0% found this document useful (0 votes)
22 views111 pages

Ops and Tactics Modern Magika 6th Edition

This document provides a summary of three key points: 1) It is a manual on magic combat tactics and operations, last revised in March 2022. It was written by Sweet Soul Bro and distributed without restrictions by the Centurion City Government's Armed Forces Department of Magical Sciences. 2) The manual covers different races like humans, dwarves, elves, orcs, and dragons that can use magic. It also details different magic disciplines including evocation, illusion, necromancy, transmutation, and psionics. 3) The manual provides examples of spells for each magic discipline and tactics for manipulating weapons, terrain, and other materials through transmutation magic. It aims to

Uploaded by

filippeggio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
22 views111 pages

Ops and Tactics Modern Magika 6th Edition

This document provides a summary of three key points: 1) It is a manual on magic combat tactics and operations, last revised in March 2022. It was written by Sweet Soul Bro and distributed without restrictions by the Centurion City Government's Armed Forces Department of Magical Sciences. 2) The manual covers different races like humans, dwarves, elves, orcs, and dragons that can use magic. It also details different magic disciplines including evocation, illusion, necromancy, transmutation, and psionics. 3) The manual provides examples of spells for each magic discipline and tactics for manipulating weapons, terrain, and other materials through transmutation magic. It aims to

Uploaded by

filippeggio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 111

TCS-002

Ops and Tactics: Magic Combat Manual


Modern Magika

Released: February 2013


Revised: March 2022
Distribution Restrictions:
Approved for public use, distribution is unlimited
Centurion City Government
Centurion City Armed Forces, Dept. of Magical Sciences
Credits
All information was found using Google from various firearms websites, my own knowledge, and Wikipedia. The
Ops and Tactics copyright belongs to Sweet Soul Bro !!H5XdMKmBv5G. All listed firearms are owned by their
respective companies, trademarks, copyrights and I do not take to claim any ownership of any. Please don’t sue
me, i’m just a fan.

Thanks to the following individuals: Hospes, Maus, and Shifty for his little bit of input, as well as my playtesters:
Hospes, Sparrow, Druin, Gordon, and Boots and the rest of the Ops and Tactics Crew. Especially Druin for his
wizardness with Math.
Also thanks to Conscript Gary for the example spells.
BlokStick and NeuroBlok created by ExpletiveDeleted
i

Enchanting Transmutation . . . . . . . . . . . . . . 23
Ops & Tactics written and designed by Sweet Soul Bro Enchanting Objects . . . . . . . . . . . . . . . . . . 24
!!H5XdMKmBv5G Enchanting Aetherwands . . . . . . . . . . . . . . . 24
This document made by an anonymous editor, edited by Example Spells . . . . . . . . . . . . . . . . . . . . . 24
Sweet Soul Bro !!H5XdMKmBv5G Spellschool (Evocation) Trained Only . . . . . . . . . . . 26
v6.37 Final Edit | Compiled 2022/10/11 02:34:28pm Cold . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Electric . . . . . . . . . . . . . . . . . . . . . . . . . 26
Concussive . . . . . . . . . . . . . . . . . . . . . . . 27
Acid . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Example Spells . . . . . . . . . . . . . . . . . . . . . 28
Spellschool (Illusion) Trained Only . . . . . . . . . . . . . 30
Contents Distort Sight . . . . . . . . . . . . . . . . . .
Distort Sound . . . . . . . . . . . . . . . . .
.
.
.
.
.
.
.
.
30
30
Example Spells . . . . . . . . . . . . . . . . . . . . . 31
Spellschool (Necromancy) Trained Only . . . . . . . . . 32
Example Spells . . . . . . . . . . . . . . . . . . . . . 33
I Modern Magika 1 Spellschool (Transmutation) Trained Only . . . . . . . . 34
Ingot Manipulation . . . . . . . . . . . . . . . . . . 34
Weapon Manipulation . . . . . . . . . . . . . . . . . 35
II Races 3 Terrain Manipulation . . . . . . . . . . . . . . . . . 35
Ops & Tactics and Race . . . . . . . . . . . . . . . . . . . 4 Animate . . . . . . . . . . . . . . . . . . . . . . . . 36
Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Transmutation Ingots and the Ingot Groups . . . . 37
Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Recipes for Weapons and Ammunition . . . . . . . 40
Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Example Spells . . . . . . . . . . . . . . . . . . . . . 41
Orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Dragons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Hybrid Races . . . . . . . . . . . . . . . . . . . . . . . . . 12 IV Psionics 43
Psionics (WIS) . . . . . . . . . . . . . . . . . . . . . . . . . 44
Psionics (Fluid Dynamics) Trained Only . . . . . . . 44
III Magecraft 13 Fluid Sense . . . . . . . . . . . . . . . . . . 44
Magecraft, Spellpoints, and the Spellschool Skill . . . . . 14 Wind Gust . . . . . . . . . . . . . . . . . . . 44
Spellschool (INT) . . . . . . . . . . . . . . . . . . . . 14 Fluid Suspension . . . . . . . . . . . . . . . 44
Changing Spells on the Fly . . . . . . . . . 14 Fluid Shield . . . . . . . . . . . . . . . . . . 44
Reading Another Mage’s Spell and Taking Fluid Tendril . . . . . . . . . . . . . . . . . . 44
Spells . . . . . . . . . . . . . . 14 Solid Manipulation . . . . . . . . . . . . . . 44
Scrolls . . . . . . . . . . . . . . . . . . . . . 15 Gas Manipulation . . . . . . . . . . . . . . . 45
The Stylus . . . . . . . . . . . . . . . . . . . . . . . 15 Wind Burst . . . . . . . . . . . . . . . . . . . 45
Spellschool (Abjuration) Trained Only . . . . . . . . . . . 16 Fluid Trap . . . . . . . . . . . . . . . . . . . 45
Sub-Schools . . . . . . . . . . . . . . . . . . . . . . 16 Fluid Jet . . . . . . . . . . . . . . . . . . . . 45
Damage Reduction . . . . . . . . . . . . . . . . . . 16 Fluid Movement . . . . . . . . . . . . . . . . 45
Saves, Energies, and Elements . . . . . . . . . . . . 16 Wind Jump . . . . . . . . . . . . . . . . . . . 45
Traps, Locks, and Barriers . . . . . . . . . . . . . . 17 Psionics (Plasma Dynamics) Trained Only . . . . . 46
Example Spells . . . . . . . . . . . . . . . . . . . . . 18 Control Flame . . . . . . . . . . . . . . . . . 46
Spellschool (Conjuration) Trained Only . . . . . . . . . . 19 Guide Flame . . . . . . . . . . . . . . . . . . 46
Healing . . . . . . . . . . . . . . . . . . . . . . . . . 19 Fire Strike . . . . . . . . . . . . . . . . . . . 46
Teleporting . . . . . . . . . . . . . . . . . . . . . . . 19 Fireball . . . . . . . . . . . . . . . . . . . . . 46
Portal Creation . . . . . . . . . . . . . . . . . . . . . 19 Fire Blast . . . . . . . . . . . . . . . . . . . 46
Example Spells . . . . . . . . . . . . . . . . . . . . . 20 Flamethrower . . . . . . . . . . . . . . . . . 46
Spellschool (Divination) Trained Only . . . . . . . . . . . 21 Psionics (Telekinesis) Trained Only . . . . . . . . . 47
Enhance Sight . . . . . . . . . . . . . . . . . . . . . 21 Levitate . . . . . . . . . . . . . . . . . . . . 47
Enhance Speech, Word, and Sound . . . . . . . . . 21 Telekinetic Guidance . . . . . . . . . . . . . 47
Track Object . . . . . . . . . . . . . . . . . . . . . . 21 Telekinetic Fling . . . . . . . . . . . . . . . . 47
Example Spells . . . . . . . . . . . . . . . . . . . . . 22 Kinetic Rush . . . . . . . . . . . . . . . . . . 47
Spellschool (Enchantment) Trained Only . . . . . . . . . 23 Psionics (Telepathy) Trained Only . . . . . . . . . . 48
Enchanting Abjuration . . . . . . . . . . . . . . . . . 23 Telepathic Communication . . . . . . . . . 48
Enchanting Conjuration . . . . . . . . . . . . . . . . 23 Telepathic Link . . . . . . . . . . . . . . . . 48
Enchanting Divination . . . . . . . . . . . . . . . . . 23 Mind Sense . . . . . . . . . . . . . . . . . . 48
Enchanting Evocation . . . . . . . . . . . . . . . . . 23 Mind Track . . . . . . . . . . . . . . . . . . 48
Enchanting Illusion . . . . . . . . . . . . . . . . . . . 23 Mind Shield . . . . . . . . . . . . . . . . . . 48
Enchanting Necromancy . . . . . . . . . . . . . . . 23 Phantom Pain . . . . . . . . . . . . . . . . . 48
ii

Shake Body . . . . . . . . . . . . . . . . . . 48 VIII Feats 62


Psionics (Psychometabolism) Trained Only . . . . . 49 General Feats . . . . . . . . . . . . . . . . . . . . . . . . 63
Teleportation . . . . . . . . . . . . . . . . . 49 Zen Mind . . . . . . . . . . . . . . . . . . . . . . . . 63
Psyrunning . . . . . . . . . . . . . . . . . . 49 Mage Feats . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Fast Healing . . . . . . . . . . . . . . . . . . 49 General Mage Feats . . . . . . . . . . . . . . . . . . 63
Psisense . . . . . . . . . . . . . . . . . . . . 49 Cost Reduction . . . . . . . . . . . . . . . . . . . . . 64
Psion Feats . . . . . . . . . . . . . . . . . . . . . . . . . . 65
General Psion Feats . . . . . . . . . . . . . . . . . . 65
V Incantations 50 Psiblade Feats . . . . . . . . . . . . . . . . . . . . . 65
Incantations (CHA) . . . . . . . . . . . . . . . . . . . . . . 51 Cost Reduction . . . . . . . . . . . . . . . . . . . . . 67
Incantation (Heirloom) Trained Only . . . . . . . . 51 Invoker Feats . . . . . . . . . . . . . . . . . . . . . . . . . 67
Speedsight Cant . . . . . . . . . . . . . . . 51
Detailsight Cant . . . . . . . . . . . . . . . . 51
Weapon Cant . . . . . . . . . . . . . . . . . 52 IX Equipment 68
Information Cant . . . . . . . . . . . . . . . 52 General Equipment . . . . . . . . . . . . . . . . . . . . . 69
Incantation (Hex) Trained Only . . . . . . . . . . . 52 Survival, Security and Professional Gear . . . . . . 69
Affliction Cant . . . . . . . . . . . . . . . . . 52 Computers and Consumer Electronics . . . . . . . . 69
Blessing Cant . . . . . . . . . . . . . . . . . 52 Spell Components . . . . . . . . . . . . . . . . . . . . . . 69
Incantation (Shadow Defense) Trained Only . . . . 53 Ink . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Shadow Movement Cant . . . . . . . . . . . 53 Writing Utensils . . . . . . . . . . . . . . . . . . . . 70
Shadow Defense Cant . . . . . . . . . . . . 53 Writing Surfaces . . . . . . . . . . . . . . . . . . . . 74
Incantation (Shadow Offense) Trained Only . . . . 53 Paper Formats . . . . . . . . . . . . . . . . . . . . . 75
Shadow Weapon . . . . . . . . . . . . . . . 53 Alchemical Supplies . . . . . . . . . . . . . . . . . . . . . 76
Shadow Strike . . . . . . . . . . . . . . . . 53 Psionic Incense . . . . . . . . . . . . . . . . . . . . . . . . 76
Incantation (Shadow Control) Trained Only . . . . . 54 Magical Materials . . . . . . . . . . . . . . . . . . . . . . 77
Shadow Summon Cant . . . . . . . . . . . . 54 Magical Artifacts . . . . . . . . . . . . . . . . . . . . . . . 78
Shadow Control Cant . . . . . . . . . . . . . 55 Narcotics . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Incantation (Strike) Trained Only . . . . . . . . . . 55 MOLLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Strike Accuracy Cant . . . . . . . . . . . . . 55 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Strike Power Cant . . . . . . . . . . . . . . 55 Melee Weapons . . . . . . . . . . . . . . . . . . . . 87
Strike Speed Cant . . . . . . . . . . . . . . 55 Non-ballistic Ranged Weapons . . . . . . . . . . . . 91
Elemental Strike Cant . . . . . . . . . . . . 55 Grenades . . . . . . . . . . . . . . . . . . . . . . . . 92
Weapon Upgrades . . . . . . . . . . . . . . . . . . . . . . 92
Melee Weapon Upgrades . . . . . . . . . . . . . . . 92
VI Occupations 56 Ranged Weapon Upgrades . . . . . . . . . . . . . . 92
Medical Spell Practitioner . . . . . . . . . . . . . . . . . . 57 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Combat Spell Practitioner . . . . . . . . . . . . . . . . . . 57 Light Armor . . . . . . . . . . . . . . . . . . . . . . 92
Security Spell Practitioner . . . . . . . . . . . . . . . . . . 57 Medium Armor . . . . . . . . . . . . . . . . . . . . 94
Alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Heavy Armor . . . . . . . . . . . . . . . . . . . . . 94
Enchantment Spell Practitioner . . . . . . . . . . . . . . . 57 Armor Plates . . . . . . . . . . . . . . . . . . . . . . 94
Combat Psion . . . . . . . . . . . . . . . . . . . . . . . . 57 Mage Services . . . . . . . . . . . . . . . . . . . . . . . . 94
Utility Psion . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Psibladist . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Psionic Scholar . . . . . . . . . . . . . . . . . . . . . . . . 58 X Combat Actions 96
Combat Invoker . . . . . . . . . . . . . . . . . . . . . . . 58 Attack Actions . . . . . . . . . . . . . . . . . . . . . . . . 97
Shadow Seer . . . . . . . . . . . . . . . . . . . . . . . . . 58 Using an Aetherweapon . . . . . . . . . . . . . . . 97
Reaction . . . . . . . . . . . . . . . . . . . . . . . . 97
Move Actions . . . . . . . . . . . . . . . . . . . . . . . . . 97
VII Skills 59 Manipulating Objects . . . . . . . . . . . . . . . . . 97
Craft (Alchemy) Trained Only . . . . . . . . . . . . . . . 60 Scribe a Spell . . . . . . . . . . . . . . . . . . . . . 97
Acids and Bases . . . . . . . . . . . . . . . . . . . . 60 Release a Spell or Scroll . . . . . . . . . . . . . . . 97
Magecraft Inks . . . . . . . . . . . . . . . . . . . . . 60 Activate a Psionic Power . . . . . . . . . . . . . . . 97
Psionic Incense . . . . . . . . . . . . . . . . . . . . . 60 Drawing a Psiblade . . . . . . . . . . . . . . . . . . 97
Potion Slurry . . . . . . . . . . . . . . . . . . . . . . 60 Activating a Psiblade . . . . . . . . . . . . . . . . . 97
Base Potion Slurry . . . . . . . . . . . . . . 60 Tearing/Destroying paper . . . . . . . . . . . . . . 97
Powerful Potion Slurry . . . . . . . . . . . . 60
Metered Potion Slurry . . . . . . . . . . . . 60
Adding Effects to Potions . . . . . . . . . . . . . . . 60 XI Variant Rules 98
Storing Potions . . . . . . . . . . . . . . . . 60 Fantasy Adventuring Equipment . . . . . . . . . . . . . . 99
Harmful Effects . . . . . . . . . . . . . . . . 60 Wealth & Money . . . . . . . . . . . . . . . . . . . . 99
Helpful Effects . . . . . . . . . . . . . . . . . 61 Illumination . . . . . . . . . . . . . . . . . . . . . . . 99
iii

Tools and Equipment . . . . . . . . . . . . . . . . . 100 12 Equipment, Survival, Security, & Professional Gear 69
Services . . . . . . . . . . . . . . . . . . . . . . . . 100 13 Equipment, Computer Software . . . . . . . . . . . 69
Inn Stay . . . . . . . . . . . . . . . . . . . . 100 14 Ink . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Meals . . . . . . . . . . . . . . . . . . . . . 101 15 Nib Cost . . . . . . . . . . . . . . . . . . . . . . . . 72
Untrained Hireling . . . . . . . . . . . . . . 101 16 Pen Body Cost . . . . . . . . . . . . . . . . . . . . . 72
Pawnbroker . . . . . . . . . . . . . . . . . . 101 17 Pen Body Cost . . . . . . . . . . . . . . . . . . . . . 73
Weaponsmith . . . . . . . . . . . . . . . . . 101 18 Writing Utensils . . . . . . . . . . . . . . . . . . . . 74
Magical Supplier . . . . . . . . . . . . . . . 102 19 Writing Surfaces . . . . . . . . . . . . . . . . . . . . 75
Porter . . . . . . . . . . . . . . . . . . . . . 102 20 Equipment, Formatted Paper . . . . . . . . . . . . . 76
Doctor . . . . . . . . . . . . . . . . . . . . . 102 21 Alchemical Supplies . . . . . . . . . . . . . . . . . . 76
Healer . . . . . . . . . . . . . . . . . . . . . 102 22 Psionic Incense . . . . . . . . . . . . . . . . . . . . . 77
Scribe and Librarian . . . . . . . . . . . . . 102 23 Magical Materials . . . . . . . . . . . . . . . . . . . 78
Weapon Upgrades . . . . . . . . . . . . . . . . . . . . . . 102 24 Equipment, Narcotics . . . . . . . . . . . . . . . . . 86
Melee Weapon Upgrade—Blacked . . . . . . . . . 102 25 MOLLE . . . . . . . . . . . . . . . . . . . . . . . . . 87
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 26 Simple Melee Weapons . . . . . . . . . . . . . . . . 88
Light Armor . . . . . . . . . . . . . . . . . . . . . . 102 27 Aetherweapons . . . . . . . . . . . . . . . . . . . . 88
Medium Armor . . . . . . . . . . . . . . . . . . . . 102 28 Psiblade Hilts . . . . . . . . . . . . . . . . . . . . . . 89
Heavy Armor . . . . . . . . . . . . . . . . . . . . . 102 29 Psiblade Crafting . . . . . . . . . . . . . . . . . . . 89
Helmets . . . . . . . . . . . . . . . . . . . . . . . . . 103 30 Psiblade Upgrades . . . . . . . . . . . . . . . . . . 90
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 31 Equipment, Bows and Crossbows . . . . . . . . . . 91
Land Vehicles . . . . . . . . . . . . . . . . . . . . . 103 32 Grenades . . . . . . . . . . . . . . . . . . . . . . . . 92
Sea Vehicles . . . . . . . . . . . . . . . . . . . . . . 103 33 Melee Weapon Upgrades . . . . . . . . . . . . . . . 93
34 Ranged weapon upgrades . . . . . . . . . . . . . . 93
35 Equipment, Armor . . . . . . . . . . . . . . . . . . . 94
36 Equipment, Armor Plates . . . . . . . . . . . . . . . 94
37 Mage Services . . . . . . . . . . . . . . . . . . . . . 95

List of Tables 38
39
Combat Actions . . . . . . . . . . . . . . . . . . . . 97
Coins . . . . . . . . . . . . . . . . . . . . . . . . . . 99
40 Gems . . . . . . . . . . . . . . . . . . . . . . . . . . 99
41 Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
42 Jewelry . . . . . . . . . . . . . . . . . . . . . . . . . 99
1 Object Size & Spells . . . . . . . . . . . . . . . . . . 14 43 Illumination . . . . . . . . . . . . . . . . . . . . . . . 100
2 Time Required to Scribe a Spell . . . . . . . . . . . 14 44 Tools & Equipment . . . . . . . . . . . . . . . . . . 100
3 Ingot Sizes and Weights . . . . . . . . . . . . . . . . 37 45 Services . . . . . . . . . . . . . . . . . . . . . . . . 101
4 Common Items and Ingot Yield . . . . . . . . . . . 37 46 Services . . . . . . . . . . . . . . . . . . . . . . . . 101
5 Telekinesis, Suspend . . . . . . . . . . . . . . . . . 47 47 Services . . . . . . . . . . . . . . . . . . . . . . . . 102
6 Incantation Time Cost . . . . . . . . . . . . . . . . . 51 48 Melee Weapon Upgrade . . . . . . . . . . . . . . . 102
7 Magecraft Inks . . . . . . . . . . . . . . . . . . . . . 60 50 Ye Olde Armour, Helmets . . . . . . . . . . . . . . 103
8 Craft (Alchemy), Psionic Incense . . . . . . . . . . . 60 51 Sea Vehicle Sink Rate . . . . . . . . . . . . . . . . . 103
9 Craft (Alchemy), Potion Slurry . . . . . . . . . . . . 60 49 Ye Olde Armour . . . . . . . . . . . . . . . . . . . . 104
10 Potions, Harmful Effects . . . . . . . . . . . . . . . . 61 52 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . 104
11 Potions, Helpful Effects . . . . . . . . . . . . . . . . 61 53 Vehicle Weapons . . . . . . . . . . . . . . . . . . . 104
1

Chapter I

Modern Magika
2

Modern Magika is a supplemental book for the Ops and Tactics roleplaying game, focused around elements of fantasy, magic, and
the supernatural. It makes elves, dwarves and other fantastic races available to create characters from, and introduces several new
systems of magic with highly customizable effects, along with artifacts and new equipment associated with them. Standard magecraft
revolves around the user’s intelligence, and draws its power from written words and formulas of power. Whether a spell is scrawled
with crayon or scribed on fine parchment with high-quality mystical inks, the pen is mighty. Psionics revolve around the user’s wisdom,
and draws its power directly from the mind and body of those practicing it. Whether that power is focused within or without, psions are
flexible and able to shift their focus on the fly. Incantations revolve around the user’s charisma, and draw their power from spoken
words and languages of power. Whether summoning shadowy beasts or inflicting hexes, words can very much hurt you. With the
inclusion of adventuring equipment, Modern Magika can be used to run modern fantasy games as readily as it can handle a more
fantastical game, or anything in-between.
3

Chapter II

Races
4

Modern Magika introduces new races that may be played, that • Orcish Karkarash Proper, Karkarash Gutter, Karkarash
each have their own benefits and penalties. Races are not limited in Technical, Karkarash Expressive, Kardali*
the Occupations that may be selected These races are considered
sapient and have the ability to freely take feats as any sapient can.
*This is an ancient language. In the modern world it is spoken
only by scholars, or in some cases by small populations in isolated
Ops & Tactics and Race corners of the world.

For Ops & Tactics games every playable character is


considered human and thus, a few stats are implied. In Modern
Magika, each race has their own separate character stats. The
Humans
changes are below.
Standard Human
Core Hit Points A standard human is the default race for Ops and Tactics.
The CHP formula is decided by the race of the character.

Physical description
Combat Points
The Combat Points given to a character is decided by the race A healthy standard human typically stands from 5-6’, and weighs
of the character. between 110-260 lbs. The men are noticeably taller than the women
on average, but there are plenty of exceptions, in both cases.
Human skin tone ranges from a near black to pale white, and their
Starting Feats hair ranges from black to white, in all forms and textures. The
Each character only receives two feats at starting level and bonus average human lifespan is 72 years, reaching physical adulthood
feats are added or subtracted based on the race of the character. between the ages of 13-18.

Age
Language
The age levels differ greatly based on race. Some races mature
faster, while others may take a longer time, and life expectancy is Humans have the largest span of languages of any race, with
different for every race, and should be noted as such. dialects from major sects of languages being extremely common.
The most commonly spoken languages for humans are Mandarin,
Physical Adulthood and Legal Adulthood Spanish, English, and Arabic, but it is not uncommon for a human
to speak nearly any language, based on their homeland location
Physical adulthood is the age at which the race in question is able and culture they’ve integrated themselves with. Trade Bant is also
to comfortably and safely produce offspring. This is not the same a common language for humans.
thing as legal adulthood, which is a legal standing that denotes the
age of majority, granting the person in question full rights to adult
benefits, such as the ability to consume alcohol legally, purchase Names
firearms and sign contracts.
Human names typically come in two parts, inducing a given
Height and Weight name, or first name and a last name, or family name, that denotes
what family the person is from. Often a middle name is given, to
Height and weight averages are different per race and should distinguish between two people who may have the same exact
be taken into account when making a character. name because of family, or simply for style and cultural reasons.

Eye, Skin and Hair Color


Human Racial Traits
While hair color is very easily changeable, eye and skin color
generally follows patterns based on race and should be noted as • 5Humans are Medium sized creatures.
such when creating a character.
• 5Humans receive an extra feat at 1st level, which can be
New Language Groups used on any feat that the human qualifies for.
• Common Trade Bant Simplified
• ♦Humans have a base Combat Point score of 15.
• Human Trade Bant Traditional
• Dragon Colate, Tiahma, Lungdao, Kobalthwyn • ♦Human CHP formula is CON Score + 2.
• Dwarven Modern Dwemer, Reformed Dwemer, Dvergjar*
• ♦Humans have Trade Bant Traditional as their native
• Elven Eludein, Sidhe, Haramut, Islakawa language, and can select any language as a second language.
5

Dwarves Cave Dwarf


Physical description
Hill Dwarf
A healthy cave dwarf typically stands between 4-5½’, and weighs
Physical description between 170-200 lbs. The men are slightly taller than the women
A healthy hill dwarf typically stands between 4-5½’, and weighs on average. The male dwarfs begin to grow a beard right at the
between 180-280 lbs. The men are slightly taller than the women beginning of adulthood, which is a prized and cherished possession
on average. The male dwarves begin to grow a beard right at the and badge of manhood, while a female dwarf’s hair begins to
beginning of adulthood, which is a prized and cherished possession grow to an impressive length, which is well kept and treasured
and badge of manhood, while a female dwarves’ hair begins to as a symbol of womanhood. Dwarven skin tone ranges from
grow to an impressive length, which is well kept and treasured as a dark brown to a light olive, and their hair ranges from black
a symbol of womanhood. Dwarven skin tone ranges from a dark to a dark brown, usually in a thick, curly or coarse texture. The
brown to a light olive, and their hair ranges from black to a dark average dwarven lifespan is 145 years, reaching physical adulthood
brown, usually in a thick, curly or coarse texture. The average between the ages of 19-25. Cave dwarves have eyes suited to
dwarven lifespan is 145 years, reaching physical adulthood between darker environments, and as such their eye color tends to range
the ages of 19-25. from a offwhite color to a light violet color.

Language
Language
The native language of a cave dwarf is Reformed Dwemer,
The native language of a hill dwarf is Modern Dwemer, but many
but many speak, read, and can write in Dvergjar for Ceremonial
speak, read, and can write in Reformed Dwemer for technical
reasons. Trade Bant Simplified is also a common language for cave
reasons. Trade Bant Simplified is also a common language for hill
dwarves.
dwarves.
Names
Names
Cave dwarves have three names, the first name being a given
Hill dwarves have three names, the first name being a given name, and is used to refer to the particular dwarf, the second name
name, and is used to refer to the particular dwarf, the second name being their family name, that denotes their immediate family, and
being their family name, that denotes their immediate family, and the third being their clan or communal name, that signifies their
the third being their clan or communal name, that signifies their original hometown or village.
original hometown or village.
Cave Dwarf Racial Traits
Hill Dwarf Racial Traits
• 5Cave dwarves are Medium Sized Creatures.
• 5Hill dwarves are Medium sized creatures. • 5Cave dwarves can choose between Archaic Weapon
• 5Hill dwarves can use any melee weapon as if it were one Proficiency (Maces) or Archaic Weapon Proficiency (Picks), at
size smaller. This only applies to using, not concealing. 1st level for free.

• 5Hill dwarves receive the extra feat Archaic Weapon


• 5Cave dwarves possess Low-Light Vision, allowing them to
see twice as far as normal in poor lightning conditions, as
Proficiency (Axes) at 1st level for free.
well as distinguish colors, even in dim lighting.
• 5Hill dwarves gain a +2 Racial Recoil Bonus to recoil when • 5When calculating the carrying capacity for a cave dwarf,
using any weapon that has recoil. multiply all carrying capacity values by 2.
• 5When using the Extra Effort action, hill dwarves are not • 5When cave dwarves are in direct sunlight or bright light,
Flat-footed and can still make Attacks of Opportunity. and not wearing welding goggles, sunglasses, or any other
type of equipment that dims lighting, they are considered
• When using the Extra Effort action, after their turn has blind.
completed, hill dwarves receive ¾ of their normal Combat
Points after using Extra Effort instead of ½. • 5Cave dwarves gain a +5 Racial Recoil Bonus to recoil when
using any weapon that has recoil.
• Hill dwarves receive the extra feat Favored Type (Slashing)
at 1st level for free. • Cave dwarves receive a +5 bonus to all fortitude saving throw
to resist against all diseases and poisons.
• Hill dwarves can not be inebriated.
• Cave dwarves can not be inebriated.
• ♦Hill dwarves have a base Combat Point Score of 12. • ♦Cave dwarves have a base Combat Point Score of 12.
• ♦Hill dwarves CHP formula is CON Score + 5. • ♦Cave dwarves CHP formula is CON Score + 8.
• ♦Hill dwarves can select Modern Dwemer or Reformed • ♦Cave dwarves can select Reformed Dwemer or Trade Bant
Dwemer as their native language. Simplified as their native language.
6

Plateau Dwarf a mere glance. Elves have slightly pointed ears, that they often
decorate with jewelry and piercings. High elven skin tone ranges
Physical description
from a pale white to a soft tan, and their hair ranges from white
A healthy plateau dwarf typically stands between 4-5½’, and to a light blond, usually in a long straight texture. The average
weighs between 140-170 lbs. The men are slightly taller than the elven lifespan is 160 years, reaching physical adulthood between
women on average. The male dwarfs begin to grow a beard right the ages of 20-27.
at the beginning of adulthood, which is a prized and cherished
possession and badge of manhood, while a female dwarf’s hair Language
begins to grow to an impressive length, which is well kept and
treasured as a symbol of womanhood. Dwarven skin tone ranges The native language of a High elf is Eludein. High elves will
from a light brown to a dark brown, and their hair ranges from light usually speak a multitude of languages.
brown to black, usually in a straight texture. The average dwarven
lifespan is 145 years, reaching physical adulthood between the Names
ages of 19-25. Plateau dwarven eye color tends to range from dark High Elven names are typically one long singular name, that is
brown to light hazel. often shortened for ease of speech with other races. This name is
almost always in Eludein.
Language
The native language of a plateau dwarf is Dvergjar, but many High Elven Racial Traits
speak, read, and can write in Trade Bant Simplified or Reformed • 5High elves are Medium sized Creatures.
Dwemer.
• 5High elves have a Mental Limit equal to ((6+WIS Score)×CL)
Names + 60.

Plateau dwarves have two names, the first name usually being • 5High elves receive a −4 Racial Recoil Penalty to recoil when
an adjective describing them and the second name being a noun, using any weapon that has recoil.
most often an animal or plant, but it is not unheard of to have other • 5High elves receive the extra feat Practiced Stylus for free
nouns besides plants or animals. at 1st level, even if they do not meet the prerequisites.
• High elves receive the extra feat Runic Stylus (Any) for free
Plateau Dwarf Racial Traits
at 1st level, even if they do not meet the prerequisites.
• 5Plateau dwarves are Medium Sized Creatures. • ♦High elves are herbivores. Consuming food out of this diet
• 5Plateau dwarves can choose between Archaic Weapon causes them to become Sickened for 24 hours.
Proficiency (Spears) or Archaic Weapon Proficiency (Bows),
• ♦High elves have a base Combat Point Score of 17.
at 1st level for free.
• ♦High elves CHP formula is CON Score − 1.
• 5Plateau dwarves have a permanent +8 racial bonus to all
Athletics checks. • ♦High elves have Eludein as their native language, and can
select Sidhe or Haramut as a secondary language.
• 5Plateau dwarves gain a +3 Racial Recoil Bonus to recoil
when using any weapon that has recoil.
Forest Elf
• Plateau dwarves receive the extra feat Exotic Melee Weapon
Physical description
Proficency (Any Two) at 1st level for free.
A healthy forest elf typically stands between 5-5½’, and weighs
• Plateau dwarves can not be inebriated.
between 130-185 lbs. The men are usually taller than the women.
• ♦Plateau dwarves have a base Combat Point Score of 13 Elves have slightly pointed ears, that they often decorate with
jewelry and piercings. Forest elven skin tone ranges from a mid
• ♦Plateau dwarves CHP formula is CON Score + 4. olive to a dark tan, and their hair ranges from light brown to a
dark brown, usually in a long straight texture. The average elven
• ♦Plateau dwarves have Dvergjar as their native language,
lifespan is 160 years, reaching physical adulthood between the
and can select Reformed Dwemer or Trade Bant Simplified
ages of 20-27.
as a secondary language.
Language
Elves The native language of a forest elf is Sidhe.
High Elf
Names
Physical description
Forest elven names are similar to human names with a family
A healthy high elf typically stands between 4-5½’, and weighs name and a given name, but they almost always have some kind
between 100-170 lbs. The men and women are usually of the same of given identifier that notes one or two outstanding traits of the
height and facial features, making them difficult to determine at person. This name is almost always in Sidhe.
7

Forest Elven Racial Traits • Desert elves are immune to hot environments. They do not
have to make a Saving Throw against hot environments.
• 5Forest elves are Medium Sized Creatures.
• Desert elves receive the extra feat Ballistic Specialization at
• 5Forest elves have a Mental Limit equal to ((6+WIS 1st level for free, even if they do not meet the prerequisites.
Score)×CL) + 30.
• ♦Desert elves are Herbivores. Consuming food out of this
• 5Forest elves receive the extra feat Archaic Weapon diet causes them to become sickened for 24 hours.
Proficiency (Bows), at 1st level for free.
• ♦Desert elves have a base Combat Point Score of 17.
• 5Forest elves receive a −3 Racial Recoil Penalty to recoil
when using any weapon that has recoil. • ♦Desert elves CHP formula is CON Score − 1.

• 5Forest elves possess Low-Light Vision, allowing them to see • ♦Desert elves have Haramut as their native language, and
twice as far as normal in poor lightning conditions, as well receive Trade Bant Simplified as a secondary language.
as distinguish colors, even in dim lighting.

