magnificentophat

Top Hat's Gremlin Punch

Jan 18th, 2020
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  1. Introduction
  2. This is a role playing adventure game for persons of 10 years of age or older. You take on the role of characters in a fantasy world where magic is real and heroes venture out on dangerous quests in search of fame or fortune. Characters gain experience by overcoming perils and recovering treasures. As they gain experience, they grow in power and ability.
  3.  
  4. Generic Starting Equipment
  5. Every character starts with a blanket, 3 rations (1 slot total), 2 groats, a waterskin, and a flint and tinder (0 slots).
  6.  
  7. Strength: This is a measure of muscle power and the ability to put that force to work. It modifies your ability to hit enemies in melee combat and the damage you deal. It also determines how many things you can carry.
  8. Dexterity: This is a measure of speed, agility, and balance. It modifies your chance to hit with ranged weapons and your stealth.
  9. Constitution: This is a measure of your health and endurance. It modifies your HP and helps you resist diseases and toxins.
  10. Intelligence: This is the ability to learn and remember knowledge. It helps you know stuff about the setting an inhabitant would but hasn’t come up in game or simplifies tests of knowledge that would take a lot of in-game time. It modifies your ability to pick up skills.
  11. Wisdom: This refers to inspiration, intuition, commonsense, and shrewdness. It aids in solving problems when Intelligence is not enough. It helps you notice things that are technically in plain sight, resisting temptations that the character feels, and generally things that the GM can’t present verbally without giving it away.
  12. Charisma: It is a combination of appearance, personal charm, and leadership ability. It shows whether the appeal matches your appearance and also your destiny. It modifies your Save and your relationship with your retainers.
  13.  
  14. Ability Score Bonuses
  15. 0 (crippled)
  16. 1 (-5)
  17. 2 (-4)
  18. 3 (-3)
  19. 4-5 (-2)
  20. 6-8 (-1)
  21. 9-12 (+0)
  22. 13-15 (+1)
  23. 16-17 (+2)
  24. 18 (+3)
  25.  
  26. Things on Your Character Sheet
  27.  
  28. Classes and Templates
  29. You gain one template for each level you have. You can have a maximum of four templates at level four and can’t swap out templates for another. Templates are labeled A, B, C, and D and you can only take them in that order. You need to take Fighter A before taking Fighter B and although you might have Wizard C, you can’t just go and pick up Thief D. Each template grants special abilities and sometimes numerical bonuses.
  30.  
  31. HP (this scales with Constitution and your level)
  32. 0: Con -6
  33. 1: Con -4
  34. 2: Con -2
  35. 3: Con
  36. 4: Con +2
  37. 5: Con +4
  38. 6: Con +6
  39. 7+ Con +lvl
  40. 10+ HP goes up every other level
  41.  
  42. Attack (this scales with your level, and possibly your class)
  43. 0: 10
  44. 1: 11
  45. 2: 12
  46. 3: 12
  47. 4: 13
  48. 5: 13
  49. 6: 14
  50. 7. 14
  51. 8: 15
  52.  
  53. Save: This represents how lucky you are. When it’s a matter of split second thinking, magic, or insufficient preparations, you roll this number. It is 5 plus your half your level, then modified by your Charisma modifier. It goes to a maximum of 15 modified by your charisma. If you have a negative Cha mod, you can raise it up to 15 with extended leveling.
  54.  
  55. Defense: This represents your ability to defend yourself from attacks. It is modified by your Dexterity bonus and starts at a base of 10. It can be modified by armor.
  56.  
  57. Armor: Shields provide a +1 to Defense (+2 against missile fire). Leather armor provides a +2. Chain provides a +4. Plate provides a +6. Armor takes up inventory slots equal to the bonus it provides (excepting magical enhancements). Anyone can swim in leather armor. You need to make a Strength check when in chain, and you just sink like a stone in plate armor.
  58.  
  59. Modular Armor: Each bit of armor gives you a point of Defense bonus, maybe two if it’s really protective. If it’s really unprotective, it might only give +1 Defense for multiple bits of armor. This can never exceed 5 because there’s no substitute for a well made suit of armor. Shoes don’t count, they just protect your feet.
  60.  
  61. Putting on Armor: It takes 3 rounds to put on light or medium armor. Plate armor takes 8 rounds unassisted, 4 rounds assisted.
  62.  
  63. Skills: Skills start at half of the relevant stat. A skill you’re trained in starts at half your stat +3 to a maximum of 10. At the end of each session, you can test under your Intelligence to improve one skill you’ve used. If successful, you can raise it by +2 up to 10. When trying pass 10, it only goes up by +1 at a time. You can’t have a skill higher than 10+lvl or 16. If you’re trained in a skill, you can automatically succeed on minor tasks.
  64.  
  65. Stealth: This starts at 5 and is modified by your Dexterity modifier. You roll it whenever you’re trying to do something sneaky that has a reasonable chance of failure or success. Anyone can hide under a bed, but nobody can walk in front of a guard unnoticed. However, if someone’s looking under the bed, or something is blocking you from the guard’s line of sight, then you would roll Stealth.
  66.  
  67. Movement: This is how many feet you can move in a round. Ten times this number is how many feet you move in an exploration turn, which lasts for ten minutes.
  68.  
  69. Inventory: You can carry a number of things equal to your Strength score. Most things take up one inventory slot. Big stuff takes up two inventory slots. Small bundle-able items can fit three into a slot: daggers, rations, potions, scrolls, etc. Really bundle-able items like arrows can fit ten into a slot. 300 coins fit in one inventory slot. A single inventory slot is something between 3 and 5 pounds.
  70.  
  71. Fast Inventory: This is a few slots that is equal to half your Dexterity score. These are things you can reach instantly. Anything outside of this is in your backpack. You can pull things out of your backpack in one round, but spill 1d4 random items onto the ground. If you want to be careful about it, you spend 1d4 rounds digging through your pack.
  72.  
  73. Special Items: You can upgrade your backpack in any city. A well made backpack grants you +2 inventory slots, and fancy pockets grants you an extra fast inventory slots. You can only have one of these at a time.
  74.  
  75. Encumbrance: If you exceed your inventory slots, you gain encumbrance points. With 1-5 encumbrance points, you are halfway encumbered. You struggle to swim and move a bit slower. If it’s exceeded by 6-10 items, you are fully encumbered, you sink like a stone. Each point of encumbrance penalized your movement, stealth, and dexterity checks.
  76.  
  77. Outdoor Movement: With 1-5 encumbrance points, you cannot travel quickly and moving at normal speed it counted as moving quickly for the purposes of gaining exhaustion. With 6-10 encumbrance points, you can’t even move normally, moving slowly counts as moving quickly. The lowest speed you can go, crawling, is 1/3 of your normal travel speed. Beyond 10 encumbrance points, even crawling is exhausting.
  78.  
  79. Damaging Items: When you fall into acid, or get blasted by fire, roll 2d8. If they show two different numbers, take the lower one and count up from the bottom of the fast inventory. If the item is immune to the damage, nothing happens. If they show the same number, go to the backpack. Take the number and count upwards from the bottom of the backpack. Big items count as one item here. If you’re completely immersed, you can make a Dex save to keep either your backpack or your fast inventory items safe. Everything has to test breakage and stuff.
  80.  
  81. Fatigue: Traveling gives you fatigue equal to your encumbrance, twice that if you’re traveling quickly. Fatigue takes up inventory slots and each level applies a -1 to Attack and Defense. You can remove one level of exhaustion while resting in lieu of healing, and can make a Con save when traveling two speeds lower than quickly to remove another level. In vagrant conditions, you must make a Con save to remove one level, you remove it automatically in comfortable conditions. In splendid conditions, you halve your levels of exhaustion, rounding down. If you do nothing but rest the whole day, you improve the effective conditions by one rank. If this would improve splendid conditions, just remove all levels of exhaustion.
  82.  
  83. Exposure: Chill is rated on a scale from 1 to 6 where 1 requires a scarf and gloves and 6 is the arctic. Winter clothing takes up inventory slots equal to their Insulation. You gain Chill equal to the difference between your Insulation and the Chill rating. Heat is rated on a scale from 1 to 6 where 1 is a mild english summer and 6 is the sahara desert. For every point the sum of your Defense and the Heat goes over 6, you gain Heatstroke. These impose penalties on Attack and Defense and take up inventory slots. If you ever have six levels of each, you die of frostbite or heatstroke respectively.
  84.  
  85. Outdoor Survival: Humans can only survive 3 days without water and 3 weeks without food. After each of these periods, a character takes d6 Constitution damage with a Save for half damage. This cannot heal until the character eats or drinks. In addition, each time period adds a -1 penalty to hit. Thirst and Hunger also take up inventory slots.
  86.  
  87. Time: A round is six seconds.
  88.  
  89. Experience: You get XP for treasure you recover in an adventurous manner. It only counts if you can keep it safe, if you need a time estimate, 6 hours. After this, whatever you do with it doesn’t matter. 1 silver coin gives you 1 XP. Ten groats (a copper coin) make a silver piece (a sovereign) and ten sovereigns make a gold coin (a crown).
  90.  
  91. Levels
  92. 0: 0
  93. 1: Survive an adventure
  94. 2: 2,000
  95. 3: 4,000
  96. 4: 7,000
  97. 5: 11,000
  98. 6: 16,000
  99. 7: 22,000
  100. 8: 29,000
  101. 9: 37,000
  102. 10: 46,000
  103. +1: +10,000
  104.  
  105. Templates
  106. 0: A few special abilities
  107. 1: 1
  108. 2: 2
  109. 3: 3
  110. 4: 4
  111. 5: 4
  112. 6: 5
  113. 7: 5
  114. 8: 6
  115. 9: 6
  116. 10: 7
  117. 11+: 7
  118.  
  119. Experience from Adversaries: You also earn XP from subjugating monsters. For every HD of monster defeated, the part earns XP to divide amongst themselves.
  120. < 1 5
  121. 1 10
  122. 2 25
  123. 3 50
  124. 4 75
  125. 5 100
  126. 6 250
  127. 7 500
  128. 8 750
  129. 9 1000
  130. 10 1250
  131. 11+ 1500
  132.  
  133. Dividing XP: At the end of an adventure, the DM totals the XP from all treasures recovered (plus all monsters defeated) and then divides the total by the number of surviving characters (both player characters and NPCs) in the party.
  134.  
  135. NPC Advancement: NPCs take a half share of the XP, thus they level up more slowly. When dividing XP, they only count as half a person, and only get half the share. If there are three PCs and two retainers and 100 XP, that counts as four people. Thus, each PC gets 25 XP, but the retainers only get 13 XP.
  136.  
  137. XP Fiddly Bits: A character can only level up once per adventure. If they would go up two levels, they must go out and adventure again. In addition, you can only level up if you rest in a proper bed. This usually means going back to town, but not always.
  138.  
  139. Leveling Up: Consult the various things for what improves as you level up. In addition, you have a chance to improve your stats. Talk with the table and decide on what stat represents how your character overcame their problems this adventure. Choose another stat to improve, it must be different. Finally, roll a d6 to pick a stat at random. For each of the above stats, roll a d20, if you roll over the Ability Score, it goes up by 1 point.
  140.  
  141. Funerals: If you can get a dead character’s corpse back to a church and hold a funeral, those present can “buy” the deceased experience points on a 1:1 silver-for-xp basis via memorials, parades, bar tabs, lavish ceremonies, and otherwise giving them a proper send-off.
  142.  
  143. Character Generation
  144. Pick a class.
  145. Roll 4d4 for each stat, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. After this, you can choose to swap two stats.
  146. Figure out all your numbers that go on your character sheet.
  147. Roll on the background tables in order to find your starting skill and any additional equipment not automatically provided by your class.
  148.  
  149. Barbarian
  150. Starting Equipment: Heavy weapon, leather armor
  151. Starting Skill: Foreign Parts, another one from your background.
  152.  
  153. A: Rage
  154. B: Danger Sense, A Taste of Home
  155. C: Feat of Strength, Die Hard
  156. D: Tough
  157. E: Discipline
  158. F: Mighty Rage
  159. G: Unstoppable
  160.  
  161. You gain +2 HP for each Barbarian template you possess. You get +1 Stealth for every 2 Barbarian templates you possess.
  162.  
  163. Rage: You can choose to enter a rage at the start of your turn, or in response to taking damage. While raging, you have +1 to Attack and melee damage and are immune to pain and fear. You can’t do anything defensive, curative, or tactical. All spells must be damaging and deal +2 damage if single target and +1 if area of effect. As a free action, you can will yourself to stop raging with a 2-in-6 chance of success. You can’t end your rage until all enemies are dead, this includes allies who have injured you.
  164. Danger Sense: If you are surprised, you have a 50% chance to act on the surprise round anyway. If you encounter a creature no one in the group has seen before, you can roll under your Intelligence to remember a detail or weakness, provided it is not unique.
  165. A Taste of Home: You can consume a special ration to regain 1d6+1 HP. This takes an action. They cost 1gp and take up as much space as a normal ration. You can’t do this while raging, but can immediately enter a rage afterwards. If you have any Lethal Damage, you instead heal to 0 HP. If an ally waves it under your nose, you can Save vs Constitution to wake up.
  166. Feat of Strength: Once per day, as a free action, you have 20 Strength for 1 round. Can also be used in combat for damage bonuses. You get an additional use of this each time you level up to a maximum of four.
  167. Die Hard: You have 4 rounds to remove all your Fatal Wounds, rather than 3.
  168. Tough: Reduce all incoming damage by 1 point. You gain a +2 to Save vs mind-altering spells.
  169. Discipline: You can will yourself to stop raging with a 3-in-6 chance of success, 4-in-6 if all enemies are dead.
  170. Mighty Rage: Double all the numerical bonuses from your Rage ability and gain a second use of the Feat of Strength ability per day.
  171. Unstoppable: Ignore all effects from Fatal Wounds while raging, basically, you can’t die while raging.
  172.  
  173. Starting Skill
  174. 1. Mountaineer, 2. Raider, 3. Horses, 4. Soldier, 5. Sailor, 6. Unusual
  175.  
  176. You are from Foreign Parts. The language of the people Around Here is strange to you; their customs are unusual and sometimes amusing. You might worship the authority as they do, but might be from a heretical sect or a pagan cult. Unless your background states otherwise, you can start as a member of any Estate except the Second.
  177.  
  178. Mountaineer
  179. You cannot wear chain armor or plate armor.
  180. 1. You lived in the high alpine passes. When you weren’t farming goats, you were feuding with your neighbors. Start with 1 goat and a set of winter clothes.
  181. 2. You were a prince of a great nation who lived in valleys between mountains that cut through the clouds. you are innately superior and know how to behave like a noble. Gain the “Courtesy” skill, 1 gp, and the starting Noble Rank of 1 with an upkeep of 12gp/mont. Your clothes were fancy in your homeland.
  182. 3. You were a great skirmisher and high-pass fighter. Start with 50’ of rope, a grappling hook, and a weather-worn face.
  183. 4. You lived in the back of a great glacier or on a trackless snowfield in the north. Start with a pair of bone snow goggles. Each morning, if you wake up above ground, you can Save vs Wisdom to tell what the weather will be like that day.
  184. 5. You are a mercenary and a guide. Sometimes you lead armies to their death. Sometimes you lead them through impossible terrain. Start with 1d10 sp and a spare sword.
  185. 6. You searched the mountains for rare beasts. Start with fur robes worth 50 gp that you wouldn’t sell even if threatened with a horrible death. You killed the animal yourself. Feel free to name and describe it.
  186.  
  187. Raider
  188. You cannot wear plate armor.
  189. 1. You were part of a mercenary army, brought here to fight a conflict and shattered by the result. You don’t know the way home. Start with a horse and a shield.
  190. 2. Your appearance is so outlandish, even educated and well-traveled people will stop to stare at you. It might be minor to modern eyes. You gain a +2 bonus to Charisma in situations where your novel appearance would provoke interest (court, seduction) and a -2 where it would cause fear or discomfort (peasant gatherings, church services).
  191. 3. Your culture rewards death in battle against impossible odds. You must Save to retreat from a fight. You may reroll a failed Save vs Fear if your immediate response, if you succeed, is to rage and charge.
  192. 4. You were an expert looter, raiding caravans, cities, and travelers alike. Start with brightly colored clothes made from the torn silks of your enemies. You can evaluate the worth of looted treasure (as a Thief).
  193. 5. You know how to frighten the weak-willed and inexperienced. Start with a pot of war paint. It takes you an entire round to enter a range, and you must spend it intimidation people. You can maintain this pre-battle rage-chant for as many rounds as you need to. This may make your enemies test Morale or make a Save vs Fear.
  194. 6. You are an expert slave-catcher. If you make a Combat Maneuver and grapple a human-sized target, you can also disarm them.
  195.  
  196. Horses
  197. You cannot wear plate armor.
  198. 1. You are completely at ease in the saddle of a horse. You start with a bow and 20 arrows, but no horse. It died recently.
  199. 2. You have a riding animal of an unusual breed. It is identical to a horse in all mechanical respects, and too weird for anyone Around Here to buy. If it buys, you can try to buy a replacement at a major city for a minimum of 200gp. You can also ride a normal horse, but it’s just not the same.
  200. 3. You can instantly evaluate a horse’s condition and worth just by inspecting it. If you sell a horse, you always get a good price.
  201. 4. You were part of a knightly order in Foreign Parts, sent here as part of a failed diplomatic effort. Your master might be dead, but you have committed no crimes and seek opportunities that would otherwise be denied to you at home. Gain the “Courtesy” skill, 1 gp, and the starting Noble Rank of 1 with an upkeep of 12gp/month.
  202. 5. You are part of a vast warrior nation that lurks just beyond the horizon. You were exiled for a shameful crime and can never return. Start with a horse and ceremonial dagger.
  203. 6. You are an expert on riding any terrain. Start with a horse. While riding, you never need to make checks to move over steep slopes, uneven ground, small streams, etc.
  204.  
  205. Soldier
  206. 1. You were born into a mercenary family and know no other life. Start with 1 gp and a Camp Follower.
  207. 2. You have fought in half a dozen wars in places most people can barely imagine. Your long and loyal service was not rewarded, but your amazing tales will earn you friends.
  208. 3. You were an expert night-raider, and took many captives by the light of an overcast moon. You can see as well in dim light above-ground as most people can see in daylight.
  209. 4. Your tribes battle-rage is terrifying to behold. If you kill an enemy, you cans pend the subsequent round defiling the corpse, shouting, or holding your bloody weapon to force a Save vs Fear or a Morale check among your enemies (and potentially your allies).
  210. 5. You came from a tribe of brawlers. You can throw any solid object to deal 1d6+Strength bonus damage, with a -1 penalty to attack for every 10' past the first.
  211. 6. You have fists of steel and callouses like iron plates. Your unarmed attacks deal 1d6+Strength bonus damage. You can also crush walnuts and skulls with your bare hands.
  212.  
  213. Sailor
  214. You cannot wear chain armor or plate armor.
  215. 1. You can swim, even in leather armor.
  216. 2. Your ship was half-wrecked in a storm and you drifted for months. You have no idea how to get home, but you prefer it here anyway. Make up 1d6 ludicrous lies about Foreign Parts.
  217. 3. The horrifying things you saw while you were at sea convinced you that dry land - any land - was better and safer. Gain +2 to Save vs Fear.
  218. 4. You kissed a mermaid once. Water elementals will not harm you unless seriously provoked. The first time you would die due to drowning, you are instead tossed to the surface with 0 HP.
  219. 5. You raided a monastery from the sea but underwent a miraculous conversion. You will not harm any monk or nun. Start in the First Estate with a great deal of residual guilt.
  220. 6. You guarded a merchant who died on a sea voyage. Start with 1d10gp. You can speak a dozen languages.
  221.  
  222. Unusual
  223. You gain the skill listed, not the "Unusual" skill.
  224. 1. You were a holy warrior, fighting for a cause no one Around Here even knows about. Gain the "Religion" skill.
  225. 2. You know a secret ritual to call the souls of your victims back into the living world. Once per week, you can cast speak with dead, targeting a creature you personally killed. The creature's head must be intact. If the creature really hates you and has sufficient willpower, it can Save to return fully, becoming a ghost, an embodied undead, or possessing someone nearby. You don't know this can happen. Gain the "History" skill.
  226. 3. You have hardened your soul. If a spell requires you to Save, unless it is a Save to Dodge, you gain a +2 bonus to y our Save. If you are aware the spell is being cast and do nothing but prepare yourself, you gain a +4 bonus instead. Gain the "Religion" skill.
  227. 4. You are a natural leader, although you are not a noble in any way. Hirelings can reroll failed Saves vs. Fear or Morale checks if they can see you. Gain the "Siege Warfare" skill.
  228. 5. You were dispatched from Foreign Parts to fulfill some ambiguous prophecy. If a suitably dramatic event occurs, you can declare that the prophecy is fulfilled. Gain a +2 to all Saves for the rest of the encounter and a sense of emptiness if you survive. You can only do this once. Start with the "Farmer" skill.
  229. 6. You cannot lie under any circumstances. Your oaths are very powerful. Start with the "Solider" skill.
  230.  
  231. Bard
  232. Starting Equipment: dagger, musical instrument
  233. Starting Skill: see backgrounds
  234.  
  235. A: Tales, Leader
  236. B: Boast, Lucky
  237. C: +1 MD, Book Casting, Lore
  238. D: Very Lucky, Born Leader
  239. E: Dodge
  240. F: +1 MD, +1 Spell Slot
  241. G: Encourage
  242.  
  243. You get +1 Language for each Bard template you possess. These must be languages you’ve heard before. You get +1 Stealth for every 2 Bard templates you possess.
  244.  
  245. Tales: Whenever you encounter a monster for the first time, you get 50% of the XP you would get for defeating it. This only works once per monster type but allows you to gain XP as normal for defeating it. You must write some poetry about it and tell someone else about it.
  246. Leader: You have a permanent +1 on reaction rolls and the morale of your retainers is increased by 1 step. You can have no less than three followers as your maximum.
  247. Boast: You can perform in front of an audience and tell the tales of your adventure. This ability works once per adventure. Everyone who participates in the retelling gets +10% bonus XP. The party gets a +1 to reaction rolls locally for a week, month, or year, depending on the magnitude of their deeds.
  248. Lucky: Once per day, you can reroll a d20 roll or one skill test.
  249. Book Casting: You can cast from a scroll or a spellbook in a way that does not consume the scroll. This allows you to cast directly from your spellbook without loading the spell into your brain first. You do not gain the bonus MD that consuming a scroll generates. You must declare you are casting a spell from a book before initiatives are rolled for the turn.You automatically go last in the initiative round, and you automatically fumble the spell if you take any damage during the round and must make a save vs Intelligence or suffer a Mishap. The spell vanishes from the scroll or book and returns the next morning.
  250. Lore: You can test your Intelligence to remember ancient, culturally relevant, or otherwise helpful facts. You get a cumulative -4 penalty each time you fail the check that doesn’t go away until the next day or you find a source of lore. You can’t retry attempts to identify specific facts unless you specifically read up on them.
  251. Very Lucky: You get an additional use of your Lucky ability per day and can give it to an ally if you could have plausibly assisted them.
  252. Born Leader: You can have a maximum of six followers no matter your charisma and the morale of your retainers is increased by an additional step.
  253. Dodge: When unarmored, you can add your Dex bonus to your Defense.
  254. Encourage: Twice per day, you can give a speech to people with a successful Charisma check. This gives everyone +1 to Attack and Morale for one combat. Additionally, it can be used to heal everyone for 1d6 hp. This healing is nonmagical and if the check fails, the ability is wasted.
