in affected area until end of encounter. Type of swarm called depends on level of caster (see Chart 7.21 below). A swarm will rage out of the ground or air in front of caster and race toward its victims, overwhelm them, then disappear without a trace. Because swarms are considered a single target life points and damage listed below constitute the total for entire swarm.

Area of Effect (AOE): 0

Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a

Initial Effect/Damage: Target(s) pushed one space

Range: 0-10

Secondary Effect/Damage: n/a

Area of Effect (AOE): 0

Range: 1-10

Chart 7.21 - Swarm Caster’s Level

Swarm Summoned

1-4

Flies

Armor 3; Life Points 5; Movement 4; Attack: +2 / 1d6 damage

5-7

Fire Ants

Armor 4; Life Points 10; Movement 0; Attack: +3 / 1d8 damage

8-11

Locust

Armor 5; Life Points 10; Movement 1; Attack: +3 / 1d10 damage

12-15

Hornets

Armor 6; Life Points 10; Movement 2; Attack: +3 / 1d8 damage

16-19

Bats

Armor 7; Life Points 15; Movement 3; Attack: +3 / 1d8 damage

20-21

Scorpions

Armor 8; Life Points 15; Movement 1; Attack: +3 / 2d6 damage

22-23

Asps

Armor 9; Life Points 20; Movement 2; Attack: +3 / 2d8 damage

24

Feral Boars

25

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Armor 10; Life Points 25; Movement 3; Attack: +3 / 2d10 damage

Fire Salamanders Armor 12; Life Points 35; Movement 4; Attack: +3 / 2d12 damage

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Lore Initial Effect/Damage: Calls forth a swarm based on caster’s level (see Chart 7.21 below) See Creature Codex I for complete information about each type of creature Secondary Effect/Damage: n/a

Winter Blast Caster creates a freezing atmosphere equivalent to zero degrees Fahrenheit (0°F, -18°C) that fills a specified area until end of encounter. Atmosphere inflicts 2d8 damage per round to all creatures in area of effect and causes them to move a half speed. Cold-based creatures take only half damage and their movement is not affected. Heat-based creatures suffer double damage and are slowed to half movement Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor Range: 1-10

Wolf Shift Ritual transforms caster into the form of a wolf. Once morphed, caster assumes all of the attributes and abilities of a wolf. Although caster can see, hear, and understand as they would in their normal, nonanimal form, they are limited to the communication abilities of their new form and are unalbe to cast additional rituals which in this form.

RITUALS Druid

Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Caster transforms into a wolf (see below) Secondary Effect/Damage: n/a

WOLF

Area of Effect (AOE): 0 Initial Effect/Damage: 2d8 damage per round until end of encounter Secondary Effect/Damage: Affected creatures move at half speed

Level (same as caster)

Class II

Movement 3 spaces (per half turn) Life Points (same as caster) Description: Largest of the canine family, 3 to 5 feet in length, these creatures are natural survivors and are silent hunters

Base Defenses

Armor 8

Base Attributes

Awareness (same as caster) Initiative (same as caster)

Language Canine Traits

Vitality – 12 (0) Intellect – same as caster Appeal – 8 (-1) Might – 11 (0)

Agility – 16 (+2) Mana – same as caster Aether – same as caster Spirit – same as caster

Attacks Base Attack/Damage +1/+1 per level Basic Attack(s) Claw (2) 1d6 damage vs. Armor Bite - 1d6 damage each vs. Armor Special Attack(s) +4 Stealth Passive Attack(s) n/a

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Lore Nature

RITUALS Druid

Ariadne Ritual causes a maze to form around caster extending outward ten spaces with a hedge that is ten feet tall and two feet thick. Caster will instinctively know the way through the maze and can lead others at a normal speed. Adversaries must make a Trait check: Intellect 6 (+1 per level of caster) at least three times in a row to find their way out successfully. Ariadne takes two rounds to fully form and lasts for three hours, after which time it will begins to recede back into the ground over a ten minute span of time. Ritual can only be cast outdoors. Encounter Points: 30 Casting Time: Full action Type: Check vs. Intellect

strategically, ritual can heat a room, melt ice or snow, create a barrier against cold-based creatures, or superheat a forge. A natural fire must already exist for ritual to work. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d8 damage per round for 3 rounds Secondary Effect/Damage: n/a

Range: 0 (no increase)

Compost

Area of Effect (AOE): 10

Ritual causes any organic creature to begin to deteriorate in a matter of rounds. Unless a successful Trait check: Vitality 3 (+1 per level of caster) is made target suffers increasing damage. Target rolls Trait check each round. (Round 1 = 1d10 damage; Round 2 = 2d10; Round 3 = 3d10; etc.). Ritual has no effect against undead creatures.

Initial Effect/Damage: Hedge maze lasting 3 hours (+15 minutes per additional encounter point applied) Secondary Effect/Damage: n/a

Billowing Fog Ritual summons a thick blanket of fog to roll in over a specified area lasting 10 minutes that causes all creatures within area of effect to suffer a -4 “to attack” until fog dissipates. Ritual cannot be used in dry, desert locations during the day.

Encounter Points: 20 Casting Time: Full action Type: Attack vs. Vitality Range: 0-10 Area of Effect (AOE): 0

Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a

Initial Effect/Damage: Round 1 - 1d10 damage; Round 2 - 2d10; Round 3 - 3d10; etc. until Trait check: Vitality 3 (+1 per level of caster) is made

Range: 0-10

Secondary Effect/Damage: n/a

Area of Effect (AOE): 2 Initial Effect/Damage: Targets attack at -4 “to attack” until fog dissipates Secondary Effect/Damage: n/a

Blue Flame Ritual intensifies any natural fire, forming it into a blue-hot flame that radiates 2d8 fire damage against all targets in area of effect for three rounds. Used

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Fox Hole Ritual opens up a trench ten feet long, five feet wide, and five feet deep into which the caster and his companions can hide. Trench is permanent. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 1-10

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Lore Area of Effect (AOE): 10` long x 5` wide x 5` deep (+2 feet long, wide, or deep per 5 additional encounter points applied)

Casting Time: Full action Type: Attack vs. n/a

Initial Effect/Damage: Creates trench that can be used on round after ritual is cast

Area of Effect (AOE): 0 (no increase)

Secondary Effect/Damage: n/a

RITUALS Druid

Range: 0 (no increase) Initial Effect/Damage: Allows caster to see path of a creature’s tracks for 10 minutes Secondary Effect/Damage: n/a

Gravitas Ritual causes all objects in affected area to become twice as heavy in weight for five minutes. Results in animated objects only being able to move at 1 space per half turn unless a successful Trait check: Might 6 (+1 per level of caster) is made. Encounter Points: 15 Casting Time: Full action Type: Attack vs. Might

Streaming Ritual causes currents in a river to flow in a circular direction producing a whirpool effect thus hindering a watercraft or other objects. Ritual lasts one minute.

Range: 0-10

Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a

Area of Effect (AOE): 1

Range: 0-10

Initial Effect/Damage: Doubles weight of all objects in affected area reducing movement of animate creatures to 1 space per ½ turn

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Geyser At caster’s command, a section of the ground erupts into a geyser of spewing, hot steam that inflicts 4d6 damage to all within area of effect. Cold-based creatures suffer twice damage.

Initial Effect/Damage: Changes course of water current for one minute

Sun Spots Ritual produces a small orb of sunlight about the size of a walnut that can be hurled at a target inflicting 3d8 damage. If used against undead or unnatural creatures orbs will inflict 5d8 damage.

Encounter Points: 15 Casting Time: Full action Type: Attack vs. Armor

Encounter Points: 15 Casting Time: Full action Type: Attack vs. Armor

Range: 0-10

Range: 1-10

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: 3d6 hot water damage

Initial Effect/Damage: 3d8 light damage per orb; 5d8 light damage against undead or unnatural creatures

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Highlight Ritual highlights the tracks left on the ground by a creature that caster touches. Illuminated tracks reveal the direction travelled by the creature. Encounter Points: 5

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Lore RITUALS Druid

Tangle Ritual causes local plant life (weeds, plants, bushes, trees) to “reach out” and grab the limbs of targets within area of effect. All targets failing to make a Trait check: Agility 6 (+1 per level of caster) will become entangled and unable to move until ritual is dismissed. Vegetation must be present within 3 spaces for ritual to work. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Agility Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: affected targets unable to move Secondary Effect/Damage: n/a

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Lore PRAYERS

PRAYERS Confessor

Confessor Utility Compass Confession Crumbled Walls Dispel Curse Disperse Spirits Faith Bridge Feign Death Guidance Holy Water Illuminate Ladder of Ascent Lectio Divina Mend Object Oracle Purify Remove Disease Remove Fear Remove Poison Sacred Seal Sacred Speech

Enhancement Blessing: Attack Blessing: Damage Blessing: Intellect Divine Word: Encounter Pts. Divine Word: Second Action Divine Word: Second Chance Divine Word: Resist Disease Divine Word: Resist Fear Divine Word: Resist Fire Divine Word: Resist Necrotic

Protection Curse of Cyfawnder Double Vision Last Breath Reduce: Armor Reduce: Awareness Reduce: Initiative Reduce: Intellect Reduce: Vitality Ring of Destruction Shadow Ward

Attack Avenging Flame Cleansing Fire Condemnation Damnation (Greater) Damnation (Lesser) Dark Lightning Decay Divine Hammer Divine Judgment Exorcism Fear Flagellation Holy Rage Incense: Blindness Incense: Deafness Incense: Pain Incense: Speechless Lightning Storm Plague of Acid Plague of Boils Plague of Darkness Plague of Fire Plague of Ice Petrify Piercing Light Repel Undead Repel Unliving Reveal Sacred Flame Silver Shards Soul Surrender Swords of Truth Unearthed

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Restoration Circle of Healing Fellowship Heal Healing Hand Healing Prayer Regenerate Restore Life

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Lore Utility

PRAYERS Confessor

Compass

Dispel Curse

Prayer provides guidance as to the best decision to make related to a simple situation (e.g. what direction to go, how to respond to a question, etc.) in order to accomplish a specific outcome on the part of the caster.

Prayer dispels all effects of a curse that has been placed upon a creature or object. Works in place of a curse counterspell.

Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0

Range: 1-10 Area of Effect (AOE): 0

Area of Effect (AOE): 0 Initial Effect/Damage: Impression regarding correct direction Secondary Effect/Damage: n/a

Initial Effect/Damage: Removes all effects of a curse Secondary Effect/Damage: n/a

Disperse Spirits

Confession Prayer causes target to speak the truth to all questions asked for a duration of one minute unless a successful Trait check: Intellect 6 (+1 per level of caster) is made. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Intellect Range: 1-10 (which in hearing of caster) Area of Effect (AOE): 0

Prayer causes all spiritual entities (spirits, ghosts, phantasms, apparitions, revenants, or other noncorporeal, undead creatures) within affected area to retreat back into the Netherworld for three rounds per level of caster unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Prayer is also able to restore those possessed by evil spirits. Encounter Points: 15 Casting Time: Full action Type: Attack vs. Spirit

Initial Effect/Damage: Target is compelled to tell the truth for 1 minutes

Range: 1-10

Secondary Effect/Damage: n/a

Initial Effect/Damage: Retreat of spirits to Netherworld

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Crumbled Walls Prayer causes a section of rock from a wall five feet wide, five feet tall, and six inches deep to crumble and fall to the ground. Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0-20 Area of Effect (AOE): 0 Initial Effect/Damage: Crumbles section of rock Secondary Effect/Damage: n/a

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Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a

Faith Bridge Prayer produces an invisible bridge two feet wide and up to ten feet long that can be physically traversed. Any person other than caster who attempts to cross the bridge must make a successful Trait check: Agility 3 (+1 per level of caster) or fall off the side of the bridge. Bridge will remain for 5 minutes. Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a

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Lore Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2` wide x 10` long bridge lasting 5 minutes Secondary Effect/Damage: n/a

Feign Death Prayer makes caster appear dead for up to ten minutes to all surrounding creatures. During time prayer is in effect caster is unable to act or defend against any actions directed toward them, though they can hear and feel. Encounter Points: 3 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Caster appears dead for up to 10 minutes Secondary Effect/Damage: n/a

Guidance Granting more assistance than a Compass prayer, this prayer will provide general information to any question asked by caster. Can only be used once per day. Encounter Points: 20 Casting Time: Half action Type: Attack vs. n/a

against malefic, unliving, and undead creatures Holy Water causes 1d12 damage per application unless a successful Trait check: Spirit 6 (+1 per level of caster) is made, and will continue to inflict 1d6 damage per round until a second Vitality check 6 (+1 per level of caster) is made.

PRAYERS Confessor

Encounter Points: 1 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d12 damage Secondary Effect/Damage: Ongoing 1d6 damage

Illuminate Prayer causes light to emanate from an object, which in turn illuminates outward fifty feet in every direction. Prayer cannot be used to blind another creature and continues up to thirty minutes. Encounter Points: 1 Casting Time: Half action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 10 Initial Effect/Damage: Light Secondary Effect/Damage: n/a

Ladder of Ascent Prayer causes the appearance of a one foot wide ladder that extends ten feet in length and lasts 5 minutes. Ladder will support up to 300 lbs. total at one time.

Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: General guidance about an issue granted Secondary Effect/Damage: n/a

Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

Holy Water Prayer permanently turns 16 ozs. (1 gal.) of plain water into blessed, Holy Water that is useful against malefic, unliving, and undead creatures but completely ineffective against natural and unnatural creatures. Prayer can utilize any type of water source— be it a glass of water, a river, or a puddle. When used

Area of Effect (AOE): 0 Initial Effect/Damage: 10` ladder lasting 5 minutes (+1 foot length per additional encounter point applied) Secondary Effect/Damage: n/a

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Lore PRAYERS Confessor

Lectio Divina

Purify

Prayer grants caster a heightened ability to read and understand any script, translating into +3 to any Intellect trait check related to reading a manuscript. Loremaster determines difficulty of check and time it will take to read script.

Prayer transforms any object, whether corrupted or not, into a sacred object that will inflict 1d8 damage to any malefic, unliving, or undead creature it comes in contact with. If prayer is applied to a weapon then the 1d8 damage is applied to weapon’s normal damage. Effects of this prayer only last until the end of an encounter. Purified objects have no effect (i.e. increased damage) against natural and unnatural creatures.

Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: +3 to Intellect trait check (+1 per additional encounter point applied) Secondary Effect/Damage: n/a

Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Object purified; +1d8 damage against malefic, unliving, and undead creatures

Mend Object Prayer is able to repair any inanimate object such as a weapon, piece of armor, or similar sized item that is broken. Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Repair broken inanimate object Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Remove Disease Prayer removes all effects of a disease, even necrotic effects, that have been contracted by target(s). Prayer does not protect against future diseases. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Remove disease from target(s) or caster

Oracle Prayer grants caster combat knowledge about a select target’s Armor rating, number of Life Points, and greatest weakness. Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Combat knowledge about select target Secondary Effect/Damage: n/a

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Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a

Secondary Effect/Damage: n/a

Remove Fear Removes all effects of fear from those with area of effect. Fear can be the result of a natural occurance, phobia, or incantation. Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0

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Lore Initial Effect/Damage: Remove fear from target(s) in area of effect Secondary Effect/Damage: n/a

Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a

PRAYERS Confessor

Range: 0

Remove Poison

Area of Effect (AOE): 0

Prayer removes all effects of a poisonous substance that has been contracted by target(s).

Initial Effect/Damage: Invisible seal placed on object that can be opened and closed

Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Remove poison and its effects from target(s) Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Sacred Speech Caster is granted +2 to an Intellect trait check to be able to speak an unknown language. Does not grant ability to read language. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0

Sacred Seal Prayer places an invisible seal on an object such as a door or other mechanical device that can be opened and closed. Strength of seal is determined by how many total encounter points are applied to the object. Every encounter point applied to prayer beyond base cost to cast increases object's tensile strength by two points.

Area of Effect (AOE): 0 Initial Effect/Damage: +2 to Intellect check to speak an unknown language Secondary Effect/Damage: n/a

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Lore Enhancement

PRAYERS Confessor

Blessing: Attack

Blessing: Encounter Points

Prayer grants target +1 “to attack” until end of encounter.

Prayer grants target(s) an additional five encounter points that can be used anytime during encounter. Cannot be used on caster.

Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10

Range: 0-10

Area of Effect (AOE): 0 Initial Effect/Damage: Grants target +1 “to attack” (+1 per additional encounter point applied) Secondary Effect/Damage: n/a

Blessing: Damage Prayer grants target 1d4 additional damage to next attack. Encounter Points: 5 Casting Time: Instant action Type: Attack vs. n/a Range: 1-10

Area of Effect (AOE): 0 Initial Effect/Damage: +5 encounter points for encounter (+1 per additional encounter point applied) Secondary Effect/Damage: n/a

Divine Word: Second Action Prayer allows target to perform an additional full action on their turn. Encounter Points: 15 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10

Area of Effect (AOE): 0 Initial Effect/Damage: Grants target +1d4 damage Secondary Effect/Damage: n/a

Blessing: Intellect Prayer grants target +1 Intellect until end of encounter. Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Range: 1-10

Area of Effect (AOE): 0 Initial Effect/Damage: Target gains one additional full action during their turn Secondary Effect/Damage: n/a

Divine Word: Second Chance Prayer offers target the opportunity to re-roll any attack, damage, or other game check roll on their next turn. Encounter Points: 15 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10

Area of Effect (AOE): 0 Initial Effect/Damage: Grants target +1 Intellect (+1 per additional encounter point applied) Secondary Effect/Damage: n/a

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Encounter Points: 10 Casting Time: Instant action Type: Attack vs. n/a

Area of Effect (AOE): 0 Initial Effect/Damage: Re-roll attack, damage, or other game check roll Secondary Effect/Damage: n/a

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Lore Divine Word: Resist Disease

Divine Word: Resist Fire

Prayer grants target a +2 against all disease checks until end of encounter.

Prayer absorbs 1d4 fire damage done against target until end of encounter.

Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a

Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a

Range: 0-10

Range: 0-10

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: +2 against disease checks (+1 per additional encounter point applied)

Initial Effect/Damage: -1d4 fire damage (-1d4 damage per additional encounter point applied)

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Divine Word: Resist Fear

Divine Word: Resist Necrotic

Prayer grants target a +2 against all fear checks until end of encounter.

Prayer grants target +2 to all Vitality checks related to necrotic damage until end of encounter.

Encounter Points: 6 Casting Time: Instant action Type: Attack vs. n/a

Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a

Range: 0-10

Range: 0-10

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Target gains +2 against fear checks (+1 per additional encounter point applied)

Initial Effect/Damage: Target gains +2 against Vitality checks related to necrotic damage (+1 per additional encounter point applied)

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

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PRAYERS Confessor

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Lore Protection

PRAYERS Confessor

Curse of Cyfawnder

Area of Effect (AOE): 0

Considered a powerful curse of protection to the caster, this prayer can permanently reduce its target’s level of experience by one. Prayer cannot be used on a single target more than once as any further attempts will prove ineffective. In order for prayer to be effective target must fail two successive Trait check: Intellect 3 (+1 per level of caster) rolls.

Initial Effect/Damage: 5 life points (+1 life point per additional encounter point applied)

Encounter Points: 60 Casting Time: Full action Type: Attack vs. Intellect Range: 1-10 Area of Effect (AOE): 0 (no increase) Initial Effect/Damage: Target losses 1 level of experience Secondary Effect/Damage: n/a

Double Vision Prayer causes a mirror image of target’s opponent to appear until end of encounter resulting in -5 “to attack” unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Spirit Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target experiences double vision of opponent resulting in -5 “to attack” Secondary Effect/Damage: n/a

Last Breath Prayer keeps caster from going below zero life point by granting caster 10 life points that last until the end of encounter. Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0

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Secondary Effect/Damage: n/a

Reduce: Armor Prayer reduces the armor rating of all targets within affected area by two points until end of encounter unless a Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Spirit Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: -2 Armor to all targets in area of effect (-1 per additional encounter point applied) Secondary Effect/Damage: n/a

Reduce: Awareness Prayer reduces the Awareness of all targets within affected area by one point until end of encounter unless a Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Spirit Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: -1 Awareness to all targets in area of effect (-1 per target per additional encounter point applied) Secondary Effect/Damage: n/a

Reduce: Initiative Prayer reduces the Initiative of all targets within affected area by one point until end of encounter unless a Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 8

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Lore Casting Time: Full action Type: Attack vs. Spirit Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: -1 Initiative to all targets in area of effect (-1 per additional encounter point applied) Secondary Effect/Damage: n/a

Ring of Destruction Caster causes a translucent purple glowing ring to appear on the ground that encompasses one space outward in every direction from caster’s space. All ally attacks (melee, range, incantation, musical) made within ring inflict +1d6 additional damage until end of encounter. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a

Reduce: Intellect

Range: 0-10 (

Prayer reduces the Intellect of all targets within affected area by one point until end of encounter unless a Trait check: Spirit 6 (+1 per level of caster) is made.

Area of Effect (AOE): 1

Encounter Points: 8 Casting Time: Full action Type: Attack vs. Spirit Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: -1 Intellect to all targets in area of effect (-1 per additional encounter point applied) Secondary Effect/Damage: n/a

Reduce: Vitality Prayer reduces the Vitality of all targets within affected area by one point until end of encounter unless a Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Spirit Range: 0-10

PRAYERS Confessor

Initial Effect/Damage: Ally attacks inflict +1d6 damage while in ring Secondary Effect/Damage: n/a

Shadow Ward Prayer creates an area of protection extending one space outward from caster’s space that shields all allies within affected area from one hundred points of damage inflicted by malefic, unliving, or undead creatures or until the end of encounter, whichever comes first. Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 1 Initial Effect/Damage: Protection against damage up to 100 points from malefic, unliving, or undead creatures Secondary Effect/Damage: n/a

Area of Effect (AOE): 0 Initial Effect/Damage: -1 Vitality to all targets in area of effect (-1 per additional encounter point applied) Secondary Effect/Damage: n/a

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Lore Attack

PRAYERS Confessor

Avenging Flame

Range: 0-10

Prayer causes fire to erupt from the ground in a designated area consuming all targets and inflicting 2d6 fire damage and 1d4 ongoing damage each successive round until targets make a successful Trait check: Agility 6 (+1 per level of caster).

Area of Effect (AOE): 0

Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d6 fire damage Secondary Effect/Damage: Ongoing 1d4 damage until Trait check: Agility

Initial Effect/Damage: 2d8 mental damage Secondary Effect/Damage: Inability to act until Trait check: Intellect

Damnation (Greater) Transports target into a mental state of torment and suffering that inflicts 5d8 damage. Target will also become unconsciousness and remain as such for five rounds unless a successful Trait check: Intellect 3 (+1 per level of caster) is made. Encounter Points: 20 Casting Time: Full action Type: Attack vs. Intellect

Cleansing Fire

Range: 0-10

Prayer causes target’s clothing to burst into flames inflicting 1d8 damage and ongoing 1d6 damage until a successful Trait check: Agility 6 (+1 per level of caster) is made. Target is unable to make any other actions until clothing is removed or a successful trait check is made.

Area of Effect (AOE): 0

Encounter Points: 4 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d8 fire damage Secondary Effect/Damage: Ongoing 1d6 damage until Trait check: Agility

Initial Effect/Damage: 5d8 mental damage Secondary Effect/Damage: Target unconscious unless a successful Trait check: Intellect

Damnation (Lesser) Transports target into a mental state of torment and suffering that inflicts 3d8 damage. Target will also become unconsciousness and remain as such for five rounds unless a successful Trait check: Intellect 3 (+1 per level of caster) is made. Encounter Points: 15 Casting Time: Full action Type: Attack vs. Intellect Range: 0-10

Condemnation Upon uttering this prayer target experiences an intense mental pain that inflicts 2d8 damage and prevents target from being able to act in any other way until a successful Trait check: Intellect 6 (+1 per level of caster) is made.

Area of Effect (AOE): 0 Initial Effect/Damage: 3d8 mental damage Secondary Effect/Damage: Target unconscious unless a successful Trait check: Intellect

Encounter Points: 6 Casting Time: Full action Type: Attack vs. Intellect

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Lore Dark Lightning

Area of Effect (AOE): 0

Prayer creates an intense burst of dark energy (i.e. lightning) that inflicts 2d12 damage to all creatures, both friend and foe, within affected area, and an ongoing 1d6 damage until the end of the encounter unless a successful Trait check: Vitality 6 (+1 per level of caster) is made.

