Original PDF Flash format character-generation-v0.1.11  


Character Generation V0.1.11

Character Generation
v0.1.11
Steaphan Greene
stea@cs.binghamton.edu
Also Thanks to: Harrison Fisk
(Last Update: 2009-02-24)
The most updated version of this supplement can always be found at:
http://www.cs.binghamton.edu/~stea/gaming/
©2002-2009 Steaphan Greene
Permission granted to distribute unmodified document in its entirety freely.
Permission not granted to sell or otherwise make money from this document.

Contents
1
Character Generation
1
2
Magic
21
1.1
Character Priorities
. . . . . . . . . . . . . .
1
2.1
Magic Basics . . . . . . . . . . . . . . . . . .
21
1.2
Attributes . . . . . . . . . . . . . . . . . . . .
2
2.2
Arcane (Elven) Magic . . . . . . . . . . . . .
23
1.3
Skills . . . . . . . . . . . . . . . . . . . . . . .
3
2.3
Faith (Dwarven Magic)
. . . . . . . . . . . .
37
1.4
Shadowrun Races . . . . . . . . . . . . . . . .
6
2.4
Shamanistic (Orkish) Magic . . . . . . . . . .
38
1.5
Magical Abilities [Shadowrun] . . . . . . . . .
7
1.6
Medieval Races . . . . . . . . . . . . . . . . .
8
1.7
Magical Abilities [Medieval] . . . . . . . . . .
12
1.8
Knowledges . . . . . . . . . . . . . . . . . . .
13
1.9
Spoken Languages . . . . . . . . . . . . . . .
15
1.10 Written Languages . . . . . . . . . . . . . . .
18

Chapter 1
Character Generation
1.1
Character Priorities
Uniquely assign all given priorities (letters) to each of
Cyberpunk Standard Game A1, B1, C, D, E.
the given aspects (names). Which priorities and aspects are
Attributes, Skills, Resources, Standing, Contacts.
relevant are listed here by game type:
Shadowrun Standard Game A1, B1, C, D, E.
Attributes, Skills, Race, Magic, Resources.
Standard Medieval Game A1, B1, C, D, E.
Attributes, Skills, Race, Magic, Standing.
Podunk Game C1, C1, D, D, E.
Modern Standard Game A1, B1, C, D, E.
Retirement Bonus +2 Karma Pool , +24 Rarity2 .
Attributes, Skills, Resources, Standing, Rank.
A1, B, B, C, D -or- AA3, A, B, C, D.
Attributes
Skills
Race
Magic
Resources
Contacts
Standing
Rank
AA
110
80
64
(8)
64
(3)
C x $1,000,000
C x $1,000,000
President
Admiral/General
A
95
70
32
(7)
32
(2)
C x $250,000
C x $250,000
Famous Hero
Captain/Colonel
B
80
60
16
(6)
16
(2)
C x $100,000
C x $100,000
Well Known
Cmdr./Major
C
65
50
8
(5)
8
(1)
C x $25,000
C x $25,000
Middle Class
Lt./Captain
D
50
40
4
(4)
4
(1)
C x $10,000
C x $10,000
Lower Class
Ensign/Lt.
E
35
30
2
(3)
-
(-)
C x $2,500
C x $2,500
Street Scum
Enlisted/Civilian
Attributes How many points available to purchase levels
abilities in the Medieval Game (and how many dice
of the 6 standard attributes, or available senses (see
can be rolled for such).
figure 1.1 for both). Attribute ranges and available
senses are limited by race (see section 1.6), or can be
Magic How many Magic Ability Points available (and how
1-6 (inclusive) in a game without races. Senses that
many dice can be optionally rolled for rarity of magic).
are listed for character’s race at least as ’0’ can be
Resources/Contacts How
much
money
worth
of
from (0 + race bonus) to (6 + race bonus), inclusive,
stuff/contacts the character starts with. Dollars can
or are Touch, Sight, Hear, Smell and Taste, all at a
be translated (1:1) to other standard game currencies,
bonus of +3.
where required. Unspent resource money gets divided
by 10 and added to starting money.
Skills How many points available to purchase levels of the
available skills (see figure 1.1) - max of the linked at-
Standing Social standing. In a game without Resources,
tribute in any one (see section 1.3).
this also determines possessions and money at game
start (GM’s discretion).
Race How many race points available - used to select race
(in Shadowrun), or to purchase randomly-rolled racial
Rank Rank in the military or other organization.
1This priority can not be spent on Resources or Standing without specific GM approval.
2Each +24 rarity bonus can apply only to a single roll, it can’t be split up. Multiple +24 bonuses may be used on a single roll.
3This priority can only be spent on a background-appropriate priority, as determined by the GM.
1

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Point Cost
1
3
6
10
15
21
28
36
45
55
66
78
91
105
120
Figure 1.1: Abilities’ Costs (Triangular Number Sequence)
1.2
Attributes
1.2.1
Standard Attributes
1.2.4
Other Meta-Attributes
These are the 6 standard attributes:
These are the meta-attributes characters may or may not
have:
Body1 Resistance to physical damage and knock-back.
Essence Humanity. Compute as: 6 - total essence loss.
Weight, and ability to apply weight.
Body Index Biological Balance. Compute as: 0 + total
Quickness Physical quickness and speed. Reflexes. Coor-
body index cost of current bioware.
dination. Balance.
Magic Rating Magical power for those who take shaman-
Strength Physical strength, steadiness. Resistance to dis-
tic, hermetic, and/or adept abilities.
Compute as:
ease and poison. Health. Endurance.
Essence - Body Index, round down.
Charisma Appearance, likableness and persuasiveness.
1.2.5
Standard Dice Pools
Intelligence Speed of thought.
Mental reaction time.
These are the dice pools all characters have:
Knowledge.
Karma Pool Not really a dice pool. Each ‘die’ in it allows
a player to re-roll all failures on a roll once per en-
Willpower Mental toughness. Resistance to stun damage
counter. The player may again re-roll the same roll’s
and mind control. Resistance to mental fatigue.
failures for double the karma pool ‘dice’ used for the
previous re-roll (so the cost will progress as 1, 2, 4, 8,
1.2.2
Special Attributes
16, etc...).
If at least one success is present in a roll, the charac-
These are special attributes, granted by special abilities:
ter may burn (permanently) karma pool ‘dice’ (even
if they have already been spent for that encounter) to
Magic Force Maximum arcane magical power that can be
gain another automatic success per die burned.
safely channeled. Determines maximum arcane spell
complexity, power of arcane spells cast, and ability to
Compute as 1 + (Total Experience Earned)/10 - num-
perceive arcane magical effects.
ber of burned/lost Karma Pool ‘dice’.
Combat Pool The character’s natural combat instincts
Faith Unshakable belief that an aspect of reality is supe-
and skills. Compute as: (Q+I+W)/2 - round down.
rior. Ability to alter reality based on this aspect.
Everyone has this pool.
Juju Ability to release the shamanistic energy contained in
fetishes or other objects of shamanistic power.
1.2.6
Other Dice Pools
These are the dice pools characters may or may not have
Characters do not have any of these attributes (not even
(and who will have each):
at zero) unless a special ability specifically grants them one.
Astral Pool The character’s astral combat instincts and
skills. Compute as: (C+I+W)/2 - round down. Ev-
1.2.3
Standard Meta-Attributes
eryone with the Astral Projection ability has this pool.
These are the meta-attributes all characters have:
Control Pool Driving/piloting reflexes. Compute as I +
(VCR Level x 2). Everyone with a VCR has this pool.
Reaction Speed of response to an action. Overall physical-
mental reaction time. Used for initiative and for con-
Hacking Pool Computing intuition. Compute as: (I +
tested reflexes rolls. Compute as: (Q+I)/2 - round
Computer Skill) / 2 - round down. Anyone with a
down.
Deck has this pool.
Magic Pool (I + W + Magic Rating) / 3 - round down.
Initiative The target number that must be rolled to suc-
Anyone with a Magic Rating has this pool.
ceed in an Initiative Roll (rolling Reaction) to deter-
mine the order of action in combat or other contested
Task Pool Abilities to do mental computational and ratio-
actions. Compute as: 6 - W, possibly modified by var-
nal tasks with enhancement. Compute as: 0 + various
ious enhancements (magic, cyberware, drugs, etc...).
enhancements (mostly headware).
Only those with
special cyberware have this pool.
2

1.3
Skills
This is the complete list of skills. No skill can be taken that is not on this list.
Athletic
Pistol
Mounted Ranged-Combat
[Q] Acrobatics
[Q] Air PistolsC,S,T
[Q] Mounted Archery
[Q] Catching
[Q] Mounted Blowgun
[Q] Laser PistolsC,S,T
[Q] Mounted Crossbow
[S] Climbing
[Q] Machine PistolsC,S,T
[Q] Mounted Nets
[Q] Flight
[Q] PistolsC,S,T
[Q] Mounted Slings
[S] Jumping
[Q] Plasma PistolsC,S,T
[Q] Mounted Throwing
[S] Lifting
[Q] Shot PistolsC,S,T
[Q] Mounted Whips
[Q] Riding
[Q] SMGsC,S,T
Mounted Pistol
[S] Running
[Q] Offhand Air PistolsC,S,T
[Q] Mounted Air PistolsC,S,T
[Q] Skiing
[Q] Offhand Laser PistolsC,S,T
[Q] Mounted Laser PistolsC,S,T
[Q] Sprinting
[Q] Mounted Machine PistolsC,S,T
[Q] Offhand Machine PistolsC,S,T
[Q] Stealth
[Q] Mounted PistolsC,S,T
[Q] Offhand PistolsC,S,T
[Q] Swimming
[Q] Mounted Plasma PistolsC,S,T
[Q] Offhand Plasma PistolsC,S,T
[Q] Diving
[Q] Mounted Shot PistolsC,S,T
[Q] Offhand Shot PistolsC,S,T
[Q] Mounted SMGsC,S,T
Ranged-Combat
[Q] Offhand SMGsC,S,T
[Q] Archery
Hand-to-Hand Combat
[S] Grappling
[Q] Blowgun
Rifle
[Q] Kicking
[Q] Crossbow
[Q] Air RiflesC,S,T
[Q] Punching
[S] Hurling
[Q] Assault RiflesC,S,T
[Q] Nets
Specialized Hand-to-Hand
[Q] Laser RiflesC,S,T
[W] Brawling
[Q] Slings
[Q] Plasma RiflesC,S,T
[I] Submission Wrestling
[Q] Staff Slings
[Q] RiflesC,S,T
[Q] Throwing, Aero
Melee-Combat
[Q] ShotgunsC,S,T
[Q] Short Blades
[Q] Throwing, Non-Aero
[Q] Short Cleaves
[Q] Whips
Heavy Firearm
[Q] Short Crushing
[I] GunneryC,S,T
[Q] Offhand Crossbow
[Q] Short Piercing
[Q] Offhand Throwing, Aero
[S] Heavy FirearmsC,S,T
[Q] Flails
[Q] Offhand Throwing, Non-Aero
[S] Heavy LasersC,S,T
[Q] Staves
[Q] Offhand Whips
[I] Launch WeaponsC,S,T
[Q] Long Blades
1Passive. This means that, when rolled, this attribute is not penalized by wound, drug nor distraction penalties. This is the only passive
attribute, and this only applies to the attribute itself. Body-based skill rolls do suffer from these penalties.
3

[Q] Long Cleaves
[I] SpacecraftC,S,T
Combat Environment
[Q] Long Crushing
[C] Teamster
[I] Amphibious Combat
[Q] Long Piercing
[I] Tracked VehicleC,S,T
[I] High-G Combat
[S] Two-Handed Blades
[I] TractorC,S,T
[I] Low-G Combat
[I] TrikeC,S,T
[S] Two-Handed Crushing
[I] Underwater Combat
[I] Vectored ThrustC,S,T
[S] Two-Handed Cleaves
[I] Zero-G Combat
[S] Two-Handed Flails
Drone Piloting
[Q] Two-Handed Piercing
[I] Fixed-Wing DroneS
Nature
[Q] Two-Handed Staves
[I] Hover DroneS
[I] Healing
[S] Shields
[I] Rotor DroneS
[I] Navigation
[Q] Offhand Blades
[I] Tracked DroneS
[I] Survival
[I] Vectored Thrust DroneS
[Q] Offhand Crushing
Specialized
[I] Wheeled DroneS
[Q] Offhand Cleaves
[I] Knowledge
[Q] Offhand Flails
Elven Martial Arts
[I] Perception
[Q] Offhand Piercing
[B] Carromeleg - Tier IM,S
[Q] Quick-draw
[Q] Offhand Staves
[Q] Carromeleg - Tier IIM,S
[S] Carromeleg - Tier IIIM,S
[I] Research
Mounted Melee-Combat
[C] Carromeleg - Tier IVM,S
[I] Tactics
[Q] Mounted Blades
[I] Carromeleg - Tier VM,S
[I] Tracking
[Q] Mounted Crushing
[W] Carromeleg - Tier VIM,S
[I] High-G Ops
[Q] Mounted Cleaves
Martial Arts
[I] Low-G Ops
[Q] Mounted Flails
[I] AikidoC,S,T
[Q] Mounted Piercing
[I] Zero-G Ops
[Q] DuelingC,S,T
Piloting
[Q] HapkidoC,S,T
Social
[I] BikeC,S,T
[Q] JujitsuC,S,T
[C] Acting
[S] Boat
[Q] KarateC,S,T
[C] Art, (Type)
[I] Boat, PoweredC,S,T
[Q] Tae Kwon DoC,S,T
[C] Diplomacy
[I] CarC,S,T
[Q] WildcatC,S,T
[C] Instruction
[I] Fixed-wing CraftC,S,T
Sport Martial Arts
[I] Interrogation
[I] Half-TrackC,S,T
[S] BoxingC,S,T
[W] Intimidation
[I] HovercraftC,S,T
[Q] FencingC,S,T
[C] Leadership
[I] RotorcraftC,S,T
[S] JudoC,S,T
[C] Negotiation
[Q] Ship
[Q] Kung FuC,S,T
[C] Performance, (Type)
[I] Ship, PoweredC,S,T
[Q] Muay ThaiC,S,T
[Q] Sled
[S] Sport WrestlingC,S,T
[C] Seduction
[I] SnowmobileC,S,T
[B] Sumo-WrestlingC,S,T
[C] Style
4