• Forest elves can choose between Archaic Weapon Proficiency Island Elf
(Any) or Exotic Melee Weapons Proficiency (Any Two), at 1st Physical description
level for free.
A healthy island elf typically stands between 4’-5’, and weighs
• ♦Forest elves have a base Combat Point Score of 17. between 80-120 lbs. The men are usually slightly taller than the
women. Island elves have slightly pointed ears. Island elven skin
• ♦Forest elves CHP formula is CON Score − 1.
tone ranges from a dark tan to a deep dark tone, and their hair
• ♦Forest elves have Sidhe as their native language, and ranges from dark brown to a black, and can be straight or curly,
receive Trade Bant Simplified as a secondary language. depending on the particular island elf. The average elven lifespan is
160 years, reaching physical adulthood between the ages of 20-27.
Island elves almost always have intricate tattoos as well, that can
Desert Elf range in size and intricacy from one person to the next.
Physical description
Language
A healthy desert elf typically stands between 4½’-5½’, and weighs
between 120-160 lbs. The men are usually taller than the women. The native language of an island elf is Islakawa.
Elves have slightly pointed ears, that they often decorate with
jewelry and piercings. Desert elven skin tone ranges from a light Names
tan to a deep dark tone, and their hair ranges from light brown
to a black, usually in a long straight texture. The average elven Island elves can have anywhere from three to five names, the
lifespan is 160 years, reaching physical adulthood between the first few names denoting their birth location such as an island or
ages of 20-27. country, then their family name and finally their personal identifying
name. This name is usually in Islakawa.
Language
Island Elven Racial Traits
The native language of a desert elf is Haramut.
• 5Island elves are Medium Sized Creatures.
Names • 5Island elves receive the extra feat Psiblade Proficiency at
1st level for free, even if they do not meet the prerequisites.
Desert elves usually keep a multitude of names. They have a
given name, as well as a notated name that they usually give out • 5Island elves receive a −3 Racial Recoil Penalty to recoil when
to strangers and associates. They only give their true given name using any weapon that has recoil.
to those they trust.
• 5Island elves possess Low-Light Vision, allowing them to see
Desert Elven Racial Traits twice as far as normal in poor lightning conditions, as well
as distinguish colors, even in dim lighting.
• 5Desert elves are Medium Sized Creatures.
• 5Island elves do not have to spend any time meditating to
• 5Desert elves can choose between Black Powder Proficiency maintain their psionic focus, or to keep their personal psiblade
or Personal Firearms Proficiency, at 1st level for free charged. This ablity only applies to a single psiblade that the
island elf designates.
• 5Desert elves receive a −2 Racial Recoil Penalty to recoil
when using any weapon that has recoil. • Island elves are immune to wet environments. They do not
have to make a Saving Throw against diseases.
• 5Desert elves possess Blindsight, which allows them to fight
in total lack of visibility, either through environment or lack • Island elves are weak to dry environments. They require
of sight. This ability has a 35’ range. double the normal water intake in dry environments.
8

• Island elves can choose a single Skill Focus(Fluid Dy- Bayou Orcs
namics, Plasma Dynamics, Telekinesis, Telepathy, or
Psychometabolism) feat at 1st level for free. Physical description

• ♦Island elves have a base Combat Point Score of 16. A healthy bayou orc typically stands between 5¾-6½’, and
weighs between 160-270 lbs. The males are significantly larger
• ♦Island elves CHP formula is CON Score. than the females, usually towering a good foot above them. Male
and female orcs begin to grow out their inferior canines as they
• ♦Island elves have Islakawa as their native language, and
reach adulthood, that sit in front of the lower lip once fully grown.
receive Trade Bant Simplified as a secondary language.
These canines are considered a badge of adulthood, and are kept
clean and sharp. Orc skin tone ranges in the grays, browns, and
Orcs greens, and their hair ranges from dark brown to black, usually
in a coarse, curly texture. The average orc lifespan is 130 years,
reaching physical adulthood between the ages of 16-20.
Plains Orcs
Physical description
Language
A healthy plains orc typically stands between 5¾-6½’, and weighs
between 160-270 lbs. The males are significantly larger than the The native language of a bayou orc depends on their background.
females, usually towering a good foot above them. Male and They primarily speak Karkarash Gutter, but have been known to
female orcs begin to grow out their inferior canines as they reach speak Karkarash Technical as well.
adulthood, that sit in front of the lower lip once fully grown. These
canines are considered a badge of adulthood, and are kept clean
and sharp. Orc skin tone ranges in the grays, browns, and greens, Names
and their hair ranges from dark brown to black, usually in a coarse,
curly texture. The average orc lifespan is 130 years, reaching Bayou orcs generally have two sets of names. The first name
physical adulthood between the ages of 16-20. being their legal, recorded name, that usually follows the same
naming conventions that humans use, and a second, given name
at a teeth cutting ceremony. The newly adult orc is given a title,
Language that includes their first name, with an adjective describing them. As
The native language of a plains orc depends on their background. they go throughout life, they will be granted more titles by more
experienced, higher titled orcs.
Names
Plains orcs generally have two sets of names. The first name Bayou Orc Racial Traits
being their legal, recorded name, that usually follows the same
naming conventions that humans use, and a second, given name • 5Bayou orcs are Medium sized creatures.
at a teeth cutting ceremony. The newly adult orc is given a title,
that includes their first name, with an adjective describing them. As • 5Bayou orcs can use any ranged weapon as if it were one
they go throughout life, they will be granted more titles by more size smaller. This only applies to using, not concealing.
experienced, higher titled orcs.
• 5Bayou orcs can not use Fine, Diminutive, or Tiny sized
Plains Orc Racial Traits weapons, and take a −2 penalty when using all Small sized
weapons.
• 5Plains orcs are Medium sized creatures.
• Bayou orcs receive the extra feat Brawl at 1st level for free.
• 5Plains orcs can use any ranged weapon as if it were one
size smaller. This only applies to using, not concealing.
• Bayou orcs are immune to wet environments. They do not
• 5Plains orcs can not use Fine, Diminutive, or Tiny sized have to make a Saving Throw against diseases.
weapons, and take a −2 penalty when using all Small sized
weapons. • Bayou orcs are weak to dry environments. They require
double the normal water intake in dry environments.
• Plains orcs receive the extra feat Combat Martial Arts at 1st
level for free.
• ♦Bayou orcs multiply their base Fortitude Saving Throw by
• ♦Plains orcs gain a +3 Racial Recoil Bonus to recoil when 1.5.
using any weapon that has recoil.
• ♦Bayou orcs have a base Combat Point score of 14.
• ♦Plains orcs have a base Combat Point score of 14.
• ♦Bayou orcs CHP formula is CON Score + 3.
• ♦Plains orcs CHP formula is CON Score + 3.

• ♦Plains orcs can select Karkarash Proper, Karkarash • ♦Bayou orcs can select Karkarash Technical or Karkarash
Technical or Karkarash Gutter as their native language. Gutter as their native language.
9

Canyon Orcs Mountain Goblins


Physical description Physical description
A healthy canyon orc typically stands between 5¾-6½’, and A healthy mountain goblin typically stands between 4½-5’, and
weighs between 160-270 lbs. The males are significantly larger weighs between 70-120 lbs. The males are slightly larger than the
than the females, usually towering a good foot above them. Male females. Goblin skin tone ranges in the grays, browns, and greens,
and female orcs begin to grow out their inferior canines as they and their hair ranges from dark brown to black, usually in a coarse,
reach adulthood, that sit in front of the lower lip once fully grown. curly texture. The average goblin lifespan is 75 years, reaching
These canines are considered a badge of adulthood, and are kept physical adulthood between the ages of 14-19.
clean and sharp. Orc skin tone ranges in the grays, browns, and
greens, and their hair ranges from dark brown to black, usually Language
in a coarse, curly texture. The average orc lifespan is 130 years,
reaching physical adulthood between the ages of 16-20. The native language of a mountain goblin is Karkarash Technical,
though many of them also speak Karkarash Proper or Karkarash
Gutter.
Language
The native language of a canyon orc depends on their Names
background. They primarily speak Karkarash Expressive, but have
been known to speak a multitude of languages. Mountain goblins generally have a single name, that spells out
their personal name, their family name, and a much wider area
called their mountain name, signifying what mountain or mountain
Names region they hail from.
Canyon orcs generally have two sets of names. The first name
being their legal, recorded name, that usually follows the same Mountain Goblin Racial Traits
naming conventions that humans use, and a second, given name
at a teeth cutting ceremony. The newly adult orc is given a title, • 5Mountain goblins are Small sized creatures. They gain a
that includes their first name, with an adjective describing them. As +1 size bonus to Defense, and a -1 size penalty to all melee
they go throughout life, they will be granted more titles by more attack rolls.
experienced, higher titled orcs. • 5When calculating the carrying capacity for a mountain
goblin, multiply all carrying capacity values by .75. This
Canyon Orc Racial Traits carrying capacity reduction includes the calculation for small
creatures.
• 5Canyon orcs are Medium sized creatures.
• 5Mountain goblins can use any ranged weapon as if it were
• 5Canyon orcs have a Mental Limit equal to ((6+WIS one size smaller. This only applies to using, not concealing.
Score)×CL) + 60.
• 5Mountain goblins can not use Colossal or Gargantuan sized
• 5Canyon orcs can use any ranged weapon as if it were one weapons, take a −6 attack penalty when using all Huge
size smaller. This only applies to using, not concealing. weapons, take a -2 attack penalty when using all Large
sized weapons, and take a -1 attack penalty when using all
• 5Canyon orcs can not use Fine, Diminutive, or Tiny sized
Medium sized weapons.
weapons, and take a −2 penalty when using all Small sized
weapons. • 5Mountain goblins have a Mental Limit equal to ((6+WIS
Score)×CL) + 35.
• 5Canyon orcs regenerate spent Mental Limit from Incanta-
tions twice as fast as normal (20% instead of 10%). • 5Mountain goblins receive the extra feat Improved Initiative
at 1st level for free.
• Canyon orcs receive the extra feat Second Wind for free at
1st level, even if they do not meet the prerequisites. • 5Mountain goblins possess Low-Light vision, allowing them
to see twice as far in poor lighting conditions, as well as
• Canyon orcs are immune to dry environments. They require distinguish colors, even in dim lighting.
half the water intake of a normal character.
• Mountain goblins receive the extra feat Danger Sense at 1st
• Canyon orcs can keep ((6+CHA Modifier)×CL) Incantation level for free.
recipes
• Mountain goblins receive the extra feat Skill Focus(Craft(Any))
• ♦Canyon orcs multiply their base Will Saving Throw by 1.5. at 1st level for free.
• ♦Canyon orcs have a base Combat Point score of 14. • ♦Mountain goblins have a base Combat Point score of 16
• ♦Canyon orcs CHP formula is CON Score + 3. • ♦Mountain goblins CHP formula is CON Score.

• ♦Canyon orcs can select Karkarash Expressive, Trade Bant • ♦Mountain goblins can select Karkarash Proper, Karkarash
Simplfied, or Trade Bant Traditional as their native language. Technical or Karkarash Gutter as their native language.
10

Dragons • 5All clothing and armor purchased for Dragonbreeds has


an increased cost of 25%.
All dragons have tails that can be targeted. They have the same
targeting rules as legs. Any armor that provides protection to legs, • Once every five minutes, dragonbreeds have a breath
will also provide protection to tails. weapon. This breath weapon can be fired in a 10’ cone, or
All dragons have Alternate Biochemistry. They gain no benefit a 20’ line, causing 3d2+(1d2 per Character level) of damage.
from using standard medicines and pharmaceuticals, and instead The type of damage this breath weapon causes is the same
must have specific pharmaceuticals made for dragons. All kind of damage the dragonbreed has a natural energy
medicines, drugs, and pharmaceuticals for Dragons cost twice resistance to. It cost 8 Combat Points to activate this ability.
as much and when crafting pharmaceuticals for dragons, the TN is Any creature caught in the breath may make a Reflex Saving
increased by +6 Throw [TN8 + Ranged Attack Modifier] for half damage. In
addition, Dragonbreed gain an effect of the breath weapon
dependent on what kind of Energy they select
Dragonbreed
Physical description – Fire Any creature caught in the breath makes a Fortitude
Saving Throw [TN12 + (Character Level * 2)] or catches
A healthy dragonbreed typically stands between 5¾-7’, and fire for 1d4 per round for 1d3+1 rounds or until they
weighs between 180-350 lbs. The males are significantly larger extinguish themselves.
than the females, usually towering a good foot above them. Male
– Cold Any creature caught in the breath makes a
and female dragonbreed begin to grow out their claws as they
Fortitude Saving Throw [TN12 + (Character Level * 2)] or
reach adulthood. These claws are considered a badge of adulthood,
lose 1d3 Combat Points for 2d3 rounds.
and are well taken care of. Dragonbreed have thin scales covering
their body, which can range in a multitude of colors, but the most – Concussive Any creature caught in the breath makes
common colors being red, blue, green, yellow, brown, and black. a Fortitude Saving Throw [TN12 + (Character Level * 2)]
Dragonbreed do not have hair. The average dragonbreed lifespan or be knocked prone and stunned for 1d2+1 rounds.
is 340 years, reaching physical adulthood between the ages of – Acid Any creature caught in the breath makes a
40-45. Fortitude Saving Throw [TN12 + (Character Level * 2)] or
take 1/2 full damage from the breath attack the following
Language round.
The native language of a dragonbreed depends on their – Electricity Any creature caught in the breath makes a
background. The will often speak Tiahma or Lungdao. Fortitude Saving Throw [TN12 + (Character Level * 2)] or
be paralyzed for 1 round.
Names • Dragonbreeds have a Mental Limit equal to ((6+WIS
Dragonbreeds have one name, given to them at birth. This name Score)×CL) + 30.
can span multiple words, however.
• ♦Dragonbreeds are carnivores. Consuming food out of this
diet causes them to become sickened for 24 hours.
Dragonbreed Racial Traits
• ♦Dragonbreeds have a base Combat Point score of 13.
• 5Dragonbreeds are Medium sized creatures.
• ♦Dragonbreeds CHP formula is CON Score + 3.
• 5Dragonbreeds can not use Fine, Diminutive, or Tiny sized
weapons, and take a −2 penalty when using all Small sized • ♦Dragonbreeds can select Tiahma or Lungdao as their native
weapons. language.
• 5Dragonbreeds have claws, which are natural melee
weapons. This weapon cause 1d4+POW slashing damage that Kobolds
are considered Small melee weapons. They are considered
proficient with this weapon and do not suffer a penalty for Physical description
using these weapons due to size.
A healthy kobold typically stands between 3¾-4½’, and weighs
• 5Dragonbreeds may select cold, fire, concussive, acid, or between 90-140 lbs. The males are slightly larger than the females.
electricity. They gain a natural energy resistance against the Male and female Kobolds gain large ears as they reach adulthood.
selected type of damage that grants them 3 DR against all Kobolds have thin scales covering their body, which are usually a
damage of that type. This selection is permanent. light green to a dark brown color. Kobolds do not have hair. The
average Kobold lifespan is 80 years, reaching physical adulthood
• 5Dragonbreeds have Alternate Biochemistry. They gain no between the ages of 14-16.
benefit from using standard medicines and pharmaceuticals,
and instead must have specific pharmaceuticals made Language
for Dragons. All medicines, drugs, and pharmaceuticals
for Dragons cost twice as much and when crafting The native language of a Kobold is Kobalthwyn. They will often
pharmaceuticals for Dragons, the TN is increased by +6. speak Trade Bant Simplified.
11

Names detected at twice the ranges noted above. Overpowering


odors can be detected at triple normal range. When an
Kobolds have a rather unique naming system, in which their
odor is detected, the exact location is not revealed—only
name constantly changes, due to any changing circumstances, or
its presence somewhere within range. If the kobold moves
events that happen with the kobold. The Kobold will have to refer
within 30 feet of the source, they can pinpoint that source.
to his old names when reuniting with old friends and acquaintances,
to update them. Usually, these names are flattering to the kobold, • ♦Kobolds have a base Combat Point score of 18.
but some can be less than flattering. Non-kobolds will usually refer
to the first name they know the kobold by, to no offense to the • ♦Kobolds CHP formula is CON Score - 2.
kobold.
• ♦Kobolds have Kobalthwyn as their native language and
receive Trade Bant Simplified as a secondary language.
Kobold Racial Traits
• 5Kobolds are Small sized creatures. They gain a +1 size
Sslythen
bonus to Defense, and a −1 size penalty to all melee attack
rolls. Physical description
• 5When calculating the carrying capacity for a kobold, A healthy Sslythen typically stands between 5¾-6½’, and weighs
multiply all carrying capacity values by .50. This carrying between 130-290 lbs. The males and females are nearly the same
capacity reduction includes the calculation for small creatures. height. Male and female Sslythen gain strong, thick tails as they
mature. Sslythen have thin scales covering their body, which are
• 5Kobolds can not use Colossal or Gargantuan sized weapons, usually a light green to a dark green color. Sslythen do not have
take a −6 attack penalty when using all Huge weapons, take hair. The average Sslythen lifespan is 110 years, reaching physical
a −2 attack penalty when using all Large sized weapons adulthood between the ages of 19-24.
and take a −1 attack penalty when using all Medium sized
weapons.
Language
• 5Kobolds can communicate entirely without any kind of
verbal communication, through the use of fine, rapid nose The native language of a Sslythen is Lungdao. The will often
twitches. speak Trade Bant Simplified.

• 5Kobolds possess Darkvision, which allows them to see in Names


total darkness, out to 50 feet. This vision is black-and-white
only. Sslythen have three names, the first being the given name, and
the second being the clan name. The third name is usually the title,
• 5Kobolds have Receptive Healing. They heal at twice the job, or designation given to that Sslythen, and changes when their
normal amount from all medicinal and magical healing, and job changes.
heal twice as fast through normal healing.
• 5Kobolds are weak to Cold Environments. The Fortitude Sslythen Racial Traits
Saving Throw to resist cold environments is doubled.
• 5Sslythens are Medium sized creatures.
• 5Kobolds have Alternate Biochemistry. They gain no • 5Sslythens have the Fast Healing ability, allowing them to
benefit from using standard medicines and pharmaceuticals,
and instead must have specific pharmaceuticals made regenerate 1 CHP per round. Fast healing stops working when
for Dragons. All medicines, drugs, and pharmaceuticals a sslythen is reduced to −10 CHP or fewer. Fast Healing also
for Dragons cost twice as much and when crafting doesn’t restore HP lost to starvation, thirst, or suffocation,
pharmaceuticals for Dragons, the TN is increased by +6. and it doesn’t allow a creature to regrow or reattach severed
body parts.
• Kobolds possess Low-Light Vision, giving them the ability to
recognize color and read in near total darkness. • 5Sslythens possess Low-Light Vision, allowing them to see
twice as far as normal in poor lightning conditions, as well
• Kobolds possess Blindsight, which allows them to fight in total as distinguish colors, even in dim lighting.
lack of visibility, either through environment or lack of sight.
This ability has a 35’ range. • 5Sslythens have tails, which are natural melee weapon.
This weapon causes 1d8+POW bludgeoning damage that is
• Kobolds gain a +4 to all Perception checks that can take use considered a Small weapon. They can also use their tail for
of their Scent ability. all trip and disarm attacks. They are considered proficient
with this weapon and do not suffer a penalty for using these
• ♦Kobolds possess the Scent ability, which allows them to
weapons due to size.
detect approaching enemies, sniff out hidden foes, and track
by sense of smell. Races with the Scent ability can identify • 5Sslythens are immune to hot environments. They do not
familiar odors. The creature can detect any object or creature have to make a Saving Throw against hot environments
that has an odor within 150 feet by sense of smell. If the
object or creature is upwind, the range increases to 300 • 5Sslythen are weak to cold environments. The Fortitude
feet; if downwind, it drops to 75 feet. Strong odors can be Saving Throw to resist cold environments is doubled.
12

• 5Sslythens have Alternate Biochemistry. They gain no • ♦Sslythens have a base Combat Point score of 14.
benefit from using standard medicines and pharmaceuticals,
and instead must have specific pharmaceuticals made • ♦Sslythens CHP formula is CON Score + 1.
for Dragons. All medicines, drugs, and pharmaceuticals
for Dragons cost twice as much and when crafting
• ♦Sslythens have Lungdao as their native language and
pharmaceuticals for Dragons, the TN is increased by +6.
receive Trade Bant Simplified as a secondary language.
• Sslythens are immune to dry environments. They do not
require additional water beyond the normal amount in hot
or very hot climates.
Hybrid Races
• Sslythens have the Regeneration ability, which grants the
race the ability to regrow and reattach severed body parts, It is quite common that a character will have parents of different
allows extremity damage to be healed as if it were normal races as time, location, and culture have integrated people of
HP damage without surgery, and stop bleeding at the rate different races into the same community.
of 1 bleed damage per 5 rounds. Severed parts that aren’t When having a character with two racial backgrounds, choose
reattached wither and die normally. Regeneration doesn’t which race is dominant, and which one is recessive. The dominant
restore hit points lost to starvation, thirst, or suffocation.
trait is the one that will be most visible, and will have the effect on
Regeneration stops working when sslythen are reduced to appearance, while the recessive trait is the one that will have the
−10 CHP or fewer. effect on the racial ability benefits and penalties.
• ♦Sslythens are carnivores. Consuming food out of this diet A ♦ symbol next to a racial trait indicates that it is a recessive
causes them to become Sickened for 24 hours. trait. A 5 symbol indicates that it is a dominant trait.
13

Chapter III

Magecraft
14

Mental Limit has enough skill modifiers in the specified Spellschool and Mental
Limit space to scribe the spell, then the character scribes the scroll.
The ability to use magic regardless of type is tied to a All spells have a base cost which is the bare minimum that must
character’s Mental Limit. The formula for the Mental Limit be spent in order to access any of the higher spell enhancements.
is ((6+WIS Score)×Character Level)+40 Even if a character does not want the base cost’s effect, it still must
be paid for. Many base cost have multiple options, that must be
chosen when creating the spell. The cost of the spell, when adding
up increasing cost, is absolute not cumulative.
Magecraft, Spellpoints, and the Spellschool Spells with ranged components have absolute ranges unless
Skill otherwise noted.

Magecraft is split into eight separate classes, each with its Example: When increasing the amount of dice with a SP
own definitive way of producing effects from the magical potential cost of 3 SP + 1 SP per increase, to increase it three times
energy that exist. would cost 6 SP, not 15 SP.
The Spellschool Skills are focused skills for all characters.
Some spellschools have cantrips, that can be scribed and
Spellschool (INT) released independent of the base cost. Unless otherwise noted,
cantrips cannot receive any enhancements, however, cantrips can
You are skilled at scribing spells in the mathematical language be added to a larger spell, to receive the effect of the cantrip.
of magecraft and understanding magical scribing. This skill
encompasses eight categories, each of them treated as a separate SP Cost Time Taken
skill: Abjuration, Conjuration, Divination, Enchantment, Evocation,
0 3 Combat Points
Illusion, Necromancy, and Transmutation.
1-2 9 Combat Points
Spellschool skills are specifically focused on crafting spells and
3-5 5 Minutes
reading crafted spells. In order to scribe a spell, a character must
6-7 10 Minutes
have a writing medium and a writing utensil that will write on that
medium. A character has a limited amount of spells that they can 8-10 20 Minutes
scribe and keep on retention at one time, called their Mental Limit. 11+ 5 Minutes per SP
The quality of the writing surface determines how many times
Table 2: Time Required to Scribe a Spell
a mage can use the same writing surface. Cheaper surfaces, such
as plain copy paper, are burned up after a single use, while more When scribing for more than 8 hours at a time, a character
permanent surfaces, such as concrete or brick, can literally be used becomes fatigued. When scribing for more than 12 hours at a time,
an unlimited amount of times. a character becomes exhausted.
A character may at any time destroy (usually through fire)
any spell they have to regain the global Mental Limit back, and
reuse them towards another spell. A character can also scribe Changing Spells on the Fly
more spells than they have Mental Limit, and this new Mental Limit A mage may replace up to ¼ of their total spellschool score
use overwrites the old Mental Limit that was used, and can not be (Ranks+Ability Modifier+Misc Modifier), rounded down, with an effect
retrieved back without rescribing that spell. When doing this, the of equal or lesser value of spellpoints removed. The spell must stay
character must select complete spells to overwrite, and the spells in the same spellschool. It takes ¼ of the time it takes to write the
selected must have at least the same Mental Limit cost as the new spell, to rewrite it.
spell written.
SP are Spell Points, and when scribing a spell, a character can
use as many SP per spell as they have total skill modifier for in Reading Another Mage’s Spell and Taking Spells
that spellschool, plus any equipment or feats that may give them Because magical notation is universal across languages, mages
bonuses to spell points. Spells can be scribed on any surface that can read the effects of other mage’s spells, if it is in a language
can be written on or engraved in. they can read and write. Because of this, most mages choose to
learn alternate languages from the ones they speak natively.
Size Spells In order for a mage to decipher another mage’s spell, they must
Small 1 make a skill check against the spell, with the TN of the spell equal
Medium 2 to the SP cost + 10. If the mage does not have any ranks in that
Large 4 spellschool, they may use their highest spellschool instead, at a −10
Huge 8 penalty. Only characters with ranks in at least 1 spellschool may
Gargantuan 16 attempt to decipher a spell.
After a spell has been deciphered successfully, the mage can
Table 1: Object Size & Spells rewrite part of the spell to use it for themselves. They can only do
this if they have enough Mental Limit for the entire spell, and can
To scribe a spell, the character first decides what spellschool rewrite ¼ of the spell. They rewrite ¼ of the spell’s total SP cost
and then what sub-school they decide to use. They then choose the rounded up, taking the same time it takes to rewrite the spell. The
effects, based on how many spell points they can spend total and spell’s ML cost immediately is taken by that mage, and freed from
how many they have left from their Mental Limit. If the character the old mage, when they do.
15

Scrolls Spell Creation Example


Any spell that is scribed on paper that has been formatted for
A mage with a total modifier of 15 in the Spellschool
scrolls takes up 1/4th of the normal Mental Limit cost for that spell,
(Evocation), wishes to create a fireball spell.
rounded down to a minimum of 1, and is instead called a scroll.
This mage starts with the 2 SP Base cost for a 1d3 Ranged
Scrolls may be released by anyone who possess at least a single
Touch 15’ spell, to begin the spell.
rank in the spellschool the scroll is written for. The Mental Limit
The mage then adds the Area Attack enhancement for 4
cost for the scroll can also be freely transfered, and is kept by the
SP, bringing the total spell cost to 6. The spell now has a
person who is in physical control of that scroll.
blast radius of 5’ (1 square), and a target range of up to 10’
away from the user.
Special The mage increases the blast radius by using the Increase
The character may scribe as many spells as they’d like, as long Blast Radius enhancement to increase the blast radius from
as they have the spellschool modifiers and enough space in their 5’ to 15’, spending 2 SP for the initial investment, 1 SP for
Mental Limit. the first 5’ increase, and 1 SP for the second 5’ increase, for
Spells with ranged attack components, such as ranged touch a total of 4 SP. The total spell cost is now 10 SP.
attacks, use a standard ranged attack roll and the range increment The mage increases the range by using the Increase Range
system, when indicated. Spells with blast radius components use a Increment enhancement to increase the range increment
standard ranged attack roll and are considered Thrown Explosives from 15’ to 25’, spending 1 SP for the initial investment, 1 SP
for resolving successful and unsuccessful attacks. for the first 5’ increase, and 1 SP for the second 5’ increase,
for a total of 3 SP. The total spell cost is now 13 SP.
The mage increases the dice value from d3 to d4 by using
Time
the Increase Dice Value enhancement, spending 2 SP for
Deciphering a spell takes 5 minutes, and crafting a spell is the increase from d3 to d4. The spell now cost 15 SP. This
dependent on how many spell points are spent on the spell. is the maximum this mage can spend on this spell.
Activating a spell and performing any necessary action in order The spell now has a total range of 25’ from the mage, and
to complete the spell is an action that provokes an AoO and costs 7 has a blast radius of 15’ (7 squares). Every creature and
Combat Points. In order to activate a spell, the character activating object caught in the blast takes 1d4 fire damage if they fail
the spell must be within reasonable earshot of the spell, usually a Reflex Saving Throw [TN 6 + 15 = 21]. If the succeed, they
within 150’, however in order to actually cast and direct any spells take half damage.
that require directing, they must physically touch the spell after it The mage writes this spell down in their spell book made
is activated. of cotton paper, allowing them to cast this spell three times
before it has to be rewritten, and their mental limit use
increases by 15 until those castings are exhausted, or the
spell is destroyed. It takes the mage 1 hour, 15 minutes (at
5 minutes per SP) to craft and write this spell. They use the
release word ‘‘Feuerball’’ to release this spell.

The Stylus
The stylus is a base attack, simply channeling raw magical
energy through a natural material, to primarily cause harm. A
mage of any spellschool can create a stylus, as this is usually the
first spell any mage learns. Styli are often the writing utensil they
use to write spells.
A stylus must be a rod-like object that is 1’ or less in length
and be comprised at least 75% of formerly living material such as
wood and plant material, bone, flesh, cloth, hair, fur, feathers, or
natural rubber.
In order to craft a stylus, a mage scribes a spell for 0 SP,
places an object of 1’ or less in the center, and then releases the
spell. Only the mage who originally scribed the spell may use the
stylus and only one stylus may be crafted by the mage at a time.
If a mage creates a new stylus while their old stylus exists, the new
one is now their stylus and the old stylus returns to normal.
Creating a stylus out of an object does not remove its original
properties, so if a character makes a stylus out of a weapon, or
any object, it still may be used for its original purpose. Styli appear
as normal objects to all but the stylus’ creator, who sees it with a
very faint glow and can sense its presence as long as it is within 5
feet.
16

The stylus’ damage is determined by both the character level Target Enhancements
and the amount of skill points spent in the spellschool skills. The Area Effect 2 SP – Changes the spell from a touch attack to
mage must grow in his magical abilities in order to receive the an area effect that has a blast radius of 10’, and a target range
bonuses to damages. The mage must spend at least 2 skill points per increment of 10’ from the user
level in any spellschool, in order to receive the next level of damage. Increase Blast Radius 1 SP, + 1 SP per 5’ radius increase
If they are not high enough level, or they do not put enough skill Increase Target Range Increment 1 SP, + 1 SP per 5’ range
points in any spellschools, they can not use any higher damage. increment increase
The points that need to be spent are cumulative, for any spellschool. Line Area Effect 1 SP – Allows the spell to be released as a
The damage for the stylus uses this formula:(Character Level line instead of a blast, the line being three times as long as the
× 1d3) blast radius. The line must be drawn out and confirmed before the
A stylus does standard lethal damage and can not provoke a attack roll is made.
critical strike. Styli have a 40’ range increment with a maximum Denote Targets 1 SP per target – Allows only those noted in
of 5 range increments, but the penalty for going beyond the first the spell to benefit from it
range increment is −1 instead of −2. The formula for attacking
with a stylus is INT modifier+BAB. For the purpose of feats
and attacking rules, attacking with a stylus is considered a ranged Saves, Energies, and Elements
attack.
This sub-school focuses on protection from elements and
energies, as well as increasing saving throws.
Spellschool (Abjuration) Trained Only
This skill allows a character to scribe spells, scrolls, and read Cantrip 1 SP – Choose option 1 or option 2.
spells of the Abjuration Spellschool. Option 1 Reduces the damage from all Necromancy CHP
Abjuration covers protection spells, that include increasing damage by half, for 4 hours. This does not protect against any
saving throws, resistance to elements and energies, increasing other effects of a Necromancy spell.
Damage Reduction, as well as setting magical Trap, Lock and Option 2 Protects the target from the elements and suffer no
Barriers. The more powerful spells can actually repel attacks. harm from being in cold or hot environments for 24 hours.
Abjuration spells are all touch spells and enhancements can
change them to an area attack that target a single 5’ square. Unless
otherwise noted, anyone in the area attack will receive the bonus. Base Cost 3 SP – Choose option 1 or option 2.
A target can have up to two kinds of Abjuration spells, per sub- Option 1 Choose cold, concussive, fire, acid, electric or plasma.
school, effecting them at once. If they receive an additional spell, The target has DR1 with 2 Armor Points against the chosen element
they can choose to have that spell replace one that is currently for 12 hours. Armor points are deducted from all applicable
active, or deny its benefits and keep their current effects. damages.
Option 2 Choose Reflex, Will, or Fortitude. The target has a +1
bonus to the chosen Saving Throw for 12 hours.
Sub-Schools
Damage Reduction Base Enhancements
Increase Spell Length 1 SP per 12 hours increase
This sub-school focuses on defending through generating
Increase Spell Potency 1 SP, + 1 SP per increase (Increase the
Damage Reduction.
DR and the saving throw bonuses on the spell)
Increase Armor Points 2 SP, + 1 SP per 2 AP (Add two additional
Cantrip 1 SP – Protects a small or smaller object from 1 point armor points)
of any kind of damage for 4 hours. If the object can be worn or Add Additional Effects 3 SP, + 1 SP per additional effect (Add
equipped, only the object itself is protected. either an additional kind of DR, or another Saving Throw)

Base Cost 2 SP – Choose bludgeoning, piercing, slashing, ballistic Target Enhancements


or ballistic piercing. The target has DR1 with 2 Armor Points against Area Effect 2 SP – Changes the spell from a touch attack to
the chosen damage for 12 hours. Armor points are deducted from an area effect that has a blast radius of 10’, and a target range
all applicable damages. increment of 10’ from the user
Increase Blast Radius 1 SP, + 1 SP per 5’ radius increase
Base Enhancement Increase Range Increment 1 SP, + 1 SP per 5’ range increment
Increase Spell Length 1 SP per 12 hours increase increase
Increase Spell Potency 2 SP, + 1 SP per increase (+1 DR per Line Area Effect 1 SP – Allows the spell to be released as a
increase to all DR types) line instead of a blast, the line being three times as long as the
Increase Armor Points 2 SP, + 1 SP per 2 AP (Add two additional blast radius. The line must be drawn out and confirmed before the
armor points) attack roll is made.
Add Additional Effects 4 SP, + 1 SP per additional effect (Add an Denote Targets 1 SP per target – Allows only those noted in the
additional type of DR) spell to benefit from it
17

Traps, Locks, and Barriers Increase HP 1 SP per 2 increase (Increase the HP of the lock by
2)
This sub-school focuses on generating traps, creating magical
barriers, and locking items. The damage is generated through the
Trigger Enhancements
Evocation Spellschool. In order to generate the type and intensity of
Proximity Trap 2 SP + 1 SP per 5’ blast radius – Allows the trap
damage from traps, a character uses other spellschools for effects,
to release when any living object comes within the blast radius.
dice size, and dice damage. You may use your full modifier from
This spell can arm as quickly as immediately or as long as 1 minute
the selected spellschool.
Line Area Detection 2 SP – Allows the spell to detect as a line
instead of a blast, the line being four times as long as the blast
Cantrip 1 SP – Prevents any door, or container from being opened, radius. The caster must denote what direction the line is pointing.
for 4 hours by jamming it closed. If more than 2 lbs of pressure is Cone Detection 3 SP – Allows the spell to detect as a cone
put on the container or door, either internally or externally, and instead of a blast, the cone being twice as long as the blast radius.
there are no other mechanism to prevent it from opening, the The caster must denote what direction the cone is pointing. The
container or door opens. sensitivity is doubled when using this detection type.

Base Cost 2 SP – Choose option 1, option 2 or option 3. Detection Enhancements


Option 1 Create a magical lock (Disable Device [TN15], 0 Sound Trap 1 SP, + 1 SP per sensitivity – Allows the trap to
hardness, 1 HP, Break [TN10], 6 Attempts) on an object for 1 day. release when it detects any sound. The trap starts with Heavy
The creator receives a single key that can be used to unlock the sensitivity, which gives it a Perception skill modifier of 1 to detect
lock. sound. Each level of sensitivity grants it a +4 to its Perception skill
Option 2 Set up a magical trap that releases when the rune modifier. Whenever noise that may trigger it is sounded, the trap
is contacted directly or disturbed. When setting a trap, use the rolls Perception against the TN of the noise.
Evocation, Conjuration, Illusion, Transmutation, or Necromancy Timed Trap 1 SP, + 1 SP per 5 minutes – Allows a trap to be
Spellschools for spell effects and area of effect. All effects, dice triggered after any amount of time. A character may set it to trigger
amounts, and damages are doubled when being used for traps. to any interval of time as low as a single round.
The spell duration is determined by the Abjuration School. This trap
lasts for 1 day. Barrier Enhancements
Option 3 Choose necromancy, cold, concussive, fire, acid, Increase Spell Length 2 SP per round
electric, plasma, piercing, slashing, bludgeoning, ballistic or ballistic Increase Barrier Power 1 SP, +2 SP per additional 4 damage
piercing. The caster creates a magical barrier with a 5’ burst radius reduction.
with a range of 30’ that will reduce the selected damage by 4 Increase Blast Radius 1 SP, +1 SP per 5’ radius increase
points if that damage passes through the barrier to strike its target. Increase Range 1 SP, +1 SP per 5’ range increase
The damage selected does not have to be magical in nature. Any Line Area Effect 2 SP – Allows the spell to be released as a
damage not selected will pass through the barrier unaffected. When line instead of a blast, the line being three times as long as the
determining if it will pass through the barrier, use a straight line blast radius. The line must be drawn out and confirmed before the
from the center of the source to the target. If the line touches the attack roll is made.
barrier at all, it is reduced. This barrier lasts for 2 rounds. This Add Additional Effects 1 SP, +1 SP per additional effect (Add an
option can only use Barrier enhancements. This barrier is magical, additional kind of damage, at 4 damage reduction. Each damage
and can be freely passed through by creatures. reduction must be increased individually.)
Option 4 The caster creates a magical barrier with a 5’ burst Denote Exemptions 2 SP per target – Allows only those noted
radius with a range of 30’ that will stop any transmutation in the spell to be exempt from the spell’s effects.
spells from being cast on any object within the selected barrier.
This barrier lasts for 1 hour. This option can only use Barrier
enhancements but not the Add Additional Effects enhancements.
When selecting the Increase Spell Length enhancement, this spell is
increased by per hour instead of per round. This barrier is magical,
and can be freely passed through by creatures.

Base Enhancements
Increase Spell Length 1 SP per day + 1 SP per every 3 days

Lock Enhancements
Increase Mechanical Complexity 1 SP per increase (Increases
the Disable Device TN by 1)
Increase Structural Integrity 1 SP per increase (Increases the
Break TN by 1)
Increase Tamper Rigidity 2 SP + 2 SP per increase (Decrease
the Number of possible attempts by 1)
Increase Hardness 2 SP per increase (Increase the Hardness of
the lock by 1)
18

Example Spells Substitute Vest


Safety Blanket • Cost 20 Abjuration SP, Damage Reduction subschool
• Cost 5 Abjuration SP, Damage Reduction subschool • Time 100 minutes to scribe

• Time 5 minutes to scribe • Effect 10/Ballistic DR, 10 AP. Touch attack, lasts for 1 day.