Initial Effect/Damage: 2d8 damage

Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d12 energy damage ) Secondary Effect/Damage: 1d6 ongoing damage unless Trait check: Vitality

PRAYERS Confessor

Secondary Effect/Damage: n/a

Divine Judgment Prayer causes an acid-based fog to fill a select area inflicting 1d10 damage to all creatures and ongoing 1d6 damage until a successful Trait check: Vitality 6 (+1 per level of caster) is made. Encounter Points: 3 Casting Time: Full action Type: Attack vs. Armor Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d10 damage

Decay Prayer causes any living object touched by caster to decompose. Process begins with an initial 1d12 damage unless a successful Trait check: Vitality 6 (+1 per level of caster) is made and continues to inflict 1d8 damage every successive round until a successful Trait check: Vitality 6 (+1 per level of caster) is made. Decomposition will not stop until check is successful or target is dead. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality Range: 1 Area of Effect (AOE): 0 (no increase)

Secondary Effect/Damage: Ongoing 1d6 damage until Trait check: Vitality

Exorcism Prayer causes all spiritual creatures inhabiting target to flee to the realm of the undead unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Spirit Range: 0-10 Area of Effect (AOE): 0 (no increase)

Initial Effect/Damage: 1d12 damage

Initial Effect/Damage: Spiritual creatures removed from target

Secondary Effect/Damage: Ongoing 1d8 damage

Secondary Effect/Damage: n/a

Fear

Divine Hammer Calling upon the power of the All-Source, prayer produces a phantasmal hammer that strikes target for 2d8 damage.

Prayer induces fear in all targets within affected area causing them to attack at a -3 “to attack,” but granting them a +1 Awareness unless a successful Trait check: Intellect 6 (+1 per level of caster) is made.

Encounter Points: 4 Casting Time: Full action Type: Attack vs. Armor

Encounter Points: 5 Casting Time: Full action Type: Attack vs. Intellect

Range: 1-10

Range: 0-10

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Lore PRAYERS Confessor

Area of Effect (AOE): 0 Initial Effect/Damage: Target(s) experience -3 “to attack” and +1 Awareness

Initial Effect/Damage: Targets blinded: -4 “to attack” & only inflict half damage Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Incense: Deafness Flagellation Prayer inflicts whip-like wounds that inflict 1d6 damage to each target in area of effect. Encounter Points: 1 Casting Time: Full action Type: Attack vs. Armor

Prayer creates a divine smoke that fills a selected area until end of encounter inducing deaftness on all targets in area. Result is target suffer -4 Awareness and -2 Initiative until a successful Trait check: Intellect 6 (+1 per level of caster) is made.

Range: 0-10

Encounter Points: 8 Casting Time: Full action Type: Attack vs. Intellect

Area of Effect (AOE): 0

Range: 0-10

Initial Effect/Damage: 1d6 damage

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Initial Effect/Damage: Targets become deaf: -4 Awareness & -2 Initiative Secondary Effect/Damage: n/a

Holy Rage Prayer causes 2d6 internal damage to all targets within affected area unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 4 Casting Time: Full action Type: Attack vs. Spirit Range: 0-10

Incense: Pain Prayer creates a divine smoke that fills a selected area until end of encounter inflicting pain on all targets in area. Result is target suffers 1d8 divine damage per round until a successful Trait check: Vitality 6 (+1 per level of caster) is made.

Initial Effect/Damage: 2d6 internal damage

Encounter Points: 8 Casting Time: Full action Type: Attack vs. Vitality

Secondary Effect/Damage: n/a

Range: 0-10

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Incense: Blindness Prayer creates a divine smoke that fills a selected area until end of encounter inducing blindness on all targets in area. Result is target attacks at -4 "to attack" and only inflicts ½ damage until a successful Trait check: Intellect 6 (+1 per level of caster) is made. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Intellect Range: 0-10 Area of Effect (AOE): 0

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Initial Effect/Damage: Target experiences pain: 1d8 damage per round until Trait check: Vitality Secondary Effect/Damage: n/a

Incense: Speechless Prayer creates a divine smoke that fills a selected area until end of encounter inducing muteness on all targets in area. Result is target is unable to speak until a successful Trait check: Intellect 6 (+1 per level of caster) is made. Encounter Points: 8

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Lore Casting Time: Full action Type: Attack vs. Intellect Range: 0-10

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality

Area of Effect (AOE): 0

Range: 1-10

Initial Effect/Damage: Target unable to talk until Trait check: Intellect

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

PRAYERS Confessor

Initial Effect/Damage: 2d10 damage unless Trait check: Vitality Secondary Effect/Damage: Ongoing 1d4 damage until Trait check: Vitality

Lightning Storm Prayer produces a lightning bolt that inflicts 2d10 damage against target. Encounter Points: 6 Casting Time: Full action Type: Attack vs. Armor Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d10 damage per bolt (+1 bolt per 2 additional encounter points applied) Secondary Effect/Damage: n/a

Plague of Darkness Prayer fills an area with complete darkness causing all creatures within to suffer -8 “to attack” and reducing all damage inflicted by targets by one-half. Darkness lasts for three rounds. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target suffers -8 “to attack” and half damage for 3 rounds

Plague of Acid Prayer fills an area with a dense fog that inflicts 2d10 acid damage and ongoing 1d4 damage until end of encounter unless a successful Trait check: Vitality 6 (+1 per level of caster) is made for both. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d10 acid damage unless Trait check: Vitality Secondary Effect/Damage: Ongoing 1d4 damage until Trait check: Vitality

Plague of Boils Prayer fills an area with a dense fog that causes boils to appear on all targets in affected area inflicting 2d10 damage and ongoing 1d4 damage until end of encounter unless a successful Trait check: Vitality 6 (+1 per level of caster) is made for both.

Secondary Effect/Damage: n/a

Plague of Fire Prayer fills an area with holy fire inflicting 2d10 fire damage and ongoing 1d4 damage until end of encounter unless a successful Trait check: Vitality 6 (+1 per level of caster) is made for both. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d10 fire damage unless Trait check: Vitality Secondary Effect/Damage: Ongoing 1d4 damage unless Trait check: Vitality

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Lore PRAYERS Confessor

Plague of Ice Prayer fills an area with swirling ice crystals that inflict 2d10 fire damage and ongoing 1d4 damage until end of encounter unless a successful Trait check: Vitality 6 (+1 per level of caster) is made for both. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d10 fire damage unless Trait check: Vitality Secondary Effect/Damage: Ongoing 1d4 damage unless Trait check: Vitality

Repel Undead Prayer causing all undead creatures to run in the opposite direction for three rounds from caster's location unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Spirit Range: 0 Area of Effect (AOE): 1 Initial Effect/Damage: Causes undead creatures to run in opposite direction from caster

Petrify Caster turns target into stone unless a successful Trait check: Vitality 3 (+1 per level of caster) is made by target. Effect can only be blocked or reversed if the counterspell, un-Petrify, is casted using at least one more encounter point than was applied to the original spell. Encounter Points: 80 Casting Time: Full action Type: Attack vs. Vitality

Secondary Effect/Damage: n/a

Repel Unliving Prayer causing all unliving creatures to run in the opposite direction for three rounds from caster's location unless a successful Trait check: Spirit 6 (+1 per level of caster) is made.

Area of Effect (AOE): 0

Encounter Points: 8 Casting Time: Full action Type: Attack vs. Spirit

Initial Effect/Damage: Target turned to stone

Range: 0

Secondary Effect/Damage: n/a

Area of Effect (AOE): 1

Range: 1-10

Initial Effect/Damage: Causes unliving creatures to run in opposite direction from caster

Piercing Light Prayer calls forth a ray of divine light that falls on target inflicting 2d8 divine damage and induces blindness for 3 rounds unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 4 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d8 divine damage

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Secondary Effect/Damage: Target blinded for 3 rounds (-4 “to attack” & half damage) until Trait check: Spirit

Secondary Effect/Damage: n/a

Reveal Prayer grants caster to know which target in the immediate area has the lowest Intellect and therefore the greatest chance of being manipulated into revealing needed information or being affected by attacks that target this trait. Encounter Points: 3 Casting Time: Full action Type: Attack vs. n/a

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Lore Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: Reveals target with lowest Intellect in affected area Secondary Effect/Damage: n/a

Encounter Points: 70 Casting Time: Full action Type: Attack vs. Intellect

PRAYERS Confessor

Range: 1 Area of Effect (AOE): 0 (no increase) Initial Effect/Damage: Target’s soul trapped in holy relic

Sacred Flame Prayer causes fist-size chunks of magma to fall from the sky inflicting 3d6 damage to all within affected area. Prayer cannot be used in subterranean areas or indoors. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 3d6 fire damage Secondary Effect/Damage: n/a

Silver Shards Prayer creates mystical shards of silver to strike all targets in affected area inflicting 2d8 damage. When used against lycanthrope creatures damage is increased to 3d8 damage. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d8 damage from silver shards Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Swords of Truth Prayer invokes the appearance of a translucent sword that fights against caster’s target inflicting 1d8 damage per successful attack. Sword lasts three rounds and makes two basic attacks per round. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Translucent sword inflicting 1d8 damage (2 basic attacks for 3 rounds) Secondary Effect/Damage: n/a

Unearthed Prayer causes the ground within a designated area to burst into flames inflicting 2d12 damage to all targets. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 1 Initial Effect/Damage: 2d12 fire damage

Soul Surrender By uttering this prayer while touching target, caster is able to trap the soul of target in a holy relic they are holding unless a successful Trait check: Intellect 6 (+1 per level of caster) is made. Effect of prayer causes target’s body to immediately fall to the ground. Soul and body cannot be reunited if prayer is not reversed within twenty-four hours.

Secondary Effect/Damage: n/a

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Lore Restoration

PRAYERS Confessor

Circle of Healing

Healing Prayer

Prayer causes a dull white glowing ring to appear on the ground encompassing one space outward from caster’s space granting all within 1d8 healing for three rounds.

Prayer heals all allies within effected area for 1d10 life points, grants +1 “to attack,” and causes all enemies in area of effect to be stunned for two rounds unless a successful Trait check: Intellect 6 (+1 per level of caster) is made.

Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 12 Casting Time: Full action Type: Attack vs. Intellect

Range: 0-10

Range: 1-10

Area of Effect (AOE): 1

Area of Effect (AOE): 1

Initial Effect/Damage: 1d8 healing

Initial Effect/Damage: 1d10 healing and +1 “to attack”

Secondary Effect/Damage: Healing for 3 rounds

Secondary Effect/Damage: enemies stunned for 2 rounds unless Trait check: Intellect

Fellowship Heal Prayer produces a pulse of divine energy that heals all allies in area of effect for 3d6 life points. No physical contact between caster and allies is required.

Through uninterupted concentration for one minute caster is able to cause a severed limb (arms/legs or smaller) to grow back.

Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 40 Casting Time: 1 minute Type: Attack vs. n/a

Range: 0

Range: 0

Area of Effect (AOE): 1

Area of Effect (AOE): 0

Initial Effect/Damage: 3d6 healing to all allies

Initial Effect/Damage: Regenerate severed limb

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Healing Hand

Restore Life

By physically touching target, caster is able to heal target with this prayer for 1 life point per caster's level.

When not in battle, caster can restore life to a target, reviving them with half of their life points. Requires five minutes to execute.

Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a Range: 1

Encounter Points: 90 Casting Time: 5 minutes Type: Attack vs. n/a

Area of Effect (AOE): 0 (no increase)

Area of Effect (AOE): 0

Initial Effect/Damage: +1 life point per caster's level

Initial Effect/Damage: Restoration of life

Secondary Effect/Damage: n/a

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Regenerate

Range: 1-10

Secondary Effect/Damage: n/a

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Lore Emissary Utility Compass Dispel Curse Disperse Spirits Feign Death Guidance Holy Water Illuminate Lectio Divina Purify Remove Disease Remove Fear Remove Poison Sacred Seal Sacred Speech Wings of Provision

Enhancement Blessing: Attack Blessing: Awareness Blessing: Damage Blessing: Initiative Blessing: Life Points Blessing: Intellect Divine Word: Resist Aether Divine Word: Resist Mana

Protection Blessing of Caru Death Shield Double Vision Divine Protection Last Breath Life Sphere Mystical Union Prayer of Isolation Priest’s Shield Ring of Destruction Ring of Protection Sacred Armor Safe Passage Sanctuary Self-Sacrifice Shadow Ward Wounds of Another

PRAYERS Emissary

Attack Avenging Flame Battle Grace Compassion Convert Decay Divine Hammer Divine Glow Divine Judgment Exorcism Force of Life Holy Light Horns of Victory Light Aura Mystical Ropes Omega Tredecim Peace Plague of Acid Plague of Darkness Plague of Fire Plague of Ice Petrify Piercing Light Repel Undead Repel Unliving Repel Fear Sacred Flame Sacred Incense Soul Surrender Transport

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Restoration Battle Restoration Beacon of Hope Circle of Healing Faithful Endurance Fellowship Heal (Major) Fellowship Heal (Minor) Healing Hand Healing Prayer Mark of the All-Source Regenerate Restore Life

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PRAYERS Emissary

Compass Prayer provides guidance as to the best decision to make related to a simple situation (e.g. what direction to go, how to respond to a question, etc.) in order to accomplish a specific outcome on the part of the caster. Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Impression regarding correct direction Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Feign Death Prayer makes caster appear dead for up to ten minutes to all surrounding creatures. During time prayer is in effect caster is unable to act or defend against any actions directed toward them, though they can hear and feel. Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0

Dispel Curse Prayer dispels all effects of a curse that has been placed upon a creature or object. Works in place of a counterspell. Encounter Points: 25 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Removes all effects of a curse Secondary Effect/Damage: n/a

Initial Effect/Damage: Caster appears dead for up to 10 minutes Secondary Effect/Damage: n/a

Guidance Granting more assistance than a Compass prayer, this prayer will provide general information to any question asked by caster. Can only be used once per day. Encounter Points: 25 Casting Time: Half action Type: Attack vs. n/a

Disperse Spirits

Range: 0

Prayer causes all spiritual entities (spirits, ghosts, phantasms, apparitions, revenants, or other noncorporeal, undead creatures) within affected area to retreat back into the Netherworld for three rounds per level of caster unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Prayer is also able to restore those possessed by evil spirits.

Area of Effect (AOE): 0

Encounter Points: 15 Casting Time: Full action Type: Attack vs. Spirit Range: 1-10 Area of Effect (AOE): 0

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Initial Effect/Damage: Retreat of spirits to Netherworld

Initial Effect/Damage: General guidance about an issue granted Secondary Effect/Damage: n/a

Holy Water Prayer permanently turns plain water into blessed (holy) water that is useful against malefic, unliving, and undead creatures but completely ineffective against natural and unnatural creatures. Holy Water can be created using any type of water source—be it a

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Lore glass of water, a river, or a puddle. When used against any malefic, unliving, and undead creatures Holy Water causes 1d12 damage per application unless a successful Trait check: Spirit 6 (+1 per level of caster) is made, and will continue to inflict 1d6 damage per round until a second Vitality check 6 is made. Encounter Points: 1 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d12 damage Secondary Effect/Damage: Ongoing 1d6 damage

Illuminate Prayer causes light to emanate from an object, which in turn illuminates outward fifty feet in every direction. Prayer cannot be used to blind another creature and continues up to thirty minutes. Encounter Points: 1 Casting Time: Half action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 10 Initial Effect/Damage: Light Secondary Effect/Damage: n/a

Purify Prayer transforms any object, whether corrupted or not, into a sacred object that will inflict 1d8 damage to any malefic, unliving, or undead creature it comes in contact with. If prayer is applied to a weapon then the 1d8 damage is applied to weapon’s normal damage. Effects of this prayer only last until the end of an encounter. Purified objects have no effect (i.e. increased damage) against natural and unnatural creatures.

PRAYERS Emissary

Encounter Points: 6 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Object purified; +1d8 damage against malefic, unliving, and undead creatures Secondary Effect/Damage: n/a

Remove Disease Prayer removes all effects of a disease, even necrotic effects, that have been contracted by target(s). Does not protect against future diseases. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0

Lectio Divina Prayer grants caster a heightened ability to read and understand any script, translating into +3 to any Intellect trait check related to reading a manuscript. Loremaster determines difficulty of check and time it will take to read script. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: +3 to Intellect trait check (+1 per additional encounter point applied) Secondary Effect/Damage: n/a

Initial Effect/Damage: Remove disease from target(s) Secondary Effect/Damage: n/a

Remove Fear Removes all effects of fear from those with area of effect. Fear can be the result of a natural occurance, phobia, or incantation. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0

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Initial Effect/Damage: Remove fear from target(s) in area of effect Secondary Effect/Damage: n/a

Area of Effect (AOE): 0 Initial Effect/Damage: +2 to Intellect check to speak an unknown language Secondary Effect/Damage: n/a

Remove Poison Prayer removes all effects of a poisonous substance that has been contracted by target(s). Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a

Wings of Provision Prayer summons ravens from the surrounding wooded area that bring enough food for caster to sustain life for one day. Prayer is ineffective outside woodland regions or in subterranean areas. Encounter Points: 3 Casting Time: Full action Type: Attack vs. n/a

Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Remove poison and its effects from target(s) Secondary Effect/Damage: n/a

Sacred Seal

Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Summons 1 day’s rations for one person Secondary Effect/Damage: n/a

Prayer places an invisible seal on an object such as a door or other mechanical device that can be opened and closed. Strength of seal is determined by how many total encounter points are applied to the object. Every encounter point applied to prayer beyond base cost to cast increases object's tensile strength by two points. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Invisible seal placed on object that can be opened and closed Secondary Effect/Damage: n/a

Sacred Speech Caster is granted +2 to an Intellect trait check to be able to speak an unknown language. Does not grant ability to read language. Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a Range: 0

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Lore Enhancement Blessing: Attack

Blessing: Initiative

Prayer grants target +1 “to attack” until end of encounter.

Prayer grants target +1 Initiative to target(s).

Encounter Points: 6 Casting Time: Instant action Type: Attack vs. n/a

Encounter Points: 6 Casting Time: Instant action Type: Attack vs. n/a

Range: 0-10

Range: 1-10

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Grants target +1 “to attack” (+1 per additional encounter point applied)

Initial Effect/Damage: Grants target +1 Initiative (+1 per additional encounter point applied)

Secondary Effect/Damage: n/a

PRAYERS Emissary

Secondary Effect/Damage: n/a

Blessing: Life Points

Blessing: Awareness Prayer grants target +1 Awareness until end of encounter. Encounter Points: 6 Casting Time: Instant action Type: Attack vs. n/a Range: 1-10

Prayer grants target(s) 1d6 additional life points to target(s) until end of encounter. Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0

Area of Effect (AOE): 0 Initial Effect/Damage: Grants target +1 Awareness (+1 per additional encounter point applied)

Initial Effect/Damage: Grants target(s) +1d6 life points Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Blessing: Intellect Blessing: Damage Prayer grants target 1d4 additional damage to next attack. Encounter Points: 5 Casting Time: Instant action Type: Attack vs. n/a

Prayer grants target +1 Intellect until end of encounter. Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a Range: 1-10

Range: 1-10

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: Grants target +1 Intellect (+1 per additional encounter point applied)

Initial Effect/Damage: Grants target +1d4 damage

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

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Divine Word: Resist Aether

Divine Word: Resist Mana

Prayer absorbs 1d4 damage against all Aether-based attacks against target(s) until end of encounter.

Prayer absorbs 1d4 damage against all Mana-based attacks against target(s) until end of encounter.

Encounter Points: 15 Casting Time: Instant action Type: Attack vs. n/a

Encounter Points: 15 Casting Time: Instant action Type: Attack vs. n/a

Range: 1-10

Range: 1-10

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: -1d4 damage from all Aether-based attacks against target(s) (-1d4 damage per additional encounter point applied)

Initial Effect/Damage: -1d4 damage from all Mana-based attacks against target (-1d4 damage per additional encounter point applied)

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

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Lore Protection Blessing of Caru

Area of Effect (AOE): 0

Considered the greatest of all blessings, this prayer grants target an immediate increase of one level of experience. Prayer cannot be used on the same target more than once. Any further attempts will prove ineffective.

Initial Effect/Damage: Target experiences double vision of opponent resulting in -5 “to attack”

Encounter Points: 90 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Target increases one level in experience Secondary Effect/Damage: n/a

PRAYERS Emissary

Secondary Effect/Damage: n/a

Divine Protection Calling on the help of the All-Source, prayer evokes an invisible shield that surrounds target increasing armor rating by three until end of encounter. Prayer can be applied to caster. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

Death Shield

Area of Effect (AOE): 0

When enacted, prayer prevents target from dropping below one life point even if damage inflicted would cause target’s life points to reach zero or below. Shield lasts for five minutes or until dismissed by caster.

Initial Effect/Damage: Target’s armor rating increased by 3 (+1 armor rating per additional encounter point applied)

Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: Prevents target’s life points from falling below 1 for 5 minutes Secondary Effect/Damage: n/a

Last Breath Prayer keeps caster from going below zero life point by granting caster 10 temporary life points that last until the end of encounter. Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0

Double Vision Prayer causes a mirror image of target’s opponent to appear until end of encounter resulting in -5 “to attack” unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 5 Casting Time: Full action Type: Attack vs. Spirit Range: 0-10

Secondary Effect/Damage: n/a

Initial Effect/Damage: +10 life points (+1 life point per additional encounter point applied) Secondary Effect/Damage: n/a

Life Sphere Prayer places a lightly glowing aura around target(s) that heals for 1d8 life points per round and blocks 30 damage until end of encounter.

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Lore PRAYERS Emissary

Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a

Encounter Points: 8 Casting Time: Instant action Type: Attack vs. n/a

Range: 0-10

Range: 0

Area of Effect (AOE): 0

Area of Effect (AOE): 0

Initial Effect/Damage: 1d8 healing and blocking of 30 damage until end of encounter

Initial Effect/Damage: +3 Armor rating

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Ring of Destruction

Mystical Union Prayer causes a spiritual connection to occur between caster and target allowing both to communicate by mind for one minute. Encounter Points: 20 Casting Time: Full action Type: Attack vs. n/a

Caster causes a translucent purple glowing ring to appear on the ground that encompasses one space outward in every direction from caster’s space. All ally attacks (melee, range, incantation, musical) made within ring inflict +1d6 additional damage until end of encounter.

Range: 1-10

Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a

Area of Effect (AOE): 0

Range: 0-10

Initial Effect/Damage: Communication between caster and target by mind for 1 minutes (+1 minute per additional encounter point applied)

Area of Effect (AOE): 1

Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Initial Effect/Damage: +1d6 damage

Prayer of Isolation

Ring of Protection

Caster causes target(s) in area of effect to become invisible to all creatures around them for five minutes regardless of their actions.

Caster causes a translucent blue glowing ring to appear on the ground that encompasses one space outward in every direction from caster’s space. All attacks made against allies within ring are reduced by half until end of encounter.

Encounter Points: 40 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a

Area of Effect (AOE): 0

Range: 0-10

Initial Effect/Damage: Target(s) made invisible for 5 minutes (+1 minute per additional encounter point applied)

Area of Effect (AOE): 1

Secondary Effect/Damage: n/a

Initial Effect/Damage: 1/2 damage against allies while in ring Secondary Effect/Damage: n/a

Priest’s Shield Prayer produces an invisible shield that surrounds caster granting +3 Armor until end of encounter.

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Lore Sacred Armor

Self-Sacrifice

When placed on a target, any damage inflicted against target is reflected back to attacker at half damage unless a successful Trait check: Spirit 6 (+1 per level of caster) is made.

Caster is able to absorb as much damage as they desire that is being inflicted against an ally of their choosing. All damage absorbed by caster is treated as normal damage.

Encounter Points: 15 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

PRAYERS Emissary

Encounter Points: 6 Casting Time: Instant action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0

Area of Effect (AOE): 0 Initial Effect/Damage: No damage to target and half damage reflected back on attacker Secondary Effect/Damage: n/a

Initial Effect/Damage: Caster absorbs damage inflicted against an ally Secondary Effect/Damage: n/a

Shadow Ward

Safe Passage Prayer grants all targets in area of effect +3 Stealth for the next three minutes. Prayer does not make any target(s) invisible. Encounter Points: 12 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

Prayer creates an area of protection extending one space outward from caster’s space that shields all allies within affected area from any damage inflicted by malefic, unliving, or undead creatures until the end of encounter. Encounter Points: 14 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

Area of Effect (AOE): 0 Initial Effect/Damage: Target(s) gain +3 Stealth for 3 minutes Secondary Effect/Damage: n/a

Sanctuary Prayer grants targets in area of effect +2 against all Mana & Aether attacks that target Intellect until end of encounter. Encounter Points: 7 Casting Time: Full action Type: Attack vs. n/a

Area of Effect (AOE): 1 Initial Effect/Damage: Protection against all damage from malefic, unliving, or undead creatures Secondary Effect/Damage: n/a

Wounds of Another Caster is able to remove half of the damage inflicted against an ally to another target within sight unless a successful Trait check: Spirit 6 (+1 per level of caster) is made by target.