Etiquette
[C] Rigger EtiquetteS
[Q] Rod TargetingM
[C] Activist EtiquetteC,S,T
[C] Thief EtiquetteM
[I] SpellcastingM,S
[C] Corporate EtiquetteC,S,T
[C] Trucker EtiquetteC,T
[I] SpellcraftM,S
[C] Craftsman Etiquette
[C] Science EtiquetteC,S,T
[Q] Spell TargetingM,S
[C] Dark Elf EtiquetteM
[C] Separatist EtiquetteC,S,T
[Q] Staff TargetingM
[C] Decker EtiquetteS
[C] Shaman EtiquetteM,S
[W] TalismongeryM,S
[C] Dwarf EtiquetteM
[C] Street EtiquetteC,S,T
[Q] Wand TargetingM
[C] Eastern EtiquetteM
[C] Underworld EtiquetteM
[C] Farmer EtiquetteC,S,T
[C] University EtiquetteC,S,T
Shamanistic
[C] Gang EtiquetteC,S,T
Creation
[W] Find JujuM
[C] Goblin EtiquetteM
[I] ArmoringM
[I] Identify JujuM
[C] Government EtiquetteC,S,T
[I] BowyerM
[C] Refine JujuM
[C] Grey Elf EtiquetteM
[I] BlacksmithingM
[C] High Elf EtiquetteM
Build/Repair
[I] CarpentryM
[C] High Society EtiquetteC,S,T
[I] Computer B/RC,S,T
[I] ClothierM
[C] Human EtiquetteM
[I] Electrical B/RC,S,T
[I] FletcherM
[C] Lone Star EtiquetteC,S
[I] Mechanical B/RC,S,T
[I] LeatherworkingM
[C] Mage EtiquetteM,S
[I] MasonryM
[C] Matrix EtiquetteS
Technical
[I] MetalworkingM
[C] Mercenary Etiquette
[I] ComputerC,S,T
[I] ShipwrightM
[C] Merchant Etiquette
[I] DemolitionsC,S,T
[I] SmeltingM
[C] Military Etiquette
[I] ElectronicsC,S,T
[I] SwordsmithingM
[I] NetiquetteC,T
[I] Mechanics
[I] WoodworkingM
[C] Noble EtiquetteM
[I] Engineering
[C] Oceanic EtiquetteM
Magical
[I] Damage ControlC,S,T
[C] Organized Crime EtiquetteC,S,T
[I] AlchemyM,S
[I] First AidC,S,T
[C] Ork EtiquetteM
[C] ConjuringM,S
[I] TreatmentC,S,T
[C] Peasant EtiquetteM
[I] EnchantingM,S
[I] SurgeryC,S,T
[C] Police EtiquetteC,S,T
[I] Helmsman, StarM
[C] Pop Culture EtiquetteC,S,T
[W] Ritual ConjuringM,S
[I] Security
[C] Religion EtiquetteC,S,T
[W] Ritual SpellcastingM,S
[I] CommunicationsC,S,T
5

1.4
Shadowrun Races
1.4.1
Unawakened Races
-1 Q,C,I, +1 W, +4 B,S. Natural Lowlight and Ther-
mographic Vision.
Human [4 pts] No modifiers. Basic modern human.
Elf-Ork [16 pts] A tall (2.8 meters), scaly goblinoid. An
1.4.2
Humanoid Awakened Races
elf who goblinized into an ork at puberty.
AKA:
‘Lizard-Man’, ‘Slig’.
Halfling [4 pts] A rare, short (0.9 meters) humanoid.
-1 I, +1 C,Q, +2 S, +3 B. Natural Lowlight Vision.
-2 B,S, +1 Q,I,W. Natural Lowlight Vision.
Ageless. Visual Sensitivity to Light.
Dwarf [8 pts] A common, short (1.2 meters) humanoid
Halfling-Troll [16 pts] A massive, short-ish (1.7 meters)
with very short limbs.
goblinoid. A halfling who goblinized into a troll at
-1 Q, +1 B,W, +2 S. Natural Thermographic Vision.
puberty. AKA: ‘Imp’, ‘Tro’, ‘Slig’.
+2 Body -vs- Disease, Poison or Heat/Fire Damage.
-1 C,I, +2 S, +3 B. Natural +2 Impact Armor. Nat-
Elf [16 pts] A common tall (2.1 meters), thin humanoid.
ural Lowlight and Thermographic Vision.
+1 Q, +2 C. Ageless. Natural Lowlight Vision.
Dwarf-Troll [16 pts] A ridiculously large, average-height
goblinoid. A dwarf who goblinized into a troll at pu-
1.4.3
Goblinoid Awakened Races
berty. AKA: ‘Stomper’, ‘Tro’, ‘Slig’.
Goblin [4 pts] A rare, short (0.8 meters) goblinoid.
-2 Q,C,I, +6 B,S. +1 Body -vs- Physical Damage.
-2 B, -1 C,I, +2 Q,W. Natural Thermographic Vision.
Natural +2 Impact Armor. Natural Thermographic
Natural +4 Impact Armor. +2 Body -vs- Disease or
Vision. Color-blind.
Poison.
Elf-Troll [64 pts] An
extremely
tall,
plain-featured,
Ork [8 pts] A common tall (2.5 meters) bulky goblinoid.
smooth-skinned goblinoid.
AKA: ‘Titan’.
An elf
-1 C,I, +2 S, +3 B. Natural Lowlight Vision.
who goblinized into a troll at puberty.
-2 I, -1 W, +4 S, +5 B. Natural Lowlight and Ther-
Troll [16 pts] An uncommon, massive, very tall (3.5+me-
mographic Vision.
ters) goblinoid. AKA: ‘Minotaur’.
-2 C,I, -1 Q,W, +4 S, +5 B. +1 Body -vs- Physical
1.4.5
Other Races
Damage. Natural +2 Impact Armor. Natural Ther-
mographic Vision. All skills’ and knowledges’ effective
Sasquatch [64 pts] An awakened primate. Special cyber-
rating halved.
ware is needed to understand language of any type.
+3 B,S, +2 Q, Bx2, Sx2, Qx2, I/2, C/3.
Double-
1.4.4
Compound Awakened Races
Custom cyberware only. Native bioware only. Can not
learn languages. Require double-custom encephalon
Halfling-Goblin [2 pts] An extremely short (0.4 meters)
to comprehend languages (plus skillsofts of the lan-
goblinoid. A halfling who goblinized into a goblin at
guages themselves).
puberty. AKA: ‘Leprechaun’.
-4 B, -2 S, -1 C, +3 Q,W. Natural Lowlight and Ther-
Ogre [64 pts] An awakened creature of unknown type.
mographic Vision. Natural +4 Impact Armor. +2
They are unable to tolerate any cyberware, but are
Body -vs- Disease or Poison.
especially attuned to shamantic and blood magics.
+1 B,S, Bx2, Sx2, Q/2, I/2, Wx2. Natural +6 Im-
Dwarf-Goblin [8 pts] A short (0.7 meters), short-limbed
pact Armor. Half cost of Shamantic Magical Abilities
goblinoid. A dwarf who goblinized into a goblin at
and Innate Magical Abilities. Access to blood magic
puberty. AKA: ‘Kobold’.
without training.
-1 B,C,I, +1 Q, +2 S, +3 W. Natural Thermographic
Vision. Color-blind.
AI [64 pts] A descendant of an escaped corporate experi-
Elf-Goblin [16 pts] A short (1.0 meters), thin goblinoid.
ment. Any physical body must be purchased, and the
An elf who goblinized into a goblin at puberty. AKA:
speed of the occupied computer determines the speed
‘Gremlin’.
of thought of the creature.
-2 B, -1 I, +1 C, +2 W, +3 Q. Ageless. Natural Low-
Uruk-Hai [64 pts] A engineered goblinoid - based on an
light and Thermographic Vision.
ork. They have bone plates like a troll, speed like an
Halfling-Ork [8 pts] A short (1.2 meters), burly gobli-
elf, claws like a raptor, lowlight and thermographic vi-
noid. A halfling who goblinized into an ork at puberty.
sion, and unmatched regenerative healing abilities.
AKA: ‘Half-Ork’.
Automatic B:9, S:9, Q:9, C:3, I:9, W:9.
+2 Body
+1 B,Q,W. Natural Lowlight Vision. Visual Sensitiv-
-vs- Physical Damage.
Natural +4 Impact Armor.
ity to Light.
Natural +4 Ballistic Armor. Natural Combat Sense:
0. Natural (str.)D armor-piercing damage with claws.
Dwarf-Ork [16 pts] A short (1.5 meters), very burly gob-
Natural Lowlight and Thermographic Vision.
linoid. A dwarf who goblinized into an ork at puberty.
AKA: ‘Hobgoblin’, ‘Orf’, ‘Dork’.
6

1.5
Magical Abilities [Shadowrun]
1.5.1
Innate Magical Abilities
1.5.5
Metaphysical Adepts - The Body
[6 pt] Astral Projection
[8 pt] Spiritual Athlete +(M) Successes on Athletics.
[4 pt] Astral Perception
[8 pt] Web of Shadows +(M) Successes on Stealth.
1.5.2
Shamantic Magical Abilities
[8 pt] Pain Resistance Ignore Penalties from (M) Boxes
[2 pt] Single Spirit Conjuring
of Physical+Stun.
[2 pt] Single Aspect Spellcasting
[8 pt] Rooting Cancel (M) Successes to Move or Knock-
[10 pt] Spirit Conjuring
back.
[12 pt] Aspected Spellcasting
[8 pt] Iron Shirt (M/3) Points of Impact Armor.
1.5.3
Hermetic Magical Abilities
1.5.6
Metaphysical Adepts - The Mind
[10 pt] Planar Summoning
[12 pt] Scientific Sorcery
[16 pt] Spirit Shield +(M) Spell Defense Dice.
1.5.4
Physical Adepts
[16 pt] Iron Will +(M/3) Willpower.
[4 pt] Quick Reflexes +(M/4) Reaction.
1.5.7
Metaphysical Adepts - Combat
[8 pt] Primal Reaction +(M/3) Reaction.
[12 pt] Killing Hands Astral Strike, +(M) Successes on
[16 pt] Lightning Reflexes +(M/4) Initiative, +(M/3)
Unarmed Combat.
Reaction.
[32 pt] Blur Of Speed +(M/3) Initiative, +(M/2) Reac-
[4 pt] Spirit Punch Adds
astral
effect
to
unarmed
tion.
strikes.
[4] Strength +(M/3) Strength.
[20 pt] Killing Blade Astral Strike, +(M) Successes on
[4] Quickness +(M/3) Quickness.
Melee Weapons.
[4] Body +(M/3) Body.
[12 pt] Spirit Blade Adds astral effect to melee strikes.
7

1.6
Medieval Races
1.6.1
Normal Race Rarity
1.6.2
Sub-Human Rarity
1 Sub-Human (Roll Again)
1-1 Sub-Critter (Roll Again)
1-2 Low Human
2 Human
1-5 Kobold
3 Hill Elf
1-7 Gnoll
4 Hill Dwarf
1-10 Wood Elf
5 Ork
1-12 Slig
6 Hobgoblin
1-14 Satyr
1-15 Gnome (Fallen Mountain Dwarf)
7 Stone Human
1-18 Centaur
8 Noble Human
1.6.3
Sub-Critter Rarity
8 Mountain Dwarf of Magnuson
1-1-1 Animated Critter (Roll Again)
9 Sand Elf
1-1-2 Goblin
9 High Elf of Tel’Dolanor
1-1-5 Swamp Creature
10 High Elf
1-1-7 Goblin, Star
1-1-11 Gremlin
12 Lizard Man
12 Minotaur, Eastern
1.6.4
Animated Critter Rarity
1-1-1-1 UnderDark Degenerate (Roll Again)
12 UnderDark Race (Continue Roll)
1-1-1-2 Intelligent Slime
12 OverLight Race (Continue Roll)
1-1-1-3 Intelligent Zombie (Free)
13 Mountain Dwarf
1-1-1-4 Intelligent Minor Item
15 High Elf of Monli’Sarad
1-1-1-5 Mongrelman
19 High Elf of Kris’Valour
1-1-1-6 Revenant
1-1-1-7 Clay Golem (Free)
19 Minotaur, Arctic
1-1-1-8 Intelligent Item
25 Noble Mountain Dwarf
1-1-1-9 Intelligent Skeleton (Free)
37 Fallen Grey Elf
1-1-1-10 Stone Golem (Free)
48 Minor Dragon Youth
1-1-1-12 Intelligent Weapon
60 Other-Dimensional (Continue Roll)
1-1-1-12 Necromantic Mummy (Free)
1-1-1-15 Minor Lich
Mixed-Breeds Sum the rarities of each race. Only humanoid and goblinoid races within the same table can be mixed. To
mix a pure dwarven race with any that isn’t, add 18 to the rarity. No fey or magical creatures can be mixed-breeds.
8

Medieval Races’ Normal Senses
Race
Touch
Sight
Hear
Smell
Taste
Heat
Dark
Motion
Elf
+3
+6
+4
+2
+6
-
-
-
Elf, Grey, Fallen
+3
+6
+4
+3
+6
-
-
-
Elf, High
+3
+6
+4
+3
+8
-
-
-
Elf, High (Kris’Valour)
+3
+8
+4
+3
+6
-
-
-
Elf, High (Monli’Sarad)
+3
+6
+6
+3
+6
-
-
-
Elf, Sand
+2
+6 (+4)
+4
+2
+4
-
-
-
Elf, Wood
+3
+6
+4
+5
+6
-
-
-
Dwarf
+2
+2
+4
+5
+2
-
+2
-
Dwarf, Mountain
+2
+2
+4
+5
+2
-
+3
-
Human
+3
+3
+3
+3
+3
-
-
-
Gnoll
+3
+6
+5
+9
+8
-
-
-
Goblin
+1
+2
+2
+4
+1
-
+2
-
Hobgoblin
+1
+3
+3
+4
+1
-
+1
-
Kobold
+4
+9
+9
+6
+4
-
-
-
Ork
+2
+2
+4
+6
+3
-
+4
-
Slig
+3
+3
+6
+6
+6
+3
+3
-
Centaur
+3
+3
+3
+3
+3
-
-
-
Lizard Man
+6
+4
+6
+8
+8
+3
-
+1
Minotaur
+2
+2
+4
+6
+2
-
-
-
Satyr
+3
+4
+4
+5
+9
-
-
-
Lich, Minor
-
+2
+2
-
-
-
-
-
Mummy (Free)
+1
+2
+2
-
-
-
-
-
Revenant
-
+2
+2
-
-
-
-
-
Skeleton (Free)
-
+2
+2
-
-
-
-
-
Zombie (Free)
-
+2
+2
-
-
-
-
-
Golem
-
+0
+0
-
-
-
-
-
Gremlin
+2
+3
+3
+4
+2
+3
-
-
Mongrelman
+0
+0
+0
+0
+0
+0
+0
+0
Slime, Intelligent
+2
-
-
+0
+4
-
-
-
Swamp Creature
+6
+3
+3
+6
-
-
-
+2
Illithid
+2
-
-
-
+2
+4
-
-
Minor Dragon Youth
+6
+6
+6
+6
+6
+6
-
-
Dwarven Races’ Underground Senses
Race
Depth
Exits
Water
Slope
Cave-In
Other Special Senses
Elf
-
-
-
-
-
10m-Detail Starlight Vision
Dwarf
+3
+3
+3
+3
-
-
Dwarf, Mountain
+4
+4
+4
+4
-
-
Dwarf, Mountain, Noble
+4
+4
+4
+4
+2
-
Gnoll
-
-
-
-
-
Low-Light Vision
Goblin
-
-
-
-
-
Low-Light Vision
Hobgoblin
-
-
-
-
-
Low-Light Vision
Kobold
-
-
-
-
-
100m-Detail Full Dark Vision
Slig
-
-
-
-
-
270° Vision
Centaur
-
-
-
-
-
Starlight Vision
Lizard Man
-
-
-
-
-
270° Low-Light Vision
Minotaur
-
-
-
-
-
270° Color-Blind Vision
Satyr
-
-
-
-
-
Starlight Vision
Gremlin
-
-
-
-
-
Full Dark Vision
Minor Dragon Youth
-
-
-
-
-
100m-Detail Full Dark Vision
9