  255.  
  256. Skill: 1. Literature, 2. Religion, 3. Performer, 4. Courtesy, 5. Unusual
  257.  
  258. Literature
  259. 1. You love to read anything you can get your hands on. Start with 2 books. You must Save or read books you find in the dungeon (even if they've got eyeballs on the cover).
  260. 2. You can swear to love someone in 3 languages and just swear in another 10. Your vocabulary is limited but endearing. You can seduce targets who don't speak your language.
  261. 3. You have memorized hundreds of poems. You are secretly romantic. Start with a basket of flowers.
  262. 4. You read a very controversial piece of courtly literature. You either hate it completely and will denounce it at every opportunity, or you will defend it as a work of unrivaled genius and beauty. Either way, you can make easily find common ground with people who share your view.
  263. 5. Start with a forbidden book. Its contents are scandalous. There are illustrations. You won't part with it for love or money.
  264. 6. You just robbed someone. Start with 1d10gp (in small change), a goose-down pillow, and a pair of good boots.
  265.  
  266. Religion
  267. 1. Your impressions of authority figures are hilarious (and also felonious). You can mimic almost anyone's voice and mannerism after a few moments of study.
  268. 2. You have memorized the entire liturgy, including variants. You can perform a ceremony for any occasion; weddings, funerals, excommunications, etc.
  269. 3. Your conduct in your parish, monastery, or convent was scandalous. Start with a dagger and +2 Save vs Fear.
  270. 4. You knocked off a bishop's mitre and stole it. It's worth 2gp.
  271. 5. You have a specific weakness. You must Save to resist trying to seduce a category of person (priests, nuns, married men, married women, brunettes, men with beards and sturdy biceps, etc.). Start with a spare set of robes and good boots.
  272. 6. You can disguise yourself as a different gender. Start with a second set of robes and a small makeup kit worth 5sp.
  273.  
  274. Performer
  275. 1. You traveled with a band of actors and pilgrims. Start with a sturdy walking stick and a good pair of shoes.
  276. 2. You were once a jester in a minor lord’s court. Start with a brightly colored hat, and some juggling balls.
  277. 3. You were a drummer in an army. Start with a sturdy drum and a rapier.
  278. 4. You are a fire breather, start with three torches, a wineskin full of fuel, and a neat trick.
  279. 5. You trained animals to perform in shows. Start with a small trained animal and a leash.
  280. 6. You are a sword swallower, start with a sword, the ability to swallow anything without gagging, and a neat trick.
  281.  
  282. Courtesy
  283. 1. You were a spy in someone else’s court before your handler mysteriously vanished. Start with 3 vials of poison and a dark cloak.
  284. 2. You are a provincial gentleman with a perchance for poetry. Check the Knight class for details.
  285. 3. A noble patron trained you on a bet. She tutored you in sewing, dancing, and poetry, while a wizard trained a woman in combat. Unsurprisingly, your noble patroness won the bet. You start with a sewing kit.
  286. 4. You worked as a scribe for a courtier until he was exiled after a scandal. You start with pen and ink and excellent handwriting.
  287. 5. You’re a former noble, disowned after a nasty mental breakdown. Start with 1d10sp, nice clothes, and nightmares.
  288. 6. You were a court poet before your lord fell ill and died. His successor did not care for your poetry. Start with 1 gp and a bitter resentment of the noble that cast you out.
  289.  
  290. Unusual
  291. Gain the skill listed, not the “unusual” skill, which isn’t a skill anyway.
  292. 1. You were the chronicler of a small village, keeping track of their oral history until it was wiped out. Start with the “History” skill and an extensive knowledge of local history.
  293. 2. You flunked out of wizard school. Start with a minor magical trinket and a deep sense of shame. You gain the “Arcana” skill, which lets you identify magic items.
  294. 3. You aren’t from Around Here. Gain the “Foreign Parts” skill and a incompetent but extremely loyal henchman who doesn’t speak a word of the common tongue.
  295. 4. You were inspired by the stories of old and decided to seek your fortune. Start with an enormous tome and the skill “Folk Tales.”
  296. 5. You just woke up one day, walking, with no memory of your previous life. Start with the equipment from a random profession and a skill you don’t know you have at level 2.
  297. 6. You were born with a severe stutter. However, it never manifested when you sang. You always speak with a slight musical lilt. Gain the skill “Public Speaking.”
  298.  
  299. Cleric
  300. Starting Equipment: robes, holy book
  301. Starting Skill: see below
  302.  
  303. A: Faith, Communion, 2 FP
  304. B: Invoke Blessings, 4 FP
  305. C: Double Prayer, 8 FP
  306. D: Divine Casting, 14 FP
  307. E: Devotion, 22 FP
  308. F: Triple Prayer, 32 FP
  309. G: Dragon Slayer, 44 FP
  310.  
  311. You gain +1 Save vs Fear for each Cleric template you possess.
  312.  
  313. Faith: You have 2 Faith Points. With each Cleric template you take, increase your FP by twice the number of Cleric templates you possess. You use them to pray to your god for favors and miracles. Miracles are spells, but favors are just divine intervention.
  314. Communion: You start with Communion 9. This represents your standing with your god and how likely they are to answer your prayers. It goes up by 1 for every additional Cleric template you possess.
  315. Invoke Blessings: By praying and spending an FP, you or one of your companions can reroll a failed save or gain a minor aspect of your god.
  316. Double Prayer: You can invest 2 FP into a prayer to make it more powerful. This can also be used to cast more powerful spells from scrolls and spell books.
  317. Divine Casting: You can cast spells from scrolls and spell books in a way that does not consume the scroll. You must pray as normal to cast the spell. Each FP invested grants you 1 Magic Die to cast the spell with. You won’t suffer from Mishaps or Dooms.
  318. Devotion: Your Communion no longer increases. However, you can invest FP to increase your Communion temporarily. It takes 2 to the power of the Communion rank increase FP to raise it. These points are lost regardless of whether the prayer is answered or not.
  319. Triple Prayer: You can invest 3 FP into a prayer to make it more powerful. This can also be used to cast more powerful spells from scrolls and spell books.
  320. Dragon Slayer: Once per day, you can cause one of your physical attacks to deal +X damage, where X is equal to the HD of the highest level monster your party has ever killed. You must keep track of this. If you miss, this ability is not expended.
  321.  
  322. Starting Skill
  323. 1. History, 2. Literature, 3. Medicine, 4. Religion
  324.  
  325. History
  326. 1. You have read about fallen empires, lost kingdoms, and ancient cultures long extinct. Things were much better in the past. You are able to speak 2 extra languages, but you also have a sense of nostalgia.
  327. 2. You keenly understand the recent history of the local area, as your abbey was persecuted by the current rulers' ancestors. Start with a wildly inaccurate map (draw it yourself) and a distrust of the Second Estate.
  328. 3. You read a book from Foreign Parts, translated badly, but with many interesting comments. The desire to travel gnaws at you. Start with a leather bag full of dried peas.
  329. 4. You read about an ancient hero of the Church and modeled your life after theirs. Once per session, you can reroll a critical failure if you tell a story about your patron saint, martyr, or theologian, and how they were once in a similar situation. The story can be allegorical.
  330. 5. Your study of the history's endless churn has left you melancholy. You know all about famous local defeats, deaths, and tragedies. Start with a stout walking stick (as a quarterstaff).
  331. 6. You paid very close attention to the accounts of treasure-hauls and plunder in your book. You can evaluate the approximate value of treasure and loot (as a Thief).
  332.  
  333. Literature
  334. 1. You memorized large chunks of beautiful prose. You are poetic and sentimental. Start with a basket of flowers.
  335. 2. You memorized endless passages of invective, abuse, and slander. You are sarcastic and bitter. Start with a wheelbarrow.
  336. 3. You memorized large chunks of poetry. Start with 1 Camp Follower. They are a reminder of you embarrassing love (directly or indirectly).
  337. 4. You read a very controversial piece of courtly literature. You either hate it completely and will denounce it at every opportunity, or you will defend it as a work of unrivaled genius and beauty. Either way, you can make easily find common ground with people who share your view.
  338. 5. You have remarkable handwriting. Your script is used as the model for other initiates in your order. Start with 1sp, a quill, and a small pot of ink.
  339. 6. You have aspirations to write a great book, poem, commentary, or letter. You have been practicing. Start with 2d10 unfinished drafts on small parchment scraps, stored in a leather bag.
  340.  
  341. Medicine
  342. Note: you cannot use this skill to remove Fatal Wounds. This skill is more suited to long-term care and the treatment of disease. You cannot perform surgery, but you might be able to advise a barber-surgeon or a butcher.
  343. 1. You tended to the mad. Start with unshakable patience and an iron bell.
  344. 2. You were often at the bedside of the dying, ready with words of comfort. You always know the right thing to say to someone in pain or in the last moments of life. Start with a white cloth.
  345. 3. You studied herbs, poultices, and infusions. Few of your remedies have any measurable effect by modern standards, but they are (sometimes) better than nothing. You can name most plants.
  346. 4. You have read all the books of medicine written by the ancient authorities. Your treatments might be dangerous or impossible under the circumstances, but you will never fail to recommend a treatment or supply a diagnosis (even if you fail a skill test).
  347. 5. Your abbey sheltered many wounded soldiers during the last War. You can determine the number of Fatal Wounds and Current Injuries any person has just by looking at them, and triage appropriately.
  348. 6. You have read books of unorthodox medicine from Foreign Parts. If you roll an unmodified 20 on your Medicine skill check, your treatment is instantly and profoundly successful. If you roll an unmodified 1, your treatment makes you a laughingstock and possibly a criminal, provided it is publicized.
  349.  
  350. Religion
  351. 1. You have absolutely unshakable faith. You might be a monomaniacal fanatic or a humble and devout teacher. You gain a +10 to Save vs Demons, mind-altering effects, and despair (but not fear). If you ever lose faith or commit an act you cannot reconcile, you instead take a -10 penalty to Save (not just vs. demons, all Saves) until you atone or find peace.
  352. 2. You are an expert on doctrine and ritual. Start with a gold icon worth 1gp.
  353. 3. You studied the lives of the Saints extensively, and have gained some of their natural fortitude and patience. You start with +2 HP and bare feet.
  354. 4. You know where to find the most obscure information or greatest living experts, and have spent years cultivating your contacts. You can write a letter to them asking for guidance and receive an answer in 10+1d6 days, exploding on a 6 (if you roll a 6, add another d6, etc.). The answer may not be accurate, but it will be an answer.
  355. 5. You personally experienced a miracle. If you recount the miracle in a serious and moving way, you automatically succeed on your next Charisma test, provided your target would appreciate the story.
  356. 6. You either cannot abide luxury and vanity or you are utterly profligate and dissolute. You must Save each day if you have over 10gp or spend all but 10gp on luxuries, alms, etc. Remember, money spent on purely frivolous things nets a +10% XP bonus. If you have no way to spend the money without giving it to another PC, you don't need to Save.
  357.  
  358. Dwarf
  359. Starting Equipment: Chainmail, shield, axe
  360. Starting Skill: See below
  361.  
  362. A: Stout, Dwarven Psychology
  363. B: Sword and Board
  364. C: Craftsman, Parry
  365. D: Grudge
  366. E: Headbutt
  367. F: Pack Mule
  368. G: Hatred
  369.  
  370. You gain +1 to Save vs Physical Damage and a free point of encumbrance for every dwarf template you possess (this includes poison, falling, disease, dragonfire, etc).
  371. You must take the Dwarf A as your first template. You can select different templates from other classes afterwards.
  372. Your starting rations are rats.
  373.  
  374. Stout: You are short in stature. You have a base movement of 9. You get a +2 to resist being shoved and pushed, and gain an extra +1 Defense bonus from shields.
  375. Dwarven Psychology: You are agoraphobic and must Save vs Fear if confronted with a large open area. You are also incredibly uncreative, you must make a Wisdom save to enact any novel plan of action or apply an old solution to a new situation. Both of these penalties and bonuses vanish when you are drunk, but you are more reckless.
  376. Sword and Board: If holding something in your off hand, you can make a second attack for 1d4 damage and add your Strength Bonus.
  377. Craftsman: With half a day and proper tools, Dwarves can repair a break in your armor or a weapon.
  378. Parry: You can block with melee weapons. The enemy’s attack automatically hits and you subtract damage rolled by your parrying weapon. Dual wielding lets you roll both dice and take the highest. If the damage is 6 or more, you test breakage for your weapon. This makes you immune to critical hits. When you block with a shield, you always block the maximum amount of damage. When entering a defensive stance, you get +4 Defense.
  379. Grudge: Now, and whenever you level up, you may declare a grudge against an enemy. If it’s a specific thing, you get +4 to-hit, if it’s a type of enemy, you get +2 to-hit. These bonuses do not stack, so if you have a grudge against orcs and Grogmurk the orc shaman, that’s only +4 to hit, not +6.
  380. Headbutt: You can use your Sword and Board ability even when you don’t have something in your off hand, but must Save or take damage equal to half the damage you dealt. The damage from your Sword and Board ability goes up to 1d6.
  381. Pack Mule: Gain +2 Inventory Slots.
  382. Hatred: Increase the to-hit bonus from your Grudge ability by +1 and free up any grudges formerly assigned to individuals..
  383.  
  384. Male Backgrounds
  385. 1. Mining, 2. Soldier, 3. Unusual
  386.  
  387. Mining
  388. 1. You found a wondrous gem and decided to travel the world looking for others like it. You start with a gem the size of your fist worth 50gp that you will not sell, even if threatened with a horrible death.
  389. 2. You went out on a surveying mission. Your fellow dwarves perished and you were the sole survivor. Start with a compass and nightmares.
  390. 3. You left your colony to work among the humans. You start with a pickaxe (heavy weapon) and a shovel.
  391. 4. You were digging a tunnel and got very, very lost. Start with a lantern and an extra can of fuel.
  392. 5. You led a herd of pack mules in the mountains. Start with a mule and the skill “Pack Handler.”
  393. 6. You fought a hideous beast deep in the caverns of the earth. Start with a small trophy and a +1 to Save vs Fear against anything larger than a cottage.
  394.  
  395. Soldier
  396. 1. You fought in the high mountain passes. Start with climbing gear and sturdy boots.
  397. 2. You were a field medic in the army. Start with 10 bandages and a bonesaw.
  398. 3. You negotiated with goblins to keep the gunpowder supplies up, you know how to speak Goblin.
  399. 4. You participated in a long siege. Start with 3 extra rations.
  400. 5. Your experience in the War changed you. If you fail a Save vs Fear, you will freeze rather than run. If you pass, your hirelings automatically pass.
  401. 6. A horrible attack left you missing three fingers and an eye, start with +2 HP. You don’t sleep well.
  402.  
  403. Unusual
  404. Roll and gain the skill listed, not the “Unusual” skill, which isn’t a skill anyway.
  405. 1. Due to a quirk of biology, you are always drunk and must imbibe alcohol to be sober. Start with a sturdy clay mug and a permanent point of drunkenness. You gain the skill “Brewer.”
  406. 2. A council of drunkards exiled you to hunt monsters in the surface world. Start with a heavy weapon, a mohawk sculpted with animal fat, and the “lore” skill of a random monster.
  407. 3. When the Church came to visit your colony, you were selected to be their “priest.” To be honest, the title means little to you. Start with dirt-stained blue robes with a serpent embroidered into them and a position in the first estate. Gain the skill “Religion.”
  408. 4. You succumbed to the classic dwarven madness and created a magic item. However, in its creation, you committed some unspeakable crimes and were exiled. You start with this item and the skill “Arcana.”
  409. 5. You are a dwarven mercenary, renowned for your bravery and honesty. Start with 1d10sp and the skill “Mercenary.”
  410. 6. You were cruelly tortured, forced to stare at the sky. Start with 3 permanent insanity points, no agoraphobia, and the skill “Astrology.”
  411.  
  412. Female Backgrounds
  413. 1. Craftsdwarf
  414.  
  415. Craftsdwarf
  416. Roll on the d100 Table of Medieval Professions. Ignore any out of character results and flavor accordingly. Start with the skill, characteristic item, and weapon.
  417.  
  418. Elf
  419. Starting Equipment: sword, bow, 10 arrows, spell book
  420. Starting Skill: See background
  421.  
  422. A: +1 MD, +1 Spell Slot, +2 Spells (1-6), Fey, Changeling
  423. B: +1 MD, +1 Spell Slot, +1 Spell (1-8), Spellsword
  424. C: +1 MD, +1 Spell Slot, +1 Spell (1-10), Parry
  425. D: +1 MD, +1 Spell Slot, Arcane Mastery
  426. E: +1 MD, +1 Spell Slot, Sleepless
  427. F: +1 MD, +1 Spell Slot, Eldritch Chanting
  428. G: +1 MD, +1 Spell Slot, Spellfinder
  429.  
  430. You gain +1 Magic Die (MD) and +1 Spell Slot for each Elf template you possess, to a maximum of 4 each.
  431.  
  432. You are a spellcaster but belong to no school. You gain your spells randomly and your MD return on a 1-2 even though everything is technically from a different school. You don't have any cantrips or Perks or Drawbacks from any schools.
  433. You must take Elf A as your first template. Afterwards, you can take templates from other classes.
  434.  
  435. Fey: Iron is elf bane. When in contact with it, you take -1 to hit and damage, plus an additional penalty for each MD you posses. These penalties last for as many rounds as you have MD currently. Silver imposes a similar effect, but does not stack with additional [dice]. In addition, you have a [dice]-in-6 chance or clerical magic failing when cast on you.
  436. Changeling: You become more alien the more MD you possess. With one MD, you have long pointed ears, an acute sense of hearing, and are only surprised on a 1-in-6. With two MD, your fingers and teeth grow cold and sharp. You gain a d4 unarmed attack and a d6 bite attack. With three MD, your eyes shine and you can see 60’ in the dark, but only the dark, torches spoil this. With four MD, you can hypnotize small animals with a successful Charisma check. With five MD, you gain Wizard Vision. With six MD, you can mutate spells with the same combat limitations as a Wizard’s Book Casting. With seven MD, you can see the spells in other wizards brains and talk to them.
  437. Spellsword: You use your weapon as a focus for your magic, gaining the ability to cast spells while armed.
  438. Parry: You can block with melee weapons. The enemy’s attack automatically hits and you subtract damage rolled by your parrying weapon. Dual wielding lets you roll both dice and take the highest. If the damage is 6 or more, you test breakage for your weapon. This makes you immune to critical hits. When you block with a shield, you always block the maximum amount of damage. When entering a defensive stance, you get +4 Defense.
  439. Arcane Mastery: Choose a Wizard School and learn 6 spells from it. You gain it's Perks and Drawbacks and Cantrips.
  440. Sleepless: You no longer need to sleep, merely meditate in a trance. You can only be surprised with a 1-in-6 chance even if you don’t have one MD.
  441. Eldritch Chanting: When you cast a spell, you can choose to duplicate it in your head. Put a mark next to it. When you cast it, you automatically generate a Mishap. If you roll doubles, you must Save or suffer a Doom instead.
  442. Spellfinder: By spending ten minutes with a spell cage, you can make a Charisma check to summon the spell back. You get a -1 penalty for every time you’ve attempted to summon that spell that day and a -4 penalty if trying to summon a spell from a burnt up scroll, it is summoned into your head.
  443.  
  444. Fighter
  445. Starting Equipment: leather armor, sword, bow, 20 arrows.
  446. Starting Skill: See below
  447.  
  448. A: Parry, +1 attack per round
  449. B: Notches
  450. C: Tricky, +2 Attack stat
  451. D: Impress, Cleave
  452. E: Stances
  453. F: Greater Cleave
  454. G: +1 attack per round
  455.  
  456. You gain +1 HP for each Fighter template you possess
  457.  
  458. Parry: You can block with melee weapons. The enemy’s attack automatically hits and you subtract damage rolled by your parrying weapon. Dual wielding lets you roll both dice and take the highest. If the damage is 6 or more, you test breakage for your weapon. This makes you immune to critical hits. When you block with a shield, you always block the maximum amount of damage. When entering a defensive stance, you get +4 Defense.
  459. Notches: Each time you attain a total of 10, 20, 30, and 50 kills with a weapon type, you unlock a new ability for that weapon.
  460. Tricky: You get +2 to Combat Maneuver rolls. Additionally, whenever you attack and get exactly the number you needed, you may make an opposed Dex vs Strength or Dex (whichever is higher). If you succeed, you successfully execute a free Combat Maneuver.
  461. Impress: Whenever you win a fight against challenging foes, people who didn’t like you make a new reaction roll with a +4 bonus. This even works on people you just defeated, unless you caused them undeserved or disproportionate harm. Hirelings get a +2 to Morale or a new Save vs Fear.
  462. Cleave: Whenever you reduce a creature to 0 HP with an attack, you can make another attack with the same weapon against a target within 5’. You can only cleave a number of targets equal to your Level in a single round.
  463. Stances: You can take an offensive stance, gaining +2 to Attack and -4 to Defense for the round, or a Defensive stance, gaining +2 to Defense and -4 to Attack for the round.
  464. Greater Cleave: You get +1 to hit and damage for every enemy you kill that round.
  465.  
  466. Male Fighter
  467. Starting Skill: 1. Farmer, 2. Soldier, 3. Sailor
  468.  
  469. Farmer
  470. 1. You were forcibly conscripted, in violation of your few rights, by an unscrupulous lord. Your farm was seized in your absence. You might idly dream of revenge. Roll on this table to accumulate other wrongs and grievances.
  471. 2. You are the [d10+2]th son of a poor farmer. You needed to leave or risk starvation. Expect terrible letters from home. If all your older siblings die you can inherit the farm.
  472. 3. Your farm and village were burned during a war. Rather than rebuild, you moved to a new area, but the only profession you can find, other than begging, is warfare. You start with 1d6 rumours about the local area.
  473. 4. Your lord was good to you, and on his deathbed, elevated you to his son's household troops. Unfortunately, the son swiftly died and the new heir has no place for you. Start with 1 gp. You may roll on this table to accumulate other wrongs and grievances.
  474. 5. Years of practice with your bow have made you a deadly shot. Start with 10 extra arrows, 2 spare bowstrings, and one entertaining trick shot (shooting a coin out of the air, an apple off a tree, etc.)
  475. 6. You abandoned your family and land to seek wealth, glory, or a better position. Start with 2 extra rations and a lingering sense of guilt.
  476.  
  477. Soldier
  478. 1. You served in Foreign Parts. Make up 1d6 ludicrous lies. You gain the "Foreign Parts" skill, but people from Around Here distrust you.
  479. 2. You served well and fought bravely but your service was not rewarded. You have gone to seek your fortune elsewhere. You start with no money, but your amazing tales will earn you friends.
  480. 3. You are a professional outlaw, a brigand who raids villages and cuts down merchants on the road. You care nothing for laws, wars, or causes, and roam where your will takes you. You start with 10 extra arrows, 2 rations, and many enemies.
  481. 4. You served in a mercenary company that was disbanded and scattered. The world has no place for you save the War. Start with an extra language and 1 camp follower.
  482. 5. You were free with your money and accumulated 1d4+1 camp followers.
  483. 6. Your skill with your weapon of choice brought you to the notice of your lord. Gain 1gp and an insufferable swagger.
  484.  
  485. Sailor
  486. 1. You can swim very well, you get a +4 to Strength checks when swimming in Chain.