Range: 0-10

Encounter Points: 16 Casting Time: Instant action Type: Attack vs. Spirit

Area of Effect (AOE): 0

Range: 1-10

Initial Effect/Damage: +2 against all Mana & Aether attacks against Intellect

Area of Effect (AOE): 0

Secondary Effect/Damage: n/a

Initial Effect/Damage: Half damage inflicted against ally transferred to another target Secondary Effect/Damage: n/a

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Lore Attack

PRAYERS Emissary

Avenging Flame Prayer causes fire to erupt from the ground in a designated area consuming all targets and inflicting 2d6 fire damage and 1d4 ongoing damage each successive round until targets make a successful Trait check: Agility 6 (+1 per level of caster). Encounter Points: 8 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d6 fire damage Secondary Effect/Damage: Ongoing 1d4 damage until Trait check: Agility

Initial Effect/Damage: Surrounding targets develop compassion toward caster and allies for 5 minutes Secondary Effect/Damage: n/a

Convert Prayer creates within target an overwhelming sense to submit to and serve caster for ten minutes unless a successful Trait check: Intellect 6 (+1 per level of caster) is made. Target can be released from commitment if dismissed by caster. Encounter Points: 40 Casting Time: Full action Type: Attack vs. Intellect Range: 1-10 Area of Effect (AOE): 0

Battle Grace Prayer allows caster to execute an immediate move of three spaces in any direction following a successful attack against caster in order to flee danger. Prayer does not negate damage from attack. Encounter Points: 3 Casting Time: Instant action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Caster can move 3 spaces after being attacked Secondary Effect/Damage: n/a

Compassion Prayer will elicit a strong sense of compassion in all targets within area of effect toward caster and his allies for five minutes unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 15 Casting Time: Full action Type: Attack vs. Spirit Range: 1-10

Initial Effect/Damage: Target submits to caster Secondary Effect/Damage: n/a

Decay Prayer causes any living object touched by caster to decompose. Process begins with an initial 1d12 damage unless a successful Trait check: Vitality 6 (+1 per level of caster) is made and continues to inflict 1d8 damage every successive round until a successful Trait check: Vitality 6 (+1 per level of caster) is made. Decomposition will not stop until check is successful or target is dead. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Vitality Range: 1 Area of Effect (AOE): 0 (no increase) Initial Effect/Damage: 1d12 damage Secondary Effect/Damage: Ongoing 1d8 damage

Area of Effect (AOE): 0

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Lore Divine Hammer

Exorcism

Calling upon the power of the All-Source, prayer produces a phantasmal hammer that strikes target for 2d8 damage.

Prayer causes all spiritual creatures inhabiting target to flee to the realm of the undead unless a successful Trait check: Spirit 6 (+1 per level of caster) is made.

Encounter Points: 2 Casting Time: Full action Type: Attack vs. Armor

Encounter Points: 12 Casting Time: Full action Type: Attack vs. Spirit

Range: 1-10

Range: 0-10

Area of Effect (AOE): 0

Area of Effect (AOE): 0 (no increase)

Initial Effect/Damage: 2d8 damage

Initial Effect/Damage: Spiritual creatures removed from target

Secondary Effect/Damage: n/a

Divine Glow Prayer causes a burst of light to issue forth in all directions from caster’s space causing 1d8 damage to all enemies and 1d6 healing to all allies in area of effect. Encounter Points: 3 Casting Time: Full action Type: Attack vs. Armor Range: 0

PRAYERS Emissary

Secondary Effect/Damage: n/a

Force of Life Prayers produces a burst of energy that fills a specified area causing 1d8 damage to all targets. Encounter Points: 3 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 1

Area of Effect (AOE): 1 Initial Effect/Damage: 1d8 damage to targets and 1d6 healing to allies

Initial Effect/Damage: 1d8 damage Secondary Effect/Damage: n/a

Secondary Effect/Damage: n/a

Holy Light Divine Judgment Prayer causes an acid-based fog to fill a select area inflicting 1d10 damage to all creatures and ongoing 1d6 damage until a successful Trait check: Vitality 6 (+1 per level of caster) is made. Encounter Points: 6 Casting Time: Full action Type: Attack vs. Armor Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d10 damage Secondary Effect/Damage: Ongoing 1d6 damage until Trait check: Vitality

Prayer causes a column of light to appear in a space of caster’s choice inflicting 2d8 damage (+1d6 damage to malefic, unliving, and undead creatures). Encounter Points: 5 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d8 divine damage (+1d6 damage to malefic, unliving, and undead) Secondary Effect/Damage: n/a

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Lore PRAYERS Emissary

Horns of Victory

Omega Tredecim

Prayer produces a trumpet blast granting +1 “to attack” for all allies and -1 “to attack” for all opponents in area of effect.

Prayer reverses time up to two rounds. Once cast, caster is unable to evoke any more Prayers for the rest of the day. All actions in all of creation roll back in time as if they never occurred.

Encounter Points: 2 Casting Time: Instant action Type: Attack vs. n/a Range: 1-10

Encounter Points: 100 Casting Time: Full action Type: Attack vs. n/a Range: n/a

Area of Effect (AOE): 2 Initial Effect/Damage: +1 “to attack” allies / -1 “to attack” opponents Secondary Effect/Damage: n/a

Area of Effect (AOE): n/a Initial Effect/Damage: Time reverses up to 2 rounds Secondary Effect/Damage: No further prayers can be evoked until the next day

Light Aura Prayer creates an aura of light that envelops a target making it easier for allies to hit. Encounter Points: 2 Casting Time: Full action Type: Attack vs. n/a Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: +1 “to attack” target Secondary Effect/Damage: n/a

Peace When employed, this prayer calms all targets within affected area causing them to become drowsy and very lethargic for ten minutes unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. All affected creatures that are attacked will immediately revive and be able to attack as normal on the following round. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10

Mystical Ropes Prayer animates a nearby rope that strikes and entangles target causing 1d8 damage and prevents target from moving unless a successful Trait check: Agility 6 (+1 per level of caster) is made. Rope can be used to choke target if a second Trait check: Agility 6 is not made Encounter Points: 6 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d8 damage Secondary Effect/Damage: Target immobilized unless Trait check: Agility

Area of Effect (AOE): 0 Initial Effect/Damage: Target(s) become drowsy and lethargic for 10 minutes (+1 minute per additional encounter point applied) Secondary Effect/Damage: n/a

Plague of Acid Prayer fills an area with a dense fog that inflicts 1d10 acid damage and ongoing 1d4 damage until end of encounter unless a successful Trait check: Vitality 6 (+1 per level of caster) is made for both. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10

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Lore Area of Effect (AOE): 0 Initial Effect/Damage: 1d10 acid damage unless Trait check: Vitality Secondary Effect/Damage: Ongoing 1d4 damage until Trait check: Vitality

Plague of Darkness Prayer fills an area with complete darkness causing all creatures within to suffer -8 “to attack” and reducing all damage inflicted by targets by one-half. Darkness lasts for three rounds. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 1-10

Casting Time: Full action Type: Attack vs. Vitality Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d10 fire damage unless Traiti check: Vitality Secondary Effect/Damage: Ongoing 1d4 damage unless Trait check: Vitality

Petrify Caster turns target into stone unless a successful Trait check: Vitality 3 (+1 per level of caster) is made by target. Effect can only be blocked or reversed if the counterspell, un-Petrify, is casted using at least one more encounter point than was applied to the original spell.

Initial Effect/Damage: Target suffers -8 “to attack” and half damage for 3 rounds

Encounter Points: 80 Casting Time: Full action Type: Attack vs. Vitality

Secondary Effect/Damage: n/a

Range: 1-10

Area of Effect (AOE): 0

PRAYERS Emissary

Area of Effect (AOE): 0

Plague of Fire

Initial Effect/Damage: Target turned to stone

Prayer fills an area with holy fire inflicting 2d10 fire damage and ongoing 1d4 damage until end of encounter unless a successful Trait check: Vitality 6 (+1 per level of caster) is made for both.

Secondary Effect/Damage: n/a

Encounter Points: 8 Casting Time: Full action Type: Attack vs. Vitality Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 1d10 fire damage unless Traiti check: Vitality Secondary Effect/Damage: Ongoing 1d4 damage unless Trait check: Vitality

Plague of Ice Prayer fills an area with swirling ice crystals that inflict 2d10 fire damage and ongoing 1d4 damage until end of encounter unless a successful Trait check: Vitality 6 (+1 per level of caster) is made for both. Encounter Points: 8

Piercing Light Prayer calls forth a ray of divine light that falls on target inflicting 2d8 divine damage and induces blindness for 3 rounds unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 6 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 2d8 divine damage Secondary Effect/Damage: Target blinded for 3 rounds (-4 “to attack” & half damage) until Trait check: Spirit

Repel Undead Prayer causing all undead creatures to run in the opposite direction for three rounds from caster's

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location unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Spirit

Encounter Points: 10 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0

Range: 0

Initial Effect/Damage: 3d6 fire damage

Area of Effect (AOE): 1

Secondary Effect/Damage: n/a

Initial Effect/Damage: Causes undead creatures to run in opposite direction from caster Secondary Effect/Damage: n/a

Repel Unliving Prayer causing all unliving creatures to run in the opposite direction for three rounds from caster's location unless a successful Trait check: Spirit 6 (+1 per level of caster) is made. Encounter Points: 8 Casting Time: Full action Type: Attack vs. Spirit Range: 0

Sacred Incense Prayer produces a thick smoke that fill area of effect inflicting 3d8 damage and stuning all creatures for three rounds unless a successful Trait check: Vitality 6 (+1 per level of caster) is made. Encounter Points: 12 Casting Time: Full action Type: Attack vs. Armor Range: 1-10 Area of Effect (AOE): 0 Initial Effect/Damage: 3d8 damage Secondary Effect/Damage: Targets stunned for 3 rounds unless Trait check: Vitality

Area of Effect (AOE): 1 Initial Effect/Damage: Causes unliving creatures to run in opposite direction from caster Secondary Effect/Damage: n/a

Repel Fear Prayer grants all allies in area of effect +2 against fear until end of encounter. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: +2 against all fear checks Secondary Effect/Damage: n/a

Sacred Flame

Soul Surrender By uttering this prayer while touching target, caster is able to trap the soul of target in a holy relic they are holding unless a successful Trait check: Intellect 6 (+1 per level of caster) and Trait check: Vitality (+1 per level of caster) is made. Effect of prayer causes target’s body to immediately fall to the ground dead. Soul and body cannot be reunited if prayer is not reversed within twenty-four hours. Encounter Points: 70 Casting Time: Full action Type: Attack vs. Intellect Range: 1 Area of Effect (AOE): 0 (no increase) Initial Effect/Damage: Target’s soul trapped in holy relic Secondary Effect/Damage: n/a

Prayer causes fist-size chunks of magma to fall from the sky inflicting 3d6 damage to all within affected area. Prayer cannot be used in subterranean areas or indoors.

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Lore Transport Prayer transports target(s) up to twenty spaces away of caster’s choosing. Prayer is effective against an unwilling target unless a successful Trait check: Spirit 6 (+1 per level of caster) is made.

PRAYERS Emissary

Encounter Points: 60 Casting Time: Full action Type: Attack vs. Spirit Range: 0-10 Area of Effect (AOE): 0 Initial Effect/Damage: Target(s) transported up to 20 spaces away Secondary Effect/Damage: n/a

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Lore Restoration

PRAYERS Emissary

Battle Restoration

Faithful Endurance

While in battle, caster can restore the life of a fallen ally with zero or less life points, reviving them with a quarter of their full life points. Target revives on the following round prayer is uttered.

With this prayer caster encourages an ally to push forward in battle by granting them ten temporary life points until end of encounter.

Encounter Points: 100 Casting Time: Full action Type: Attack vs. n/a Range: 1-10

Range: 1-10 Area of Effect (AOE): 0

Area of Effect (AOE): 0 Initial Effect/Damage: Restoration of target with ¼ life points during battle Secondary Effect/Damage: n/a

Initial Effect/Damage: Ally granted 10 temporary life points until end of encounter Secondary Effect/Damage: n/a

Fellowship Heal (Major)

Beacon of Hope Prayer calls forth a column of light that grants 1d10 healing to all within one space of column. Any target in the same space as column will receive 3d10 life points. Encounter Points: 8 Casting Time: Full action Type: Attack vs. n/a Range: 1-10

Prayer produces a pulse of divine energy that heals all allies within one space of caster for 2d10 life points. No physical contact between caster and ally is required. Encounter Points: 10 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 1

Area of Effect (AOE): 1 Initial Effect/Damage: 1d10 healing Secondary Effect/Damage: n/a

Initial Effect/Damage: 2d10 healing Secondary Effect/Damage: n/a

Fellowship Heal (Minor)

Circle of Healing Prayer causes a dull white glowing ring to appear on the ground encompassing one space outward from caster’s space granting all within 1d8 healing for three rounds. Encounter Points: 3 Casting Time: Full action Type: Attack vs. n/a Range: 0-10

Prayer produces a pulse of divine energy that heals all allies within one space of caster for 1d10 life points. No physical contact between caster and ally is required. Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 1

Area of Effect (AOE): 1 Initial Effect/Damage: 1d8 healing Secondary Effect/Damage: Healing for 3 rounds

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Encounter Points: 5 Casting Time: Full action Type: Attack vs. n/a

Initial Effect/Damage: 1d10 healing applied) Secondary Effect/Damage: n/a

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Lore Healing Hand

Range: 1-10

By physically touching target, caster is able to heal target with this prayer for 2d6 life points.

Area of Effect (AOE): 0

Encounter Points: 1 Casting Time: Full action Type: Attack vs. n/a Range: 1 Area of Effect (AOE): 0 (no increase) Initial Effect/Damage: 2d6 healing Secondary Effect/Damage: n/a

Healing Prayer Prayer heals all allies within effected area for 1d10 life points and grants +1 “to attack,” but causes all enemies in area of effect to be stunned for two rounds unless a successful Trait check: Intellect 6 (+1 per level of caster) is made. Encounter Points: 10 Casting Time: Full action Type: Attack vs. Intellect

Initial Effect/Damage: 2d6 healing each round till end of encounter Secondary Effect/Damage: n/a

Regenerate Through intense concentration for one minute caster is able to cause a severed limb (arms/legs or smaller) to grow back. Encounter Points: 50 Casting Time: 1 minute Type: Attack vs. n/a Range: 0 Area of Effect (AOE): 0 Initial Effect/Damage: Regenerate severed limb Secondary Effect/Damage: n/a

Range: 1-10

Restore Life

Area of Effect (AOE): 1

When not in battle, caster can restore life to a target, reviving them with half of their life points. Requires five minutes to execute.

Initial Effect/Damage: 1d10 healing and +1 “to attack” Secondary Effect/Damage: enemies stunned for 2 rounds unless Trait check: Intellect

Encounter Points: 100 Casting Time: 5 minutes Type: Attack vs. n/a

Mark of the All-Source

Range: 1-10

Prayer places a mark on target that provides 2d6 healing each round until end of encounter.

Area of Effect (AOE): 0

Encounter Points: 14 Casting Time: Full action Type: Attack vs. n/a

PRAYERS Emissary

Initial Effect/Damage: Restoration of life Secondary Effect/Damage: n/a

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Lore CHAPTER 8

Skills S

kills constitute a vital aspect of every character’s life in Lore and are divided into two broad categories: Knowledge-based skills and Crafting skills. All characters begin with three Knowledge-based skills (one derived from their race, one from their class, and one they choose as an elective) and one Crafting skill. Basic training in a skill is represented by a rank of one in that skill, meaning a character has a fundamental understanding of the skill. Characters who do not possess at least a basic training (i.e. Rank 1) in a skill suffer -4 to all checks related to the use of that skill. Both Knowledgebased skills and Crafting skills can be enhanced to a maximum rank of ten, at which point a character is considered to have mastered the skill.  For each rank a character possesses above zero in a skill they receive a bonus of +1.5 to all checks related to that skill. Skill modifiers are always rounded down to the nearest whole number. As such, a character with a skill rank of 3 in Stealth will receive +4 to all rolls where Stealth is involved [3 (skill rank) x 1.5 = 4.5; rounded down = 4]. The pages that follow give you descriptions of the various Knowledge-based and Crafting skills, along with ways each category of skills can be incorporated into the game. Knowledge-based skill are primarially used to interact with others in the game, whereas Crafting skills are used to create items. As such you will find multiple tables, and samples of how you can make crafting a vibrant part of your game. Maybe a Thief wants to go undercover in the castle as a baker. Some baking skills would be nice to go along with their flour-covered clothes and Stealth. Or an Emissary might need access to a restricted library in which case skills as a Scribner could open doors with a Librarian. In crafting, as with Knowledge-based skill, be creative and have fun. Make them part of both the character you play and the campaign you experience. Next time a sword snaps, and your party finds yourselves days away from civilization but near a forge, and the Loremaster asks if anyone has Bladesmithing skills, don’t get caught saying, “no.”

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Lore Knowledge Skills Knowledge-based skills are employed when a player wants to accomplish a unique task, engage with other players/non-player characters, or possibly assess a situation. These skills represent abilities that can be enhanced over a character’s life. Knowledge-based skills increase at a rate of one skill rank for every four levels of experience beginning at level four (see Table 5.3). They also increase through class advancement (see individual class descriptions). Skill ranks awarded by level advancement can be applied to an existing or a new Knowledge-based skill. Below is a description of all Knowledge-based skills along with sample actions they modify.

Appraise. Appraise is a character’s ability to determine the value of an object; whether jewelry, gems, or other precious stone. This skill can also be used to evaluate the value of other items such as weapons, armor, and sometimes artifacts and relics. Appraise is a handy skill to have when adventuring, or when a character wants to simply stand a fighting chance in the untamed and often vicious world of the market square. Architecture. Architecture represents a character’s ability to identify the origin, culture context, and construction methods used in the building of a structure. This skill, however, is not just about knowing about a building’s construction history, it also pertains to the strategic points that make a building stand up. Sometimes a dam needs busting, a bridge needs collapsing, or a tower needs toppling. With Architecture a character is able to identify the stress points of an edifice. Diplomacy. Diplomacy is a skill that enhances a character’s ability to reason, convince, and persuade others into engaging in some task or making peace in some way. In essence, it is the fine art of a character influencing their way through a situation for outcomes that favors their needs and wants. Diplomacy can be used when interacting with nonplayer characters or in any situation where combat is not in the character or party’s best interest.

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Engineering. Characters who take the Engineering skill gain an understanding of the inner-workings of various types of mechanical devices; regarding how they are built and how they can be manipulated. The Engineering skill applies to game checks related to building or disabling traps, sabotaging war machines (such as a trebuchet), constructing a complex pulley or water system, picking a lock, or identifying the stress points of a building. While Dwarves, with their complex mining experience gain the skill of Engineering as a racial skill, other races are welcome to embrace this skill as well. Folklore. While similar to the skill of History, Folklore focuses more on a character’s ability to know about regional events that have occurred within the last fifty years or so rather than worldwide events that stretch back centuries or millennia. The Folklore skill applies to such game checks as knowing the recent background of a castle, information regarding a certain family lineage, or the origin and development of a recent village. Bards are known for their advanced abilities in Folklore and the songs they derive from their knowledge of recent history. Forestry. Forestry is a skill that unlocks the world of nature, equipping a character with the ability to identify edible nuts and berries, to know

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Lore a poisonous plant from one that can bestow healing, and to read the life signs of both flora and fauna. A character with this skill is able to recognize normal as well as abnormal signs within wooded areas. Forestry also works hand-in-hand with the Survival skill allowing characters who possess both to add the modifiers from both skills to game checks related to knowledge of plant life and general woodland information. Forgery. Forgery is an essential skill for those who want to deceive others or expose those who desire to earn dishonest gain off the ignorance of others. The Forgery skill can be used to create false documents, maps, or patents of nobility, as well as identify counterfeit editions of the same kind. Those who achieve high ranks in this skill not only gain a greater chance to create or spot an item that has been forged, but also have a chance of identifying who attempted the forgery. Geography. The skill of Geography grants characters the ability to recognize the difference between natural and manmade land formations, both terrestrial and subterranean, and pick out the best strategic location from which to mount an attack and how best to defend a particular location. Although this skill cannot be used to create a map, it can aid in identifying landmarks and deciphering symbols found on a map. History. Broader in scope than the regionally focused skill of Folklore, the History skill relates to worldwide events that often stretch back hundreds and thousands of years. Game checks related to the legend, lore, or mythology of a place, object, or person that stretch far back in time are covered by the History skill. Those who possess this skill are often called historians and will couple this skill with Linguistics to gain a greater understanding of ancient scripts and the information they contain. In fact, characters

trained in both History and Linguistics can add the modifiers from both skills to any game checks related to the deciphering of manuscripts or ancient ruins. Linguistics. Linguistics is the study of the morphology and syntax of languages and grants characters enhanced abilities in recognizing the nuanced use of words in a conversation as well as the ability to read other languages. It also gives characters the ability to determine the correct word order and punctuation that could change a sentence’s meaning from “Let’s eat grandma,” to “Let’s eat, grandma.” In addition, the Linguistics skill provides an understanding of the relationship that exists between multiple languages…for instance, Hobgoblin is an offshoot of Goblin, which is an offshoot of Orcish. Those taking the Linguistic skill will gain one additional language of their choice [see Chapter 12] when they reach the following skill ranks: Rank 5, 10, 15, and 20. Religion. The Religion skill provides an understanding of the history and differences that exist between the Eight Houses that were originally established by the All-Source, along with their associated Patrons and observances. This skill also grants increased modifiers to understand the practices and beliefs of other indigenous religious systems that have sprouted since the founding of the Eight Houses. Those trained in the Religion skill are able to recognize patterns, symbols, and theological markers that can be useful for venturing into unfamiliar areas where occultic sects dwell. Stealth. The ability to sneak up on a target is a useful skill, especially for those in the Rogue classes. Stealth pertains to a character’s ability to move about without detection during daylight and especially nighttime hours. When a Stealth check is attempted during dawn, twilight, or in heavy shadows +2 is added to the skill’s modifier.

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Lore Stealth checks made during nighttime hours (i.e. in darkness) gain +4 to the skill’s modifier. Streetwise. There are countless cities, villages, hamlets, and settlements where the Streetwise skill can be used. Streetwise increases a character’s ability to obtain information about a person, object, or event through common, uncommon, or unconventional sources. Characters with this skill have a greater chance of knowing such things as, “What sections of a town or city are safe and which are not? What cities are plentiful in black market trade and how to secure or sell an item of unique value? and Who is trying to pull one over on the party and who’s a straight shooter?” Survival. The Survival skill enhances a character’s ability to live off the land with minimal resources and make the most of what they have on hand or can find in a crisis. Knowing how to build a shelter, track wildlife, find food, and apply first aid in forest, mountain, desert, swamp, arctic, subterranean, or other environments can mean the difference between life and death. Though similar to the skill of Forestry, this skill is more focused on living with the barest of essentials rather than maintaining a breath of knowledge about the plants and animals of woodland regions. Survival can be applied when attempting to render first aid or track an animal or opponent.

correctly handling mechanical devices, it can also be employed to remove an artifact or relic from a location that might be surrounded by a trap or other device to deter its removal, or even to return stolen goods to their rightful owner. Melee Proficiency. The Melee Proficiency skill represents specialized training in the use of a single melee weapon or category of melee weapons. Melee categories include Light, Medium, Heavy, and Extended weapons (for a complete list of weapons in each category see Chapter 10). This skill’s modifier is applied to both attack and damage rolls. As such, a character with a rank 4 Melee Proficiency would receive +6 to all attack and damage rolls when using a melee weapon in their category of choice [4 (skill rank) x 1.5 = 6]. Range Proficiency. Like Melee Proficiency, the Range Proficiency skill represents specialized training in the use of a single range weapon or category of range weapons in combat. Range categories include Thrown, Light, Medium, and Heavy weapons (for a complete list of weapons in each category see Chapter 10). This skill’s modifier is applied to both attack and damage rolls. As such, a character with a rank 2 Range Proficiency would receive +3 to all attack and damage rolls when using a range weapon in their category of choice [2 (skill rank) x 1.5 = 3].