• Effect 1/Ballistic DR, 4 AP, touch attack. Last for 12 Hours. • Cost Breakdown Base cost 2 SP, increase spell length 1 SP,
increase spell potency 2+9 SP, increase armor points 2+4 SP
• Cost Breakdown Base cost 2 SP, increase armor points 2+1
SP Marching Order

Keycard • Cost 20 Abjuration SP, Saves, Energies, and Elements


subschool
• Cost 10 Abjuration SP, Traps, Locks, and Barriers subschool
• Time 100 minutes to scribe
• Time 20 minutes to scribe
• Effect 6/Electric DR, 12 AP, protection from the elements
• Effect Creates a magical lock(Disable Device [TN14], 0 and hot and cold environments. 10’ burst radius, 10’ range
hardness, 1 HP, Break [TN14])on an object and a matching increment, lasts for 1 day.
key. Lasts for 1 day.
• Cost Breakdown Base cost 3 SP, cantrip 1 SP, increase spell
• Cost Breakdown Base cost 2 SP, increase mechanical length 1 SP, increase spell potency 1+5 SP, increase armor
complexity 4 SP, increase structural integrity 4 SP points 2+5 SP, area effect 2 SP

Medical Station Lurtz-b-Gone

• Cost 5 Abjuration SP, Traps, Locks, and Barriers subschool • Cost 20 Abjuration SP, Traps, Locks, and Barriers subschool
and 5 Conjuration SP, Healing subschool • Time 100 minutes to scribe
• Time 20 minutes to scribe • Effect Creates a magical barrier that reduces Piercing
damage by 20 points if it passes through the barrier to
• Effect Sets up a magical trap that releases when the rune is
strike its target. 15’ burst radius, 30’ range, lasts for 5 rounds.
contacted directly or disturbed. When released, it performs a
touch attack that heals 4d2 HP. Lasts for 1 week. • Cost Breakdown Base cost 2 SP, Increase spell length 6 SP,
increase barrier power 1+8 SP, increase blast radius 1+2 SP
• Cost Breakdown

– Abjuration: Base cost 2 SP, increase spell length 1+2 SP


– Conjuration: Base cost 1 SP, increase dice number 3+1
SP

Pot Lid

• Cost 10 Abjuration SP, Damage Reduction subschool

• Time 20 minutes to scribe

• Effect 3/Ballistic DR, 6 AP, touch attack. Last for 12 Hours.

• Cost Breakdown Base cost 2 SP, increase spell potency 2+2


SP, increase armor points 2+2 SP

Cautionary Tale

• Cost 10 Abjuration SP, Saves, Energies, and Elements


subschool

• Time 20 minutes to scribe

• Effect +2 Bonus to Will, Fortitude, and Reflex saving throws.


Touch attack, lasts for 12 hours.

• Cost Breakdown Base cost 3 SP, increase spell potency 1+1


SP, add additional effects 3+2 SP
19

Spellschool (Conjuration) Trained Only Bestow Weakness, Bestow Vulnerability, Bestow Fragility, or Bestow
Fatigue. 1 SP, + 1 SP for every 3 SP the necromancy spell cost.
This skill allows a character to scribe spells, scrolls, and read Remove Blindness 6 SP – Removes magical blindness, but can
spells of the Conjuration Spellschool. not restore a character that has been physically blinded.
Conjuration encompasses healing friendly players both during Remove Inebriation 3 SP
and after battle, as well as the teleportation of objects and creatures Stop Bleeding 1 SP per 2 bleed damage
and making two way portals. Remove Muteness 6 SP – Removes magical muteness, which
The Healing sub-school is primarily a touch focused sub-school allows a person afflicted to talk and release spells or incantations.
and enhancements can change them to an area attack that targets Can not restore someone who has been physically muted.
a single 5’ square or a ranged touch spell. Unless otherwise noted, Restore Energy 6 SP – Restores energy to a target that has
anyone in the area attack will receive the healing. Teleportation been fatigued or exhausted by Necromancy. If a character has
requires on the ability to see and identify the relative size of an been fatigued due to manual labor, this spell will not work.
object, and has a maximum range of 50 feet.
Teleported objects will always want to take the path of least Target Enhancements
resistance, and as such, will always choose to teleport through Area Effect 2 SP – Changes the spell from a touch attack to
space without matter rather than try to go through it, as such, if an an area effect that has a blast radius of 10’, and a target range
object can end its teleportation without ending up in an object, it increment of 10’ from the user
will do so, closer to its original location than farther. Increase Blast Radius 1 SP, + 1 SP per 5’ radius increase
A character can not teleport to a location they can not locally Increase Range Increment 1 SP per 5’ range increment
perceive through their own unmodified senses. They must be able increase
to comprehend their end location before teleporting to it. Ray Attack 2 SP – Changes the spell from a touch attack to a
Portal creation will always want to take the path of least ranged touch attack with a range increment of 20’
resistance, and as such, will always choose to create the other end Increase Range Increment 1 SP, + 1 SP per 5’ range increment
through space without matter rather than try to go through it, as increase
such, if a portal can create its exit without ending up in an object, it
will do so, closer to its original location than farther. You can not
create a portal in any space occupied by any creature. Teleporting
When attempting to create a portal to a destination the Focuses on moving matter from one location to the next via
character cannot see, there is a 25% chance the portal will instead teleportation.
end up inside the object, sending the portal to nowhere. This portal
will not function and will simply put any object or creature right Base Cost 3 SP – Teleport a Fine or Diminutive object 5’. Moving
back. in this manner does not grant a bonus to Defense.
Moving through a portal is the same as moving from one 5’
square, and you move in the same direction that you stepped into
Base Enhancements
the portal. You can not attack, or throw items through portals. Only
Increase Size 2 SP, +1 SP per size increase (From Diminutive to
items worn or equipped by a creature may pass through a portal,
Tiny, to Small, etc.)
and only when that creature steps through the portal.
Increase Range 1 SP per 5’, + 1 SP per size already increased
Change from Object to Creature 5 SP – Allows the spell to
Sub-Schools affect a living creature instead of an inanimate, non-living object.
When teleporting a hostile creature, the action is treated as a touch
Healing attack.
Focuses on restoring HP, removing curses, and other magical
ailments. When casting healing spells, CHP is always healed first Portal Creation
before XHP is restored.
Focuses on creating and maintaining two way portals to pass
creatures through.
Cantrip 1 SP – Reports the current CHP, XHP, Poisons, Curses,
Status Effects, Extremity damage, and bleed damage for any
creature it is cast on to the caster. This can also be added to Base Cost 4 SP – Create a portal up to 30’ away from the caster,
a spell with the base cost. that allows the passage of creatures. One entrance of the portal,
called the near portal, must be created within 5’ of the caster. This
portal lasts for 3 rounds. A creature must enter the portal fully, and
Base Cost 1 SP – Heals 1d2 HP. This spell does not repair extremity can not stick a body part through it; Attempting to do so pulls the
damage. creature fully through the portal.

Base Enhancements Base Enhancements


Increase Dice Value 2 SP, + 1 SP per increase (From d2 to d3, Increase Range of Far Portal 2 SP per 5’
to d4, to d6, to d8, to d10, to d12) Increase Range of Near Portal 4 SP per 5’
Increase Dice Number 3 SP, + 1 SP per increase (From 1d to 2d, Increase Spell Length 2 SP per 1 round
to 3d, etc.)
Remove Necromantic Affliction This spell is used to remove
any afflictions caused by Necromancy. These afflictions include
20

Example Spells Grenade On Tap


Healing Touch • Cost 10 Conjuration SP, Teleporting subschool
• Cost 5 Conjuration SP, Healing subschool • Time 20 minutes to scribe

• Time 5 minutes to scribe • Effect Teleport a Small or smaller object up to 10’

• Effect 2d2 Heal HP. Touch attack • Cost Breakdown Base cost 3 SP, increase size 2+2 SP,
increase range 1+2 SP
• Cost Breakdown Base cost 1 SP, Increase dice number 3+1
SP One Small Step

Bandage Toss • Cost 10 Conjuration SP, Portal Creation subschool

• Cost 5 Conjuration SP, Healing subschool • Time 20 minutes to scribe


• Effect Create a portal up to 45’ away with an entrance up to
• Time 5 minutes to scribe
5’ away. Lasts for 3 rounds
• Effect 1d2 Heal HP and stops 4 bleed damage. Ranged touch
• Cost Breakdown Base cost 4 SP, increase range of far portal
attack with a range increment of 20’.
6 SP
• Cost Breakdown Base cost 1 SP, stop bleeding 2 SP, ray
attack 2 SP Healing Fist
• Cost 20 Conjuration SP, Healing subschool
Smokes In Hand
• Time 100 minutes to scribe
• Cost 5 Conjuration SP, Teleporting subschool
• Effect Heal 8d6 HP and stop 6 bleed damage. Touch attack.
• Time 5 minutes to scribe
• Cost Breakdown Base cost 1 SP, increase dice value 2+4 SP,
• Effect Teleport a Diminutive or smaller object up to 15’ increase dice number 3+7 SP, stop bleeding 3 SP
• Cost Breakdown Base cost 3 SP, increase range 2 SP
First-Aid Fling
One Hop This Time • Cost 20 Conjuration SP, Healing subschool

• Cost 4 Conjuration SP, Portal Creation subschool • Time 100 minutes to scribe

• Time 5 minutes to scribe • Effect Heal 4d4 HP and stop 4 bleed damage. Ranged touch
attack, 40’ range increment.
• Effect Create a portal up to 30’ away with an entrance up
to 5’ away. Lasts for 3 rounds. • Cost Breakdown Base cost 1 SP, increase dice value 2+2 SP,
increase dice number 3+3 SP, stop bleeding 2 SP, ray attack
• Cost Breakdown Base cost 4 SP 2 SP, increase range increment 1+4 SP

Healing Palm Close Quarters Handgun Summon


• Cost 10 Conjuration SP, Healing subschool • Cost 19 Conjuration SP, Teleporting subschool

• Time 20 minutes to scribe • Time 95 minutes to scribe

• Effect 3d3 Heal HP and stops 2 bleed damage. Touch attack • Effect Teleport a Medium or smaller object up to 50’

• Cost Breakdown Base cost 1 SP, increase dice value 2+1 SP, • Cost Breakdown Base cost 3 SP, increase size 2+3 SP,
increase dice number 3+2 SP, stop bleeding 1 SP increase range 9+3 SP

Gauze Pitch One Giant Leap

• Cost 10 Conjuration SP, Healing subschool • Cost 20 Conjuration SP, Portal Creation subschool
• Time 100 minutes to scribe
• Time 20 minutes to scribe
• Effect Create a portal up to 50’ away with an entrance up
• Effect Heal 4d2 HP and stop 2 bleed damage. Ranged touch
to 15’ away. Lasts for 3 rounds.
attack, 20’ range increment.
• Cost Breakdown Base cost 4 SP, increase range of far portal
• Cost Breakdown Base cost 1 SP, increase dice number 3+3 8 SP, increase range of near portal 8 SP
SP, stop bleeding 1 SP, ray attack 2 SP
21

Spellschool (Divination) Trained Only Base Cost 2 SP – Choose option 1, option 2, option 3, or option 4.
Option 1 Grants the target the ability to determine the school of
This skill allows a character to scribe spells, scrolls, and read an unfamiliar spell but not its sub-school or enhancements. This
spells of the Divination Spellschool. effect lasts for 5 minutes.
Divination encompasses knowledge and the input and Option 2 Grants the target the ability to understand and read,
acquisition of knowledge. This includes things that affect sight, but not speak, a single language. This effect lasts for 5 minutes.
sound, and touch. Option 3 The caster can designate any small or smaller object
Divination spells are all touch spells, as one needs to touch as a magical microphone, that can transmit sounds to their ears, as
the eyes or ears of the subject after the spell is released. long as the designated object can hear the sounds. The object has
an effective Perception Bonus of +2 to all sounds, and the caster can
Sub-Schools be up to 50’ away from the designated object before the connection
is severed. The sound is heard as if it were right within the caster’s
Enhance Sight ears. This effect lasts for 10 minutes.
Option 4 The caster can designate any small or smaller object
Encompasses enhancements such as seeing in the dark, seeing as a magical camera, that can transmit images to one of their eyes.
heat, and true-seeing. While the caster is using this spell, they are considered flat footed
and receives a –4 to all Attack Bonuses. The caster an be up to 50’
Base Cost 2 SP – Grants the target Low-Light Vision for 5 minutes. away from the designated object before the connection is severed.
The images are seen as if the caster’s eye is placed on the facing
Base Enhancements of the object they chose. The camera has natural vision. This effect
Effects Spellsight 2 SP – Grants the target the ability to determine lasts for 10 minutes.
the effects of all defensive spells on all targets seen, but not the
enhancements. This is in additions to all of the other visions added Reading Enhancements
to the spell Determine Sub-school 4 SP – Grants the target the ability
Enhanced Spellsight 3 SP – Grants the target the ability to to determine the sub-school of an unfamiliar spell, but not its
determine the enhancements of all defensive spells on all targets enhancements.
seen. Determine Enhancements 5 SP – Grants the target the ability
Darkvision 3 SP – Grants the target Darkvision. This is in addition to determine the enhancements of an unfamiliar spell, spelling out
to all other visions added to spell. exactly what it does.
Thermal Vision 4 SP – Grants the target the ability to see objects
based on their heat signature. This is in addition to all other visions Language Enhancements
added to the spell. Additional languages 3 SP – Adds an additional language that
Telescopic Vision 2 SP – Grants the target the ability to extend the target can read and understand.
his range of sight. It grants a +5 to all Perception checks that involve Speak Languages 2 SP + 1 SP per language added – Allows
sight, and increases the range increment of all ranged weapon by the target to speak all of the languages that the spell grants
10% (rounded up to the nearest 5’). This is in addition to all other understanding of.
visions added to the spell. Increase Spell Length 2 SP per 5 minutes
Magical Vision 5 SP – Grants the target the ability to see any
magical items that have had their magical properties hidden. This
Hearing Enhancements
is in addition to all other visions added to the spell.
Telescopic Hearing 5 SP – Grants +6 to all Perception checks
Invisible Vision 6 SP – Grants the target the ability to see invisible
that involve sound to a single creature. This is in addition to any
objects. This is in addition to all other Visions added to the spell
other effects on the spell.
True Vision 10 SP – Grants the target the ability to see things as
they truly are. This includes seeing the true form of transmuted
objects and illusion spells and incantations that affect vision. This is Magical Microphone Enhancements
in addition to all other visions added to the spell. Increase Receiving Range 1 SP per 5’ away from the designated
Increase Spell Length 2 SP per 5 minutes object
Increase Perception Bonus 1 SP per +1 Perception bonus
Increase Spell Length 2 SP per 10 minutes
X-Ray Enhancements
X-ray Vision 15 SP – Grants the target the ability to see through
objects. The user can only see through objects that are no more Magical Camera Enhancements
than 10’ away from them. This enhancement is separate, and may Increase Receiving Range 1 SP per 5’
not be combined with any others, except spell length. It lasts for 1 Increase Spell Length 2 SP per 10 minutes
minute.
Increase Spell Length 2 SP per 5 minutes Track Object
Encompasses a magical tag that is placed on an object, that
Enhance Speech, Word, and Sound allows a character to determine the location of the object.
Encompasses enhancements such as speaking and understanding
various languages, and reading and translating spells, as well as Cantrip 1 SP – Retrace the steps an item took to get to it’s current
listening remotely. location, up to 8 hours from when the spell was first cast.
22

Base Cost 2 SP – Know the exact location of a Fine or Diminutive Puzzlescribe


object, as long as it is within a 250’ radius of the spellcaster. This
spell lasts for 10 minutes. • Cost 10 Divination SP, Enhance Speech, Word, and Sound
subschool
Base Enhancements • Time 20 minutes to scribe
Increase Size 2 SP, + 1 SP per size increase (from Diminutive to
Tiny, to Small, etc.) • Effect Grants the ability to determine the school and sub-
Increase Spell Length 2 SP per 10 minutes school of an unfamiliar spell but not its enhancements. Touch
Increase Range 1 SP per 25’ radius increase, + 1 SP per size attack, lasts for 15 minutes.
increase
• Cost Breakdown Base cost 2 SP, determine subschool 4 SP,
Change from Object to Creature 5 SP – Allows the spell to
increase spell length 4 SP
affect a living creature of the same size instead of an inanimate,
non-living object.
Keytrack

Example Spells • Cost 10 Divination SP, Track Object subschool


Elven Sight • Time 20 minutes to scribe
• Cost 5 Divination SP, Enhance Sight subschool • Effect Tags a Diminutive or smaller object, allowing the caster
• Time 5 minutes to scribe to determine the location of the object when it’s within 250’.
Touch attack, lasts for 50 minutes
• Effect Grants the target Low-Light Vision and Darkvision,
touch attack. Last for 5 minutes. • Cost Breakdown Base cost 2 SP, increase spell length 8 SP

• Cost Breakdown Base cost 2 SP, darkvision 3 SP Third Eye

Eavesdropper • Cost 20 Divination SP, Enhance Sight subschool

• Cost 5 Divination SP, Enhance Speech, Word, and Sound • Time 100 minutes to scribe
subschool
• Effect Grants Low-Light vision and the ability to see things
• Time 5 minutes to scribe as they truly are. This includes seeing the true form of
transmuted objects and illusion spells and incantations that
• Effect Designates a Small or smaller object as a magical
affect vision. Touch attack, lasts for 25 minutes.
microphone that transmits sounds to the caster’s ears with
an effective Perception bonus of +5. The caster must remain • Cost Breakdown Base cost 2 SP, true vision 10 SP, increase
with 50’. Touch attack, lasts for 10 minutes. spell length 8 SP
• Cost Breakdown Base cost 2 SP, increase perception bonus
3 SP Babelscribe
• Cost 20 Divination SP, Enhance Speech, Word, and Sound
Ball Insurance subschool
• Cost 5 Divination SP, Track Object subschool • Time 100 minutes to scribe
• Time 5 minutes to scribe
• Effect Grants the ability to understand and read, but not
• Effect Tags a Tiny or smaller object, allowing the caster to speak, Latin, Coptic, and Greek. Touch attack, lasts for 35
determine the location of the object when it’s within 250’. minutes.
Touch attack, lasts for 10 minutes.
• Cost Breakdown Base cost 2 SP, additional languages 6 SP,
• Cost Breakdown Base cost 2 SP, increase size 2+1 SP increase spell length 12 SP

Zoom and Enhance Dogparking


• Cost 10 Divination SP, Enhance Sight subschool • Cost 20 Divination SP, Track Object subschool
• Time 20 minutes to scribe • Time 100 minutes to scribe
• Effect Grants Low-Light vision, the ability to see objects based • Effect Tags a Small or smaller creature, allowing the caster
on their heat signature, a +5 to all Perception checks that to determine the location of the creature when it’s within 325’.
involve sight, and increases the range increment of all ranged Touch attack, lasts for 30 minutes.
weapons by 10% rounded up to the nearest 5’. Touch attack,
lasts for 10 minutes. • Cost Breakdown Base cost 2 SP, increase size 2+2 SP,
increase spell length 4 SP, increase range 3+2 SP, change
• Cost Breakdown Base cost 2 SP, thermal vision 4 SP, from object to creature 5 SP
telescopic vision 2 SP, increase spell length 2 SP
23

Spellschool (Enchantment) Trained Only be used. If a weapon is enchanted with a Conjuration spell, it will
still function as a normal weapon, in conjunction with releasing its
This skill allows a character to scribe spells, scrolls, and read spell when struck or used in combat.
spells of the Enchantment Spellschool.
Enchantment focuses on enchanting equipment with magical
power from other Spellschools. It can range from enchanting a pair
Enchanting Divination
of sunglasses with night vision to giving a round of ammunition a When enchanting Divination spells, a character can spend SP on
cold damage bonus. any enhancements and any sub-school may be used. The trigger
Only one enchantment may be on any object at once, with may be set to tapping a sigil on the object, or making it permanent
the last released enchantment being the one that is currently active. and always active.
Casting a new enchantment on an already enchanted object causes
the enchantment that was currently on the item to be erased, the
new one taking its place. The only exception to this are permanent
Enchanting Evocation
enchantments, which can only be overwritten by other permanent When enchanting Evocation spells, a character can only spend
enchantments. Casting an enchantment on an object with a SP on Base enhancements. Only melee weapons, non-explosive
permanent enchantment wastes the spell. Permanent enchantments thrown weapons, non-ballistic ranged weapons, and ammunition
also compete with one another, and as such any identical bonus, may be enchanted with Evocation spells. Chainsaws, tasers,
resistance, or effect given by a permanently enchanted item does flamethrowers, chemical irritants, explosives and grenades, and
not stack with any other identical bonus, resistance, or effect, even paintball markers and LTL weapons may not be enchanted.
if that effect, resistance, or bonus is lesser than the permanent Enchanting ranged weapons imparts the enchantment to the
enchantment. Enchantment spells are both touch and ray spells ammunition fired from it if the ammunition is not enchanted. If the
with a 20’ range, dependent on the mage’s needs, and any friendly ammunition is enchanted, then the ammunition’s enchantment is
target’s items may be targeted without any attack roll. The item used instead, but the ranged weapon’s enchantment is still counted
must be reachable without passing through any object. as being used, even though nothing is imparted on the ammunition.
For the purpose of the Enchantment spell, Black Powder When enchanting Evocation, only a single sub-school may be used.
firearms, Aetherstaves, Aetherrods, and Aetherwands are
considered melee weapons.
For the purpose of the Enchantment Spell, when enchanting
Enchanting Illusion
Aetherstaves, Aetherrods, and Aetherwands a character can spend When enchanting Illusion spells, a character can spend SP on
SP on any enhancements in the Spellschool. This supersedes any any enhancements, and any sub-school may be used. The trigger
restrictions in the Spellschool. may be set to tapping a sigil on the object, or making it permanent
Because Enchantment uses multiple schools to get its effects, and always active.
separate inks, if desired, must be used in order to gain any benefits
from using special kinds of inks. Inks used in this manner are
considered one spell each. When using secondary Spellschools,
Enchanting Necromancy
a mage can only use 50% of their Spellschool modifier to When enchanting Necromancy spells, a character can only spend
enchant spells. SP on Base or Affliction enhancements. A character can enchant
When calculating the time taken to scribe a Enchantment a melee weapon, non-ballistic ranged weapons and ammunition,
spell, all spellschool cost involved are added together. clothing, or armor with curses. They can affect the wearer or
wielder while they are wearing or wielding the object, if the
Example: A character wants to enchant a sword with mage chooses. A character can reduce the cost of enchanting
evocation. They have a skill modifier of 10 for Enchantment, Necromancy by adding Transmutation spells or Abjuration spells.
and a skill modifier of 10 for Evocation. Because a character
can only spend 50% of their total spellschool modifier, this Example: Reduce DEX in order to increase STR or make a
character can spend up to 5 points on damage for the spell, character weak to fire to be more resistant against ice.
giving the sword a 1d6 fire damage(2 SP base + 1 SP base
dice size increase + 2 SP dice size increase from d3 to d4, Including a Transmutation or Abjuration counter-effect is free and
then to d6). decreases the cost by 1 SP, but the mage must have the Spellschool
skill modifiers to pay for the Transmutation or Abjuration spell
addition. For every two negative points the curse causes, there
Enchanting Abjuration must be at least one positive point in order to receive the lowered
When enchanting with Abjuration spells, a character can only cost benefit. While the Transmutation or Abjuration addition does
spend SP on Base enhancements. Only the Damage Reduction, or not take SP to write in, it is added to the overall spell cost for the
the Saves, Energies and Elements sub-schools may be used. All spell.
enchanted Abjuration objects must be in physical contact with the
person in order to be effective. Enchanting Transmutation
When enchanting Transmutation spell, a character can spend
Enchanting Conjuration
SP on any enhancements. Only the Ingot Manipulation, Terrain
When enchanting with Conjuration spells, a character can only Manipulation, or Animate sub-schools may be used. When using the
spend SP on Base enhancements. Only the Healing sub-school may Animate sub-school, a character can enchant a weapon, clothing,
24

or armor with Transmutation effects, but they affect the wearer Enchanting Aetherwands
or wielder while they are wearing or wielding the object, clothing,
Base Cost 2 SP – Formats a single qualifying item into a blank
or weapon, and that object must be in physical contact with the
Aetherwand. If the mage so chooses they can sign this item with
person in order to be effective. When using any other sub-school,
their name.
the trigger must be set to tapping a sigil on the object to activate it,
then tapping the desired object to be effected with the object.
Base Enhancements
Aetherrod Format 4 SP – Enhances the spell to also allow for
the formatting of a single qualifying item into a blank Aetherrod.
Aetherstave Format 6 SP – Enhances the spell to also allow for
Enchanting Objects
the formatting of a single qualifying item into a blank Aetherstaff.
This enhancement requires the Aetherrod format enhancement in
Aetherwands Aetherrods and Aetherstaves order to be taken.
Aetherwands, Aetherrods, and Aetherstaves have the
amount of uses that are given by their type. They do not Example Spells
have to have their time or uses extended and character
Caustic Coat
can spend SP on any enhancements in the spellschool.
• Cost 5 Enchantment SP, Enchanting Objects subschool and 2
Evocation SP, Acid subschool
For the purpose of the Enchantment spell, Black Powder Firearms,
Aetherstaves, Aetherrods, and Aetherwands are considered melee • Time 10 minutes to scribe
weapons.
• Effect Enchants a Small or smaller object with 1d6 acid
damage. Enchantment lasts 5 rounds. Touch attack.
Cantrip 1 SP – Determine the exact effect and amount of uses • Cost Breakdown
or time an enchanted item, weapon, Aetherstaff, Aetherrod, or
– Enchantment: Base cost 2 SP, increase enchantment
Aetherwand has. If the magic item is signed by a particular mage,
size 2+1 SP
this is also determined. This effect is permanent.
– Evocation: Base cost 2 SP

Base Cost 2 SP – Choose Uses or Time Hangover Cure


• Cost 10 Enchantment SP, Enchanting Objects subschool and
All ammunition that is enchanted activates on striking a solid object 4 Conjuration SP, Healing subschool
after being used in a compatible weapon. All other objects spells
can come into effect either when they are tapped on a specific spot, • Time 70 minutes to scribe
by the wearer or wielder, or immediately when they are worn, • Effect Enchants a Tiny or smaller object to heal 1d2 HP and
held, or picked up. If the enchantment is written to be used on remove inebriation. Enchantment has 9 uses. Ranged touch
pressing the spot, the wearer or wielder can decide when or when attack, 20’ range.
not to use the enchantment. The mage will select how the spell is
activated when writing the spell. • Cost Breakdown
Uses Grants any Enchantment on a Fine, Diminutive, or Tiny – Enchantment: Base cost 2 SP, increase spell uses 8 SP
item for 1 use. If the mage so chooses they can sign this item – Conjuration: Base cost 1 SP, remove inebriation 3 SP
with their name. This option can not use the Increase Spell Time
enhancement.
Lightning-Points
Time Grants any Enchantment on a Fine, Diminutive, or Tiny
item for 5 rounds. If the mage so chooses they can sign this item • Cost 20 Enchantment SP, Enchanting Objects subschool and
with their name. This option can not use the Increase Spell Use 10 Evocation SP, Electricity subschool
enhancement. • Time 150 minutes to scribe
• Effect Enchants a Small or smaller ammunition container
Base Enhancements with 2d6 electric damage. Enchantment has 12 uses. Ranged
touch attack, 20’ range.
Increase Spell Use 1 SP per 1 use • Cost Breakdown
Increase Spell Time 1 SP per 5 rounds
– Enchantment: Base cost 2 SP, container enchant 4 SP*,
Increase Enchantment Size 2 SP, + 1 SP per increase – Increases increase spell use 11 SP, increase enchantment size 2+1
the size of an object you can enchant (From Tiny to Small, to SP
Medium, etc.)
– Evocation: Base cost 2 SP, increase dice value 4 SP,
Permanency 29 SP – Removes the time limit on an enchantment,
increase dice number 2+2 SP
making the effect permanent. Any spell that has uses, or depleting
values, will refresh to its original values after 24 hours. If the mage • *Note: Enchanting a container requires the feat ‘‘Container
so chooses they can sign this item with their name. Enchant’’. See feat for other restrictions.
25

Stone to Fist (Aether)


• Cost 5 Enchantment SP, Enchanting Objects subschool and 2
Transmutation SP, Ingot Manipulation subschool
• Time 10 minutes to scribe
• Effect Ranged touch attack, 20’ range. Charges an
Aetherwand with the following spell: Transmutes a single
Tiny Rock Ingot into Brass Knuckles. Touch attack, lasts for 1
minute.
• Cost Breakdown
– Enchantment: Base cost 2 SP, increase enchantment
size 2+1 SP
– Transmutation: Base cost 2 SP

Wizardrod
• Cost 6 Enchantment SP, Enchanting Aetherwands subschool
• Time 10 minutes to scribe
• Effect Formats a rod-like object between 13" and 36" long
into a blank Aetherrod. Touch attack.
• Cost Breakdown Base cost 2 SP, Aetherrod Format 4 SP

Magi-lite (Aether)
• Cost 6 Enchantment SP, Enchanting Objects subschool and 5
Illusion SP, Distort Sight subschool
• Time 55 minutes to scribe
• Effect Touch attack. Charges an Aetherwand or Aetherrod
with the following spell: Creates a bright flash of light, forcing
every creature except the caster to make a [TN12] Will Saving
Throw or be Stunned for 1 round. 10’ burst radius, 10’ range
increment.
• Cost Breakdown
– Enchantment: Base cost 2 SP, Increase Enchantment
Size 2+2 SP
– Illusion: Base cost 1 SP, Flash 3 SP, Denote Exemptions 1
SP

Servant of the Secret Fire (Aether)


• Cost 7 Enchantment SP, Enchanting Objects subschool and 9
Abjuration SP, Traps, Locks, and Barriers subschool
• Time 80 minutes to scribe
• Effect Ranged touch attack, 20’ range. Charges an
Aetherwand, Aetherrod, or Aetherstave with the following
spell: Creates a magical barrier that reduces Fire damage by
16 points if it passes through the barrier to strike its target. 5’
burst radius, 30’ range, lasts for 2 rounds.
– Enchantment: Base cost 2 SP, Increase Enchantment
Size 2+3 SP
– Abjuration: Base cost 2 SP, Increase Barrier power 1+6
SP
26

Spellschool (Evocation) Trained Only radius. The line must be drawn out and confirmed before the attack
roll is made.
This skill allows a character to scribe spells, scrolls, and read Cone Attack 2 SP – Changes the spell from a touch attack to a
spells of the Evocation spellschool. cone blast attack with an effect range of 10’
Evocation focuses on tapping into the raw energies of the Increase Effect Range 2 SP, + 1 SP per 5’ effect range increase.
world and funneling them into a useful, offensive and defensive
force. Fire
Evocation is by far the most common spellschool in existence,
as they are one of the two offensive schools that exist, and the Encompasses fire attacks, allows for fire traps, and fire
only one of those two accepted in polite company. All Evocation enchantments.
spells are touch spells by default, enhancements can change them
to an area effect, a cone blast, or a ranged touch spell. Cantrip 1 SP – Start and hold a small fire that is suitable for lighting
Evocation spells are touch spells by default and enhancements torches, cigarettes, or cigars. This fire can also be used to project
can change them to ranged touch attacks, area attacks that target light in a 10’ burst radius of itself. This can also be added to a spell
a single 5’ square, line area attacks that start from a single 5’ with the base cost to threaten catching a target on fire.
square, or cone attacks that start from the caster’s position. Unless
otherwise noted, anyone in the area attack will receive the damage Base Cost 2 SP – 1d3 fire touch attack, or a ranged touch attack
and effects. with a range increment of 15’.
When using a cone blast attack, or an area attack, all
characters caught in the area can attempt a Reflex Saving Throw
Base Enhancements
TN[6 + Spellschool (Evocation) Modifier] to reduce the damage of
Increase Dice Value 2 SP per increase (From d3 to d4, to d6,
the effect by half.
to d8, to d10, to d12)
Increase Dice Number 2 SP per increase, + 1 SP per additional
Sub-Schools dice value increase (From 1d to 2d, to 3d, etc. to a maximum of
10d.)
Cold Increase Range Increment 1 SP per 5’ range increment increase.
Encompasses cold attacks, allows for cold traps, and cold
enchantments. Target Enhancements
Area Attack 4 SP – Changes the spell from a touch/ranged touch
Cantrip 1 SP – Chill drinks and freeze 2 units of water into ice, attack to an area attack that has a blast radius of 5’, and a target
make a single snowball, or keep 2.0 lb of food cold for 4 hours. range increment of 10’ from the user
This can also be added to a spell with the base cost to make the Increase Blast Radius 2 SP, + 1 SP per 5’ range increase
targets make a Fortitude Saving Throw [TN5] or lose 1d4 Combat Increase Range Increment 1 SP, + 1 SP per 5’ range increment
Points for 1d2 rounds. increase
Increase Spell Time 2 SP, + 1 per round – Allows the area
attack to continue to stay for additional rounds
Base Cost 2 SP – 1d3 cold touch attack, or a ranged touch attack
Line Area Attack 1 SP – Allows the spell to be cast as a line
with a range increment of 15’.
instead of a blast, the line being three times as long as the blast
radius. The line must be drawn out and confirmed before the attack
Base Enhancements roll is made.
Increase Dice Value 2 SP per increase (From d3 to d4, to d6, Cone Attack 3 SP – Changes the spell from a touch attack to a
to d8, to d10, to d12) cone blast attack with an effect range of 10’
Increase Dice Number 2 SP per increase, + 1 SP per additional Increase Effect Range 2 SP, + 1 SP per 5’ effect range increase.
dice value increase (From 1d to 2d, to 3d, etc. to a maximum of
10d.),
Increase Cantrip Save 2 SP, + 1 SP per increase (Increases the
Electric
TN by 1) Encompasses electric attacks, allows for electric traps, and
Increase Range Increment 1 SP, + 1 SP per 5’ range increment electric enchantments.
increase.
Cantrip 1 SP – Choose option 1, option 2.
Target Enhancements Option 1 Power and charge a small object, such as a cell
Area Attack 4 SP – Changes the spell from a touch/ranged touch phone or digital camera for 15 minutes. This can also be added
attack to an area attack that has a blast radius of 5’, and a target to a spell with the base cost to make the targets make a Fortitude
range increment of 10’ from the user Saving Throw [TN5] or be paralyzed for 1d3 rounds.
Increase Blast Radius 2 SP, + 1 SP per 5’ blast radius increase Option 2 Magnetize a Tiny or smaller object made from iron
Increase Range Increment 1 SP, + 1 SP per 5’ range increment or an iron alloys such as steel or evokalloys that weighs 1.0 lb or
increase less. This object can stick to any iron or iron alloy, and can hold
Increase Spell Time 2 SP, + 1 per round – Allows the area an iron or iron alloy object that weights up to 2.0 lbs or less. This
attack to continue for additional rounds magnet last for 10 minutes before it loses its charge. This can also
Line Area Attack 1 SP – Allows the spell to be cast as a line be added to a spell with the base cost to make the targets make a
instead of a blast, the line being three times as long as the blast Fortitude Saving Throw [TN5] or be paralyzed for 1d3 rounds.
27

Base Cost 2 SP – 1d3 electric touch attack, or a ranged touch Base Enhancements
attack with a range increment of 15’. Increase Dice Value 2 SP per increase (from d3 to d4, to d6, to
d8, to d10, to d12)
Base Enhancements Increase Dice Number 2 SP per increase , + 1 SP per additional
Increase Dice Value 2 SP per increase (from d3 to d4, to d6, to dice value increase (From 1d to 2d, to 3d, etc. to a maximum of
d8, to d10, to d12) 10d.)
Increase Dice Number 2 SP per increase , + 1 SP per additional Increase Range Increment 1 SP, + 1 SP per 5’ range increment
dice value increase(From 1d to 2d, to 3d, etc. to a maximum of increase.
10d.)
Increase Cantrip Save 3 SP, + 1 SP per increase (Increases the
TN by 1) Target Enhancements
Increase Range Increment 1 SP, + 1 SP per 5’ range increment Area Attack 2 SP – Changes the spell from a touch/ranged touch
increase. attack to an area attack that has a blast radius of 5’, and a target
range increment of 10’ from the user
Increase Blast Radius 2 SP, + 1 SP per 5’ radius increase
Target Enhancements
Area Attack 4 SP – Changes the spell from a touch/ranged touch Increase Range Increment 1 SP, + 1 SP per 5’ range increment
attack to an area attack that has a blast radius of 5’, and a target increase
range increment of 10’ from the user Increase Spell Time 2 SP, + 1 per round – Allows the area
Increase Blast Radius 2 SP, + 1 SP per 5’ radius increase attack to continue for additional rounds
Increase Range Increment 1 SP, + 1 SP per 5’ range increment Line Area Attack 1 SP – Allows the spell to be cast as a line
increase instead of a blast, the line being three times as long as the blast
Increase Spell Time 2 SP, + 1 per round – Allows the area radius. The line must be drawn out and confirmed before the attack
attack to continue for additional rounds roll is made.
Line Area Attack 1 SP – Allows the spell to be cast as a line Blast Attack 3 SP – Changes the spell from a touch attack to a
instead of a blast, the line being three times as long as the blast cone blast attack with an effect range of 10’
radius. The line must be drawn out and confirmed before the attack Increase Effect Range 2 SP, + 1 SP per 5’ effect range increase.
roll is made.
Chain 3 SP, + 1 SP per additional target – causes the ray spell
to also strike any target that is near the original target. The chain Acid
can extend up to one additional range increment beyond where
the first target was struck. Encompasses acid attacks, allows for acid traps, and acid
Cone Attack 3 SP – Changes the spell from a touch attack to a enchantments
cone blast attack with an effect range of 10’ The Area attacks of acid last 1 round after they are cast, causing
Increase Effect Range 2 SP, + 1 SP per 5’ effect range increase. damage to anyone who is standing, kneeling, or prone in a square
where it was cast. The damage is identical to the original damage.
Concussive
Encompasses concussive attacks, allows for concussive traps, Cantrip 1 SP – Choose option 1 or option 2.
and concussive enchantments. Option 1 Create a small ball of acid that hangs off the mages
finger, which can damage Tiny or smaller objects. The object takes
1 point of acid damage. This can also be added to a spell with
Cantrip 1 SP – Choose option 1 or option 2.
the base cost to change the spell so all creatures who took initial
Option 1 Fling any object weighing 1.0 lb or less in any direction damage from the spell, continue to take half damage from the spell
up to 5’ from its original location. The object must be within 10’ of on the next round, and ¼ damage from the spell on the round after
the spellcaster. This can also be added to a spell with the base cost that.
to give all attacks a wounding radius, at the rate of 5’ of wounding
Option 2 Neutralize a Weak acid of any size. This can also
radius per 5’ per blast radius. The spellcaster is immune to all
be added to a spell with the base cost to change the spell so all
effects of the wounding radius, and any attacks without a blast
creatures who took initial damage from the spell, continue to take
radius are considered to have a blast radius of 5’, which would
half damage from the spell on the next round, and ¼ damage from
grant a wounding radius of 10’.
the spell on the round after that.
Option 2 Produce a firecracker noise up to 10’ away from
the caster. The noise can be multiple small pops, a single large
pop, or a loud whistle. This can also be added to a spell with the Base Cost 2 SP – 1d6 acid touch attack
base cost to give all attacks a wounding radius, at the rate of 5’ of
wounding radius per 5’ per blast radius. The spellcaster is immune
to all effects of the wounding radius, and any attacks without a blast Base Enhancements
radius are considered to have a blast radius of 5’, which would Increase Dice Value 2 SP per increase (from d6 to d8, to d10,
grant a wounding radius of 10’. to d12)
Increase Dice Number 2 SP per increase , + 2 SP per additional
Base Cost 2 SP – 1d3 concussion touch attack, or a ranged touch dice value increase (From 1d to 2d, to 3d, etc. to a maximum of
attack with a range increment of 20’. 10d.)
28

Target Enhancements Sizzle


Area Attack 5 SP – Changes the spell from a touch attack to
an area attack that has a blast radius of 5’, and a target range • Cost 5 Evocation SP, Acid subschool
increment of 10’ from the user
Increase Blast Radius 2 SP, + 1 SP per 5’ range increase • Time 5 minutes to scribe
Increase Range Increment 1 SP, + 1 SP per 5’ range increment
increase • Effect 1d6 acid damage. Targets who take damage take half
Increase Spell Time 2 SP, + 1 SP per round – Allows the area damage on the next round, and 1/4 damage on the round
attack to continue to stay for additional rounds after that. Cone blast, 10’ range.
Line Area Attack 1 SP – Allows the spell to be cast as a line
instead of a blast, the line equal to three times the length of the • Cost Breakdown Base cost 2 SP, cantrip 1 SP, cone attack 2
radius The line must be drawn out and confirmed before the attack SP
roll is made.
Cone Attack 2 SP – Changes the spell from a touch attack to a
The Touch of the Winter Storm
cone blast attack with an effect range of 10’
Increase Effect Range 2 SP, + 1 SP per 5’ effect range increase • Cost 10 Evocation SP, Cold subschool

Example Spells • Time 20 minutes to scribe


Frosty • Effect 2d6 Cold damage. Ranged touch attack, 15’ range
• Cost 5 Evocation SP, Cold subschool increment.
• Time 5 minutes to scribe • Cost Breakdown Base cost 2 SP, increase dice value 4 SP,
• Effect 1d3 Cold damage, forces targets to make a [TN5] increase dice number 2+2 SP
Fortitude Saving Throw or lose 1d4 Combat Points for 1d2
rounds. Cone blast, 10’ range.
The Touch of the Burning Sands
• Cost Breakdown Base cost 2 SP, cantrip 1 SP, cone attack 2
SP • Cost 10 Evocation SP, Fire subschool

Sunrays • Time 20 minutes to scribe

• Cost 5 Evocation SP, Fire subschool • Effect 3d4 Fire damage. Ranged touch attack, 20’ range
• Time 5 minutes to scribe increment.