  487. 2. You served in Foreign Parts. Make up 1d6 ludicrous lies. You gain the "Foreign Parts" skill, but people from Around Here distrust you.
  488. 3. Your ship was wrecked in a storm. Gain a +2 bonus to Charisma when interacting with water or lightning elementals. You have no idea this bonus exists.
  489. 4. You saw a sea monster once. You gain a +1 Save vs Fear when saving against creatures larger than a cottage.
  490. 5. You can eat anything. When in town, you eat twice as many portions as normal, but on the road or in the dungeon, you can Save to reroll negative effects from spoiled food, dungeon meat, etc.
  491. 6. You served well and fought in a major sea battle. Start with 1gp and a trinket from Foreign Parts.
  492.  
  493. Female Fighter
  494. Starting Skill: 1. Frontier 2. Soldier. 3. Unusual
  495.  
  496. Frontier
  497. 1. You lived on the edge of civilization. Six miles north was uncharted territory. You carried a sword to go feed the chickens. Gain a +1 Save vs Fear and 1 extra ration.
  498. 2. Your parents were new arrivals to a conquered area. They wanted you to be able to defend yourself against the uprising they feared daily. You start with 1d6 rumours about the local area.
  499. 3. You were a street rat or a wilderness child. Your life has been hard and brutal. Instead of a bow, you start with a sling and 20 rocks (half range, fits in a pocket, but otherwise functionally identical).
  500. 4. Your village was so small, isolated, and threatened that, despite the cultural shock, you and 1d6 of your sisters and cousins, were trained in archery and basic swordfighting. Expect terrible letters from home. If you ever visit, you and your friends will always be welcome.
  501. 5. Your grandparents were barbarian mercenaries, granted land in exchange for service. Although you and your family are civilized now, the old traditions are still conducted in secret. You [1d4] 1. Can fire arrows from horseback accurately, 2. Gain the "Religion" skill, 3. Wield an unusual (but functionally identical) sword, 4. Start with 1 camp follower.
  502. 6. You served in court of your lord and observed daily martial training. In exchange for gold or other favors, a sergeant-at-arms amused himself by training you as well, in secret, as a joke. Or so he believed - your ambitions and desire for freedom lead you into the wider world. Gain the "Laundry" skill.
  503.  
  504. Soldier
  505. 1. You followed your husband or lover to war but returned alone. With few useful skills, you took up his equipment and rove Creation, surviving as best you can. You start with a hand cart for hauling your possessions (and hidden weapons).
  506. 2. The war became desperate. Surrounded and in great danger, you took up arms and fought for your life. You escaped, but gained a scar (see the Death and Dismemberment table). Start with +1 HP.
  507. 3. You were a minor follower of a great and warlike lady. You were trained in hunting and, to better inspire her troops, swordfighting and other combative arts. You start with a mythological costume (stored safely in a bag) and a good singing voice.
  508. 4. You are the de facto leader of a group of irreverent brigands, layabouts, and scum. Start with 1d4+1 camp followers.
  509. 5. You were besieged for years inside a city and took up arms to defend your home. When in town, you eat twice as many portions as normal, but on the road or in the dungeon, you can go for up to a week without food before suffering penalties.
  510. 6. You took up arms to revenge some monstrous wrong. Roll at least once on this table. You care nothing for life or those who would judge you. Gain +1 Save vs Fear and start with 1gp.
  511.  
  512. Unusual
  513. You gain the skill listed, not the "Unusual" skill (which isn't a real skill anyway).
  514. 1. Your parents, maddened by grief at the death of their only son, insisted you replace him. You were raised as a boy and were poised to inherit the family farm before you were unmasked and denounced. You can disguise yourself as male with minimal effort. Gain the "Disguise" skill.
  515. 2. A wizard trained you as a bet. He tutored you in combat while his noble patroness tutored a man in sewing, dancing, and poetry. He unsurprisingly lost the bet, but you remain on good terms. He gave you a random minor magical trinket. Gain the "Courtesy" skill.
  516. 3. You claim to be a soldier polymorphed into a woman by a spell or curse. You have a certified letter from famous, distant wizard to prove it. 10% chance this is actually true. Gain the "Law" skill and 1 camp follower (who will solemnly attest to your transformation, even if bribed).
  517. 4. You were taken as a squire by a [d4] 1. lecherous 2. extremely poor 3. extremely nearsighted, 4. eccentric low-status knight. He was recently killed in battle, and you feared that the persistent rumours would become questions and possibly a trial. Gain the "Horsemanship" skill.
  518. 5. You were raised in an outlaw family and know nothing of polite society. Your manners are shocking. You start with a dagger, the "Highwayman" skill, and the ability to shock any member of the First or Second estates with just a few words.
  519. 6. You were raised in Foreign Parts, brought to Around Here as a captive or curiosity, earned your freedom, and now seek your fortune. You never liked Foreign Parts much anyway. You start with an appearance and native language so unusual that, to most people, your profession is the second most shocking thing about you. This could be extremely minor (hair colour, accent, pointed shoes). (Yes, this still applies in a game with toadlings and wizards. At least they're our toadlings and wizards, not like those nasty foreign ones). You gain the "Foreign Parts" skill. Make up 1d6 ludicrous lies.
  520.  
  521. Halfling
  522. Starting Equipment: Sling, 3 stones, 3 extra rations, good shoes.
  523. Starting Skill: Depends on background
  524.  
  525. A: Small, Second Breakfast
  526. B: Unnoticed, Rock Chucker
  527. C: Beast Tamer
  528. D: Invisible, Lucky
  529. E: Chef
  530. F: Very Lucky
  531. G: Iron Stomach
  532.  
  533. You gain +1 Save for every odd Halfling template you possess, and +1 Stealth for every even Halfling template you possess.
  534. You must take Halfling A as your first template. You can take different templates from other classes afterwards.
  535. You are an obligate vegetarian (unless you want to become a goblin)
  536.  
  537. Small: Small creatures get no penalty for fighting in cramped spaces, they eat half as much as a full-size human. They must use armor and weapons sized for them. Small weapons deal one die size smaller. If they attempt to use regular weapons, they get -2 to hit. You have a base movement score of 9.
  538. Second Breakfast: You can spend 10 minutes eating a ration and having a break to restore 1d4 HP.
  539. Unnoticed: If you hold your breath and stand perfectly still, you turn invisible. You can hold your breath for rounds equal to half your constitution.
  540. Rock Chucker: You can throw a stone as hard as a sling and try to do trick shots, like stunning the enemy, knocking something out of their hands. Enemy gets a Save to resist.
  541. Monster Taming: Make an opposed Charisma vs Wisdom check against a creature. Award a penalty or bonus for the difference between the Halfling’s level and the creature’s HD. The creature gets a +2 if above half HP and -2 if below 25% HP. If the Halfling succeeds, the creature will obey the letter and intent of their commands. If the creature winds, it will be filled with madness and fear, or try to escape if intelligent. They can make a Save if the Halfling forces them to do something against their will. Two saves in a row means they break free.
  542. Invisible: Unless someone is looking right at you, you can use your Unnoticed ability to creep along at half speed.
  543. Lucky: Once a day, you can reroll one of your d20 rolls, or a single Skill test.
  544. Chef: When rolling a d6 for food preparations, increase the threshold needed for a success, eg: from 1-in-6 to 2-in-6.
  545. Very Lucky: You get an additional use of your Lucky ability once per day. An adjacent ally can use one of your rerolls, provided you could have plausibly assisted them.
  546. Iron Stomach: You get +4 to Saves against food based dangers and may make a Constitution check to vomit out anything dangerous.
  547.  
  548. Knight
  549. If you are from Around here, you must be male or appear as male. If you are from Foreign Parts, anything goes.
  550.  
  551. Starting Equipment: chainmail, shield, sword, horse, 10 sp.
  552. Starting Skill: Courtesy and see below
  553.  
  554. A: Challenge
  555. B: Bodyguard, +1 attack per round
  556. C: Parry
  557. D: Aura of Courage, Dragon Slayer
  558. E: Duelist
  559. F: Rouse
  560. G: Sword and Board
  561.  
  562. You gain +1 HP and +1 Save vs Fear for each Knight template you possess
  563.  
  564. Challenge: This ability only works on creatures that can understand you and are capable of being offended. If you challenge a creature outside of combat, they must make Save to resist accepting. In civilized areas, this is basically a duel, and this means that you and the other party must agree upon the time, the place, the weapons, the victory condition, and the stakes. Leaders will usually send out a champion to fight in their stead (if applicable). In combat, you can challenge one creature each turn by yelling at it as a free action. The creature must Save . If they fail, they will attack you. This ability cannot force an opponent to make major tactical errors or leap off cliffs.
  565. Bodyguard: If an adjacent ally would take damage from a physical attack, you can choose to take the damage for them. This ability has a 4-in-6 chance of succeeding.
  566. Parry: You can block with melee weapons. The enemy’s attack automatically hits and you subtract damage rolled by your parrying weapon. Dual wielding lets you roll both dice and take the highest. If the damage is 6 or more, you test breakage for your weapon. This makes you immune to critical hits. When you block with a shield, you always block the maximum amount of damage. When entering a defensive stance, you get +4 Defense.
  567. Aura of Courage: Adjacent allies can use your Save vs Fear in place of their own. This ability has no effect if you are currently afraid.
  568. Dragon Slayer: Once per day, you can cause one of your physical attacks to deal +X damage, where X is equal to the HD of the highest level monster your party has ever killed. You must keep track of this. If you miss, this ability is not expended.
  569. Duelist: Every time you defeat an enemy in single combat, keep track of what weapon they were wielding. You get +1 Defense against that type of weapon. This ability cannot raise your Defense higher than 16.
  570. Rouse: Twice per day, you can shout out something encouraging. All allies who can hear you gain 1d4 hp. This is non-magical healing. Outside of combat, this heals them for 1d6+1 hp. Unconscious allies cannot hear anything.
  571. Sword and Board: If holding something in your off hand, you can make another attack for 1d4 damage and add your Strength Bonus.
  572.  
  573. Starting Noble Rank (d4)
  574. 1. Rank 1 (Provincial Gentleman). Gain the Farmer skill.
  575. 2. Rank 1 (Forgotten Son). Gain the History skill.
  576. 3. Rank 1 (Bastard). Gain the Siege Warfare skill.
  577. 4. Rank 2 (Gentleman). The skill you gain varies.
  578.  
  579. There would have to be a significant disaster in your family for you to inherit a proper title. Roll 1d6+2 to see the highest title you could inherit. This is probably your father’s uncles’s title. It would require a massacre, a plague, or divine intervention. And then you’d still have to push a few nephews down some wells. Roll 1d20+3 to see how many people are in front of you. Your monthly expenses are how much you have to pay to keep your status. It covers servants (elsewhere), repairs, fancy clothes, tithes, donations, taxes, and ransoms. As a starting character, your first month is covered. 1000 times your monthly expense is the minimum amount you can expect to be ransomed for.
  580.  
  581. Provincial gentlemen
  582. Supported by: Large Farm
  583. A provincial gentleman never attends formal court, or only in the most dire circumstances when summoned there. You are a country squire, a prosperous farmer with a noble title, and, given half the chance, you'll disappear from the eyes of the Second Estate completely. You have 1d6 tenants (total, not families) and are on first-name terms with all of them. You have an explicit title to your farm and can trace your bloodlines back to a royal or noble family. A large farm pays exactly your monthly expenses (12 gp) in a good year, half in a bad year, or none in a terrible year of wars, famine, and plague. In times of war, you will be called on by your lord to put on a rusty helmet, dig your sword out of the cupboard, and ride a horse into battle. If your lord is rich your equipment may be replaced.
  584.  
  585. Forgotten Son
  586. Supported by: Dubious Stipend
  587. You are a legitimate son of a great family, but the third son of a third son of a second cousin of a noble isn't worth much. You remain at the court of a relative, but you do not have a position at court. People forget that you are related. Your monthly expenses represent the bribes, gifts, and costs of maintaining yourself in view of those able to better your station.
  588.  
  589. You are supported by a stipend from your family. It pays exactly your monthly expenses (12 gp) but each month, roll a d10. On a 10, the stipend stops forever. In times of war, you will ride out with the court. You are essentially a household knight without position.
  590.  
  591. Bastard
  592. No support
  593. You are the illegitimate son of a noble. You are not expected to appear at any higher court, except as a novelty or during a trial. Your father has 1d4-1 older legitimate children, 1d4-1 younger legitimate children, and 1d6-1 other bastards. Halve these numbers if your father is young, dead, or there is a major disaster. There is a 20% chance your father has already acknowledged you. Otherwise, it will take a significant event for him to admit your existence.
  594.  
  595. Even if you are acknowledged, you cannot inherit your father's titles or land. The only way to counteract this is to get the father's overlord to approve you as the legitimate heir to the title. This is very difficult to accomplish. Firstly, because in doing so you are effectively disinheriting the current heir (which may be a distant cousin from a collateral family line), and they can challenge this decision in higher courts (which will generally favor tradition). Secondly, if there are no legitimate heirs to a grant, then tradition has it revert to the overlord (so there is a considerable economic disincentive for the overlord to rule in favor of a bastard). In short, you're screwed unless your father likes you and the highest court owes him a favor.
  596.  
  597. You socially outrank all peasants but you won't impress wizards. During times of war you will not be expected to appear as a knight unless you are acknowledged. You may use your noble status to roam the land and search for your fortune, or you may abandon your status (and associated expenses) and become a Fallen Knight.
  598.  
  599. Gentleman
  600. No support
  601. You are the child of a a titled noble or wealthy landowner, but you hold no formal position at court. Your children are destined to lose their status as members of the Second Estate unless they achieve a position at court or obtain the grant or gift of a title. You are theoretically a household knight of your father's household, but you are not particularly respected. Gentlemen are expected to be able to appear at court but are not an actual part of the court. This does mean your lord, and possibly your overlord, have noticed you.
  602.  
  603. Unless you find a position in the Church, in another court, or achieve the gift or grant of a title and land, you will soon run out of money. Warfare is one option, but so is adventuring. You have no real responsibilities and a great deal of ambition.
  604.  
  605. Fallen Knight
  606. No monthly expenses
  607. You have a horse, a sword, and armor, but you are not a noble. Maybe you stole the equipment of a dead knight. Maybe you abandoned your title and worked as a merchant or a farmer for a time. You are a false-knight, a knave, and an outlaw in any case.
  608.  
  609. You could still be ennobled or gifted lands, but hereditary grants are unlikely. You circle wars like a vulture, or you live beyond the reach of the law.
  610.  
  611. Ranger
  612. Starting Equipment: longbow, 40 arrows, a large knife, and a buckler shield.
  613. Starting Skill: see below. When you take your first Ranger template take the Navigator skill.
  614.  
  615. A: Tracking, Danger Sense
  616. B: Advantageous Terrain, Hated Foe
  617. C: Improvisation
  618. D: Opportunist, Dragon Slayer
  619. E: Sharpshooter
  620. F: Animal Companion
  621. G: Trophies
  622.  
  623. Tracking: Ordinarily, whenever the GM rolls for encounters, a 1 means monster and a 2 means trace of a monster, increase this to 3. You can track this creature down in 1d4 exploding exploration turns. Additionally, you can try to avoid certain entries on the monster encounter table with a [number of Ranger templates]-in-6 chance of success.
  624. Danger Sense: When surprised, you have a 50% chance to act on the surprise round anyway. f you encounter a creature no one in the group has seen before, you can roll under your Intelligence to remember a detail or weakness, provided it is not unique.
  625. Advantageous Terrain: When rolling for random encounters outdoors, you can draw a map, showing where everyone is so long as it’s plausible. You can’t benefit from more than terrain advantage at a time. Increase your surprise threshold by 1, this usually means surprising enemies on a 3-in-6.
  626. Hated Foe: You get +2 to your Attack stat when attacking the foe you hate most. You can only hate one thing at a time. You can change this, but only if your new foe has done something worth hating. If it’s an individual, this bonus rises to +4.
  627. Improvisation: You don’t take the -2 to-hit penalty when using improvised weapons and they no longer deal a smaller die of damage.
  628. Opportunist: Whenever you get a situational bonus to an Attack roll (surprise, elevation, etc) you deal an additional +1d6 Damage.
  629. Dragon Slayer: Once per day, you can cause one of your physical attacks to deal +X damage, where X is equal to the HD of the highest level monster your party has ever killed. You must keep track of this. If you miss, this ability is not expended.
  630. Sharpshooter: You ignore the 50% chance to hit an ally when firing into melee.
  631. Animal Companion: You can train your animal companions to perform a certain action when a condition is true. Normally you’d spend a round giving orders to your pet.
  632. Trophies: You can take trophies from corpses. These act like piecemeal armor, but additionally give you +1 against all the monster’s special abilities. This bonus stacks.
  633.  
  634. You gain +1 to Stealth for every even Ranger template you possess and +1 to your ranged Attack for every odd Ranger template you possess.
  635.  
  636. Male Ranger
  637. Starting Skill: 1. Hunter, 2. Fishing, 3. Forestry
  638.  
  639. Hunter
  640. 1. You were a forester, enforcing the law in the Royal Forest, you start with a sword.
  641. 2. Your lord allowed you to hunt, for a fee. Start with 3 extra rations.
  642. 3. Your village was deep in a forest. Every man who was of age went out on hunting trips to gather food.
  643. 4. You were a poacher, illegally hunting on your lord’s lands. You are missing two fingers, marking you as an outlaw in whatever region you came from.
  644. 5. You hunted with the aid of a bird of prey. Start with a falcon instead of a hound and thick leather gloves. Gain the skill “Falconry.”
  645. 6. You were a part of your lord’s hunting party. Start with a hound (6 hp, d6 bite attack).
  646.  
  647. Fishing
  648. 1. You oversaw the fishing rights of a large lake. Start with a fishing pole.
  649. 2. You lived in a fishing village. Start with a fishing net.
  650. 3. You operated a ferry, start with 1d10sp and rights to a ferry in your hometown.
  651. 4. You were a poacher, sneaking out at night to illegally fish. You are missing two fingers, marking you as an outlaw in whatever region you came from.
  652. 5. You lived in a wet and rainy village on the side of a river. Start with an oilskin cloak.
  653. 6. Once, on a fishing expedition, you fell overboard. You survived and can now swim in extreme conditions, get a +4 to Strength checks when swimming in chain.
  654.  
  655. Forestry
  656. 1. You chopped down trees for a living. Start with an axe and a two-person lumber saw.
  657. 2. You saw to the planting and cultivating of trees for harvest. Start with a shovel and a trowel.
  658. 3. You led a search party to find someone in the dark forest, if you found them alive, gain them as a camp follower, if not, start with 1 insanity point and a +2 to Save vs Fear.
  659. 4. You were captured by druids and escaped. Start with ritual scarring and a deep seated fear of druids.
  660. 5.
  661. 6.
  662.  
  663. Female Ranger
  664. Starting Skill: 1. Herbalism, 2. Animal Handling, 3. Foraging
  665.  
  666. Herbalism
  667. 1. You studied under the village wise woman, but were cast out when your ministrations led to the death of a patient. Start with 10 bandages.
  668. 2. You cultivated noxious plants in your garden. You may have poisoned your husband and gotten away with it. Start with 3 vials of poison (strychnine, d6, rounds)
  669. 3. You ventured deep into the forest to get something to cure a loved one but returned too late. Start with a rare herb or ingredient.
  670. 4.
  671. 5.
  672. 6.
  673.  
  674. Animal Handling
  675. 1. You are crafty and cunning from outwitting goats. Start with 1d6 goats, exploding on a 6 and three skins of goat milk.
  676. 2. You are frantic and depressed from dealing with sheep. Start with 1d6 sheep, exploding on a 6 and a shepherd’s crook (as quarterstaff).
  677. 3. A wolf once attacked your flock, you managed to fight it off. Start with +2 to Save vs Fear vs beasts and scars.
  678. 4. Your flock grazed high in the mountains. Start with a warm winter coat (Insulation 2).
  679. 5.
  680. 6.
  681.  
  682. Foraging
  683. 1.
  684. 2.
  685. 3.
  686. 4.
  687. 5.
  688. 6.
  689.  
  690. Ratman
  691. Starting Equipment: nothing but the clothes on your back
  692. Starting Skill: Climbing
  693.  
  694. You can only take a Ratman template if all your starting stats are less than 12 and only as your first template.
  695.  
  696. A: Big Fat Rat, Hate Magnet
  697. B: Call Rat, Gossip
  698. C: Sharp as a Knife, Rat Mapping
  699. D: Dire Rat, Transfer Affliction
  700. E: Opportunist
  701. F: Desperation
  702. G: Rat Apotheosis
  703.  
  704. You gain +1 to Stealth for every two Ratman templates you possess.
  705.  
  706. Big Fat Rat: You can swim as fast as you can run, fit through holes as narrow as your head, and scale nearly any surface. Your tail can be used as a whip and your bite deals 1d6 damage and transmits any poisons or diseases currently afflicting you if the victim fails their save. All rodents recognize you as the beloved of the rat god and will improve their starting attitude to you by one step. This protection does not extend to your companions.
  707. Hate Magnet: Everything hates you. No matter your companions, all creatures will try to kill you on sight or draw the attention of something else that can kill you. The only exceptions are rats and shelled reptiles.
  708. Call Rat: You can summon one rat per turn to do things that a rat can do. They will leave after one order. You can summon your maximum rat friends if you spend an entire exploration turn. You can control rats equal to your level squared. You can order them to attack or cling to you like meaty ablative armor.
  709. Gossip: When consulting with rats for rumors, you gain 6x as many as long as you spend six hours interviewing rats. You can only use this ability once per city.
  710. Sharp as a Knife: When you tests skills to improve them, you may treat your Intelligence as if it were 16. This ability doesn’t apply to knowledge skills like History or Literature.
  711. Rat Mapping: Roll a d6 for every rat you send into the room. For every result of 1 or 2, the rat has wandered off, gotten bored, or died. If you get at least two 6s, that means the rats have paid special attention to the room and will return a description closer to what a person would describe, but they’re still limited by their language. For all rooms, they will give it a smell and whether they liked it or not.
  712. Dire Rat: You can summon a Dire Rat. This counts as 5 rats for the purposes of your ability. Though, when summoning rats in a dungeon, there is a 1-in-10 chance of summoning a Dire Rat, 1-in-12 in the thick forested wilderness.
  713. Transfer Affliction: Once per day, you can transfer a disease, poison, or curse onto a willing rat. Your controlled rats always count as willing, though they may curse your name.
  714. Opportunist: Whenever you get a situational bonus to an Attack roll (surprise, elevation, etc) you deal an additional +1d6 Damage.
  715. Desperation: You can burn off a point in an Ability Score to get a +2 to any d20 roll (two points for a +3, four points for a +4). These Ability Scores only recover one point on days that you don’t use this ability.
  716. Rat Apotheosis: You can establish a stronghold in the sewers beneath a city. You attract 2d6 loyal were rats, 1d3 paladins of the rat god, and an insane cartographer. When you call for rats beneath this city, rats summoned in this way do not count against your daily limit. Once per day, you can cast rat swarm, but only in places where rats can be found.
  717.  