Thievery. Picking locks, detecting and disabling traps, pilfering pockets...these are all part of the Thievery skill. Thievery represents a character’s ability to obtain an item, either hidden or in plain sight, without anyone else knowing it has been taken, along with traditional burgling skills. This skill modifies such game checks as obtaining a coin pouch, making sleight-of-hand movements to impress or distract someone’s attention for a few seconds, and similar actions. The Thievery skill is not just about picking pockets and

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Lore Crafting Skills From time-to-time players will find themselves thrust into situations that call for more than their ability to pummel an opponent or fireball a creature to ashes. Players may desire to craft items, which is when crafting skills are desperately needed. Of course, why pay market square prices when you can create something with your own two hands? With a little experience, time, and resources you might even be able to charge full-market prices and always have spare silver to spend on the finer things in life. Crafting skills signify a character’s ability to produce products that can be used by themselves or other people. All players have the option of developing one or more crafting skills during the lifetime of their character. Each player chooses one crafting skill at level one and receives a new (different) crafting skill at levels 5, 10, 15, and 20 (see Table 5.3). By using a crafting skill characters are able to produce various types of usable products such as weapons, potions, food, armor, clothing, jewelry, and other items, and are able to increase their ability in a particular crafting skill. Products can typically be produced at half the vendor cost for the same item, and have the potential of being of greater quality. Some enterprising players may seek to “distribute” their goods through a reputable vendor for an agreed upon profit or may attempt to sell direct-to-consumers, game time permitting. Crafting skills begin at rank one like knowledge-based skills and can be increased to a maximum of rank ten with each rank bestowing a +2 crafting modifier toward the success of creating an item. Players increase their rank in a particular crafting skill by using that skill multiple times (see Table 8.1). When creating an item, players roll a d% and add their crafting skill modifier as indicated in Table 8.1 to the roll. They then consult one of the six charts (i.e. categories of skills) listed under Table 8.2 to determine what type of product is produced. Each crafting skill listed below is classified into one, possibly two, of the six crafting categories included under Table 8.2. Category types include: Combat (e.g. weapons/armor); Concoctions (e.g. potions/poisons); Consumables (e.g. food); Craftsmanship (e.g. wood/metal/clothing); Gathering (e.g. fishing/farming/collecting of herbs); and Knowledge (e.g. writing/map-making). When crafting in a skill that can fit in more than one category like Leather Working consult the table closest to the purpose for which the item will be used. Crafted items are rated by Class from I to V, with Class I items being of lowest quality and Class V items being of highest quality. The time it takes for an item to be crafted is determined by rolling d6 and consulting Table 8.3. See the end of this chapter for example of how the crafting system works.

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Lore Apothecary. The apothecary crafting skill enables a character to adeptly mix herbs and liquids in order to concoct a variety of potions and elixirs; from poisons used by Assassins to healing liquids much sought after by all adventurers. Some concoctions can be completed in a short period of time while those with the highest potency can require a long time to cure. Required items for the making of any concoction include a small potion bottle or other container and a pestle and mortar.

and sweetening agents (honey and molasses), they can bake cakes and other dainties treasured by the wealthy. Their tools are wooden bread bowls, phials of cultured yeasts, spoons and whisks, and of course they require access to ovens. Bykken excel as Bakers.

Category: Concoctions

Blacksmith. Hammer and anvil, heating metals into pliable irons to craft everything from a horseshoe to a hinge, a frying pan to a pitchfork. If it is made of iron, a Blacksmith was involved. Blacksmiths require coal, iron ores or iron bars (which may vary in quality depending on their point of origin), and a variety of hand tools: picks, hammers, and tongs. Everyday common items such as arrowheads are quick and easy work for a Blacksmith. Iron strong boxes on the other hand are not so common, but sometimes needed in uncertain times. Blacksmiths provide not only the horseshoe, but the bridle and bits, not to mention plowshares. Dwarves, Humans, and Gwilyte excel as Blacksmiths.

Armorsmith. Many Armorsmiths find their skill in bending steel can be applied to the manufacture of leather-goods accessories, chain mail, scale, and plate armor. This is helpful in that questing often finds armor broken, bent, or torn and in need of repair. That is when the Armorsmith is most appreciated. For leather-based armor, a ready supply of hides is needed and Armorsmiths will often form friendships with leather workers. An experienced Armorsmith has forms for the shaping of boiled leather into various chest sizes, leg lengths, and so forth. When it comes to metals, however, Armorsmiths need access to a forge and anvil, and require the appropriate ores or metal bars (depending on what is being crafted or mended), as well as oils for purging and curing. Elves and Dwarves excel as Armorsmiths. Category: Combat Baker. Every village or hamlet has the village oven, where the lower class folk bring their doughs to bake into breads: barley, wheat, and oat. A valued Baker has a supply of yeasts at the ready and the know-how to coax the finest rise out of any lump of ground grain. Meat pies are within their grasp, as are hard breads (tack) for travel. For the wellexperienced with access to finely milled flours

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Category: Consumables

Category: Craftsmanship Bladesmith. Daggers, short swords, spears, and other bladed weapons, none are beyond the skill of the experienced Bladesmith. Knowledgeable in the fine art of metallurgy, Bladesmiths take ores, be they Human, Dwarvish, or the most prized, Elvish, and hammer them into useful weapons. From start to finish or to repair a favorite scimitar, the Bladesmith finds a welcome hand in almost every community and on nearly every quest. Like the Armorsmith or Blacksmith, the Bladesmith requires access to a forge, anvil, appropriate metals to the task, and a whet stone for sharpening. Category: Combat

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Lore Bowyer. The hands of a Bowyer take raw woods: yew, rowan, and more, and shape them into graceful short, long, recurve, and crossbows. Patience and practice turn out the finest bows and arrows, treasured commodities among all races. Bowyers require not only the wood of the Forester, but whittling tools, planes, catgut, feathers, and iron, stone, or bone for arrowheads. Woodkin and Elves excel as Bowyers. Category: Combat Brewer. Welcomed in every village, the brewing of beers and aging of ales is an honored tradition. Brewing requires time, with open vats where the natural leavens of the air can settle and begin the fermentation process. Once leavening begins, the mixtures of water, grains, and herbs must be filtered into barrels where they are sealed and stored until the fermentation process is suitable for drinking. A “bad batch” creates vinegar, which can also be used or sold, but at a much lower price. The best brews are highly-prized for their medicinal properties, not to mention festivities. Dwarves and Bykken excel as Brewers. Category: Consumables Cartographer. The Cartographer, or mapmaker, is a well-established trade though not often appreciated. Skilled Cartographers require measuring tools, math skills, leather parchments, quills, and inks suitable for longevity. Commonly employed by nobles and aristocrats who need to know typography for the sake of war-making and establishing legal territories for endowments, dowries, and land grants, the Cartographer is a much sought-after trade along the frontiers, where few or no maps exist. The

efficient marking of distances, landmarks, and features becomes valuable information to those wealthy who seek to establish settlements and claim lands. Category: Knowledge Cobbler. Only the poorest of the poor do without shoes, and the Cobbler who succeeds can find his or her place welcomed among the richest of the rich. From sandals, shoes, boots, they all have their place. And boots, for instance, are often specializations: walking boots, riding boots, hunting boots, and so on. Cobblers work with a variety of materials including fabrics, leathers, metal accessories, glues, and tacks to conduct their business. Bykken, who disdain shoes, make terrible Cobblers, leaving the niche to adaptive Humans. Category: Craftsmanship Cook. As eating is a basic need of life, Cooks can find work almost everywhere. From the Emperor’s kitchens to the camp stove, a palatable Cook is a welcome asset. And any chef worth their salt is well stocked with herbs and spices, both common and rare, as well as iron utensils such as pots, pans, spoons, spatulas, fire, and so forth. They know how to clean a turnip and flay a fish, identify fresh and edible potatoes, or slaughter and butcher all kinds of animals. Handy with a butcher’s knife, the kitchen is their uncontested domain. Bykken and Dwarves, great lovers of the feast, make very adept chefs. Category: Consumables Falconer. A nobleman’s art is falconry, the taming of wild birds of prey into hunting animals. Falconers

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Lore must know how to capture the birds in the wild with bait and nets, train the birds once they have them, and maintain them as not-quite-feral pets. They must know the habits of the eagle, hawk, falcon, and owl and keep a ready supply of live meats (mice, squirrel) on hand to feed and train these avian hunters. Simple leather-work is in their trade, though they may use a leather worker to provide head caps, leg straps and the all important, boiled leather arm rests (bracers). Falconers are less likely to sell their birds, as they require months to train, but will hire out their services to hunt animals up to the size of a fox. Humans and Woaden are often found in this vocational niche.

Fisherman knows all the “right spots” to catch the fish needed: bass, catfish, salmon, and so on. They work with ironsmiths for hooks and tailors for threads for nets and fishing line, most Fishermen can find their own bait, though a ripe rat from the rat catcher has been known to work exceedingly well at attracting fish to the line. Levels of proficiency in fishing result in the quantity of the catch, so low-level may only acquire 1 or 2 fish, whereas a high proficiency Fisherman may bring in a substantial catch. Gwilyteem, taking well to the solitary life, make agreeable Fishermen. Category: Consumables

Category: Gathering Farmer. Farming skills are not common among adventurers as quests often interfere with the needs of the land and crops, from planting to growing to harvesting. Farmers range from the orchard to the field to the meadow where animal husbandry is concerned. Farmers require land, lots of arable land, outbuildings where they can store their plowshares and house their beasts of burden. Access to water is necessary unless the region naturally receives abundant rains. What is to be grown? Grain for bread, turnips and carrots for stews, herbs for the cooks, herbalists, and potion provocateurs, or leaf for the pipe? How shall the land be supported and revitalized with goose dung, swine swill, or cow pies? All these questions must be answered, and the skilled Farmer knows. Bykken excel as Farmers. Category: Consumables Fisherman. With rod and row boat, the Fisherman provides the catch-of-the-day. Supplying families, estates, and taverns, the

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Herbalist. Due to the wide variety of herbs and their possible usages, Herbalists are needed to draw out their exquisite smells and chemical compositions for use in potions and the like. From foreign spices in distant lands, where the conditions are right for growing cinnamon and cardamon, to the more common and local mustards, lavenders, and poppies, the Herbalist knows what grows where and is constantly on the lookout for supplies of fresh, dried, ground, or powered herbs. What they gather they sell to Apothecaries, Assassins, and Clerics for use in potions, candles, ointments, and curatives. It’s nothing to watch an Herbalist wander off the beaten path to find a patch of flowers or seeds useful in his or her art. From a wreath of garlic to a soothing poultice, an adept Herbalist is a welcome addition to any adventuring party or community. On the whole Herbalists need access to wild flowers or a cultivated garden, string to tie bundles of herbs together, and a ceiling from which to hang them to dry. Elves and Woodkin excel as herbalists. Category: Gathering

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Lore Jeweler. Constructing tokens of affection and imperial symbols of authority, the Jeweler crafts gem and jewel with all variety of metals fashioned by hand or molded into items of beauty. A valued craft, the art of the Jeweler is also an expensive one depending on the item commissioned. Gold, silver, copper, these vary in value and abundance, as do jewels of amethyst, jade, ruby, topaz, diamond, or the magical stones so rare they are guarded and prized above gold: even much gold. The tools of the trade are similar to the Blacksmith but require more finesse in handling and polishing. From a frilly necklace to a striking royal insignia ring, the Jeweler must be a craftsman with material goods and artist to make things imagined into reality. Dwarves excel as Jewelers. Category: Craftsmanship Leather Worker. Brains, that’s what the Leather Worker needs, literally. The enzymes and fluids in brains are used to temper and prepare leather to be useable and supple. Deer or cow brains work best, crushed and worked carefully into the raw hide of bovine, caprine, ovine, swine or exotic skins such as eel, alligator, or on rarest occasion, dragon. Once skinned, the leathers are stretched and worked into a thinner and thinner material for use by cobblers and tailors. Often Leather Workers fabricate end-use items like a pouch, satchel, backpack, and armor. They can create great canvases suitable for sewing into capes and cloaks, or small, narrow leather threads to tie a boot or stitch a bag, leather is everywhere, and everywhere, the Leather Worker is welcomed. The tools of the trade are knives, a portable stretching/drying rack, and of course, brains. Category: Craftsmanship/Combat

Potter. Pottery is best served in a stationery place like a village or hamlet, but in truth, is a very portable though inconvenient craft. Access to clays, be they red, brown, grey, or pale are essential and a good Potter will know how to find them in the earth, by the stream, or along a cliff-face. Refined in powders and mixed with water, clays must be cured to stiffen and then beaten profusely to expel any and all trapped air. Prepared clay can then be handcrafted into a variety of items like pipes, cups, bowls, plates, urns, and so forth. Most established Potters will have a throwing wheel in their cabin on which items can be spun into being. The carefully fashioned and fragile items they make must be fired in kilns. Kilns can be free-standing or quickly fashioned in a hole in the ground, but they must be hot and the heat must raise and lower slowly so the clay does not fracture and ruin. Once placed in a kiln, it can be a threeday process to build the heat and then to let it cool before any finished product is produced. Good pottery is prized by freemen and nobles, by cooks and herbalists, but it is heavy to carry and not common on the trail. Category: Craftsmanship Scribner. A valued Scribe is one who can not only read and write, but can do so in a variety of languages both high and common. Their work is easily transported on the highway or at home in the abbey, copying scrolls for academic needs, spiritual needs or in some circles, arcane needs. And when combined with the Knowledge skill of Forgery, a Scribner can attempt to produce any manner of falsified documents such as patents of nobility. Scribners keep a supply of parchments (both hide and papyrus), quills, and inks at the ready, as well as scroll tubes and wax seals on hand at all times. While most scribes are able to fabricate

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Lore suitable sun-bleached papyrus from local reed plants and bamboos, hides must be purchased from Leather Workers. Goose quills are purchased from Bowyers who make them suitable for use by the scribe. Inks are usually self-made with powders prepared by and purchased from Herbalists. For the high-art or scribing spiritual and arcane scrolls, inks require ashes from very rare, costly, and magically imbued creatures. Elves excel as Scribners. Category: Knowledge Stonecarver. The Stonecarver takes rock and turns it into hewn stone suitable for building roads, bridges, walls, and buildings. Working with designers, architects, and engineers, Stonecarvers shape all variety of rock, from limestone to granite. Higher achievement masons are able to carve designs into the stone as well. They are also called upon to form ossuaries and gravemarkers. Their tools are hammers and chisels, the counter-lever, wheel, and wagon. Dwarves excel as Stonecarvers. Category: Craftsmanship Tailor. In most villages the local tailor is well accustomed to tunics, breeches, caps, and simple gowns. They usually have camaraderie as well with

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Coppersmiths, Jewelers, and Leather Workers to help them complete a garment. In larger cities and wealthier districts, their trade may be applied to create fashions of exquisite beauty including curtains, tapestries, table cloths, banners, and other such foppery. From simple sewing to elaborate embroidery, the Tailor can find business and a home most anywhere. Category: Craftsmanship/Combat Woodworker. The Woodworker’s skills are common through every realm, and needed in every city, hamlet, and village. From building the Brewer’s barrel or fashioning planks for building construction, the Woodworker knows his or her timber and sees them through every stage of their life, from greenwood fresh from the forest to the last touch of preserving oil applied to a finished axe handle or bench. Their tools are saws, blades, planes, drills, and axes of all shapes and sizes. As such, they have a keen dependence with the local Blacksmith, who often barters with the Woodworker for hardwoods necessary to build hot fires in the forge. The Woodworker is an important craftsman in the life of any community. Humans and Gwilyteem are excellent woodworkers. Category: Craftsmanship/Combat

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Lore Crafting Tables Table 8.1 | Crafting Skill Advancement & Modifiers Successful Crafting Attempts

Rank

Title

Crafting Modifier

0 20 40 80 120 160 220 300 400 550

1 2 3 4 5 6 7 8 9 10

Novice Acolyte Apprentice Journeyman Teacher Professional Artisan Expert Master Grand Master

+2 +4 +6 +8 +10 +12 +14 +16 +18 +20

Table 8.2 | Crafting Results (d%) Combat Roll

Item Created

Resulting Enhancements

01-29

Unusable

30-59

Class I

Standard crafted item equivalent to a similar vendor product

60-79

Class II

Well-crafted item that granting +1 normal weapon damage for any weapon item created or 1.25x normal Armor rating for armor item created

80-89

Class III

Finely crafted item that granting +2 normal weapon damage for any weapon item created or 1.5x normal Armor rating for armor item created

90-99

Class IV

Expertly crafted item that granting +3 normal weapon damage for any weapon item created or 1.75x normal Armor rating for armor item created

100

Class V

Exquisitely crafted item that granting +4 normal weapon damage for any weapon item created or 2x normal Armor rating for armor item created

Item is unusable; all components used are destroyed

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Lore Concoctions Roll

Item Created

Resulting Enhancements

01-29

Unusable

30-59

Class I

Standard crafted item with healing/damage effects equal to similar vendor product, +1 Trait base modifier for 30 minutes to Trait enhancing potions

60-79

Class II

Well-crafted item granting +3 to normal damage/healing effects, +2 Trait base modifier for 1 hour to Trait enhancing potions

80-89

Class III

Finely crafted item granting +6 to normal damage/healing effects, +3 Trait base modifier for 2 hours to Trait enhancing potions

90-99

Class IV

Expertly crafted item granting +8 to normal damage/healing effects, +4 Trait base modifier for 3 hours to Trait enhancing potions

100

Class V

Exquisitely crafted item granting +10 to normal damage/healing effects, +5 Trait base modifier for 4 hours to Trait enhancing potions

Item is unusable; all components used are destroyed

Consumables

388

Roll

Item Created

Resulting Enhancements

01-29

Unusable

30-59

Class I

Standard crafted item equivalent to a similar vendor product

60-79

Class II

Well-crafted item that grants +1 or -1 Trait base modifier to all who consume product for a 1-hour duration

80-89

Class III

Finely crafted item that grants +2 or -2 Trait base modifier to all who consume product for a 3-hour duration

90-99

Class IV

Expertly crafted item that grants +3 or -3 Trait base modifier to all who consume product for a half-day duration

100

Class V

Exquisitely crafted item that grants +4 or -4 Trait base modifier to all who consume product for a 1-day duration

Item is unusable; all components used are destroyed

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Lore Craftsmanship Roll

Item Created

Resulting Enhancements

01-29

Unusable

30-59

Class I

Standard crafted item equivalent in value to a similar vendor product

60-79

Class II

Well-crafted item that can be sold on the market at 1.25x normal vendor price

80-89

Class III

Finely crafted item that can be sold on the market at 1.5x normal vendor price

90-99

Class IV

Expertly crafted item that can be sold on the market at 1.75x normal vendor price

100

Class V

Exquisitely crafted item that can be sold on the market at 2x normal vendor price

Item is unusable; all components used are destroyed

Gathering Roll

Item Created

Resulting Enhancements

01-29

Unusable

30-59

Class I

1 common herbal crafting item found; or enough consumable food to prepare 1 meal

60-79

Class II

2 common and 1 uncommon herbal crafting items found; or enough consumable food to prepare 2 meals

80-89

Class III

4 common, 2 uncommon, and 1 rare herbal crafting items found; or enough consumable food to prepare 4 meals

90-99

Class IV

6 common, 4 uncommon, and 2 rare herbal crafting items found; or enough consumable food to prepare 8 meals

100

Class V

8 common, 6 uncommon, 2 rare, and 1 unique herbal crafting items found; or enough consumable food to prepare 12 meals

Item is unusable; all components used are destroyed

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Lore Knowledge Roll

Item Created

Resulting Enhancements

01-29

Unusable

30-59

Class I

Forged manuscript (value Forgery 12); or 1 map produced (continental scale)

60-79

Class II

Forged manuscript (value Forgery 14); or 1 map produced (regional scale)

80-89

Class III

Forged manuscript (value Forgery 16); or 1 map produced (village/town scale)

90-99

Class IV

Forged manuscript (value Forgery 18); or 1 map produced (detailed area of dungeon or similar area)

100

Class V

Forged manuscript (Forgery 20); or 1 map produced (detailed small area)

Item is unusable; all components used are destroyed

Table 8.3 | Crafting Timeframe (1d6)

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Roll

Consumables

Combat

Concoctions

Craftsmanship

Gathering

Knowledge

1 2 3 4 5 6

24 hrs 10 hrs 8 hrs 6 hrs 4 hrs 2 hrs

14 days 10 days 7 days 5 days 3 days 2 days

24 hrs 10 hrs 8 hrs 6 hrs 4 hrs 2 hrs

14 days 10 days 7 days 5 days 3 days 2 days

2 days 1 day 8 hrs 4 hrs 2 hrs 1 hr

3 days 2 days 1 day 12 hrs 8 hrs 5 hrs

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Lore Crafting Sample 1 | The Dankrife Baker (hairnet optional) Derek the Dangerous Dankrife has chosen the crafting skill of Baker and wants to bake some muffins. Yeah, it could happen...maybe. The first thing Derek needs to know is that the skill of Baker is a “consumable” skill (information found at the end of the skill’s description). The reason the skill of Baker is categorized as a consumable skill is because, unless the muffins come out harder than a dragon’s egg, they will be able to be consumed (i.e. eaten) by Derek or someone else. To get started Derek consults Table 8.1 to determine what crafting modifier he receives based on his rank in the baking skill. Currently, Derek has a rank 1 in baking so he only receives +2 to his crafting roll. Not much, but when it comes to the Dankrife Muscle Muffin recipe, every bonus helps. Next, Derek rolls 1d6 and compares the result to Table 8.3 to find out how long it will take him to complete this recipe. In this case, because he rolled a 6 it will take two hours of game time from start and finish for Derek to finish the muffins. Next, Derek the “Novice” as he is known among his baking buddies, takes his d% and low-and-behold, rolls a 98! With his bonus of +2 the result of his final crafting roll is an even 100. Derek consults the “consumables” chart under Table 8.2 to discover he has created a rare Class V masterpiece of culinary muffins. The muffins are so magnificent that the Loremaster awards Derek 10 Renown points as local merchants bid for the privilege of selling Derek’s Muscle Muffins. Because the muffins are of a Class V quality, according to the Consumables chart, they grant anyone who eats them a +4 bonus to their Might for the duration of one day (each recipe will affect a different trait). But one batch of muffins of this caliber will be greatly in demand so Derek tries a second time. This time he rolls a 4 against Table 8.3 meaning it will take four hours of game time to create the muffins, and rolls an 11 against the “consumables” chart under Table 8.2 resulting in muffins that are a disgraceful mess of toasted trash. The first set of muffins must have been just beginner’s luck.

Crafting Sample 2 | Rogue’s Ruby Reginald, a Thief, recently acquired a valuable ruby and assures everyone that it came into his possession quite legitimately. However, just to be on the safe side, Reggy is going to use his Jeweler’s crafting skill—a skill within the “craftsman” category—to attempt to set the gemstone into a necklace before trying to fence...er...sell it. Reginald has a rank 3 as a Jeweler so according to Table 8.1 his modifier for all crafting rolls in this skill is +6. Before making his crafting roll he rolls a d6 and consults Table 8.3 and discovers it’s going to take 7 days to create the necklace. Now comes the moment of truth, Reginald makes his crafting roll by rolling d% and consulting Table 8.2. Does he create a masterpiece or ruin the stone and necklace in the process? Reginald rolls 75. According to Table 8.2 he has crafted a Class II item. But wait, Reginald forgot to add his +6 bonus due to his rank 3 in the skill. Now his total is raised to 81 which means he has actually crafted a piece of jewelry that is a Class III item. The new result means he has crafted an item that is worth twice as much as a necklace of this type in the market. Way to fence...er...repurpose property Reginald!

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Lore CHAPTER 9

Armor A

character’s armor plays an essential role in their survival and in Lore it is handled much differently than in other roleplaying games. Within the medieval world, armor was often layered. That is to say, warriors wore chain mail over leather, which likely had a layer of padding underneath that, and a tunic beneath that. And over the top of it all, they would often wear a heavy cotton surcoat, tabard, or leather jerkin bearing their insignia. As an option, the same principles apply in Lore. To understand the layering of armor, it is important to begin with a basic understanding of how armor is accounted for and utilized.

Base Armor Rating Except for the ability to dodge, when bucknaked a character has no armor rating, which may be why many adventurers refrain from sleeping in the nude. Put on a shirt, breeches, and sandals and you are at a base Armor rating of three (3) . Not well-protected, but still better than running around in your birthday suit. To one’s base Armor rating all characters add their base Agility modifier as found in Table 4.1 along with any miscellaneous modifiers such as magical enchantments, which are generally nonexistent at lower levels. Depending on how high your character’s Agility trait score is you might obtain a total Armor rating of four or five at level one without the use of any armor. Once a character’s base Armor rating (3) and base Agility modifier and miscellaneous modifiers are added together you have your character’s new base Armor rating to which you can add various types and multiple layers of armor you want your character to wear. In the end, the more armor and the more resilient the material your armor is made of the greater your total Armor rating will be. When it comes to armor, the body is divided into eight parts, or zones, upon which armor can be

placed: head, shoulders, chest, arms, hands, waist, legs, and feet. Each area is ascribed a percentage based on its area of coverage in relation to the body as a whole: 10% 5% 30% 20% 5% 5% 20% 5%

Head Shoulders Chest Arms Hands Waist Legs Feet

Total 100% Tables 9.1 & 9.2 below lists armor and shield ratings for each part of the body as they pertain to the various types of armor ranging from light to heavy.