• Effect 1d3 Fire damage, threatens to catch the target on fire. • Cost Breakdown Base cost 2 SP, increase dice value 2 SP,
Ranged touch attack, 25’ range increment. increase dice number 4+1 SP, increase range increment 1 SP
• Cost Breakdown Base cost 2 SP, cantrip 1 SP, increase range
increment 2 SP Sparkball

Sparker • Cost 10 Evocation SP, Electric subschool


• Cost 5 Evocation SP, Electric subschool
• Time 20 minutes to scribe
• Time 5 minutes to scribe
• Effect 3d3 Electric damage. 5’ burst radius, 10’ range
• Effect 1d4 Electric damage, forces target to make a [TN5] increment.
Fortitude Saving Throw or be Paralyzed for 1d3 rounds. Touch
attack. • Cost Breakdown Base cost 2 SP, increase dice number 4 SP,
• Cost Breakdown Base cost 2 SP, cantrip 1 SP, increase dice area attack 4 SP
value 2 SP
Cherry Bomb
Firecracker
• Cost 5 Evocation SP, Concussive subschool • Cost 10 Evocation SP, Concussive subschool

• Time 5 minutes to scribe • Time 20 minutes to scribe


• Effect 1d3 Concussion damage. 5’ burst radius, 10’ wounding
• Effect 3d3 Concussion damage. 5’ burst radius, 15’ range
radius, 10’ range increment. Caster is immune to wounding
increment
radius effects.
• Cost Breakdown Base cost 2 SP, cantrip 1 SP, area attack 2 • Cost Breakdown Base cost 2 SP, increase dice number 4 SP,
SP area attack 2 SP, increase range increment 1+1 SP
29

Etch Scour

• Cost 10 Evocation SP, Acid subschool • Cost 20 Evocation SP, Acid subschool
• Time 100 minutes to scribe
• Time 20 minutes to scribe
• Effect 3d8 Acid damage. Targets who take damage take half
• Effect 1d12 Acid damage. Cone blast, 10’ range. damage on the next round, and 1/4 damage on the round
after that. 15’ burst radius, 10’ range increment.
• Cost Breakdown Base cost 2 SP, increase dice value 6 SP,
cone attack 2 SP • Cost Breakdown Base cost 2 SP, cantrip 1 SP, increase dice
value 2 SP, increase dice number 4+2 SP, area attack 5 SP,
increase blast radius 2+2 SP
Tornado of Frost

• Cost 20 Evocation SP, Cold subschool

• Time 100 minutes to scribe

• Effect 3d6 Cold damage. Cone blast, 30’ range.

• Cost Breakdown Base cost 2 SP, increase dice value 4 SP,


increase dice number 4+2 SP, cone attack 2 SP, increase
effect range 2+4 SP

Firebeam

• Cost 20 Evocation SP, Fire subschool

• Time 100 minutes to scribe

• Effect 3d10 Fire damage. Ranged touch attack, 25’ range


increment.

• Cost Breakdown Base cost 2 SP, increase dice value 8 SP,


increase dice number 4+4 SP, increase range increment 2 SP

Biribiri

• Cost 20 Evocation SP, Electric subschool

• Time 100 minutes to scribe

• Effect 3d6 Electric damage that can strike two additional


targets within 25’ of the original target. Ranged touch attack,
25’ range increment.

• Cost Breakdown Base cost 2 SP, increase dice value 4 SP,


increase dice number 4+2 SP, increase range increment 1+2
SP, Chain 3+2 SP

M-80

• Cost 20 Evocation SP, Concussive subschool

• Time 100 minutes to scribe

• Effect 5d8 Concussion damage. Touch attack, 10’ wounding


radius. Caster is immune to wounding radius effects.

• Cost Breakdown Base cost 2 SP, cantrip 1 SP, increase dice


value 6 SP, increase dice number 8+3 SP
30

Spellschool (Illusion) Trained Only Flash 3 SP – Creates a bright flash of light that overstimulates the
eyes. This has a blast radius of 10’, and a target range increment
This skill allows a character to scribe spells, scrolls, and read of 10’ from the user. Every creature caught in the blast must make
spells of the Illusion Spellschool. a Will Saving Throw [TN12] or be Stunned for 1 round. This effect
Illusion focuses on creating false senses, to cause people to overrides the effect from the base cost.
see or hear things or sounds that aren’t there, not see things that Increase Brightness 1 SP, + 1 SP per 1 increase in the TN
are there, and distort or even remove sound. Increase Blast Radius 1 SP, + 1 SP per 5’ radius increase
Unless otherwise noted, all illusion spells are touch spells. Increase Range Increment 1 SP per 5’ range increment
increase
Sub-Schools Increase Spell Length 1 SP, + 2 SP per round increase
Blinding Flash 7 SP – Gives the spell the added effect of also
Cantrip 1 SP – Choose option 1, option 2, or option 3. causing Blindness for the duration of the spell.
Option 1 Create a harmless small ball of light that projects Denote Exemptions 1 SP per target – Allows only those noted
light in a 30’ burst radius from itself. This ball of light can be placed in the spell to be exempt from the spell’s effects.
anywhere within 50’ of the caster. It can last up to 10 minutes.
Option 2 Create a harmless sensory effect that is small sized Distort Sound
or smaller, such as a trick of light, a firework, or other simple show
of magecraft. This can last up to 10 minutes. Encompasses things such as changing sound from one to another,
Option 2 Place a small or smaller sized mark on an object. or even removing the sound completely.
This mark can be as intricate or simple as the user would like, but
it can not be used to scribe spells. This can last up to 10 minutes. Base Cost 2 SP – Create a figment sound that the writer of the
spell specifies. The sound lasts for 1 round.
Distort Sight
Base Enhancements
Encompasses everything from bending light around an object to Increase Spell Length 1 SP per round
creating figments and non-existent objects, as well as concealing
objects that are there, as well as overstimulating the eyes. Sound Enhancements
Change Sound 4 SP – Change the sound of an object from one
Base Cost 1 SP – Cause a Fine or Diminutive object to appear as sound to another of the same volume level.
another object of the same size for 5 minutes.
Example: From a gunshot to a very loud horn.
Base Enhancements
Increase Size 2 SP, + 1 SP per size increase (From Diminutive to Silence Area 6 SP – Create an area that is afflicted by silence.
Tiny, to Small, etc.) Spells can not be released and incantations can not be spoken,
Increase Spell Length 1 SP per 5 minutes conversation is impossible, and no noise whatsoever issues or
Change from Object to Creature 5 SP – Allows the spell to passes through the area. The area affected has a radius of 5’ and
affect a living creature instead of an inanimate, non-living object lasts 1 round, and the origin point can be placed up to 30’ away
from the caster.
Image Enhancements Increase Blast Radius 2 SP, +1 SP per 5’ radius increase
Create Image 3 SP – Allows the spellcaster to create a visual Increase Spell Time 2 SP per round
illusion of an object instead of changing an object. This visual Denote Exemptions 1 SP per target – Allows only those noted
illusion can move and appear as the caster sees fit. in the spell to be exempt from the spell’s effects.
Render Invisible 2 SP, + 2 SP per size increase – Renders an
object invisible to normal eyesight, but it can still be detected by
other means
Distort 1 SP – Distorts the true location of the object, giving the
object a 15% concealment.
Increase Distortion 1 SP, + 1 SP per size increase + 1 SP per
5% increase to concealment(Max 50%)
Conceal 6 SP – Creates a thick magical haze that conceals all
objects and creatures, instead of changing an object. Every target
that is within the haze is considered blind unless they have True
Vision, and only True Vision can see through the haze. The haze
has a blast radius of 10’, and a target range increment of 10’ from
the user.
Increase Blast Radius 1 SP, + 1 SP per 5’ radius increase.
Increase Range Increment 1 SP per 5’ range increment
increase
Denote Exemptions 1 SP per target – Allows only those noted
in the spell to be exempt from the spell’s effects.
31

Example Spells Hushpuppy

Create Target • Cost 20 Illusion SP, Distort Sound subschool

• Cost 5 Illusion SP, Distort Sight subschool • Time 100 minutes to scribe

• Effect Create an area afflicted by silence that only the caster


• Time 5 minutes to scribe
is unaffected by. 30’ burst radius, 30’ range, lasts for 3
• Effect Creates a visual illusion of a Diminutive or smaller rounds.
object. Touch attack. Last for 10 minutes. • Cost Breakdown Base cost 2 SP, silence area 6 SP, increase
blast radius 2+5 SP, increase spell time 4 SP, denote
• Cost Breakdown Base cost 1 SP, increase spell length, 1 SP,
exemptions 1 SP
create image 3 SP

Whoopee

• Cost 5 Illusion SP, Distort Sound subschool

• Time 5 minutes to scribe

• Effect Creates a figment sound of flatulence. Touch attack,


lasts for 4 rounds

• Cost Breakdown Base cost 2 SP, increase spell length 3 SP

In Plain Sight

• Cost 10 Illusion SP, Distort Sight subschool

• Time 20 minutes to scribe

• Effect Causes a Gargantuan or smaller object to appear as


another object of the same size. Touch attack, lasts for 10
minutes.

• Cost Breakdown Base cost 1 SP, increase size 2+6 SP,


increase spell length 1 SP

TOOLTIME

• Cost 10 Illusion SP, Distort Sound subschool

• Time 20 minutes to scribe

• Effect Changes the sounds of an object to a tool obsessed


man’s grunt of equal volume. Touch attack, lasts for 5 rounds.

• Cost Breakdown Base cost 2 SP, increase spell length 4 SP,


change sound 4 SP

Now You See Me

• Cost 26 Illusion SP, Distort Sight subschool

• Time 100 minutes to scribe

• Effect Renders a Medium or smaller creature invisible to


normal eyesight. Touch attack, lasts for 10 minutes.

• Cost Breakdown Base cost 1 SP, increase size 2+3, increase


spell length 1 SP, change from object to creature 5 SP, Render
Invisible 2+6 SP
32

Spellschool (Necromancy) Trained Only Affliction Enhancements


Life Drain 5 SP – Caster gains CHP equal to the amount the
This skill allows a character to scribe spells, scrolls, and read target lost.
spells of the Necromancy Spellschool. Designate Target 2 SP – The caster can designate another
Necromancy is the focus of death, pain, and the manipulation target to recieve the CHP from Life Drain. The target must be within
of life forces, as well as causing afflictions of various types. 25’ of the caster.
Necromancy focuses on afflicting life damage directly, which is Bestow Blindness 9 SP – Afflict a target with magical blindness
damage that directly goes to the CHP. Bestow Muteness 9 SP – Afflict a target with magical muteness
Necromancy is particularly dangerous because of its ability to Bestow Curse 8 SP – Cause a −1 to a single target’s STR, DEX,
directly attack CHP, overriding all defenses, DRs, and sometimes or CON ability score or a −4 to any one skill check.
resistances to it. With its power, it costs much more than any other Increase Spell Potency 2 SP, + 1 SP per increase (Add −1 to
spellschool to use. It is also frowned upon, as it is considered the penalty per increase).
overkill and unnecessary for self defense. Add Additional Effects 4 SP, + 1 SP per additional effect (Add
When using Repeat Spell Feat, Maximize Spell Feat, or Guide either an additional ability score penalty or a skill check)
Spell Feat with Necromancy, the required SP to spend on the feat Bestow Weakness 3 SP – Cause 1 point of weakness to Cold,
is increased by 25% (Multiply the SP cost by 1.25, rounded up). Fire, Electricity, Acid, or Concussion damage to the selected target.
Necromancy spells are touch spells by default and enhance- When target is attacked with the same damage they are weak to,
ments can change them to ranged touch attacks or area attacks the damage receives a +1 for every point of weakness the target
that target a single 5’ square. Unless otherwise noted, anyone in has.
the area attack will receive the damage and effects. Increase Spell Potency 2 SP, + 1 SP per increase (Add 1 to the
weakness per increase)
Necromancy spells that use the Affliction Enhancement do not
Bestow Vulnerability 3 SP – Cause 1 point of vulnerability to
stack with themselves. A target can have multiple types of different
Slashing, Piercing, Bludgeoning, Ballistic, or Ballistic Piercing damage
afflictions but when applying identical afflictions the highest value
to the selected target. When target is attacked with the same
affliction will be the one that is applied to the target.
damage they are vulnerable to, the damage receives a +1 for every
point of vulnerability the target has.
Cantrips 2 SP – Identify the age, sex, and species of a deceased Increase Spell Potency 2 SP, + 1 SP per increase (Add 1 to the
creature or person from their remains. vulnerability per increase)
3 SP – Allows the caster to communicate with any deceased creature Bestow Fragility 5 SP – Causes a −1 to the DEF of the selected
or person who has not been dead for more than 72 hours. The target.
mage must be able to communicate with the creature or person as Increase Spell Potency 2 SP, + 1 SP per increase (Add −1 to
if they were alive. The deceased creature or person retains all of the penalty per increase)
their memories and personality right up to the moment they died. Bestow Fatigue 2 SP – Causes the selected target to become
Only the caster can communicate with the deceased. fatigued. This spell lasts for 8 hours.
3 SP – Double the speed of decomposition. A deceased creature or Increase to Exhaust 4 SP – This increases the effect to instead
person will begin to rot at twice the speed, and the time in which cause a target to become Exhausted
they can be revived is halved, every time this is cast on a deceased
creature or person. Resurrection Enhancement
Resurrect 27 SP – Return a dead creature back to life with 1 CHP
and no XHP. The target creature can not have been dead for more
Base Cost 4 SP – 1d2 CHP damage touch attack than 1 hour.

Base Enhancements
Increase Dice Value 3 SP per increase (from d2 to d3, to d4, to
d6, to d8, to d10, to d12)
Increase Dice Number 3 SP, + 2 SP per increase (From 1d to 2d,
to 3d, etc. to a maximum of 8d)

Target Enhancements
Ray Attack 6 SP – Changes the spell from a touch attack to a
ranged touch attack with a range increment of 10’
Increase Range Increment 2 SP, + 1 SP per 5’ range increment
increase
Area Attack 4 SP – Changes the spell from a touch attack to an
area attack that has a blast radius of 5’, and a target range of 10
feet from the user. It lasts 1 round
Increase Blast Radius 2 SP, + 2 SP per 5’ radius increase
Increase Range 2 SP, + 1 SP per 5’ range increase
Increase Spell Time 3 SP, + 2 per round – Allows the area
attack to continue for additional rounds
33

Example Spells
Fingertip of Death
• Cost 6 Necromancy SP

• Time 10 minutes to scribe


• Effect 1d2 CHP damage, target becomes Fatigued for 1 round.
Touch attack.
• Cost Breakdown Breakdown Base effect 4 SP, bestow fatigue
2 SP

Softly Tolling
• Cost 10 Necromancy SP
• Time 20 minutes to scribe

• Effect 1d2 CHP damage. Ranged touch attack, 10’ range


increment.
• Cost Breakdown Base cost 4 SP, ray attack 6 SP

Offerance

• Cost 20 Necromancy SP
• Time 100 minutes to scribe
• Effect 3d2 CHP damage, caster gains CHP equal to amount
lost by target. 5’ burst radius, 10’ range.

• Cost Breakdown Base cost 4 SP, increase dice number 3+4


SP, life drain 5 SP, Area attack 4 SP

Feeblement
• Cost 20 Necromancy SP

• Time 100 minutes to scribe


• Effect 1d2 CHP damage, cause -2 to target’s STR and DEX
scores. Touch attack.
• Cost Breakdown Base cost 4 SP, bestow curse 8 SP, increase
spell potency 2+1 SP, add additional effects 4+1 SP
34

Spellschool (Transmutation) Trained Only Option 2 Transmute a single Tiny ingot of material within its
group or within the same ingot level. Transmuting an Ingot of
This skill allows a character to scribe spells, scrolls, and read material from one ingot to another lasts 5 minutes. This is a touch
spells of the Transmutation Spellschool. attack spell.
Transmutation is the changing the properties of an object,
creature, or person, for better or worse.
Example: From plastic to rubber, or from lead to steel
Transmutation spells are touch spells by default and
enhancements can change them to ranged touch attacks, area
attacks that target a single 5’ square, line area attacks that start Option 3 Split or combine any size of matching ingots into either
from a single 5’ square, or cone attacks that start from the caster’s a larger or smaller ingot. This is permanent. This is a touch attack
position. Unless otherwise noted, anyone in the area attack will spell.
receive the damage and effects.
Example: Taking four Tiny steel ingots, and combining them
Cantrip 1 SP – Choose option 1 or 2 into one Medium steel ingot, or a Huge wood ingot into two
Option 1 Color, clean, soil, flavor, chill, warm, or scent any Small Large ingots.
or smaller object that weighs no more than 2.0 lbs. This effect lasts
for 1 hour. Option 4 Turns any tiny or smaller object into sectioned off
Option 2 Mend a single break or tear on a Tiny or smaller object ingots of raw material suitable for transmutation components in
weighing 2.0 lbs or less. This repair is permanent. transmutation spells. A second base effect may be purchased
alongside this option, and these ingots can be used as components
in it instead of having to have ingots already broken down to be
Sub-Schools
used. If the object can move under its own power, it must choose
Ingot Manipulation to be deconstructed. If the object is possessed by a creature, the
creature possessing the object must choose to allow the object to
Encompasses changing and manipulating ingots, as well as creating be deconstructed. This is permanent. This is a touch attack spell.
weapons from those ingots. Ingots are units of measurement for
transmutation. Ingots are units of measurement for transmutation.
Example: Taking a drinking glass and deconstructing it into
They have no defined shape, but they do have a defined volume. A
1 tiny glass ingot, or a smartphone and deconstructing it
mage can define the shape of the ingot, so as long as it is a single
into 1 Tiny plastic ingot, 1 Tiny glass ingot, and 1 Fine copper
connected shape that fits into the size category that the ingot is.
ingot.
Mages often shape their ingots according to their personality.

Cantrip 1 SP – Choose option 1, 2 or 3


Base Enhancements
Option 1 Change a Tiny or smaller ingot into a crude shape,
Increase Spell Length 1 SP, +1 SP per 1 minute increase
such as a figurine or geometric shape, that is too brittle or weak to
be used as a tool. This change lasts for 1 hour, before the object
shifts back to its original form. This is a touch attack spell. Ingot Creation Enhancements
Option 2 Identify the potential ingots of raw materials from any Increase Item Size 1 SP, +2 SP per increase (from Tiny to Small,
object this spell is cast on. This is permanent. This is a touch attack etc.)
spell.
Option 3 Create a finished product from the raw materials. The
mage must be able to make the items using the Craft skill that Ingot Selection Enhancements
the object would be made using on a roll of 10, and still must Increase Ingot Size 1 SP, +1 SP per increase (from Tiny to Small,
purchase the cost of the raw materials required to create the item. etc.)
This cantrip may not be used to make weapons or ammunition. Specific Ingot Categories 4 SP – Instead of specifying the
This item can be as complex as the alchemist can make. This is specific ingot, the mage can instead specify a category of ingots
permanent. This is a touch attack spell. and use any of the ingots that fall under the selected category.
Any Ingot 9 SP – Instead of specifying the specific ingot, the
mage can instead use any ingot of material for the spell.
Base Cost 2 SP – Choose option 1, 2, 3, or 4
Option 1 You can make specific melee weapons, black powder
firearms, non-cased or non-shelled ammunition such as black Weapon Creation Enhancements
powder bullets, arrows, or crossbow bolts, or simple tools from a Weapon Categories 4 SP – Instead of specifying a specific
specific ingot type. This weapon lasts for 1 minute. The mage is melee weapon, tool, or non-cased or shelled ammunition, a mage
considered proficient in any weapon they transmute for the length can instead choose a category of weapons (simple weapons for
of the transmutation. This is a touch attack spell. example) or a category of non-cased or shelled ammunition (Arrows
and crossbow bolts for example), that the spell can transmute.
Example: To make a Push Blade knife, you require a single Any Weapon 11 SP – Instead of specifying a specific melee
Small or larger ingot of materials or two Tiny ingots of weapon, tool, or non-cased or shelled ammunition, a mage can
different material. transmute any tool, melee weapon, or non-cased or shelled
ammunition without specification to any category.
35

Target Enhancements Increase Spell Potency 1 SP, + 4 SP per increase (Increase


Area Attack 2 SP – Changes the spell from a touch attack to the Attack Penalty).
an area attack that has a blast radius of 5’, and a target range
increment of 10’ from the user. Target Enhancements
Increase Blast Radius 2 SP, +1 SP per 5’ range increase Area Attack 2 SP – Changes the spell from a touch attack to an
Increase Range Increment 1 SP, + 1 SP per 5’ range increment area attack that has a blast radius of 5’, and a target range of 10’
increase from the user. When using the object downgrade enhancement, all
Line Area Attack 1 SP – Allows the spell to be cast as a line objects caught in the blast are affected.
instead of a blast, the line being three times as long as the blast Increase Blast Radius 2 SP, + 1 SP per 5’ range Increase
radius. The line must be drawn out and confirmed before the attack Increase Range 1 SP, + 1 SP per 5’ range increase
roll is made. Line Area Attack 1 SP – Allows the spell to be cast as a line
Cone Attack 3 SP – Changes the spell from a touch attack to a instead of a blast, the line being three times as long as the blast
cone blast attack with a range increment of 10’. radius. The line must be drawn out and confirmed before the attack
Increase Range Increment 2 SP, + 1 SP per 5’ range increase roll is made.
Ray Attack 1 SP – Changes the spell from a touch attack to a Cone Attack 3 SP – Changes the spell from a touch attack
ranged touch attack with a range increment of 15’. to a cone blast attack with a range of 10’. When using the
Increase Range Increment 1 SP, + 1 SP per 5’ range increment Object Downgrade enhancement, all objects caught in the blast are
increase. affected.
Increase Range 2 SP, + 1 SP per 5’ range increase
Weapon Manipulation Ray Attack 1 SP – Changes the spell from a touch attack to a
ranged touch attack with a range increment of 15’.
Encompasses changing and manipulating weapons, giving them Increase Range Increment 1 SP, + 1 SP per 5’ range increment
upgrades or downgrades. increase.

Base Cost 1 SP – Transmute a weapon upgrade into a transmuted


Terrain Manipulation
weapon or into an already existing melee weapon. The upgrade
must be able to be performed on the weapon to be transmuted, and Encompasses changing and manipulating the terrain, shifting and
any indicated blocks must be used. When applying enhancements changing it to benefit the mage.
to this spell, the ingot cost can be paid by either the one receiving
the upgrade, or the character casting the spell, so as long as the Base Cost 1 SP – Allows terrain to be shifted with a touch attack
ingots are within 5’ of the one receiving the spell or the character that affects a single 5’ square, and lasts for 1 round. This spell
casting the spell, and are not currently being possessed or held. This does nothing on its own, and must be combined with terrain shift
upgrade does nothing on its own and lasts for 1 round. Upgrades enhancements.
can be combined as long as they do not conflict. This is a touch
attack spell.
Terrain Shift Enhancements
Destabilize Terrain 2 SP – Target an area and destabilizes it,
Object Upgrade Enhancements making it difficult to pass over, or fight in. Moving through a
destabilized area cost twice as much, and any creature is considered
Custom Handle 4 SP – Grants the custom handle upgrade for flat-footed while they are in that area. This is a touch attack spell,
the spell’s length. affects a single 5’ square, and lasts for 1 round.
Detailing 3 SP – Grants the detailing upgrade for the spell’s Increase Spell Length 1 SP, + 1 SP per 1 round increase
length, and requires one small precious metal ingot. Shift Terrain 4 SP – Target an area and shift it, making walls,
Practice Weapon 1 SP – Grants the practice upgrade for the trenches, openings and other structures. Shifting terrain doesn’t
spell’s length, and requires one polymer ingot of equal size to the make it disappear, rather displaces it, which must go somewhere
weapon’s size. adjacent to the area being shifted (for example, to make a chest
Razor Sharp 4 SP – Grants the razor sharp upgrade for the high wall in a square, a square adjacent must be pulled from, and
spell’s length. has the same depth as the wall, or to make an opening in a wall, the
Silvered 3 SP – Grants the silvered upgrade for the spells adjacent sides would become twice as thick.) This is a touch attack
length. Requires one silver ingot of equal size to the weapon’s size. spell, affects a single 5’ square’s worth of terrain or obstacles, and
Weighted 2 SP – Grants the weighted upgrade for the spell’s lasts for 1 round. This spell can move 5’ squared worth of terrain
length and requires one stone, iron, or steel ingot of equal size to in any direction
the weapon’s size. Increase Spell Length 1 SP, + 1 SP per 1 round increase
Jagged 4 SP – Grants the jagged upgrade for the spell’s length. Increase Spell Size 1 SP, + 1 SP per 5’ square affected
Increase Spell Length 1 SP, +1 SP per 1 round increase. Increase Spell Potency 1 SP, + 1 SP per additional 5 square
feet of movement.
Object Downgrade Enhancements Grease Terrain 2 SP – Target an area and removes some friction
Unbalance Weapon 6 SP – Target a weapon to unbalance it from it, making it difficult to pass over, or fight in. Any creature
and make it harder to use, granting a −1 attack penalty for 1 round, moving through greased terrain must make a successful Reflex
for all those that use the weapon. This is a touch attack spell, and Saving Throw [TN12] or be knocked prone. This spell affects a
uses the Strike an Object combat rules. single 5’ square, and lasts for 5 round. This enhancement can not
Increase Spell Length 1 SP, + 1 SP per 1 round increase. be used with the Glue Terrain enhancement.
36

Increase Spell Length 1 SP per 1 round increase Base Cost 3 SP – Choose Piercing, Slashing, or Bludgeoning. The
Increase Save 1 SP, + 1 SP per increase (Increases the TN by target gains a natural melee weapon that deals 1d3 damage of the
1) selected damage for 3 rounds. Natural weapons do not require
Glue Terrain 3 SP – Target an area and coat it in a sticky film, proficiency to use.
making it difficult to pass over, or fight in. Any creature moving
through glued terrain must make a successful Reflex Saving Throw Base Enhancements
Reflex Saving Throw [TN12] or be stuck to the terrain for that round, Increase Spell Length 1 SP per Round increase
becoming flat footed. Every round after that, the creature can spend Increase Dice Value 2 SP, + 1 SP per increase (from d3 to d4,
8 Combat Points to make an Athletics check [TN20] or Acrobatics to d6, to d8, to d10, to d12)
check [TN25] to free themselves. This spell affects a single 5’ square, Increase Dice Number 3 SP, + 2 SP per increase (from 1d to 2d,
and lasts for 1 round. This enhancement can not be used with the to 3d, etc.)
Grease Terrain enhancement.
Increase Spell Length 1 SP, + 1 SP per 1 round increase
Increase Save 1 SP, + 1 SP per increase (Increases the TN by Base Cost 3 SP – Choose Piercing, Slashing, or Bludgeoning. The
1) target gains a natural ranged weapon that deals 1d3 damage of
Spike Terrain 4 SP – Target an area and create raised, sharp the selected damage for 3 rounds, with a range increment of 10
spikes on it, making it difficult to pass over, or fight in. Any creature feet. Natural weapons do not require proficiency to use.
moving through spiked terrain takes 1d3 piercing damage, ignoring
any armor they may be wearing. This spell affects a single 5’ Base Enhancements
square, and lasts for 1 round. Increase Spell Length 1 SP per round increase
Increase Spell Length 1 SP, + 1 SP per 1 round increase Increase Dice Value 2 SP, + 1 SP per increase (from d3 to d4,
Cloud Terrain 3 SP – Target an area, making a thick cloud of to d6, to d8, to d10, to d12)
cool steam, making it difficult to see through. Any creature or object Increase Dice Number 3 SP, + 2 SP per increase (from 1d to 2d,
within the clouded terrain is considered 25% concealed. This spell to 3d, etc.)
affects a single 5’ square, and lasts for 1 round. Increase Range Increment 2 SP per increase (increases the
Increase Spell Length 1 SP, + 1 SP per 1 round increase range increment an additional 5’)

Target Enhancements Base Cost 5 SP – The target heals at the rate of 1 HP per round
Area Attack 2 SP – Changes the spell from a touch attack to an for 3 rounds. This spell will always heal CHP before it heals XHP.
area attack that has a blast radius of 5’, and a target range of 10’ This spell does not restore hit points lost to starvation, thirst, or
from the user. suffocation, and it does not allow a creature to regrow or reattach
Increase Blast Radius 2 SP, +1 SP per 5’ range Increase severed body parts. This spell also does not stop bleeding.
Increase Range 1 SP, +1 SP per 5’ range increase
Line Area Attack 1 SP – Allows the spell to be cast as a line
Base Enhancements
instead of a blast, the line being three times as long as the blast
Increase Rate 3 SP, + 1SP per increase (increases rate of healing
radius. The line must be drawn out and confirmed before the attack
per round by 1)
roll is made.
Increase Spell Length 2 SP per round increase
Cone Attack 3 SP – Changes the spell from a touch attack to a
cone blast attack with a range of 10’.
Increase Range 2 SP, +1 SP per 5’ range increase
Ray Attack 1 SP – Changes the spell from a touch attack to a Base Cost 8 SP – Choose Neurotoxin, Dendrotoxin, or Cardiotoxin.
ranged touch attack with a range increment of 15’. The target gains the glands to produce the selected poison and can
Increase Range Increment 1 SP, +1 SP per 5’ range increment inject the poison through a non-lethal, non damaging bite which
increase. must be accomplished after a successful grapple attack. Any target
with natural weapons can, on a successful attack, also poison the
target in addition to the natural weapon’s damage. The effect last
Animate
as long as the ablity to poison last, and ability last for 3 rounds. A
Encompasses enhancing animate, living creatures. character can only have one active poison at a time.