  718. Rat Notes: Rats can cling to people, doing 1 damage each round. Anyone can rip a rat off of them by making a Strength check with a +4 bonus and then crush them the next round. On a hit, they die. On a miss (they count as unarmored), they die and any damage in excess rolls over to whoever they were attached to. They attack as a group, making one attack roll, and deal 1dX damage, where X is the number of rats. When attacked, you roll damage to see how many rats you kill, half as many on a miss. When clinging to you, they’ll each absorb 1 damage for each rat, on a miss, the enemy still rolls damage to see how many rats they kill, but only half as many. Rats have AC as unarmored and Movement 6. The rats have Morale 4 (Dire rats have Morale 7) but don’t have to check this as often as hirelings, just like retainers. A Dire Rat has 5 hp and attacks for 1d4 damage on its own. The maximum number of rats you can summon per day is three times the maximum number of rats you can command.
  719.  
  720. Thief
  721. Starting Equipment: leather armor, lock picks, dagger.
  722. Starting Skill: see below. You also gain the Locksmith and Pickpocket skills when you take your first Thief template
  723.  
  724. A: Always Prepared, the Heist
  725. B: Sharp as a Knife, Lucky
  726. C: Opportunist
  727. D: Very Lucky, Great Escape
  728. E: Redirect
  729. F: Assassinate
  730. G: Dramatic Infiltration
  731.  
  732. You gain +1 Stealth for each Thief template you possess.
  733.  
  734. Always Prepared: In town, you may spend any amount of money to buy an Unlabeled Package. When the package is unwrapped, you declare what it contains, as long as the contents comprise the appropriate number of Inventory Slots, don’t cost more than you originally paid, and are available in town. You can put multiple items inside a large Unlabeled Package, including smaller Unlabeled Packages. You can have no more than two Unlabeled Packages at a time.
  735. The Heist: Once per adventure or dungeon or campaign arc, you can gain 10% bonus XP for any one valuable item you personally stole. It has to pass through your hands, or you have to be the one masterminding the theft. Unguarded or abandoned treasure does not count (unless there are traps). For example, a gem worth 1,000sp would give you 100 extra XP. If the bonus XP would cause you to gain a Level, you instead gain the exact amount needed to gain the level.
  736. Sharp as a Knife: When you tests skills to improve them, you may treat your Intelligence as if it were 16. This ability doesn’t apply to knowledge skills like History or Literature.
  737. Lucky: Once per day you can reroll one of your d20 rolls, or a single Skill test.
  738. Opportunist: Whenever you get a situational bonus to an Attack roll (surprise, elevation, etc) you deal an additional +1d6 Damage.
  739. Very Lucky: You get an additional use of your Lucky ability once per day. An adjacent ally can use one of your rerolls, provided you could have plausibly assisted them.
  740. Great Escape: Once per day, you can automatically escape from something that is restraining you and that you could plausibly escape from. This includes grapples, lynchings, and awkward social situations, but not sealed coffins.
  741. Redirect: When an enemy misses a melee attack, you can force them to make another attack on a target within range. This attack is made with a -4 penalty against an adjacent target of your choice.
  742. Assassinate: Your Opportunist bonus damage increases to +2d6 damage.
  743. Dramatic Infiltration: At any time during the session, you can declare that you are walking “off-screen.” Later on, you can reveal that you were a minor NPC all the time or you can just enter the scene normally. This ability is only limited by plausibility.
  744.  
  745. Starting Skill 1. Bandit, 2. Scum, 3. Soldier, 4. Farmer, 5. Frontier, 6. Unusual
  746.  
  747. Bandit
  748. 1. You were part of a band of wild mercenaries, dispersed by the actions of a noble lord and his army. Start with a bow and 20 arrows.
  749. 2. You specialized in ambushing merchants and their caravans. Start with a red silk cloak, a fur hat, and 5sp.
  750. 3. You roamed the world, free of both morality and the law. You start with the "Foreign Parts" skill. Make up 1d6 ludicrous lies.
  751. 4. Your band focused on the highest-value knights and their treasure. Start with 1gp and intimate knowledge of how to get a dagger through plate armor. If you are ever caught by a certain lord or his vassals, you will die a truly horrific death.
  752. 5. After acquiring 100gp, your fellow bandits agreed to split the treasure in a very odd way. You start with 1gp, the "Logic" skill, and a strong distrust of other outlaws.
  753. 6. You lived in the wilderness, retreating to inhospitable areas when threatened. You are instantly alert if woken. You can also pick out a good line of march over any terrain. Start with a floppy waterproof hat.
  754.  
  755. Scum
  756. You gain the skill listed, not the "Scum" skill (which isn't a real skill anyway).
  757. 1. You sold your body, or assisted others in the same trade. Start with the "Prostitute" profession and skill and a makeup (disguise) kit.
  758. 2. You sold false relics, fake indulgences, counterfeit herbs, broken magic items, or other trinkets of dubious value. Start with the "Vagabond" skill and 3 trinkets worth 1sp each (to the credulous) or nothing (to the wary and skeptical).
  759. 3. You were the one the watchmen hunted for and feared. In a great city, you robbed and maimed by cover of darkness, attacking travelers, priests, and nobles alike. Start with 5sp and the "Street Rat" skill.
  760. 4. You were once a good and diligent worker, but greed, a secret vice, or unfortunate circumstances drew you to a life of crime. Roll on the Table of Professions and gain the skill and item listed.
  761. 5. There was no lie you wouldn't tell, no slander you wouldn't spread. Make up 1 rumour about each other PC. Players may vote (secretly or openly) on which rumour is true. Roll on the Table of Professions and gain the skill listed.
  762. 6. You are very, very, eccentric. You don't consider yourself a thief - it's merely that most of Creation belongs to you, or should be organized in a better way. Start with as many items as you can write down starting now before the GM can roll a 6 on a d6. Items worth more than 1gp will be rejected. You gain no skill.
  763.  
  764. Solider
  765. Male:
  766. 1. You were recruited for a distant war but were caught looting, against your lord's express command. Sentenced to be hanged, you escaped and fled, leaving your looted treasure behind. Start with a bow and 20 arrows.
  767. 2. You served as a mercenary and performed some daring looting operations in locked fortresses and churches. Start with 30' of rope and a grappling hook.
  768. 3. You were a sapper and a tunnel rat, but gave up that dangerous profession for life outside the law. Start with a shovel and absolutely no fear of enclosed spaces.
  769. 4. When the War ended, your pay was half of what you'd been promised. You turned to petty crime in revenge. Start with 5sp and a club.
  770. 5. You were recruited for a distant and ill-favored war, but you faked your own death and fled to a distant town. You hope to begin your life anew. Start 2cp and a travelling cloak.
  771. 6. You worked as a kidnapper, targeting valuable nobles or citizens displaced by the war. Your trade made you many enemies. Start with manacles and 1gp.
  772.  
  773. Female:
  774. 1. You followed your husband or lover to war but returned alone. You picked up a few useful skills along the way and don't intend to return to your former life. Start with a handcart and a second dagger.
  775. 2. You were born and raised in a soldier's camp and have never know another life. You fear neither the law nor the Church. Start with 3 wineskins and absolutely shocking language.
  776. 3. You were part of a mercenary company and a respectable brawler, fence, and leader. Start with 1d4 camp followers.
  777. 4. You know exactly how to slit someone's throat so that they don't make a sound, and six different places to stab someone in the back. When attacking a totally surprised target, add +1 damage.
  778. 5. During the siege of your city, you robbed the dead and the dying and escaped with a vast treasure hoard. One of your companions betrayed you and left you for dead. Also, roll at least once on this table. You start with a gem worth 1gp.
  779. 6. You saw the war as an opportunity to profit. Start with 1 camp follower. No matter your Estate, you can read and write.
  780.  
  781. Farmer
  782. 1. Your lord forced you into a life of unjust service, either on his estates or in a War. You were eventually able to escape. You start with 3 extra rations. Roll on this table to accumulate other wrongs and grievances.
  783. 2. You stole something so minor and inconsequential it is hardly worth mentioning, save that the guilt haunts you to this day. d6: 1. candle stub, 2. eggs, 3. loaf of bread, 4. flowers, 5. bit of ribbon, 6. cup of beer. You can steal anything and commit any crime provided it does not resemble the object of your guilt. Gain a +2 Save vs Fear, but Save vs Fear with a -4 penalty if confronted with something that resembles your guilt-causing object.
  784. 3. You are the [d10+4]th child of a poor farmer. You needed to leave or risk starvation. Expect terrible letters from home. If all your older siblings die you can inherit the farm.
  785. 4. You believe you are cursed. One year, your crops withered, your friends turned against you, your cattle melted, and your house burned down. You were expelled from your village. Start with the ability to sense magic (as a wizard).
  786. 5. While pretending to be an simple farmer, you are in fact the agent of another power. You might work for a noble, a bishop, a cult, or a rich merchant. You can read and write. Instead of the "Farmer" skill, start with the "Spy" skill.
  787. 6. You abandoned your family and land to seek wealth, glory, or a better position. Start with 2 extra rations and a lingering sense of guilt.
  788.  
  789. Frontier
  790. 1. You lived in a lawless border region. Your lord changed every few years. Castles were demolished and rebuilt. Farms were plundered. Start with a horse and a good eye for the weather.
  791. 2. The region where you grew up was so poor that iron and worked leather were rarities. Start with a complete ignorance of civilization. Anything more complicated than a saddle fascinates you and marks you as a near-savage. Rather than +10% bonus XP for spending money on purely frivolous things, you gain +15%.
  792. 3. You belonged to a clan of wreckers. Start with the False Light cantrip (see below) and the ability to swim (+4 to Strength checks when swimming in Chain).
  793. 4. You lived among a clan of cattle-thieves, fence-breakers, and rustlers. You can instantly assess the health and market value of any domesticated animal. You are missing two fingers from your left hand, marking you as an outlaw (in whatever region you came from).
  794. 5. You were hired by a village to protect them when their lord could not or would not. If you betrayed the village, start with 1gp (in loose coins and trinkets). If you helped them, start with 1 extra ration and a goat.
  795. 6. You lived in the high wilderness, robbing anyone who passed into your territory. Start with a bow, 20 arrows, and a deep-seated fear of druids.
  796.  
  797. Unusual
  798. You gain the skill listed, not the "Unusual" skill (which isn't a real skill anyway).
  799. 1. You were an apprentice to a wizard, but he considered you talentless and cast you out. Start with 1 random cantrip from a random wizard school and the "Literature" skill. You can read and write.
  800. 2. A divine vision commanded you to abandon your past life and roam the world. There is a 1-in-10 chance this divine vision was actually true. Otherwise, it was caused by poor diet, evil spirits, or your own overactive imagination. Roll on the Table of Professions and gain the skill and item listed.
  801. 3. The life of an outlaw attracted you for unusual reasons. Start with the "Poet" skill. You can read and write.
  802. 4. You were struck by lightning once and survived. Gain a +2 bonus to Charisma when interacting with water or lightning elementals. You have no idea this bonus exists. You may be struck by lightning again, if circumstances permit it. Roll on the Table of Professions and gain the skill and item listed.
  803. 5. You committed a terrible crime, but thanks to the intercession of a traveling Paladin, you were exiled instead of being executed. Start with the "Farmer" skill and strong feelings about religion.
  804. 6. Theft can never be secure if witnesses remain. Start with the "Poisoner" skill and 3 vials of poison (d6).
  805.  
  806. Wizard
  807. Starting Equipment: Spellbook, ink quill, some schools may give additional items.
  808. Starting Skill: see Backgrounds
  809.  
  810. A: +1 MD, +1 Spell Slot, +2 Spells (1-6), Spell Breeding
  811. B: +1 MD, +1 Spell Slot, +1 Spell (1-8), Book Casting
  812. C: +1 MD, +1 Spell Slot +1 Spell (1-10), Friendly Spell
  813. D: +1 MD, +1 Spell Slot, Master of Magics
  814. E: +1 MD, +1 Spell Slot, Interdisciplinary
  815. F: +1 MD, +1 Spell Slot, Wand Creation
  816. G: +1 MD, +1 Spell Slot, Staff Creation
  817.  
  818. You gain +1 Magic Die (MD) and +1 Spell Slot for each Wizard template you possess, to a maximum of 4 each.
  819. When you first gain a Wizard template, you must choose a school from the list below. You cannot change schools later. You are a spellcaster.
  820. As you level, you will gain spells from your school’s spell list. You still can learn and cast spells from outside your school, but until you cast them 8 times, MD spent on them do only return on a 1, rather than a 1-3.
  821.  
  822. Spell Breeding: You can attempt to crossbreed and combine two spells into one new spell. Both spells need to be stored on separate scrolls initially. This process takes 1 week of uninterrupted work. You can combine the spells to produce one of the following:
  823. a) a random spell from your spell list (roll 1d10)
  824. b) a random spell from a random spell list
  825. c) a mutant version of one of the two spells
  826. When the process is complete, Save or suffer a Mishap. Gain a +1 bonus to Save for
  827. a) every 1 gp spent on reagents, inks, magical artifacts, incense, or other tools of your trade
  828. b) the number of Wizard templates you possess
  829. c) each ritual preparation you describe to the GM
  830. d) the number of times you'd previously cast the spells you are combining
  831. Book Casting: You can cast from a scroll or a spellbook in a way that does not consume the scroll. This allows you to cast directly from your spellbook without loading the spell into your brain first. You do not gain the bonus MD that consuming a scroll generates. You must declare you are casting a spell from a book before initiatives are rolled for the turn.You automatically go last in the initiative round, and you automatically fumble the spell if you take any damage during the round and must make a save vs Intelligence or suffer a Mishap. The spell vanishes from the scroll or book and returns the next morning.
  832. Friendly Spell: Choose 1 spell you know and have frequently cast. Apply a positive mutation to the spell. Do not roll on the drawbacks table, even if the mutation requests that you do.
  833. Master of Magics: Learn up to 6 spells from your school’s spell list, or invent an entirely new spell (GM’s discretion).
  834. Interdisciplinary: MD invested in spells from other schools that you haven’t taken as a skill return on a 1-2 rather than just a 1.
  835. Wand Creation: You can create wands with the same production limitations as Spell Breeding. You must have a spell to trap in the wand. Wands can store 1 MD and 1 spell.
  836. Staff Creation: Same as Wand Creation, but for Staves. Staves can store a maximum of 3 MD and 3 spells.
  837.  
  838. Chartered Wizard
  839. You were trained at a college of wizards. When you weren't drinking, knife-fighting, fornicating, and skipping class, you learned a few spells. You have taken on Wizard Student Loans. You graduate owing 1d10x5000gp, unless your background states otherwise. You owe 1/500th of your total loan amount per month, payable in gold, new spells, magic item, intelligence, slaves, or dragon meat to your college. They will usually give you six months without payment before hunting you down and shaking you until you rattle.
  840. Wizards of the White Hand, Orthodox Wizards, Elementalists, Garden Wizards, and Illusionists.
  841.  
  842. 1. You were a foundling, given to a chartered college as part of a town's ancient agreement. Your survival was unexpected but welcome. You start with the "History" skill and many useless facts. You took on a new name to reflect your school, such as "Peter Purplestripe" for Purplestripe College, or "Fredegund Tower" for the White Tower of Elderstone.
  843. 2. You are a child of a prosperous merchant. Your Wizard Student Loans are a mere 2,500gp. Roll on the Table of Professions and gain the skill listed. Your parents are disappointed in you no matter what you do.
  844. 3. Your village scraped together enough money to send you, the cleverest child in a dozen generations, to study. Start with the "Farmer" skill and a family. Expect terrible letters from home.
  845. 4. Your studies were progressing well, but you suffered a terrible setback. Gain a scar (see the Death and Dismemberment table) and a fear of some innocuous thing, such as lettuce, rain, beeswax, or mirrors. Start with the "Literature" skill.
  846. 5. You have just - within a few days - agreed to become a War Wizard (or Wizard Ordinary). Start with the "Literature" skill and 1d6 rumours about the War.
  847. 6. A lord sponsored your studies. Your lord pays your wizard student loans as long as you work for him in whatever capacity he had planned. Start with the "History" skill.
  848.  
  849. Outsider Wizard
  850. You exist on the edge of the law. While society has no fixed place for you, it does not actively seek your destruction. This is a minor distinction; for the purposes of the Estates, you are either an Outlaw, or a member of the Third Estate who keep their abilities disguised.
  851. Elf Wizards, Witches, and Drowned Wizards.
  852.  
  853. 1. You were tutored in a small group by a wise wizard. You know 1d4 other students from your school well enough that they'd answer your letters. Roll on the Table of Professions and gain the skill and item listed.
  854. 2. You were inducted into an ancient, secretive tradition. Start with the "Poisoner" or "Artist" skill, a dagger, and a secret handshake or sign.
  855. 3. You were exiled from your home for openly practicing your magical arts. Start with the "Farmer" skill and 2 rations.
  856. 4. You owe secret allegiance to a lord, and have served him in the past in matters best kept from the Chartered wizards. Start with the "Courtesy" skill and 5sp.
  857. 5. You once offended a powerful bishop. Start with the "History" skill and a powerful enemy.
  858. 6. You somehow acquired a camp follower. You might have saved their life, or they might owe you for a past service, or you might have caused some minor disaster in their life. Start with the "Soldier" skill or roll on the Table of Professions and gain the skill listed.
  859.  
  860. Outlaw Wizard
  861. Diabolists, Necromancers, and Biomancers.
  862.  
  863. 1. You took up the forbidden arts to avenge some monstrous wrong. Roll at least once on this table. You care nothing for life or those who would judge you. Start with the "Frontier" skill and 5sp.
  864. 2. You willingly put your soul on the line while spellcasting. You may add +1 MD to any spell you cast, but you automatically generate a Mishap. This extra MD does not return to your pool. Start with the "History" skill.
  865. 3. No matter your abilities, you consider yourself a terrible wizard, a lousy fighter, and a bad friend. Start with the "Poetry" skill.
  866. 4. You left your master to face the mob and fled as the villagers lit the pyre. Roll on the Table of Professions and gain the skill listed. You also start with 1gp and nightmares.
  867. 5. You experienced a terrible magical catastrophe. Start with the "Bandit" skill. You gain a +2 to Save vs Fear, but the survivors or victims of the catastrophe may still seek you.
  868. 6. You have a secret mission. You can choose to decide your mission's goal during character creation, or you can declare it at any time during play. If you succeed, you get 100 bonus XP and a deep sense of satisfaction. Start with the "Cultist" skill and a dagger.
  869.  
  870. Cleric Spellcasting
  871. You can pray for something to happen or request a miracle. If it’s aligned with your God’s interests, you test under your Communion and invest a Faith Point into it. If you’re successful, your prayer is answered, equivalent to a spell with one MD, and your FP is refunded. You get +1 Communion in a minor holy site and a +2 in a major holy site (and the reverse for unholy sites). You regain 1 or 2 FP for accomplishing a minor deed in the interests of your faith. If you spend at least 4 hours praying in a major holy site, your FP return to full. If you spend at least 4 hours praying in a minor holy site, it raises to half your maximum. Major religious ceremonies can raise your FP to double your maximum.
  872.  
  873. Wizard Spellcasting
  874. Magic Dice and Spell Slots
  875. Wizards have a pool of Magic Dice and Spell Slots. When a wizard wants to cast a spell, they select one of the prepared spells from their Spell Slots and chooses how many MD they want to use on it. Then they roll these dice. Any die that comes up 1-3 returns to the dice pool and anything that comes up 4-6 is exhausted. Exhausted dice return the next day after a good night’s sleep. If you didn’t sleep well, make a Save for each die to have it return anyway. Once a spell is cast, it is gone for the day. It will return to its last place of imprisonment the next morning.
  876. Casting Spells and Initiative
  877. You have to declare that you are casting a spell before initiative is rolled. If you’re hit before you get to cast, you have to make an Intelligence check to keep casting, otherwise, it fizzles and you must make an Intelligence check to hold onto the spell.
  878. Preparing Spells
  879. A wizard can spend an hour with scrolls, wands, staves, spellbooks, or other spell storage mechanisms to move the spells around within them and the Spell Slots in their brain. A spell must be understood before it can be moved. A wizard can identify a magical item. It takes one round of close examination to see if it’s magical or not. An exploration turn allows you to make an Intelligence check to learn more about it.
  880. Casting from a Scroll
  881. Anyone can cast from a scroll. First, it has to be identified. You must make an Intelligence check. If this fails, the spell fizzles and you have to make another Int check. If you fail this second check, you suffer a mishap. This particular setup only applies for unidentified scrolls. Scrolls burn up when used and invest a Magic Die into the casting.
  882. Wizarding Laboratories
  883. A wizard laboratory costs 50gp and will allow you to always allow you to successfully identify magic items. Potions can’t be examined in this way, you have to take sips and guess at the effects. Once you fail to identify a magical item, you cannot try again until you have had a chance to visit a library containing books on magic. Sages exist who have a 60% success rate of a 90% success rate if it’s in their specialty. Most of them charge 1gp per item identified. Cerebreuses can extract spells from dead wizard skulls. You bisect the skull, balance it atop a golden needle, and let it float in water. With a compass, a clock, and a brain almanac, the movements of the needle across the grooves in the skull, you can learn the spells.
  884. Spells from Other Schools
  885. A wizard can attempt to cast spells from another school. However, until they cast these eight times, the MD only return on a 1. And even then, they take up a skill slot if you wish to promote them to the same level of efficiency as your other skills.
  886. Staves, Wands, and Magic Robes
  887. Magic Robes grant you a MD pool of one or increase an already existing pool. You can invest MD into a wand or staff with 10 minutes of concentration. You take 1d4 damage from the strain and your MD pool is lowered by 1 for the day. The MD invested don’t return when cast from the staff/wand but do return the next morning. In addition, you reduce your max HP by 1 for each MD invested into the staff/wand. Wands can hold 1 MD and 1 spell, Staves can hold 3 MD and 3 spells.
  888. Spell Migration
  889. You can move spells around. This takes a day of uninterrupted work. At the end, you must Save or suffer a mishap, with bonuses to your Save as Spell Breeding. Now, whenever the spell is cast, it will return to this new location.
  890.  
  891. Combat
  892. Standard Procedure
  893. The players roll initiative each round. If successful, they get to act before the monsters. You get a move or an action on your round. With your move, you can interact with the environment and move up to your Movement. You can do the following things with your action:
  894. Make an attack
  895. Dash your Movement again, but provoking an Attack of Opportunity
  896. Disengage so your enemy can’t hurt you as you move
  897. Ready an action, as soon as the trigger happens, you take the action
  898. Interact with another object
  899. Attacking
  900. Roll Attack and use the enemy’s Defense bonus as a penalty. If you hit, roll for your damage and apply it to the enemy’s HP.
  901. Defending
  902. If someone attacks you on your turn, you roll Defense with their Attack bonus as a penalty. If you fail, you take damage depending on their attack.
  903. Crits and Fumbles
  904. Rolling a 20 is a fumble, rolling a 1 is a Crit. Critical hits are automatic hits. In addition, you can choose to deal maximum damage or execute a free combat maneuver. A fumbled attack means something bad happens. You test your weapon for breakage and your enemy gets a counterattack or tries something fancy. A critical defense roll means you get to make a counterattack on your enemy (they’ve overextended themselves). A fumbled defense roll means you test your armor for breakage and your enemy either does max damage or performs a combat maneuver.
  905. Modifiers to Hit
  906. If you dual wield, you get +1 to hit but the weapon you hit with is randomly determined. You can spend your turn aiming and get +4 on your next ranged attack, but you count as surprised this round. You get +4 to hit when attacking from surprise.
  907. Shield and Sundering
  908. Shields give you +1 Defense (+2 against missile fire). Instead of rolling Defense, you can choose to block. The enemy automatically hits but you subtract d6 damage from their roll. If the base damage is 6 or more, you test the shield’s breakage. In addition, you become immune to critical hits.