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Lore Table 9.1 | Armor Ratings Armor Type

Head

Shoulders

Chest

Arms

Hands

Waist

Legs

Feet

Total

Tensile Strength

.1 .2 .3

.05 .1 .15

.25 .50 .3 .6 .9

.2 .4 .6

.05 .1 .15

.05 .1 .15

.2 .4 .6

.05 .1 .15

+.25 +.50 +.75 +1 +2 +3

20 30 15 15 20 30

.5 .5 .6 .7 1

.25 .25 .3 .35 .5

1.5 1.5 1.8 2.1 3

1 1 1.2 1.4 2

.25 .25 .3 .35 .5

.25 .25 .3 .35 .5

1 1 1.2 1.4 2

.25 .25 .3 .35 .5

+5 +5 +6 +7 +10

40 40 45 50 70

1.5 1.8 2.2

.75 .9 1.1

4.5 5.4 6.6

3 3.6 4.4

.75 .9 1.1

.75 .9 1.1

3 3.6 4.4

.75 .9 1.1

+15 +18 +22

90 100 120

3

1.5

9

6

1.5

1.5

6

1.5

+30

150

Light Tabard/Surcoat Leather Jerkin Cloak Cloth (i.e. Robe) Padded Light Leather Medium Wood/Resin Heavy Leather/Hide Studded Leather Boiled Leather Chain Mail Heavy Scale Mail Plate Mail Iron Plate Special Dragon Scale

Racial & Class Considerations When choosing armor it is important to consider your character’s race as some races possess unique perspectives on the type of armor they wear. For instance, Bykken are not keen on footwear, so it is most likely that for whatever kind of armor they wear, their feet will go au naturel. And because Woodkin shun steel, their armor will primarily be composed of fabrics, leathers, resin, wood, or dragon scales (but who can afford that!). The class of your character should also be factored in when choosing armor. Dankrife, for example, prefer the open and free feeling of just a few pieces of hide or leather armor on their body; or possibly they just want their muscles to be seen by all. In any event, they will typically wear armor only on their head, upper leg area, and feet. Paladins, on the other hand want to be as protected as possible, seeking to cover themselves from head to toe with the strongest armor available. And Wizards, due to their inability to wear metal, will opt for armor that falls into the light or possibly medium categories, that is either leather or fabric based.

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Lore It is important to check the description of each race and class to determine if there are any limitations when it comes to armor. This is also good advice because everyone knows once you take the armor out of the blacksmith’s shop it loses half its value.

Table 9.2 | Shield Ratings & Costs Cost

Trait Modifiers (Agility & Might)

Damage Capability

Armor Rating

Tensile Strength

Small Wood Shield

20sp

-

1d6

+2

45

Large Wood Shield Large Resin Shield *Full Body Wood Shield Small Metal Shield

30sp 40sp 100sp 100sp

-.2 -.2 -.5 -.5

1d8 1d8+4 1d12 2d8

+3 +3 +4 +4

50 55 50 60

*Large Metal Shield **Full Body Metal Shield ***Small Iron Plate Shield

120sp 150sp 160sp

-.6 -.8 -.6

2d10+4 2d10+6 2d10+8

+5 +6 +5

75 75 100

Heavy (Special) Small Dragon Scale Shield **Large Dragon Scale Shield

TBD TBD

-.6 -.5

1d8 2d10+4

+7 +10

100 100

Shield Type Light

Medium

Heavy

Note: Use of heavy metal shields requires instruction by a Fighter trainer for all classes except Guardian class. *Requires Might 14 **Requires Might 17 ***Requires Might 20

Layering Armor Assuming you have the coin and are in a place where you can purchase individual pieces of armor, then you are ready to determine what type of armor you want to protect your character’s head, chest, legs, and other body parts. You can also decide what combinations of armor (light, medium, heavy) you want your character to wear. As an example, a player can equip their character with light leather chest armor in addition to padded chest armor worn underneath, giving them an increase in armor value for each piece added (see Table 9.1). Once selected the Armor value of each piece of armor is added together with the character’s base Armor rating of 3, their base Agility modifier, and any miscellaneous modifiers resulting in the character’s

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Lore total Armor rating. This same principle applies to shoulders, legs, arms, and other armor pieces. Cost for the various types of armor and shields can be found in Tables 9.2 & 9.3. Each piece of armor is also given a Tensile Strength rating representing the total amount of damage it can withstand in one hit. If more damage is inflicted on a piece of armor than its tensile strength it will break and offer only half its original armor value. If it sustains a second hit equal to or greater than its tensile strength then it is considered broken and useless for protection.

Table 9.3 | Armor Cost Armor Type

Head

Shoulders

Chest

Arms

Hands

Waist

Legs

Feet

Total

5sp 15sp 17sp

5sp 15sp 17sp

10sp 30sp 35sp

7sp 20sp 23sp

3sp 10sp 13sp

3sp 7sp 10sp

7sp 20sp 23sp

3sp 10sp 13sp

30sp 60sp 42sp 40sp 45sp 127sp 151sp

20sp 20sp 25sp 30sp 60sp

20sp 20sp 25sp 30sp 60sp

40sp 40sp 60sp 80sp 160sp

25sp 30sp 35sp 40sp 80sp

15sp 15sp 20sp 25sp 50sp

12sp 12sp 15sp 20sp 40sp

25sp 30sp 35sp 40sp 80sp

15sp 15sp 20sp 25sp 50sp

172sp 182sp 235sp 290sp 580sp

Scale Mail Plate Mail Iron Plate

100sp 200sp 300sp

100sp 200sp 300sp

300sp 450sp 600sp

150sp 250sp 350sp

90sp 150sp 250sp

70sp 130sp 230sp

150sp 250sp 350sp

90sp 150sp 250sp

1050sp 1980sp 2630sp

*Dragon Scale

TBD

TBD

TBD

TBD

TBD

TBD

TBD

TBD

TBD

Light Cloak Robe Cloth Tabard / Surcoat Leather Jerkin Padded Light Leather Medium Wood / Resin Heavy Leather / Hide Studded Leather Boiled Leather Chain Mail Heavy

Special

*Cost of armor and shields made from Dragon scale is left to the discretion of the Loremaster

When using the layering approach to armor, it is important to remember that the more layers a character has the more encumbered they will be and the less agile they will become. For example, if you placed a piece of chain mail chest armor on top of light leather chest armor, all resting on top of padded chest armor you would increase your Armor rating but you would also reduce your character’s ability to move, attack, and carry other weight. When “layering” armor you need to ask yourself, “With all I’m wearing will I be able to move my arms? Will I be able to see my toes? Will I be able to carry anything else besides just my armor?

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Lore What if I fall in a pool of water, will I float or will I sink to the bottom faster than my party can throw me a rope?” This is when encumbrances need to weigh into armor selection decisions. A character can only move so fast and carry so much weight. Add too much armor and you will look like the Stay-Puff marshmallow man trying to swing a sword. Consult Table 9.4 below to determine what negative modifiers, if any, are applied to a character’s Agilty and Might trait scores with each armor piece and shield added. Remember, as players level up so do their trait scores. While chain mail on top of other types of armor might be too cumbersome for a level two character it won’t have the same affect on higher level characters. Limits regarding the extent to which various types of armor can and cannot be combined are left to the discretion of the Loremaster. Loremasters may also take into consideration the climate a party is in and assign additional penalties. For instance, a character covered head to toe in multiple layers of padded, leather, and iron armor, while walking through a tropical jungle or sunbaked desert might be at risk of experiencing heat stroke. Then again, a character wearing only scale mail might be susceptible to frostbite in snowy climates.

An Alternate Way Those not wanting to take the time to purchase individual pieces of armor but simply want their character to wear leather armor simply need to consult the “Total” column in Table 9.1 to find the total Armor rating for a complete set (head, shoulders, chest, arms, hands, waist, legs, feet) of that armor. For instance, a player wishing to wear boiled leather armor would gain a total Armor bonus of +6, while a player wanting chain mail would gain a +10 Armor bonus. Using this approach, to determine a character’s total Armor rating is add the following: 3 + base Agility modifier + any miscellaneous modifiers + total Armor bonus. Regardless of which approach is used, once a character’s total armor modifier is determined the value is rounded down to the nearest whole number.

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Lore Table 9.4 | Armor Trait Modifiers Armor Type

Head

Shoulders

Chest

Arms

Hands

Waist

Legs

Feet

Total

Tabard / Surcoat Leather Jerkin Cloak/Cape Cloth Robe Padded Light Leather

.02 .04 .06

.01 .02 .03

.1 .06 .12 .2

.01 .08 .1

.05 .02 .03

.01 .02 .03

.01 .08 .1

.01 .02 .03

-.2 -.1 -.2 -.18 -.4 -.58

Wood / Resin Heavy Leather / Hide Boiled Leather Studded Leather *Chain Mail

.12 .12 .03 .14 .1

.05 .05 .06 .07 .1

.3 .3 .4 .4 .6

.2 .2 .25 .28 .36

.05 .05 .06 .07 .1

.05 .05 .06 .07 .1

.2 .2 .25 .28 .36

.05 .05 .06 .07 .1

-1 -1 -1.2 -1.4 -1.8

**Scale Mail ***Plate Mail ****Iron Plate

.3 .36 .44

.15 .18 .22

.9 1.1 1.3

.6 .72 .88

.15 .18 .22

.15 .18 .22

.6 .72 .88

.15 .18 .22

-3 -3.6 -4.4

Dragon Scale

.1

.1

.8

.36

.1

.1

.36

.1

-2

Light

Medium

Heavy

Special

Note: Penalties listed are applied to character’s final Agility and Might trait scores when worn.

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Lore CHAPTER 10

Weapons I

n the right hands anything can become a weapon—be it a chair, a stone, or even a stick—and in the game of Lore, there are stats for all of these items. Most of the time, however, players prefer the elegance and sophistication of a razor-honed sword, a well-forged hammer, an expertly crafted arrow, or a trusted staff, to name just a few. Below you’ll find the weapon that’s right for the character you’re unleashing onto the world. Try it, deliver a few lethal wounds to your enemies and if you don’t like it, trade it in at the next village you visit for something else until you find the cleaving, crushing, careening dealer-of-death weapon that best suits your needs. The weapons listed below represent Class I type weapons (see Chapter 8) that possess no enchantments and are of typical vendor quality. Steel weapons are made of 1045 common grade steel and wooden weapons are made of oak. Make sure to check your class specialization for any restrictions related to weapon usage. Weapons are classified into four broad types: Melee, Range, Extended, and non-Traditional.

Melee Weapons Melee weapons are divided into three subtypes: Light, Medium, and Heavy. Light melee weapons such as the dagger or hand axe are tools for everyday work. In the hands of a trained fighter, however they function as lethal battle arms. Lightweight for rapid strikes without exhausting one’s energy and generally small in size, this class of melee weapon is affordable, easy to hide, and come in a wide range of designs. Medium melee weapons, similar to light weapons, are largely one-handed in nature and are the most common type of weapon found strewn upon a field of battle. Medium arms include the longsword, battle axe, and mace, and can be wielded by anyone of average Might. Yet don’t let their onehanded grip fool you, this class of weapon is capable of inflicting serious damage, making these the most popular weapons for their value. If you have the Might and Agility to wield them—and at least two available hands—then

heavy melee weapons are a great solution for the Martial character looking to enhance their damage. Intimidating due to their size, heavy weapons can crush skulls and ribs alike and are excellent for those who ride a steed or mare. On the ground they swing slower than other smaller melee weapons, but compensate with neck-shearing, bone-smashing power.

Range Weapons Range weapons are divided into four subtypes: Hand-thrown, Light, Medium, and Heavy. Handthrown weapons are the specialties of Rogues everywhere as darts and throwing knives are small, concealable, inexpensive, disposable devices with outstanding lethal potential. Lace them with toxins and it’s easy to see why they are so popular for their silent delivery. Larger hand-thrown weapons such

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Lore Extended Weapons

as small axes and hammers are capable of lodging into craniums or chest cavities, giving Fighters a ranged ability that can cripple or kill from a distance. Even a throwing net can come in handy when you need to bring down that flying nuisance or render a foe captive. Whether you’re in the mood for a percussive weapon or a piercing one, light range weapons can do the trick. This category of weaponry includes slings and bows that afford a longer range than do handthrown weapons, leaving a nice buffer zone between you and your enemies. Lightweight and affordable for even the most budget-minded adventurer. Medium range weapons are wonderful when you need to get your point across. Think of them as swift justice at a distance. These weapons can deliver damage quickly and accurately over great spans. “Awe-inspiring” would best describe heavy range weapons. The war bow and Gwilyte crossbow are heavy to carry and hard to draw, but unleash a host of damage that can penetrate both armor and bone with a single strike. Capable of hitting from extreme distances, heavy ranged weapons will make your enemy regret ever encountering you.

Regardless of whether you call them pole weapons, polearms, or simply extended weapons, the one thing you can be sure of is that your enemy is going to get the shaft, and at a distance. Experts with these types of weapons can stand their ground against enemies with enough room to swing, stab, slice, and impale foes up to two spaces away. And the ten-foot pole means you never have to touch your enemy while dealing deadly force against them.

Non-Traditional Weapons For the true fighter almost anything can be a weapon and while no one recommends tossing Dwarves, there’s nothing to keep you from crashing a chair over the head of your foe or swinging a bench into a host of drunken brawlers. Outdoors and run out of arrows? Hail down stones and rocks as your ancestors before you. Non-traditional weapons represent the most common items that might come in handy the next time you’re in a tavern and a fight breaks out.

Battle Axe Mace

Throwing Axe

Club

Dagger

Great Axe

Broadsword Javelin

400

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Longbow

Lore Melee Weapons Light Weapons Type

Cost

Damage

Handed

20sp 15sp 25sp 30sp 40sp 10sp 5cp 20sp 15sp 10sp

1d6+3 1d6+1 1d6+2 1d6+3 2d4+2 1d6+2 2d6 1d6+4 2d6 1d6

One One One One One One Two One One One

Type

Cost

Damage

Handed

Arming Sword Battle Axe Battle Hammer Broadsword Bastard Sword Flail War Club Pick-Axe Longsword Mace Morning Star Iron Chain

15sp 25sp 20sp 25sp 25sp 30sp 20sp 30sp 30sp 30sp 35sp 35sp

2d6+1 2d6+4 2d6+2 2d6+3 2d6+4 2d8 2d6 3d6 2d6+5 2d6+5 3d6 3d6+2

One One One One One One One One One One One One

Cost

Damage

Handed

40sp 40sp 35sp 40sp 40sp 35sp 40sp

3d6+3 3d6+3 3d6+3 3d6+3 3d6+3 3d6+4 3d6+5

Two Two Two Two Two Two Two

Axe, Hand Dagger (Standard) Dagger (Dwarven) Dagger (Elven) Falchion Light Club, Oak Staff Scimitar Short Sword Whip (calfskin)

Reach

(1 space = 5`)

Length

Weight

(per half turn)

Tensile Strength

1 1 1 1 1 1 1 1 1 1

1 space 1 space 1 space 1 space 1 space 1 space 1 space 1 space 1 space 2 spaces

2` 8`` 9`` 1` 2` 8`` 3` 6` 2` 2` 8`

2 lbs. 6 oz. 6 oz. 10 oz. 1.1 lbs. 2 lbs. 4 lbs. 3 lbs. 1.5 lbs. 1 lbs.

90 50 70 60 80 40 55 80 75 50

Attacks

(ft./in.)

Medium Weapons Reach

(1 space = 5`)

Length

Weight

(per half turn)

Tensile Strength

1 1 1 1 1 1 1 1 1 1 1 1

1 space 1 space 1 space 1 space 1 space 1 space 1 space 1 space 1 space 1 space 1 space 2 spaces

3` 6`` 4` 3` 4` 4` 4`6`` 3` 6`` 4` 6`` 4` 6`` 4` 6`` 4` 6`` 4` 6``

2.5 lbs. 3.5 lbs. 3 lbs. 4 lbs. 4 lbs. 3 lbs. 3 lbs. 2 lbs. 3 lbs. 4 lbs. 4 lbs. 3 lbs.

80 80 80 80 80 80 60 80 80 80 80 80

Attacks

(ft./in.)

Heavy Weapons Type Claymore Great Axe Heavy Club Heavy Mace War Hammer (Maul) Great Scimitar Zweihänder

Reach

(1 space = 5`)

Length

Weight

(per full turn)

Tensile Strength

1 1 1 1 1 1 1

1 space 1 space 1 space 1 space 1 space 1 space 1 space

6` 4` 6`` 5` 4` 6`` 5` 5` 6`

5 lbs. 5.5 lbs. 5 lbs. 8 lbs. 6 lbs. 7 lbs. 7 lbs

80 80 65 80 80 80 80

Attacks

(ft./in.)

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401

Lore Range Weapons Hand-Thrown Weapons Reach

(1 space = 5`)

Length

Weight

(per half turn)

Tensile Strength

One One One

3 2 2

5 spaces 5 spaces 6 spaces

n/a 3`` 6``

1 oz. 2 oz. 4 oz.

30 25 40

1d6+3 1d4+3 1d6+1 (entangle)

One One One Two

2 2 2 1 (full turn)

6 spaces 6 spaces 6 spaces 4 spaces

1` 8`` 1` 5` dia.

10 oz. 6 oz. 1 lbs. 1 lbs.

65 50 50 40

Cost

Damage

Handed

40sp 30sp 5cp 8cp 1sp 2sp 2sp 5sp

2d6+5 2d8+2 n/a +1 +2 +3 1d6+2 1d6 + Trip

One Two n/a n/a n/a n/a One One

Cost

Damage

Handed

50sp 30sp 45sp 50sp

4d6+6 3d6+2 3d6+2 3d6+4

Two One Two Two

Type

Cost

Damage

Handed

War Bow 70# War Crossbow 100# Gwilyte Crossbow 120#

110sp 150sp 170sp

4d6+3 5d6+6 6d6+6

Two Two Two

Type

Cost

Damage

Handed

Light Caltrops (10) Dart (12) Throwing Knives (6)

12sp 15sp 20sp

1d4 ea 1d4 1d6

Medium Throwing Axes (3) Throwing Daggers (2) Throwing Hammers (2) Throwing Net

35sp 30sp 35sp 30sp

Attacks

(ft./in.)

Light Weapons Type Crossbow, Hand (50#) Short Bow (45#) Arrow (standard, oak) Arrow (standard, yew) Arrow (heavy, oak) Arrow (heavy, yew) Sling Bolo

Reach

(1 space = 5`)

Length

Weight

(per full turn)

Tensile Strength

1 1 n/a n/a n/a n/a 1 1

8 spaces 15 spaces n/a n/a n/a n/a 10 spaces 8 spaces

30`` 36`` 38`` 38`` -

2 lbs. 3 lbs. .2 oz. .4 oz. .5 oz. 6 oz. .5 oz. 1 lbs.

40 30 n/a n/a n/a n/a 20 20

Attacks

(ft./in.)

Medium Weapons Type Crossbow (80#) Javelin Long Bow (55#) Recurve Bow (60#)

Reach

(1 space = 5`)

Length

Weight

(per full turn)

Tensile Strength

1 1 1 1

12 spaces 15 spaces 20 spaces 20 spaces

6` -

6 lbs. 2.5 lbs. 4 lbs. 3.5 lbs.

50 50 40 40

Attacks

(ft./in.)

Heavy Weapons

402

Reach

(1 space = 5`)

Length

Weight

(per full turn)

Tensile Strength

1 1 1

20 spaces 25 spaces 25 spaces

-

5 lbs. 6.5 lbs. 7 lbs.

50 60 65

Attacks

(ft./in.)

Fa n tas y R o l e pl ay i n g G a m e

Lore Extended Weapons Extended Weapons Type Halberd Lance Pike Pitchfork Spear War Scythe

Cost

Damage

Handed

60sp 70sp 50sp 15sp 30sp 40sp

4d6+3 6d6+5 4d6 3d6 3d6+4 3d6+5

Two Two Two Two One Two

Reach

(1 space = 5`)

Length

Weight

(per full turn)

Tensile Strength

1 1 1 1 1 1

1 space 2 spaces 2 spaces 1 space 1-12 spaces 1 space

6` 10` 10` 5` 7` 5`

5 lbs. 12 lbs. 7 lbs. 4 lbs. 5 lbs. 6 lbs.

80 50 50 70 60 60

Attacks

(ft./in.)

Non-Traditional Weapons Miscellaneous Weapons Type Stein (pewter) Furniture - Small Furniture - Medium Stick Stone (small) Stone (medium) Stone (large) Stone (x-large)

Cost

Damage

Handed

1sp TBD TBD n/a n/a n/a n/a n/a

1d4 2d6 3d6 1d4 1d6+2 2d6+3 3d6+4 4d6+5

One Two Two One One One Two Two

Reach

(1 space = 5`)

Length

Weight

(per half turn)

Tensile Strength

2 1 1 2 2 1 1 (full turn) 1 (full turn)

1 space 3 spaces 2 spaces 1 space 5 spaces 3 spaces 2 spaces 1 space

6” 3` dia. 5` dia. 4-5` -

.2 lbs. 5-10 lbs. 10-30 lbs. 1/2 lb. .5 lb. 1-2 lbs. 3-5 lbs. 6-10 lbs.

15 30 40 20 50 50 60 60

Attacks

(ft./in.)

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403

Lore CHAPTER 11

Equipment W

hat could be more frustrating than coming upon a fifteen-foot wall that your party must get over only to find out that no one brought rope or a grappling hook? Or being lost in the frigid wastelands of the far north, quickly losing life points to frostbite, only to realize that no one has a tinder box to start a fire. Equipment, pack it like your life depends on it…because it could! Everyone takes their own unique blend of items: an iron spike, a candle, a flask, a torch. Below you will find general listing of goods and items that may make the difference between life or death. All first level characters begin with a select number of equipment items as described in Chapter 2. Each item is listed along with its cost, the number of slots it takes up in a bag or backpack, and tensile strength. Tensile strength represents the number of damage points an item can withstand in one hit without being destroyed. All items made of steel are composed of 1045 common grade steel.

Table 11.1 | Adventure Gear Common Items Item Air Bladder (waterproof canvas, 15 min air supply) Bed Roll (cotton) Blanket (cotton, 3`x 7`) Blanket (wool, 3`x 7`) Canteen (leather, calfskin) Chalk (white, 3`` stick) Chalkboard (1` x 1.5`) Compass (brass, magnetic) Dice (2 ea., wood, 6-sided) Earplugs (1 pair) Flask (tin, 8 oz.) Flint/Steel Food (1 day ration) Frog (leather, holds one bladed weapon on back) Frog (leather, holds one bladed weapon on side) Frog (leather, holds two bladed weapons on back) Gauze (cotton, 5` long) Gauze (cotton, 10` long)

404

Cost

Slots

Tensile Strength

8sp 6sp 5sp 8sp 5sp 5cp 1sp 20sp 24p 5cp 1sp 5sp 2sp 5sp 2sp 9sp 1sp 2sp

1 2 2 2 1 .5 2 .5 n/a n/a .5 .5 1 .5 .5

15 10 10 12 15 2 15 20 10 2 3 6 (spoils in 5 days) 20 20 20 5 5

Fa n tas y R o l e pl ay i n g G a m e

Lore Item Glass Cutter Grappling Hook (iron) Hammock (canvas, 1 person) Hatchet (steel) Horn (Ram) Hourglass (metal, 1 hour) Hourglass (metal, 30 minutes) Ladder, Rope (jute 10` long) Ladder, Rope (jute, 20` long) Lock (iron, standard) Magnet Magnifying glass Marbles (5 ea., 1/2`` diameter) Mirror (3`` x 3``) Needle & Thread kit Quiver (leather, side, hold 20 arrows) Quiver (leather, back, holds 40 arrows) Rope (jute, weight limit: 300lbs., 50` x 1/4`` diameter) Rope (jute, weight limit: 500lbs., 50` x 1/2`` diameter) Soap Spyglass Tankard (Buffalo, 1 pint) Tankard (pewter, 1 pint) Tankard (wood, 1 pint) Teapot (tin, 3 cups capacity) Tent (canvas, 1 person) Tent (canvas, 2 person) Tent (canvas, 3 person) Spikes (3 ea., iron, 6`` long) Spikes (1 ea., iron, 1` long) Spikes (3 ea., wooden, 6`` long) Tinder Box (w/ wood to start 5 fires) Tinder Box (w/ wood to start 10 fires) Sheath/Scabbard (leather, dagger, boot) Sheath/Scabbard (leather, dagger, side) Sheath/Scabbard (leather, longsword, side) Sheath/Scabbard (leather, short sword, side) Sheath/Scabbard (leather, darts, wrist. holds 3) Sheath/Scabbard (leather, darts, chest. holds 10) Whetstone Whistle, Dog (brass, call radius: 1 mi.) Whistle (brass, standard, call radius: 1000 ft.)