Cantrip 1 SP – Color or scent a single target’s hair, eyes, or skin. Type Damage
This effect lasts for 30 minutes. Neurotoxin 1d2 CON / 1d4 CON
Dendrotoxin 1d4 DEX / 1d8 DEX
Base Cost 2 SP – Grant a +1 bonus to a single target’s STR, DEX, Cardiotoxin 1d4 STR / 1d8 STR
or CON Score for 2 rounds
The Fortitude Saving Throw against poison has a TN equal to [TN8]
Base Enhancements A successful Saving Throw negates the damage.
Increase Spell Length 1 SP per round increase
Increase Spell Potency 5 SP, + 2 SP per increase (increase the Base Enhancements
ability score bonus) Increase Saving Throw 2 SP, +2SP per increase [increases Save
Add Additional Effects 3 SP, + 2 SP per additional effect (add TN by 1]
an additional ability score bonus) Increase Spell Length 1 SP per round increase.
37

Target Enhancements Items Materials gained


Area Attack 2 SP – Changes the spell from a touch attack to an Smartphone 1 Tiny plastic ingot, 1 Tiny
area attack that has a blast radius of 5’, and a target range of 10’ glass ingot, and 1 Fine
from the user. All targets within the blast radius are affected. copper ingot
Increase Blast Radius 2 SP, + 1 SP per 5’ range increase. 8 fl oz glass or mug 1 Small glass ingot
Increase Range 1 SP, + 1 SP per 5’ range increase Manhole Cover 1 Large iron ingot
Line Area Attack 1 SP – Allows the spell to be cast as a line Small Kitchen 1 Medium plastic ingot, 1
instead of a blast, the line being three times as long as the blast Appliance Small glass ingot, 1
radius. All targets within the blast radius are affected. The line must (Microwave, Toaster, Diminutive copper ingot,
be drawn out and confirmed before the attack roll is made. etc) and 1 Tiny aluminum ingot
Cone Attack 3 SP – Changes the spell from a touch attack to a Large Kitchen 1 Huge aluminum or steel
cone blast attack with a range of 10’. All targets within the blast Appliance (Oven, ingot, 1 Small plastic ingot,
radius are affected. Dishwasher, etc) and 1 Medium copper ingot
Increase Range 2 SP, + 1 SP per 5’ range increase Small Creature 1 Medium flesh ingot and 1
Ray Attack 1 SP – Changes the spell from a touch attack to a Small bone ingot
ranged touch attack with a range increment of 15’. Medium Creature 1 Large flesh ingot and 1
Increase Range Increment 1 SP, + 1 SP per 5’ range increment medium bone ingot
increase. Handguns 1 Diminutive to Small steel
(Depending on size) ingot, 1 Fine plastic or wood
Transmutation Ingots and the Ingot Groups ingot, and 1 Small plastic or
steel ingot
Ingots are units of measurement for transmutation. They have no
Longarms 1 Large steel ingot, 1 Small
defined shape, but they do have a defined volume. A mage can
aluminum ingot and 1 Tiny
define the shape of the ingot, so as long as it is a single connected
plastic or wood ingot
shape that fits into the size category that the ingot is. Mages often
Street Light Post 2 Colossal aluminum or
shape their ingots according to their personality.
steel ingots or 1 Colossal
Ingot Size Weight1 # for a medium ingot iron ingot and 1 Large
Fine 0.1 16 copper ingot
Diminutive 0.2 8 Telephone Pole 4 Huge wood ingots
Tiny 0.5 4 Full Size Car 3 Colossal steel, aluminum
or iron ingots, 1 Huge glass
Small 1.0 2
ingot, 4 Gigantic aluminum,
Medium 2.0 1
steel or iron ingots, 4 Fine
Large 4.0 ½
copper ingots, 4 Large
Huge 8.0 ¼
glass ingots, 1 Medium
Gigantic 16.0 1/8
aluminum, steel or iron
Colossal 32.0 1/16 ingot, 4 Small Aluminum
ingots, 4 Medium steel
Table 3: Ingot Sizes and Weights
ingots,4 Medium to Huge
1 This is the general weight of ingots. Certain materials may double, or rubber ingots, 1 Medium
half this value. plastic ingot, and 1 Small
lead ingot
Wooden Office Desk 2 Large wood ingots and 2
Small wood ingots

Table 4: Common Items and Ingot Yield


38

Organic Group Stone Group


The organic group focus on minerals and substances that are Stone group is a group of ingots of naturally occurring solid
alive or once were alive. aggregate of minerals and mineraloids
Wood Ingot Encompasses all various types of woods, from Crystal Ingot Encompasses solid material who’s molecules
the light balsa to the solid, dense Ebony. It also encompasses are arranged in an ordered pattern in three dimensional shape.
things such as leaves, plants, as well as the life giving liquid, water, Because of this, they can be shaped well to make very sharp blades
and its various forms. Weapons and ammunition transmuted from and points, but they’re harder to transmute because of their rigid
wood ingots have the following modifiers. Hardwood is good for structure. All transmutation spells containing crystal ingots have
bludgeoning weapons, because of its density and weight, but is a +2 SP cost to the base cost and a +1 to the SP cost to increase
very poor at holding a point or edge, while softwoods are better at length, potency, or ingot size.
flexing and making bows.
Crystal
Hardwoods Bludgeoning −2 damage
Bludgeoning +1 damage Piercing +1 damage
Piercing −2 damage Slashing +2 damage
Slashing −5 damage Ballistic −5 damage, ½ normal range increment (rounded
Ranged +2 to all strength requirements per bow up)
Piercing Ammo +1 damage
Bludgeoning Ammo −2 damage Glass Ingot Glass ingots are quite self explanatory: They are
Ingots that involve various types of glass, as well as sand and
silica, and even Glassteel. Glass, while being fragile, is extremely
Softwoods sharp, and slashing and piercing weapons made out of glass are
extremely dangerous.
Bludgeoning Standard stats
Piercing −4 damage Glass
Slashing −8 damage
Ranged Standard bow statistics Bludgeoning Standard stats, 85% chance to break with
Piercing Ammo Standard stats each attack
Bludgeoning Ammo −3 damage Piercing +4 damage, 50% chance to break with each attack
Slashing +5 damage, 40% chance to break with each attack
Piercing Ammo +4 damage, breaks immediately after use
Bone Ingot Encompasses osseous tissue from animals as well
as chitin from insects and insectoid like creatures. Bone ingots
make very good piercing weapons, as bone can hold a decent Glassteel
point, but make poor slashing or bludgeoning weapons. Piercing +4 damage
Slashing +5 damage
Bone Piercing Ammo +4 damage
Bludgeoning −6 damage
Piercing Standard damage Rock Ingot Contains igneous rock, which are rocks formed
Slashing −4 damage through the cooling and solidification of magma or lava,
Piercing Ammo Standard damage sedimentary, which are rocks formed by the deposition of material
Bludgeoning Ammo −1 damage at the Earth’s surface and within bodies of water, and metamorphic,
which is a metamorphosis of the two previous rocks. Rocks make
good bludgeoning weapons because of their weight, but at the
Flesh Ingot Encompasses soft tissue, such as skin, muscles same time, are problematic because of their weight. Rock ingots
and organs, as well as blood vessels, sinew, and fat. Weapons are double the normal weight.
and ammunition made from flesh are terrible, as they are too soft
to cause any real damage, even non-lethal, not heavy or solid Rock
enough to be used as ammunition, and is impossible to hold any
kind of edge. Flesh does have use supplemental use, as flexible Bludgeoning +5 Damage, increase the weight by 4×
parts of other equipment, such as the strings to bows, or to make Piercing −1 Damage, increase the weight by 3×
thin, strong tripwires or to fix two items together. Slashing −3 Damage, increase the weight by 3×
Bludgeon Ammo +2 Damage, increase the weight by 2×
Flesh

Bludgeoning No damage
Piercing No damage
Slashing No damage
Piercing Ammo No damage
Bludgeoning Ammo No damage
39

Metal Group Evokalloys


The metal group is a group of ingots who are good conductors
of both heat and electricity. They include both pure metals and Bludgeoning Standard damage
alloys, which are metal mixtures. Piercing Standard damage
Base Metal Ingot Metals that corrode or oxidizes relatively Slashing Standard damage
easily. The most common examples include iron, nickel, zinc, lead Piercing Ammo Standard damage
and copper. These ingots also include their alloys, such as brass, Bludgeoning Ammo Standard damage
steel, and bronze. Unlike most ingot groups, each block’s materials
gives different effects. Below are some common alloys and metals Precious Metal Ingot Ingots of precious metals, prized for
and their effects. Base Metal ingots are double the normal weight. their luster, lack of reactivity, and rareness, as well as certain
mystical properties. Precious metals include gold, silver, platinum
and pure aluminum. Like base metals, the different substances
Iron
have different effects. Precious Metal ingots are double the normal
Bludgeoning +1 damage, increase weight by 2× weight.
Piercing +1 damage, increase weight by 2×
Slashing −4 damage, increase weight by 2× Platinum
Piercing Ammo +1 damage, increase weight by 2×
Bludgeoning Ammo −1 damage, increase weight by 2× +3 SP to base transmute cost
Ballistic Ammo −3 damage in cased, −2 damage in shelled Piercing Ammo Standard damage
Bludgeoning Ammo Standard damage
Ballistic Ammo Standard damage in cased and shelled

Lead
Gold
Bludgeoning Ammo Standard damage
Ballistic Ammo Standard damage in cased and shelled Piercing Ammo −5 damage
Bludgeoning Ammo −5 damage
Ballistic Ammo −8 damage in cased, −9 damage in shelled
Copper

Bludgeoning −2 damage Aluminum


Piercing −1 damage Bludgeoning −6 damage, weight decrease by ½
Slashing −1 damage Piercing Standard damage, weight decrease by ½
Piercing Ammo Standard damage Slashing −9 damage, weight decrease by ½
Bludgeoning Ammo Standard damage Piercing Ammo −4 damage
Ballistic Ammo +3 damage in cased, +1 damage in shelled Bludgeoning Ammo −6 damage
Ballistic Ammo −10 damage in cased, −8 damage in shelled

Steel
Mithril
Bludgeoning Standard damage
Piercing Standard damage Bludgeoning Standard damage
Slashing Standard damage Piercing Standard damage
Piercing Ammo Standard damage Slashing Standard damage
Bludgeoning Ammo Standard damage
Ballistic Ammo +3 damage in cased, standard damage in
Elemetal
shelled
+5 SP to base transmute cost
Bludgeoning Standard damage
Brass Piercing Standard damage
Slashing Standard damage
Piercing Ammo +2 damage
Bludgeoning Ammo Standard damage
Ballistic Ammo −3 damage in cased, −1 damage in shelled
Polymer Group
Polymer group is a group of ingots that include both man-made
Adamantine and naturally occurring polymers.
Plastic Ingot Includes materials of any synthetic and semi-
Bludgeoning +3 damage synthetic, moldable solids. They are typically found everywhere,
Piercing +3 damage from children’s toys to multi-billion dollar machinery. They are
Slashing +3 damage usually derived from petroleum. Plastic ingots are half the normal
weight.
40

Plastic Shortsword Large ingot for the blade and a Small ingot for the handle
Bastard Sword Two Large ingots for the blade and a Medium ingot for
Bludgeoning Standard damage the handle
Piercing −2 damage Broadsword Two Large ingots for the blade and a Small ingot for the
Piercing Ammo Non-lethal damage only handle
Bludgeoning Ammo Non-lethal damage only Longsword Two Large ingots for the blade and a Medium ingot for the
handle
Ballistic Ammo Non-lethal damage in cased and shelled
Great Sword Three Large ingots for the blade, and two Medium ingots
for the handle
Rubber Ingot Includes both natural and synthetic rubber, as Khepesh Five Small ingots for the blade and a Medium ingot for the handle
well as rubberized plastics. Rubber is waterproof, and moldable, as Maquahuitl Two Large wood ingots for the holder, three Small crystal
well as expandable and elastic, making it good for handles, grips, ingots for the blade, and a Small ingot for the handle
as well as things like balls and gaskets. Because of its elastic nature, Rapier Large ingot for blade and a Small ingot for the handle
it tends to bounce off of objects and stretch, rather than punch Sabre Large ingot for blade and a Small ingot for the handle
through. Rubber ingots are half the normal weight. Cutlass Medium ingot for blade and a Small ingot for the handle
Parrying Dagger Tiny ingot for handle and a Small ingot for the blade
Rubber Sai/Jitte Small ingot for the handle and Small ingot for the blade
Long Staff Four Large ingots
Bludgeoning Non-lethal damage only Quarterstaff Three Large ingots
Piercing Ammo Non-lethal damage only Short Staff Two Large ingots
Bludgeoning Ammo Non-lethal damage only Long Spear Three Large ingots for the handle, and a Medium ingot for
Ballistic Ammo Non-lethal damage in cased and shelled the blade
Short Spear Two Large ingots for the handle, and a Medium ingot for the
blade
Heavy Mace Two Large ingots for the contact, and a Medium ingot for
Recipes for Weapons and Ammunition the handle
Light Mace Large ingot for the contact, and a Medium ingot for the handle
This list is a recipe list for making and deconstructing weapons.
Flail Two Large ingots for the ball, Three Small ingots for the chain, and a
Medium ingot for the handle
Simple Weapons Light Pick Three Small ingots for the contact, and a Medium ingot for the
handle
Brass Knuckles Tiny ingot Heavy Pick Four Small ingots for the contact, and a Medium ingot for the
Push Blade Tiny ingot for the handle and a Tiny ingot for the blade handle
Field Knife Tiny ingot for handle and a Medium ingot for the blade Kama One Large ingot for the blade, and a Medium ingot for the handle
Survival Knife Tiny ingot for handle and a Small ingot for the blade Halberd Three Large ingots for the handle, and a Medium ingot for the
Combat Knife Tiny ingot for handle and a Small ingot for the blade blade
Pocket Knife Small ingot for the handle and a Tiny ingot for the blade Light Recurve Bow Two Large ingots for the length and a tiny flesh or
Escape Knife Diminutive ingot for the handle and a Tiny ingot for the rubber ingot for the string.
blade Medium Recurve Bow Two Large ingots for the length and two tiny flesh
Kukri Tiny ingot for handle and two Tiny ingots for the blade or rubber ingots for the string.
Karambit Tiny ingot for handle and a Small ingot for the blade Heavy Recurve Bow Two Large ingots for the length and a Small flesh
Light Club Medium ingot or rubber ingot for the string.
Medium Club Large ingot Super Heavy Recurve Bow Two Large ingots for the length and a Medium
Heavy Club Huge ingot flesh or rubber ingot for the string.
Tool Hammer Small ingot for the handle and a Small ingot for the head Dreadnought Recurve Bow Two Large ingots for the length and two
Sledgehammer Large ingot for the handle and a Small ingot for the blade Medium flesh or rubber ingots for the string.
Riot Shield/Plastic Combat Shield Large ingot for the shield, and a Small Juggernaut Recurve Bow Two Large ingots for the length and three
ingot for the handle Medium flesh or rubber ingots for the string.
Entry Shield Huge ingot for the shield and a Small ingot for the handle. Bull Whip Four small ingots
Wrist Wraps Small wood or plastic ingot Weighted Chain Five Small ingots for the chain, two Medium ingots for
Syringe Knife Tiny ingot for handle, a Small ingot for the blade, and a the weights
Small polymer or glass ingot for the syringe. Whip Chain Three Small ingots
Light Combat Shield Three Small ingot for the shield, and a Small ingot Nunchaku Two Medium ingots for the handle, and a Small ingot for the
for the handle chain
Heavy Combat Shield Two Large ingots for the shield, and a Small ingot Three Section Staff Six Large ingots for the staffs, and two Small ingots
for the handle for the chain
Slingshot One small ingot for the handle, and one tiny rubber or flesh
ingot for the strap
Aetherwand Small ingot Exotic Weapons
Aetherrod Medium ingot Garrote One Small ingot
Aetherstave Large ingot

Archaic Weapons
Battleaxe Large ingot for the head and a Medium ingot for the handle
Broadaxe Large ingot for the head and a Small ingot for the handle
Hand Axe Medium ingot for the head and a Small ingot for the handle
41

Thrown Weapons Single Barrel Muzzleloading Rifle Two Large wood or polymer ingots
for the handle, a tiny metal ingot or for the striker, and four Large metal
Brick Small ingot. No transmutation required ingots for the barrel and body
Bolas Three Small ingots for the weights, and three Medium wood, plastic, Double Barrel Muzzleloading Carbine Two Large wood or polymer
flesh, or base metal ingots for the chain/rope ingots for the handle, a tiny metal ingot or for the striker, and six Large
Light Boomerang Small wood or plastic ingot metal ingots for the barrel and body
Medium Boomerang Medium wood or plastic ingot Double Barrel Muzzleloading Rifle Two Large wood or polymer ingots
Heavy Boomerang Large wood or plastic ingot for the handle, a tiny metal ingot or for the striker, and eight Large metal
Javelin Two Large ingots for the handle, and a Medium ingot for the blade ingots for the barrel and body
Throwing Axe Medium ingot for the head and a Small ingot for the handle‘
Throwing Knives/Stars Tiny ingot for the blade
Giant Throwing Star Large ingot for the blade Ammunition
Glave Small ingot for the blade Black Powder and Slingshot Projectiles Fine ingot or larger. One fine
ingot makes 4 projectiles, and larger ingots will make more, depending on
how many fine ingots it takes to make up the current ingot size.
Black Powder Weapons Crossbow Bolts and Arrows Tiny wood or polymer ingot for the shaft
Matchlock Pistol Small wood or polymer ingot for the handle,a tiny wood and a fine ingot for the head. This makes a single bolt or arrow.
ingot for the match, and a Medium metal ingot for the barrel and body. Spinfusor Blades Small metal or precious metal ingot. This makes a
Double Barrel Matchlock Pistol Small wood or polymer ingot for the single blade.
handle,a tiny wood ingot for the match, and two Medium metal ingots for
the barrel and body. Example Spells
Matchlock Carbine Two Large wood or polymer ingots for the handle,a
tiny wood ingot for the match, and two Large metal ingots for the barrel Concept of Creation
and body.
Matchlock Musket Two Large wood or polymer ingots for the handle,a • Cost 5 Transmutation SP, Ingot Manipulation subschool
tiny wood ingot for the match, and three Large metal ingots for the barrel
• Time 5 minutes to scribe
and body.
Flintlock Pistol Small wood or polymer ingot for the handle, a Diminutive • Effect Turns an unattended Small or smaller object into
metal or stone ingot or for the flint/sparker, and a Medium metal ingot for sectioned off ingots of raw material. Touch attack, permanent.
the barrel and body
Double Barrel Flintlock Pistol Small wood or polymer ingot for the handle, • Cost Breakdown Base cost 2 SP, increase item size 1+2 SP
a Diminutive metal or stone ingot or for the flint/sparker, and two Medium
metal ingots for the barrel and body
Rip and Tear
Flintlock Pistol, Rifled Small wood or polymer ingot for the handle, a
Diminutive metal or stone ingot or for the flint/sparker, and a Large metal • Cost 5 Transmutation SP, Weapon Manipulation subschool
ingot for the barrel and body
Double Barrel Flintlock Pistol, Rifled Small wood or polymer ingot for • Time 5 minutes to scribe
the handle, a Diminutive metal or stone ingot or for the flint/sparker, and
two Medium metal ingots for the barrel and body • Effect Grants the jagged upgrade to a melee weapon. Touch
Flintlock Carbine Musket Two Large wood or polymer ingots for the attack, lasts for 1 round.
handle, a Diminutive metal or stone ingot or for the flint/sparker, and two
Large metal ingots for the barrel and body • Cost Breakdown Base cost 1 SP, jagged 4 SP
Flintlock Carbine, Rifled Two Large wood or polymer ingots for the
handle, a Diminutive metal or stone ingot or for the flint/sparker, and three Wax On
Large metal ingots for the barrel and body
Flintlock Musket Two Large wood or polymer ingots for the handle, a • Cost 5 Transmutation SP, Terrain Manipulation subschool
Diminutive metal or stone ingot or for the flint/sparker, and three Large
metal ingots for the barrel and body
• Time 5 minutes to scribe
Flintlock Musket, Rifled Two Large wood or polymer ingots for the handle, • Effect Greases a 5’ square, any creature moving through
a Diminutive metal or stone ingot or for the flint/sparker, and four Large
the terrain must make a [TN12] Reflex Saving Throw or be
metal ingots for the barrel and body
knocked prone. Ranged touch attack, 15’ range increment,
Blunderbuss Pistol Small wood or polymer ingot for the handle, a
Diminutive metal or stone ingot or for the flint/sparker, and a Large metal
lasts for 5 rounds.
ingot for the barrel and body • Cost Breakdown Base cost 1 SP, grease terrain 2 SP, ray
Blunderbuss Two Large wood or polymer ingots for the handle, a
attack 1 SP
Diminutive metal or stone ingot or for the flint/sparker, and four Large
metal ingots for the barrel and body
Single Barrel Muzzleloading Pistol Small wood or polymer ingot for the Hedgehog’s Dilemma
handle, a tiny metal ingot or for the striker, and a Large metal ingot for
the barrel and body
• Cost 5 Transmutation SP, Animate subschool
Double Barrel Muzzleloading Pistol Small wood or polymer ingot for • Time 5 minutes to scribe
the handle, a tiny metal ingot or for the striker, and two Large metal ingot
for the barrel and body • Effect Grants a natural melee weapon that deals 1d3 Piercing
Single Barrel Muzzleloading Carbine Two Large wood or polymer ingots damage. Touch attack, lasts for 5 rounds.
for the handle, a tiny metal ingot or for the striker, and three Large metal
ingots for the barrel and body • Cost Breakdown Base cost 3 SP, increase spell length 2 SP
42

Accumulated Years Nice Knife

• Cost 10 Transmutation SP, Ingot Manipulation subschool • Cost 20 Transmutation SP, Weapon Manipulation subschool

• Time 20 minutes to scribe • Time 100 minutes to scribe

• Effect Transmutes Metal Group ingots into a Sword. Touch • Effect Unbalances a weapon and imposes a -4 attack penalty.
attack, lasts for 1 minute. Touch attack, lasts for 1 round.
• Cost Breakdown Base cost 1 SP, unbalance weapon 6 SP,
• Cost Breakdown Base cost 2 SP, specific ingot categories 4
increase spell potency 1+12 SP
SP, weapon categories 4 SP

Sweep the Leg


Monster Insurance
• Cost 20 Transmutation SP, Terrain Manipulation subschool
• Cost 10 Transmutation SP, Weapon Manipulation subschool
• Time 100 minutes to scribe
• Time 20 minutes to scribe
• Effect Creates spike terrain, dealing 1d3 piercing damage
• Effect Grants the silvered upgrade to a melee weapon, using that ignores armor to any creatures moving through it. Cone
one silver ingot of equal size to the weapon. Ranged touch blast, 25’ range, lasts for 7 rounds.
attack, 15’ range increment, lasts for 5 rounds.
• Cost Breakdown Base cost 1 SP, spike terrain 4 SP, increase
• Cost Breakdown Base cost 1 SP, Silvered 3 SP, increase spell spell length 1+6 SP, cone attack 3 SP, increase range 2+3 SP
length 1+4 SP, ray attack 1 SP
S2
Wax Off • Cost 20 Transmutation SP, Animate subschool
• Cost 10 Transmutation SP, Terrain Manipulation subschool • Time 100 minutes to scribe

• Time 20 minutes to scribe • Effect Target healts 9 HP per round, healing CHP before
XHP. Does not offset starvation, thirst, suffocation, nor does it
• Effect Glues a 5’ square, any creature moving through the regrow or attack severed body parts. Touch attack, lasts for
terrain must make a [TN14] Reflex Saving Throw or be stuck 5 rounds.
and flat footed. For 8 combat points they can make a
[TN20] Athletics or [TN25] Acrobatics check to free themselves. • Cost Breakdown Base cost 5 SP, increase rate 3+8 SP,
Ranged touch attack, 15’ range increment, lasts for 2 rounds. increase spell length 4 SP

• Cost Breakdown Base cost 1 SP, glue terrain 3 SP, increase This is the Only Path
spell length 1+1 SP, increase save 1+2 SP, ray attack 1 SP
• Cost 26 Transmutation SP, Ingot Manipulation subschool
Berserker • Time 130 minutes to scribe
• Cost 10 Transmutation SP, Animate subschool • Effect Transmutes any ingots into Swords. 30’ burst radius,
10’ range increment, lasts for 2 minutes.
• Time 20 minutes to scribe
• Cost Breakdown Base cost 2 SP, increase spell length 1+1 SP,
• Effect Grants a +2 bonus to the target’s STR score. Touch any ingot 9 SP, weapon categories 4 SP, area attack 2 SP,
attack, lasts for 3 rounds. increase blast radius 2+5 SP

• Cost Breakdown Base cost 2 SP, increase spell length 1 SP,


increase spell potency 5+2 SP

I Have No Regrets

• Cost 20 Transmutation SP, Ingot Manipulation subschool

• Time 100 minutes to scribe

• Effect Turns any unattended Huge or smaller objects into


sectioned off ingots of raw material. 30’ burst radius, 10’
range increment, permanent.

• Cost Breakdown Base cost 2 SP, increase item size 1+8 SP,
area attack 2 SP, increase blast radius 2+5 SP
43

Chapter IV

Psionics
44

Psionics is the manipulation of the world through mental power Wind Gust
as opposed to magecraft. Psions draw their power from their
minds, their bodies, invoking and unlocking unleashed mental 1 PP – Creates a small breeze in any direction, up to 10’ from the
energy, as opposed to magecraft, which invokes the world through character.
mathematics, and Invokers, who use words to manipulate the world.
Psionics is split into five separate focuses, each with its own
definitive way of producing effects from the mental energy that Fluid Suspension
exists within them.
3 PP – Suspend up to 8 units of liquid in the air that is within a
The Psionics skills are focused skills for all characters. 25’ radius of the character. This liquid continues to float and swirl
around them, and is the pool of fluid that is drawn from when using
liquid for attacks and defense. This power lasts until canceled.
Psionics (WIS)
You are skilled at using your mind to affect either yourself or Base Enhancements
the world around you. Increase Potency 4 PP per each additional 8 units. The potency
This skill encompasses seven categories, each of them treated that is increased must be of the same kind of fluid that was originally
as a separate skill: Fluid Dynamics, Plasma Dynamics, Telekinesis, used.
Telepathy, and Psychometabolism
A Psion, like a Mage, uses Mental Limit. Unlike mages, Psions
may use their abilities as long as they are conscious, and can Fluid Shield
afford the Combat Point cost to use their abilities, but they must
meditate for 8 hours and prepare their mind for use. After this initial 4 PP – Grants the psion DR3/Ballistic. This power uses 8 units of
meditation, it only takes 1 hour a day to maintain this meditation. If liquid and lasts for 1 round.
this meditation is not maintained, then a Psion must spend 8 hours
meditating and gaining focus over again. Psionics requires Mental
Base Enhancements
Limit to use, and costs (2×Character Level)+25. Psions unable to
Increase Defense 2 PP per increase (adds an additional
provide this Mental Limit cost can not use their powers. When a
DR3/Ballistic and uses an additional 8 units of liquid per increase.
Psion would like to clear their mind and their Mental Limit, they
If the Psion does not have enough additional 8 units of liquid
may meditate for 1 hour to do as such, freeing their mind of the
suspended, they can not take benefit from this increase.)
Mental Limit cost.
Increase Time 2 PP per each additional round.
Psions may use their powers at will, with no need to prepare
recipes like Invokers, or spells like Mages. Psionic Points are PP,
and a character can use a power with enhancements up to the Skill
Fluid Tendril
modifier in that particular power that they have.
3 PP – The Psion flings a tendril of liquid at a target up to 20’
away from the psion, for 2d4 bludgeoning damage. This power
Psionics (Fluid Dynamics) Trained Only uses 8 units of liquid.
This skill allows a character to control liquids and gasses using
mental energy. Fluid Dynamics focuses on manipulating liquids
and gasses, usually water and air, for both offensive and defensive Base Enhancements
means. The fluid in question must be accessible, and not in a solid Increase Force 2PP per increase (adds 2d4 bludgeoning damage
body, such as in a jar, or blood flowing within a person. The fluid to the tendril attack and uses an additional 8 units of liquid per
must be able to flow freely, similarly to water. increase. If the Psion does not have enough additional units of
Fluid dynamics have a pool of liquid that they have readily liquid suspended, they can not take benefit from this increase.)
available, in which they use for attacks and to create defenses. Increase Range 1 PP per 5’ range increase.
Because of this, they have a limited amount of resources that they
can use. The resources can be recycled, however, and used again,
as long as they are maintained. The fluid used is very important, Solid Manipulation
and while a psion can have multiple pools of liquid of multiple types,
10 PP – The Psion converts frozen fluid to liquid to suspend it,
these are considered separate pools and can not be mixed.
that is within a 25’ radius of the character The solid in question
When using any blast attack, all characters caught in the area must have a freezing point at or lower than 0°C/32°F. A psion can
can attempt a Reflex Saving Throw [TN15 + (Psionics (Fluid Dynamics) convert any amount of any solid under 24 pounds for one use of
Rank + WIS Modifier)] to reduce the damage of the effect by half. the power, but needs to convert at least 8 pounds of the solid in
All Fluid Dynamics attacks are standard ranged attacks and order to suspend 8 units for use. This change is permanent. The
require attack rolls like all ranged weapons. psion can also convert any liquid they are currently suspending
to a solid, with the conversion of 1 unit of liquid being equal to a
Fluid Sense single pound. The solid in question must have a freezing point at or
lower than 0°C/32°F This change lasts 1 round, after which the solid
1 PP – A character can sense the location of any source of liquid begins to turn back into a liquid, unless the psion actively maintains
more than 8 units, within a 100’ radius of the character. the change.
45

Gas Manipulation walk on fluid as if it were a solid surface, moving the normal speed
for walking or running. A character may not crouch or go prone on
14 PP – The Psion pulls a gas out of the atmosphere, that is within
any kind of fluid using this power. This power lasts until canceled.
a 25’ radius of the character, and converts it to a liquid to suspend
it, so long as it has a boiling point at or above 100°C/212°F. It takes a
full round (including the Combat Points used to activate this power) Wind Jump
to draw a 8 units of liquid from the atmosphere. This change is 15 PP – Use the wind and the currents to lift the character off the
permanent. The most common gas is steam, converting to water, ground, flying up to 20’ high from the ground they jumped from.
but any gas that has a liquid form can be used. The Psion can also The character may fly at 5’ per 2 Combat Points, and must use
convert a liquid into a gas, so as long as it has a boiling point at Combat Points every round to activate this power and continue
or above 100°C/212°F. This change lasts 1 round, which after the flying. If the character chooses not to renew, they immediately
gas turns back to a liquid, unless the psion actively maintains the plummet back to the earth and take any fall damage, if applicable.
change.

Wind Burst
4 PP – Creates a burst of wind that has a blast radius of 10’. Any
creature caught in the blast must make a Reflex Saving Throw [TN15
+ (Psionics (Fluid Dynamics) Rank + WIS Modifier)] or be knocked
prone. This power has a 25’ range and also clears any smoke, tear
gas, or chemical irritant in the affected area.

Base Enhancements
Damaging Blast 3 PP per increase (adds 1d6 concussion damage
per increase)
Increase Blast Radius 1 PP, + 1 PP per 5’ radius increase
Increase Range 1 PP per 5’ range increase

Fluid Trap
11 PP – The Psion uses their powers to ensnare any creature
in tendrils of liquid. The psion first prepares by using 8 units of
suspended liquid to fill a 5’ square that is no farther than 40’ from
them. When any creature enters the square with the liquid, the
psion may immediately launch the trap for no Combat Points and
the creature must make a Reflex Saving Throw [TN14 + (Psionics
(Fluid Dynamics) Rank + WIS Modifier)], or be considered entangled.
This power uses 8 units of fluid per square, and the Psion can plant
as many squares of fluid as they currently have suspended. The
psion can not plant a fluid trap in a space occupied by any creature
currently.

Fluid Jet
15 PP – The Psion uses their powers to fire a focused, high
pressure jet of liquid at a single target up to 30’ away from them,
for 3d8 piercing damage. This power uses 8 units of liquid.

Base Enhancements
Increase Force 2PP per increase (adds 3d8 piercing damage to
the attack and uses an additional 8 units of liquid per increase. If
the psion does not have enough additional units of fluid suspended,
they can not take benefit from this increase.)
Increase Range 1 PP per 5’ range increase.

Fluid Movement
14 PP – The psion uses their powers to glide and push themselves
through fluid at a greatly increased speed. When swimming, or
submerged, the psion does not have to make Athletics checks to
swim, and can hold their breath when underwater for twice the
amount of time normally. A character may activate this power to
46

Psionics (Plasma Dynamics) Trained Only Base Enhancements


Increase Force 4 PP per increase (adds an additional 1d10 fire
This skill allows a character to control fire using mental energy. damage to the attack per increase)
Psions can create a pilot light, that can be used for their plasma Increase Radius 5 PP per 5’ radius increase
dynamic powers. Creating this pilot light cost no Combat Points, Increase Range 1 PP per 5’ range increase
but does no damage.
Any creature or flammable object that takes more than 5
Flamethrower
points of fire damage from a plasma dynamic attack immediately
catches on fire, taking 1d6 points of Fire damage each subsequent 10 PP – The psion fires a 5’ wide, 15’ long line of flame that
round until the flames are extinguished. deals 2d8 points of fire damage to all creatures and objects in its
All Plasma Dynamics attacks are standard ranged attacks and path. No attack roll is necessary. Any creature caught in the line of
require attack rolls like all ranged weapons unless otherwise noted. flame can make a Reflex Saving Throw [TN9 + (Psionics (Plasma
Dynamics) Rank + WIS Modifier)] to take half damage.
Control Flame
Base Enhancements
1 PP – The psion takes possession of any one fire source within Increase Length 4 PP per 5’ range increase
20’ and uses it for their attacks. They may also use this flame for
any utility, such as lighting things that are within their square.

Guide Flame

3 PP – The psion takes possession of any and all fire sources


within 65’ and uses it for their attacks. They may also use this
flame for any utility, such as lighting things that are within 20’ of
them, or extinguish the flames as they see fit.

Fire Strike

4 PP – The psion ignites their weapon, readying it to be used


when they make an attack with it. The psion may ignite any Small
or smaller melee weapon, crossbow, bow, or slingshot ammunition
with fire. This grants a 1d3 fire damage bonus to all attacks made
with the weapon. A psion may not ignite a psiblade or plasmablade.
This power lasts for 1 round.

Base Enhancements
Increase Force 3 PP per increase (adds an additional 1d3 fire
damage to the weapon per increase)
Increase Size 2 PP per size increase (from Small to Medium, to
Large, to Huge, etc.)
Increase Time 2 PP per round

Fireball

5 PP – The psion flings a fireball at a single enemy within 25’ for


1d10 points of fire damage. This is a ranged touch attack.

Base Enhancements
Increase Force 4 PP per increase (adds an additional 1d10 fire
damage to the attack per increase)
Increase Range 1 PP per 5’ range increase

Fire Blast

6 PP – The psion flings a blast of fire with a 10’ blast radius at


any square within 25’ for 2d10 points of fire damage. All targets
caught in the blast can make a Reflex Saving Throw [TN12 + (Psionics
(Plasma Dynamics) Rank + WIS Modifier)], to reduce the damage of
the effect by half. This is an area attack, with a Defense of 10.
47

Psionics (Telekinesis) Trained Only who it was pulled from. Only objects currently being held by a
creature may be pulled. The creature and the object must both be
This skill allows a character to move and manipulate objects
within 35’. If any creature is in the path where the object will fly
with their mind, as well as lift and levitate, push and pull an object,
through and land, and has an empty hand, they may attempt to
and constrict and hold an object from moving.
catch the object with a Reflex Saving Throw [TN18].

Levitate Base Enhancements


1 PP – The psion floats an object in the air that weighs 0.5 lb Increase Force 1 PP per increase (manipulate an additional 1.0
or less within 30 feet of them that is not be held, attached to, or lb per increase).
possessed by any other creature at the time . The object can only Increase Push Range 1 PP per 5’ increase (manipulate the object
float 5’ above the ground and can not move otherwise. an additional 5’ from the character it was pulled from per increase)
Increase Target Range 2 PP per 5’ range increase
Telekinetic Guidance
Kinetic Rush
5 PP – The Psion can float an object in the air that weighs 5.0 lbs
or less and is Huge or smaller within 30 feet of them that is not be 8 PP – The Psion moves a single Medium sized or smaller creature
held, attached to, or possessed by any other creature at the time within 10’ of them, 5’ in any direction. The target makes a Fortitude
and move it for 5 feet per 1 Combat Point. The psion uses Mental Saving Throw [TN9 + (Psionics (Telekinesis) Rank + WIS Modifier)]
Limit to suspend an object, each object they suspend costing 5 ML and if they fail, the psion moves them 5’ in any direction. If they fail
per object they float. The psion can also use this power to perform the Saving Throw by more than 5, they are also knocked prone.
a ranged attack within a 30 foot range increment, incurring the The target moves in a straight line.
bonuses and penalties of a thrown weapon ranged attack. This
attack can be performed immediately after the item is suspended, Base Enhancements
for 0 Combat Points. The range and distance for the object thrown Increase Force 3 PP per increase (Move the target an additional
is calcuated based on the item’s original location. The size and 5’, per increase).
weight of the object determining the dice size and amount. Using Increase Target Range 2 PP per 5’ range increase
the object to attack frees the object from the psion’s Mental Limit.
They can also use this power to press buttons, flick switches, and
manipulate other objects that require 5.0 lb or less of pressure to
move and use, but they can not use this power to manipulate items
to attack, such as swinging a sword or pulling a trigger.