  909. Magical Shields
  910. If they break, they become a normal shield, or a less magical shield. In addition, you can sunder them to reroll a failed Save against magic or some magic-like effect (like dragon breath).
  911. Situational Modifiers
  912. Fighting in a cramped space gives you -2 to-hit. If you attack a surprised opponent, you get +4 to-hit.
  913. Firing into Melee
  914. When firing a shot into melee, there is a 50% chance it will hit an ally if it misses. Reroll the attack against the new Defense of the allied target.
  915.  
  916. Weapon Categories
  917. Light weapons: These are also things you can hold in one hand. You can apply either a Strength of a Dexterity bonus to the to-hit rolls. They roll d6 and are not modified by strength.
  918. Medium weapons: These are things you can hold in one hand. They deal d6+Str bonus damage. If dual wielded, they roll a d8 for damage instead. So, if you’re weak, you want to use a dagger, but if you’re strong, you should use a sword.
  919. Heavy weapons: These must be two-handed. They deal d10+Strength bonus.
  920. Bow: Longbows deal d8 damage and add their strength bonus but take up two inventory slots. Short bows deal d6 damage but only take up one inventory slot.
  921. Crossbows: These deal d12 damage and must be fired and loaded with two hands. They take an action to reload, and thus can only be fired once every other round. They are highly illegal and anyone caught carrying them openly will be hung from the nearest tree. They are knight killing weapons. After combat, 50% of fired bolts will be useable.
  922. Thrown Weapons: These deal their damage according to size
  923. Improvised Weapons: These suffer a -2 to hit unless your background would give you a proficiency in them. They deal damage of a die size smaller. After you kill 3 things with it, you can test your Intelligence to take it as a Skill and negate the -2 to-hit penalty unless the weapon is itself unwieldy.
  924. Untrained Weapons: If you are untrained in the use of a weapon, you suffer -4 to hit. Nearly all men are trained in the use of the bow. Anyone can use a sling, dagger, or crossbow. Sword training is limited to fighters and the nobility. After 4 successful hits, you can test your Intelligence to see if you can lessen the penalty to -2, and then -0 after another 4 successful hits and a second successful test. It takes up a Skill Slot.
  925. Unarmed Attacks: Unless you are a monster or something, unarmed attacks deal 1d2 damage, adding your Strength bonus.
  926. Small Weapons: These deal damage with a die size one smaller than the normal sized weapon. Unless you yourself are small, you don’t get to add your strength bonus to small weapons.
  927. Large Weapons: These deal damage with a die size one size larger than the normal sized weapon. People using weapons too big for their size get -2 to hit.
  928. Weapon Training: Once you learn how to use a weapon, it takes up a skill slot to maintain the lack of penalty.
  929. Dual Wielding: You get +1 to Attack and when a multiple of three is rolled, you hit with your off-hand weapon. Using weapons of different sizes means you get +1 to Defense as well.
  930. Defensive Stance: You can spend your entire turn defending yourself, you take no actions and make no attacks and gain a +2 to Defense. If you have the Parry ability, you get +4 to Defense.
  931.  
  932. Ranges and Penalties
  933. Fixed range for man-to-man fire is 30/60/120 feet.
  934. Hits are at -4 for medium range and -8 for long range.
  935. Helpless targets are hit at +6 by missile fire.
  936.  
  937. Breakage and Durability
  938. Whenever you roll a critical failure or one point outside it, your weapon has a chance of taking a break. Normal weapons have a 50% chance of breaking. Shoddy and improvised weapons will always break and masterwork weapons will only break on a 1-in-6 chance. Once a weapon gains one break, it takes a -1 to attack. On the second break, it shatters or otherwise becomes useless. Armor also takes breaks, only they can take breaks equal to their Defense bonus. After that point, the armor falls apart. With piecemeal armor, one random piece will break with each break gained. Repairing a break costs 10% of the weapon’s local price. Bows and crossbows can only take one break, as their bowstring snaps.
  939.  
  940. Monster Hit Dice and To-hit Bonuses
  941. < 2 (+0)
  942. 2 (+1)
  943. 3 (+2)
  944. 4 (+3)
  945. 5 (+4)
  946. 6 (+5)
  947. 7 (+6)
  948. 9-10 (+7)
  949. 11-12 (+8)
  950. 13-14 (+9)
  951. 15+ (+10)
  952.  
  953. Immunity and To-hit Bonuses
  954. Some creatures can only be hit by silver or +1 weapons. Other resistant creatures can hit them. Monsters with 4 or more HD can hit them. Falls, fires, crushing, heat, cold, etc deal half damage unless they would be outright immune or vulnerable to it. Nonmagical weapons deal half damage to them and can’t be used to kill them unless in a specific circumstance.
  955. Skeletons: Only take 1 point of damage from piercing and half damage from slashing
  956.  
  957. Morale
  958. All things have a base morale score of 7, perhaps raised or lowered for brave or cowardly monsters and persons. Whenever a group takes a casualty or half of their group is incapacitated, they roll morale 2d6. If the result is greater than their Morale score, they retreat. Singular monsters check morale when they take their first significant hit and when they get to half health. Creatures that check morale successfully twice will fight to the death.
  959. Retainers don’t check morale unless the danger is significantly more than expected. Instead, they check it after the adventure is over to see if they’ll accept future offers. Seeing your comrades route due to a failed morale check will probably instill a morale check of your own.
  960.  
  961. Retainers vs Hirelings
  962. Hirelings will check morale like monsters, as they are being paid a lump sum. But both will start making checks if you start using them as meat-shields and human ten-foot-poles.
  963.  
  964. Number of Retainers
  965. You can have 3 retainers modified by your Charisma modifier. Their base morale of 7 is also modified by your charisma score.
  966.  
  967. Level 0 Retainers
  968. Soldiers and Squires have proficiency with most weapons, meaning they don’t get a -4 to Attack rolls.
  969. Apprentices don’t have any Magic Dice, but have the Perks, Drawbacks, and cantrips of their school.
  970. Urchins have the skills and tools of the trade.
  971. Thugs start with Con -4 HP, rather than Con -6 HP.
  972. An Initiate has Communion 8 and 1 FP. They only regain it after praying in a major site of worship, a minor site of worship with a communion check, or a penalized check after doing a faithful deed.
  973. Bushmen start with the Navigation skill and the knowledge part of Danger Sense.
  974. Elves, Dwarves, and Ratmen cannot be level zero
  975.  
  976. Morale and Slayer Weapons
  977. These are weapons that get a +1 or +2 against certain creatures. Just drawing it is enough to provoke a morale check. For all morale checks, the bonus is added to the 2d6 roll, potentially scaring away creatures with Morale 12. If you’re trying to parley with the creatures, you receive a penalty equal to the bonus.
  978.  
  979. Healing
  980. You can bind wounds after a battle. This heals 1d4 hp but no higher than the hp you had before the battle. It also requires bandages and ten minutes.
  981. Eating rations can restore 1d6 hp, but you’ll get better results from eating a proper meal. This takes an hour and can only be done once a day.
  982. Vagrant: If you have 1 hp or more when you go to sleep, gain 1 hp, otherwise, nothing.
  983. Comfortable: Under half HP, heal up to half. Between half and full, heal up to full. If you’re at full, gain an extra 1d6 HP that wears off when you next sleep. Camping out in a tent counts.
  984. Splendid: Under full hp, heal to full in a single night. At full HP, gain 1d6+level hp that wears off when you next sleep.
  985.  
  986. Dungeon Gourmands
  987. Dungeon food prep succeeds on a 1-in-6 chance. Failing this roll means the ingredients are ruined. Fire, water, utensils, pots and pans, and spices each increase the success chance by an additional 1-in-6 up to 6-in-6. In order to benefit, a meal must be prepared and immediately consumed, contain at least two unique ingredients, and contain at least one portion per gourmand. It will take two hours to prep, cook, and eat a hearty meal.
  988.  
  989. Ingredients vs HP Restored
  990. 2: 2d6
  991. 3: 3d6
  992. 4: 2d6+6
  993. 5: 3d6+6
  994. 6: 2d6+12
  995. 7: 3d6+12
  996. 8: 2d6+18
  997.  
  998. Toxins
  999. When the throw to prepare a dish that contains toxic ingredients results in a 1, the adventurers have detected the poison and learned from which ingredient it stems. Otherwise, they have to deal with the consequences. Each time the adventurers successfully identify toxins, raise the threshold by which they can identify them.
  1000.  
  1001. Portions
  1002. A portion is equivalent to a day’s worth of rations. A small animal might yield one portion, whereas a cow might yield eight portions. Remember, you need one portion per adventurer and at least two unique ingredients. This can either be one portion of two different ingredients or a single type of ingredient with spices to make it tasty.
  1003.  
  1004. Falling
  1005. You take 1d6 per 10’ per 10’. For 10’, you’d take 1d6 damage, for 20’, take 3d6 damage, for 30’, take 6d6 damage, etc. If you intentionally jump down from a height, you can make a Dex check to reduce the falling distance by 10’. Additionally, if the characters spend a round preparing themselves to drop down, they can also reduce the falling distance by 10’.
  1006.  
  1007. Fire and Acid
  1008. If on fire, you take 1d6 damage a round and need to spend a whole round putting the fire out. If completely immolated, a Dex check is necessary. Acid deals 1d6 damage per round of contact and will persist for the following round unless washed off immediately.
  1009.  
  1010. Death and Dying
  1011. You have HP. Once this runs out, any blow is a potentially lethal one. When you are taken below 0 HP, you roll on the Death and Dismemberment Table. You add the lethal damage you have (negative HP) and roll a d12.
  1012. If you have any lethal wounds for 3 rounds, you die. A PC can try to remove 1 fatal wound each round by rolling a 1 on a d6. Additionally, adjacent allies can roll under half their intelligence to remove a Fatal Wound. Only two allies may help at once (though they may add bonuses to the roll) and only two Fatal Wounds may be removed per turn.
  1013. Magical healing removes Fatal Wounds first, removing 1 for every 2 HP it would otherwise heal. Then it removes Lethal Damage as normal. In addition, it removes 1 day of an injury per hp healed to a minimum of 1 day.
  1014. On a roll of 1+ you are prone and disarmed.
  1015.  
  1016. As Skerples’s DaDT but with the disabled and crushed ribs results etc moved to a roll of 6+
  1017.  
  1018. Disabled: The injured limb becomes unusable.
  1019. Cracked Ribs: The PC’s max HP is reduced by the PC’s level.
  1020. Concussed: The PC’s Wisdom becomes 4 for Initiative purposes. Spells have a 1-in-6 chance of fizzling.
  1021. Burned: Cannot wear armor.
  1022. Frostbite: The PC’s Dexterity becomes 4 for the purposes of delicate tasks.
  1023. Anathema: Cannot benefit from magical healing or be the target of helpful magic.
  1024. Mangled: Save or lose the limb, otherwise it is Disabled. Then save against losing a digit.
  1025. Crushed: Roll on the table below (d6)
  1026. 1: Permanently lose 1 Strength.
  1027. 2: Permanently lose 1 Dexterity.
  1028. 3: Permanently lose 1 Constitution.
  1029. 4: Crushed Throat. Cannot speak louder than a whisper.
  1030. 5: Crushed Guts. Constitution is 4 for the purposes of holding your breath. Can swim; can’t dive.
  1031. 6: Roll twice and combine.
  1032. Skullcracked: Roll on the table below (d6)
  1033. 1: Permanently lose 1 Intelligence.
  1034. 2: Permanently lose 1 Wisdom.
  1035. 3: Permanently lose 1 Charisma.
  1036. 4: Left eye lost
  1037. 5: Right eye lost, yes, you can go blind from this.
  1038. 6: Roll twice and combine.
  1039. Blind: Cannot see, -8 penalty to Attack and Defense and automatically hit by area of effect attacks.
  1040. Frozen: Save or roll on the table below (d6), if they pass, they lose d6 digits randomly chosen by a d20. They’re still attached but will snap off or melt away.
  1041. 1: Lose 2d6 digits (randomly chosen).
  1042. 2: Lose all but d4 digits (randomly chosen).
  1043. 3: Lose your (d4) 1. Left hand, 2. Right hand, 3. Left foot, 4. Right foot.
  1044. 4: Lose an ear, randomly chosen (-1 Permanent Charisma).
  1045. 5: Lose your nose (-2 Permanent Charisma).
  1046. 6: Lose an eye, randomly chosen.
  1047. Deaf: Cannot hear, and if ambushed, always last in Initiative order.
  1048. Marked: Magical attacks deal double damage, -4 to save, or has a nasty enhanced effect, if they pass, any magical attack does 1 extra damage and another minor effect. Also, they get a curse scar.
  1049.  
  1050. Fingers and Toes: You need at least three fingers to wield a sword, though bows only need two fingers to grip the arrow and three for the bow. Each finger missing applies a -1 penalty to Attack. Every two toes you’re missing subtracts 1 from your Dex.
  1051. Missing Eyes: Missing an eye means -2 to ranged attacks, -4 if you’ve recently lost the eye.
  1052.  
  1053. Trauma and Insanity
  1054. Upon witnessing something horrific, a player’s character gains 1-3 Trauma points. One Trauma point is reasonable for something normally horrific, like a grisly death or something supernatural, like a skeleton. Two Trauma points are appropriate for a horrific event that’s emotionally relevant to you, like your best friend dying, or extra weird, like seeing a skeleton rip its way out of a corpse. Three Trauma points are for when it’s personal and weird, like gazing into an infinite hellish alternate dimension or watching your hand rot away due to dark magic.
  1055. Whenever you gain Trauma points, you can make a Wisdom check to reduce the amount of Trauma points gained by 1. You can only gain Trauma points from a source once, or if the situation is sufficiently different. Whenever you gain Trauma, roll a d20. If you roll equal to or less than your Trauma points, you suffer a breakdown.
  1056.  
  1057. Breakdowns
  1058. Roll a d6, 1: Run away, 2: Hide, 3: Run away and hide, 4: paralyzed/stuttering, 5: fainting, 6: constant screaming (roll for an encounter).
  1059. Every round, roll a d20, if it’s a 1, your breakdown ends next round. Every round someone spends calming you down increases this threshold by 1. If your friends can get you away from the stressful thing, you collapse and automatically end the breakdown. After a breakdown is over, you lose all your Trauma points and must save or get a Permanent Madness.
  1060.  
  1061. Permanent Madness
  1062. 1: Addiction – Wis check to not seek out drugs and stuff (or use the drug rules).
  1063. 2: Alien Hand Syndrome – Hand is now an NPC, make an initial reaction roll to see how it feels about you. Check its morale in stressful situations.
  1064. 3: Amnesia – lose 500 XP and recent memories.
  1065. 4: Hallucinations – unreliable senses, zones out all the time, always surprised the first round of combat unless a Wis check is made (or use the hallucination rules).
  1066. 5: Kleptomania – compulsively steal from a vendor in town unless a Wis check is made.
  1067. 6: Nightmares – cannot have restful sleep unless a Wis check is made.
  1068. 7: Paranoia – cannot have normal social interactions, -4 to all reaction rolls. Cannot have hirelings and doesn’t get along well with others’.
  1069. 8: Phobia – must Save vs Fear every time they encounter their trigger.
  1070. 9: Psychosis – as a Barbarian’s Rage but without the bonuses. Can attempt a Wis check once per combat to resist.
  1071. 10: Twitchy – -1 penalty to Dex based attacks and relevant skills.
  1072.  
  1073. Regaining Sanity
  1074. For each week spent in nonthreatening surroundings, reduce your Trauma points by 1.
  1075.  
  1076. Weather
  1077. Make a reaction roll.
  1078. Season Positive Negative Double Negative Triple Negative
  1079. Spring Clear Rain Storms Flooding
  1080. Summer Cloudy Hot Drought Flash Fires
  1081. Fall Overcast Windy Fog Storms
  1082. Winter Sunny Snow Hail Blizzard
  1083.  
  1084. Rain: Gain damp encumbrance
  1085. Storms: Gain 2 damp encumbrance on failed save, one on successful. Save or gain Cold encumbrance.
  1086. Flooding: Gain 2 damp encumbrance, also, it’s flooding. Gain cold encumbrance.
  1087. Hot: Heat rank raises by 1.
  1088. Drought: Heat rank rises by 2.
  1089. Flash Fires: Heat rank rises by 3.
  1090. Snow: Chill rank rises by 1.
  1091. Hail: Save or take d6 damage from Hail, Chill rank rises by 2. Save or gain cold encumbrance.
  1092. Blizzard: Chill rank rises by 3. Gain cold encumbrance.
  1093. Positive: +3 to Wilderness Traveling Skills
  1094. Negative: -3 to Wilderness Traveling Skills
  1095. Double Negative: -6 to Wilderness Traveling Skills
  1096. Triple Negative: -9 to Wilderness Traveling Skills
  1097.  
  1098. Enhancing Negatives
  1099. If you roll a result of Attacks, you jump down straight to Double Negative. However, you can get there by rolling two negative results in a row. You can get to Triple Negatives by getting to Negative and then rolling an Attacks or down to a Double Negative and then a negative result. Neutral results will bring everything up one step, positive results bring stuff up two steps, and very positive results bring it up three steps.
  1100.  
  1101. Time and Travel
  1102. Wandering Monster Checks
  1103. You have a time pool made up of d6s for the average dungeon. Heavily guarded ones are populated wth d4s, whereas a more sparse dungeon uses d8s or d10s if it’s really deserted. Every time the party completes an exploration turn, put a die in the pool. Whenever they do something noisy, you roll all the dice in the pool. If any dice come up as a one, you get a random encounter. Additionally, if you try to add another die to a full time pool (6 dice), you instead roll all the dice and clear the pool afterwards.
  1104. Travel and Navigation
  1105. You measure the distance traveled in days. The party has the option of moving cautiously, normally, or recklessly, the gain progress at the respective rates of 2/3rds, 1 day, and 4/3rds. Each day, if not going along a predetermined path, someone has to make a navigation check. If you fail, you’re lost. Roll a d6 each day, on a 1, you get back on track miraculously, on a 5 or 6, you subtract the progress you’ve made from your traveling. Investigating discoveries usually removes a 1/3 from progress that day.
  1106. Travel and Danger Levels
  1107. Overland travel also uses a time pool. Each day, you roll 6d6 for encounters in the morning, noon, evening, dusk, midnight, and predawn. If it’s equal to or below the Danger Level, you get an encounter. Level one is a safe or barren region, whereas five is a hellish landscape constantly patrolled by monsters.
  1108. Discoveries
  1109. Additionally, you roll a d6. If it’s equal to or less than the discovery number for this area, they find something interesting. Put this at a maximum of 4, and even then, keep that for the ancient ruins or rumor.
  1110. Surprise
  1111. Normally, you surprise on a 2-in-6. If moving cautiously through the wilderness, this lowers down to 1-in-6 or raises to 3-in-6 if rushing. Anyone who is not surprised gets to act on the surprise round. Monsters are never surprised if they were rolled from making noise.
  1112. Travel and Foraging
  1113. You can forage, obtaining d3 rations or a special herb or plant. You can hunt as well, expending d4 arrows and obtaining d4 rations. These can only be done if the party is moving cautiously. These can be taken as skills to improve your chances of success.
  1114.  
  1115. Random Encounters in the Dungeon
  1116. If you rest for an hour, roll 6d6. If any one of them comes up a 1, you have a random encounter. If they sleep, that’s a whole bunch of d6s, you do it eight times to be precise. You randomly determine who’s awake at the time. If the entry was an intelligent humanoid, they round up reinforcements equal to the number of further random encounters rolled up.
  1117.  
  1118.  
  1119. Orthodox Wizard
  1120. Perk: None
  1121. Drawback: None
  1122. Cantrips:
  1123. 1. Change the colour or texture of an object for 10 minutes
  1124. 2. Create a tiny light as bright as a match on your fingertip.
  1125. 3. Move a light object with a wave of your finger. You could cause a coin to roll along the ground or turn the pages of a book, but you couldn't open a door or lift a stone.
  1126. Spell List:
  1127. 1. Lock (General)
  1128. R: 50’ T: object (splittable) D: 10 minutes
  1129. Non-living object closes and becomes locked. If the object is a door, chest, or similar object, it will slam shut, dealing [sum] damage to any creature passing through it and then trapping them. This spell works on things that aren’t technically portals (you could lock a sword in its scabbard). Each casting die you invest beyond the first makes the object more difficult to open and gives -4 to any Strength checks made to force the object open. If cast on an orifice, the creature gets a save to resist and a save at the end of each of its turns.
  1130. 2. Knock (General)
  1131. R: 50’ T: object (splittable) D: 0
  1132. Object is open, doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength check made with a Strength of 10+([dice]*4). Worn armor falls off if the wearer fails a save. Creatures must save or vomit.
  1133. 3. Grease (General)
  1134. R: 50’ T: object, surface (splittable) D: [dice]*2 rounds
  1135. Can be cast on a creature or on a 10x10 foot surface. Causes held objects to be dropped and moving creatures to fall prone, if a Dex check is failed.
  1136. 4. Force Field (General)
  1137. R: 20’ T: wall D: 1 minute
  1138. You can form 10x10 foot panels, one for each [die] invested. It’s completely solid for the duration.
  1139. 5. Levitate (General)
  1140. R: 50’ T: object (splittable) D: [dice]x2 rounds, concentration
  1141. You will an object to raise, lower, or hover. You can’t move it horizontally and can’t move it more than 10’ per turn. Maximum weight is 500 lbs per [dice]. Lasts as long as you can concentrate but not longer than [dice]x2 rounds
  1142. 6. Magic Missile (General)
  1143. R: 200’ T: creature (splittable) D: 0
  1144. Target takes [sum]+[dice] damage, no save.
  1145. 7. Feather Fall (General)
  1146. R: touch T: object (splittable) D: [dice]x3 rounds
  1147. Object’s weight (but not mass) drops by 99%. You can cast it on yourself as a reaction (even when it’s not your turn). Most things fall at 60’ per round, the same as falling 10’, thus, you can make a Dex save or take 1d6 damage.
  1148. 8. Sleep (general)
  1149. R: 50’ T: [sum]/[dice] creatures of [dice] HD* D: 10 min/permanent
  1150. Target falls into a magical slumber, and can't be awoken by anything less vigorous than a slap (a standard action). Non-alert, unaware targets are not allowed a Save. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to eat or drink while sleeping. If you also invested 3 [dice] or more into this spell, the duration becomes permanent, and you can set the only condition that will cause the creature to awake (the sunrise before the apocalypse, true love’s kiss, etc). If cast on a creature with more [dice] than its HD, it will affect more creatures (a 3 [dice] spell affects 3x as many 1 HD creatures, 3/2x as many 2 HD creatures, etc). Creatures with less than 1 HD count as having 1 HD for this purpose and plusses are ignored. It starts at a single target that the caster designates within 50’, and then proceeds outwards until the total HD is affected or it reaches 50’ (yes this can affect the party).
  1151. 9. Light (illusionist)
  1152. R: touch T: object or creature D: [dice]x2 hours
  1153. Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the colour of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous ([sum] damage to all sighted creatures and mutations, summonings, mishaps, and explosions).
  1154. 10. Wizard Vision (General)
  1155. R: touch T: sighted creature D: 10 min / permanent
  1156. If you invest one [die]: Target can see invisible things. Target can see through illusions. Non-magical disguises are not penetrated. If you invest two or more [dice]: This can only be cast on yourself. As above, except you can also see through magical darkness, and see the true forms of shapeshifters. There are also some permanent effects: (a) You can forever see invisible things as a slight warping or lensing of light. You know “there's something over there” and what size it roughly is, but nothing else. (b) You can tell if someone else is a spellcaster by looking them in the eyes.