Cost

Slots

Tensile Strength

3sp 8sp 8sp 12sp 10sp 10sp 8sp 15sp 20 4sp 10sp 15sp 3sp 4sp 2sp 15sp 20sp 5sp 7sp 2cp 20sp 6sp 1sp 5cp 1sp 25sp 40sp 60sp 4sp 6sp 2cp 10sp 8cp 4sp 6sp 12sp 10sp 7sp 10sp 7cp 3sp 1sp

.5 1 2 1 1 1 .5 3 6 1 n/a 1 1 .5 n/a 1 1 2 4 .2 1 1 1 1 1 3 5 7 1 1 1 1 1 .5 n/a n/a

20 60 30 50 30 10 10 30 30 45 20 10 30 10 n/a 30 30 20 20 n/a 15 20 25 15 20 20 20 20 60 60 20 20 n/a 20 20 20 20 20 20 20 15 15

Fa n tas y R o l e pl ay i n g G a m e

405

Lore Hunting, Fishing & Tracking Supplies Item

Cost

Slots

Tensile Strength

4cp 2cp 3cp 5cp 2sp 4sp 5cp 7cp 4sp 2sp 5sp 3sp 5sp 7sp 5sp 8sp 11sp

.1 .1 .5 .5 1 2 1 1 2 1 1 1 1 2 1 1 2

10 10 10 20 20 20 15 15 20 40 40 50 50 50 50 50 50

Item

Cost

Slots

Tensile Strength

Candle (wax, 2 hr. burn) Candle Holder (thin steel) Lantern, oil (thin steel, standard) Torch (wood, treated, 4 hr. burn) Torch (wood, untreated, 3 hr. burn)

4cp 2sp 8sp 6cp 3cp

.5 1 1 1 1

2 25 30 25 25

Cost

Slots

Tensile Strength

1cp 20sp 7cp 10sp 5cp 2cp 1sp 3sp 5sp 8sp 15sp 15sp 25sp

.5 .5 .5 1 1 .2 1 1 1 1 1 1 1

n/a n/a 7 15 1 3 1 2 4 5 15 30 30

Fishhook (barbed) Fishhook (plain) Fishing Line (100`/10 lb. weight) Fishing Line (100`/20 lb. weight) Fishing Net (5` x 5`size) Fishing Net (5` x 10` size) Fishing Pole (Yew, 8` long) Fishing Pole (Yew, 8' long, collapsable into 3 sections) Fishing Spear (3-prong, iron; 2d6 damage) Snare (wood & rope, for small creatures) Snare (wood & rope, for medium creatures) Trap (steal, no teeth, small; 1d4 damage) Trap (steal, no teeth, medium; 1d8 damage) Trap (steal, no teeth, large; 2d6 damage) Trap (steal, teeth, small; 1d8 damage) Trap (steal, teeth, medium; 2d6 damage) Trap (steal, teeth, large; 3d6 damage) Lighting

Writing Supplies Item Ink (standard, black; for 20 sheets or 10 scrolls) Ink (Enque, black; for 10 sheets or 5 scrolls) Inkwell (glass, 1 oz.) Journal (leather, 6x9) Paper (10 sheets, cotton, 9x11) Quill (goose feather) Scroll (cotton, 5` long x 3` wide) Scroll (papyrus, 5` long x 3` wide) Scroll (parchment, 3` long x 3` wide) Scroll (vellum, 3` long x 3` wide) Scroll (copper, 2` long x 1` wide) Scroll Tube (light leather, 3` long) Scroll Tube (sealskin; waterproof, 3` long)

406

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Lore Table 11.2 | Class Items Tools & Equipment Item Alchemist's Stove (portable, tin) Anvil (Blacksmith, 25lbs.) Anvil (Blacksmith, 50lbs.) Anvil (Jeweler, 5lbs.) Bellows (handheld) Blacksmith Clamps Blacksmith Hammer Blacksmith Tongs Chisel (for wood) Chisel (for stone) Coal (1 lb.) Crowbar (iron) Crucible, clay - 6 oz bowl Crucible, clay - 12 oz bowl Falcon's Hood (leather) Falcon's Leash (leather) Falconer's Arm Brace (leather) File (for metal) File (for wood) Forge, portable Forge, stationary (w/ bellows) Hand Tools set (Alchemist) Hand Tools set (Jewler) Handsaw Hand Drill Hoe (iron, 1d6 damage) Knife, Carving Knife, Filleting Knife, Skinning Leather Drying Rack - 5` x 5` Leather Drying Rack, Portable - 1` x 1` Lock & Pick Set Mortar & Pestle (marble) Nails (12, iron) Pitchfork (iron: 2d8 damage) Pliers (iron, needle-nose) Pliers (iron, flat-nose) Pickaxe (iron, 2d8 damage) Rake (iron, 1d6 damage)

Cost

Slots

Tensile Strength

20sp 30sp 60sp 20sp 8sp 2sp 6sp 3sp 2sp 3sp 1sp 6sp 1sp 2sp 2sp 2sp 10sp 1sp 8cp 20sp 75sp 12sp 15sp 7sp 8sp 10sp 3sp 3sp 3sp 6sp 1sp 12sp 8sp 5cp 10sp 2sp 2sp 15sp 10sp

2 4 n/a 2 1 1 1 2 .5 .5 2 1 1 2 .5 .5 1 .5 .5 3 n/a 1 1 2 2 3 1 1 1 1 .5 3 2 .5 2 .5 .5 3 3

30 100 100 100 20 75 80 75 60 60 n/a 70 10 10 20 20 25 20 20 50 90 25 25 20 25 30 25 25 25 15 10 30 30 20 25 20 20 40 20

Fa n tas y R o l e pl ay i n g G a m e

407

Lore Item Retort (glass) Saw, Bow (iron) Shovel (iron; 1d8 damage) Sledge (iron, 10 lbs., 2d10 damage) Vial (clay, 2 oz.) Vial (clay, 4 oz.) Vial (clay, 6 oz.) Vial (glass, clear 2 oz.) Vial (glass, clear 4 oz.) Vial (glass, clear 6 oz.) Vial (glass, glazed 2 oz.) Vial (glass, glazed 4 oz.) Vial (glass, glazed 6 oz.) Vial, Double (glass, clear, 2 oz. ea.) Vial, Double (glass, clear, 4 oz. ea.) Vial, Double (glass, clear, 6 oz. ea.)

Cost

Slots

Tensile Strength

4sp 12sp 10sp 12sp 3cp 4cp 5cp 6cp 7cp 8cp 7cp 8cp 9cp 8cp 9cp 1sp

1 2 3 2 .2 .5 .5 .2 .5 .5 .2 .5 .5 .2 .5 .5

10 25 30 70 3 3 3 5 5 5 6 6 6 5 5 5

Cost

Slots

Tensile Strength

12sp 15sp 12sp 20sp 2sp 15sp

1 1 1 2 .5 1

10 15 10 20 15 12

Cost

Slots

Tensile Strength

1sp 5cp 1sp 1sp 5cp 12sp 4cp 8cp 2sp 6cp 4cp

1 1 1 .5 .5 3 .5 2 1 1 .5

20 15 20 20 16 40 15 10 20 15 15

Musical Instruments Item Bodhrán Drum, Hand Flute Lute Lute Strings (catgut) Pan Pipes

Table 11.3 | Consumable Items Cooking Supplies Item Baking Pan (8`` round, tin) Bowl (wood) Bowl (pewter) Cup (pewter) Cup (wood) Cauldron (iron, 2 quarts) Fork (iron) Oven Paddle (3` long, wood) Plate (8`` pewter) Plate (8`` wood) Spoon (iron)

408

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Lore Table 11.4 | Crafting Components Common Components Item (Found in most villages, towns, & cities)

Arsenic (2 oz. vial) Ash, Oak, Black (6 oz. vial) Ash, Oak, White (6 oz. vial) Bang Powder (2 oz.) Catalyst (explosive, 6 oz. vial) Catalyst (basic, 6 oz. vial) Clay (grey, 1 lb.) Clay (red, 1 lb.) Encasement (10 ea., dried gut) Ginger extract (6 oz. vial) Glue (fish gill extract, 10 lbs. hold, 4 oz. vial) Glue (horse hoof extract, 30 lbs. hold, 4 oz. vial) Glue (rice, 20 lbs. hold, 2 oz. vial) Hemlock extract (2 oz. vial) Iron shavings (4 oz.) Lead shavings (4 oz.) Leather Canvas (cow, 2` x 2`) Leather, strips (cow) - 4` x 1/2` Oil (almond, 6 oz.) Oil (cacia, 2 oz.) Oil (fish, 6 oz.) Oil (olive, 4 oz.) Phlebotium Solution (acidic, 6 oz. vial) Phlebotium Solution (basic, 6 oz. vial) Resin, Pine (6 oz. vial) Salt, Sea (4 oz.) Suet (kidney fat, 1 lb.) Tar (6 oz.) Turpentine (2 oz. vial) Wasp Poison (2 oz. vial) Wax (bees - 1 lb.) Wick (3 ea., cotton, 2``- 5 sec burn) Wick (3 ea., cotton, 4``- 10 sec burn) Wick (3 ea., cotton, 8``- 20 sec burn) Wick (3 ea., cotton, 1`- 30 sec burn) Wick (1 ea., cotton, 3` - 1.5 min burn) Wolfsbane extract (4 oz. vial) Wood Shavings (Oak, 1 lb.) Wood Shavings (Pine, 1 lb.)

Cost

Slots

Tensile Strength

10sp 6cp 6cp 4sp 6sp 6sp 2sp 2sp 2cp 6cp 8cp 4sp 1sp 2sp 4cp 8cp 4cp 4cp 6cp 1sp 6cp 8cp 6cp 6cp 6cp 8cp 1sp 6cp 8sp 4sp 1sp 1cp 2cp 3cp 6cp 6cp 4sp 2cp 2cp

.2 .5 .5 .2 .5 .5 1 1 n/a .5 .5 .5 .2 .2 .5 .5 1 1 .5 .2 .5 .5 .5 .5 .5 .5 1 .5 .2 .2 1 .5 .5 .5 .5 1 1 1 1

n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a 20 20 n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a 5 5 5 5 5 n/a n/a n/a

Fa n tas y R o l e pl ay i n g G a m e

409

Lore Uncommon Components Item (Found only in large towns & cities)

Ammonia (6 oz. vial) Brimstone, "Sulfur" (6 oz. vial) Calcium (6 oz. vial) Carbon (4 oz. vial) Gaul, "Vinegar" (4 oz. vial) Gypsum (6 oz. vial) Iodine (liquid, 6 oz. vial) Iodine (powder, 6 oz. vial) Limestone (6 oz. vial) Magnesium (6 oz. vial) Phosphate (6 oz. vial) Sodium Bicarbonate (Baking Soda) (6 oz. vial) Salt, Volcanic (black, 6 oz. vial) Thermite, "iron rust, boron, & magnesium" (6 oz. vial) Quicksilver, "Mercury" (6 oz. vial) Wax, Paraffin (6 oz. vial) Zinc (6 oz. vial)

Cost

Slots

Tensile Strength

6sp 6sp 6sp 8sp 8cp 6sp 6sp 6sp 6sp 6sp 12sp 6sp 6sp 18sp 12sp 6sp 6sp

.5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5

n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a

Cost

Slots

Tensile Strength

50sp 20sp 20sp 40sp 30sp 20sp 60sp 20sp 30sp 20sp

.5 .5 .5 .5 .5 .5 .5 .5 .5 .5

n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a

Cost

Slots

Tensile Strength

50gp 60gp 50gp 70gp 100gp 70gp

n/a .2 .2 .2 .2 .5

n/a n/a n/a n/a n/a 80

Rare Components Item (Found only in large cities)

Addler, Egg Shell (1 oz.) Addlevice, Stemen (1 oz.) Ahool, Feces (1 oz.) Ash, Candlewood (1 oz.) Blackbow, Powder (1 oz.) Knight-Stalker extract (1 oz.) Resin, Candlewood (1 oz.) Urine, Old Male Aurochs (1 oz.) Wooly Mammoth, Placenta (1 oz.) Xylopod Spores (1 oz.) Unique Components Item (Found only on the Black Market or through quests)

Phoenix Tail Feather (1) Phoenix Heart (1 oz. vial) Phoenix Tears (1 oz. vial) Red Dragon's blood (1 oz. vial) Red Dragon's heart (1 oz. vial) Red Dragon's tooth (1)

410

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Lore Table 11.5 | Storage Containers Item “Slot” information for items listed below refers to the number of slots the item can carry (1 slot = 50 coins; see Chapter 12 for coin weights).

Chest (wooden, 1` wide x 1` deep x 6`` high) Chest (wooden, 2` wide x 1` deep x 6`` high) Chest (wooden, 3` wide x 2` deep x 1` high) Chest, 2`` false-bottom (wooden, 1` wide x 1` deep x 8`` high) Chest, 3`` false-bottom (wooden, 1` wide x 1` deep x 12`` high) Chest (metal, 1` wide x 1` deep x 8`` high) Chest (metal, 2` wide x 1` deep x 1` high) Crate (wooden, 3` wide x 3` deep x 3` high) Crate (wooden, 3` wide x 3` deep x 5` high)

Cost

Slots

Tensile Strength

10sp 18sp 25sp 25sp 40sp 18sp 25sp 12sp 15sp

5 10 15 5 10 20 35 35 50

20 25 25 55 60 60 60 25 30

Cost

Slots

Tensile Strength

15sp 20sp 25sp 35sp 35sp 45sp

1 2 3 4 4 5

30 30 30 30 30 30

Cost

Slots

Tensile Strength

5cp 7cp 1sp 1sp 3sp 6sp 2sp 4sp 6sp 6sp 8sp 10sp 2cp 4cp 6cp 8cp

.5 1 1.5 .5 1 1.5 2 3 5 2 3 5 5 7 10 14

8 8 8 25 25 25 12 12 12 25 25 25 15 (10 lbs.) 15 (20 lbs.) 15 (30 lbs.) 15 (40 lbs.)

Coverings & Canvases Item Tarp (canvas, waterproof, 5`x 8`) Tarp (canvas, waterproof, 8`x 12`) Tarp (canvas, waterproof, 10`x 20`) Tarp (canvas, waterproof, 15`x 30`) Tarp (canvas, waterproof, 20`x 20`) Tarp (canvas, waterproof, 20`x 40`) Pouches, Sacks, Bags & Packs Item “Slot” information for items listed below refers to the number of slots the item can carry (1 slot = 50 coins; see Chapter 12 for coin weights).

Money Pouch (small, cloth) Money Pouch (medium, cloth) Money Pouch (large, cloth) Money Pouch (small, leather) Money Pouch (medium, leather) Money Pouch (large, leather) Side Pouch (small, cloth) Side Pouch (medium, cloth) Side Pouch (large, cloth) Side Pouch (small, leather) Side Pouch (medium, leather) Side Pouch (large, leather) Sack (small, burlap) Sack (medium, burlap) Sack (large, burlap) Sack (x-large, burlap)

Fa n tas y R o l e pl ay i n g G a m e

411

Lore Item Messenger Bag (standard, leather) Messenger Bag (large, leather) Rucksack (small, canvas) Rucksack (medium, canvas) Rucksack (large, canvas) Explorer’s Pack (canvas) Adventurer’s Pack (canvas)

Cost

Slots

Tensile Strength

15sp 20sp 15sp 20sp 25sp 30sp 35sp

6 10 10 14 20 22 28

30 30 25 25 25 30 30

Cost

Slots

Tensile Strength

225sp 75sp 200sp 275sp 75sp 150sp 50sp 40sp 200sp 150sp

n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a

300 200 300 350

Table 11.6 | Transportation Land Item Carriage (4 wheels) Cart (2 wheels) Chariot (1 person, wooden) Chariot (2 person, wooden) Horse (riding) Horse (war) Mule (pack) Pony Wagon, Heavy (4 wheels) Wagon, Light (4 wheels)

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see Creature Codex I see Creature Codex I see Creature Codex I see Creature Codex I

500 400

Lore CHAPTER 12

Miscellaneous Information T

he following pages contain instruction about some unique aspects of Lore not covered in the previous chapters. Here you will find information about commerce, coinage, and the value of gems (Monetary System), how to build your character’s influence and notability before others (Renown), moral values and worldview (Alignment), the nature of reading materials (Scrolls), the use of potions and their effects (Potions), rules for determining the language ability of a character (Languages), modifiers for combat based on a creature’s size (Size), physical sensitivities related to the five senses of vision, hearing, taste, smell, and touch (Physical Senses), and weather charts (Weather) that are at least as helpful, and maybe even more accurate, than your local meteorologist! The information contained in this chapter provides useful reference materials for Loremasters and players alike who want to introduce some unique elements into a campaign. As you delve into the contents below consider the Pirate’s Code, “this chapter is more what you’d call ‘guidelines’ than actual rules.” Use the information as you see fit. As such, a gem’s value may be worth more in one region of a world than in another. Renown in a small town where the players are well known might be a great advantage in the market square, but two villages over the same character may pay the same amount of silver for an item as everyone else. Essentially, if it’s not found somewhere in the rest of the book it has been probably been addresses here.

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Lore Monetary System In Lore the practice of bartering is very common, but equally as common is the exchange of coins and/or other items in return for goods and services. On the whole, everyday commerce is conducted by the masses using copper pieces, which can be found in most homes and businesses. Copper is used for the purchase of small goods, a meal, or a night’s stay at an Inn. However, depending on the local economy, a few copper pieces may only buy you a loaf of bread. Silver is common-enough and valued at ten times the value of one copper piece (1 silver = 10 copper), giving it a substantially higher value. Silver is frequently found among the merchant class of society and is used as the standard in most trade exchanges and for the purchasing of larger types of gear and supplies. Highly regarded and valued by all is gold, which is worth one hundred silver pieces, or one thousand copper pieces (1 gold = 100 silver or 1000 copper). One gold piece represents substantial buying power, with a pouchfull being equal to the entire financial wealth of most small hamlets. Those who trade in gold are accustomed to the finer things in life, which generally represents the aristocracy of society. At the top of the scale is utilium, the most-prized and sought after coinage in the known realms, which is equal in value to one hundred gold pieces. Utilium is the currency of kingdoms and is used for the purchase and trade of lands, castles, and paying recompense for war. 1 silver = 10 copper 1 gold = 100 silver or 1000 copper 1 utilium = 100 gold or 10,000 silver or 100,000 copper Currency Weight & Size Coins, regardless of their material makeup (copper, silver, gold, utilium), are of the same physical size and dimension though they vary in weight due to the elements from which they are made. For the purpose of measuring encumberance, utilium is an element that is ten times heavier than gold, which is ten times heavier than silver, which is ten times heavier than copper. The following comparison chart is provided for the purpose of determining how many coins of a certain value a character can carry depending on their Might trait score. The chart does not relate to the value of individual coin types. For reference, (10) ten gold pieces weigh one pound, or .5 kilograms. Size and load limits of various containers can be found in Chapter 11.

Table 12.1 | Coin Weight Comparisons

414

Utilium

Gold

Silver

Copper

1 Utilium =

1

100

100

1000

1 Gold =

-

1

10

100

1 Silver =

-

-

1

10

1 Copper =

-

-

-

1

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Lore Gems are also a valid currency used in the exchange of goods and services. Each gem listed below assumes a one carat dimension with no magical or sacred enhancements. Values represent standard conversion rates, which can vary from region to region depending on local supply and demand. Ultimately, gem values are set at the discretion of the Loremaster. Gems and values listed below are for one gem only and are organized alphebetically.

Table 12.2 | Gem Values Gem

Value

Gem

Value

Amber

5 sp

Opal

60 sp

Amythest

20 sp

Pearl (black)

70 sp

Beryl (Elfstone/Moonstone)

40 sp

Pearl (golden)

50 sp

Blackbow (Dwarfstone/Khazad Stone)

40 sp

Pearl (pink)

30 sp

Diamond

10 gp

Pearl (white)

10 sp

Dragon Eye

100 gp

Quartz (clear)

20 sp

Emerald

1 gp

Quartz (rose)

25 sp

Garnet

10 sp

Ruby

1 gp

Jade

5 sp

Sapphire

50 sp

Lapis Lazuli

1 gp

Tiger’s Eye

10 sp

Malachite

1 gp

Topaz

10 sp

Obsidian

50 sp

Turquoise

20 sp

Onyx

50 sp

Renown Renown relates to a character’s reputation, whether good or bad. A positive Renown score signifies a good reputation equating to a fair, compassionate, lawful individual, while a negative Renown score represents an individual who is perceived as chaotic, immoral, or evil in nature. Renown can be obtained through the completion of quests or granted by the Loremaster in response to certain actions on the part of a player. For example, saving the life of another individual could earn a character ten Renown points or more depending on how famous the person is. Killing innocent people or being discovered a thief, however, would earn a character negative Renown points. As a character increases in their renown, either positive or negative, they gain modifiers to various game checks such as diplomacy, streetwise, bluff, and intimidate. Modifiers related to renown can be found in Table 12.2 below. In the context of a party, multiple characters can add their Renown modifiers together to produce a better modifier, although positive and negative Renown scores from individual characters can cancel each

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Lore other out. Because every party will possess an overall Renown score the actions of one party member does affect the party as a whole. As such, a Thief who is caught stealing may be awarded negative Renown points by the Loremaster, which in turn will affect the party’s overall Renown score. During gameplay, a party with a negative Renown score may be unwelcome in certain taverns or villages and discover that prices for goods and services can suddenly increase when they arrive. Conversely, a party with a positive Renown score may be given a free meal or stay at a local inn and receive discounts for goods and services they want or need.

Table 12.3 | Renown Modifiers Renown Score

General Response

100,000 75,000 50,000 20,000 10,000 4,000 2,000 1,000 500 200 100 0 -100 -200 -500 -1,000 -2,000 -4,000 -10,000 -20,000 -50,000 -75,000 -100,000

You are a hero of legend throughout the land Kings seek to employ you for their service Everyone everywhere begs your help Bards sing of your great deeds You received free lodging and food where you stay out of admiration No one wants to pick a fight with you Strangers know and speak of your name with admiration People stop and smile when you approach You are looked upon favorably by the local city leadership You are known and looked upon favorably by the local population You are known by name at the local tavern as a friend You are unknown except to family and friends You are known by name at the local tavern as a ruffian You are known and looked upon unfavorably by the local population You are looked upon unfavorably by the local city leadership People hide or look away when you approach Strangers know and speak of your name with trepidation Everyone wants to pick a fight with you You received free lodging and food where you stay out of fear Bards sing of your horrible deeds Everyone everywhere begs you to stay away Kings seek to capture you due to your deeds You are a villain of legend throughout the land

Diplomacy/ Streetwise Modifier 1

Buying Discount 2

Attack Modifier 3

+20 +18 +16 +14 +12 +10 +8 +6 +4 +2 +1 +1 +2 +4 +6 +8 +10 +12 +14 +16 +18 +20

50% 45% 40% 35% 30% 20% 10% 10% 20% 30% 35% 40% 45% 50%

+10 +8 +6 +4 +2 +1 +1 +2 +4 +6 +8 +10

1 Diplomacy/Streetwise Modifier - While this modifier does not increase a character’s rank in the Diplomacy or Streetwise skills, it can be added to any checks related to them, or to check involving bluffing and intimidation. 2 Buying Discount - When purchasing goods and services in a town where a character’s Renown is known this discount will apply. 3 Attack Modifier - The rumors of your greatness have gone before you causing those you encounter to feel intimidated granting you a bonus to attack.

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Lore Alignment In Lore, there are no assigned alignments for characters to adhere to. Instead, a preferred moral distinction is built into many of the classes. For instance, a Cavalier will tend to look out for those who cannot protect themselves, while a Knight will typically be more concerned with protecting the interest of a particular lord or municipal entity. And a Warrior might be viewed as neutral toward most issues, exhibiting good and bad actions from time-to-time. In lieu of alignments, Lore uses Renown as described above to help bring balance to the game and give Loremasters a way of holding players accountable for their actions.