Attribute Range
Magic Rarity
Race
B
Q
S
C
I
W
KM
E
D
O
Elf
1-4
3-7
1-6
2-7
1-6
1-6
10
3
12
12
Elf, Grey, Fallen
1-4
3-7
1-6
2-6
4-7
1-6
15
1
-
-
Elf, High
1-4
3-7
1-6
2-7
1-6
1-6
15
2
12
12
Elf, Sand
1-5
2-7
1-6
2-5
1-6
1-6
10
2
10
12
Elf, Wood
1-4
1-7
1-6
1-3
1-6
1-6
6
2
10
12
Dwarf
1-7
1-5
1-7
1-5
1-6
1-8
10
10
3
8
Dwarf, Mountain
1-7
1-5
1-7
1-5
1-6
1-8
10
12
2
12
Dwarf, Mountain (Magnuson)
1-7
1-5
1-7
1-5
1-6
1-8
10
-
2
12
Dwarf, Mountain, Noble
3-7
3-5
3-7
3-5
3-6
3-8
10
-
1
-
Dwarf, Mountain, Gnome
1-7
1-5
1-7
1-5
1-6
1-8
10
8
4
8
Human
1-6
1-6
1-6
1-6
1-6
1-6
10
4
4
4
Human, Low
1-6
1-6
1-6
1-6
1-6
1-6
6
4
4
4
Human, Noble
3-6
3-6
3-6
3-6
3-6
3-6
15
4
4
4
Human, Stone
3-6
1-6
3-6
1-6
1-6
1-6
10
4
4
4
Gnoll
4-7
1-6
4-7
1-3
1-4
1-6
6
-
12
4
Goblin
1-6
1-6
1-3
1-3
1-2
1-3
4
-
12
4
Hobgoblin
1-7
1-6
1-7
1-5
1-6
1-8
8
6
6
4
Kobold
1-2
1-6
1-2
1-3
1-6
1-3
6
8
12
4
Ork
1-7
1-5
1-7
1-4
1-6
1-6
8
8
8
2
Slig
1-7
1-8
1-7
1-4
1-6
1-6
6
6
8
6
Centaur
4-9
1-6
2-8
1-6
1-6
1-6
10
3
-
8
Lizard Man
1-6
1-8
1-6
1-4
1-6
1-6
12
6
12
6
Minotaur
3-7
1-6
3-7
1-4
1-6
1-6
10
6
6
6
Minotaur, Arctic
3-7
1-6
3-7
1-4
1-6
1-6
8
6
6
6
Minotaur, Eastern
3-7
3-6
3-7
1-6
1-6
1-6
20
3
8
12
Satyr
1-4
1-6
1-4
1-9
1-7
1-3
8
2
12
12
Lich, Minor
-
-
-
1-6
6-6
6-6
15
4
-
-
Mummy (Free)
-
-
-
1-6
4-6
4-6
8
8
-
-
Revenant
-
-
-
1-6
1-6
6-6
10
-
-
-
Skeleton (Free)
-
-
-
1-4
1-4
1-6
10
-
-
-
Zombie (Free)
-
-
-
1-2
1-3
1-6
10
-
-
-
Golem
-
-
-
1-6
1-6
1-6
10
8
-
-
Gremlin
1-2
1-6
1-2
1-2
1-4
1-8
4
3
-
-
Intelligent Item
-
-
-
1-6
1-6
1-6
10
-
-
-
Intelligent Item, Minor
-
-
-
1-6
1-6
1-6
6
-
-
-
Intelligent Item, Weapon
-
-
-
1-6
1-6
1-6
6
-
-
-
Mongrelman
1-8
1-8
1-8
1-8
1-8
1-8
10
3
-
-
Slime, Intelligent
1-3
1-3
1-3
1-3
1-3
1-3
2
8
-
-
Swamp Creature
1-8
1-8
1-8
1-8
1-8
1-8
12
6
6
6
Illithid
1-5
1-6
1-4
1-4
1-6
1-8
10
4
-
-
Goblin, Star
1-4
1-6
1-4
1-4
1-4
1-4
6
4
-
-
Minor Dragon Youth
2-9
2-9
2-9
2-9
2-9
2-9
20
1
4
4
10

Attribute Race-Point Adj. (Attr: Up/Down)
Race
Best
2nd
3rd
4th
5th
Worst
Elf
Q
3/5
C
3/5
S
4/4
I
4/4
W
6/2
B
6/2
Elf, Grey, Fallen
C
3/5
Q
3/5
S
4/4
I
4/4
W
6/2
B
6/2
Elf, High
C
3/5
Q
3/5
S
4/4
I
4/4
W
6/2
B
6/2
Elf, Sand
Q
3/5
S
3/5
I
4/4
W
6/2
B
6/2
C
6/2
Elf, Wood
Q
3/5
W
3/5
I
3/5
S
4/4
B
6/2
C
6/2
Dwarf
W
2/6
S
3/5
B
3/5
I
4/4
Q
6/2
C
6/2
Dwarf, Mountain, Noble
W
2/6
S
3/5
B
3/5
I
4/4
C
6/2
Q
6/2
Human
C
4/4
I
4/4
S
4/4
Q
4/4
B
4/4
W
4/4
Gnoll
S
2/6
Q
3/5
B
3/5
W
6/2
I
6/2
C
6/2
Goblin
B
3/5
Q
3/5
S
4/4
I
5/3
C
5/3
W
6/2
Hobgoblin
S
3/5
Q
3/5
B
4/4
I
4/4
W
4/4
C
6/2
Kobold
Q
2/6
I
3/5
W
4/4
S
5/3
C
6/2
B
6/2
Ork
S
3/5
B
3/5
I
4/4
Q
5/3
W
6/2
C
6/2
Slig
Q
2/6
S
3/5
B
3/5
W
4/4
I
4/4
C
6/2
Centaur
B
1/8
S
2/6
C
2/6
I
2/6
Q
3/5
W
4/4
Lizard Man
I
3/5
Q
3/5
S
4/4
B
5/3
W
6/2
C
6/2
Minotaur
B
2/6
S
3/5
W
4/4
Q
4/4
I
4/4
C
4/4
Minotaur, Eastern
S
2/6
B
3/5
Q
4/4
I
4/4
C
4/4
W
4/4
Satyr
S
2/6
B
3/5
I
4/4
Q
4/4
W
4/4
C
6/2
Lich, Minor
I
2/6
W
2/6
C
6/2
-
-
-
-
-
-
Mummy (Free)
W
2/6
I
2/6
C
2/6
-
-
-
-
-
-
Revenant
W
1/8
C
4/4
I
4/4
-
-
-
-
-
-
Skeleton (Free)
W
4/4
I
4/4
C
4/4
-
-
-
-
-
-
Zombie (Free)
W
4/4
I
4/4
C
4/4
-
-
-
-
-
-
Golem
W
6/2
I
6/2
C
6/2
-
-
-
-
-
-
Gremlin
W
2/6
Q
3/5
I
4/4
C
6/2
S
6/2
B
6/2
Intelligent Item
I
6/2
C
6/2
W
6/2
-
-
-
-
-
-
Mongrelman
S
4/4
B
4/4
Q
4/4
W
4/4
I
4/4
C
4/4
Slime, Intelligent
B
6/2
I
6/2
W
6/2
S
6/2
Q
6/2
C
4/4
Swamp Creature
S
2/6
B
2/6
W
3/5
I
4/4
Q
5/3
C
6/2
Illithid
W
2/6
I
2/6
C
4/4
Q
5/3
B
6/2
S
6/2
Goblin, Star
B
3/5
S
4/4
Q
4/4
C
6/2
W
6/2
I
6/2
Minor Dragon Youth
I
2/6
W
2/6
C
2/6
Q
2/6
B
2/6
S
2/6
11

1.7
Magical Abilities [Medieval]
There are 4 types of magical abilities. No character can choose to take abilities of more than one type.
1.7.1
Arcane Abilities
1.7.3
Faith Abilities
[64 pt] Magical Superiority Grants1 Magic Force: 8
[64 pt] Crusader Grants1 Faith: 8
[32 pt] Magical Mastery Grants1 Magic Force: 6
[32 pt] Zealot Grants1 Faith: 6
[16 pt] Magical Gift Grants1 Magic Force: 4
[16 pt] True Believer Grants1 Faith: 4
[8 pt] Magical Talent Grants1 Magic Force: 2
[4 pt] Magical Potential Grants1 Magic Force: 0
[8 pt] Believer Grants1 Faith: 2
1.7.2
Shamanistic Abilities
[4 pt] Convert Grants1 Faith: 0
[64 pt] Grand Shaman Grants1 Juju: 8
1.7.4
Totemic Abilities
[32 pt] Shaman Grants1 Juju: 6
Though some encounters with users of this magic have been
[16 pt] Witch Doctor Grants1 Juju: 4
reported, little is known about how it works, who can use
[8 pt] Medicine Man/Woman Grants1 Juju: 2
it, or how wide-spread its usage is. So far, it seems to be
limited to a small group of ancient humans of a rival tribe
[4 pt] Collector Grants1 Juju: 0
to the line of Bosch, but who knows?
1Attribute grants are not cumulative. For example, combining Zealot and Believer grants only the Faith: 6 from Zealot.
12

1.8
Knowledges
This is an incomplete list of knowledges. Any named knowledge can be taken (subject to GM veto) that does not have
the same name as another skill/ability. Spoken/written languages (next section) are also knowledges.
General Examples
[I] Appraisal
Sixth-World Examples
[I] Language
[I] CarsC,S,T
[I] Illegal SimsenseS
[I] Language Read/Write
[I] CookingC,S,T
[I] Paranormal AnimalsS
[I] Language Identification
[I] Counter IntelligenceC,S,T
[I] Paranormal PlantsS
[I] Marksmanship
[I] CryptographyC,S,T
[I] Trid ShowsS
[I] Physical Training
[I] Drop boxesC,S,T
Magical Examples
[I] Strategy
[I] Electronic WarfareC,S,T
[I] Astral TheoryS
[I] FirearmsC,S,T
Basic Sciences
[I] ElementalsS
[I] ForensicsC,S,T
[I] ChemistryC,S,T
[I] Extra-planar SpiritsS
[I] Jousting
[I] BallisticsC,S,T
[I] Nature SpiritsS
[I] Fortress Design
[I] BiologyC,S,T
[I] Weapon Design
[I] Magical TheoryS
[I] BotanyC,S,T
[I] Illegal DrugsC,S,T
[I] Meta-planesS
[I] GeologyC,S,T
[I] LinguisticsC,S,T
Lore Examples
[I] MathematicsC,S,T
[I] Military EquipmentC,S,T
[I] Corp LoreC,S,T
[I] MedicineC,S,T
[I] Military HistoryC,S,T
[I] Criminal LoreC,T
[I] PsychologyC,S,T
[I] Military LiteratureC,S,T
[I] Drug LoreC,S,T
[I] PhysicsC,S,T
[I] Modern ArmorsC,S,T
[I] Gang LoreC,S,T
[I] ZoologyC,S,T
[I] MotorcyclesC,S,T
[I] Magic LoreM,S
Specific Examples
[I] Physical Training
[I] Runner LoreC,S
[I] Armor Care
[I] SafehousesC,S,T
[I] Sewer LoreS
[I] Bow Care
[I] Smuggling EquipmentC,S,T
[I] Spirit LoreS
[I] Firearm CareC,S,T
[I] Strategy
[I] Street LoreC,S,T
[I] Weapon Care
[I] Sword Fighting
[I] Sword Styles
[I] Critter LoreM,S
[I] Pistol MarksmanshipC,S,T
[I] Tournaments
[I] Dragon LoreM,S
[I] Rifle MarksmanshipC,S,T
[I] Dwarf LoreM,S
[I] Knives
Social Examples
[I] Elf LoreM,S
[I] Melee WeaponsC,S,T
[I] Beers and Ales
[I] Hero LoreM
[I] HandgunsC,S,T
[I] Heraldry
[I] Horses
[I] Human TownsM
[I] Magic LoreM,S
[I] Long GunsC,S,T
[I] Trade RoutesM
[I] Ork LoreM,S
[I] Machine GunsC,S,T
[I] TV ShowsC,S,T
[I] Tavern LoreM
[I] Missile WeaponryC,S,T
[I] MoviesC,S,T
[I] Undead LoreM
13