  1157. Emblem Spells
  1158. 11. Prismatic Ray
  1159. R: 200' T: [dice] creatures or objects D: 0
  1160. Target suffers a different effect depending on which color strikes the target. Roll a d10: 1. Red. Target takes [sum] fire damage, Save for half. 2. Orange. Target takes [sum] bludgeoning damage and is knocked prone. Save negates. 3. Yellow. Target takes [sum] lightning damage, Save for half. 4. Green. Target takes [sum] acid damage, Save for half. 5. Blue. Target takes [sum] ice damage, Save for half. 6. Purple. Target takes [sum] necrotic damage and is blinded for [sum] rounds. Save negates. 7, 8, 9. Struck twice. Roll a d6 twice. Add effects; make one save. 10. Struck thrice. Roll a d6 three times.
  1161. 12. Fireball (General)
  1162. R: 200’ T: 20’ diameter D: 0
  1163. Does [sum] fire damage to all objects and creatures in range. Save for half.
  1164. Mishaps:
  1165. 1. Gain 1 trauma.
  1166. 2. Take 1d6 damage
  1167. 3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
  1168. 4. Lose 1 MD for 24 hours.
  1169. 5. Agony for 1d6 rounds.
  1170. 6. Cannot cast spells for 1d6 rounds.
  1171. Doom of the Orthodox:
  1172. 1. Lose the ability to cast spells for 1 day.
  1173. 2. Lose the ability to cast spells for 3 days.
  1174. 3. Lose the ability to cast spells permanently.
  1175. This doom can be eating the heart of a powerful magical creature, such as a High Elf, or by marrying one. You can also fill your brain with 4 entirely new spells that have never been cast by anyone else.
  1176. Concentration ends if the target moves out of range or line of sight and it ends if you take any damage or major distraction.
  1177.  
  1178. Wizard of the White Hand
  1179. Perk: Any spell with a range of Touch can be cast a target you have previously touched, up to 10 miles per Wizard template. You can only have one link at a time.
  1180. Drawback: You cannot eat meat. You must wear a white circle on your robes or belt.
  1181. Cantrips:
  1182. 1. Press your hands together and count as Str 20 against being pushed, shoved, or moved.
  1183. 2. Spend 10 minutes running your hands over your clothes to remove any stains or dirt.
  1184. 3. If an attack would reduce you from full HP to 0 HP or less, you may spend all your remaining MD to survive it with 1 HP. You must spend at least 1 MD.
  1185. Spell List:
  1186. 1. Cure Light Wounds (General)
  1187. R: touch T: creature D: 0
  1188. target regains [sum] HP. undead take [sum] damage
  1189. 2. Vigor (White Hand)
  1190. R: touch T: creature D: 6 hours
  1191. creatures max HP increased by [dice]*2
  1192. 3. Protection from [Element] (Elemental)
  1193. R: touch T: [dice]x[dice] targets D: 10 minutes / 8 hours
  1194. Reduce all damage of the chosen type by 4 for the next 10 minutes. Alternatively, the spell protects its targets from the negative effects of the element (desert heat, arctic chill) for the next 8 hours.
  1195. 4. Light (General)
  1196. R: touch T: object or creature D: [dice]x2 hours
  1197. Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the colour of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous. Light sources in the dungeon are very valuable. At one [dice], this spell is a slightly worse emergency torch, but at two [dice] it is already significantly better. And what does pure octarine light do anyway? At a minimum, I'd say [sum] damage to all sighted creatures in the area, plus whatever mutations, mishaps, summonings, and explosions the GM cares to inflict.
  1198. 5. Magic Missile (General)
  1199. R: 200' T: creature D: 0
  1200. Target takes [sum] + [dice] damage, no save. As a Wizard of the White Hand, your spell is a volley of white flechettes accompanied by a flash of bright light.
  1201. 6. Mighty Thews (White Hand)
  1202. R: touch T: creature D: [dice] hours
  1203. touched target treats their Strength bonus as [dice] points higher when calculating weapon damage.
  1204. 7. Olfactory Revelation (White Hand)
  1205. R: self T: self D: [sum minutes]
  1206. Caster has an unbelievable sense of smell. Doesn’t allow you to identify things you haven’t smelled before.
  1207. 8. Inflict Pain (White Hand)
  1208. R: touch T: creature D: instant
  1209. creature must save or take [sum] nonlethal damage, only works on pain feeling things
  1210. 9. Necrography (White Hand)
  1211. R; touch T: corpse
  1212. touched corpse is compelled to answer [dice] questions. The flesh answers not the mind, so it only understands things involving sex food pain adrenaline and stuff. Always understandable if a bit cryptic.
  1213. 10. Black Hand (White Hand)
  1214. R; self T: an arm D: [sum] minutes
  1215. one of your arm turns invisible, you get an illusory arm that does stuff your arm would do. small things, like a dagger, also turn invisible
  1216. Emblem Spells
  1217. 11. White Hand (White Hand)
  1218. R: self T: hand D: [sum minutes]
  1219. Hand becomes as hard and durable as steel. Doesn’t deal any damage, but it’s stuck in one shape and can be stuck in a fire. Can be used as a shield for +1 to def.
  1220. 12. Vivigraphy (White Hand)
  1221. like necrography, but works on living bodies. They clench their mouth shut to avoid answering and their freckles spell it out, sometimes it’s farted out.
  1222. Mishaps:
  1223. 1. MD only return to your pool on a 1-2 for 24 hours
  1224. 2. Take 1d6 damage
  1225. 3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
  1226. 4. Blind for 1d6 rounds
  1227. 5. Deafened for 1d6 rounds
  1228. 6. Spell targets you (if harmful) or enemy (if beneficial) or fizzles (if neutral).
  1229. Doom of the White Hand:
  1230. 1. You fade from existence for a day, leaving only your shadow behind.
  1231. 2. You fade from existence for 3 days, leaving only your shadow behind. Your shadow roams without you.
  1232. 3. You permanently fade, leaving a ravenous shadow behind to plague the living.
  1233. This doom can be avoided by avoiding total darkness for the rest of your life, or by traveling to the surface of the sun.
  1234.  
  1235. Necromancer
  1236. Perk: You can cause creatures you touch to reroll any Fatal Wounds they are trying to remove in a round. You can allow them to reroll failed tests or force them to reroll successful tests. If a creatures successfully removes a Fatal Wound because of the reroll provided, it permanently loses 1 HP.
  1237. Drawback: You require a ritual ingredient to cast your spells. The ingredient has a negligible cost (2cp) and is not consumed, but water, fire, or isolation could render you unable to cast spells. Roll on the Ritual Ingredient List below.
  1238. Cantrips
  1239. 1. You can call on the spirit of a recently dead creature by interrogating its body. Provided the creature died before dawn, and it wasn’t particularly pious or exceptionally blasphemous, it will answer 3 of your questions. At dawn, the spirit departs. The dead are rarely coherent or helpful. Answers may be cryptic. If the creature had 3 or more HD, everyone present can see and hear the spirit, otherwise, only you can.
  1240. 2. You can ritually protect a corpse against possession by unwelcome spirits. Alternatively, you can deliberately invite spirits to possess a corpse. The ritual takes 10 minutes. The most dangerous time is between death and dawn; after that, the corpse becomes less appealing to wandering spirits.
  1241. 3. You can sacrifice 1 permanent HP to boost a spell’s [sum] by 6 or increase the [dice] count by 1.
  1242. Your spells are ghosts.
  1243. Spell List:
  1244. 1. Raise Spirit
  1245. R: touch T: spirit D: [sum] minutes
  1246. You automatically gain this spell at first level, roll for your other spell normally. After a ritual that takes 10 minutes, you call out to the spirit of a dead person. It can be anyone but can only be cast between sunset and dawn. Take the highest die in the casting and modify by the following.
  1247. +1 if the spirit died within a week
  1248. +1 if the spirit has unfinished business
  1249. +1 if you know the spirit’s true name
  1250. +4 if you personally knew the creature before it died
  1251. -1 for each of the creature’s original HD
  1252. -1 if the spirit was a wizard
  1253. -1 if the spirit is angry or irritated with you
  1254. -2 if you have only a vague name or description
  1255. -4 if the spirit was a necromancer or had significant magical powers in life
  1256. 0 or negative: The sprit is raised but lashes out in anger and annoyance. You take 2d6 damage. If it reduces you to zero HP, you are dragged straight to the afterlife. Alternatively, it casts Fatal Doom on you.
  1257. 1: It’s raised, but can’t be put down. If there is a corpse nearby, it will possess it. Otherwise, it will act as a disembodied undead of appropriate HD.
  1258. 2: The wrong spirit is raised. It may be more or less useful than the intended spirit.
  1259. 3: The spirit is raised, but its answers are mocking and cruel.
  1260. 4: The spirit is raised and it answers your questions truthfully.
  1261. 5: The spirit is raised and also provides a useful answer to a question you did not ask.
  1262. 6: The spirit is raised and remains for 1d6 additional minutes.
  1263. 7 or higher: The spirit is raised and can be given one command, as per the Command Undead spell.
  1264. 2. Explode Corpse
  1265. R: 50’ T: corpse D: 0
  1266. Target corpse explodes, dealing damage in a [dice]x5’ radius, Save vs Dex for half. The maximum damage dealt is dependent on the creature’s size. Undead corpses that you do not control cannot be targeted.
  1267. Rat: 1
  1268. Dog: 1d6
  1269. Human: 2d6
  1270. Cow: 3d6
  1271. Elephant: 6d6
  1272. Whale: 8d6
  1273. 3: Death Mask
  1274. R: touch T: humanoid corpse D: varies
  1275. You touch a corpse and the face peels off like a mask. The rest of the corpse shrivels up and flakes into dust. When you (and only you) wear the mask, you will look and sound like the person whose face you’re wearing, but only to sentient people (no effect on animals, spirits, or elementals). The mask will rot into uselessness after [sum] days. If [dice] is at least 4, the mask is permanent.
  1276. 4. Fear
  1277. R: 50’ cone T: [sum[ D: 0
  1278. All creatures in the cone, but no more than [sum], must make a morale check or Save vs Fear or flee from you. In addition, they must Save or drop what they’re holding.
  1279. 5. Rot
  1280. R: touch T: creature or object D: 0
  1281. Creatures take 2x[dice] damage, Save for half. Creatures also age 2d10 years and may develop grey hair, shakes, and wrinkles. Objects are aged cording to how many [dice] are invested. Books sprout into mold, wood becomes soggy, lamps run out of fuel and grow cold, and stone is entirely unaffected. 1 [die]: [sum] days, 2 [dice]: [sum] months, 3 [dice] or more: [sum] years. Undead are healed for [sum]+[dice] HP, or 1 permanent HP is restored (to the former maximum).
  1282. 6. Raise Undead
  1283. R: 20’ T: [dice]x2 HD corpse D: 2 hours
  1284. Target is raised as a specific type of undead that is obedient to the caster. The creature is animated by a specially developed spell or an obedient ghost. When the spell’s duration ends, the undead may collapse, and cannot be raised again or used for any further spells.
  1285. 1 [die]: 1-2 HD creature: corpse snake, crawling claw, skeleton, zombie
  1286. 2 [dice]: 1-4 HD creature: wight
  1287. 3 [dice]: 1-6 HD creature: war spirit, mummy
  1288. 4 [dice]: 1-8 HD creature: something impressively terrifying.
  1289. Undead of 5 HD or less are nearly mindless, if you die while undead are under your control, or the spell’s duration expires, it has a [HD]-in-10 chance the undead remains active.
  1290. Instead of letting the spell expire, you can keep the [dice] you spent on the spell invested. The spell’s duration becomes permanent as long as those [dice] remain invested. Alternatively, if you spend 4 [dice] to raise a 1 or 2 HD creature, it’s permanent and no [dice] need to be invested. Creatures may retain some special abilities they had in life. Undead with indefinitely invested MD require the consumption of a ritual component. A successful Intelligence check can recover these from destroyed undead bodies.
  1291. 7. Innocent Revenant
  1292. R: touch T: corpse D: 0
  1293. A creature of [dice] HD or less that died in the last 3 turns immediately returns as an undead version of itself with full HP. The HD requirement is ignored if the target is well known to you. This revenant can never gain HP, and loses 1 HP, and 1 point of Int and Wisdom to a minimum of 5, every hour until it reaches 0 HP and disintegrates. This HP loss can be healed by the Rot spell or other effects that heal the undead. It is unaware that it every died, even ignoring its lack of heartbeat, cold flesh, and gaping wounds. If someone insists on confronting them with their death, the fly into a rage.
  1294. 8. Command Undead
  1295. R: 50’ T: undead D [dice] hours
  1296. The undead creature must be able to hear and understand you. Shout a single word command to your target who must Save or obey. If the command lasts more than a single round, intelligent undead, or undead under the control of another necromancer, get a new Save at the beginning of each of their rounds. You can spend additional [dice] to increase the effects.
  1297. +1 MD: affect +2 targets
  1298. +1 MD: You may increase the length of your command by +2 words
  1299. +1 MD: You may increase the duration between checks by +2 rounds
  1300. 9. Fog
  1301. R: 30’ T: self D: [dice] hours
  1302. You breath out a bunch of fog, filling an area [dice]x20’ in radius. No one can see beyond 10’ in the fog. Undead can see through the fog. If you invest 4 [dice], you can instead breathe out a layer of thick grey-yellow clouds that block sunlight for the spell’s duration, for 3 miles in every direction.
  1303. 10. Death Scythe
  1304. R: touch T: corpse D: [dice]x10 minutes
  1305. The corpse disintegrates as you pluck a black scythe from its chest. The scythe deals 1d8+Strength Bonus damage. It deals double damage to creatures of the same type of the undead.
  1306. Emblem Spells
  1307. 11. Finger of Death
  1308. R: 50’ T: creature D: 0
  1309. Target living creature must Save or die. Creature with a significant magical nature gain a bonus equal to their HD. Frail mortal creatures may not get a Save. This spell requires 2 [dice] to cast against a creature of 5 HD or less, 3 [dice] for a creature between 6 and 8 HD, and 4 [dice] for creatures with more HD.
  1310. 12. Fatal Doom
  1311. R: 10’ T: creature D: 0
  1312. You must invest 4 [dice] to cast this spell and also drop to 0 HP. You pronounce a Fatal Doom upon a living creature. The creature must have asked you for advice, in a non-casual capacity. Instead of calling on a spirit, you read the future directly. You may describe (in one or two sentences, clear or cryptic) what will happen to the target, and how they will die. It happens. Nothing else will kill the target until the Fatal Doom has come to pass.
  1313. Mishaps:
  1314. 1. Gain 1 trauma.
  1315. 2. Take 1d6 damage.
  1316. 3. Random mutation for 1d6 rounds, then make a Save, permanent if you fail.
  1317. 4. Save vs Fear against the target of your spell. 1d6 rounds. Target is fully healed if undead.
  1318. 5. 1d6 nearby corpses raise as zombies and attack you for 1d6 rounds.
  1319. 6. You die. Save vs Intelligence every hour to find your way back to your body.
  1320. Dooms:
  1321. 1. You die and spend the next 1d6 days wandering Creation as a disembodied, feeble spirit. Your body will rot after 2 days unless it is persevered in some way. If you inhabit a rotting body, you become undead.
  1322. 2. You become undead, permanently. If you were already undead, you instead lose 6 HP permanently.
  1323. 3. By direct decree of the Authority, all corpses in 20 mikes rise as zombies and skeletons and attempt to kill you. If you have been particularly notorious, they will be accompanied by 2 Bell Exorcists and a demon. Average: 3d20 skeletons, with 1d6 lieutenants, monsters, and commanders as appropriate. Anyone they kill joins them. They will pursue you to the ends of the earth.
  1324. This doom can be avoided by eating the heart of an immortal creature, or journeying into hell and make a bargain to serve the Authority, or becoming a Lich.
  1325. To become a rich, you need to breed and research 8 specific spell. They don’t do anything alone, but they modify your soul to withstand the terrors of undeath with your mind intact. You are essentially breeding and then grafting spells onto your soul.
  1326. Ritual Ingredient List:
  1327. 1. Salt
  1328. 2. Ash
  1329. 3. A clay bottle
  1330. 4. A round blue stone
  1331. 5. A piece of carved and polished bone
  1332. 6. A grey metal bell with no clapper
  1333. 7. A twig with three forks and one dead leaf
  1334. 8. The front leg of a cat
  1335. 9. A dried frog in a pouch
  1336. 10. Powdered teeth
  1337.  
  1338. Illusionist
  1339. Perk: Your illusion spells have a duration of “Concentration + 1 minute”. You start with rainbow-coloured gloves
  1340. The gloves are going to be important in a minute. The duration increase is very, very nice. Other people can cast illusions, but you are an Illusionist.
  1341. Drawback: You cannot cast spells unless you can see all 7 primary colours. Your magic supplies the 8th: octarine.
  1342. Cantrips:
  1343. 1. Create a shower of illusory sparks or a puff of illusory smoke from your hands.
  1344. 2. Touch another caster’s illusion and make and Opposed Intelligence check. If you succeed, you gain control of the illusion.
  1345. 3. You always know the position of the sun in the sky.
  1346. (1) is standard wizard theatrics. (3) means you will have trouble getting lost underground. But (2)... is very neat. See that neat illusory drawbridge? It's mine now. Your traps? My traps.
  1347. Mishaps:
  1348. 1. MD only return to your pool on a 1-2 for 24 hours
  1349. 2. Take 1d6 damage
  1350. 3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  1351. 4. Blind for 1d6 rounds
  1352. 5. All sighted creatures are invisible to you for 24hrs.
  1353. 6. Eruption of random illusions from your hands. Everyone in LOS must make a Wisdom check to do anything relying on sight for 1d6 rounds.
  1354. Doom of the Illusionist:
  1355. 1. A 10’ square mirror appears and you are compelled to enter. Your lose a random item, gain a random item of approximately equal value, and have 0 HP. You return the next morning, shivering.
  1356. 2. You turn into an illusion for a day.
  1357. 3. Turn into an illusion permanently.
  1358. As an illusion, you have no smell or taste. You cannot be felt. Solid impacts cause you to pop. Lose 1d6 Con that cannot be recovered while you are an illusion, and reform the next morning nearby. Illusions are real to you.
  1359. This doom can be avoided by journeying into the mirror-realm and eating one of the eyes of the beholders found there, or performing the Ritual of Prismax; a duel to the death against three of your mirror selves, fought in a neutral battlefield.
  1360. If you know something is an illusion, it doesn't vanish. You don't "see through it". It doesn't look any less real. It's like a perfect hologram from Star Trek or one of those really convincing optical illusion, like the hollow mask effect. You can't "roll to disbelieve" an illusion.
  1361. If you control an illusion and it is within line of sight, you can change it's nature or form once per round. You could use illusion to create a goblin and then, when pursued, transform it into a tiger. Illusions will still work outside of your line of sight, and will exhibit reasonably correct behaviors. A guard-illusion will march if told to march. A fire-illusion will burn (but not spread). The spells that create illusions are about as intelligent as a dog.
  1362. Spell List:
  1363. 1. Illusion
  1364. R: 50' T: [dice]x5' diameter D: concentration / concentration+1 minute
  1365. You create an illusion of whatever object or creature you want. It can move at your will, but cannot make any sound or smell. Illusions can only add, not subtract. They can cover up a hole, but not create the illusion of a hole.
  1366. 2. Disguise
  1367. R: touch T: object D: [dice] hours / concentration+1 minute
  1368. You cloak the object in illusion, making it appear as another object of the same type. An apple could be disguised as any other type of fruit; a table could be disguised as any other type of furniture. A humanoid can be disguised as any other humanoid of comparable size. This only extends to the visual properties of the object. The maximum size of the object depends on how many dice are invested in the spell: 1 [dice]: human-sized, 2 [dice]: ogre- or wagon-sized, 3 [dice]: dragon- or tavern-sized, [dice]: ship- or bridge-sized.
  1369. These disguises are perfect, visually. You can't "see through them", but you can go "Hey, wait a minute, that hill is making a lot of smoke." "Hey, hold on, I'm pretty sure the King had a limp and didn't speak with an accent."
  1370. 3. Prismatic Ray
  1371. R: 200' T: [dice] creatures or objects D: 0
  1372. Target suffers a different effect depending on which color strikes the target. Roll a d10: 1. Red. Target takes [sum] fire damage, Save for half. 2. Orange. Target takes [sum] bludgeoning damage and is knocked prone. Save negates. 3. Yellow. Target takes [sum] lightning damage, Save for half. 4. Green. Target takes [sum] acid damage, Save for half. 5. Blue. Target takes [sum] ice damage, Save for half. 6. Purple. Target takes [sum] necrotic damage and is blinded for [sum] rounds. Save negates. 7, 8, 9. Struck twice. Roll a d6 twice. Add effects; make one save. 10. Struck thrice. Roll a d6 three times.
  1373. 4. Mirror Image
  1374. R: 0 T: self D: 10 minutes / concentration+1 minute
  1375. You create 1d4+[dice] illusory images of yourself, which move as you move and always stay within 5' of you. They are constantly stepping through each other, so that it is impossible to tell which is which. When an enemy attacks you, roll to see if they hit you or an image. An image vanishes as soon as it suffers a solid impact. Area effects such as a dragon's breath will cause all images to vanish.
  1376. 5. Mirror Object
  1377. R: touch T: mirror D: [dice] hours / concentration+1 minute
  1378. You reach into a mirror-like surface and pull out a copy of an object adjacent to the mirror. The object that you pull out must be within reach of the mirror (as if it were a window), small enough to fit through the mirror (as if it were a window) and light enough for you to pull through with one hand. The mirror object looks and feels exactly like the object it copied. It doesn't copy any magical properties of the object. You cannot duplicate living things in this way. The mirror object pops like a bubble if it suffers a solid blow . If you invest at least 4 [dice] into this spell, it can copy the magical properties of an item, but those magical properties will only function once. For items with continuous properties, such as a flying carpet, the magic properties will last no longer than 10 minutes.
  1379. 6. Light
  1380. R: touch T: object or creature D: [dice]x2 hours
  1381. Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the colour of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous.
  1382. Light sources in the dungeon are very valuable. At one [dice], this spell is a slightly worse emergency torch, but at two [dice] it is already significantly better. And what does pure octarine light do anyway? At a minimum, I'd say [sum] damage to all sighted creatures in the area, plus whatever mutations, mishaps, summonings, and explosions the GM cares to inflict. Mad Illusionists build special mirror-cages and wear visors tinted with the bones of extremely dull bureaucrats.
  1383. 7. Hypnotic Orb
  1384. R: touch T: object D: [sum] minutes / concentration+1 minute
  1385. You enchant a mostly-spherical object so that it's surface is covered with a captivating, shimmering pattern. Any creature who sees the enchanted object must Save or be compelled to sit still and observe it for the spell's duration. Flying creatures will land or circle it. The caster is not immune to this effect. The effect is broken if line of sight is broken, if something startles a target (a loud adjacent shout), or if the target see signs of obvious danger (such as someone killing their friends). Groups of statistically identical NPCs should make their Saves as a group.