Base Enhancements
Increase Force 1 PP per increase (manipulate an additional 2.0
lbs per increase)
Increase Range 1 PP per 5’ radius increase (increases the attack
and object acquisition range)

Item Weight # of Dice Item Size Dice Size


0.1 - 1.0 lb. 1d Fine d2
1.1 - 2.0 lb. 2d Diminutive d3
2.1 - 5.0 lb. 3d Tiny d4
5.1 - 10.0 lb. 4d Small d6
10.1 - 15.0 lb. 5d Medium d8
15.1 - 20.0 lb. 6d Large d10
20.1 - 30.0 lb. or more 7d Huge d12

Table 5: Telekinesis, Suspend

Telekinetic Fling
5 PP – The psion flings an item that weighs 3.0 lb or less in any
direction in a straight line for 10’, which can include directly into
their hand, if there is nothing obstructing the item’s path and the
psion has an empty hand. There is no reflex save for doing this.
The object must be within 35’ of the psion and must not be attached
to, held, or possessed by any other creature at the time. The psion
can aslo attempt to pull an object that weighs 3.0 lb or less from
out of the hands of a creature. When using this power, treat it as a
Disarm attempt, with the Psion using a WIS check in place of STR for
their attack roll, and the object ends up 5’ in front of the character
48

Psionics (Telepathy) Trained Only Base Enhancements


Increase Defense 1 PP per increase (Adds an additional +1 bonus
Telepathy is the ability to transmit and receive information to the Will Saving Throw per increase.)
directly to the mind. Telepathy focuses on communicating purely Increase Time 2 PP per additional round.
mentally, as well as influence the mind to see what isn’t there, and
not to see what is there.
Phantom Pain
7 PP – The Psion targets a single creature and cause them
Telepathic Communication
perceived pain. When activated, the psion targets a single creature
1 PP – A Psion broadcasts their voice into the mind of creature they can see, within 25’. The target makes a Will Saving Throw
who is considered Indifferent, Friendly, or Helpful to them. When [TN9 + (Psionics (Telepathy) Rank + WIS Modifier)], and if failed, the
broadcasting to anyone who is unfriendly or hostile, The target psion causes 2d8 non-lethal damage to the target.
makes a Will Saving Throw [TN10 + (Psionics (Telepathy)) Modifier],
and if failed, hear the broadcast. The target may disregard the Base Enhancements
message without penalty. The target must be within 50’. Increase Force 4 PP per increase (Adds 2d8 non-lethal damage
to the Phantom Pain attack per increase.)
Increase Range 1 PP per 5’ range increase
Telepathic Link Neurological Damage 18 PP Turns all phantom pain damage
5 PP – The Psion creates a link with a creature who is considered to lethal damage. Taking this enhancement doubles the cost of all
Indifferent, Friendly, or Helpful to them. Once the link is established, other enhancements.
those linked may talk freely to one another in each other’s mind.
This power is not limited by the languages a character speaks. Shake Body
Every target must be within 50’ of the telepath, and if they move
10 PP – The Psion touches a single creature and shakes their
beyond that distance, the link is severed and the telepath must
confidence in combat. When activated, the psion makes a ranged
reestablish the link. This power lasts until canceled.
touch attack with a range increment of 20’. If successful, the target
suffers a −1 penalty to all attacks for 1 round.
Base Enhancements
Additional Mind 3PP per additional mind Base Enhancements
Increase Range 1 PP per 10’ range increase Increase Force 3 PP per increase (adds an additional −1 penalty
to attack per increase.)
Increase Length 1 PP per each additional round
Mind Sense Increase Range Increment 1 PP per 5’ range increment increase
6 PP – The psion senses the minds of any sapient beings. A
sapient being is any creature with an INT score of 3 or more. When
activated, this power alerts the telepath to the location of all sapient
beings within a 25’ radius of them, but does not distinguish their
hostility to the telepath. This power lasts for 1 round.

Mind Track

7 PP – The psion tracks a single sapient being. A sapient being


is any creature with an INT score of 3 or more. When activated,
this power allows a psion attempt to track the location of a single
sapient being up to 40 feet away from their location. The target
makes a [TN12 + (Psionics(Telepathy) Rank + WIS Modifier] Will
Saving Throw, and if failed, the psion has successfully tracked them.
The psion must know the location of the mind in order to attempt
to track them. This power lasts for 6 rounds.

Base Enhancements
Additional Mind 3PP per additional mind
Increase Range 1 PP per 10’ range increase

Mind Shield

6 PP – The Psion suppresses their mental presence, and shield


themselves from mental attacks. The psion revives a +1 bonus to
their Will Saving Throw against all telepathic attacks and powers.
This power lasts for 1 round.
49

Psionics (Psychometabolism) Trained Only


Psychometabolism focuses on improving one’s body through
mental focus, putting mind over matter and unlocking and
enhancing their body using psionics, as well as teleportation.
Teleporting will always take the path of least resistance, and as
such, will always choose to teleport through space without matter
rather than try to go through it. If teleportation can end without
ending up in an object, it will, closer to its original location than
farther. All teleportation is in a straight line.
A character can not teleport to a location they can not locally
perceive through their own unmodified senses. They must be able
to comprehend their end location before teleporting to it.

Teleportation
2 PP – The Psion can teleport 5’. Moving in this manner does not
grant a bonus to Defense.

Base Enhancements
Increase Range 2 PP per 5’ range increase

Psyrunning
5 PP – The psion increases the gain of movement when running
or walking. The psion can move an extra 5’ per movement for the
same Combat Points cost. This power lasts 1 round. This power
may only be used when the character is wearing light or no armor
or is not medium or heavily encumbered.

Example: If the psion is walking, they can move 10’ per 1


Combat Point.

Base Enhancements
Increase Range 4 PP per 5’ increase (Increases the gain of the
movement by 5’ per increase, to a maximum of 20’)

Fast Healing
8 PP – The Psion increases their healing metabolic rate, causing
them to heal damage at an extremely fast rate. The psion heals
1d2 CHP per round. This power lasts 1 round. The Psion can not
raise their HP above their current maximum using this ability.

Base Enhancements
Increase Rate 4 PP per increase (adds an additional d2 per
increase)
Increase Length 6 PP per each additional round

Psisense
6 PP – The psion enhances their cognizance of non-visual sensory
cues, such as vibration, air pressure, scent, and hearing within 35’.
The character takes ¾ of the penalty for not being able to see.
Darkness and poor visibility reduce the character’s Combat Point
cost to move by three, instead of four. The character can also use
scent, instead of sight, to perceive objects, if they have a scent, at
a −4 penalty. This power lasts 1 round.

Base Enhancements
Increase Length 5 PP per each additional round
50

Chapter V

Incantations
51

Incantations are spoken words that are used to manipulate Incantation (Heirloom) Trained Only
the world around them. Invokers, unlike mages, do not have to
write their spells down, but they do have to recite them. What they This skill encompasses using cants to access to heirloom traits,
recite, and how they recite it, are dependent on what incantation created by the Invoker masters that were passed down throughout
school they use. They may also use hand signals that represent the years.
the spoken words.
Incantations are split into five languages, that are used to Dialects
create, and shape their incantations.
Speedsight Cant
The Incantations skills are focused skills for all characters.
This cant focuses on enhancing one’s eyes to predict and gauge
movements, making subtle movements to prepare to dodge or take
the brunt of the attack.
Incantations (CHA)
Saving Sight
You are skilled at using your words to control the world around
you through mysticism. 1 IP – Choose Reflex, Will, or Fortitude. The invoker has a +1
This skill encompasses several categories, each of them treated bonus to the chosen Saving Throw for 3 rounds.
as a separate skill: Heirloom, Hex, Shadow Defense, Shadow
Offense, Shadow Control, and Strike. Base Enhancements
An Invoker, like a Mage and Psion, uses Mental Limit. Unlike Increase Incantation Length 6 IP per each round increase
mages, Invokers may use their abilities as long as they are Increase Incantation Potency 1 IP, +1 IP per each increase (+1
conscious, and can afford the Combat Point cost to use their abilities. to the bonus per increase)
Invokers memorize recipes, which are strings of words that are
used to cast incantations. Keeping a set of recipes has an ML cost
Dodging Sight
of (3×CL)+3. An Invoker may keep ((3+CHA Modifier)×CL) recipes.
When an Invoker casts an incantation, Mental Limit is used equal 4 IP – The invoker has a +1 dodge bonus to DEF for 2 rounds.
to the cost of the incantation. Invokers unable to provide this A condition that makes the character lose their DEX bonus to DEF
Mental Limit cost can not use their recipe. On the following turn, also makes the character lose this dodge bonus.
the Invoker’s used Mental Limit is decreased by 10% of their total
Mental Limit, rounded up. When an Invoker would like to clear their
Base Enhancements
mind and their Mental Limit, they may meditate for 1 hour to do as
Increase Incantation Length 8 IP per each round increase
such, freeing their mind of all Mental Limit cost. Although cants are
Increase Incantation Potency 4 IP, +2 IP per each increase (+1
languages, they are mostly useless for communication, as all cants
to the bonus per increase)
lack nouns.
When creating a recipe, a character can use as many
Incantation Points(IP) per incantation as they have total Skill Modifier Detailsight Cant
in, plus any equipment or feats that may give them bonuses to This cant focuses on enhancing one’s eyes to see and take in
Incantation Points. details that would otherwise be missed, as well as enhance sight to
To use Cants, the character first decides what Cant language, that beyond normal means.
and then what dialect they decide to use. They then choose the
effects, based on how many incantation points they can spend total.
Dark Sight
If the character has enough skill modifiers in the specified Cant,
and a free recipe slot, then the character creates the recipe. Each 6 IP – Grants the Invoker Low-Light Vision, which is the ability to
recipe takes 5 minutes to create. Recipes may not be changed on recognize color and read in near total darkness, and Darkvision,
the fly, but must be recreated in order to change. which is the ability to see in total darkness, but only in black and
Invokers speak their incantation by reciting the recipes from white. Both visions have a range of 50’. This incantation last for 30
memory to draw the incantation out and use its effects. Because of seconds/5 rounds.
this, the time it takes to cast is entirely dependent on how complex
the incantation is. Base Enhancements
Increase Incantation Length 5 IP per each round increase
IP cost Time Taken
0 4 CP Search Sight
1-4 5 CP
5-8 6 CP 2 IP – Grants the invoker a +5 bonus to all Perception checks
involving sight for 3 rounds.
9-10 7 CP
11-13 8 CP
14-16 9 CP Base Enhancements
17+ 10 CP Increase Incantation Length 3 IP per each round increase
Increase Incantation Potency 2 IP, +1 IP per each increase (+1
Table 6: Incantation Time Cost to the bonus per increase)
52

Accurate Sight Base Enhancements


Increase Incantation Length 1 IP per each round increase
8 IP – Grants the Invoker +1 to their ranged attack bonus. This
Increase Incantation Potency 2 IP, +1 IP per each increase (+1
incantation lasts for 3 rounds.
to the bonus per increase)

Base Enhancements
Increase Incantation Length 4 IP per each round increase Incantation (Hex) Trained Only
Increase Incantation Potency 6 IP, +2 IP per each increase (+1 This skill encompasses using one’s shadow to afflict others
to the bonus per increase) and one’s self, for positive and negative effects.

True Sight
Dialects
14 IP – Grants the Invoker the ability to see things as the truly
Affliction Cant
are. This includes Illusion spells and incantations that affect vision,
but not transmuted objects. This incantation lasts for 1 round. This cant encompasses the invoker inflicting negative effects to
others.
Base Enhancements
Increase Incantation Length 3 IP per each round increase Crippling Hex

Teleportation Sight 5 IP – The Invoker can target a single creature within 40’, causing
them temporary extremity damage to a single arm or leg, for 3
18 IP – The Invoker switches places with any living creature rounds.
within 20’ of them that they can see. Any creature that is hostile
can make a Will Saving Throw [TN (Incantation (Heirloom) Rank +
Base Enhancements
CHA Modifier)] to resist this teleportation. The Invoker is teleported
Increase Incantation Length 6 IP per each round increase
with all equipment, gear and clothing that they are wearing, and the
target is also teleported with any equipment, gear and clothing they Increase Incantation Potency 8 IP Allows the Invoker to target
are wearing. They switch exact places and facings. Any effects a single hand or foot with the incantation.
that would be caused as if an enemy character moved within a
threatened square would cause the effects to immediately trigger. Unnerving Hex
8 IP – The Invoker can target a single creature within 20’, causing
Base Enhancements them to become temporary Unnerved for 2 round.
Increase Range 1 IP, +1 IP per 5’ range increase

Base Enhancements
Weapon Cant
Shaken 6 IP This changes the effect of the incantation to Shaken.
This cant focuses on using the ancient secrets of weapon focuses, Rattled 5 IP This changes the effect of the incantation to Rattled,
and calling on them to either use weapons that one does not have and requires the Shaken enhancement.
proficiency in for a short time, or enhance the skill greatly for
weapons one does have proficiency in, for a short time. Blessing Cant

Bloodline Proficiency This cant encompasses the invoker inflicting positive effects to
themselves and others.
7 IP – Grants the Invoker proficiency in a single weapon they
choose, for 3 rounds. If the Invoker already has proficiency in this
weapon, they gain a +3 attack bonus with the weapon they choose. Healing Hex
For the purpose of feats, skills, and talents, this counts as being 4 IP – The Invoker can target a single creature within 50’ or
proficient in the weapon’s use. This cant may only be used for themselves, granting them the ability to heal extremely fast. They
melee weapons and thrown weapons. This cant may not be used gain 1 HP per round for 4 rounds. This incantation will always heal
on unarmed strike. CHP before XHP.

Base Enhancements Base Enhancements


Increase Incantation Length 6 IP per each round increase Hex Clotting 8 IP This adds the effect of removing all bleed dice
Increase Incantation Potency 3 IP, +1 IP per each increase (+1 from the targeted creature.
to the bonus per increase) Increase Incantation Length 4 IP per each round increase

Information Cant
Bolstering Hex
Shadow Intellect
5 IP – The Invoker can target a single creature within 50’ or
2 IP – Grants the Invoker a +1 bonus in a single Knowledge skill themselves, healing them of any extremity damage in an arm or
for 10 rounds. leg.
53

Base Enhancements damage. This incantation must be used before the invoker is struck,
Increase Incantation Potency 4 IP Allows the Invoker to target a and can be maintained every round at half of the IP cost, rounded
single hand or foot with the incantation. up until it is triggered. This damage must not be self inflicted,
or inflicted by anyone who has a Helpful, Friendly, or Indifferent
attitude towards the invoker. This movement immediately provokes
Incantation (Shadow Defense) Trained Only
an Attack of Opportunity against any enemy that is within range
This skill encompasses using one’s shadow for defensive of the final location of the invoker.
means, such as defending from attacks.
Base Enhancements
Dialects Increase Incantation Distance 2 IP, +1 IP per each increase (+5’
range the invoker can move per increase)
Shadow Movement Cant
This cant encompasses stepping into the shadows to render the Incantation (Shadow Offense) Trained Only
invoker invisible to the normal eye, as well as blurring the invoker’s
true location. This skill encompasses using one’s shadow for offensive means,
such as launching attacks.
Shadowstep
Dialects
6 IP – Grants the Invoker invisibility, where they may move
unseen for 1 round. Any enhanced sight, such as True Vision or Shadow Weapon
thermal vision can be used to detect the Invoker. The Invoker is 4 IP – Creates a melee weapon in the shape that the Invoker
simply invisible, and any noise or scents that the invoker gives wishes. If this melee weapon requires fuel, ammunition, or other
off will still be detected. The invoker can not perform any kind of consumables, then the consumables are not created. The Invoker
attack, cast any spells or use any psionic powers while invisible. If is considered to be proficient in using this weapon, and will gain
they do, the effect is immediately terminated. any bonuses, penalties, and Combat Point reductions that any
feats, skills, or special or racial abilities would grant, as if it were
Base Enhancements a real weapon. Unless enhanced, it has the same statistics as its
Increase Incantation Length 6 IP per each round increase real counterpart. This weapon is also tethered to the Invoker that
created it, and if it is removed from their possession, disappears
Blur immediately. This incantation lasts for 3 rounds.

5 IP – The invoker’s true location is blurred, giving them a 5% Base Enhancements


concealment for 2 round. Increase Incantation Length 1 IP per each round increase
Damage Bonus 4 IP, +2 IP per each increase (+1 damage bonus
Base Enhancements per increase)
Increase Incantation Length 7 IP per each round increase
Increase Incantation Potency 1 IP, +1 IP per each increase Shadow Strike
(increase the concealment by 5%, to a maximum of 50%)
Shadowpath
Shadow Defense Cant 4 IP –Chose Piercing, Slashing, or Bludgeoning. Creates a single
ranged touch attack with a range increment of 15’ and has a damage
This cant involves using shadows to deflect blows and attacks.
of 1d10 of the chosen damage.

Shadow Shield
Base Enhancements
10 IP – Grants the invoker a +1 equipment bonus to DEF for 2 Increase Dice Number 4 IP, +1 IP per increase (from 1d to 2d, to
round. 3d, etc.)

Base Enhancements Target Enhancements


Increase Incantation Length 2 IP per each round increase Area Attack 4 IP – Changes the attack from a touch attack to an
Increase Incantation Potency 3 IP, +1 IP per each increase (+1 area attack with a blast radius of 5’ and a target range increment
to the bonus per increase) of 15’ from the invoker.
Increase Blast Radius 2 IP, +1 IP per 5’ blast radius increase
Increase Range Increment 1 IP, +1 IP per 5’ range increment
Shadow Substitute
increase
2 IP – When the invoker loses 4 or more CHP or XHP in one turn, Increase Incantation Length 1 IP, +1 per each round increase
they may immediately relocate themselves up to 10’ away. They (allows the area attack to stay for additional rounds)
may not pass through any solid objects or any spaces where a Line Area Attack 1 IP – Allows the incantation to be cast as
creature is residing, and it must be a straight line from where a line instead of a blast, the line being three times as long as the
the invoker was previously located. This movement happens blast radius. The line must be drawn out and confirmed before the
immediately at the end of the turn when the invoker received the attack roll is made.
54

Cone Attack 3 IP – Changes the incantation from a touch attack the shadow listen to its summoner. The creature can Attack (any
to a cone blast attack with a range of 10’ creature), Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek,
Increase Range 2 IP, +1 IP per 5’ range increase and Stay. It costs no Combat Points to command the summoned
creature, but they can only follow one order per round. The shadow
creature acts on the turn of its invoker, following the command
Incantation (Shadow Control) Trained Only given to the best of its ability. Shadow creatures are intelligent
This skill encompasses using one’s shadow to control and beasts, but are unable to communicate using any form of auditory
command creatures, as well as summon creatures for use. or written stimulus, and as such, are only able to respond to yes or
no questions appropriately. An invoker can only have one shadow
beast summoned at one time.
Dialects
Shadow Summon Cant
Base Enhancements
This cant encompasses summoning a shadow beast that a Increase Incantation Length 1 IP per 5 round increase
character may summon, control and command. Unlike other Cants, Medium Growth 4 IP – Increases the spawned creature’s size
when this cant is used outside of combat, the incanter can choose to to Medium, where it can appear to look like any Medium sized
recieve a creature with the max values possible for HP or Defense. creature, or a Small creature scaled up to medium size. The creature
They may select only one value to maximize. is summoned with 2d8+4 HP, 12 Combat Points, a DEF of 1d6+8, and
The Shadow Summon Cant functions off of slots, where the size 1d4+1 melee attack bonus. It takes up 2 slots. It has two attacks, all
of the summon will use a certain ammount of slots. An Invoker has of which cost 3 Combat Points; Slam which does 2d4+2 bludgeoning
3 slots they can use in any way they choose to summon up to the damage, and Bite that does 1d6 piercing damage. It has a +1 bonus
total number of slots. Even with slots, an invoker can only have to all Saving Throws. A Medium shadow creature can not be farther
one permanent shadow summon out of combat. This summon is than 55’ from its Invoker. If it, or the Invoker is moved beyond the
designated as the summon that recieved the max value possible range, the shadow creature disappears instantly.
for HP or Defense.
Large Growth 3 IP – Increases the spawned creature’s size
to Large, taking up a 10’ by 10’ square area. The creature can look
Summon like any large creature, or any Small or Medium creature scaled up
to large size. The creature is summoned with 4d8+7 HP, 10 Combat
1 IP – The invoker uses their shadow to summon a tiny shadow
Points, a DEF of 1d4+8, and a 1d6+2 melee attack bonus. It takes up
beast of their own making. This beast can appear to look like
3 slots. It has three attacks all of which cost 3 Combat Points; Slam
any small creature, but tiny sized, its entire body a solid black
which does 2d6+2 bludgeoning damage, Bite which does 1d6+3
color, except for its eyes which are bright white. The creature is
piercing damage, and Claw which does 1d6 slashing damage. It has
summoned with 1d3+2 HP, 18 Combat Points, a DEF of 1d12+10, and a
a +3 bonus to all Saving Throws. A Large shadow creature can not
1d2 melee attack bonus. It takes up 0 slots. It has a no attacks or no
be farther than 70’ from its invoker. If it, or the invoker, is moved
bonuses to any Saving Throws. A tiny shadow creature can not be
beyond the range, the shadow creature disappears instantly. The
farther than 20’ from its invoker. If it or the invoker is moved beyond
enhancement Medium Growth is required to use this enhancement.
this range, the shadow creature instantly disappears. This creature
lasts for 5 rounds in combat, but an invoker can focus to maintain
the shadow creature when not in combat. This creature can be Natural Weapon Enhancements
unsummoned for no Combat Points on the invoker’s turn. This Increase Weight 2 IP per increase (+1 die to the Slam attack)
creature spawns adjacent to its summoner. If a shadow creature
Claws 2 IP – Grants the creature claws that can be used to
is killed, the invoker takes damage equal to 10% of the shadow
scratch. This adds an attack Claw, that does 1d4 slashing damage.
creature’s total HP, rounded up. An invoker can only have one of
If the creature already has Claw attack, they can bypass this
these summons at once.
enhancement and simply increase the sharpness. This attack cost
4 IP – The invoker uses their shadow to summon a small shadow
3 Combat Points to use.
beast of their own making. This beast can appear to look like any
Increase Sharpness 2 IP per increase (+1 dice to the Claw
small creature, its entire body a solid black color, except for its eyes
Attack)
which are bright white. The creature is summoned with 1d8+2 HP,
15 Combat Points, a DEF of 1d8+10, and a 1d3+1 melee attack bonus. Horns 3 IP – Grants the creature horns that can be used to
It takes up 1 slot. It has a single attack which cost 3 Combat Points; Gore. This adds an attack Gore, that does 1d8 piercing Damage.
Slam which does 1d3 bludgeoning damage. It has no bonuses to If the creature already has Gore attack, they can bypass this
any Saving Throws. A small shadow creature can not be farther enhancement and simply increase the sharpness. This attack cost
than 40’ from its invoker. If it or the invoker is moved beyond 4 Combat Points to use.
this range, the shadow creature instantly disappears. This creature Increase Sharpness 3 IP per increase (+1 dice to the Gore
lasts for 5 rounds in combat, but an invoker can focus to maintain Attack)
the shadow creature when not in combat. This creature can be Teeth 2 IP – Grants the creature teeth that can be used to bite.
unsummoned for no Combat Points on the invoker’s turn. This This adds an attack Bite, that does 1d6 piercing Damage. If the
creature spawns adjacent to its summoner. If a shadow creature creature already has Bite attack, they can bypass this enhancement
is killed, the invoker takes damage equal to 10% of the shadow and simply increase the sharpness. This attack cost 3 Combat Points
creature’s total HP, rounded up. to use.
The summoned creature is treated as if it were an animal under Increase Sharpness 2 IP per increase (+1 dice to the Bite
the Animal Handling skill. No rolls are required to train, or to have Attack)
55

Natural Defense Enhancements Sure Strike


Increase Health 2 IP per increase (+1 die to the initial health roll
when the creature is summoned) 3 IP – The invoker has a +1 bonus to all unarmed strike attacks
Increase Defense 2 IP per increase (+1 Defense Bonus) for 3 rounds.
Increase Resilience 2 IP per increase (+1 Bonus to All Saving
Throws) Base Enhancements
Increase Incantation Length 5 IP per each round increase
Shadow Control Cant Increase Incantation Potency 1 IP, +1 IP per each increase (+1
attack bonus per increase)
This cant involves creating and using doppelgangers, which are
shadow representations of the invoker, for various uses such as
distraction in combat, and manipulating things. Strike Power Cant
This cant focuses on powerful strikes and putting as much force
Spawn as possible into an unarmed attack.
3 IP – The invoker uses their shadow to create a perfect copy of
themselves, that can be directed at will. This doppelganger can hold Damaging Strike
objects that weigh 2.0 lb or less, can manipulate simple devices,
5 IP – The invoker has a +1d3 bonus to all unarmed strike damage
press buttons, flip switches and open doors. Doppelgangers are
for 3 rounds.
extremely weak, and can not perform any attacks in combat or use
weapons. A doppelganger has a Defense score and Combat Points
equal to the invoker it was copied from, excluding any magical, Base Enhancements
psionic, or equipment bonuses. If a doppelganger is hit by any Increase Incantation Length 6 IP per each round increase
attack, it immediately wisps into thin air, gone from existence. Increase Incantation Potency 2 IP, +1 IP per each increase (+1d3
Doppelgangers last for 5 rounds in combat, but the invoker unarmed attack bonus per increase)
can focus to maintain the shadow creature when not in combat.
Doppelgangers are unable to communicate orally, but they can Strike Speed Cant
write and respond to questions via written means. Doppelgangers,
however, cannot write, or cast spells. A doppelganger can not be This cant focuses on quick strikes and flurried blows with unarmed
farther than 100’ from its invoker. If it, or the Invoker is moved attacks.
beyond the range, the doppelganger disappears instantly.
Doppelgangers are treated as if it were an animal under the Speed Strike
Animal Handling skill. No rolls are required to train, or to have the
shadow listen to its summoner. The creature can Come, Defend, 5 IP – The invoker gains 1 free unarmed strike attack for 3 rounds.
Heel, Seek, and Stay. It costs no Combat Points to command the
doppelganger, but they can only follow one order per round. Base Enhancements
Doppelgangers appear exactly like their invokers, and only sights Increase Incantation Length 5 IP per each round increase
that can see things as they truly are can detect, by vision, if the Increase Incantation Potency 2 IP, +2 IP per each increase (+1
subject is a doppelganger. free unarmed attack per increase)

Base Enhancements Elemental Strike Cant


Increase Incantation Length 1 IP per 5 round increase
Increase Doppelganger Spawn 5 IP, +1 IP per increase (spawn This cant focuses on strikes using the invoker’s Mental Limit to
an additional doppelganger [max 10]) create elemental damage into an unarmed attack.

Incantation (Strike) Trained Only Elemental Strike

This skill encompasses using cants to improve striking and 5 IP – Choose cold, concussive, fire, acid or electric. The invoker
melee attacks. gains +1 of the selected damage with all unarmed strike attacks for
4 rounds.
Dialects
Base Enhancements
Strike Accuracy Cant
Increase Incantation Length 5 IP per each round increase
This cant focuses on precision strikes and accurate attacks when Increase Incantation Potency 2 IP, +1 IP per each increase (+1
fighting unarmed. damage of the selected type per increase)
56

Chapter VI

Occupations
57

Medical Spell Practitioner Starting Requirements Age 23+

A medical spell practitioner is someone who is well versed in Job Change Requirements A Knowledge (Physical Science),
both medical spells, and traditional healing. or Craft (Mechanical, Chemical, Electronic, Pharmaceutical, or
Starting Requirements Age 16+ Alchemy) skill modifier of +14 or greater.
Job Change Requirements A Treat Injury skill modifier of +10 or Skills (3) Craft (Chemical, Electronic, Mechanical, Pharmaceutical,
greater. Structural, or Alchemy), Knowledge (Earth and Life Science or
Skills (3) Knowledge (Earth and Life Science), Craft (Pharmaceutical Physical Science), or Spellschool (Transmutation)
or Alchemy) Spellschool (Conjuration), or Treat Injury
Occupational Feats (1) Skill Focus (Conjuration or Treat Injury) Starting Wealth Points (2d4+2)×10 (Average 70)
Starting Wealth Points 2d4×10 (Average 50) Biweekly Wealth Points (1d4+1)×10 (Average 35)
Biweekly Wealth Points 1d4×10 (Average 25)
Equipment Notes Medical spell practitioners receive the Restricted Equipment Notes Alchemists receive a Restricted license for all
license for all magecraft related equipment, for the Spellschools magecraft related equipment, for the Spellschools they have ranks
they have ranks in. in.

Combat Spell Practitioner


A combat spell practitioner is someone who uses their magical
talents for offensive measures, usually in conjunction with traditional Enchantment Spell Practitioner
offensive means.
Starting Requirements Age 18+
Job Change Requirements An Athletics or Acrobatics skill modifier An enchantment spell practitioner is someone who uses their
of +12 or greater. magical talents to imbue melee weapons, ammunition, objects, and
Skills (2) Acrobatics, Athletics, Demolitions, Spellschool (Evocation clothing with magical properties for benefit or hindrance.
or Necromancy) or Perception
Starting Requirements Age 17+
Occupational Feats (1) Light Armor Proficiency, Combat Martial
Arts or Weapon Expertise Job Change Requirements A Spellschool (Any) skill modifier of +10
Starting Wealth Points (1d4+3)×10 (Average 55) or greater.
Biweekly Wealth Points 11d4 (Average 28)
Skills (3) Spellschool (Any)
Equipment Notes Combat spell practitioners receive the Restricted
license for all magecraft related equipment, for the Spellschools Starting Wealth Points (1d4+2)×10 (Average 45)
they have ranks in.
Biweekly Wealth Points 8d4 (Average 20)
Equipment Notes Enchantment spell practitioners receive the
Security Spell Practitioner Restricted license for all magecraft related equipment, for the
Spellschools they have ranks in.
A security spell practitioner is someone who uses their magical
talents for defensive means, usually to either protect, defend, hide,
or discover things.
Starting Requirements Age 18+
Job Change Requirements An Athletics or Acrobatics skill modifier
of +12 or greater.
Skills (2) Perception, Spellschool (Abjuration, Conjuration, Divination,
Combat Psion
or Illusion), or Stealth
Occupational Feats (1) Light Armor Proficiency, Defensive Martial A combat psion is someone who uses their psionic powers on
Arts, Evasive Martial Arts, or Dodge the battlefield, either as a guard, mercenary, bodyguard, or private
Starting Wealth Points (2d4+1)×10 (Average 60) security. They are focused on increasing their psionic prowess for
Biweekly Wealth Points 1d4×10 (Average 30) these purposes.
Equipment Notes Security spell practitioners receive the Restricted
license for all magecraft related equipment, for the Spellschools Starting Requirements Age 18+
they have ranks in.
Job Change Requirements A Psionics (Fluid Dynamics, Plasma
Dynamics, or Telekinesis) skill modifier of +16 or greater.
Alchemist Skills (2) Psionics (Fluid Dynamics, Plasma Dynamics, or Telekinesis)

An alchemist is someone who uses their magical talents towards Occupational Feats (1) Combat Martial Arts, Evasive Martial Arts,
transmutation magecraft, to accomplish a number of different Defensive Martial Arts, Brawl, or Dodge
things, such as crafting objects or weapons on the fly, or enhancing
Starting Wealth Points 2d4×10 (Average 50)
the body of themselves and their teammates, as well as making
alchemical potions. Biweekly Wealth Points 1d4×10 (Average 25)
58

Utility Psion aspect of Psionics, not the physical, and as such, usually deal in the
mental world.
A utility psion is someone who uses their psionic powers for Starting Requirements Age 23+
utility, whether that be in the commercial, industrial, or clerical Job Change Requirements A Psionics (Telepathy), or Knowledge
work. They usually work as assistants in dangerous places, where (Behavioral Sciences or Theology and Philosophy) skill modifier of
force is needed, but a person or machine being located would be +14 or greater.
highly impractical, or expensive, as well as moving to places that Skills (3) Knowledge (Earth and Life Sciences, Behavioral Sciences,
non psions would have trouble moving to. or Theology and Philosophy) or Psionics (Telepathy or Telekinesis)
Starting Requirements Age 16+ Starting Wealth Points (2d4+2)×10 (Average 70)
Job Change Requirements A Psionics (Telekinesis, Telepathy, or Biweekly Wealth Points (1d4+1)×10 (Average 35)
Psychometabolism) skill modifier of +15 or greater.
Skills (2) Psionics (Telekinesis, Telepathy, or Psychometabolism)
Occupational Feats (1) Skill Focus (Telekinesis, Telepathy, or Combat Invoker
Psychometabolism)
A combat invoker is someone who uses their knowledge of the
Starting Wealth Points (3d4+1)×10 (Average 85)
invoking languages on the battlefield, either as a guard, mercenary,
Biweekly Wealth Points 16d4 (Average 40)
bodyguard, or private security. They are focused on increasing
their invoking prowess for these purposes.
Starting Requirements Age 18+
Psibladist Job Change Requirements An Incantation (Shadow Defense,
Shadow Offense, or Strike) skill modifier of +16 or greater.
A psibladist is someone who specializes in crafting, creating,
Skills (2) Incantation (Shadow Defense, Shadow Offense, or Strike)
modifying and using psiblades. Their focus in the psionic arts
Occupational Feats (1) Combat Martial Arts, or Reciter (Shadow
mainly revolves around using the psiblade, not their powers.
Defense, Shadow Offense,or Strike)
Starting Requirements Age 16+, Psionics (Any) 2 Ranks
Starting Wealth Points 2d4×10 (Average 50)
Job Change Requirements Psiblade Proficiency feat and a Psionics
Biweekly Wealth Points 1d4×10 (Average 25)
(any) skill modifier of +14 or greater.
Skills (2) Craft (Mechanical), Psionics (Any)
Occupational Feats (1) Basic Defensive Form or Basic Offensive Shadow Seer
Form
Starting Wealth Points (1d4+3)×10 (Average 55) A shadow seer is someone who speaks the incantation cants
Biweekly Wealth Points 11d4 (Average 28) that relate to controlling their shadows, and using cants to enhance
Equipment Notes Psibladists are given a standard hilt or curved their vision and cripple others. They are usually hired as guards,
hilt psiblade of their choice, as well as the blade color of their or in auxiliary services for militaries, police, and private military
choice. This psiblade has no upgrades on it. Psibladist also receive companies for their ability to create beast of burden, to scout
the Psiblade Proficiency feat for free. without lugging around heavy equipment, or as private detectives.
Starting Requirements Age 18+
Job Change Requirements An Incantation (Shadow Control,
Psionic Scholar Heirloom, or Hex) skill modifier of +15 or greater.
Skills (1) Incantation (Shadow Control, Heirloom or Hex)
A psionic scholar is someone who is focused on studying the Occupational Feats (1) Reciter (Shadow Control, Heirloom, or Hex)
mentality and the inner workings of Psionics, as well as the Starting Wealth Points (2d4+2)×10 (Average 70)
philosophy and use of psionics. They are focused on the mental Biweekly Wealth Points (1d4+1)×10 (Average 35)
59

Chapter VII

Skills
60

Craft (Alchemy) Trained Only Potion Slurry


This skill allows a character to mix alchemical components to A potion slurry is the base liquid for all potions. It does nothing
create acids and bases, and potions to both consume and use as on its own, but must be created in order for an alchemist to impart
weapons. effects onto. It takes 1 unit of potion slurry to make a single potion.
The Craft (Alchemy) skill is a focused skill for any character
that has Craft (Chemical) or Craft (Pharmaceutical) as a focused Base Potion Slurry
skill.
A base potion slurry is the standard potion slurry. All effects that
are imparted on this slurry last for 2 rounds.
Acids and Bases
See Craft (Chemical) Powerful Potion Slurry
This potion slurry sacrifices the time the potion lasts, but greatly
Magecraft Inks increases the potency. All effects only last for 1 round, but the
effects are multiplied by 3. Any effects that can not have their
Spell inks are inks that are crafted from natural materials and potency increased are not affected by the improvement. Any effect
allow a mage to bring out the most in their spells. They grant bonus that uses dice has those dice multiplied. Any effect that would hit the
SP for their selected spell schools, and do not require the skill points, maximum limit due to this slurry is instead capped at the maximum
nor do they go towards the total spell points spent per spell, or per limit.
day, however when used with a different school, instead provide
penalties for any other school, which count against the maximum
spell points per spell when used. 1 unit of ink is enough to scribe Metered Potion Slurry
80 spells or refill a fountain pen eight times. This potion slurry sacrifices the potency of a potion, but instead
Formatting ink is a brightly colored, fluorescent and chemilu- gains a much longer effect. All effects last for 6 rounds, but the
minescent ink that is used in the creation of formatted paper. It potency of the effects are divided in half, rounded up. Any effects
is brightly colored to make it clear even at a glance, even under that can not be reduced are not affected by the reduction. Any effect
black-light or in the dark. 1 unit of ink is enough to format 120 that uses dice has those dice halved, rounded up, to a minimum of
sheets of paper. 1.
Ink Cost Craft Time Yield Item Mat Craft Time Yield
TN Cost TN
Spell Ink, Weak 6 14 30 minutes 1 unit Base Potion Slurry 1 8 10 min. 4 units
Spell Ink, Standard 10 19 30 minutes 1 unit Power Potion Slurry 2 18 30 min. 2 units
Spell Ink, Potent 18 24 30 minutes 1 unit Metered Potion Slurry 2 18 30 min. 2 units
Spell Ink, Mastercraft 40 35 30 minutes 1 unit
Formatting Ink 1 10 15 minutes 2 units Table 9: Craft (Alchemy), Potion Slurry

Table 7: Magecraft Inks


Adding Effects to Potions
Psionic Incense After an alchemist has created a potion slurry they may then
add effects to the potion slurry to create a potion. Effects come in
Incense is is aromatic biotic material that releases fragrant smoke two flavors, Harmful and Helpful. Alchemist often add flavors and
when burnt, used to enhance psionic abilities. food coloring to the potions to make them more palatable and to
distinguish them at a glance, as well as to market them.
Item Cost Craft TN Time Yield In order to impart a potion slurry with an effect, the character
Mental Focus 1 14 1 hour 20 makes a Craft (Alchemy) check [TN10 + Effects TN]
Incense, Mild The raw material wealth point cost is only to include that specific
Mental Focus 1 19 1 hour 10 effect in the potion. It does not increase with the potency.
Incense, Potent
Mental Focus 1 25 1 hour 5
Storing Potions
Incense, Powerful
Mental Insight 1 19 1 hour 5 Due to their tendency to eat through plastics and synthetic
Incense, Potent containers, potions must be stored in glass or metal bottles, vials,
Mental Insight 2 25 1 hour 5 foil globes, or some kind of non-reactive container. They have no
Incense, Powerful shelf life and theoretically can last forever.
Mental Sharpness 1 19 1 hour 5
Incense, Potent Harmful Effects
Mental Sharpness 2 25 1 hour 5
Incense, Powerful Harmful effects cause damage or a penalty, either through
consumption, or contact. Multiple effects may be combined in
Table 8: Craft (Alchemy), Psionic Incense a single potion.
61

Elemental Damage The crafter selects fire, cold, electrical, Light Healing This effect adds a single d4 of XHP healing to the
concussion, or acid damage. This effect adds a single d6 of the potion per increase. The target heals this damage every round, for
selected damage to the potion per increase. The target takes the potion’s duration. This potion only heals XHP.
this damage every round, for the potion’s duration. This has a
maximum of 12d6. Heavy Healing This effect adds a single d4 of CHP healing to the
potion per increase. The target heals this damage every round, for
Bestow Blindness This effect magically blinds the character for the potion’s duration. This potion heals CHP first, and after the CHP
the potion’s duration. are healed, then begins to heal XHP.