History Examples
[I] Area, SeattleC,S,T
[I] MetallurgyM
[I] American HistoryC,S,T
[I] Area, Seattle BarrensS
[I] MiningM
[I] Asian HistoryC,S,T
[I] Area, Seattle SewersS
[I] OresM
[I] Corp HistoryC,S,T
[I] Area, Tir Tairngire S
[I] Stone CuttingM
[I] Criminal HistoryC,S,T
[I] Area, Capital RegionM
[I] TreesM
[I] Drug HistoryC,S,T
[I] Area, Capital CityM
[I] Dwarven HistoryM,S
[I] Area, MagnusonM
Critter Examples
[I] Elven HistoryM,S
Equipment Examples
[I] Amphibian CrittersM
[I] European HistoryC,S,T
[I] Dwarven ArmorsM
[I] Avian CrittersM
[I] Gang HistoryC,S,T
[I] Dwarven WeaponsM
[I] Goblinoid CrittersM
[I] Human HistoryM
[I] Elven WeaponsM
[I] Magic HistoryM,S
[I] Humanoid CreaturesM
[I] Human ArmorsM
[I] NAN HistoryS
[I] Insectoid CrittersM
[I] Orkish WeaponsM
[I] Orkish HistoryM,S
[I] Mammalian CrittersM
[I] AxesM
[I] UCAS HistoryS
[I] Reptilian CrittersM
[I] BowsM
[I] Street HistoryC,S,T
[I] CrossbowsM
[I] Subterranean CrittersM
Area Examples
[I] HammersM
[I] Woodland CrittersM
[I] Area, Denver, LakotaS
[I] Knives
[I] Area, Denver, Salish-ShidheS
Arcane Examples
[I] SwordsM
[I] Area, Denver, UCASS
[I] ArtifactsM
[I] Siege WeaponsM
[I] Area, Denver, UteS
[I] Magic TheoryM
[I] Area, DenverC,S,T
Basic Examples
[I] Ritual Spell TheoryM
[I] Area, MontrealC,S,T
[I] Armor DesignM
[I] SpellsM
[I] Area, NAN TerritoriesS
[I] HerbsM
[I] Area, New YorkC,S,T
[I] Iron OreM
[I] Spell TheoryM
[I] Area, New OrleansC,S,T
[I] Leather CuringM
[S] (Spell)M
14

1.9
Spoken Languages
Languages are knowledges (above), but can also be purchased with language points at character creation.
Modern Languages
[I] PolishC,S,T
Austronesian Languages
[I] AzteciS
[I] PortugueseC,S,T
[I] Indonesian

Bahasa
IndonesiaC,S,T
[I] CityspeakS
[I] RomanianC,S,T
[I] RatS
[I] SwedishC,S,T
[I] JavaneseC,S,T
[I] ThaiC,S,T
[I] SalishS
[I] Malay — Bahasa MelayuC,S,T
[I] TurkishC,S,T
[I] ShidheS
[I] TagalogC,S,T
[I] UkrainianC,S,T
[I] Spanish, AztlanS
[I] VietnameseC,S,T
[I] Spanish, IberianS
Dead Languages
[I] WelshC,S,T
[I] Sperethiel — ElvenS
[I] AkkadianC,S,T
Constructed Languages
[I] LatinC,S,T
Common Languages
[I] EsperantoC,S,T
[I] CantoneseC,S,T
[I] Latin, ChurchC,S,T
[I] InterlinguaC,S,T
[I] English, ModernC,S,T
[I] KlingonC,S,T
[I] Egyptian, AncientC,S,T
[I] English, AmericanC,S,T
[I] LojbanC,S,T
[I] Egyptian, MiddleC,S,T
[I] FrenchC,S,T
[I] TalossanC,S,T
[I] English, MiddleC,S,T
[I] GermanC,S,T
Chinese Languages
[I] English, OldC,S,T
[I] ItalianC,S,T
[I] CantoneseC,S,T
[I] JapaneseC,S,T
[I] Greek, AncientC,S,T
[I] FukieneseC,S,T
[I] KoreanC,S,T
[I] HakkaC,S,T
[I] Greek,
Koine

Greek,
BiblicalC,S,T
[I] MandarinC,S,T
[I] MandarinC,S,T
[I] Spanish, EuropeanC,S,T
[I] WuC,S,T
[I] Hebrew, BiblicalC,S,T
[I] Spanish, South AmericanC,S,T
American Languages
[I] Old SaxonC,S,T
[I] RussianC,S,T
[I] AymaraC,S,T
[I] PhoenicianC,S,T
Uncommon Languages
[I] Cherokee — TsalagiC,S,T
[I] DakotaC,S,T
Indo-Iranian languages
[I] American Sign LanguageC,S,T
[I] GuaraniC,S,T
[I] BengaliC,S,T
[I] ArabicC,S,T
[I] HawaiianC,S,T
[I] GujaratiC,S,T
[I] DutchC,S,T
[I] MayaC,S,T
[I] English Sign LanguageC,S,T
[I] HindiC,S,T
[I] MohawkC,S,T
[I] FinnishC,S,T
[I] NahuatlC,S,T
[I] KurdishC,S,T
[I] French Sign LanguageC,S,T
[I] NavajoC,S,T
[I] NepaliC,S,T
[I] Greek, ModernC,S,T
[I] OjibweC,S,T
[I] SanskritC,S,T
[I] Hebrew, ModernC,S,T
[I] OneidaC,S,T
[I] Sinhala — SinhaleseC,S,T
[I] NorwegianC,S,T
[I] Quechua — KechwaC,S,T
[I] PersianC,S,T
[I] TlingitC,S,T
[I] UrduC,S,T
15

African Languages
[I] KamilaroiC,S,T
[I] DwarvenM
[I] AfrikaansC,S,T
[I] LadinoC,S,T
[I] Dwarven, DarkM
[I] BangalaC,S,T
[I] LatvianC,S,T
[I] Dwarven, HillM
[I] Berber — TamazightC,S,T
[I] LithuanianC,S,T
[I] Dwarven, Mountain, ArcticM
[I] HausaC,S,T
[I] Low GermanC,S,T
[I] Dwarven, Mountain, EasternM
[I] LugandaC,S,T
[I] MacedonianC,S,T
[I] Dwarven, Mountain, CentralM
[I] Swahili — KiswahiliC,S,T
[I] MalayalamC,S,T
[I] Dwarven, Mountain, SouthernM
[I] MalteseC,S,T
[I] Elven, Grey — SperethielM
Dravidian Languages
[I] ManxC,S,T
[I] TamilC,S,T
[I] Elven, HighM
[I] MaoriC,S,T
[I] TeluguC,S,T
[I] ElvenM
[I] MonC,S,T
[I] Flag Signals, NavalM
Other Rare Languages
[I] MongolianC,S,T
[I] GoblinM
[I] AlbanianC,S,T
[I] NormanC,S,T
[I] Goblin, GnollM
[I] AramaicC,S,T
[I] OccitanC,S,T
[I] Goblin, HobgoblinM
[I] ArmenianC,S,T
[I] PapiamentuC,S,T
[I] Goblin, KoboldM
[I] AssyrianC,S,T
[I] Pitkern — PitcairneseC,S,T
[I] Goblin, Lizard ManM
[I] BasqueC,S,T
[I] PunjabiC,S,T
[I] Goblin, OrkishM
[I] BavarianC,S,T
[I] RomanschC,S,T
[I] Trade Tongue, NorthernM
[I] Belorusian — ByelorussianC,S,T
[I] RomanyC,S,T
[I] Trade Tongue, OceanicM
[I] BretonC,S,T
[I] SardinianC,S,T
[I] Trade Tongue, SouthernM
[I] BulgarianC,S,T
[I] ScotsC,S,T
[I] Burmese — MyanmarC,S,T
[I] SerbianC,S,T
Magical Languages
[I] CambodianC,S,T
[I] SlovakC,S,T
[M] Magic, ElvenM
[I] CatalanC,S,T
[I] SlovenianC,S,T
[M] Magic, Elven, AncientM
[I] CroatianC,S,T
[I] SrananC,S,T
[M] Magic, Elven, GreyM
[I] CzechC,S,T
[I] SwabianC,S,T
[M] Magic, Elven, OldM
[I] DanishC,S,T
[I] VienneseC,S,T
[M] Magic, HumanM
[I] DauphinoisC,S,T
[I] YiddishC,S,T
[M] Magic, Human, AncientM
[I] EstonianC,S,T
[M] Magic, Human, King’sM
Languages
[I] FlemishC,S,T
[M] Magic, Human, OldM
[I] CommonM
[I] FrisianC,S,T
[M] Magic, Star, IllithidM
[I] Common, AncientM
[I] GaelicC,S,T
[M] Magic, Star, OertheanM
[I] Common, HighM
[I] GalicianC,S,T
[I] Common, King’sM
[M] Magic, Star, KrynnishM
[I] GeorgianC,S,T
[I] Common, LowM
[M] Magic, Star, StandardM
[I] HungarianC,S,T
[I] Common, OceanicM
[M] Magic, UnderDarkM
[I] IcelandicC,S,T
[I] Common, OldM
[M] Magic, UnderDark, ElvenM
16

Minotaur Languages
[I] Minotaur, Sage, HighM
[I] Dwarven, OertheanM
[I] Minotaur, ArcticM
[I] Minotaur, ScoutM
[I] Elven, KrynnishM
[I] Minotaur, Arctic, LeaderM
[I] Minotaur, Trade, FrontM
[I] Elven, OertheanM
[I] Minotaur, Arctic, SageM
[I] Minotaur, Trade, MiddleM
[I] Elven, StandardM
[I] Minotaur, Arctic, WarriorM
[I] Minotaur, Warrior, FrontM
[I] GiffM
[I] Minotaur, CommonM
[I] Minotaur, Warrior, MiddleM
[I] KrynnishM
[I] Minotaur, Diplomat, DwarfM
UnderDark Languages
[I] OertheanM
[I] Minotaur, Diplomat, ElfM
[I] Dwarven, UnderDarkM
[I] Orkish, StandardM
[I] Minotaur, Diplomat, GoblinM
[I] Elven, UnderDarkM
[I] Orkish, ScroM
[I] Minotaur, Diplomat, HobgoblinM
[I] Goblin, Orkish, UnderDarkM
[I] Trade Tongue, StandardM
[I] Minotaur, Diplomat, HumanM
[I] UndercommonM
[I] Minotaur, Diplomat, Lizard ManM
Meta-Languages
[I] Minotaur, Diplomat, ArcticM
OverLight Languages
[I] Morse CodeC,S,T
[I] Minotaur, Diplomat, OrkM
[I] Flag Signals, StandardM
[I] ChopS
[I] Minotaur, Leader, EasternM
[I] Common, StandardM
[I] SubspeakS
[I] Minotaur, Sage, MiddleM
[I] Dwarven, KrynnishM
[I] Thieves’ CantM
17

1.10
Written Languages
Languages are knowledges (above), but can also be purchased with language points at character creation.
Modern Languages
Constructed Languages
Dead Languages
[I] AzteciS
[I] EsperantoC,S,T
[I] AkkadianC,S,T
[I] SalishS
[I] LatinC,S,T
[I] InterlinguaC,S,T
[I] ShidheS
[I] Latin, ChurchC,S,T
[I] Spanish, AztlanS
[I] KlingonC,S,T
[I] Egyptian, AncientC,S,T
[I] Spanish, IberianS
[I] LojbanC,S,T
[I] Egyptian, MiddleC,S,T
[I] Sperethiel — ElvenS
[I] TalossanC,S,T
[I] English, MiddleC,S,T
Common Languages
[I] English, OldC,S,T
Chinese Languages
[I] ChineseC,S,T
[I] Greek, AncientC,S,T
[I] English, ModernC,S,T
[I] ChineseC,S,T
[I] Greek,
Koine

Greek,
[I] English, AmericanC,S,T
BiblicalC,S,T
American Languages
[I] FrenchC,S,T
[I] Hebrew, BiblicalC,S,T
[I] GermanC,S,T
[I] AymaraC,S,T
[I] Old SaxonC,S,T
[I] ItalianC,S,T
[I] Cherokee — TsalagiC,S,T
[I] PhoenicianC,S,T
[I] JapaneseC,S,T
[I] DakotaC,S,T
[I] KoreanC,S,T
Indo-Iranian languages
[I] Spanish, EuropeanC,S,T
[I] GuaraniC,S,T
[I] BengaliC,S,T
[I] Spanish, South AmericanC,S,T
[I] HawaiianC,S,T
[I] GujaratiC,S,T
[I] RussianC,S,T
[I] HindiC,S,T
[I] MayaC,S,T
Uncommon Languages
[I] KurdishC,S,T
[I] MohawkC,S,T
[I] ArabicC,S,T
[I] NepaliC,S,T
[I] NahuatlC,S,T
[I] DutchC,S,T
[I] SanskritC,S,T
[I] FinnishC,S,T
[I] NavajoC,S,T
[I] Sinhala — SinhaleseC,S,T
[I] Greek, ModernC,S,T
[I] OjibweC,S,T
[I] UrduC,S,T
[I] Hebrew, ModernC,S,T
[I] OneidaC,S,T
African Languages
[I] NorwegianC,S,T
[I] PersianC,S,T
[I] AfrikaansC,S,T
[I] Quechua — KechwaC,S,T
[I] PolishC,S,T
[I] BangalaC,S,T
[I] TlingitC,S,T
[I] PortugueseC,S,T
[I] Berber — TamazightC,S,T
[I] RomanianC,S,T
Austronesian Languages
[I] HausaC,S,T
[I] SwedishC,S,T
[I] Indonesian

Bahasa
[I] LugandaC,S,T
[I] ThaiC,S,T
IndonesiaC,S,T
[I] Swahili — KiswahiliC,S,T
[I] TurkishC,S,T
[I] JavaneseC,S,T
[I] UkrainianC,S,T
Dravidian Languages
[I] Malay — Bahasa MelayuC,S,T
[I] VietnameseC,S,T
[I] TamilC,S,T
[I] WelshC,S,T
[I] TagalogC,S,T
[I] TeluguC,S,T
18