Potions & Toxins Potions are liquid concoctions composed of various chemical substances that typically come in three or four ounce containers. Usually the creation of an Alchemist or Apothecary, potions are designed to bring about some type of unique effect within the one who consumes them. There are five categories of potions: Enhancement, Death, Restoration, Impairment, and Transformation. Potions that grant the restoration of life points, enrichment of trait abilities, or some other enhancement usually fall in the Enhancement and Restoration categories. Potions in the Transformation category can be good or evil depending on the results they produce. For example, giving someone lycanthropy is usually considered and evil action, whereas giving someone the ability to transform their gender could be seen as a positive action. Ultimately, the person drinking the potion determines if the outcome is good or bad. Potions can also be used to reduce life points, inhibit trait abilities, as well as inflict physical or mental impairment and pain. These types of potions are called poisons and can be plant, animal, chemical, or magically based. (More information regarding the toxicity of plant and animal-based poisons can be found in the Creature Codex I.) Poisonous potions generally fall in the Impairment or Death categories. Impairment potions are created to induce vomiting and other characteristics commonly associated with illness and usually result in negative attack modifiers and/or reduced Might, Agility, Initiative, and Awareness. This category of potions can also paralyze its target, rendering them unable to move or act until the effect of the solution wears-off or is removed by ingestion of a counter-potion or incantation. Death type potions, as the word infers, are poisons that result in death if ingested. The time it takes for a poison to bring about the death of its target will depend on the strength of the substance. All poisons can be overcome with a successful Trait check: Vitality, depending on the strength of the poison. All potions are listed with a “strength” value which relates to the Vitality check value required to thwart the effect of the potion along with the potion’s duration, activation time, and other important characteristics associated with the solution. It is important to remember that when consuming any kind of potion, a player is required to roll a d20 to see if their character experiences any side effects from the ingested substance. If the player rolls a 1 or 2 then consult Table 12.4 below to determine what side effect occurs. Side effects will manifest within five minutes of consuming a potion and will last one hour unless otherwise stated.

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Lore Table 12.4 | Potion Side Effects Roll (d20) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15-20

Side Effect Unconscious (character is unable to act in any way for 30 minutes) Light causes skin to blister (1d6 damage per round until out of light) Loss of motor skills (-4 to all Agility checks, -4 to attack, 1/2 damage) Serious allergic reaction: difficultly breathing (-3 to all Agility checks, -3 to attack, 1/2 damage) Nausea, mild (-3 to attack & 1/2 damage) Mild allergic reaction: sneezing every 6 seconds for 15 minutes (-2 to attack & 1/2 damage) Drowsy (-1 to attack & 1/2 damage) Debilitating headache (all sounds 4x louder than normal, -1 to attack) Hallucinations (Loremaster’s discretion) False sense of euphoria (character susceptible to making unsafe decisions) Loss of all memory of the last two days (memory returns the next day) Depression (general lack of enthusiasm) Mild headache Ravenously hungry for one hour No side effect

A liquid substance that is akin to potions, though usually non-lethal in nature, is alcohol. Designed to dull the senses of its consumer, alcohol if ingested in large amounts can affect a character’s Awareness, Initiative, Agility, and Intellect abilities equally. Table 12.5 below lists the negative affects alcohol has on a character/ creature according to size (see Table 12.7). Modifiers listed apply to all checks associated with any of the four abilities listed above for a period of three hours after ingestion.

Table 12.5 | Effects of Alcohol by Creatures Size Pints Ingested

418

Creature Size

(Modifers apply to checks against Awareness, Initiative, Agility, and Intellect)

Tiny

Small

Medium

Large

Huge

Giant

Mammoth

Colossal

1

-2

2

-3

-1

-

-

-

-

-

-

-2

-1

-

-

-

-

-

3

-4

-3

-2

-1

-

-

-

-

4

-5

-4

-3

-2

-1

-

-

-

5-7

-6

-5

-4

-3

-2

-1

-

-

8-9

-7

-6

-5

-4

-3

-2

-1

-

10+

-8

-7

-6

-5

-4

-3

-2

-1

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Lore Below is a listing of common potions that can be purchased. Each potion lists a brief description of the potion’s effect along with the potion’s Category type (Enhancement, Death, Restoration, Impairment, Transformation), Strength (i.e. Vitality check value to resitst potion’s effect, if applicable), Cost, Activation Time, Duration, and Effect/Damage. Encounter Points, Aether Description: A deep green, pine scented potion that grants 20 additional Aether-based encounter points to the one who consumes it. Category: Enhancement Strength: n/a Cost: 40sp Activation Time: Instant Duration: Until end of encounter Effect/Damage: (3 oz.) Grants 20 Aether-based encounter points

Encounter Points, Mana Description: A blue, pineapple scented potion that grants 20 additional Mana-based encounter points to the one who consumes it. Category: Enhancement Strength: n/a Cost: 40sp Activation Time: Instant Duration: Until end of encounter Effect/Damage: (3 oz.) Grants 20 Mana-based encounter points

Encounter Points, Martial Description: A brown, earthy scented potion that grants 20 additional Agility-based encounter points to the one who consumes it. Category: Enhancement Strength: n/a Cost: 40sp Activation Time: Instant Duration: Until end of encounter Effect/Damage: (3 oz.) Grants 20 Agility-based encounter points

Forgetfulness Description: A beige liquid that when ingested will completely erases drinker’s memory of everything that has transpired over the previous forty-eight hours. The smell is familiar, but you cannot remember why.

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Lore Category: Impairment Strength: Vitality 15 Cost: 40sp Activation Time: 30 seconds Duration: Permanent (unless reversed by antidote; see Restore Memory potion) Effect/Damage: (3 oz.) Complete loss of memory of previous 48-hours

Hallucination Description: A grey, mushroom scented liquid produces an instant sense of euphoria that transforms one minute later into realistic, violent hallucinations of ghastly attackers. Category: Impairment (Alchemist’s concoction) Strength: Vitality 15 Cost: 40sp Activation Time: 30 seconds (1 minute until hallucinations begin) Duration: 1 hour Effect/Damage: Victim suffers -10 to attack and 1/2 damage

Healing Draught I Description: A pink, peach scented liquid that restores 10 life points. Category: Restoration (Alchemist’s concoction) Strength: n/a Cost: 10sp Activation Time: Instant Duration: n/a Effect/Damage: Restores 10 life points

Healing Draught II Description: A ruby red, strawberry scented liquid that restores 20 life points. Category: Restoration (Alchemist’s concoction) Strength: n/a Cost: 20sp Activation Time: Instant Duration: n/a Effect/Damage: Restores 20 life points

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Lore Invisibility Description: A clear, odorless liquid that renders drinker invisible, though they remain fully corporeal and continue to emit sound and scent. Category: Enhancement Strength: n/a Cost: 1gp Activation Time: Instant Duration: 30 minutes Effect/Damage: Renders drinker invisible

Levitation Description: A cloudy liquid that feels deceptively light causing drinker to become weightless and hover four feet (1.2m) above the ground. Drinker can be pushed or pulled in any direction, and if not tethered, can blow away. Upon potion’s effect ending drinker will immediately drop to the ground. Category: Enhancement Strength: n/a Cost: 1gp Activation Time: Instant Duration: 30 minutes Effect/Damage: Causes drinker to levitate 4` above ground

Lycanthropy Description: This charcoal colored, wet fur scented liquid will not produce an affect until the next full moon, at which time drinker will become lycanthropic and transform into a Wererat (consult the Creature Codex I for statistics and attributes of creature). Category: Transformation Strength: Vitality 15 Cost: 50sp Activation Time: Instant (transformation upon exposure to lunar beams or their equivalent) Duration: Permanent Effect/Damage: Induces lycanthropic transformation into Wererat when exposed to moon beams

Poison, Cure Description: This amber-colored potion that tastes like vinegar and smells like cheap wine helps to neutralize the effects of other poisons, granting drinker +10 to their Vitality check. Category: Restoration Strength: +10 Vitality check Cost: 20sp

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Lore Activation Time: Instant Duration: n/a Effect/Damage: Grants +10 to Vitality check related to any poison

Poison, Death Description: A white liquid that is both tasteless and odorless that causes the blood of the drinker to congeal leading to death within a five minutes. Category: Death Strength: Vitality 15 Cost: 80sp Activation Time: 5 minutes Duration: Permanent Effect/Damage: Congeals drinker’s blood leading to death.

Poison, Paralysis Description: An apricot-colored liquid, with the taste and smell of almonds, that renders drinker physically paralyzed. Unless rendered unconscious through physical means drinker is completely aware of their surroundings (hearing, taste, smell, feeling, sight), though they are unable to interact or respond in any way except to blink their eyes. Category: Impairment Strength: Vitality 15 Cost: 70sp Activation Time: 1 minute Duration: 1 hour Effect/Damage: Drinker paralyzed

Resistance to Cold Description: A milky-white, peppermint scented liquid that grants drinker resistance against cold damage. While in effect, drinker takes no damage from natural cold and only ½ damage from magical-based cold attacks. Category: Enhancement Strength: n/a Cost: 30sp Activation Time: Instant Duration: 30 minutes Effect/Damage: Complete resistance against natural cold damage and only ½ damage from all magicallybased cold damage

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Lore Resistance to Fire Description: A black, sulpher scented liquid that grants drinker resistance against fire damage. While in effect, drinker takes no damage from natural fire and only ½ damage from magical-based fire attacks. Category: Enhancement Strength: n/a Cost: 30sp Activation Time: Instant Duration: 30 minutes Effect/Damage: Complete resistance against natural fire damage and only ½ damage from all magicallybased fire damage

Restore Limb Description: A purple, prune scented liquid that will restore any one missing body part, such as an eye or arm. Category: Restoration Strength: n/a Cost: 2gp Activation Time: Instant Duration: Permanent Effect/Damage: Restores any one missing body part.

Restore Memory Description: A grayish-green, rosemary scented potion that restores drinker’s memory. Effective against Forgetfulness potions. Category: Restoration Strength: n/a Cost: 40sp Activation Time: Instant Duration: Permanent Effect/Damage: Restores drinker’s memory

Sleeping Draught Description: A powder blue, vanilla/cinnamon scented, milky potion that causes drinker to fall into a deep slumber. Category: Impairment (Alchemist’s concoction) Strength: Vitality 15 Cost: 20sp Activation Time: 30 seconds Duration: 1 hour Effect/Damage: Caused drinker to fall asleep; (only loud noise or sharp pain will awake drinker)

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Lore Scrolls Scrolls serve a wide variety of uses within society, from recording public notices to governmental rules and information. They are also easily transportable repositories for spells, rituals, prayers, alchemical recipes, and musical tones if you have the right type of ink. While campaigners will encounter many scrolls in their adventures, some may only contain correspondence or lists for the marketplace. Most valued, however, are those with magical qualities—scrolls written with a specially prepared alchemy ink called Enque that makes them capable of absorbing and holding the forces of Mana, Aether, or Spirit. Any class or race can read a magical scroll as long as the user is capable of reading the language in which the scroll is written. When a scroll is read out loud its incantational properties are released. Once read, except for copper, the scroll is instantly consumed and disappears from the page. Scrolls are found in five different media formats and listed below in order of least to most durable. Aether scrolls are always written on cotton, papyrus, or copper as Druids and Atavists refrain from using animal skins. Cotton. Fabricated from the cotton plant, cotton scrolls are the least costly to produce and are lightweight for carrying. They are, however, easily subject to the effects of aging and quickly damaged by fire or water, either of which can render a cotton scroll useless. Papyrus. Imported from wet or swampy climates, this medium is produced from the pith of reed plants and is somewhat more costly than cotton. Though more resistant to water and age, papyrus is just as susceptible to fire as cotton. Parchment. Parchment is considered a “living” medium as it is produced from the skin of an animal. As such, parchment is costly in nature. It takes to Enque well along with other forms of writing compounds. More resistant to water, age, and fire than cotton and papyrus, parchment is commonly used by the wealthy and more reputable scriveners because of its durability and longevity. Parchment is also the most popular medium for recording Mana and Spirit incantations. Vellum. Exclusively fabricated from calfskin, vellum scrolls are more costly to produce and obtain than parchment. Often decorated with ribbons and secured with wax seals, vellum texts make use of ornate, wooden scroll handles. Typically, only the most potent invocations are recorded on vellum and tend to have glyphs attached to help protect them from age, water, and fire. Copper. Very rare in occurrence, copper scrolls possess a unique quality that allows them to hold a number of “charges” of a particular incantation. Unlike cotton, papyrus, parchment, and vellum— scrolls that are consumed when read aloud—an incantation recorded on a copper scroll can be read several times, the number being only known by the Loremaster. Magical copper scrolls are the most costly to produce as incantations are recorded on rolled copper sheets using Enque, with any mistake requiring the practitioner to discard the sheet and begin again. The gullies produced in the copper sheet from the scribing process are imbued with either the Mana, Aether, or Spirit force. With each reading, the ink on the copper sheet grows less and less visible. Copper scrolls may develop a green patina with age and are very malleable, are completely resistant to water, and are able to survive a great deal of heat before melting (1,984F/1,085C). Some of the oldest scrolls known to exist are copper in nature.

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Lore Languages The number of languages known by a character is determined by their Intellect trait score. The higher a character’s Intellect the greater number of languages they know beyond their racial tongue. The common language spoken by most is the language of Humans due to their high population. Players may select a language equal to or lower than allowed by their Intellect score according to Table 12.6. Characters with exceptionally low Intellect scores are limited to speaking only their racial language and may even be unable to read or write it.

Table 12.6 | Language Selection Intellect Score

Number of Languages Known by Character

Languages Available

1–4 5–8 9–13 13–16 17–19 20–22 23+

Speaks only Racial language Speaks, reads & writes Racial language Knows Racial language & Common +1 language beyond Racial & Common +2 languages beyond Racial & Common +3 languages beyond Racial & Common +4 languages beyond Racial & Common

Racial language Racial language Racial & Common Elven (Common), Dwarven, Bykken, Goblin Woodkin, Woaden, Hobgoblin Elven (High), Orcish, Hill Giant Chosen by Loremaster (see chart below)

Below is a list of all known, spoken languages arranged alphabetically. It is not exhaustive as there are sentient beings unknown to all but the bravest adventurers. For more information regarding the culture from which each language originates consult that creature’s description in the Creature Codex I. Loremasters may select additional languages from the list below for characters with an Intellect score of twenty-three or higher. Spoken Languages Amphoids

Elemental, Air

Goblin

Sarff-Dyn

Armacyst

Elemental, Earth

Gryphon

Satyr

Bykken

Elemental, Fire

Harpy

Sidhe

Centaur

Elemental, Plasma

Hippogriff

Tanddaearol

Dragon, Azure

Elemental, Water

Hobgoblin

Troll, Bridge

Dragon, Green

Elven (Common)

Kobold

Troll, Cave

Dragon, Obsidian

Elven (High)

Margygr

Troll, Forest

Dragon, Red

Fae

Minauroch

Troll, Hill

Dragon, White

Fennris

Minotaur

Ungol-Spider

Dryad

Giant, Cave

Orge

Woaden

Dwarven (Common)

Giant, Frost

Orc

Woodkin

Dwarven (High)

Giant, Hill

Progenitor

Denestry

Gnome

Quiverling

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Lore Size “It was this big” starts many a good fishing tales, but in reality what’s big to one person might be considered small to another. So how big is “big” and how small is “small?” To determine where a creature fits into the ecology of Lore simply consult the table below (Table 12.7). In addition to categorizing the proportions of creatures we have also included a second table regarding the effect a creature’s size has on their attack ability (Table 12.8).

Table 12.7 | Size Chart Size & Life Points per Level

Tiny (-2 LPs per level) Small (-1 LPs per level) Medium Large Huge (+2 LPs per level) Giant (+4 LPs per level) Mammoth (+8 LPs per level) Colossal (+16 LPs per level)

Height

Weight

1`-2` / .3-.6m 2`-4` / .6-1.2m 4`-7` / 1.2-1.8m 7`-12` / 1.8-3.7m 12`-20` / 3.7-6m 20`-35` / 6-10.7m 35`-60` / 10.7-18.3m 60`-100` / 18.3-30.5m

less than 40lbs/18kg 40-80lbs / 18-36kg 80-200lbs / 36-68kg 200-350lbs / 68-136kg 350-600lbs / 136-272kg 600-1,500lbs / 272-680kg 1,500-5,000lbs / 680-2,268kg 5,000-20,000lbs / 2,268-9,072kg

Table 12.8 | Attack Modifiers based on Size

426

Tiny

Small

Medium

Large

Huge

Giant

Mammoth

Colossal

Tiny

-

-

-

-1

-2

-3

-4

-5

Small

-

-

-

-

-1

-2

-3

-4

Medium

-

-

-

-

-

-1

-2

-3

Large

-1

-

-

-

-

-

-1

-2

Huge

-2

-1

-

-

-

-

-

-1

Giant

-3

-2

-1

-

-

-

-

-

Mammoth

-4

-3

-2

-1

-

-

-

-

Colossal

-5

-4

-3

-2

-1

-

-

-

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Lore Physical Senses “You’re too sensitive” might actually be true in the world of Lore, but without the high drama. Genetics it seems, has gifted—or cursed—races with differing receptors for the five basic senses of sight, taste, touch, hearing, and smell. While some races can see quite well with little more than starlight, others stumble in the dark. There are those who can detect each individual spice in a stew while another may sense nothing more than, “tastes okay to me.” Below you’ll find all five senses and how to gauge them. For example, an Elf with acute ears has a better chance of hearing a distant sound than a Dwarf, whereas a Dwarf, who knows rock like the back of their hand has a much higher sensitivity to touch than a Human, and are better at locating hidden entrances. The below table is where you would turn when someone discovers a magical item that affect the senses, such as a helm that grants its wearer highly sensitive vision. All modifiers listed apply to game checks associated with the related physical sense. Common descriptive terms are included with both Vision and Hearing senses, with Vision also showing what percentage of light must be present for that level of sight to see as if it where daylight. If the required amount of light is not present for “low,” “very low,” and “no” sensitivity levels of vision then the listed modifier is applied. Conversely, for “highly sensitive” and “sensitive” levels of vision only a minimal amount of light need be present for the vision modifier to be in effect.

Table 12.9 | Senses Modifiers Highly Sensitive Vision Hearing

+3

Dark Vision (5+% light)

+3

Sensitive +1

Low-light Vision (20+% light)

+1

Normal -

Normal Vision (30+% light)

-

Low Sensitivity -1

Day Vision (40+% light)

-1

Very Low Sensitivity -3

Very Low Vision (50+% light)

-3

No Sensitivity -6

Blind (n/a)

-6

Acute Hearing

Sensitive Hearing

Normal Hearing

Dull Hearing

Hard of Hearing

Deaf

Taste/Smell

+3

+1

-

-1

-3

-6

Touch

+3

+1

-

-1

-3

-6

Dark Vision. Ability to see enough to read, write, and distinguish physical features on other creatures as thought it were daylight with only 5% light present. Also called Starlight vision by some (i.e. night, day, and new moon).   Low-Light Vision. Ability to see enough to read, write, and distinguish physical features on other creatures as thought it were daylight with only 20+% light present (i.e. pre-dawn to post-dusk light and half moon).   Normal Vision. Ability to see enough to read, write, and distinguish physical features on other creatures as thought it were daylight with only 30+% light present (i.e. dawn to dusk and full moon). Day Vision. Requires daylight (40+% light) to be able to see well enough to read, write, and distinguish physical features on other creatures (i.e. post-dawn to pre-dusk light).   Very Low Vision. Requires daylight (50+% light) to be able to see well enough to read, write, and distinguish physical features on other creatures (i.e. pre to post-midday light). Creatures with this level of vision can only see normally during midday light conditions and will be limited in sight when light conditions reach 50% or less.   Thermal Vision. Ability to see heat signatures in 50% light conditions or lower.

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Lore Weather Should you pack your fur-lined cape or will your light linen tunic do? However you weather the weather, whether you like it or not, you’ll find this table useful. No matter what the forecast, some Wizard or Druid is bound to force the worst storms on you and your traveling companions, withering whatever weather you’d rather.

Table 12.10 | Spring Roll (1d6)

Weather Condition

1

Cloudy, Light rain, 70 degrees (no affect)

2

Cloudy, Light breeze, 75 degrees (no affect)

3

Sunny, Light breeze, 80 degrees, dry 30% humidity (no affect)

4

Sunny, Calm, 85 degrees, dry 30% humidity (no affect)

5

Sunny, Calm, 90 degrees, dry 30% humidity (no affect)

6

Sunny, Calm, 95 degrees, dry 30% humidity (no affect)

Table 12.11 | Summer Roll (1d6)

Weather Condition

1

Cloudy, Light breeze, 80 degrees (no affect)

2

Sunny, Light breeze, 90 degrees, dry 30% humidity (no affect)

3

Sunny, Calm, 95 degrees, dry 30% humidity (no affect)

4

Sunny, Calm, 100 degrees, dry 30% humidity (-1 “to attack”)

5

Hot & Sunny, Calm, 110 degrees, dry 30% humidity (-2 “to attack”)

6

Very Hot & Sunny, Calm, 120 degrees, dry 30% humidity (-3 “to attack”)

Table 12.12 | Fall Roll (1d6)

428

Weather Condition

1

Cloudy, Light rain, 65 degrees (no affect)

2

Cloudy, Light breeze, 70 degrees (no affect)

3

Sunny, Light breeze, 75 degrees, dry 30% humidity (no affect)

4

Sunny, Calm, 80 degrees, dry 30% humidity (no affect)

5

Sunny, Calm, 85 degrees, dry 30% humidity (no affect)

6

Sunny, Calm, 90 degrees, dry 30% humidity (no affect)

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Lore Table 12.13 | Winter Roll (1d6)

Weather Condition

1

Cloudy, Blowing snow, 30 degrees (-2 “to attack”)

2

Cloudy, Light snow, 35 degrees (-1 “to attack”)

3

Cloudy, Light rain, 50 degrees (no affect)

4

Cloudy, Light breeze, 60 degrees (no affect)

5

Sunny, Light breeze, 70 degrees, dry 30% humidity (+1 “to attack”)

6

Sunny, Calm, 80 degrees, dry 30% humidity (no affect)

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Lore APPENDIX A

Character Sheets

There are four types of character sheets in Lore. One for Martial classes (used for Fighters, Protectors, Rangers, and Rogues), one for the Arcane, Nature, and Sacred classes (used for Runecrafters, Wizards, Atavists, Druids, Confessors, and Emissaries) and one each for the Knowledge classes of Alchemists and Bards. The following pages contain the front page of each of the four types of character sheets and one back page that can be used with any of the character classes along with four additional pages for recording Combat Maneuvers, Incancations, Musical Tones, and Concoctions. These sheets have been included here for your personal use only and can be copied from the following pages or downloaded from GameFacePublishing. com.

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Lore

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Lore APPENDIX B

Quick Reference Charts Steps for Leveling Up a Character Critical Hit Chart (Melee, Range & Incantation) Critical Miss Chart (Melee & Range) Critical Miss Chart (Incantations & Musical Tones) Combat Maneuvers by Encounter Point (EP) Cost Runecrafter Spells by Encounter Point (EP) Cost Wizard Spells by Encounter Point (EP) Cost Atavist Rituals by Encounter Point (EP) Cost Druid Rituals by Encounter Point (EP) Cost Confessor Prayers by Encounter Point (EP) Cost Emissary Prayers by Encounter Point (EP) Cost Musical Tones by Encounter Point (EP) Cost Alchemist Concoctions by Cost

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Lore Steps for Leveling Up a Character As a character advances in level so will their traits, combat abilities, and other skills. In order to make sure a character takes advantage of level enhancements simply follow the below steps when increasing from one level to the next.

Step 1 - Consult Table 4.1 to determine how many additional Encounter Points you receive per encounter based on the appropriate corresponding Trait, as well as how many Incantations (if you are playing an Arcane, Nature, or Sacred class) your character receives per level based on their Intellect score. Step 2 - Consult Table 5.2 to determine how many additional Life Points you receive base on the class specialization of your character Step 3 - Consult Table 5.3 to determinge what enhancements related to Trait Points, Skill ranks, Life Points, Renown, and Combat Maneuvers (if you are playing a Martial class) you receive each level of advancement. Step 4 - Consult the "Class Advancement" section in your class specialization (see Chapter 5) to determine if you receive any additional Skills, Trait modifiers, or other enhancements.