  1386. 8. Colour Spray
  1387. R: [dice]x10' cone T: sighted creatures D: 0 / varies
  1388. If [sum] is equal or greater to the creature's HD, it is befuddled for 1d6 rounds. If [sum] is three times the creature's HD or more, it is stunned for a round, then befuddled for 1d6 rounds. If [sum] is five times the creature's HD, it is stunned for 1d6 rounds, then befuddled for 1d6 rounds.
  1389. 9. Wizard Vision
  1390. R: touch T: sighted creature D: 10 min / permanent
  1391. If you invest one [die]: Target can see invisible things. Target can see through illusions. Non-magical disguises are not penetrated. If you invest two or more [dice]: This can only be cast on yourself. As above, except you can also see through magical darkness, and see the true forms of shapeshifters. There are also some permanent effects: (a) You can forever see invisible things as a slight warping or lensing of light. You know “there's something over there” and what size it roughly is, but nothing else. (b) You can tell if someone else is a spellcaster by looking them in the eyes. The price for this gift is your mind. You suffer a permanent loss of 1d6 Wisdom (as you reject the true nature of Creation and go slightly mad) or 1d6 Charisma (as you accept the true nature of Creation and alienate yourself from your peers).
  1392. 10. Wall of Light
  1393. R: 50' T: wall or sphere D: 10 min / concentration+1 minute
  1394. You conjure either (a) a hemisphere [dice]x5’ in diameter, or (b) a 10' by 10' panel per [dice], which can be arranged in any contiguous formation joined by their edges. The wall is intangible, but you can control what each side shows. It can be either (a) inky darkness, (b) light out to 30', (c) mirror, (d) transparency, or (e) a simple texture, such as stone, brick, or carpet. Both sides do not have to show the same thing. You can change these surfaces with a thought. If you invest 4 [dice] or more into this spell, you may make the duration permanent.
  1395. Not much of a "wall", as it's intangible, but people don't necessarily know that.
  1396. Emblem Spells
  1397. 11. Mirror Self
  1398. R: touch T: mirror D: concentration / concentration+1 minute
  1399. You reach into a mirror-like surface and pull out [dice] copies of yourself. The mirror must be large enough for you to pass through. Your mirror clones behave as you wish. They can walk and talk, but it cannot pick anything up. You can see through their eyes and hear through its ears. You can cast spells through them. You can switch places with your mirror twin as a free action. A mirror twin pops like a bubble if it suffers a solid blow.
  1400. While the "concentration" difficulty of this spell makes spellcasting tricky, I'd say you can regain control if you regain concentration within 1 minute, as an Illusionist. Once you learn this spell, expect the Illusionist in the mirror to reach out and copy you from time to time.
  1401. 12. Fade
  1402. R: 50' T: creature or object D: [sum] rounds
  1403. Target phases out and becomes unable to affect the world in any way except visually. It stands or floats like an illusion until the spell concludes. Not even magic can affect the target. If they would be in a solid object when the spell expires, they are harmlessly shunted into the nearest open space. The maximum size of the object depends on how many dice are invested in the spell: 1 [dice]: human-sized, 2 [dice]: ogre- or wagon-sized, 3 [dice]: dragon- or tavern-sized, [dice]: ship- or bridge-sized.
  1404. Fade a bridge away. Fade your enemy away and then have the fighter line up for a two-handed baseball bat swing at their neck.
  1405.  
  1406. Garden Wizards
  1407. Perk: You gain +1 Attack and +1 Defense while wielding a quarterstaff. You start with a quarterstaff, a spade, and a good pair of boots.
  1408. Drawback: You must meditate each morning within sight of natural beauty. Even some mold growing on a rock counts. You must describe this to other players. Druids hate you.
  1409. Cantrips:
  1410. 1. Permanently change the colour or form of a small plant.
  1411. 2. You can tell if a plant was deliberately or naturally sown by touching it.
  1412. 3. You can sleep anywhere, in any position, with a few moments notice. You can set environmental conditions that will wake you, such as “sunrise” or “rain.”
  1413. Spell List:
  1414. 1. Clarity (Garden)
  1415. R: 30’ T: [dice] creatures D: 0
  1416. Target makes another Save against an emotion-affecting effect (fear, anger, sadness, pleasure, pain). This can affect yourself.
  1417. 2. Woodbend (Garden)
  1418. R: 10’ T: [dice] objects D: 0
  1419. wood thing warps, wooden shafted weapons get -2 to hit, doors either unstick or get stuck. Small objects objects only require one [die] whereas medium objects require two [dice], and large objects, three [dice].
  1420. 3. Dendrigraphy (Garden)
  1421. R: touch T: tree D: instantaneous
  1422. allows you to ask a [dice] questions of a tree you touch. answer appears in letters on trunk, permanent until new bark. trees know a good bit about weather and time but have a hard time differentiating between animals besides size. they gossip among themselves and may have news from distant parts.
  1423. 4. Whirling Staff (Garden)
  1424. R: touch T: staff D: [dice]*2 rounds
  1425. you get + [dice] to defense and the staff deals [sum] damage when you attack. This lasts for [dice] rounds or until you attack.
  1426. 5. Locate Animals (Garden)
  1427. R: [dice] miles T: creature D: [dice] hours
  1428. Name a common animal. You now know where the nearest example of the animal is.
  1429. 6. Magic Missile (General)
  1430. R: 200’ T: creature (splittable) D: 0
  1431. Target takes [sum]+[dice] damage, no save.
  1432. 7. Obedient Stone (Garden)
  1433. R: 50’ T: stone D: [dice] hours up until it activates
  1434. Give the stone a command, and it follows it to the best of it’s ability. +10 to hit if thrown. at 1 [die] it’s just a stone that fits in your hand, at 2 [dice] it can be the size of your head, at 3 [dice] it can be a small boulder. Lasts until the stone activates or the hours run out
  1435. 8. Control Earth (Elemental)
  1436. R: 50’ T: a bucket’s worth of earth D: concentration
  1437. Control a small amount of earth within 50'. At one [die]: (a) excavate a bucket's worth of dirt, (b) smooth and fill the same amount, (c) causing the earth to quickly swallow a small item, or quickly swallow a non-resisting person, chest, or signpost, (d) exhume something at the same rate, (e) knock over some hobo's shack with a tiny tremor. Each [dice] you invest increases the effects.
  1438. 9. Light (General)
  1439. R: touch T: object or creature D: [dice]x2 hours
  1440. Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the colour of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous. Light sources in the dungeon are very valuable. At one [dice], this spell is a slightly worse emergency torch, but at two [dice] it is already significantly better. And what does pure octarine light do anyway? At a minimum, I'd say [sum] damage to all sighted creatures in the area, plus whatever mutations, mishaps, summonings, and explosions the GM cares to inflict.
  1441. 10. Sleep (General)
  1442. R: 50’ T: [sum]/[dice] creatures of [dice] HD* D: 10 min/permanent
  1443. Target falls into a magical slumber, and can't be awoken by anything less vigorous than a slap (a standard action). Non-alert, unaware targets are not allowed a Save. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to eat or drink while sleeping. If you also invested 3 [dice] or more into this spell, the duration becomes permanent, and you can set the only condition that will cause the creature to awake (the sunrise before the apocalypse, true love’s kiss, etc). If cast on a creature with more [dice] than its HD, it will affect more creatures (a 3 [dice] spell affects 3x as many 1 HD creatures, 3/2x as many 2 HD creatures, etc). Creatures with less than 1 HD count as having 1 HD for this purpose and plusses are ignored. It starts at a single target that the caster designates within 50’, and then proceeds outwards until the total HD is affected or it reaches 50’ (yes this can affect the party).
  1444. Emblem Spells
  1445. 11. Uproot
  1446. R: touch T: tree D: [sum] rounds
  1447. You touch a tree or [sum] of smaller plants, and they uproot and march to a new location. If you invest 3 or more dice, they march until you tell them to stop. Otherwise, they root themselves when the spell’s duration ends. Trees move 6’/round, smaller plants move 12’/round.
  1448. 12. Wall of Earth
  1449. R: 20’ T: wall D: permanent
  1450. You rearrange dirt to form a 10’ by 10’ panel per [dice]. You can mold the wall, similar to cutting holes and notches in a sheet of paper. The wall has Defense 2 and [dice]x2 HD. If it is horizontal, the wall must be anchored on at least 2 sides.
  1451. Mishaps:
  1452. 1. MD only return to your pool on a 1-2 for 24 hours
  1453. 2. Take 1d6 damage
  1454. 3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
  1455. 4. Plants wither for 5xd20 feet around you.
  1456. 5. Save vs Fear against fire for the next 24 hours.
  1457. 6. Plants erupt from your fingers and toes. Everyone within 50’ must Save vs Dex or be entangled and slowed.
  1458. Doom of the Gardener
  1459. 1. Take sufficient fire damage to reduce you to zero HP.
  1460. 2. You can no longer read maps or symbolic representations of places, or non-magical languages.
  1461. 3. Your memory fades. You cannot memorize spells. Save every hour or forget every detail of the previous few hours.
  1462. This doom can be averted by planting 10,000 trees by hand, and tending them as they grow to maturity. You may also journey to the Heart of the Forest, and battle the wild spirits within.
  1463.  
  1464. Elf Wizard
  1465. Perk: Gain 1 extra MD while touching a tree at least 50’ high. Roots count. You start with a bow.
  1466. Drawback: If you are scarred, disfigured, or filthy, you must Save each morning or be unable to cast spells that day.
  1467. Cantrips:
  1468. 1. Create a pleasant musical ringing sound.
  1469. 2. Any target you hit with an arrow counts as being at range “Touch” for the purposes of your spells.
  1470. 3. Touch a wound to prevent it from bleeding. You don’t negate any damage and faint white scars will still form.
  1471. Spell List:
  1472. 1. Clarity
  1473. R: 30’ T: [dice] creatures D: 0
  1474. Target makes another Save against an emotion-affecting effect (fear, anger, sadness, pleasure, pain). This can affect yourself.
  1475. 2. Speak with Birds
  1476. R: 200’ T: birds D: 20 minutes
  1477. You can talk to a bird and it can talk back. If there is a party of 3-6 adventurers moving in the forest nearby, a random songbird has a [sum]x10% chance of knowing where they are and if they’re doing anything extra weird. Birds of prey are rarer, but more observant.
  1478. 3. Blossom
  1479. R: Touch T: plant D: permanent
  1480. Touched plant flourishes. Seeds germinate, flowerbeds swell and bloom, and a sickly plant regains vigor. Heals [sum] HP to a plant creature. If cast on a fruit, the fruit will grow up the normal maximum size or 2x as big (whichever is smaller). Yes you can use this to double your fruit and vegetable rations.
  1481. 4. Illusion of Youth
  1482. R: touch T: creature D: [dice] days, or, if [sum] > 12, permanent (until death)
  1483. Touched creature is cloaked with an illusion that makes them appear to be in their physical prime.
  1484. 5. Locate Animal
  1485. R: [dice] miles T: creature D: [dice] hours
  1486. Name a common animal. You now know where the nearest example of the animal is.
  1487. 6. Unseen Orchestra
  1488. R: 0 T: self D: [sum] minutes
  1489. Duh, an invisible, intangible, orchestra that follows you around.
  1490. 7. Floral Salvage
  1491. R: touch T: creature D: 0
  1492. Flowers (caster chooses the type) erupt from the target’s wounds. Target takes 1 damage for every point of damage it has already taken, not exceeding [sum]x2. Save for half. If this damage kills the target, their corpse is entirely consumed by plant growth and turns into a beautiful tree covered in flowers. Height is 2d4 x creature’s HD in feet.
  1493. 8. Beautify
  1494. R: touch T; creature or object D: [sum] hours, or, if [sum] > 6, permanent
  1495. Target made more beautiful. Dirt falls away, pimples disappear, teeth whiten, lice vanish, gouges fill in, and varnish looks new again. Will also restore 1d4 points of Charisma if damaged, to former max.
  1496. 9. Magic Missile
  1497. R: 200’ T: creature D: 0
  1498. Target takes [sum]+[dice] damage, no save. As an Elf Wizard, you must fire this spell using a bow. It is splittable, as normal, so you can assign the dice to different targets.
  1499. 10. Serpents of the Earth
  1500. R: touch T: section of natural soil or stone D: concentration
  1501. [Sum] enormous serpents of 1d4 HD crawl up from the dirt. They have Attack and Defense 13 and deal 1d6+HD damage. The 1 HD serpents are small and bite for 1 damage + deadly poison (d8, rounds). They’re not controlled by the caster, just pissed off.
  1502. Emblem Spells
  1503. 11. Elegant Judgement
  1504. R: 200’ T: 20’ diameter D: 0
  1505. Does [sum] damage, Save vs Charisma for half. Like a fireball, but the flames are purple and gold. Creatures with 17 or more Charisma, non-sentient creatures, beautiful objects, the dead, or elves are immune to this spell.
  1506. 12. Rain of Arrows
  1507. R: 200’ T: 20’ diameter D: 0
  1508. Does [sum] damage. As fireball except that the caster fires an arrow into the air which turns into a multitude and the damage is all piercing damage. Doesn’t work in places with low ceilings, i.e. less than 100’.
  1509. Mishaps:
  1510. 1. Gain 1 insanity point.
  1511. 2. Take 1d6 damage.
  1512. 3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
  1513. 4. Agony for 1d6 rounds.
  1514. 5. Blind for 1d6 rounds.
  1515. 6. Lose one MD for 24 hours.
  1516. Dooms:
  1517. 1. Lose the ability to cast spells for 1 day.
  1518. 2. Lose the ability to cast spells, fire a bow, or draw a blade for 3 days.
  1519. 3. Lose the ability to cast spells permanently. You can only wield your nails and teeth. You speak in monosyllables.
  1520. This doom can be averted by winning the trust and patronage of a powerful High Elf, or by building a tower near some site of astounding natural beauty.
  1521. Your carefully crafted substance is unraveling and you regress to a less enlightened form. Either the magic of a High Elf can save you, or your own sense of beauty and truth will.
  1522.  
  1523. Elementalist
  1524. Perk: +3 to Save or Defense vs Elemental damage. No bonus against non-damaging effects.
  1525. Drawback: Cannot cast fire spells if wet. Cannot cast water or ice spells if dehydrated. Cannot cast earth or acid spells if you are not touching the ground. Cannot cast air or lightning spells if you do not have line of sight to the sky.
  1526. Cantrips:
  1527. 1. You gain Elemental Vision for 1 hour by meditating for 1 hour.
  1528. 2. Summon a flame the size of a candle's by snapping your fingers. Cannot be used to deal damage.
  1529. 3. Meditate for 1 hour to gain a new Save against any poison or damaging effect.
  1530. Elemental Vision: your training allows you to anthropomorphize elemental spirits. The ground appears to be made of interlinked stone bodies. A campfire is a jolly spirit devouring logs. Clouds appear as fat naked people rolling through the sky. You can speak to the spirits - you always could, anyone can - but when you are attuned like this, they are more inclined to listen. They won't obey you, and they may be hostile, but they may also offer advice, tell tales, demand offerings, or simply ignore you.
  1531. Spell List:
  1532. 1. Circle of Frost
  1533. R: self T: [dice]x10’ radius D: 3 rounds
  1534. All creatures in area take 1d4 damage, Save vs Reflex for half. Everything that fails its Save is frozen to whatever surface they were touching. Boots are frozen to the ground, keys are frozen in their locks. Creatures are usually immobilized from the boots down unless they were playing in a fountain or something. Attempting to break loose is a free action that can be attempted once per round, and requires a successful opposed Strength test. The ice has a Strength of 10 + [dice]x2.
  1535. 2. Control [Element] (Elemental) Pick one of the following elements. Control Rain is a bit of an odd exception, but it was too good not to include in this list. I'd say the effects increase more or less exponentially. At 4 [dice], Control Earth should let you dig a moat or build a hill, like a proper crazy wizard. Control Air at 4 [dice], could push a small fleet of ships, or summon up the North Wind itself to freeze an army.
  1536. Control Air
  1537. R: 50’ T: a gust of wind D: concentration
  1538. Control a gust of wind within 50'. At one [die], use wind to (a) clear away fog or gas, (b) extinguish a fire no larger than a torch, (c) blow all the papers off a desk, (d) with concentration, provide enough of a breeze to power a tiny sailboat. Each [dice] you invest increases the effects.
  1539. Control Earth
  1540. R: 50’ T: a bucket’s worth of earth D: concentration
  1541. Control a small amount of earth within 50'. At one [die]: (a) excavate a bucket's worth of dirt, (b) smooth and fill the same amount, (c) causing the earth to quickly swallow a small item, or quickly swallow a non-resisting person, chest, or signpost, (d) exhume something at the same rate, (e) knock over some hobo's shack with a tiny tremor. Each [dice] you invest increases the effects.
  1542. Control Fire
  1543. R: 50’ T: a torch’s worth of fire D: concentration
  1544. Control a small fire within 50’ At one [die]: (a) cause a fire to double in size, power, and brightness, (b) create a huge amount of smoke, (c) extinguish a fire no larger than a torch, (d) have a small ember (0 damage) jump 1' off the fire, (e) ignite something that is meant to be burnt, such as a match, cigarette, or fuse, (f) heat up a cup of tea to a pleasant temperature. Each [dice] you invest increases the effects.
  1545. Control Rain
  1546. R: 1000’ T: self D: [dice] hours
  1547. If it's raining, you can make it not rain for 1000' around you. If there's not a cloud in the sky, this spell has no effect. If it's cloudy, you can make it rain for 1000' around you. Most days have a 40% chance of being cloudy. Cannot be cast indoors.
  1548. Control Water
  1549. R: 50’ T: a bucket’s worth of water D: concentration
  1550. Control a small amount of water within 50’. At one [die]: (a) propel a small boat, (b) carry a small item through the water, (c) allow someone to swim at 2x speed, (d) force someone to swim at half speed, (e) splash something no more than 5' away, (f) dry something that is wet, (g) freeze a small amount of water, (h) cool a hot cup of tea. Each [dice] you invest increases the effects.
  1551. 3. Dissolve
  1552. R: 50' T: object or creature D: concentration
  1553. Target you stare at takes 1d4 acid damage per round and begins to dissolve. Save vs Con for half damage. Can bore holes in walls, but it only makes a hole 1' and creates a lot of acidic sludge on the floor. [dice]”/10 minutes through stone, [dice]”/minute through wood, cannot affect metal. Heals slimes and oozes for 1d4/round.
  1554. 4. [Element] Breath
  1555. R: [dice]x20‘ cone T: area D: 0
  1556. Does 1d4 damage to anything in the cone. Save vs Con for half damage. Wind or Water breath extinguishes all fires smaller than a big bonfire. Fire breath sets very flammable things on fire. Acid breath bleaches the colour from objects and irritates the eyes.
  1557. 5. Stoneskin
  1558. R: touch T: creature D: 10 min
  1559. Reduce all physical damage the target takes by [dice]x2. The target cannot swim, jump, or run.
  1560. 6. Anklecrusher
  1561. R: 50' T: [dice]x2 objects or creatures D: 0
  1562. Target creature or object is grabbed by the ground itself. Target takes 1d6 damage and is immobilized. Save vs Dex to negate, prone creatures automatically fail. Target is immobilized until it can win an opposed Strength test against the ground. The effective Strength of the ground depends on what it is made out of: Dirt 8, Clay 12, Limestone 16, Basalt 18. This spell has no effect on things that aren't touching the ground.
  1563. 7. Protection from [Element]
  1564. R: touch T: [dice]x[dice] targets D: 10 minutes / 8 hours
  1565. Reduce all damage of the chosen type by 4 for the next 10 minutes. Alternatively, the spell protects its targets from the negative effects of the element (desert heat, arctic chill) for the next 8 hours.
  1566. 8. Ignite
  1567. R: 50' T: object or creature D: 0
  1568. Target object or object takes [sum] damage and catches on fire. Save negates.
  1569. 9. Breathe [Element]
  1570. R: touch T: [dice] creatures D: 2 hr
  1571. Target can breath in the chosen element, in addition to their normal modes of respiration. Clearing your lungs before the spell expires is mandatory. Does not grant you protection from that element, just from drowning in it.
  1572. 10. Wind Scythe
  1573. R: 50' T: object or creature D: 0
  1574. Apply a melee attack from a slashing weapon in your hand to a target within 50’. If you are unarmed, counts as a dagger (1d6). Gain +2 to Attack and deal +[sum] damage.
  1575. Emblem Spells
  1576. 11. Wall of [Element].
  1577. I'm not sure what a "Wall of Acid" or "Wall of Ice" would look like, precisely, but I'm pretty sure that I could use 3 walls listed below to figure them out in a hurry.
  1578. Wall of Earth
  1579. R: 20’ T: wall D: permanent
  1580. You rearrange dirt to form a 10’ by 10’ panel per [dice]. You can mold the wall, similar to cutting holes and notches in a sheet of paper. The wall has Defense 2 and [dice]x2 HD. If it is horizontal, the wall must be anchored on at least 2 sides.
  1581. Wall of Fire
  1582. R: 20’ T: wall D: 1 minute
  1583. You summon fire to form a 10’ by 10’ panel per [dice]. You can mold the wall, similar to cutting holes and notches in a sheet of paper. The wall does not block line of sight. It deals 1d6 fire damage to anything that passes through it. Save vs Dex or be set on fire.
  1584. Wall of Wind
  1585. R: 20’ T: wall D: 1 minute
  1586. You summon wind to form a 10’ by 10’ panel per [dice]. You can mold the wall, similar to cutting holes and notches in a sheet of paper. The wall does not block line of sight. Powerful winds will knock small projectiles out of the air and prevent vermin (anything smaller than a rat) from crossing. Ranged attacks that pass through the wall get [dice]x-3 to hit.
  1587. 12. Shocking Grasp
  1588. R: 0 T: self D: 10 min
  1589. You enchant your hand so that it discharges [sum]+[dice]x2 damage worth of lightning into the next thing you touch. Touching an unwilling opponent requires an Attack roll against their unarmored Defense. You cannot wear any metal on the hand you enchant. If you deal more than 12 damage, you and your target must both Save or be flung apart, knocked prone, and deafened for 1d6 rounds.
  1590. Mishaps:
  1591. 1. MD only return to your pool on a 1-2 for 24 hours
  1592. 2. Take 1d6 damage
  1593. 3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
  1594. 4. Soaked, or dehydrated, or flung upwards, or buried.
  1595. 5. Deafened for 1d6 rounds
  1596. 6. Wild elemental spirits flee your body for 1d6 rounds. Everyone within line of sight must Save each round or be stunned
  1597. Doom of the Elementalist:
  1598. 1. Take sufficient elemental damage to reduce you to zero HP.
  1599. 2. Each time you cast an Elemental spell, Save or the spell flies out of control. If it likes you, the effects might not be too bad.
  1600. 3. The elements turn against you. Expect 1d4+4 powerful spirits to arrive shortly. In the meantime, fire chases you, stones seek to crush you, the earth trembles, and lightning bolts plunge from the sky.
  1601. This doom can be avoided by journeying to a powerful elemental centre and pledging yourself to the spirit within, or by visiting pure vacuum or the deepest shadow. Shadow and vacuum can cut the ties that let elementals identify you.
  1602.  
  1603. Drowned Wizards
  1604. Perk: You can cast spells silently. You inherit a decrepit and badly maintained spy network. If you are broke, 1d10 cp will appear in your mouth once per day.
  1605. This school gets three minor perks. Silent casting is useful, the spy network is a liability in some ways, and the copper pieces aren't likely to interest any wealthy adventurer. I'd any given town or village has a 1% chance of having someone who knows the secret code words of the old Anostosian order, passed on by a mysterious family elder.