Other Rare Languages
[I] MongolianC,S,T
[I] Goblin, GnollM
[I] AlbanianC,S,T
[I] NormanC,S,T
[I] Goblin, HobgoblinM
[I] AramaicC,S,T
[I] OccitanC,S,T
[I] Goblin, KoboldM
[I] ArmenianC,S,T
[I] PapiamentuC,S,T
[I] Goblin, Lizard ManM
[I] AssyrianC,S,T
[I] Pitkern — PitcairneseC,S,T
[I] Goblin, OrkishM
[I] BasqueC,S,T
[I] PunjabiC,S,T
[I] Trade ScriptM
[I] BavarianC,S,T
[I] RomanschC,S,T
Magical Languages
[I] Belorusian — ByelorussianC,S,T
[I] RomanyC,S,T
[M] Magic, ElvenM
[I] BretonC,S,T
[I] SardinianC,S,T
[M] Magic, Elven, AncientM
[I] BulgarianC,S,T
[I] ScotsC,S,T
[M] Magic, Elven, GreyM
[I] Burmese — MyanmarC,S,T
[I] SerbianC,S,T
[M] Magic, Elven, OldM
[I] CambodianC,S,T
[I] SlovakC,S,T
[M] Magic, HumanM
[I] CatalanC,S,T
[I] SlovenianC,S,T
[M] Magic, Human, AncientM
[I] CroatianC,S,T
[I] SrananC,S,T
[M] Magic, Human, King’sM
[I] CzechC,S,T
[I] SwabianC,S,T
[M] Magic, Human, OldM
[I] DanishC,S,T
[I] VienneseC,S,T
[M] Magic, Star, IllithidM
[I] DauphinoisC,S,T
[I] YiddishC,S,T
[M] Magic, Star, OertheanM
[I] EstonianC,S,T
Languages
[M] Magic, Star, KrynnishM
[I] FlemishC,S,T
[I] CommonM
[M] Magic, Star, StandardM
[I] FrisianC,S,T
[I] Common, AncientM
[M] Magic, UnderDarkM
[I] GaelicC,S,T
[I] Common, HighM
[M] Magic, UnderDark, ElvenM
[I] GalicianC,S,T
[I] Common, King’sM
[I] GeorgianC,S,T
[I] Common, LowM
Minotaur Languages
[I] HungarianC,S,T
[I] Minotaur, ArcticM
[I] Common, OceanicM
[I] IcelandicC,S,T
[I] Minotaur, Arctic, LeaderM
[I] Common, OldM
[I] KamilaroiC,S,T
[I] DwarvenM
[I] Minotaur, Arctic, SageM
[I] LadinoC,S,T
[I] Dwarven, DarkM
[I] Minotaur, Arctic, WarriorM
[I] LatvianC,S,T
[I] Dwarven, HillM
[I] Minotaur, CommonM
[I] LithuanianC,S,T
[I] Dwarven, Mountain, ArcticM
[I] Minotaur, Diplomat, DwarfM
[I] Low GermanC,S,T
[I] Dwarven, Mountain, EasternM
[I] Minotaur, Diplomat, ElfM
[I] MacedonianC,S,T
[I] Dwarven, Mountain, CentralM
[I] Minotaur, Diplomat, GoblinM
[I] MalayalamC,S,T
[I] Dwarven, Mountain, SouthernM
[I] Minotaur, Diplomat, HobgoblinM
[I] MalteseC,S,T
[I] Elven, Grey — SperethielM
[I] Minotaur, Diplomat, HumanM
[I] ManxC,S,T
[I] Elven, HighM
[I] Minotaur, Diplomat, Lizard ManM
[I] MaoriC,S,T
[I] ElvenM
[I] Minotaur, Diplomat, ArcticM
[I] MonC,S,T
[I] GoblinM
[I] Minotaur, Diplomat, OrkM
19

[I] Minotaur, Leader, EasternM
[I] Elven, UnderDarkM
[I] GiffM
[I] Minotaur, Sage, MiddleM
[I] Goblin, Orkish, UnderDarkM
[I] KrynnishM
[I] Minotaur, Sage, HighM
[I] UndercommonM
[I] OertheanM
[I] Minotaur, ScoutM
OverLight Languages
[I] Minotaur, Trade, FrontM
[I] Orkish, StandardM
[I] Common, StandardM
[I] Minotaur, Trade, MiddleM
[I] Dwarven, KrynnishM
[I] Orkish, ScroM
[I] Minotaur, Warrior, FrontM
[I] Dwarven, OertheanM
[I] Trade Tongue, StandardM
[I] Minotaur, Warrior, MiddleM
[I] Elven, KrynnishM
UnderDark Languages
[I] Elven, OertheanM
Meta-Languages
[I] Dwarven, UnderDarkM
[I] Elven, StandardM
[I] BrailleC,S,T
20

Chapter 2
Magic
2.1
Magic Basics
There are three main types of magic in the Medieval
2.1.1
Magical Effect Power Levels
game:
All three forms of magic have levels to their effects. The
• Arcane Magic (Elven Magic, Wizardry)
more complex the effect, the harder it is to perform. Gener-

ally speaking the level of this effect is the target number used
Shamanistic Magic (Orkish Magic)
to perform it. See the individual magic type descriptions for
• Faith (Dwarven Magic)
how this applies. The named levels, and their associated nu-
merical power levels, are:
Generally speaking, Arcane Magic is the most powerful.
However, it is the most complex to perform and the most
2: Trivial The most basic effects of magics.
limited in its range of effects. It is the most well-known in
human society, though it is actually the rarest. Its effects
4: Simple Substantial, but everyday magical effects.
tend to be flashy and attention-grabbing, and its practition-
ers tend to be the same.
6: Basic The simplest serious magical effects.
Shamanistic magic is more common, but is relatively
unknown to most humans.
Even human practitioners of
8: Intermediate More complex serious magical effects.
such magics know little about it, as the knowledge is mostly
10: Primary Legend-inspiring, seen once in a generation.
kept secret by Orkish Shamans. Shamanistic magic works
through collected objects and as such is limited based on
12: Advanced Legendary, described once in history.
what objects are available.
Faith is the most common type of magic and is widely
14: Complex Lore, generally never seen or heard of.
known and understood in human society. It is extremely
flexible, however generally has less powerful direct effects
16: Planetary Considered impossible by normal people.
compared to the other two magics. Its users are also lim-
ited in the amount of power that can be used in any given
18: Cosmic Considered impossible by magic users.
day.
20: Universal Considered impossible by magic experts.
Normally the magic types are mutually exclusive, mean-
ing any single person can only practice one magic type, if
22: Demi-Godly Truly impossible by mortals.
any. All three types also have users of their magics with no
actual power, only potential.
24: Godly Truly impossible even by immortals.
21

2.1.2
Magical Damage/Healing
2.1.3
Magical Durations
All three forms of magic have cases where damage is done or
All three forms of magic have cases where things may last or
healed. In these cases, damage is done (or healed) simply by
take a certain amount of time. In these cases, the time is de-
force, and the damage severity is automatically determined
termined by force, and the actual base time is automatically
by that number, as follows:
determined by that number, as follows:
1-2: Superficial
5-6: Moderate
9-10: Deadly
1-2: 1 Round
7-8: 1 Day
13-14: 1 Decade
3-4: Light
7-8: Serious
... (+1 every 1)
3-4: 1 Minute
9-10: 1 Month
13-14: 1 Century
So, for example, magical damage of 5, would do 5M dam-
5-6: 1 Hour
11-12: 1 Year
... (x10 every 2).
age. Magical damage of 13 would do 13D3. For certain cases
of healing, this generally gives the target number to heal, so
a 7 or higher is needed to stabilize or heal a serious wound
So, for example, a magical duration with a force of 8,
box.
would last a base time of a day. This is either multiplied by,
This is, for example, how Arcane Magic drain (see sec-
or divided by the number of successes, depending on if they
tion 2.2.4) is calculated.
enhance or reduce this duration.
22

2.2
Arcane (Elven) Magic
Arcane or Elven Magic is magic of wizards. Such wiz-
2.2.3
Memorizing Spells
ards, or ‘mages,’ will normally need intensive training in
Spells can be memorized as individual knowledges. These
order to learn this style of magic. It is the rarest, most
work just like other knowledges, except these are limited
complex and least flexible type of magic, but generally has
by the Spellcasting Skill, not Intelligence. Each individual
more powerful specific effects than Faith and is not limited
memorized spell must be taken as a separate knowledge.
by items or time like the other forms.
Recalling memorized spells has several advantages over
reading them from a book. For example, they can be cast
faster, as an extra simple action is not needed to read them
before casting. As a result, it may be possible to cast two
2.2.1
Spells
spells per action this way. Memorized spells can be cast in
situations where reading is impossible - such as when a book
can’t be seen, is not handy or is missing.
Each mage will usually have a spellbook (or more than one)
which contains spells that have been learned. Mages can
2.2.4
Casting
also memorize spells, either in addition to writing them
down, or instead of it. Each spell is assigned a power level
To cast a spell, the caster must be free to move (see sec-
(see section 2.1.1), and a specific effect.
The effect will,
tion 2.2.6) and must perform 3 or 4 steps, depending on the
of course, vary greatly depending on the spell. See section
spell:
2.2.8 for a full list of spells.
Visualize the Spell in a known spoken Magical Language
See section 2.2.5 for the various methods to visualize
spells. Any of those methods may be used.
2.2.2
Learning Spells
Speak the Spell in that language If the spell was suc-
cessfully visualized, the caster rolls the appropriate
magical language, with a target number equal to the
Learning a spell generally refers to a mage copying a per-
spell’s magical power level.
sonal version of the spell. This is usually done in a spellbook,
however, spells can be written on anything normal writing
Take Drain Whether the previous step succeeds or fails,
can be. Some rare magical written languages are even tac-
the caster is wounded directly from the force of the
tile or olfactory, but here I will only describe the standard
magic passing through him. Willpower must be used
written magical languages.
to resist magical damage (see section 2.1.2) based on
the spell’s magical power level.
If this level is less
In order for a mage to write down a personal version of a
than or equal to the caster’s magical force attribute,
spell, it must first be visualized in a language readable by the
this damage is stun, otherwise it is physical damage.
mage. See section 2.2.5 for the various methods to visualize
spells. Any of those methods may be used. Then, the mage
Target the Spell (if Required) Some spells must be
must write it to the target media, by rolling the appropriate
aimed to be targeted. In these cases, the appropri-
magical written language knowledge with a target number
ate targeting skill (usually Spell Targeting, unless cast
equal to the spell’s power level. Again, that medium is usu-
through a wand, rod or staff) must be rolled. Other
ally a spellbook, but it could be a scroll, planks, a sleeve,
spells require the caster to touch the target, so the
whatever. The area required for a spell is roughly equivalent
Grappling skill may need to be rolled if the target is
to the area of a number of spellbook pages equal to half the
unwilling. In either case, any modifiers from drain just
spell’s power level.
incurred are applied.
23

2.2.5
Visualizing Spells
Translate a Spell If a mage has a spell visualized in one
language, but wants to visualize it in another magi-
Before a spellcaster can do anything with a spell (cast it,
cal language know to that mage, it can be translated
write it, convert it, etc...), it must first be visualized in a
using the Spellcraft skill, with a target number equal
language the caster understands. In order to do this, a mage
to the power level of the spell. If unsuccessful, this
needs the ability to use Arcane Magic, and a magic force of
does NOT interrupt the mage’s concentration on the
at least half the spell’s power level - otherwise any attempt
spell in the old language, so this may be attempted
automatically fails. There are several ways this can be done,
multiple times if there were sufficient successes on the
which take varying amounts of time to accomplish:
original visualization (see below). Note that certain
spells can not be translated into certain magical lan-
Recall a Memorized Spell If a spell is memorized by the
guages.
Check the individual spell descriptions for
caster (see section ), it will have been taken as a knowl-
specifics. This takes an uninterrupted duration (see
edge. It can be recalled and visualized by rolling that
2.1.3) based on its magical power level, reduced by
knowledge, with a (modified) target number equal to
the number of successes in translating it.
the spell’s power level. This is a free action if success-
ful, a simple action otherwise.
Hear a Spell Carefully Recited by Another If
an-
other mage is able to visualize a spell, that other
Read a Spell Written by the Caster If
a
spell
is
mage can speak the spell slowly (which will NOT
known, it will usually be in the caster’s spellbook.
invoke its effect). If the caster can hear this clearly
It can be read and visualized by rolling the appro-
and understands the language it is being recited in,
priate magical language read/write knowledge, with
visualization can be attempted by rolling the ap-
a (modified) target number equal to the spell’s power
propriate magical language knowledge, with a target
level.
This is a simple action, as long as the spell
number equal to the normal (modified) target num-
is written clearly on something easily visible to the
ber for hearing speech, plus the spell’s power level.
caster.
This takes the instructor an uninterrupted duration
(see 2.1.3) based on half the spell’s magical power,
Read a Spell Written by Another If a written spell is
reduced by the number of successes on the Instruction
available, but it was not written by the caster, it must
skill, with a target number equal to the spell’s power
be read and deciphered in the caster’s head before it
level.
can be visualized. To read the foreign spell, the mage
must be able to read the magical language it is written
Hear a Spell Quickly Recited by Another This
in. The mage must then roll this read/write knowl-
works just as the previous technique, except the tar-
edge, with a (modified) target equal to the spell’s
get number is equal to double the spell’s power level
power level. It can then be converted into a form and
plus the normal (modified) target number for hearing
language more familiar to the caster and then visu-
speech and it takes the speaker a number of rounds
alized using the Spellcraft skill, with the same target
equal to the spell’s magical power, also reduced by
number. The reading of the spell takes an uninter-
the number of successes on the Instruction skill.
rupted duration (see 2.1.3) based on its magical power
level, reduced by the number of successes in reading
Hear a Spell Cast by Another This works just as the
it.
previous technique, except the target number is equal
to quadruple the spell’s power level plus the normal
Improvise a Spell On-The-Fly A spell can be impro-
(modified) target number for hearing speech, and it
vised on the spot by the caster using the Spellcasting
takes the caster only a simple action and DOES cast
skill. The (modified) target number is equal to twice
the spell.
This can be attempted any time a spell
the spell’s power level. This is a simple action. Few
is cast by someone in the caster’s presence while the
mages are used to doing this, and additional penalties
caster is prepared to try this (usually meaning they are
due to inexperience may also apply.
holding an action). All normal overhearing modifiers
apply.
Create a Spell On-The-Fly A spell can be invented on
the spot by the caster using the Spellcraft skill. The
For each success in visualizing a spell, the spell can be
(modified) target number is equal to twice the spell’s
used (cast, written, translated, etc...) once. If the target
power level. This is a complex action. Unlike impro-
number is beaten by 12 or more, the spell can be used as
vising a spell formula, this makes use of the mage’s
many times as desired. In either case, any interruption in
knowledge, and knowledge of similar spell formulae
the mage’s concentration (such as taking damage or taking
can make this target number lower, but never lower
any action other than using this spell) ends this and requires
than the spell’s power level.
it to be re-visualized to be used again.
24