Bestow Muteness This effect magically mutes the character for Stop Bleeding This effect removes a single bleed damage die
the potion’s duration. per bonus every round, for the potion’s duration.

Bestow Curse The crafter selects STR, DEX, or CON. This effect Bestow Elemental Resistance The crafter selects fire, cold,
magically reduces the selected ability score for the penalty amount, electrical, concussion, or acid damage. This effect causes the
for the potion’s duration. target to become resistant to the selected damage. When the target
is attacked with the same damage that they have a resistance to,
Bestow Weakness The crafter selects fire, cold, electrical, the damage is reduced for every point in resistance the target has.
concussion, or acid damage. This effect causes the target to become This effect lasts for the potion’s duration.
weak to the selected damage. When the target is attacked with the
same damage that they have a weakness to, the damage receives
Bestow Damage Reduction The crafter selects bludgeoning,
a +1 bonus for every point in weakness the target has. This effect
slashing, piercing or non-lethal damage. This effect causes the
last for the potion’s duration.
target to gain Damage Reduction to the selected damage. When the
target is attacked with the same damage that they have a Damage
Bestow Vulnerability The crafter selects bludgeoning, slashing, Reduction to, the damage is reduced for every point in Damage
or piercing damage. This effect causes the target to become Reduction the target has. This effect lasts for the potion’s duration.
vulnerable to the selected damage. When the target is attacked with
the same damage that they have a vulnerability to, the damage
receives a +1 bonus for every point in vulnerability the target has. Bestow Mutagen The crafter selects STR, DEX, or CON. This effect
This effect last for the potion’s duration. magically increases the selected ability score by the bonus amount
for the potion’s duration.
Effect TN Cost
Effect TN Cost
1d6 Selected Elemental Damage +4 per die 1
Bestow Blindness +4 2 1d4 Light Heal +2 per die 1
Bestow Muteness +4 2 1d4 Heavy Heal +4 per die 2
Bestow Curse +5 per −1 2 Stop Bleeding +2 per +1 2
Bestow Weakness +6 per −1 2 Bestow Elemental Resistance +3 per +1 3
Bestow Vulnerability +6 per −1 2 Bestow Damage Reduction +3 per +1 3
Bestow Mutagen +4 per +1 4
Table 10: Potions, Harmful Effects
Table 11: Potions, Helpful Effects
Helpful Effects
Special
Helpful effects heal damage or provide protection, either through
consumption, or contact. Multiple effects may be combined in a A character without an Alchemy kit takes a −6 penalty on Craft
single potion. (Alchemy) checks.
62

Chapter VIII

Feats
63

General Feats Benefit You can scribe any spell using engraving tools and the
appropriate surface. You can also engrave spells for other mages,
Zen Mind provided they have at least 1 rank in the spellschool, and the SP cost
is no more than the scribing mage’s total modifier in the requested
Benefit The character gains +25 Mental Limit. spellschool, and the SP cost is no more than double the recipient’s
Special A character may gain this feat multiple times. Its effect total modifier in the spellschool, rounded down. In addition, you
stacks. can also tattoo spells for other mages, provided they have at least 1
rank in the spellschool, and the SP cost is no more than the scribing
mage’s total modifier in the requested spellschool, and the SP cost is
Mage Feats no more than double the recipient’s total modifier in the spellschool,
rounded down.
General Mage Feats Normal Mages can not use engraving tools to scribe spells.
Mages can not tattoo spells for other mages.
Combat Caster
Prerequisites Spellschool (Any) 1 rank
Benefit When casting a spell or scroll adjacent to an enemy, Repeat Spell
AoO is not provoked.
Normal Casting a spell adjacent to an enemy provokes an AoO. Prerequisites Spellschool (Any) 4 Ranks
Benefit When casting a spell with this modification, the mage is
able to cast the effects of the spell multiple times from the same
Combine Spell spell. When the spell is released, the mage has a number of charges
Prerequisites Spellschool (Any) 7 ranks of the spell equal to the modifier put on the spell, which may then
Benefit When casting a spell with this modification, the mage be released at will. The caster must release all charges before their
is able to release multiple spells from the same spell school but turn is over, or they lose all leftover charges. The effects of the
potentially different sub-schools at once onto the same target. charges are identical, and the mage must roll each charge, as if
The allowed combinations in Abjuration are Damage Reduction they were casting from multiple spells. A mage does not have to
and Saves, Energies, and Elements. In Conjuration, Healing. In target the same target with all charges. This modification adds 4
Divination, Enhance Sight and Enhance Speech. In Enchantment, SP to the spell’s cost per charge put on the spell.
Enchanting Objects and Enchanting Aetherwands. In Illusion, Distort Normal In order to target multiple targets with the same spell,
Sight and Distort Sound. All normal rules for stacking spells apply. a mage must have multiple copies of the same spell and spend
This modifier adds 1 SP per combined spell to each spell’s cost. Combat points releasing and aiming each one.
Special A mage may put this modification on a spell multiple
times. The Combat Points for aiming and releasing a spell are the
Container Enchant
same as if it were a single spell.
Prerequisites Spellschool (Enchantment) 4 ranks
Benefit When scribing Enchantment spells with this modification,
the mage is able to cast an enchantment spell on an ammunition Maximize Spell
container, pouch or magazine, granting all ammunition placed in
that container the enchantment, until the Enchantment spell dies. Prerequisites Spellschool (Any) 8 Ranks
If a round of ammunition is taken out of the container, it will stay Benefit When casting a spell with this modification, all variable
enchanted for one round after it was removed. This modification numeric effects are increased to their maximum. Instead of rolling
adds 4 SP to the spell’s cost. for damage, you use the number size of the die for the damage.
Normal Ammunition must be enchanted directly, or wrapped in This modification adds 6 SP to the spell’s cost.
package paper with an enchantment, which is then opened. Special This modification can only be placed on spells that have
Special This modification will not work on internal magazines, a variable numerical effect. There is no benefit gained from placing
but will work on objects that actually hold ammunition, such as it on a spell without one.
speedloaders, stripper clips, box magazines, cartridge wallets,
bandoleers, quivers, shell and cartridge belts, refill tubes, and bullet
bags, as well as MOLLE shell, utility, quiver and cased ammunition Guide Spell
pouches, and shell and cartridge loops. Grenades, both thrown and
fired, rocket launcher rockets and mortars may not benefit from Prerequisites Spellschool (Any) 3 Ranks
the container enchantment. When enchanting uses to the container, Benefit When casting a spell with the line area effect target
a single use is a single shot. Using any multi-shot attacks requires enhancement and this modification, the mage can direct the line in
enough uses to enchant every round used in the multi-shot attack any shape they wish, as long as the line stays connected, to the
to gain the benefits of the enchantment. When enchanting timed, length the spell allows. This modification adds 3 SP to the spell’s
the uses of the container are unlimited in that time frame. cost.
Normal Line Area Effect Target enhancements can only be cast
in a straight line.
Engraver Scribe
Special When guiding the line, use the standard movement rules
Prerequisites Craft (Structural) 6+ Modifier, Perception 6+ for diagonals. This feat can not be used for spells that do not have
Modifier, Spellschool (Any) 1 rank. the line area effect.
64

Compressed Spell Split Stylus


Prerequisites Spellschool (Any) 4 Ranks Prerequisites Spellschool (Any) 4 Ranks, Practiced Stylus
Benefit When scribing a spell, a mage can compress the spell Benefit When attacking with a stylus, a mage can choose to
down and make it more efficient without loss of productivity, target multiple targets equal to how many damage dice their stylus
reducing the Mental Limit required for the spell. All spells scribed has. If they do, they roll an attack roll for every target. On all
under this spell modification only require ½ the normal Mental Limit. targets they successfully attack, they can chose to split up their
This modification doubles the time it takes to scribe the spell, and damage dice between all of the targets, equal to the total ammount
increases the Combat Point cost to cast the spell by +1. of damage dice their stylus has, and roll their damage for each
selected target.
Quick Spell
Example: A mage has a stylus with 5d3 damage dice, and
Prerequisites Spellschool (Any) 4 Ranks
targets two targets. Both attacks are successful, so the
Benefit When releasing a spell with this modification, the Combat
mage select target 1 to take 2d3, and target 2 to take 3d3.
Point cost is reduced by 2 for each quick spell modification added
to the spell. This modification adds 4 SP to the spell’s cost.
Special A mage may put this modification on a spell multiple Special A mage must have at least 2 damage dice in order to
times, but a mage must spend at least 1 Combat Point to release a use the benefits from this feat.
spell.
Toggle Spell
Ranged Stylus Prerequisites Spellschool (Any) 6 Ranks
Benefit When casting a spell with this modification that has a
Prerequisites Spellschool (Any) 4 Ranks, Practiced Stylus
duration, the mage is able to ’turn off’ the spell’s effects, pausing
Benefit When attacking with a stylus, a mage can choose to
that duration until the spell returns to being active. It costs 7 combat
double the range increment of their stylus. If they do, they receive
points to either pause a spell or resume it, and the entire round
a −1 damage penalty for every 2 damage dice they have, rounded
counts against the duration in either case. Effects that can discern
down.
spell effects still perceive the spell when paused. This modification
Special A mage must have at least 2 damage dice in order to
adds 5 SP to the spell’s cost.
use the benefits from this feat. The features of this feat may not be
combined with the Power Stylus Feat.
Cost Reduction
Practiced Stylus Magical Apprentice
Prerequisites Spellschool (Any) 2 Ranks Choose a Spellschool.
Benefit When attacking with a stylus, the Combat Point cost is Prerequisites Spellschool (Chosen Spellschool) 1 rank
reduced by 2. Benefit When scribing spells in the chosen spellschool, the SP
cost is 1 less.
Power Stylus Special This feat stacks with any other spell cost reduction feats.
This feat can be taken multiple times. Each time it is taken, it applies
Prerequisites Spellschool (Any) 4 Ranks, Practiced Stylus to a different spellschool.
Benefit When attacking with a stylus, a mage can choose to gain
+1 damage dice per character level. If they do, the range increment
Magical Journeyman
of their stylus is halved.
Special The features of this feat may not be combined with the Choose a Spellschool.
Ranged Stylus Feat. Prerequisites Magical Apprentice(Chosen Spellschool), and
Spellschool (Chosen Spellschool) 7 ranks
Runic Stylus Benefit When scribing spells in the chosen spellschool, the SP
cost is 3 less.
Prerequisites Spellschool (Any) 6 Ranks in the selected Special This feat stacks with any other spell cost reduction feats.
spellschool, Practiced Stylus This feat can be taken multiple times. Each time it is taken, it applies
Benefit Pick a Spellschool skill. You can cast a spell using that to a different spellschool.
spellschool without writing it down first, that cost up to ½ of the
total selected spellschool score, rounded down. This spell must be
Magical Master
cast from the caster’s stylus by drawing runes in the air, and they
must have the stylus in hand to cast the spell. This spell can not Choose a Spellschool.
use any benefits from any inks or papers, and you must have the Prerequisites Magical Apprentice(Chosen Spellschool), Magical
Mental Limit to cast the spell as if it was written down. Stylus spells Journeyman (Chosen Spellschool), and Spellschool (Chosen
are considered released spells, and the Combat Point cost is the Spellschool) 12 ranks
same as releasing a written spell. Benefit When scribing spells in the chosen spellschool, the SP
Special This feat may be taken multiple times. It applies to a cost is 5 less.
different Spellschool skill each time. You may take the benefits of Special This feat stacks with any other spell cost reduction feats.
any feats that reduce cost of spells, that does not require the spell This feat can be taken multiple times. Each time it is taken, it applies
to be written down. to a different spellschool.
65

Psion Feats attempt to deflect any fired grenades, thrown grenades, rockets,
missiles, mortars, or any shell round that is not a slug.
General Psion Feats Normal The character can only deflect a single attack once per
round, and may not attempt to deflect other types of objects besides
Initiate Circle Power plasarm fire.
Prerequisites Psionics (Any) 2 ranks
Benefit The Psion can change the point of origin of their abilities, Deflect Form Focus
up to 10’ away from their location. They must be able to visually
see the location they wish to use as their origin point. Prerequisites Psiblade Proficiency or Plasma Blade Proficiency,
Basic Defensive Form
Benefit When attempting the Deflect Reaction, the character may
Acolyte Circle Power
attempt to deflect sprayfire, sweepfire, pulsefire, double tap, and
Prerequisites Psionics (Any) 5 ranks, Initiate Circle Power burst fire attacks.
Benefit The Psion can change the point of origin of their abilities, Normal A character may not attempt to deflect sprayfire,
up to 30’ away from their location. They must be able to visually sweepfire, pulsefire, double tap, or burst fire attacks.
see the location they wish to use as their origin point.
Reaction Form Focus
Disciple Circle Power
Prerequisites Psiblade Proficiency or Plasma Blade Proficiency,
Prerequisites Psionics (Any) 9 ranks, Initiate Circle Power, Basic Defensive Form
Acolyte Circle Power Benefit When using a psiblade or plasblade, a character gains a
Benefit The Psion can change the point of origin of their abilities, +5 bonus to their Will Saving Throw when performing the Predict
up to 60’ away from their location. They must be able to visually reaction and a +5 bonus to their Reflex Saving Throw when
see the location they wish to use as their origin point. performing the Parry reaction.

Psiblade Feats Intermediate Defensive Form

Psiblade Proficiency Prerequisites Psiblade Proficiency or Plasma Blade Proficiency,


Basic Defensive Form, Reaction Form Focus or Deflect Form Focus
Prerequisites Psionics (Any) 2 ranks Benefit When attempting the Deflect Reaction, the character
Benefit The character can use any single bladed, curved hilt receives a +4 to their Reflex Saving Throw, and the character gains
psiblade or double bladed psiblades without penalty. a +4 bonus to disarm when wielding a psiblade or plasblade. Also,
Normal Characters without this feat take a −4 penalty on attack when attempting a Parry reaction against a target with a psiblade
rolls made with single bladed and curved hilt psiblades, and a −8 or plasblade, the character gains an additional +4 to their DEF
on double bladed psiblades increase from the parry, on a successful parry, when wielding a
Special A character with Archaic Weapon Proficiency (Combat psiblade or plasblade. This increase lasts as long as the original
Swords or Fencing Swords) only takes a −2 penalty on attack rolls bonus from successfully parrying against a target.
when using a single bladed psiblade.

Tutoring Deflect Form Expertise

Time 3 days Prerequisites Psiblade Proficiency or Plasma Blade Proficiency,


Benefit Attack penalty when using single bladed psiblades Basic Defensive Form, Deflect Form Focus, Intermediate Defensive
is reduced to −2. Attack penalty when using double bladed Form
psiblades is reduced to −6. If the character has Archaic Benefit When attempting the Deflect reaction against plasarms,
Weapon Proficiency (Combat Swords or Fencing Swords) a character may aim the deflection at a specific target. If the
the penalty is reduced to −1 for single bladed psiblades. character is successful at deflecting the attack, they may attempt a
Ranged Attack with a −4 penalty against any target that is within
their line of sight. If this attack is successful, the attack is directed
Basic Defensive Form at this target instead. Additionally, they may deflect attacks coming
from their left and right flanks in addition to their front.
Prerequisites Psiblade Proficiency or Plasma Blade Proficiency Normal Deflect reactions may only be attempted if they are
Benefit When engaged in melee combat against a character facing the attack.
using a psiblade or plasblade, the character gains a +4 dodge
bonus to DEF, and gains a +2 dodge bonus to DEF against any Reaction Form Expertise
other melee attacks. When attempting the Deflect reaction, the
character can attempt to deflect any plasarm shots that they meet Prerequisites Psiblade Proficiency or Plasma Blade Proficiency,
the prerequisites to deflect, and they may also attempt to deflect any Basic Defensive Form, Reaction Form Focus, Intermediate Defensive
thrown weapons, crossbow bolts, arrows, fired spears, paintballs, Form
18mm less lethal rounds, slingshot projectiles, any caseless rounds, Benefit When using a psiblade or plasblade, a character gains an
any black powder rounds, any cased rounds, or any slug shelled additional +3 bonus to their Will Saving Throw when performing the
rounds that are fired or thrown at them through a single ranged Predict reaction and an additional +3 bonus to their Reflex Saving
attack, single shot attack, or potshot attack. The character may not Throw when performing the Parry reaction. Also, when using a
66

psiblade or a plasblade, the character can change their reaction to Rapid Form Focus
either the Predict reaction or the Parry reaction, after the first attack
Prerequisites Psiblade Proficiency or Plasma Blade Proficiency,
that triggers their reaction, once per round. If they choose to do
Basic Offensive Form
this, they immediately lose the previous bonus from the previous
Benefit When using a psiblade, a character may attack with a
reaction and they immediately reroll the saving throw and receive
psiblade at a −1 Combat Point cost. If they do, they do not use their
the new bonus.
POW when calculating damage. This reduction applies to all attacks
that take benefit of this Combat Point reduction.
Expert Defensive Form
Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, Precision Form Focus
Basic Defensive Form, Reaction Form Focus or Deflect Form Focus, Prerequisites Psiblade Proficiency or Plasma Blade Proficiency,
Intermediate Defensive Form, and Reaction Form Expertise or Basic Offensive Form
Deflect Form Expertise Benefit A character gains a +4 attack bonus to all Called Shot
Benefit When any hostile creature moves adjacent to the attacks against arms and legs made when attacking with a psiblade
character, the character immediately receives an Attack of or plasblade. The character may also make non-lethal attacks
Opportunity when wielding a psiblade or plasblade. This is limited with the psiblade or plasblade at a −2 attack penalty. Also, when
to one attack per hostile creature. When fighting defensively with attacking an object, the character gains a +2 attack bonus and
a psiblade or plasblade, there is no additional Combat Point cost ignores 1 point of hardness.
and the attack penalty is reduced to −2. When wielding a psiblade Normal Non-lethal attacks have an attack penalty of −4.
or plasblade, the Combat Point cost to perform any reaction is
reduced by 3. Intermediate Offensive Form
Prerequisites Psiblade Proficiency or Plasma Blade Proficiency,
Deflect Form Master
Basic Offensive Form, Precision Form Focus or Rapid Form Focus
Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, Benefit The character can throw their psiblade or plasblade,
Basic Defensive Form, Deflect Form Focus, Intermediate Defensive which has the same damage, a range of 20’, and is considered a
Form, Deflect Form Expertise, Expert Defensive Form Small thrown weapon when used in this manner. Also, when using
Benefit When attempting the Deflect reaction against plasarms, a psiblade or plasblade, a character may increase the Combat
the character receives an additional +4 to their Reflex Saving Throw, Point cost of a standard melee attack by +1. If they do, they gain a
and they may attempt a Ranged Attack with no attack penalty. +1 damage bonus for every +1 increase of Combat Point cost.
Additionally, they may deflect attacks comming from any direction. Special As long as a character has Combat Points to spend during
Normal Deflect reaction ranged attacks have a −4 penalty. their turn, they are free to add to the cost to attack. Also, when
Deflect reactions may only be attempted if they are facing the using a psiblade to attack any object or armor that has plasma
attack. damage reduction, the damage given immediately goes into soak
and the damage to soak is doubled, even if it does not breach the
object or armors damage reduction.
Reaction Form Master Normal Plasma damage that connects with Plasma damage
Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, reduction does not move to soak unless the damage is more than
Basic Defensive Form, Reaction Form Focus, Reaction Form Expertise the damage reduction.
Benefit When using a psiblade or plasblade, the character can
change their reaction to either the Predict reaction or the Parry Rapid Form Expertise
reaction, after the first attack that triggers their reaction, up to five Prerequisites Psiblade Proficiency or Plasma Blade Proficiency,
times per round. If they choose to do this, they immediately lose the Basic Offensive Form, Rapid Form Focus, Intermediate Offensive
previous bonus from the previous reaction and they immediately Form
reroll the saving throw and receive the new bonus. Benefit When using a psiblade or plasblade, for every three
successful melee attacks a character completes, the character
Basic Offensive Form immediately receives one additional attack for no Combat Points.
The extra attack is with the same weapon and at the same bonus
Prerequisites Psiblade Proficiency or Plasma Blade Proficiency as the attack as the previous three attacks. Also, the Combat Point
Benefit When engaged in melee combat against a character Cost to Heavy attack is reduced by 1 and the cost to Full attack is
that is using a psiblade or plasblade, the character gains a +3 reduced by 2 when using a psiblade or plasblade.
bonus to all attacks made with their own psiblade or plasblade.
When engaged in melee combat otherwise, the character gains a
Precision Form Expertise
+2 bonus to all attacks made with their own psiblade or plasblade.
Also, when using a psiblade to attack any object or armor that has Prerequisites Psiblade Proficiency or Plasma Blade Proficiency,
plasma damage reduction, the damage given immediately goes Basic Offensive Form, Precision Form Focus, Intermediate Offensive
into soak, even if it does not breach the object or armors damage Form
reduction. Benefit A character gains an additional +4 attack bonus to all
Normal Plasma damage that connects with Plasma damage Called Shot attacks against arms and legs made when attacking
reduction does not move to soak unless the damage is more than with a psiblade or plasblade, gains a +4 attack bonus to all Called
the damage reduction. Shot attacks against hands and feet when attacking with a psiblade
67

or plasblade, and the character suffers no attack penalty when Benefit When using psionic powers in the chosen skill, the PP
Aggressive attacking with a psiblade or plasblade. Also, when cost is 1 less.
attacking an object, the character gains a +4 attack bonus and Special This feat stacks with any other psionic power cost
ignores 2 points of hardness. reduction feats. This feat can be taken multiple times. Each time it
Normal Aggressive attacks have an attack penalty of −2. is taken, it applies to a different psionic skill.

Expert Offensive Form Psionic Knight


Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, Choose a Psionic Skill
Basic Offensive Form, Rapid Form Focus or Precision Form Focus, Prerequisites Psionic Squire(Chosen Skill), and Psionics (Chosen
Intermediate Offensive Form, and Rapid Form Expertise or Precision Skill) 7 rank
Form Expertise Benefit When using psionic powers in the chosen skill, the PP
Benefit The character can throw their psiblade or plasblade, cost is 3 less.
which has the same damage, a range of 40’, and is considered a Special This feat stacks with any other psionic power cost
Small thrown weapon when used in this manner. Also, when using reduction feats. This feat can be taken multiple times. Each time it
a psiblade or plasblade, a character may increase the Combat is taken, it applies to a different psionic skill.
Point cost of a standard melee attack by +1. If they do, they gain
a +3 damage bonus for every +1 increase of Combat Point cost. Psionic Champion
Also, when using a psiblade to attack any object or armor that has
plasma damage reduction, the damage given immediately goes Choose a Psionic Skill
into soak and the damage to soak is trippled, even if it does not Prerequisites Psionic Squire(Chosen Skill), Psionic Knight(Chosen
breach the object or armors damage reduction. Skill) and Psionics (Chosen Skill) 12 rank
Special As long as a character has Combat Points to spend Benefit When using psionic powers in the chosen skill, the PP
during their turn, they are free to add to the cost to attack. cost is 5 less.
Normal Plasma damage that connects with Plasma damage Special This feat stacks with any other psionic power cost
reduction does not move to soak unless the damage is more than reduction feats. This feat can be taken multiple times. Each time it
the damage reduction. is taken, it applies to a different psionic skill.

Rapid Form Master


Invoker Feats
Prerequisites Psiblade Proficiency or Plasma Blade Proficiency,
Basic Offensive Form, Rapid Form Focus, Intermediate Offensive Reciter
Form, Rapid Form Expertise, Expert Offensive Form
Choose a Incantation Skill
Benefit When using a psiblade or plasblade, for every two
Prerequisites Incantation (Chosen Skill) 1 rank
successful melee attacks a character completes, the character
Benefit When creating incantation recipes in the selected skill,
immediately receives one additional attack for no Combat Points.
the IP cost is reduced by 1
The extra attack is with the same weapon and at the same bonus
Special This feat stacks with any other incantation recipe cost
as the attack as the previous two attacks. Also, the Combat Point
reduction feats. This feat can be taken multiple times. Each time it
Cost to Heavy attack is reduced by 1 and the cost to Full attack is
is taken, it applies to a different incantation skill.
reduced by 2 when using a psiblade or plasblade.
Special This feat’s effects replace the Rapid Form Expertise’s
effects. Speaker
Choose a Incantation Skill
Precision Form Master Prerequisites Reciter (Chosen Skill), and Incantation (Chosen
Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, Skill) 7 rank
Basic Offensive Form, Precision Form Focus, Intermediate Offensive Benefit When creating incantation recipes in the selected skill,
Form, Precision Form Expertise, Expert Offensive Form the IP cost is reduced by 3
Benefit A character gains an additional +4 attack bonus to all Special This feat stacks with any other incantation recipe cost
Called Shot attacks against arms and legs made when attacking reduction feats. This feat can be taken multiple times. Each time it
with a psiblade or plasblade, gains an additional +4 attack bonus to is taken, it applies to a different incantation skill.
all Called Shot attacks against hands and feet when attacking with
a psiblade or plasblade, and gains a +4 attack bonus to all Called Orator
Shot attacks against heads. Also, when attacking an object, the
Choose a Incantation Skill
character gains a +6 attack bonus and ignores 3 point of hardness.
Prerequisites Reciter (Chosen Skill), Speaker (Chosen Skill), and
Incantation (Chosen Skill) 12 rank
Cost Reduction Benefit When using incantation recipes in the chosen skill, the IP
cost is 5 less.
Psionic Squire
Special This feat stacks with any other incantation recipe cost
Choose a Psionic Skill reduction feats. This feat can be taken multiple times. Each time it
Prerequisites Psionics (Chosen Skill) 1 rank is taken, it applies to a different incantation skill.
68

Chapter IX

Equipment
69

General Equipment Computers and Consumer Electronics


Rules for operating computers appear under the Technology Use
Survival, Security and Professional Gear skill. Some of the items in this section have monthly subscription
This is a list of gear that could provide useful to characters. While costs as well as initial purchase costs. The Wealth Point cost accounts
this book is not here to catalog every single item a character can for both costs; once a character has obtained the item, they don’t
use, it is a guide. If a character wishes to purchase something not have to worry about ongoing subscription costs.
in the book, the GM can simply set a wealth point cost based on
the real cost of the item, where 1 WP is equal to 20 USD. Software Modules Software modules are programs installed
that give the user of a computer a bonus to various things,
dependent on what they are programmed to do. Modules come in
Neural Inhibitors A Neural Inhibitor is a device built to control
three varieties:
those who use Mental Limit, disallowing them use of their
supernatural abilities. • Lite A lite module has the bare essentials necessary for use
and has a lighter footprint to take up less space. This module
Steel Handcuffs Neural Inhibitor handcuffs immediately provides a +1 to all bonuses listed in the module description
reduce the wearer’s Mental Limit to 0, as soon as they are unless specified otherwise and takes up 1 storage slot.
locked on a character. They also work as normal steel
handcuffs. Only when both handcuffs are unlocked does the • Standard A standard module contains most of the core
effect cease. features that most would find useful, leaving out only a
few specialized programs. This module provides a +3 to
Steel Bracelet Neural Inhibitor bracelets can be set to be all bonuses listed in the module description unless specified
locking or non locking, but both models immediately reduce otherwise and takes up 2 storage slots.
the wearer’s Mental Limit to 0 as soon as they are worn.
• Full-featured Contains all of the features that anyone could
Implant Neural Inhibitor implants are a more permanent ever need or use, sparing no expense. Because of this, they
solution to problem prisoners. They are implanted with take up a significant amount of space. This module provides
surgery (Treat Injury [TN25]) at the base of the spine, a +4 to all bonuses listed in the module description unless
immediately reducing the implanted person’s Mental Limit specified otherwise and takes up 3 storage slots.
to 0. They can only be removed with surgery (Treat Injury
[TN25]). Magical Calculator This module contains a magical calculator,
as well as a beginner’s guide to magecraft. It grants a bonus to
Premade Potions These potions are premade potions, crafted any one Spellschool skill that it is programmed for, and reduces
for widespread consumption. They are often best enjoyed chilled. the time it takes to craft a spell by ¼. This module must be active
All potions effects last for 2 rounds. to receive the bonus.
Object Cost Restr
Cure Bleeding 4 Stop Bleed
Magical Calculator, Lite 5 None
Cure Light Wounds 1d4 Light Heal, 1 Stop Bleed Magical Calculator, Standard 16 L
Magical Calculator, Full 25 R
Cure Moderate Wounds 1d4 Light Heal, 1d4 Heavy Heal, 1
Stop Bleed Table 13: Equipment, Computer Software

Cure Serious Wounds 2d4 Light Heal, 1d4 Heavy Heal, 2


Stop Bleed Spell Components
Cure Critical Wounds 3d4 Heavy Heal, 3 Stop Bleed Ink
Ink is a gel, sol, or solution that contains at least one colorant, such
Cure Deadly Wounds 5d4 Heavy Heal, 4 Stop Bleed
as a dye or pigment, and is used to color a surface to produce an
image, text, or design. Ink is used in spellcrafting to produce the
Object Sz Wt Cost Restr
necessary runes to create spells. Ink can be purchased in three
Neural Inhibitor, Steel Handcuffs T 1.1 3 None sizes: Bottles, Pots and Vials. A vial of ink contains 1/8th unit of ink,
Neural Inhibitor, Steel Bracelet D 0.2 2 None and is enough to scribe 10 spells or refill a fountain pen 1 time. A
Neural Inhibitor, Implant F 0.1 6 L pot of ink contains 1 unit of ink, and is enough to scribe 80 spells or
Potion, Cure Bleeding T 0.4 2 None refill a fountain pen 8 times. A bottle of ink contains 2 units of ink,
Potion, Cure Light Wounds T 0.4 1 None and is enough to scribe 160 spells or refill a fountain pen 16 times.
Potion, Cure Moderate Wounds T 0.4 2 None
Potion, Cure Serious Wounds T 0.4 4 None Standard ink
Potion, Cure Critical Wounds T 0.4 8 None
Potion, Cure Deadly Wounds T 0.4 12 None This is a simple bottle of ink, used for fountain pens, dip pens
and reservoir pens. It comes in various colors and stylings, including
Table 12: Equipment, Survival, Security, & Professional Gear glow in the dark and reflective.
70

Blood their own formatting paper. One felt pin can format 8 pages. It
takes 5 minutes to format a single page.
Blood is a specialized body fluid in living beings that delivers
necessary substances throughout the body. It is a liquid composed
of blood cells suspended in a liquid called blood plasma. Blood Tattoo Ink
is used as an enhancement for spells, by mixing it with ink and
then used for scribing spells, called blood rites, the ink itself called These inks are industrial type inks that are used in tattoos, coming
blood ink. A blood rite spell immediately affects the target whose in variable colors. They are packaged in a sterile bottle, which is
blood is in the spell, as long as they are within 50’ of the spellcaster. enough to scribe a single spell on skin.
Blood rite spells may only be written using quills, reed pens or
dip pens, and require the blood used to be acquired in a sterile
Ink Cartridges
manner, which is usually done through giving blood, clean syringes,
or through a leeching dagger. Crafting blood ink from a pint of These cartridges are for cartridge ballpoint pens, that can be
blood and 2 units of ink requires a Craft (Pharmaceutical) check changed out when empty.
[TN19], and yields 1 unit of blood ink. Because of its contents, blood
ink only lasts for 6 hours after it is crafted, after which it then spoils
and is unusable. Pencil Graphite

These are little sticks of graphite that are used for the pencil to
Spell Ink reload it when it’s empty.
Spell inks are inks that are crafted from natural materials and
allow a mage to bring out the most in their spells. They grant bonus
Object Sz Wt Cost Restr
SP for their selected spell schools, and do not require the skill points,
nor do they go towards the total spell points spent per spell, or per Ink Vial, Standard (8) D 0.1 1 None
day, however when used with a different school, instead provide Ink Pot, Standard D 0.3 1 None
penalties for any other school, which count against the maximum Ink Bottle, Standard D 0.5 2 None
spell points per spell when used. Ink Vial, Weak Spell Ink D 0.1 1 None
Ink Pot, Weak Spell Ink D 0.3 8 None
Weak Spell Ink +1 SP to selected Spellschool when using that ink Ink Bottle, Weak Spell Ink D 0.5 16 None
to scribe spells, −1 SP penalty if used for any other spellschool. Ink Vial, Standard Spell Ink D 0.1 3 None
Ink Pot, Standard Spell Ink D 0.3 24 None
Ink Bottle, Standard Spell Ink D 0.5 48 None
Standard Spell Ink +3 SP to selected spellschool when using that Ink Vial, Potent Spell Ink D 0.1 7 L
ink to scribe spells, −3 SP Penalty if used for any other spellschool.
Ink Pot, Potent Spell Ink D 0.3 56 L
Ink Bottle, Potent Spell Ink D 0.5 112 L
Potent Spell Ink +7 SP to selected Spellschool when using that Ink Vial, Mastercraft Spell Ink D 0.1 10 R
ink to scribe spells, −7 SP penalty if used for any other spellschool. Ink Pot, Mastercraft Spell Ink D 0.3 80 R
Ink Bottle, Mastercraft Spell Ink D 0.5 160 R
Mastercraft Spell Ink +10 SP to selected Spellschool when using Ink Vial, Weathe Resistant Ink D 0.1 4 None
that ink to scribe spells, −10 SP penalty if used for any other Ink Pot, Weathe Resistant Ink D 0.3 32 None
spellschool. Ink Bottle, Weathe Resistant Ink D 0.5 64 None
Ink Vial, Invisible Ink D 0.1 5 None
Invisible Ink Ink Pot, Invisible Ink D 0.3 40 None
Ink Bottle, Invisible Ink D 0.5 80 None
Invisible ink is ink that disappears after it has been written, Ink Vial, Formatting Ink D 0.1 2 None
allowing for spells that cannot be deciphered as they cannot be Ink Pot, Formatting Ink D 0.3 16 None
read. Because a mage has no point of reference, it grants a −2 SP Ink Bottle, Formatting Ink D 0.5 32 None
penalty for all spell pools when writing a spell with it. Pencil Graphite(160) F 0.1 1 None
Formatting Ink, Felt Pen D 0.1 1 None
Weather Resistant Ink Tattoo Ink D 0.1 2 None
Weather resistant ink is ink that is resistant to water and won’t Table 14: Ink
run when exposed to it. It comes in ink vials, ballpoint pens, and
cartridges.
Writing Utensils
Formatting Ink
One of the most important tools in a mage’s arsenal is his
This is a brightly colored, fluorescent and chemiluminescent ink writing utensil. Most mages invest well into a good fountain pen,
that is used in the creation of formatted paper. It is brightly colored because of their interchangeable nibs, ability to change out the
to make it clear even at a glance, even under black-light or in the inks to suit their preferred color and spell ink, and their ornamental
dark. It comes in felt tip pins and ink vials, bottles and pots. Any nature. Less well-off mages will scribe spells using a plain ballpoint
character with more than 5 ranks in a single spellschool can craft or even pencil.
71

Quills and Reed Pens Nibs Nibs have two properties. The first is how wide their their
tips are, and the second is the material they’re made of. Standard
A reed pen is a pen cut from a reed or bamboo, with a slit in fountain pens use a fine stainless steel nib. A nib with a wider tip
a narrow tip. Reed pens were replaced by quills. A quill is a pen puts more ink onto the page with each stroke, while nibs of different
made from a flight feather of a large bird. Quills were used as materials can greatly affect a pen’s general ability to write.
instruments for writing with ink before the metal dip pen. Quill pens
were used in medieval times to write on parchment or paper. Using
Nib Width
a reed pen or quill increases the time it takes to scribe a spell by 2,
rounded up to the nearest minute or Combat Point. Xtra Fine A fountain pen using an Xtra Fine nib can scribe
50% more spells than a fine nib, but any ink bonuses are
halved.
Dip pen
Fine A fine nib can scribe the standard number of spells per
A dip pen consists of a metal nib with capillary channels, like that
unit of ink, and applies the standard bonuses from any ink
of a fountain pen, mounted on a handle or holder, often made
used.
of wood. A dip pen has no ink reservoir and must be repeatedly
recharged with ink while drawing or writing. They have the benefit Medium A medium nib creates a deeply colored line, but uses
of being rather cheap, and can provide very high quality spells, more ink than a fine nib. A medium nib can scribe only 70%
and can switch inks by simply using another ink. Using a dip pen as many Spells per fill as a fine nib, but gains +1 additional
increases the time it takes to scribe a spell by 1½, rounded up to SP when using Spell Ink of the appropriate school, and a -4
the nearest minute or Combat Point. additional penalty when using spell ink of an inappropriate
school.
Ballpoint pens Broad A broad nib creates wide, dark stroke, but uses far
more ink than a finer nib would. A broad nib can scribe 40%
These range from a cheap pens in a plastic casing, and a unibody
as many spells per fill as a fine nib, but gains +2 additional
pen and nib combo, all the way to your premium ballpoints with
SP when using Spell Ink of the appropriate school and a -8
interchangeable cartridges. Ballpoint pens use oil based ink, and
additional penalty when using spell ink of an inappropriate
have enough ink to scribe 30 spells before requiring the cartridge
school.
to be replaced or the entire pen body to be replaced.
Nib Material
Disposable Pens These pens are a standard cheap bulk pack Steel Steel Nibs are the standard nib used in most modern
of pens used for everyday writing, note taking, and other entry level fountain pens, and have no special rules regarding
miscellaneous writing. When they are empty, you throw them their use other than their width.
away. They come in packs of 30. Using a disposable pen increases
the time it takes to scribe a spell by 2, rounded up to the nearest Gold A traditional material, various gold alloys have been
minute or Combat Point. used for fountain pen nibs since their invention. Gold Nibs
are more flexible than steel ones, adapting more readily to
an individual’s writing style. Using a Gold Nib decreases the
Cartridge pens These pens use a replaceable cartridge system, time it takes to scribe a spell by 2, rounded up to the nearest
that allows the keeping of the pen body. Because of this, ink can minute or Combat Point.
be changed without any problems, but the selection of ink is more
limited, and it is more problematic. Changing an ink cartridge costs Mithril Mithril Nibs are very flexible, often to a detrimental
6 Combat Points. degree when used with a standard nib design, and so typically
Mithril nibs feature elaborate designs with 3, 4 or more tines
per nib. Because of their extreme flexibility, a character
Basic Fountain Pens scribing with a Mithril nib can choose whether to gain the
Fountain pens are pens that contain an internal reservoir of benefit of a fine, medium or broad nib. Scribing a spell with
water-based ink, that feed on paper via gravity and capillary action. a Mithril nib as a fine nib counts a scribing 1 spell. Scribing a
Unlike ballpoint pens, they are filled manually, which allows for spell with a Mithril Nib as a Medium Nib counts as scribing
custom colors and ink styles. They also lend themselves to be 2 spells. Scribing a spell with a Mithril Nib as a Broad nib
highly customizeable, with different nibs and bodies. counts as scribing 3 spells.