  1606. Drawback: Cannot drink water. Other water-based liquids, such as beer or tea, are fine.
  1607. This is a fairly significant drawback. You start with 1d6 days worth of tea leaves or one bottle of wine. Tea leaves cost 2cp per day but can only be purchased in a city.
  1608. Cantrips:
  1609. 1. Convince another creature that anyone who dies by drowning will instantly go to Hell. This is what Drowned Wizards believe. Lasts 1 hour.
  1610. 2. Cause a loud bell to ring from somewhere due north. Only you can hear the bell.
  1611. 3. Meditate for 1 hour to gain a new Save against any ongoing mental effect.
  1612. Drowned Wizard cantrips aren't very useful in most situations, but number 2 will at least ensure you never get lost. I'm not sure if 1 allows you to convince creatures that can't understand you or creatures that can't drown. I don't think it does.
  1613. Spell List:
  1614. 1. Command Coins
  1615. R: 30’ T: [sum]x100 coins D: [dice] hours
  1616. Coins will leap up and obey your single-word commands. Affects all unattended coins in 30' of you and lasts 1 hour. Coins can be commanded to follow you, hide in crevices, or serve as rollers for heavy statues, but they are mindless and feeble. The coins can only roll along the ground or jump small distances.
  1617. 2. Detect Gold
  1618. R: 100’ T: self D: [sum] minutes The spell name is misleading, as this spell simultaneously allows you to identify all precious metals. You see them through walls and barriers as faint shifting afterimages, but the spell bleeds into you other senses. If you cast this spell with 3 or more [dice], your eyes turn gold and the effects are permanent. You cannot sleep within 100’ of any adamantium. The screams keep you awake.
  1619. 3. Magic Missile
  1620. R: 200' T: creature D: 0 Target takes [sum] + [dice] damage, no Save. As a Drowned Wizard, your spell is a coruscating bolt of pure magic, cast with appropriate hand gestures.
  1621. 4. Desiccate
  1622. R: 30’ T: creature D: 0
  1623. Hydrated target within 30' takes 1d6 + [dice] damage. Can also be used to turn meat into jerky or concentrate water-based liquids (wine, most acids), up to 2 gallons per [dice]. You can make a cup full of very strong brandy from a bottle of wine.
  1624. 5. Grease
  1625. R: 50' T: object, surface D: [dice]x2 rounds
  1626. Can be cast directly on a creature or a 10' x 10' x [dice] surface. All creatures affected must Save vs Dex or drop held objects, or, if moving, drop prone.
  1627. 6. Slam Portal
  1628. R: 100’ T: door or doors D: 0
  1629. Slams a door shut and/or locks it (if it has a lock). Most wooden doors will get stuck shut, and require a Strength check to open. Works on any number of door within 100', but only doors. If you invest 2 or more [dice] and target a single door, it becomes magically locked for [sum] hours. If you invest 3 or more [dice], you may magically lock any number of targeted doors for [sum] hours.
  1630. 7. Light
  1631. R: touch T: object or creature D: [dice]x2 hours
  1632. Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the colour of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous. Light sources in the dungeon are very valuable. At one [dice], this spell is a slightly worse emergency torch, but at two [dice] it is already significantly better. And what does pure octarine light do anyway? At a minimum, I'd say [sum] damage to all sighted creatures in the area, plus whatever mutations, mishaps, summonings, and explosions the GM cares to inflict.
  1633. 8. Metal Chime
  1634. R: touch T: metal object D: [dice] days
  1635. You touch and enchant a piece of metal to make a terrific noise the next time it strikes a solid surface or is struck. All creatures within 30' (except you) must Save or be deafened for 1 minute. If used as a signal, it can be heard up to a mile away.
  1636. 9. Spite
  1637. R: 50‘ T: creature D: [sum] varies
  1638. Whenever the target creature would roll a critical success, it becomes a critical failure instead. Target will also feel anxious and irritable for the spell's duration. Duration: 1 [dice]: rounds, 2 [dice]: days, 3 [dice]: weeks, 4 [dice] months.
  1639. 10. Fog
  1640. R: 30’ T: self D: [dice] hours
  1641. You breath out a bunch of fog. Everything up to 30' away from you is obscured. Sunlight, wind, or heat dissipates the fog in 10 minutes. If you cast this spell with 3 or more [dice], other casters lose 1 MD while they remain in the fog.
  1642. Emblem Spells:
  1643. 11. Mighty Lungs
  1644. R: 0 T: self D: 0
  1645. Your next inhalation allows you inhale 10x the normal amount of air. Not only does this allow you to hold your breath for 10x as long, but if you exhale forcefully it will release a blast of air strong enough to knock pigeons out of air and polish your teeth. A human-sized creature travels 10’ per [dice], and takes 1d6 damage for every 10' traveled. A creature or object blown at another creature requires an Attack roll to hit and inflicts 1d6 damage for every 10' traveled. This spell will also blow open all the closed but unlocked doors in a room, shatter all the windows in a building, or knock the thatched roof off a peasant's shack. If you cast this spell with 3 or more [dice], Save or your teeth shatter.
  1646. 12. Magic Cramp
  1647. R: 100’ T: creature D: 0
  1648. Target takes 1d4 damage plus 1 damage per the maximum number of magic dice they possess, or 1 damage per HD for seriously magical creatures (unicorns, dragons, etc.). Additionally, they lose [dice] MD for [dice] rounds. Save for half damage and to negate the caster level penalty. Nonmagical creatures, or creatures that have no spellcasting ability, are unaffected by this spell.
  1649. Mishaps:
  1650. 1. Gain 1 inanity point.
  1651. 2. Take 1d6 damage
  1652. 3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  1653. 4. Blind for 1d6 rounds
  1654. 5. Deafened for 1d6 rounds
  1655. 6. Vomit 1d100 litres of seawater.
  1656. The mishaps are fairly minor and not too dangerous to a seasoned adventurer. The seawater could even be beneficial.
  1657. Doom of the Drowned Wizards:
  1658. 1. You can no longer swim. You cannot cast spells if you are touching free-flowing water (not damp socks, but a puddle).
  1659. 2. Save vs Fear whenever you encounter a body of water larger than a teacup.
  1660. 3. The tide will rise to your current location, and then drag you down. Expect 3d20 merfolk or drowned corpses and one 1d10+8 HD sea monster or dragon. It will be the storm of the century. Anyone drowned along the way will join them.
  1661. This doom can be avoided by discovering a secret unknown to anyone, including the ocean, or by visiting Hell and leaving a decoy behind, or by somehow disguising your soul forever.
  1662.  
  1663. Diabolist
  1664. Perks: You can fuel your magic with your blood, rolling a die, taking damage equal to the result, and adding it to the spell. You start with a weapon of your choice.
  1665. Drawbacks: You have a -3 penalty to Saves vs possession or mental effects and a pact mark burned somewhere hard to cover up on your person.
  1666. Cantrips
  1667. 1. Make a mark on a surface (chalk, scratch, charcoal, etc), supernatural creatures with HD less than or equal to twice your wizard templates cannot cross it.
  1668. 2. You can tell if a creature is possessed or influenced by magic just by looking in its eyes.
  1669. 3. Alter your appearance and voice to be more demonic in nature.
  1670. Spell List
  1671. 1. Magic Missile
  1672. R: 200’ T: Creature D: 0
  1673. Target takes [sum]+[dice] damage, no save. As a warlock, your spell is a bolt of colored flames.
  1674. 2. Bind
  1675. R: 50’ T: creature D: 10 minutes, splittable.
  1676. Chains burst out of the ground and immobilize the target. They get a save to resist. They can be broken out of with a successful Strength check, but every casting die invested gives a -4 to checks trying to break them open. Alternatively, it can be used to create 20’ of chain for each [die] invested.
  1677. 3. Fear
  1678. R: 50’ T: creatures up to [sum] HD D: 0
  1679. Target creatures must Save vs Fear or make a morale check, or flee from you. If you cast this spell with 4 [dice], creatures unused to supernatural occurrences must also Save or age 2d10 years.
  1680. 4. Circle of Frost
  1681. R: self T: [dice]x10’ radius D: 3 rounds
  1682. All creatures in area take 1d4 damage, Save vs Reflex for half. Everything that fails its Save is frozen to whatever surface they were touching. Boots are frozen to the ground, keys are frozen in their locks. Creatures are usually immobilized from the boots down unless they were playing in a fountain or something. Attempting to break loose is a free action that can be attempted once per round, and requires a successful opposed Strength test. The ice has a Strength of 10 + [dice]x2.
  1683. 5. Miasma
  1684. R: [dice]x10’ cone T: area D: [dice] rounds
  1685. You open your mouth and spew forth the foul fumes of hell. Everyone in the cloud takes 1d4 damage a round and must Save vs Poison (miasma, 1d4, rounds).
  1686. 6. Flaming Weapon
  1687. R: touch T: weapon D: [sum] rounds
  1688. A weapon you touch erupts into flames, they do not harm the weapon. Creatures struck by it must Save or catch fire (d6 damage a turn).
  1689. 7. Dominate
  1690. R: 50’ T: creature D: [sum] rounds
  1691. Creature must Save or obey your verbal commands. If you invest at least 3 [dice] in this spell, the duration becomes permanent, but the creature gets a new Save each day and one of the dice invested is unusable until the creature is released.
  1692. 8. Inferno
  1693. R: 20’ radius T: area D: 0
  1694. Flames race across the ground. Creatures in the area take [sum] damage, Dexterity Save for half. Nothing is set on fire by this spell, but it deals double damage to inanimate objects.
  1695. 9. Soul Drinker
  1696. R: touch T: creature D: 0
  1697. You regain [dice] hp +1 for every HD of the target. Touching it with a weapon you’re holding counts. Doesn’t work on targets without souls or more than one round after the target’s death.
  1698. 10. Reap
  1699. R: touch T: weapon D: [sum] rounds
  1700. Whenever your weapon deals damage, you get another action. You can only gain 1 extra attack per round from this spell. The spell can only be cast with 2 or more [dice] on your chosen weapon.
  1701. Emblem Spells
  1702. 11. Summon Horde
  1703. R: 20’ T: area D: [dice] hours
  1704. You summon [sum]x2 pathetic demons. They have 1 HP each and act as minions. Regardless of whether their opponent hits them or not, damage is rolled. If one demon is hit, the damage rolls over to adjacent demons. On a miss, half that many demons die. They make an attack roll as a group and deal 1dX damage where X is the number of demons. Unless burnt with oil or wood, consecrated, or killed by magic, they reform in 10 minutes. AoE attacks kill all of them and half on a successful Save.
  1705. 12. Heart-ripper
  1706. R: 20’ T: creature D: 0
  1707. If target’s HP is less than [sum], its heart flies out of its chest into your hand, no save. This is usually fatal. If it isn’t, it takes [dice]x2 damage.
  1708. Mishaps:
  1709. 1. Gain 1 trauma
  1710. 2. Take 1d6 damage
  1711. 3. Random mutation for d6 rounds, then Save or it’s permanent
  1712. 4. Agony for d6 rounds
  1713. 5. Cloud of brimstone, those nearby must make a Con save or lose their turn coughing
  1714. 6. Subject to demonic weaknesses for 1d6 hours.
  1715. Dooms:
  1716. 1. Possessed by a demon for a day (d4: 1 lust and poison, 2 rage and fire, 3 gluttony and mutation, 4 ice and knowledge). It has no way to manifest but has HD 8.
  1717. 2. You are possessed by the same demon for 3 days.
  1718. 3. The demon possesses you again, permanently this time, and devours your soul.
  1719. These dooms can be avoided by pledging yourself to another more powerful demon. Your soul will be theirs after death, but is that not better than the unknown void that awaits you with your third doom? Alternatively, you can go out and kill that specific demon.
  1720.  
  1721. Biomancer
  1722. Perk: When you drink a potion, you have a 50% chance to recycle it via whatever orifice you prefer. You have 10 minutes to excrete the potion. You start with two black thumb rings and a random potion.
  1723. Drawback: Whenever you receive magical healing, you have a 1-in-6 chance to gain a mutation. The regeneration spell does not trigger this.
  1724. Cantrips:
  1725. 1. Transfer a blemish or feature from one creature to another. You could swap eye colours with an elf or pull warts off a toad and put them on a princess.
  1726. 2. Taste blood to tell what kind of creature it came from.
  1727. 3. If you wish, your appearance will no longer age. Once you activate this, you will always look the same age. This effect can be dispelled, and may fail in times of dire stress.
  1728. Spell List:
  1729. 1. Acid Arrow (Biomancy)
  1730. Range: 50’ T: creature D: [dice] rounds
  1731. Target takes sum damage and then d4 damage for [dice] rounds unless they spend a turn washing it off. The caster has to succeed on an Attack roll in order to hit with the [dice] as the to-hit bonus.
  1732. 2. Alter Self (General)
  1733. R: 0 T: self D: [dice]x10 minutes
  1734. Alter your form to resemble that of another creature of your type (usually humanoid). You do not gain any special abilities from this transformation.
  1735. 3. Animate Potion (Biomancy)
  1736. R: touch T: potion or liquid D: 2 hours
  1737. You turn the potion into an obedient homunculus HD 0 1 foot tall and feeble STR 1. Can go anywhere you direct and bring you small items. Can be delivered by touch or drinking it. Works on any liquid except water
  1738. 4. Extract Venom (Biomancy)
  1739. R: touch T: creature D: 0
  1740. Pierce a creature and draw the venom out which then pools in your hand or a vial. If you use it on a poisoned creature, they get another save with a +4 bonus. Unwilling targets get a save, only works on venoms.
  1741. 5. Neoplasma (Biomancy)
  1742. R: touch T: flesh D: permanent
  1743. Creatures must save or get cancer. They lose [dice] Con immediately and another each month thereafter.
  1744. 6. Mutate (Biomancy)
  1745. R: touch T: creature D: permanent
  1746. Target saves or gains a random mutation. If creature chooses to fail it’s save, caster rolls two random mutations and picks one.
  1747. 7. Infantilize (Biomancy)
  1748. R: touch T: creature D: 10 min
  1749. Target saves or becomes an adorable child version, loses [dice] HD (- 4 hp -1 to hit -1 to save). Players are dropped down to Str 5 unless it was lower. Anyone who tries to hurt it for the first time must save or hesitate.
  1750. 8. Monsterize (Biomancy)
  1751. R: touch T: creature D: 10 min
  1752. Target saves or becomes a horrible monster version of itself. Monsters gain [dice] HD (+4 max HP +1 to hit, +1 to save) Player characters have their strength raised to 15 unless it was higher. target flies into rage, can’t think tactically, kindly or retreatedly
  1753. 9. Regeneration (Biomancy)
  1754. R: touch T: creature D: [dice] hr
  1755. target regenerates [dice] HP every 10 minutes. If a unicorn horn or green troll heart is consumed during the casting, the recipient also regrows all missing limbs and body parts. It will heal 1 fatal wound per turn until there are none left, then the spell ends.
  1756. 10. Shrivel (Biomancy)
  1757. R: 50’ T: [dice] creatures D: d6 rounds/permanent
  1758. Save negates. Target loses half its current HP and deals damage as if its strength was 6 points lower. After 1d6 rounds, the HP returns if they’re not already dead. If cast with 3 [dice], the effects are permanent.
  1759. Emblem Spells
  1760. 11. Hand of the Hound (Biomancy)
  1761. R. self T: one or both hands D: 10 minutes
  1762. Your hand falls off and grows into a monstrous version of itself: HD 3 HP [sum] * 2 AC chain Atk 1d6+[dice] Str 16. You continue to control it, but if it dies, you don't have a hand anymore. Alternatively, you can have this affect both hands, but then you're just standing there like a doof.
  1763. 12. Wave of Mutilation (Biomancy)
  1764. R: 30' T: objects D: 0
  1765. Everything in a 30' cone takes [sum] slashing damage.
  1766. Mishaps :
  1767. 1. MD only return to your pool on a 1-2 for 24 hours
  1768. 2. Take 1d6 damage
  1769. 3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
  1770. 4. Agony for 1d6 rounds
  1771. 5. Ravenously hungry. Cannot cast spells until you eat.
  1772. 6. Slough skin. Takes 1d6 rounds to remove. Is disgusting.
  1773. Doom of the Biomancer:
  1774. 1. Your appearance shifts and randomizes for one day
  1775. 2. Save at the start of each day or gain a mutation. Save at the end of each day or that mutation becomes permanent.
  1776. 3. You become a Chaotic Psychoplasm
  1777. This doom can be avoided by eating the hearts of 100 species, or by falling in love with the same doppleganger three times, or by tattooing rare fixative runes all over your body.
  1778.  
  1779. Animist Wizard (witch)
  1780. Perk: If someone makes a bargain with you and breaks it, Save. If you pass, you instantly know about it. Your spells can target parasites and unborn children without targeting their hosts.
  1781. Drawback: You are feared and distrusted by most. You cannot bathe. You can never return another person's love.
  1782. Cantrips:
  1783. 1. Transform into a creature with your face that has either (a) a fly speed of twice 2x Movement, (b) 3x Movement (c) swim speed of 2x Movement, (d) burrow speed of Movement, (e) the ability to squeeze through gaps smaller than a human head. Choose one option at character creation. The transformation lasts for 1hr per Animist wizard template per day.
  1784. 2. Dim or extinguish all non-magical light sources within 10’.
  1785. 3. Touch someone to learn if they have killed another sentient creature in the last 24hrs.
  1786. Spell List:
  1787. 1. Powerful Presence
  1788. R: 0 T: self D: [dice] hours
  1789. The caster seems to grow in magnificence and poise, and gains +2x[dice] bonus to Save vs Domination, Charm, or Fear effects. Easily frightened creatures (horses, mice, guilt-ridden murderers) must test Morale or flee before the caster.
  1790. 2. Telekinetic Shove
  1791. R: 50‘ T: creature or object D: 0
  1792. An object or creature within range is hurled through the air. Save to negate. A human-sized creature travels 10’ per [dice], and takes 1d6 damage for every 10' traveled. A creature thrown at another creature requires an Attack roll to hit and inflicts 1d6 damage for every 10' traveled. This spell will also blow open all the closed but unlocked doors in a room, shatter all the windows in a building, or knock the thatched roof off a peasant's shack.
  1793. 3. Shrivel
  1794. R. 50' T: [dice] creatures D: 1d6 rounds / permanent
  1795. Target Save negates. Target loses half of its current HP and loses 6 Strength (affecting the damage it deals). When the spell ends, the lost HP and Strength returns. If you cast this spell with 3 or more [dice] against a single target, the lost HP does not return, and the Strength damage is permanent. The apparent age of the target increases considerably for the spell's duration.
  1796. 4. Control Water
  1797. R: 50’ T: a bucket’s worth of water D: concentration
  1798. Control a small amount of water within 50’. At one [die]: (a) propel a small boat, (b) carry a small item through the water, (c) allow someone to swim at 2x speed, (d) force someone to swim at half speed, (e) splash something no more than 5' away, (f) dry something that is wet, (g) freeze a small amount of water, (h) cool a hot cup of tea. Each [dice] you invest increases the effects.
  1799. 5. Sleep
  1800. R: 50’ T: [sum]/[dice] creatures of [dice] HD* D: 10 min/permanent
  1801. Target falls into a magical slumber, and can't be awoken by anything less vigorous than a slap (a standard action). Non-alert, unaware targets are not allowed a Save. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to eat or drink while sleeping. If you also invested 3 [dice] or more into this spell, the duration becomes permanent, and you can set the only condition that will cause the creature to awake (the sunrise before the apocalypse, true love’s kiss, etc). If cast on a creature with more [dice] than its HD, it will affect more creatures (a 3 [dice] spell affects 3x as many 1 HD creatures, 3/2x as many 2 HD creatures, etc). Creatures with less than 1 HD count as having 1 HD for this purpose and plusses are ignored. It starts at a single target that the caster designates within 50’, and then proceeds outwards until the total HD is affected or it reaches 50’ (yes this can affect the party).
  1802. 6. Charm Person
  1803. R: 50' T: person D: [dice] hours
  1804. The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent.
  1805. 7. Dream Eater
  1806. R: 50‘ T: creature D: 0
  1807. A sleeping creature within 50' takes [sum] damage. The caster heals for the same amount. No save. When you gain this spell, if you don't know Sleep already, you learn it the next time you would roll to gain a spell. It replaces one of the spells you'd roll for.
  1808. 8. Scorching Ray
  1809. R: 100' T: creatures or objects D: 0
  1810. Fire a ray at a target, dealing 1d10 fire damage with a successful attack roll. Each dice you invest in this spell allow you to fire an additional ray at the same target or at a new target. Creatures are not set on fire, but very flammable objects such as candles, dry straw, or paper will catch fire 1 round after being struck. Instead of using this spell to deal damage, you can instead use it to light all the candles in a single room.
  1811. 9. Scry
  1812. R: [dice]x100' T: point in space D: concentration
  1813. You conjure an invisible, intangible, floating eyeball to a point in space that you designate. Unlike most spells, you do not have to have line of sight to cast it. As long as you maintain concentration, you can see through this sensor with your normal senses. This spell requires something to scry on, usually a mirror, quiet pool, clouds, or bonfire. If you invest 2 or more [dice], you can also hear through the sensor (it grows an ear). If you invest at 3 or more [dice], you can also speak through the sensor (it grows a dribbly little mouth). If you use an actual crystal ball when casting this spell, the range is instead [dice] miles. Crystal balls are rare enough that they are never offered for sale, but are worth upwards of 3,000gp. Most are ancestral relics.
  1814. 10. Alter Self
  1815. R: 0 T: self D: [dice]x10 minutes
  1816. Alter your form to resemble that of another creature of your type (usually humanoid). You do not gain any special abilities from this transformation.
  1817. Emblem Spells
  1818. 11. Doom
  1819. R: 50' T: creature D: concentration
  1820. Target feels cold. If you invest 3 [dice] or more, and you loudly pronounce doom on them for the next 2 turns (without being interrupted or breaking line of sight), target dies on the 3rd turn. You need to truly hate the target for this spell to work, or convince yourself that you hate the target. Even a sliver of pity cancels the spell.
  1821. 12. Curse
  1822. R: 50' T: mortal creature D: permanent
  1823. You inflict a Minor or Major curse on the target. For a minor curse, you must invest 2 [dice]. For a major curse, you must invest 4 [dice]. Dice used to cast this spell are automatically exhausted. You cannot dispel your own curses.
  1824. Mishaps:
  1825. 1. MD only return to your pool on a 1-2 for 24 hours
  1826. 2. Take 1d6 damage
  1827. 3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail. Resembles your transformation.
  1828. 4. Blind for 1d6 rounds
  1829. 5. Deafened for 1d6 rounds
  1830. 6. Spell targets you (if harmful) or enemy (if beneficial) or fizzles (if neutral).
  1831. Dooms of the Animist:
  1832. 1. Some aspect of your transformation manifests for 1 day.
  1833. 2. Some aspect of your transformation becomes permanent. You become crueler and greedier.
  1834. 3. Your transformation becomes permanent. You become bestial and monstrous. You become a dangerous NPC.
  1835. This doom can be avoided by true love, or by slaying the last of a powerful species (black dragons, elder trees, creation elementals, abandoned gods).
  1836. Your transformation grows to corrupt you, or your corruption grows to transform you. Difficult to say. Eventually, you're going to turn on your friends and devour them. True love requires you to love someone back, and that means giving up your powers forever.
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