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441

Lore Critical Hit Chart (Melee & Range) Roll (d%) 1–20 Regular rolled damage

442

Result

21–55

Full damage (no roll required)

56–60

Full damage; +2 to next attack roll

61–65

Full damage; +3 to next attack roll

66–70

Full damage and target’s weapon is destroyed (if bladed weapon target can continue to use at ½ damage and -3 to attack)

71–75

Full damage and target knocked prone unless Trait check: Agility 6 (+1 per level of attacker)

76–80

Full damage and attacker makes an additional basic attack

81–85

Full damage and target stunned for 1d4 rounds unless Trait check: Vitality 6 (+1 per level of attacker)

86–90

2x full damage; +2 to next attack roll

91–95

2x full damage and target knocked prone unless Trait check: Agility 6 (+1 per level of attacker)

96–98

2x full damage and attacker makes an additional basic attack

99

2x full damage and target stunned for 1d4 rounds unless Trait check: Vitality 6 (+1 per level of attacker)

100

Terminal hit (target is dead)

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Lore Critical Miss Chart (Melee & Range) Roll (d20) 20–14 No effect

Result

13–11

Attacker knocked off balance (-2 to attack next round)

10–8

Attacker fumbles and drops weapon (requires half action to pick up)

7–5

Attacker fumbles and drops weapon (requires full action to pick up)

4

Attacker stumbles and falls prone unless Trait check: Agility 25 (-1 per level of attacker)

3

Attacker strikes self with weapon (½ rolled damage if next roll is equal to or greater than attacker’s armor rating)

2

Attacker hits nearest opponent/ally to intended target (½ rolled damage if next roll is equal to or greater than target’s armor rating)

1

Attacker’s weapon breaks, becoming useless in combat

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Lore Critical Miss Chart (Incantations & Musical Tones) Roll (d20) 20–14 No effect

444

Result

13–11

Incantation unsuccessful but uses twice as many encounter points as applied

10–8

Caster misspeaks incantation and is overwhelmed by incantation’s power; stunned for 1d4 rounds

7–5

The ground beneath caster (1d4 spaces outward) trembles requiring all within area to make a Trait check: Agility 6 (+1 per level of caster) or fall prone

4

Nearest opponent/ally to intended target is affected (normal effect/damage if next roll hits target’s appropriate defense rating)

3

Incantation backfires causing caster to automatically take rolled damage of incantation

2

Incantation is misspoken and inadvertantly opens a portal that summons an Aglæca (see Creature Codex I) into an empty space nearest caster. Aglæca screams causing 1d6 sonic damage (Attack vs. Trait check: Vitality 6 (+1 per level of caster) to all within 10 spaces before disappearing.

1

A percentage of all metal objects (weapons, armor, equipment, treasure, etc.) within 1d4 spaces of caster are turned to lead [(1d4): 1= 25%; 2 = 50%; 3 = 75%; 4 = 100%]

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Lore Combat Maneuvers by Encounter Point (EP) Cost Fighter

(EP Cost | Maneuver)

General Maneuvers 2 | Hilt Strike 5 | Power Strike 7 | Dual Shot 8 | Penetrating Shot 10 | Final Attack Dankrife Maneuvers 2 | War Cry 4 | Punch Strike 6 | Overwhelm 7 | Overpower 10 | Rage 14 | Frenzy Attack Guardian Maneuvers 1 | Taunt 4 | Shield Defense 5 | Kick Back 8 | Shield Bash 12 | Stun Attack 14 | Shield Sweep Warrior Maneuvers 4 | Intimidate 6 | Split Attack 8 | Trip Attack 14 | Triple Strike 18 | Quad Strike 22 | AOE Attack

Protector

(EP Cost | Maneuver)

General Maneuvers 2 | Battle Cry 2 | Hilt Strike 4 | Intimidate 4 | Shield Defense 5 | Kick Back 5 | Power Strike 6 | Dual Strike 8 | Shield Push 10 | Thrust Attack 14 | Shield Sweep 22 | AOE Attack

Ranger

Rogue

(EP Cost | Maneuver)

General Maneuvers 2 | Extended Accuracy 3 | Moving Target 5 | Dual Shot 6 | Flanking Shot Bowyer Maneuvers 4 | Cover Shot 5 | Penetrating Shot 6 | Deadly Precision 6 | Split Shot 7 | Close Range Attack 13 | Barrage of Arrows 25 | Stealth Shot Huntsman Maneuvers 2 | Elude 4 | Foresight 6 | Break Defenses 7 | Pounce 8 | Subdue 10 | AOE Attack 14 | Quad Strike

(EP Cost | Maneuver)

General Maneuver 6 | Dual Strike 7 | Split Shot 8 | Kidney Strike 8 | Trip Attack 14 | Triple Strike Assassin Maneuvers 3 | Elude 6 | Bleeding Attack 16 | Backstab 18 | Strangle 22 | Death Strike 30 | Break Neck Bounty Hunter Maneuvers 4 | Intimidate 4 | Punch Strike 5 | Retaliation Strike 6 | Disarming Attack 8 | Slide attack 12 | Subdue Thief Maneuvers 5 | Disorient 6 | Disarming Attack 7 | Flanking Strike 8 | Attack & Steal 10 | Confuse 16 | Backstab

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Lore Runecrafter Spells by Encounter Point (EP) Cost Utility

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(EP Cost | Spell)

(EP Cost | Spell)

Enhancement

(EP Cost | Spell)

Protection

(EP Cost | Spell)

Attack

Warding Glyphs

2 | Awareness 7 | Decipher Script 8 | Silence 10 | Darkness 10 | Decipher Runes 12 | Bind 40 | Enchant I 50 | Enchant II 60 | Enchant III 70 | Enchant IV 80 | Enchant V

5 | Battle Lore: Nature 6 | Rune Lore: Listen 6 | Rune Lore: Sight 6 | Rune Lore: Smell 8 | Battle Lore: Undead 8 | Battle Lore: Unliving 8 | Enhanced Agility 8 | Enhanced Appeal 8 | Enhanced Intellect 8 | Enhanced Might 8 | Enhanced Vitality 15 | Rune Lore: Speech

3 | Summon Elemental: Earth 3 | Summon Elemental: Fire 4 | Summon Elemental: Water 4 | Summon Elemental: Wind 5 | Enhanced Armor: Wood 5 | Restore 8 | Confuse 8 | Weaken 10 | Barrier of Life 10 | Blend 10 | Enhanced Armor: Leather 10 | Resistance Wards 15 | Enhanced Armor: Scale 20 | Enhanced Armor: Dragon

1 | Sound Illusion 1 | Energy Blast 3 | Staff Strike 4 | Arcane Arrow 5 | Push 6 | Blind 6 | Earthquake 6 | Fire Ball 7 | Shrill 8 | Lithos 8 | Ruckus 8 | Scorched Earth 10 | Glamour 10 | Heighten Mana 10 | Lightning Storm 12 | Magma 12 | Runestorm 12 | Sympathetic Sigil 15 | Battle Blades 20 | Transport 40 | Rune of Ruin 80 | Portal Glyph 80 | Petrify

2 | Alert 5 | Summon Creature 7 | Sleep 10 | Arid 10 | Ongoing Damage 10 | Reduced Awareness 10 | Reduce Agility 10 | Reduce Appeal 10 | Reduced Intellect 10 | Reduce Might 10 | Reduced Vitality 10 | Sickness 12 | De-Enchantment 12 | Fear 13 | Reduce EPs 15 | Immobility 15 | Teleport 15 | Vertigo 20 | Piercing Damage 80 | Petrify Glyph

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(EP Cost | Spell)

Lore Wizard Spells by Encounter Point (EP) Cost Utility

(EP Cost | Spell)

Enhancement

(EP Cost | Spell)

4 | Minor Heal 1 | Candlelight 5 | Battle Lore: Nature 2 | Awareness 2 | Conjure Fire 6 | Remove Poison 8 | Battle Lore: Undead 2 | Conjure Water 2 | Identify Magic 8 | Battle Lore: Unliving 8 | Enhanced Agility 3 | Silence 8 | Enhanced Appeal 5 | Conjure Wind 7 | Decipher Script 8 | Enhanced Might 8 | Major Heal 7 | Levitate 10 | Darkness 10 | Frenzy Attack 10 | Decipher Rune 12 | Bind 20 | Phantom Hand 30 | Freeze

Protection

Attack

Illusion

(EP Cost | Spell)

(EP Cost | Spell)

(EP Cost | Spell)

5 | Break Defenses 5 | Enhanced Armor: Wood 5 | Slow Target 5 | Stumble 5 | Summon Protector 5 | Weapon Lore: Melee 5 | Weapon Lore: Range 8 | Endure 10 | Enhanced Armor: Leather 10 | Shield Wall 10 | Target Knowledge 10 | Camouflage 15 | Barrier of Life 15 | Enhanced Armor: Scale 20 | Enhanced Armor: Dragon

1 | Energy Blast 3 | Heat Metal 3 | Staff Strike 4 | Arcane Arrow 5 | Push 6 | Blind 6 | Earthquake 6 | Fire Ball 7 | Battle Blades 7 | Sleep 7 | Stun 8 | Piercing Sound 8 | Scorched Earth 8 | Stench 10 | Acid Splash 10 | Fear 10 | Light of Destiny 10 | Impact 10 | Sickness 10 | Sound Wave 10 | Thunder Clap 12 | Ice Storm 12 | Lightning Storm 12 | Magma 12 | Vertigo 20 | Memory Wipe 20 | Suffocation 35 | Mind Control 50 | Enchant I-V 80 | Petrify

5 | Project Sound 10 | Blurred Vision 10 | Fools Gold 15 | Feign Death 15 | Minor False Image 25 | Major False Image 30 | Invisibility 30 | Obscure Object 50 | Mass Invisibility 60 | Morph Self

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Lore Atavist Rituals by Encounter Point (EP) Cost Utility

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Inspiration

Protection

Attack

(EP Cost | Ritual)

(EP Cost | Ritual)

(EP Cost | Ritual)

(EP Cost | Ritual)

1 | Moonlight 3 | Animal Lore 5 | Breath 5 | Elk’s Flight 5 | Hush 5 | Ogham Signs 5 | Scent 5 | Stalk 6 | Cat’s Eye 6 | Commune 6 | Whisperer 8 | Raven Herald 10 | Expectorate 10 | Falcon’s Eye 10 | Lion’s Leap 10 | Pacify 10 | Sixth Sense 12 | Identify 20 | Safe Haven

4 | Heal Self (Minor) 5 | Ignore Pain 5 | Puma’s Roar 5 | Remove Poison 10 | Entreat 10 | Heal Self (Major) 10 | Owl’s Wisdom 10 | Wild Agility 12 | Mournful Wail 15 | Aurochs’ Might

5 | Alligator Hide 5 | Camouflage 5 | Climb 5 | Defender Summons 6 | Odorous 8 | Bear Hide 8 | Play Opossum 8 | Tame Feral 8 | Wirfelmere 10 | Territory 10 | Wolf ’s Bane 12 | Cocoon 12 | Phoenix Guard 20 | Parasite 25 | Scales

2 | Howl 2 | Owl’s Shriek 2 | Quilling 3 | Staff of Might 4 | Push 4 | Stare Down 5 | Earthquake 5 | Impress Ons 6 | Hard Water 8 | Elbones 8 | Impact 8 | Serpent Staff 8 | Shred 10 | Boar’s Charge 10 | Fierce & Feral 10 | Lightning Storm 12 | Magma 15 | Aurochs 20 | Swarm 25 | Stampede

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Transformation (EP Cost | Ritual)

15 | Claws 15 | Hare Shift 15 | Hawk Shift 15 | Kitten Shift 15 | Owl Shift 15 | Puppy Shift 15 | Snake Shift 20 | Wolf Shift 30 | Arachtavist 30 | Bear Shift 30 | Centauvist 30 | Dynestry Shift 30 | Marine Shift 30 | Panther Shift 30 | Ram Shift 30 | Shark Shift

Lore Druid Rituals by Encounter Point (EP) Cost Utility

Inspiration

Protection

Attack

Nature

(EP Cost | Ritual)

(EP Cost | Ritual)

(EP Cost | Ritual)

(EP Cost | Ritual)

(EP Cost | Ritual)

1 | Moonlight 2 | Conjure Fire 3 | Gibbonry 3 | Night Watch 3 | Pathfinder 3 | Reach Out 4 | Awareness 4 | Fleet of Foot 5 | Breath 5 | Hush 5 | Ogham Signs 10 | Commune 10 | Chasm Bridge 10 | Identify 10 | Pacify 20 | Safe Haven

4 | Heal Self (Minor) 5 | Breath of Hope 5 | Plant Lore 5 | Puma’s Roar 5 | Remove Poison 6 | Nature Lore 10 | Heal Other 10 | Heal Self (Major) 12 | Hallowed Ground 12 | Owl’s Wisdom 15 | Aurochs’ Might 15 | Awe Inspire 15 | Heal Land 15 | Soil Strength

3 | Ogham Ward 4 | Oak Hide 5 | Caltrop 5 | Dust Bowl 6 | Camouflage 6 | Cold Resistance 6 | Odorous 6 | Play Opossum 8 | Dispel Fire 8 | Dispel Smoke/Fog 10 | Alligator Hide 10 | Cocoon 10 | Fire Rebound 12 | Attenuate 12 | Bind 12 | Phoenix Guard 20 | Parasite

2 | Staff of Might 3 | Guardian 4 | Push 5 | Gale Force 6 | Pollen 8 | Druid Darts 8 | Earthquake 8 | Living Flame 10 | Gaveling 10 | Hard Water 10 | Heave 10 | Magma 12 | Mangle Roots 12 | Winter Blast 15 | Boar’s Charge 15 | Flash Flood 15 | Controlled Lightning 20 | Plasma Fury 20 | Swarm 20 | Wolf Shift 30 | Gaping Maw

5 | Highlight 5 | Blue Flame 8 | Billowing Fog 10 | Fox Hole 12 | Tangle 15 | Geyser 15 | Gravitas 15 | Sun Spots 20 | Compost 20 | Streaming 30 | Ariadne

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Lore Confessor Prayers by Encounter Point (EP) Cost Utility

Enhancement

Protection

(EP Cost | Prayer)

(EP Cost | Prayer)

(EP Cost | Prayer)

1 | Holy Water 1 | Illuminate 3 | Feign Death 5 | Purify 6 | Remove Fear 8 | Lectio Divina 8 | Remove Disease 8 | Remove Poison 8 | Sacred Speech 10 | Ladder of Ascent 10 | Sacred Seal 12 | Confession 12 | Oracle 15 | Disperse Spirits 15 | Mend Object 20 | Compass 20 | Crumbled Walls 20 | Dispel Curse 20 | Faith Bridge 20 | Guidance

5 | Blessing: Damage 6 | Divine Word: Resist Fear 8 | Blessing: Attack 8 | Blessing: Intellect 8 | Divine Word: Resist Disease 8 | Divine Word: Resist Fire 8 | Divine Word: Resist Necrotic 10 | Divine Word: Encounter Pts. 15 | Divine Word: Second Action 15 | Divine Word: Second Chance

5 | Double Vision 5 | Last Breath 8 | Reduce: Armor 8 | Reduce: Awareness 8 | Reduce: Initiative 8 | Reduce: Intellect 8 | Reduce: Vitality 10 | Ring of Destruction 15 | Shadow Ward 60 | Curse of Cyfawnder

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Attack

(EP Cost | Prayer) 1 | Flagellation 3 | Divine Judgment 3 | Reveal 4 | Divine Hammer 4 | Holy Rage 4 | Piercing Light 5 | Cleansing Fire 5 | Fear 6 | Condemnation 7 | Lightning Storm 8 | Avenging Flame 8 | Dark Lightning 8 | Incense: Blindness 8 | Incense: Deafness 8 | Incense: Pain 8 | Incense: Speechless 8 | Repel Undead 8 | Repel Unliving 8 | Sacred Flame 8 | Silver Shard 10 | Damnation (Lesser) 10 | Decay 10 | Exorcism 10 | Plague of Acid 10 | Plague of Boils 10 | Plague of Darkness 10 | Plague of Fire 10 | Plague of Ice 10 | Unearthed 12 | Swords of Truth 20 | Damnation (Greater) 70 | Soul Surrender 80 | Petrify

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Restoration

(EP Cost | Prayer) 6 | Circle of Healing 6 | Healing Hand 12 | Fellowship Heal 12 | Healing Prayer 40 | Regenerate 90 | Restore Life

Lore Emissary Prayers by Encounter Point (EP) Cost Utility

(EP Cost | Prayer)

Enhancement

(EP Cost | Prayer)

5 | Blessing: Damage 1 | Holy Water 6 | Blessing: Attack 1 | Illuminate 3 | Wings of Provision 6 | Blessing: Awareness 6 | Blessing: Initiative 5 | Feign Death 6 | Purify 8 | Blessing: Intellect 8 | Blessing: Life Points 8 | Lectio Divina 15 | Divine Word: Resist Aether 8 | Remove Fear 10 | Remove Disease 15 | Divine Word: Resist Mana 10 | Remove Poison 10 | Sacred Seal 12 | Sacred Speech 15 | Disperse Spirits 20 | Compass 25 | Dispel Curse 25 | Guidance

Protection

Attack

Restoration

(EP Cost | Prayer)

(EP Cost | Prayer)

(EP Cost | Prayer)

5 | Double Vision 5 | Last Breath 6 | Self-Sacrifice 7 | Sanctuary 8 | Divine Protection 8 | Priest’s Shield 12 | Death Shield 12 | Ring of Destruction 12 | Ring of Protection 12 | Safe Passage 14 | Shadow Ward 15 | Life Sphere 15 | Sacred Armor 16 | Wounds of Another 20 | Mystical Union 40 | Prayer of Isolation 90 | Blessing of Caru

2 | Divine Hammer 2 | Holy Light 2 | Horns of Victory 2 | Light Aura 3 | Battle Grace 3 | Divine Glow 3 | Force of Life 6 | Divine Judgment 6 | Mystical Ropes 6 | Piercing Light 8 | Avenging Flame 8 | Decay 8 | Plague of Acid 8 | Plague of Darkness 8 | Plague of Fire 8 | Plague of Ice 8 | Repel Undead 8 | Repel Unliving 10 | Peace 10 | Repel Fear 10 | Sacred Flame 12 | Exorcism 12 | Sacred Incense 15 | Compassion 40 | Convert 60 | Transport 80 | Petrify 70 | Soul Surrender 100 | Omega Tredecim

1 | Healing Hand 3 | Circle of Healing 5 | Fellowship Heal (Minor) 5 | Faithful Endurance 8 | Beacon of Hope 10 | Fellowship Heal (Major) 10 | Healing Prayer 14 | Mark of the All-Source 50 | Regenerate 90 | Restore Life 100 | Battle Restoration

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Lore Musical Tones by Encounter Point (EP) Cost Ionian

452

Dorian

(EP Cost | Tone)

(EP Cost | Tone)

2 | Confusion 4 | Looting Lute 4 | Pox 6 | Lullaby 6 | Pax 6 | Philao 10 | Pied Piper 10 |Sonnet

2 | Harmonic Blast 2 | Twin Strings 4 | Anguish 4 | Charge 4 | Hero's Rave 4 | Keening Croon 6 | Heavy Metal 130 | Heart Eclipse

Phrygian

(EP Cost | Tone) 8 | Aether 8 | Agility 8 | Appeal 8 | Intellect 8 | Mana 8 | Might 8 | Spirit 8 | Vitality

Lydian

Aeolian

Aeolian

(EP Cost | Tone)

(EP Cost | Tone)

(EP Cost | Tone)

4 | Courage 4 | Liquid Cloth 4 | Shatter 6 | Steal Hide 8 | Awareness 8 | Initiative 8 | Liquid Leather 12 | Liquid Metal

4 | Awake 4 | Minor Heal 6 | Counter Effect 6 | Hymn of Aid 8 | Inspiration 8 | Hajor Heal 8 | Stabilize 10 | Life Transfer

6 | Heat 8 | Wall of Sound 10 | Dance 10 | Tone Deaf 16 | Riff 20 | Local Folklore 20 | Sphere 30 | Historic Folklore

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Lore Alchemist Concoctions by Cost Cost

Concoction

Cost

Concoctio

1sp, 1cp

Catalyst

4sp, 1cp

Flash Bang

1sp, 1cp

Oil of Vitriol

4sp, 1cp

Molotov Cocktail

1sp, 1cp

Slush

4sp, 1cp

Rapids Freeze

1sp, 5cp

Incense

5sp

Concealing Smoke

2sp, 1cp

Acid

5sp, 1cp

Healing Draught II

2sp, 1cp

Analysis

5sp, 1cp

Weeping Gas

2sp, 1cp

Firecracker

6sp, 1cp

Glycerin

2sp, 1cp

Purify/Taint

6sp, 1cp

Poisonous Gas

2sp, 1cp

Rapid Speed

6sp, 6cp

Grenade

2sp, 1cp

Shock

9sp, 1cp

Liquid Fire

2sp, 1cp

Truth Serum

13sp, 1cp

Healing Draught III

2sp, 2cp

Healing Draught I

21sp, 1cp

Enhanced Agility

2sp, 4cp

Binding

21sp, 1cp

Enhanced Might

3sp, 1cp

Nauseous Gas

21sp, 1cp

Hallucination

3sp, 1cp

Ooze

21sp, 1cp

Swello

3sp, 1cp

Silver Plating

22sp, 1cp

Cast

3sp, 2cp

Sticky Tar

25sp, 1cp

Thermite

3sp, 2cp

Galvanic Cell

31sp, 1cp

Enhanced Appeal

3sp, 3cp

Fool's Gold

51sp, 1cp

Camouflage

3sp, 3cp

Sleeping Drought

51sp, 1cp

Enhanced Vitality

3sp, 3cp

Steel Coating

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Lore APPENDIX C

Onomasticon Common Names by Racial (f = female names)

Barty Beltbender Betty Butterbiscuit (f ) Ike Hedgetrimmer Honeycutt Hiveminder Mari Hoehefter (f ) Ned Meader Cob Plowraker Tabbaq Pipemender (f ) Ruby Rockthrower (f ) Red Sheafweaver Simon Smokeblower Nori Spaderman William “Willy” Thatchmender Snacks Tuboguts Mogo Underroot (f ) Wally Warrywart Mortimer Willgrow Dwarven Archey Anvilbender Barnabus Breakstone Rotty Chipaway Harriet Hafthandle (f ) Harcort Hammerjammer Orville Oremelter Brumble Oxenhide Merkle Malletmender (f ) Rory Rockcleaver Stubby Stonehewer Smarty Smithmaster Tubina Tumbledorf (f )

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Woaden

Elven

Bykken

Blodyn Codoth (f ) Doeth Cwnselydd (f ) Afon Cyflym Arwyn Harthia (f ) Dawel Hyfryd Efallai Ystwyth Human Miriam Boswell (f ) Martin Fletcher Will Thatcher Roger Camper Allison Wright (f ) Ebenezer Stubblechin John Smythe Jack Barrowman Georgina Shepherd (f ) Missy Plowman (f ) Heath Weaver Marigold Quackenbush (f ) Winston Goodfellow Theodore Higginbottom

(Surnames for Woaden occur first followed by one’s given name)

Azure Beda (f ) Capri Earla (f ) Cerulean Edlyn (f ) Cyan Gerardine (f ) Indigo Kinsey (f ) Marine Addy (f ) Periwinkle Brenda (f ) Sapphire Ailith (f ) Viridian Ebba (f ) Woaden Coginio Woaden Manadl Woodkin Hedfan Fleetfoot Hedd Forestrest (f ) Dal Strongroot Gryf Treemight Gyfarth Wandlimb Awel Windleaf (f )

Gwilyte Brock Buckler Dread Hackman Baymor Howlander She Seether (f ) Lief Spearshead Angst “Ang” Temperman Differ Warbinger (f )

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Lore OWN THE COMPLETE SET! Lore Core Rules & Creature Codex I

Owning the Core Rules is essential for getting started in Lore, but don’t stop there! The Creature Codex I brings you hundreds of traditional, mythical, and new creatures imbued with the exclusives you’ve come to expect from GameFace Publishing—all creatures are fully scalable to fit any level campaign. What’s more, many of the creatures are playable. That’s right, if it’s sentient, it can be a playable character. Now your fantasy roleplaying games can take on an entirely new dimension!

Watch for the Lore Creature Codex I download coming Summer 2017 To learn about new and future products register at GameFacePublishing.com

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Lore Forthcoming Quests from GameFace Publishing

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legendarium has been discovered—the Great Archive—the pages of which speak of an ancient society...a giant and magnificent race composed of sophisticated men and women, legendary heroes, celebrated powers, a dark and twisted king, and prophecies that have yet to come to pass. It speaks of the World of Candlewood, a world of demanding terrain, secret societies, open frontiers, and teeming cities. A land ripe with challenging quests, rich in legend and lore, containing cities and villages that dot the landscape, waiting to be discovered, explored, and experienced. Throughout Candlewood you will find real and present dangers along with artifacts and relics of a forgotten kingdom that once populated this abundant landscape. Explore the World of Candlewood for yourself and learn its many secrets through one of our three types of quests: Story quests, Epic quests, and Sagas. All three quest types are based in the World of Candlewood and provide varing hours of engagement for players. Story quests are individual adventures that stand alone in regards to storyline, treasure, and starting location. They are also scalable from level one to twenty-five, depending on your needs as a Loremaster. Epic quests are adventures that begin in the same location, are level specific, interrelate to one another, and can be purchased individually or as a complete set. Each set of Epic quests are linked together through a Chronolog that introduces and provides a hook to all quests in the series. Sagas are adventures that relate to the historical background and storyline of Candlewood itself, providing an in-game and end-game scenario for players. Like Epic quests, Saga quests are level specific. Our first series of quests will be Epic quests and centered around the small village of Applewood located in the Castborough region of Candlewood. A largly unexplored region of the world.

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