2.2.6
Free Movement
2.2.7
Common Example Tasks
To cast (speak) a spell, mages must be free to move. The
To Cast a Spell from Memory
spoken magical languages require more than just verbal
components to bring about their effects. When casters are
Visualize the Spell Memorized Spell(Power Level).
unobstructed, unencumbered, and have nothing heavy on
Successes allow multiple attempts to cast.
their arms or legs, they will have no troubles. If they can
Speak the Spell Spell’s
Language(Power
Level).
not freely move at least one arms, they can not cast spells
Successes apply to the casting of the actual spell.
at all.
Take Drain Willpower(Power Level) to reduce drain
If a mage can still move at least one arm, but is otherwise
level starting at the indicated base.
restricted or encumbered, spellcasting becomes more diffi-
cult. Restrictions in movement require the mage to make
To Cast a Spell Written by Caster from Spellbook
an Acrobatics Skill roll whenever a spell is spoken. Encum-
First, the spellbook must be turned to the right page.
brance or weight on the arms or legs similarly requires a
In combat, this can be a problem!
Lifting Skill roll. If this roll fails, the spell fizzles (causes
some flashes around the caster, but has no real effect) - a
Visualize the Spell Spell’s Language R/W(Power
botched roll could cause the spell to have unexpected ef-
Level). Successes allow multiple attempts to cast.
fects, even harm or kill the caster or caster’s friends. In any
Speak the Spell Spell’s
Language(Power
Level).
case, drain must still be rolled.
Successes apply to the casting of the actual spell.
The target numbers of these rolls are situational. As a
Take Drain Willpower(Power Level) to reduce drain
general guide, here are some example target numbers:
level starting at the indicated base.
Restriction (Acrobatics Roll)
To Transcribe a Spell
Feet stuck in mud: 4
Decipher the Spell Spell’s Language R/W(Power
Level). Successes reduce the time it takes.
One arm bound: 6
Visualize the Spell Spellcraft(Power Level).
Suc-
Only arms can move: 8
cesses allow multiple attempts to write.
Only one arm can move: 12
Write the Spell Spell’s
Language
R/W(Power
Level). Successes reduce the time it takes.
Encumbrance (Lifting Roll)
To Transcribe a Spell in A Different Language
First, be sure the spell can be cast/written in the
Wearing a restrictive coat: 2
chosen language. Some spells are language-specific.
Wearing a heavy backpack: 4
Decipher the Spell Spell’s Language R/W(Power
Wearing leather vanbraces: 4
Level). Successes reduce the time it takes.
Wearing a chain mail shirt: 6
Visualize the Spell Spellcraft(Power Level).
Suc-
Wearing a metal breastplate: 8
cesses allow multiple attempts to translate.
Translate the Spell Spellcraft(Power Level). Suc-
Wearing heavy vanbraces: 12
cesses allow multiple attempts to write.
Wearing plate mail: 18
Write the Spell Chosen
Language
R/W(Power
Level). Successes reduce the time it takes.
Note that enemies can intentionally interfere with spell-
casting by restricting or weighing-down a mage, even in mid-
In all the above cases, except for drain rolls, each step
casting, to cause similar difficulties. A mage who is attacked
must be successful before the next can be attempted. Drain
mid-spell will certainly have troubles completing the spell’s
must be rolled after any attempt to speak a spell, even if
motions without interference.
the attempt fails.
25

2.2.8
Spell List
Spell Properties
Dur Duration. How long the spell will last.
Force The duration is based on the caster’s active
Target This will be the method of targeting the spell uses
Magic Force (see section 2.1.3).
(essentially, its range) followed by the type(s) of tar-
get(s) it can affect, in parenthesis.
Instant The spell happens immediately, and can not
be sustained longer.
Sustained The spell lasts as long as the caster con-
Caster Affects the caster or caster’s immediate area.
tinues to concentrate on maintaining it.
Touch Affects the caster or a target touched with the
Lang Languages. What magical languages the spell can be
caster’s hand. May require a grappling roll.
cast and written in.
Bolt Fires a bolt from the caster in the pointed di-
Any Can be used in any language. This is true for
rection. Requires a targeting roll.
most spells.
Elven Can only be used with the ‘Magic, Elven’ fam-
Arrow Creates and arrow and either fires it like a
ily of magical languages
bolt or nocks it in a drawn bow.
Human Can only be used with the ‘Magic, Human’
Direct Directly affects a chosen target anywhere in
family of magical languages
line-of-sight.
Star Can only be used with the ‘Magic, Star’ family
of magical languages
Resist Whether the target can resist or negate this spell,
Under Can only be used with the ‘Magic, Under-
and if so, with which attribute(s).
Dark’ family of magical languages
Non-Spells - Power Level: 0 (Base Drain: 0-)
Bang and Puff of Smoke
Target: Caster (Area)
Resist: No
Dur: Instant
Lang: Any
This spell creates a burst of smoke and a loud noise. This spell has no structure and is usually the first any caster learns,
and can be cast on-the-fly without the normal penalties. It can also be cast at higher levels if the caster so desires -
normally it is cast as a trivial spell. All it does is create normal noise and smoke which does not significantly obscure
vision.
26

Trivial Spells - Power Level: 2 (Base Drain: 2-)
Caster Looks Human
Target: Caster (Self)
Dur: Sustained
Resist: No
Lang: Elven
An illusionary disguise is granted to the caster making him look like a human.
Comprehend Word
Target: Caster (Self)
Dur: Sustained
Resist: No
Lang: Any
The next single word the caster hears will be understood if it is in a non-magical language.
Distance Vision
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Any
The caster can see from the targeted point with normal visual abilities, in addition to the caster’s normal eyes. Spells
can not be targeted using this spell’s vision.
Distract
Target: Direct (Creature)
Dur: Sustained
Resist: No
Lang: Any
The target is actively distracted with benign noises and sensations.
Extinguish Trivial Fire (Rare)
Target: Direct (Area)
Dur: Instant
Resist: No
Lang: Any
A torch-sized or smaller fire is immediately extinguished.
Force Visor (Rare)
Target: Caster (Self)
Dur: Sustained
Resist: No
Lang: Elven
A translucent shield of force is created in front of the caster’s face.
Float
Target: Touch (Any)
Dur: Sustained
Resist: No
Lang: Any
The target becomes highly buoyant in water.
Glowing Aura
Target: Touch (Person)
Dur: Sustained
Resist: No
Lang: Any
The area surrounding the target glows.
Glowing Eyes
Target: Touch (Person)
Dur: Sustained
Resist: No
Lang: Any
The target’s eyes glow any chosen color.
Harden
Target: Touch (Object)
Dur: Sustained
Resist: No
Lang: Any
The target object becomes harder.
Light
Target: Touch (Object)
Dur: Sustained
Resist: No
Lang: Any
The target object glows with light equivalent to a torch.
Listen
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Any
The caster can hear from the targeted point with normal hearing abilities, in addition to the caster’s normal ears. Spells
can not be targeted using this spell’s hearing.
Mage Mark
Target: Touch (Object)
Dur: Permanent
Resist: No
Lang: Any
A magical message can be written on the target item. This message can not be seen normally, but anyone with Magic
Force can see it - if specifically searching for such marks. This mark can be written in any non-magical language. A
reader is given no special abilities to read this language, only to see it with Magic Force. The mundane language must
still be comprehensible for it to be understood.
Perfect Writing
Target: Touch (Book)
Dur: Sustained
Resist: No
Lang: Elven
A perfect rendition of any non-magical writing or drawing will be added to the target book, at a modified rate of one
page per minute.
Soften
Target: Touch (Object)
Dur: Sustained
Resist: No
Lang: Any
The target object becomes softer.
Speak Word
Target: Caster (Self)
Dur: Instant
Resist: No
Lang: Any
The next word the caster utters will be spoken aloud in the chosen language.
Suspend Small Object (Rare)
Target: Touch (Any)
Dur: Sustained
Resist: No
Lang: Any
Baseball-sized or smaller object is magically held in position.
Tap (Rare)
Target: Direct (Creature)
Dur: Instant
Resist: No
Lang: Any
The target is gently tapped by an unseen magical finger of force.
Trip (Rare)
Target: Direct (Creature)
Dur: Instant
Resist: Quick.
Lang: Any
The target’s legs are briefly interfered with by unseen magical forces.
Voices
Target: Direct (Creature)
Dur: Sustained
Resist: No
Lang: Any
The target will hear echoing voices surrounding him, saying nothing intelligible.
Writing
Target: Touch (Object)
Dur: Instant
Resist: No
Lang: Any
Any non-magical writing will be added to the surface of the target object.
27

Simple Spells - Power Level: 4 (Base Drain: 4L)
Armor
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Loose clothing of the target becomes active in the defense of physical attacks. This effect is apparent, even when not in
combat, as the clothing continually flows in a somewhat unnatural way.
Arrow
Target: Arrow (Any)
Dur: Force
Resist: No
Lang: Any
A high-quality arrow fires from the caster or a high-quality customized arrow occupies a touched bow. When this spell
duration expires, the arrow crumbles to dust.
Breathe Underwater (Rare)
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target can breathe underwater as if naturally amphibious.
Clout (Rare)
Target: Direct (Creature)
Dur: Instant
Resist: No
Lang: Any
An invisible punch strikes the target.
Copy Document (Rare)
Target: Touch (Document)
Dur: Instant
Resist: No
Lang: Any
A single blank scroll or sheet of paper is inscribed with up to one page of information per success, which is copied precisely
from the source document. Both source and destination documents must be touched by the caster. This spell can not
copy magical writing of any kind.
Create Air
Target: Caster (Area)
Dur: Instant
Resist: No
Lang: Any
A volume of air is created about the caster.
Create Paper (Rare)
Target: Caster (Area)
Dur: Instant
Resist: No
Lang: Any
A single sheet of paper long enough to hold one page of information per success is created in the caster’s hands.
Create Water
Target: Caster (Area)
Dur: Instant
Resist: No
Lang: Any
A volume of water is created from the caster’s hand.
Create Wine
Target: Caster (Area)
Dur: Instant
Resist: No
Lang: Elven
A volume of wine is created from the caster’s hand.
Create Wood
Target: Caster (Area)
Dur: Instant
Resist: No
Lang: Any
A stack of wood is created next to the caster.
Extinguish Small Fire
Target: Direct (Area)
Dur: Instant
Resist: No
Lang: Any
A bonfire-sized or smaller fire is immediately extinguished.
Fire Dart
Target: Bolt (Any)
Dur: Instant
Resist: No
Lang: Any
A bolt of fire shoots from the caster’s hand, bursting on impact.
Force Arrow
Target: Arrow (Any)
Dur: Sustained
Resist: No
Lang: Any
A glowing arrow of force shoots from the caster, or a customized glowing arrow of force occupies a touched bow. The
created arrow is very sharp and will continue to exist as long as the spell is sustained, or until broken.
Force Bow
Target: Caster (Area)
Dur: Sustained
Resist: No
Lang: Elven
Creates a long or short bow of pure force appropriate to the caster’s size, strength and fighting style, or that of another
the spell’s formula was crafted for.
Force Shield (Rare)
Target: Caster (Area)
Dur: Sustained
Resist: No
Lang: Any
Creates a body or arm shield of pure force appropriate to the caster’s size, strength and fighting style, or that of another
the spell’s formula was crafted for.
Force [Weapon]
Target: Caster (Area)
Dur: Sustained
Resist: No
Lang: Any
Creates a one-handed melee weapon (usually a sword) of pure force appropriate to the caster’s size, strength and fighting
style, or that of another the spell’s formula was crafted for.
Forget (Mind)
Target: Touch (Mind)
Dur: Sustained
Resist: Will
Lang: Any
Target mind can’t remember a specific fact per casting success.
Freeze Object
Target: Direct (Object)
Dur: Sustained
Resist: Body
Lang: Any
Object becomes incrementally colder.
Hold Person (Rare)
Target: Direct (Person)
Dur: Sustained
Resist: Str.
Lang: Any
Target person is held from moving by magical forces.
Influence (Mind)
Target: Direct (Mind)
Dur: Sustained
Resist: Will
Lang: Any
Target mind becomes more susceptible to suggestions from the caster.
Ice Dart
Target: Bolt (Any)
Dur: Sustained
Resist: No
Lang: Any
A bolt of ice shoots from the caster’s hand.
Identify Creator Race (Rare)
Target: Touch (Any)
Dur: Instant
Resist: No
Lang: Any
The caster is given the name of the race which constructed the object.
Additional successes may glean additional
information about that race’s construction techniques.
28

Identify Race (Rare)
Target: Direct (Person)
Dur: Instant
Resist: No
Lang: Any
The caster is given the race name of the person the caster is looking at. Additional successes may glean additional
information about that race.
Ignite Object
Target: Direct (Object)
Dur: Sustained
Resist: No
Lang: Any
Object becomes incrementally hotter.
Jam Mechanism (Rare)
Target: Direct (Object)
Dur: Instant
Resist: Body
Lang: Any
A mechanical gadget’s workings are disrupted.
Levitate Small Object
Target: Direct (Object)
Dur: Sustained
Resist: No
Lang: Any
Baseball-sized or smaller object is levitated.
Lock
Target: Touch (Lock)
Dur: Instant
Resist: No
Lang: Any
An unlocked lock is locked. Any traps on the lock are immediately triggered.
Messenger (Rare)
Target: Plane (Creature)
Dur: Force
Resist: No
Lang: Human
The caster creates a magical object which takes the form of a small flying, crawling or swimming creature appropriate
to the environment and travels at top speed to the target, taking the most direct route available. When it arrives, it
immediately delivers a verbal message of the caster’s choice. If this object takes any damage along its journey, or if the
spell ends before it arrives, the message never arrives. The caster is given no special knowledge as to whether this spell
has succeeded or failed. If a target is unreachable (dead, or on another plane), the object will simply move in circles
around the caster’s area until the spell ends.
Personal Heat Shield
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target is protected, from heat only, by a full-body shield.
Read Word
Target: Caster (Self)
Dur: Sustained
Resist: No
Lang: Any
Caster can read the next written word or symbol attempted, if it is in a non-magical language.
Remember (Mind)
Target: Touch (Mind)
Dur: Sustained
Resist: Will
Lang: Any
Target mind can more accurately remember a specific fact which was previously forgotten.
Repair Small Item
Target: Touch (Object)
Dur: Sustained
Resist: No
Lang: Any
Damage to the target baseball-sized or smaller object is incrementally repaired.
Shove (Rare)
Target: Direct (Creature)
Dur: Instant
Resist: No
Lang: Any
An invisible force pushes the target directly away from the caster.
Simple Disguise
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
A basic illusionary disguise is granted to the target. Target can not be recognized.
Sleep
Target: Touch (Creature)
Dur: Sustained
Resist: Will
Lang: Any
Target is put to sleep and kept asleep.
Slippery Surface
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Any
Target area is made much more slippery.
Spark
Target: Direct (Creature)
Dur: Instant
Resist: Body
Lang: Any
Small bolt of lightning arcs from caster’s hand to target.
Speak Language
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target is able to speak the chosen spoken language.
Track Object
Target: Touch (Object)
Dur: Sustained
Resist: No
Lang: Any
Caster is always aware of the target’s location relative to him.
Unlock
Target: Touch (Lock)
Dur: Instant
Resist: No
Lang: Any
A locked lock is unlocked. Any traps on the lock are immediately triggered.
Understand Language
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target is able to comprehend the chosen spoken language.
Weaken Subject
Target: Direct (Creature)
Dur: Sustained
Resist: Will
Lang: Any
Target becomes weaker.
Write Word
Target: Caster (Self)
Dur: Sustained
Resist: No
Lang: Any
Caster can write the next single word attempted, in the chosen language.
29

Basic Spells - Power Level: 6 (Base Drain: 6M)
Blind
Target: Direct (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target’s vision is obscured.
Collapse
Target: Direct (Object)
Dur: Sustained
Resist: Body
Lang: Any
Target structure or object is incrementally weakened.
Communicate with Known (Rare)
Target: Plane (Creature)
Dur: Sustained
Resist: No
Lang: Any
The caster can communicate with a familiar individual as if they were standing next to one-another.
Copy Book (Rare)
Target: Touch (Book)
Dur: Instant
Resist: No
Lang: Any
Up to one blank book per success is inscribed with a precise copy of a single source book. Both source and destination
books must be touched by the caster. This spell can not copy magical writing of any kind, nor can it copy from magical
books which don’t have a set order to their pages or words.
Create Book (Rare)
Target: Caster (Area)
Dur: Instant
Resist: No
Lang: Any
A single blank book containing up to one-hundred pages per success is created in the caster’s hands.
Create Food
Target: Caster (Area)
Dur: Instant
Resist: No
Lang: Any
A quantity of food is created next to the caster.
Cylinder of Force
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Any
A vertical cylinder of pure force is created.
Deafen
Target: Direct (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target’s hearing is impaired.
Detect Cursed Items (Rare)
Target: Caster (Self)
Dur: Sustained
Resist: No
Lang: Elven
Caster becomes aware of arcane curses on any items closely inspected.
Disguise
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
A full illusionary disguise is granted to target. Target can look like anyone.
Explosion
Target: Direct (Any)
Dur: Instant
Resist: Body
Lang: Any
A powerful explosion emanates from the target, affecting the target as well as a large area around it.
Extinguish Large Fire
Target: Direct (Area)
Dur: Instant
Resist: No
Lang: Any
A house-sized or smaller fire is immediately extinguished.
Fireball
Target: Bolt (Any)
Dur: Instant
Resist: No
Lang: Any
A bolt shoots from the caster’s hand and bursts into a giant ball of flame when it reaches the intended range or collides
with something solid.
Fire Burst (Rare)
Target: Bolt (Any)
Dur: Instant
Resist: No
Lang: Any
A bolt of fire shoots from the caster’s hand, bursting on impact in a small but powerful fiery explosion.
Freeze Creature
Target: Direct (Creature)
Dur: Sustained
Resist: Body
Lang: Any
Target creature gets incrementally colder.
Group Clout (Rare)
Target: Direct (Group)
Dur: Instant
Resist: No
Lang: Any
An invisible punch strikes each of the targets.
Hold Creature
Target: Direct (Creature)
Dur: Sustained
Resist: Str.
Lang: Any
Creature is held from moving by magical forces.
Identify Magic Item
Target: Touch (Object)
Dur: Instant
Resist: No
Lang: Any
One touched magical item is identified per success.
Identify Creature (Rare)
Target: Direct (Creature)
Dur: Instant
Resist: No
Lang: Any
The caster is given the creature name of the creature the caster is looking at. Additional successes may glean additional
information about that type of creature.
Ignite Creature
Target: Direct (Creature)
Dur: Sustained
Resist: Body
Lang: Any
Target creature gets incrementally hotter.
Illuminate Magic (Rare)
Target: Caster (Self)
Dur: Sustained
Resist: No
Lang: Elven
All arcane magical force in front of caster, and within a few meters, is made visible to all.
Illusionary Twin (Rare)
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Elven
An full illusionary duplicate of the target is created and the target’s next movement causes them to move apart from
one-another. The target can either will the twin to act, taking no action himself, or the twin will simply duplicate the
target’s actions. The twin is insubstantial and can not hear, see or make any noise.
Invisibility
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target becomes harder to see.
Levitate Person
Target: Direct (Person)
Dur: Sustained
Resist: No
Lang: Any
Target levitates into the air.
30

Mage Tap (Rare)
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Under
Causes any magic force channeled by the target to be drained evenly between the target and the caster.
Mobile Fire
Target: Caster (Area)
Dur: Sustained
Resist: No
Lang: Any
A bonfire-sized flame appears before the caster. It can be moved at will at walking-speed.
Personal Shield
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
A moving meter-diameter shield of force guards the target from attacks.
Repair Item
Target: Touch (Object)
Dur: Sustained
Resist: No
Lang: Any
Damage to the target carryable object is incrementally repaired.
Read Language
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Caster is able to read the chosen language fluently.
Shove Group (Rare)
Target: Direct (Group)
Dur: Instant
Resist: No
Lang: Any
An invisible force pushes each of the targets directly away from the caster.
Sleep Other
Target: Direct (Creature)
Dur: Sustained
Resist: Will
Lang: Any
Target is put to sleep and kept asleep.
Sphere of Darkness
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Any
A spherical area becomes magically dark.
Superheat Container
Target: Caster (Area)
Dur: Sustained
Resist: No
Lang: Any
A magical container of force is created in front of the caster which can hold a superheat source.
Translate
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
All speech is heard by the target in the target’s native language, and all speech by the target is heard by all intended
recipients’ in their native languages.
Visibility (Rare)
Target: Direct (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target becomes easier to see.
Wall of Force
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Any
A wall of pure force is created.
Write Language
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
The caster can write the chosen language fluently.
Zombie Follower
Target: Touch (Creature)
Dur: Permanent
Resist: Will
Lang: Under
The willing target will rise as an undead servant after the target’s death.
31

Intermediate Spells - Power Level: 8 (Base Drain: 8S)
Communicate with Corpse
Target: Touch (Corpse)
Dur: Sustained
Resist: No
Lang: Any
The corpse can be spoken with as if it were still alive.
Communicate with Named
Target: Plane (Creature)
Dur: Sustained
Resist: No
Lang: Any
The caster can communicate with the named individual as if they were standing next to one-another.
Disintegrate (Rare)
Target: Touch (Object)
Dur: Instant
Resist: No
Lang: Any
Target is removed from existence, to a maximum size determined by magic force and the number of casting successes.
Disguise Group
Target: Caster (Group)
Dur: Sustained
Resist: No
Lang: Any
The caster’s group are all disguised as whoever they wish to look like.
Enter Mind (Mind)
Target: Direct (Mind)
Dur: Sustained
Resist: Will
Lang: Any
Caster enters the mental plane right outside the entrance to the target’s mind.
Explosive Fireball
Target: Bolt (Any)
Dur: Instant
Resist: No
Lang: Any
A bolt shoots from the caster’s hand and explodes in flames when it reaches the intended range or strikes any solid object.
Extinguish Great Blaze
Target: Direct (Area)
Dur: Instant
Resist: No
Lang: Any
A town-sized or smaller fire is immediately extinguished.
Flesh to Metal
Target: Touch (Creature)
Dur: Permanent
Resist: All
Lang: Any
Target turns to metal if the spell overwhelms resistance to all 6 attributes.
Fly
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target can fly at walking speed.
Group Invisibility
Target: Caster (Group)
Dur: Sustained
Resist: No
Lang: Any
Caster’s group becomes harder to see.
Helm Ship
Target: Touch (Ship)
Dur: Sustained
Resist: No
Lang: Star
Caster can pilot the target ship as if on a helm.
Influence Group (Mind)
Target: Direct (Group)
Dur: Sustained
Resist: Will
Lang: Any
Target minds become more susceptible to suggestions from the caster.
Invulnerable Object (Rare)
Target: Touch (Object)
Dur: Force
Resist: No
Lang: Any
Target carryable object becomes immune to all physical damage.
Levitate Ship
Target: Touch (Ship)
Dur: Sustained
Resist: No
Lang: Any
Target ship levitates in the air.
Lexicon
Target: Touch (Book)
Dur: Sustained
Resist: No
Lang: Any
All non-magical writing in the target book can be read by anyone literate in their most fluent written language.
Lightning Bolt
Target: Caster (Area)
Dur: Instant
Resist: No
Lang: Any
A giant bolt of lightning fires from the caster roughly in the direction the caster is facing.
Locate Named
Target: Plane (Creature)
Dur: Sustained
Resist: No
Lang: Any
The location of the target relative to the caster is always known to the caster.
Locate Portal
Target: Plane (Portal)
Dur: Sustained
Resist: No
Lang: Star
Caster senses the nearest portal in the sphere.
Mass Sleep
Target: Direct (Area)
Dur: Sustained
Resist: Will
Lang: Any
The group surrounding the target location is induced to sleep and stay asleep.
Metal to Flesh
Target: Touch (Creature)
Dur: Permanent
Resist: No
Lang: Any
A previously turned-to-metal creature can be restored.
Object of Force
Target: Caster (Area)
Dur: Sustained
Resist: No
Lang: Any
An object of pure force is created in any shape.
Repair Building
Target: Touch (Building)
Dur: Sustained
Resist: No
Lang: Any
Damage to the target building is incrementally repaired.
Repair Ship
Target: Touch (Ship)
Dur: Sustained
Resist: No
Lang: Any
Damage to the target ship is incrementally repaired.
Shield Ship
Target: Touch (Ship)
Dur: Sustained
Resist: No
Lang: Any
A meters-large moving shield protects the target ship.
Stabilize
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target creature is prevented from bleeding out. If the target takes or heals any wounds, this spell immediately ends.
Superheat Source
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Any
A superheat source is created at the target location.
Treatment (Rare)
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
The target creature heals as if being treated well by expert healers.
32

Primary Spells - Power Level: 10 (Base Drain: 10D)
Building Invisibility (Rare)
Target: Touch (Building)
Dur: Sustained
Resist: No
Lang: Any
Target building becomes harder to see.
Collapse Portal
Target: Direct (Portal)
Dur: Instant
Resist: Body
Lang: Star
Target portal is destroyed if it is not permanent.
Destroy Touched (Rare)
Target: Touch (Creature)
Dur: Instant
Resist: Will
Lang: Any
Target creature is totally destroyed.
Disintegration Ray (Rare)
Target: Bolt (Any)
Dur: Instant
Resist: No
Lang: Any
Whatever is hit by the ray is removed from existence, to a maximum size determined by magic force and the number of
casting successes.
Enlarge Portal
Target: Direct (Portal)
Dur: Sustained
Resist: Body
Lang: Star
Target portal is enlarged.
Force Ship (Rare)
Target: Caster (Area)
Dur: Sustained
Resist: No
Lang: Any
A seaworthy ship of pure force capable of carrying one person per casting success is created.
Group Fly
Target: Caster (Group)
Dur: Sustained
Resist: No
Lang: Any
Caster’s group can fly at walking speed.
Heal Dying Creature
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target creature stabilizes and slowly returns to life, if it is not too late.
Kill Creature
Target: Direct (Creature)
Dur: Instant
Resist: Will
Lang: Any
Target creature dies.
Mansion of Force
Target: Caster (Area)
Dur: Sustained
Resist: No
Lang: Any
An extra-dimensional mansion is created which can only be entered by caster-invited guests.
Mindscape (Mind)
Target: Caster (Group)
Dur: Sustained
Resist: Will
Lang: Any
All affected minds are forced into the mental plane.
Ship Invisibility
Target: Touch (Ship)
Dur: Sustained
Resist: No
Lang: Any
Target ship becomes harder to see.
Sustain Portal
Target: Direct (Portal)
Dur: Sustained
Resist: No
Lang: Star
Target portal is kept open.
33

Advanced Spells - Power Level: 12 (Base Drain: 12D2)
Banish Creature (Rare)
Target: Direct (Creature)
Dur: Instant
Resist: Will
Lang: Any
Target creature is sent to its home plane, or to a random plane if it is already there.
Cataclysm of Air (Rare)
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Any
An unrestricted amount of elemental air energy is released into the target area. The exact result is unpredictable, but
this will usually destroy an area the size of a small town in a giant storm.
Cataclysm of Earth (Rare)
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Any
An unrestricted amount of elemental earth energy is released into the target area. The exact result is unpredictable, but
this will usually destroy an area the size of a small town in violent quakes, sinkholes and collapses.
Cataclysm of Fire (Rare)
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Any
An unrestricted amount of elemental fire energy is released into the target area. The exact result is unpredictable, but
this will usually destroy an area the size of a small town in a giant firestorm.
Cataclysm of Water (Rare)
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Any
An unrestricted amount of elemental water energy is released into the target area. The exact result is unpredictable, but
this will usually destroy an area the size of a small town in a torrent of water.
Create Portal
Target: Direct (Area)
Dur: Sustained
Resist: No
Lang: Star
A portal is created at the target location.
Kill Named
Target: Plane (Creature)
Dur: Instant
Resist: Will
Lang: Any
Target creature dies.
Regenerate Limb
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target creature’s missing limb incrementally grows back.
Reverse Death
Target: Touch (Corpse)
Dur: Instant
Resist: No
Lang: Any
Target creature returns to near-death if it has only been dead for 2 days or less.
Summon Creature
Target: Direct (Area)
Dur: Instant
Resist: No
Lang: Any
A random creature is summoned from distant lands to the target location.
Teleport Touched
Target: Touch (Any)
Dur: Instant
Resist: No
Lang: Any
Target is transported to a location seen by the caster.
Teleport Self to Known
Target: Caster (Creature)
Dur: Instant
Resist: No
Lang: Any
Caster is transported to any location familiar to the caster, on the current plane.
Complex Spells - Power Level: 14 (Base Drain: 14D4)
Destroy City (Rare)
Target: Direct (City)
Dur: Instant
Resist: Body
Lang: Any
Target city is leveled to ruins.
Destroy Creature
Target: Direct (Creature)
Dur: Instant
Resist: Will
Lang: Any
Target creature is totally destroyed.
Destroy Ship (Rare)
Target: Direct (Ship)
Dur: Instant
Resist: Body
Lang: Any
Target ship is totally destroyed.
Disintegrate Object (Rare)
Target: Direct (Object)
Dur: Instant
Resist: No
Lang: Any
Target is removed from existence, to a maximum size determined by magic force and the number of casting successes.
Fleet Invisibility
Target: Caster (Fleet)
Dur: Sustained
Resist: No
Lang: Any
Caster’s fleet is harder to see.
Resurrect Corpse
Target: Touch (Corpse)
Dur: Instant
Resist: No
Lang: Any
Target creature returns to near-death. Most of the corpse is required.
Summon Named
Target: Plane (Creature)
Dur: Instant
Resist: No
Lang: Any
Target creature is transported before the caster.
Teleport Ship (Rare)
Target: Caster (Ship)
Dur: Instant
Resist: No
Lang: Any
Caster’s vessel is transported to any area in the caster’s line-of-sight.
Teleport to Known
Target: Touch (Creature)
Dur: Instant
Resist: No
Lang: Any
Target is transported to any area the caster knows.
34

Planetary Spells - Power Level: 16 (Base Drain: 16D6)
Destroy Fleet (Rare)
Target: Direct (Fleet)
Dur: Instant
Resist: No
Lang: Any
Target fleet is totally destroyed.
Destroy Named
Target: Plane (Creature)
Dur: Instant
Resist: No
Lang: Any
Target creature is totally destroyed.
Disintegrate Group (Rare)
Target: Direct (Group)
Dur: Instant
Resist: No
Lang: Any
Target group is removed from existence.
Resurrect Creature
Target: Touch (Corpse)
Dur: Instant
Resist: No
Lang: Any
Target creature returns to near-death. Any small piece of the body is required.
Teleport Army (Rare)
Target: Caster (Group)
Dur: Instant
Resist: No
Lang: Any
Caster’s army is transported to any area in the caster’s line of site.
Teleport Group to Known
Target: Caster (Group)
Dur: Instant
Resist: No
Lang: Any
Caster’s group is transported to any known area.
Teleport Ship to Known (Rare)
Target: Caster (Ship)
Dur: Instant
Resist: No
Lang: Any
Caster’s vessel is transported to any known area.
Cosmic Spells - Power Level: 18 (Base Drain: 18D8)
Resurrect Named
Target: Plane (Creature)
Dur: Instant
Resist: No
Lang: Any
Target creature returns to near-death.
Teleport Other to Known
Target: Direct (Creature)
Dur: Instant
Resist: No
Lang: Any
Target is transported to any area the caster knows.
Teleport to Named
Target: Touch (Creature)
Dur: Instant
Resist: No
Lang: Any
Target is transported to any area the caster can name.
Universal Spells - Power Level: 20 (Base Drain: 20D10)
Destroy World
Target: Caster (World)
Dur: Instant
Resist: No
Lang: Any
The world the caster is in and all in it are totally destroyed.
Teleport Group to Named
Target: Caster (Group)
Dur: Instant
Resist: No
Lang: Any
Caster’s group is transported to any area the caster can name.
Teleport Other to Named
Target: Direct (Creature)
Dur: Instant
Resist: No
Lang: Any
Target is transported to any area the caster can name.
35

Demi-Godly Spells - Power Level: 22 (Base Drain: 22D12)
Create World
Target: Direct (Area)
Dur: Instant
Resist: No
Lang: Star
A new world is created in the caster’s image.
Destroy Race
Target: Plane (World)
Dur: Instant
Resist: No
Lang: Any
All members of target race are totally destroyed.
Destroy Sphere
Target: Caster (Sphere)
Dur: Instant
Resist: No
Lang: Star
The sphere the caster is in and all in it are totally destroyed.
Immortality
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target can not quite die by any means.
Godly Spells - Power Level: 24 (Base Drain: 24D14)
Create Race
Target: Direct (World)
Dur: Instant
Resist: No
Lang: Any
A new race is created in the caster’s image.
Create Sphere
Target: Direct (Area)
Dur: Instant
Resist: No
Lang: Star
Creates a new, empty sphere in the caster’s image.
Invulnerability
Target: Touch (Creature)
Dur: Sustained
Resist: No
Lang: Any
Target can not be harmed by any means.
Promote Demi-God
Target: Touch (Creature)
Dur: Instant
Resist: No
Lang: Any
Target is granted demi-godly status.
36

2.3
Faith (Dwarven Magic)
Dwarven magic is the most commonly seen magic among
request and the aspect of the priest. In the simplest case
humans. It is the magic of priests, who are central to human
(say, a priest of Healing praying to heal a willing friend be-
society. It is also widely known that the line of human kings
ing touched), each die will succeed at the power level which
were, and are, powerful Priests of Truth.
is rolled, so a roll of (7, 5, 4, 2, 1) will effectively be one
Dwarven magic is the simplest of the magics to use, and
basic success, two simple successes and one trivial success.
the most flexible. Each user of this type of magic (‘priest’)
Specifically how and where these are applied is determined
has an aspect of the world they personally have unfailing
by the GM, in the priest’s favor.
faith in. This faith allows the user to cause things around
Faith can only be used a certain amount each day. This
them to bend to their whims with respect to this aspect.
is generally described as being one effect per Faith point,
Technically, any priest can try to do anything with this
each of a power level (see section 2.1.1) equivalent to the
magic. Generally the closer the intended effect is to the
caster’s Faith attribute, per day. For calculating this, ef-
user’s chosen aspect, the more potent the effect will be.
fects of any power level are equivalent to two effects of the
Aspects can be anything the player desires, but can never
next-lower power level. So, a Faith 8 High Priest would be
be changed once chosen. To be a valid aspect, it must be
done for the day after performing one advanced (4 feats),
clear what the aspect refers to, and it must have an op-
two intermediate (2 feats total), three basic (1.5 feats) and
posite. Common examples include Truth, Healing, Health,
two simple (0.5 feats) faith feats. Judging the level of these
Life, Death, Honor, Quickness, Knowledge and War. More
feats is entirely up to the GM, and does not necessarily de-
rare examples have included Dismemberment, Sharpness,
pend on the target numbers for accomplishing them.
Shadow and Trickery. The more an effect has to do with
The priest will sense when this amount has been ex-
the chosen aspect or its opposite, the more powerful the
hausted, and then can not freely use faith again until after
actual effect will be.
getting an acceptable night’s sleep (as determined by race
Faith is entirely instinctive. No skills are required to use
and perhaps special abilities). A priest may still choose to
it, nor can any skills or training help in its use. Use of Faith
use faith after this amount has been exhausted, but at high,
only entails asking for something to happen, with the intent
permanent consequences - based on the aspect and the re-
of using Faith to influence it to do so.
quested effect. For example, a priest of healing trying to
Faith works with, not against, the user. The intent of the
heal a friend while exhausted for the day may take a per-
prayer is what is respected by the magic, not its literal spo-
manent wound for doing so.
ken wording, and it can not be misunderstood. The priest
Faith is entirely open-ended. Any priest with any level
must speak this request (or ‘prayer’) aloud in some way,
of Faith can cause a feat of any level to happen if the Faith
but it can be muttered quietly, whispered, sung, shouted
roll is high enough. If the final feat of the day causes the
or whatever, and in whatever language the priest feels like.
total used for that day to exceed the maximum, the priest
The prayer’s wording can be slurred, muffled, garbled, un-
may suffer temporary consequences - based on the aspect,
clear, or confusing without affecting the results. However,
the requested effect, and the amount of Faith over the daily
if a priest is unable to speak aloud at all (gagged, silenced,
maximum that was used.
etc...), faith can not be used.
Every aspect’s effectiveness is different, but a few general
When using faith, the priest must speak for a full action,
notes can be stated:
and can not speak anything else. However, this requires no
concentration and the priest is free to take any other, non-
• Faith is bad at divining information.
verbal action while speaking this prayer, and the prayer will
take effect for the current action itself, if applicable. For ex-
• Faith is bad at affecting unwilling groups.
ample, a priest can ask for help attacking something while
• Faith is good at affecting specific targets.
doing so.
Once this prayer is made, the player rolls their Faith at-
• Faith is good at affecting willing groups.
tribute. This roll will determine the effect. All Faith rolls
are open-ended, and the target number varies based on the
• Faith is good at protecting from or disrupting magic.
37

2.4
Shamanistic (Orkish) Magic
Shamanistic magic, like the more well-known Arcane
2.4.2
Shamanistic Skills
magic, allows the user to perform specific effects. However,
while Arcane magic is limited by the spells known to the
Anyone with a Juju attribute rating over zero can use Ork-
caster, Shamanistic magic is limited by the items which are
ish magic, but without any skills or knowledges, all they can
physically available. Each item has a particular effect, and
do is use items. They can not find new ones, identify items
most can only be used once.
they have, or improve them.
Shamanistic magic is actually far more common than
Arcane magic, however, the knowledge of how to use it well
Find Juju - This willpower-based skill represents the abil-
is generally kept within the ranks of the goblinoids. Hu-
ity to locate items of power. Whenever the shaman
mans often do have the ability to use this sort of magic, but
spends significant time (generally a week or so) in a
generally only low humans living among the goblinoids who
natural environment, this skill can be rolled to find
practice it ever truly learn how to make any reasonable use
items. Also, when a critter corpse is discovered, this
of it.
skill may be used to find any parts of the critter which
Also, unlike Arcane magic, there are no standards or
have power.
schools of this sort of magic. Individual tribes may have
completely different terms for different aspects of this magic,
Identify Juju - This intelligence-based skill represents the
and often two experts in this sort of magic can not intelli-
ability to identify the exact nature of the power in an
gently converse about it. This, of course, only enhances
object. When a shamans finds an item of power, the
outsiders’ difficulties in understanding it. The most com-
generally know only its power level. Sometimes they
mon human term for Shamanistic Magic is ‘Juju’, though
have an idea what general type of effect it has, but
goblinoids don’t generally use this term. Since this guide is
usually it’s a complete mystery. If the shaman spends
written for the Human perspective, ‘Juju’ is the term that
a few minutes with the item, this skill can be rolled
is used here.
(target is the item’s power level) to try to determine
its exact effect. If this roll fails, the shaman may try
to identify it again after each day spent only studying
2.4.1
Using Shamanistic Magic
this item, or after each week of simply possessing it.
Using ‘Juju’ is very simple and requires no skill or training.
All items of shamanistic power (see section ) have a spe-
Refine Juju - This charisma-based skill represents the
cific effect and a power level (see section 2.1.1). To activate
ability to manipulate the nature of items of power.
the item, the user must be in direct physical contact with
This skill is quite rare, even among shamans. Most
item. The user then rolls the ‘Juju’ magical attribute, with
have no idea how to do this. Refining an item can
a target equal to the power level of the item.
increase or decrease its power, even alter its effect,
If the roll is successful, the item’s effect is unleashed.
but takes a very long time. The shaman may roll this
Extra successes enhance the power of the effect. If the roll
skill once a week, with a target number of the object’s
fails, there is no effect, but the item is still used.
power level, if the majority of that week was spent
Activating an item of shamanistic power is a free action,
working with the item in question. If one of these
and any number of items can be activated at any time dur-
rolls fails, the item could be damaged by the attempt.
ing any action, though a single item can not be activated
more than once per simple action. The shaman need not
2.4.3
Other Skills
touch the item with a hand, but if the item is held in the
hand, it can be activated as it is thrown or dropped, allow-
Without some other skills, shamans will have trouble stor-
ing an effect to be performed at range. Most shamans get
ing items without them losing their power, as well as trouble
to be pretty good at throwing objects, and most who fight
administering certain items.
shamans quickly learn to duck and dodge even the most
non-threatening of projectiles.
Talismongery - This is the skill used to collect and store
If an item is activated as it is released from the shaman’s
items of power without damaging them. However, this
hand, the effect is unleashed upon the next object it touches
skill is normally only possessed by High Elves. Most
after the shaman releases it. Otherwise, the item’s effect is
Juju users don’t truly have this skill, and must default
unleashed immediately upon the user, or the user’s immedi-
from the ”Survival” skill instead.
ate area. Liquids or foods must be consumed, and airs must
be breathed, by a creature to be effective upon that crea-
Healing - This is the skill used to separate liquid items
ture. Other objects immediately effect the target as soon as
into single drops. It is also the skill used to get an
they contact it.
unconscious or unwilling target to drink a liquid.
38

2.4.4
Objects of Power
destroys the item. Rarely, an item is found which is reusable.
These items can be used an unlimited number of times and
Every natural object contains inherent shamanistic power,
are not expended when used. These items are considered to
however most items contain it to a small, useless extent. A
be quite valuable by those who are familiar with them.
shaman tries to find the more potent objects and release the
power of them to cause magical effects.
These objects are always natural, and created and mod-
2.4.6
Example Objects
ified only by natural items and processes. Common exam-
ples would be pieces of animal carcasses, wood pieces, water,
Many effects list numbers. All are derived from their power
blood, dust, sand, dirt, feces, rocks, crystals, etc... Any arti-
level (see section 2.1.1), and other power levels can be easily
ficial changes to an object destroys all power in the object,
derived.
so man-made or damaged items are useless. Even minor
changes to the objects by non-natural means, which can
Trivial Healing Heal one moderate or light physical box
easily result from poor collection techniques or storage in
of damage per success.
non-natural containers, have this effect.
It’s worth noting that Elves are natural, as are their pure
Simple Healing Stabilize target once, heal a specific
crafts. Natural items cultivated or grown only by elves ex-
wound or heal one serious box, or all moderate and
pert in their crafts are natural, and often are quite powerful
light boxes, per success.
shamanistic objects. Essentially, these techniques are acci-
dentally equivalent to Shamanistic Refinement. The most
Basic Healing Fully stabilize target, heal all specific
powerful known artifacts of shamanistic power are crystals
wounds, heal all moderate or light boxes, heal two
grown by elves in these ways.
serious boxes or heal one deadly box per success.
Effects can be just about anything. Common effects in-
clude Healing, Harming, Explosion, Impact, Poison, Cure,
etc..., but effects such as Turn to Small Mammal and Shrink
Intermediate Healing Fully resuscitate, stabilize and
Head have been seen. The power level of these items varies
heal one target of all physical wounds.
as well.
Basic Harm Do magical damage: 6. See section 2.1.2 sec-
tion above, for details.
2.4.5
Reusable Objects
Most items of shamanistic power are usable only once. The
Simple Poison Target gets one dose of force 4 lethal mag-
first use of the item, even if the attempt to activate it fails,
ical poison per success.
39


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