Adamantine Adamantine Nibs are very durable and


Customized Fountain Pens inflexible. When scribing Abjuration spells of the Damage
Reduction subschool, the DR is increased by 2 and the AP is
Often expensive, these upscale fountain pens provide a more doubled. When scribing Transmutation or Enchantment spells,
personalized touch whether scribing spells, or writing notes or any created or upgraded weapon has the properties of an
letters. A fountain pen has three parts that can each be customized adamantine weapon for the spell’s duration. This effect only
in various ways: The Nib, which is the tip of the pen used to write applies to spells with a limited duration. When used for stylus
with, the Body, which is the external shell of the pen which holds attacks, a fountain pen with an adamantine nib is not a touch
the other parts together, and the Reservoir, which is the part of the attack, deals Piercing damage, has a +2 damage bonus per
pen which actually holds the ink. damage die, and destroys armor at a faster rate in the same
72

way an adamantine weapon does. Using an Adamantine Nib and an embedded level. Because of the more limited space
increases the time it takes to scribe a spell by 4, rounded up inside the pen body, a pen with a tool body can only use
to the nearest minute or Combat Point. disposable cartridges. A pen with this body is also considered
a multitool. This pen body is unsuitable as a stylus.
Nullsteel Nullsteel is a strange and virtually weightless
material that floats in the air. Similarly, a nullsteel nib reduces Glassteel This transparent pen body provides an easy view
the "weight" of spells. A spell that is scribed using a nullsteel of the pen’s reservoir and allows someone to tell at a glance
nib can be released only a single time, but doesn’t deteriorate how many spells they can scribe with it. This pen body is
the surface it’s written on, allowing a single sheet of paper to unsuitable as a stylus.
be used and re-used endlessly.
Bone Relatively rare in most cases, a Bone pen body is carved
Evokalloy, Standard Evokalloy Nibs are attuned to a specific from the bones of some kind of creature. When scribing a
element. When used to make a stylus attack or scribe a spell damaging spell, or making a stylus attack with a pen with
that deals damage, half the damage is converted to the a Bone pen body, the character gains 2 damage dice when
element of the evokalloy. When scribing abjuration spells targeting a creature of the same type as the creature the Pen
that protect against the nib’s element, the AP is increased by Body was made from the bones of, but they lose 2 damage
50%. When scribing evocation spells that deal damage of dice when targeting a creature of a different type. The cost
the nib’s element, all rolled 1s are treated as 2s. of a Bone pen body varies based on the creature type the
bones it’s made from came from. Making pen bodies from
Evokalloy, High Quality High Quality Evokalloy Nibs are the bones of sapient creatures is typically frowned upon, and
attuned to a specific element more strongly than standard seen as unnecessarily macabre and taboo.
evokalloys. When used to make a stylus attack or scribe a
spell that deals damage, the damage is entirely converted to Darkwood Preferred by those seeking a more robust feel,
the element of the evokalloy. When scribing abjuration spells the light weight of a darkwood pen body is nimble in the
that protect against the nib’s element, the AP is doubled and hand, while the grain of the wood provides a sure grip, which
the DR is increased by 2. When scribing evocation spells that are both desirable features for a Stylus. When retrieving a
deal damage of the nib’s element, the maximum amount of fountain pen with a darkwood pen body from a pocket, bag,
dice that can be added to a spell is increased by 3 and when pouch, or MOLLE the CP cost is 3 less. When using a fountain
dealing damage, all rolled 1s and 2s are treated as 3s. pen with a darkwood pen body as a stylus, the CP cost to
fire it is 1 less.
Nib Material Cost (Any WP
Width) Bonewood Bonewood is magically tuned, making excellent
styli and aetherweapons. When using a Bonewood Pen Body,
Steel 1 Styli attacks have a +1 damage die.
Gold 5
Mithril 6 Shadowstone Considered an oddity by most mages, this
Nullsteel 6 pen body has been laboriously milled from a piece of
Adamantine 18 shadowstone, and expertly carved and lacquered. An invoker
Standard Evokalloy 22 can use a pen with this body as they would any other
High Quality Evokalloy 40 shadowstone, but it also has a more subtle use. When an
invocation is stored in a shadowstone pen body, it’s effect will
Table 15: Nib Cost be subsumed by the next spell that is scribed by the pen, and
the target of that spell receives both the effects of the spell
Body and the invocation. However, there are some drawbacks to
this. When scribing a spell in this way, the mage and the
The body of the pen holds all of it’s internal components together invoker are each limited to half of their maximum SP and IP
and typically includes a snapping or screw on cap to protect the respectively, and the mage is unable to benefit from any spell
nib. Typically magical fountain pen bodies are made of wood or ink used. Not adhering to these limitations invariably causes
other natural materials that facillitate their use as styli. Pens with the scribed spell to fail, and do nothing when released.
plastic or metal bodies can serve as writing implements, but not as
styli. Pen Body WP
Plastic/Aluminum 1
Plastic/Aluminum Available in a wide range of colors and Glassteel 2
styles, even some that glow in the dark, these pen bodies are Tool Body 4
great for people who like to have multiple different pens for Hardwood 6
different purposes, whether it’s for note taking, calligraphy,
Bone (Animal) 10
or color coding of pens with different kinds of ink. Plastic and
Bone (Other) 20
Aluminum pen bodies are not suitable as styli.
Bone (Sapient) 40
Hardwood Available in many varieties, from oak to maple, Darkwood 20
these hardwood pens are the standard pen body material. Bonewood 40
Shadowstone 40
Tool Body This pen body includes interchangeable tool
heads opposite the nib, multiple rulers embossed on it’s side, Table 16: Pen Body Cost
73

Cartridge Demonstrator Fountain Pen (7 WP) These attractive pens


are common favorites of artists and creatives. They feature
The reservoir is the part of the pen that holds all of the ink. A
a Glassteel Pen Body with a broad golden nib. Rather than
standard fountain pen uses a Piston Cartridge.
catridges, demonstrator pens commonly use their pen body
Disposable Cartridge Disposable cartridges hold enough as ink reservoir, in order to continuously feed their broad
ink to scribe up to 10 spells. Unlike piston cartridges, they nibs the proper amount of ink.
can’t be refilled and have to be thrown away when empty.
Despite this, they’re mass produced and usually economical, Multi-tool Pen (6 WP) This unusually popular pen has an
though ink selection is more limited. embedded level, screwdriver, and other useful features. It
features a Tool Body, a Fine Steel Nib, and a package of
Piston Cartridge This Pen Cartridge holds enough ink to Disposable Ink Cartridges.
scribe up to 10 spells before needing to be refilled. The pen
is refilled by suction caused by it’s internal piston.
Brushes
Reservoir Cartridge Rather than holding the ink in a
removable cartridge, some people find value in not using Brushes encompass most art brushes, including the standard
such devices at all, using the fountain pen’s entire body as it’s paintbrush to fine calligraphy brushes, that use paints and inks to
ink reservoir. A fountain pen using a reservoir cartridge can mark surfaces for scribing. As long as it is cared for properly, a
be refilled twice using a single unit of ink and can scribe 40 brush will last forever.
spells before needing to be refilled. Unfortunately, because
all the ink is contained in the pen body, the pen can’t be
refilled as easily. Cleaning and refilling a reservoir pen takes Chalk
5 minutes. This chalk is ordinary sidewalk or blackboard chalk, that allows
Bladder Cartridge Often seen in older pens, this style of pen a mage to write on nearly any hard, dry surface, and scribe spells
cartridge is made from a flexible rubber bulb and includes a in a multitude of places. A piece of chalk will last for 5 spells. The
small lever that can compress the bulb from the outside of price listed is for a carton of five chalk boxes and each box has
the pen. A bladder pen is very fast to refill, but hard to do so twelve pieces of chalk each.
precisely. When refilling a bladder pen, the nib is submerged
in an ink vial or pouch and the lever is used to draw ink into Crayons
the pen. Refilling a pen with a bladder cartridge costs 3 CP,
empties the Pen and then refills it with enough ink to scribe Crayons are sticks of colored wax, used for writing and artwork.
3d4+2 spells. They are often given to young children to color books, but have
been used by professional artist as well. Crayons are useful for
Ink Cartrige Types WP
writing on hard, glossy surfaces such as glass, but they are very
Disposable Cartridge (8), 1 sensitive to heat, and will melt if exposed to heat even briefly. A
Standard Ink crayon will last for 8 spells. Crayons come in a box of 240 crayons.
Disposable Cartridge (4), 4
Weak Spell Ink
Disposable Cartridge (4), 12 Pencils
Standard Spell Ink
These graphite lead tipped writing devices are good for writing
Piston Cartridge 2
out spells that you wish to change on the fly, as the marks can be
Reservoir Cartridge 0
erased and rewrote in order to modify parameters. The type listed
Bladder Cartridge 1 here are the mechanical pencils, preferred as they don’t need a
sharp tool to resharpen if the lead is broken. The downside is that
Table 17: Pen Body Cost
they can only write on wood pulp, cotton, waterproof, bonewood or
gypsum paper. They do last longer than any other writing utensil,
Premade Pens at 50 spells before the graphite lead needs to be refilled.
Starter Fountain Pen (3 WP) Sold cheaply in many office
stores, this fountain pen has a plastic or aluminum body, a
Spell Pencils
Fine or Xtra Fine Steel Nib and comes with a package of
disposable ink cartridges. Spell pencils are pencils that have graphite that is impregnated
with a fine metal alloy, increasing the longevity of a written spell.
Standard Fountain Pen (9 WP) These pens are the standard
They increase the number of times a spell can be released before
among serious fountain pen users. Featuring a hardwood
it deteriorates, for their selected spell schools, adding to the total
pen body, a fine or medium steel nib, and a piston cartridge,
number of castings given by the specific writing surface, but reduce
this versatile pen is ready for most writing tasks.
the total amount of SP that can be used on the spell, to a minimum
Premium Fountain Pen (27 WP) Experiencing a recent of 1 SP. This reduction is after any feats, skills, or racial abilities.
revival in popularity, these pens are also often given as Like standard pencils, they can only write on wood pulp, cotton,
gifts among white-collar professionals. A Premium fountain waterproof, or bonewood paper. This bonus is only given for a
pen features a lacquered Darkwood Pen Body, a Fine or specific spellschool. Each pencil last for 25 spells before the graphite
Medium Gold Nib, and a Piston Cartridge. lead needs to be replaced.
74

Standard Spell Pencil +2 Castings to selected spellschool when Wax Tablet A wax tablet is a tablet of wood that is covered with
using that pencil to scribe spells, −4 SP penalty to the total spell’s a layer of wax that is used to write on, usually linked to a cover
max cost. piece. Wax tablets are usually created with a wooden, steel, or
plastic stylus, which is a small pen-like tool used for making indents
and words in the wax. Wax tablets are good for mages of all types
Potent Spell Pencil +5 Castings to selected spellschool when using as they provide a reusable, waterproof and reasonably durable
that pencil to scribe spells, −10 SP penalty to the total spell’s max surface to practice and cast spells from. When a spell written on a
cost. wax tablet is released, the heat from the spell melts and removes
the wording, smoothing out the tablet to be used again. Using a
wax tablet increases the time it takes to scribe a spell by 5 times
Mastercraft Spell Pencil +8 Castings to selected spellschool
the normal amount, rounded up.
when using that pencil to scribe spells, −16 SP penalty to the total
spell’s max cost.
Whiteboards and Blackboards A blackboard is a reusable
writing surface on which spells can be written on with pieces of
Engraving Tools chalk. Often seen in old classrooms, many portable versions exist
and can be used. Whiteboards are their modern replacement,
Engraving tools are tools used to etch a design into a piece of
exchanging the slightly rough textured black board for a smooth,
material, most often wood or a soft metal. The tools listed here
glossy white surfaced board, on which felt tipped markers that
include both rough and fine instruments. Using engraving tools
contain non-permanent ink are used to write on the surface. Glass
requires the Engraver Scribe feat, and can not be used without that
can also be written on as if it were a whiteboard. Spells written
feat.
on blackboards or whiteboards burn up after being used, but the
surface is clear, and allows for another spell to be scribed. The entry
Tattoo Kit listed is for a blackboard or whiteboard that can accommodate a
single spell.
This kit includes everything needed to draw on skin and create
artistic expressions of body art, as well as tattoo spells onto the Wood Pulp Paper This type of paper is what most people think
body. It comes with all the necessary needles, gloves, dip cups, of when talking about paper, and encompasses paper such as
solutions, and the tattoo machine itself. It does not include the tattoo notebook paper, bulk printer paper, and your standard legal tablet
inks. paper. While cheap and plentiful, it is extremely fragile, with a
single point of damage to the paper, or being dropped in water
Object Sz. Wt. Cost Restr. or other damp material will render both the paper and the spell
Quills and Reed Pens T 0.1 0 None written on it completely useless. They are also one time use, as
Dip Pen (4) T 0.1 1 None the energy from the spell releasing ignites and burns the paper.
Disposable Ballpoint Pen T 0.1 1 None This paper comes in 1,000 page reams, or in 10 packs of 100 page
(30) spiral bound or sewn bound books.
Disposable Ballpoint Pen, T 0.1 6 None
Waterproof (2) Cotton Paper This paper is made from cotton fibers, creating
Ballpoint Cartridge Pen T 0.1 4 None a strong, flexible paper. It is of a higher quality than wood
Brush T 0.2 6 None pulp, adsorbs ink more easily, has been known to last hundreds
Carton of Chalk S 0.5 1 None of years without fading, discoloration, or deterioration, and can
Crayons T 0.1 1 None incorporate watermarks for verification. It also holds up much
Basic Fountain Pen T 0.2 8 None better if accidentally wet, but the ink will run, and the spell will have
Pencil T 0.1 1 None to be rewritten. Because of these qualities, it is the de facto standard
Spell Pencil, Standard T 0.1 4 None for spell paper, as well as official documents such as dissertations,
Spell Pencil, Potent T 0.1 9 L important books, and drawing paper. It can be purchases in loose
Spell Pencil, Mastercraft T 0.1 16 R pages of 100. Spells written on cotton paper can be cast a total of
Engraving Tools S 2.5 10 None 3 times before the paper gives out and burns.
Tattoo Kit M 5.0 11 None
Weatherproof paper This paper is made from a porous,
Table 18: Writing Utensils synthetic film base that adsorbs ink in any situation, including
underwater. The spells will work even when wet or even frozen.
Ballpoint pens must be used in order to take advantage of the
Writing Surfaces waterproofness, as water-based ink will simply wash out from the
The surface a mage chooses to write on is nearly as important sheet. Spells written on waterproof paper can be cast a total of 2
as what they choose to write with, sometimes even more so. The times before the paper gives out and burns. Weatherproof paper
quality of the writing surface determines how many times a mage comes in loose pages of 100.
can use the same writing surface. Cheaper surfaces, such as
plain copy paper, are burned up after a single use, while more Parchment Parchment is a thin material made from the hide of
permanent surfaces, such as concrete or brick, can literally be used sheep or goats, that was used for writing before the advent of
an unlimited amount of times. cheap, easily manufactured paper. The art of parchment making
75

is still alive and parchment makes some of the best spellpaper, under the skin’s protective dermis layer, allowing the spell to be
because of its resilience, and even reusability. Spells written on cast ten times before it is an unrecognizable blob. When casting a
parchment can be cast a total of 5 times before the parchment tattooed spell, the person bearing the spell takes 1d2 CHP damage
breaks down into a fine powder. Spells on parchment can be per cast. A medium sized body can store up to 8 spells on one’s
washed off completely and a new spell can be written over, but body through tattoos, and 8 spells through painting. A small sized
that does not restore its strength. Once 5 spells have been cast body can store up to 7 spells on one’s body through tattoos, and 7
from that particular sheet of parchment, the parchment is useless. spells through painting. Tattoos can also be crafted on consenting
Parchment can be purchases in loose pages of 50. mages, provided they have at least 1 rank in the spellschool, and
the SP cost is no more than the scribing mage’s total modifier in
Vellum Vellum is high quality parchment, usually made of calfskin. the requested spellschool, and the SP cost is no more than double
It is some of the highest quality paper that any mage can get their the recipient’s total modifier in the spellschool, rounded down, so
hands on, with spells being able to be cast a total of 8 times before long as they have the Engraver Scribe feat to accomplish this.
the paper breaks down. Like parchment, it can be washed and
cleaned and reused, if need be. Vellum can be purchases in loose Engravings Engraving is the practice of incising a spell into a
pages of 50. hard, flat surface, by using hand tools to cut grooves into it. Precious
metals such as gold and silver are traditionally used, as is glass
Bonewood paper This is paper made of Bonewood, some of for its relative inexpensiveness and sharpness of image. Select
the best paper a mage can use for magecraft, with spells being pieces of hardwoods are also used, such as lemon-wood or cherry,
able to be cast a total of 15 times before the paper breaks down. but must be selected and cut especially for engraving. Spells that
Bonewood paper comes in loose pages of 25. are engraved do not have a cast limit, as they are permanently
scribed into the hard material, but the engraving process is long
Gypsum paper This is paper made of bonewood paper that and arduous, taking 10 times the amount of time it would take
has been impregnated with powdered gypsum and treated to to write out the spell. Engravings can also be done for another
preserve its suitability as paper, that increases it’s fire resistance mage, provided that they consent to the engraving and assist in it’s
and longevity. This is the absolute best paper a mage can use for creation, provided they have at least 1 rank in the spellschool, and
magecraft, with spells being able to be cast a total of 30 times the SP cost is no more than double the recipient’s total modifier in
before the paper breaks down. Gypsum paper comes in loose the spellschool, rounded down.
pages of 25.
Surface Writing Surface writing encompasses using paint, chalk,
Cloth Cloth span the various types of surfaces used for paintings, spray-paint, crayon, or any kind of writing utensil to write on any
but can also include makeshift canvases, such as torn sheets, large surface as a wall or floor. Despite having various types of
clothing, or any piece of cloth with enough writing space to scribe a surfaces and substances, the marking element usually sits atop the
spell. Generally, cotton, linen or hemp cloth is used when scribing, surface instead of adsorbing in like papers, or is engraved, like
but spells can also be scribed on heavier cloth such as denim. engravings. As such, the spell can be scribed, but only can be cast
Cloth requires brushes instead of pens, with ink being the primary once before it has to be rewritten. The surface will also have small
medium to use. Spell written on cloth can be cast a total of 4 times singe marks from the last spell cast, making it noticeable.
before the cloth fibers break down and become unusable. They
are sold in 2 yard bolts. The two yard of cloth can be cut into
24 small pieces or 4 medium pieces, as the purchaser requires. Object Sz Wt Cost Restr
Small pieces of cloth can be put into spell books. Small pieces of Wax Tablet S 0.5 1 None
cloth can accommodate one spell, Medium sized pieces of cloth can Whiteboard and Blackboard L 2.0 3 None
accommodate 6 spells, and Large pieces of cloth can accommodate Wood Pulp Paper, Ream (1,000) M 2.5 1 None
12 spells. Multiple spells on cloth, when cast, only destroy that part Wood Pulp Paper, 100 page book (10) S 0.3 1 None
of the cloth; the rest of the cloth stays intact. Cloth is purchased in Cotton Paper, Loose Leaf (100) S 0.4 1 None
2 yard rolls. Weatherproof Paper, Loose Leaf (100) S 0.4 1 None
Parchment, Loose Leaf (50) S 0.1 5 None
Spell book This isn’t truly a writing medium, but rather a means Vellum, Loose Leaf (50) S 0.1 20 None
to keep loose pages together. The spell book is built from loose Bonewood Paper, Loose Leaf (25) S 0.1 75 None
leaf pages that are purchased on their own. The spell book can Gypsum Paper, Loose Leaf(25) S 0.1 175 None
hold up to 300 loose leaf pages, and has a slot for a single writing Cloth, 2 square yards L 1.0 1 None
utensil, a stylus, and space for a small lock. Pages can be freely Spell Book S 1.1 2 None
added or removed from the spell book. This is a simple leather Engraving Plaque S 2.5 2 None
spell book, more ornate versions can cost more.
Table 19: Writing Surfaces
Skin and Tattoos Skin surface involves painting or drawing a
spell onto someone’s skin, or one’s own skin, using various paints. Paper Formats
When casting a spell from the skin, the person bearing the spell
takes 1d2 XHP damage, as the spell slightly singes the skin. Spells Below are the types a paper may be formatted to, giving it
written atop the skin are one time use, as the paint burns free once additional effects or even changing its use. All paper formats simply
the spell is activated. Tattoos are somewhat different, as they are add their cost to the type of paper the characters are purchasing.
76

Each cost is for a single packet of the selected paper formatting. Object Wt Cost Restr
Formats can also be combined, combining the cost as well. Scroll Paper Packet 0.2 +8 None
Beacon Paper Packet 0.2 +4 None
Package Paper Packet 0.2 +1 None
Scroll Paper Scroll paper is paper that has been formatted to be Target Paper Packet 0.2 +3 None
usable by anyone with magical aptitude in the same spellschool Blast Paper Packet 0.2 +4 None
the paper is written in. While it does take spell points to craft a Quick Paper Packet 0.2 +2 None
spell or scroll, it only takes a single point in the selected School
in order to release it. Scroll paper may be released by anyone Table 20: Equipment, Formatted Paper
who possess at least a single rank in the school the scroll is, and is
written in a format that clearly shows the effects, the power word,
and even the amount of releases it has, based on the type of paper. Alchemical Supplies
The downside is that anyone who does know the power word can
release the spell, so the power word must be more closely guarded. Glass Globes Glass globes are spherical glass bottles, usually
Because the words of scrolls are tuned to that particular piece of capped with a wood or plastic cork, that are filled with liquids that
paper or parchment and formatting ink, attempting to copy a scroll cause various effects. Glass globes hold 1 unit of liquid and cost 1
without the proper training will result in an inert activation upon WP per 12 globes. All glass globes cause 1d4 slashing damage in
completion of the spell, destroying the paper immediately. Spells addition to the filling if aimed at a creature.
written on scroll paper use 1/4th the normal Mental Limit Cost that
they would use if they were a full spell, but this cost can be freely
transferred to others by giving them physical control of the scroll. Foil Globes Foil globes are spherical plastic bottles that have a
layer of non-reactive metal, usually aluminum, on the inside. They
are self sealing once filled with liquid. Foil globes hold 1 unit of
Beacon Paper Beacon paper is paper that is formatted to attract liquid and cost 1 WP per 20 globes. They cause no damage when
a specific ranged spell directly to it. In order to use beacon paper, fired or thrown at a creature or target, but spill their contents over
a mage will scribe a spell, and then scribe the exact same spell the creature or target.
(for ¼ the SP cost of the original spell, rounded down) onto the
beacon paper. When the spell is cast, if the beacon paper is within
Small Alchemy Kit Mortar and pestle, small pocket scale,
the first range increment of the spell, the spell automatically targets
test tube stand, multiple various volume beakers and vials, 12’’
and strikes the beacon paper, and everything and everyone that
thermometer, ten shallow 4’’ dishes, glass funnel, basic alchemy
may be standing within its direct line of travel, or attached to it.
ingredients, basic food coloring set.
If the beacon paper is not within the first range increment of the
spell, however, the spell has a −4 attack penalty. Beacon paper
can only be used on spells that have a range increment, and the Standard Alchemy Kit Small Alchemy kit plus Retort, advanced
range increment of the spell stays the same. digital scale, licensed alchemy ingredients, basic food flavoring kit.

Package Paper Package paper is paper that will only release its Deluxe Alchemy Kits Standard Alchemy kit plus Calcinator,
effect after it has been physical destroyed, such as being torn, Alembic, illegal alchemy ingredients, advanced food flavoring kit,
cut, ripped, or otherwise not in one piece. Usually used with guide book with recipes for making common flavorings.
Enchantment to keep enchantments fresh, it also has defensive
and offensive uses to a creative mage. In order to use package Object Sz Wt Cost Restr
paper, a mage scribes on it, covers the package with the paper and Glass Globes (12) S 0.3 1 None
then releases the spell. The spell is still readable on the package, Foil Globes (20) S 0.2 1 None
but falls under the same rules as reading another mage’s spellbook, Alchemy Kit, Small M 23.0 15 None
unless the mage specifically notes what the spell does. Alchemy Kit, Standard L 40.0 35 L
Alchemy Kit, Deluxe H 75.0 90 R

Target Paper Target paper is paper formatted for ranged spells. Table 21: Alchemical Supplies
This spell paper grants a +4 ranged attack bonus for all spells, but
costs an additional 3 SP to scribe any non-ranged spells on it.
Psionic Incense
Blast paper Blast paper is paper formatted for blast spells. This All psions are required to meditate for 1 hour every day. Psions
spell paper grants a +15’ blast radius increase on any blast spell, can enhance their abilities by meditating during this hour with
but costs an additional 4 SP to scribe any non-blast spell on it. psionic focused incense burning. Incense is is aromatic biotic
material that releases fragrant smoke when burnt. When burned
during meditation, it grants a psion a particular boost to their
Quick Paper Quick paper is paper formatted for a quick release psionic power in some way, as noted below. Using more than
of the spell. Any spell cost 1 less Combat Point to release when one incense at a time grants no bonuses, and the character is
written on quick paper. considered Sickened for 1 hour.
77

Mental Focus Incense Mental focus incense increases the Adamantine This ultra hard base metal is found deep in the center
amount of Psionic Power (PP) a Psion can use beyond their natural of mountains near deposits of iron. Any piercing or slashing weapon
skill, temporary elevating their powers for a limited amount of uses. with a metal contact can have a contact made of adamantine,
After meditating with a Mental Focus Incense, a Psion can use +5 granting a +3 damage bonus to the base damage stats of the
more PP per power for a number of uses, dependent on the level weapon, and increasing the weapon’s weight by 150% per area,
of potency. Mild incense can use the bonus 1 time, potent incense and increasing the weapon’s cost by 500% per area. Adamantine
can use the bonus 4 times, and powerful incense can use the bonus weapons also destroy armor at a faster rate. The AP lost from
10 times. A psion does not have to use all of the bonus PP given in an adamantine weapon is doubled. Adamantine also grants the
order to trigger the bonus’s use; using even a single bonus point weapon one additional upgrade point, per contact or handle,
counts as a use. These bonuses last until the psion has to meditate wherever it is installed.
again.
Darkwood Darkwood is wood that is extremely strong for its
weight, that is harvested from the darkwood tree. Darkwood trees
Mental Insight Incense Mental insight incense increases the
are known for their delicate nature when growing and require near-
amount of Psionic Power (PP) a Psion can use beyond their natural
constant management in order to yield enough wood to be useful.
skill, temporary elevating their powers for an unlimited amount of
Any Melee weapon with a wood contact or handle can be made
uses, at the cost of the speed of their mental power manifestation.
from darkwood, that decreases the weight by 25% per area or
After meditating with a potent Mental Insight Incense, a Psion can
50% if both the contact and the handle are made from darkwood.
use +3 more PP per power for an unlimited amount of uses, at the
Because darkwood is lighter without sacrificing strength, it grants a
cost of increasing the Combat Point cost of activating psionic powers
+5 bludgeoning damage to all weapons that have a contact made
by +1. After meditating with a powerful Mental Insight Incense, a
from it. Weapons made with darkwood have a 200% cost increase
Psion can use +6 more PP per power for an unlimited amount of
per area. Darkwood can be used for non-metal contacts, and for
uses, at the cost of increasing the Combat Point cost of activating
handles.
psionic powers by +2.

Bonewood Bonewood is a wood that is a stark blanched white,


Mental Sharpness Incense Mental sharpness incense focuses that is harvested from the bonewood Tree. Bonewood trees
on increasing the speed of activating psionic powers, at the cost of are known for their terrifying appearance, with the blanched
their psionic skill. After meditating with a potent Mental Sharpness white wood and blood red leaves. It is a fruit producing tree
Incense, a Psion’s cost for activating psionic powers is reduced by that produces Malus Cibus, more commonly known as a meat
1, at the cost of being unable to use 3 less PP per power. After apple. Bonewood is magically tuned, making excellent styli and
meditating with a potent Mental Sharpness Incense, a Psion’s cost aetherweapons. Styli made of bonewood have a +1 damage die,
for activating psionic powers is reduced by 2, at the cost of being and aetherweapons made of bonewood have a 50% increase in
unable to use 6 less PP per power. their charges. Objects made with bonewood have a have a 300%
cost per area. Bonewood can be used for non-metal contacts, and
Object Sz Wt Cost Restr for handles.
Mental Focus Incense, Mild (10) D 0.1 2 None
Mental Focus Incense, Potent (5) D 0.1 2 None Mithril Mithril is a shiny metal, often mistaken for silver or nickel
Mental Focus Incense, Powerful D 0.1 2 None at first glance. It is lighter than steel but just as strong. Any melee
Mental Insight Incense, Potent D 0.1 2 None weapon with a metal contact can have a contact made of Mithril.
Mental Insight Incense, Powerful D 0.1 5 None Any weapon made from Mithril is considered one size smaller for
Mental Sharpness Incense, Potent D 0.1 2 None the purpose of Combat Point Cost. Any weapon made of Mithril
Mental Sharpness Incense, Powerful D 0.1 5 None reduces it weight by 45% per area, and can use the Combat Point
cost for attacking as if it were one size smaller. When enchanting
Table 22: Psionic Incense Mithril, all enchantment effects with numerical values are doubled.
Weapons made with Mithril have a 600% cost increase per area.

Magical Materials Glassteel Glassteel is a translucent, strong material, mined on


volcanic islands. It has a translucent green color. Glassteel has all
Magical materials are materials that act counter to standard the benefits of glass, without worrying about breakage or fragility.
material behavior, and have properties that are beneficial and Any piercing or slashing melee weapon, or piercing ammunition
desired. When upgrading or building a weapon out of a magical can be made from glassteel. Weapons and ammunition made with
material, the contact, the handle, or both, may be built out of the glassteel have a 400% cost increase per area. Glasteel can be
material, so long as the contact or handle is made or can be made used for contacts.
from a comparable material. The price increase is per contact,
or handle; making a weapon out of both doubles this cost. Non- Shadowstone Shadowstone is a cloudy purple crystal that has a
ballistic ammunition can also be made of these materials, the cost faint glow to it. Shadowstone has the ability to store incantations,
of this being for one full set of what is sold (for example, Arrows which can be given to non-invokers to use. Each shadowstone can
are sold in sets of 20 arrows). The cost is for a single area. When hold one incantation, that can be used once. Incantations are stored
upgrading materials on a weapon, no upgrade points are used and in the shadowstone by whispering the incantation to the stone. The
the weapon retains it’s full prior upgrades that were on it previously. activator of the shadowstone receives any effects the incantation
78

grants. Shadowstones can also store a single recipe, which can be Books of Color
used by the invoker that stored the recipe. The cost is for a single
shadowstone. The books of color are a set of books written by the Grand
Mage Henry ‘‘Questio’’ Hu, that spell out secrets to each spellschool,
and a final book that covers every spellschool and the basic secrets
Nullsteel Nullsteel is a odd material plucked out of the air of mines of magecraft in general. Each book is well built, with a velvet cover
deep underground. It lacks weight, and will float in the last position of the book’s color, written with gold ink. The books are written in
it was left in. Any piercing, slashing, or bludgeoning weapon can Latin, and in order to use the books, a mage must be able to read
be made of nullsteel. Weapons made entirely of Nullsteel have and write Latin. Each color corresponds with a different spellschool
no weight, allowing them to be used to their fullest. When using and gives different effects, as listed below. Most mages, and those
a weapon with a Nullsteel contact, the Damage due to the Power who practice the arts regard the Books of Color as mere legends,
modifier is multiplied by 1.5. Weapons made with Nullsteel have a and foolhardy hunts for new mages.
500% cost increase per area. Nullsteel can be used for contacts
and handles.
Book of Red

Elemetals and Evokalloys Elemetals are base metals that are The book of red corresponds with Divination. When this book
attuned to one of the five evocational elements. They’re simply is used to scribe Divination spells and Divination enchantments, a
too hard and brittle to be used on their own and are often alloyed character gains +17 SP towards all spells and enchantments.
with iron and carbon. Firearm barrels, melee weapons with
metal contacts, and arrow and crossbow heads can all be made Book of Green
with Evokalloys, imparting the characteristics of the metal on the
ammunition or the weapon. Evokalloys come in two forms, standard The book of green corresponds with Abjuration. When this book
and high quality. Standard quality alloys are undetectable at first is used to scribe Abjuration spells and Abjuration enchantments, a
glance, only when tapped or struck will their energy be known. character gains +15 SP towards all spells and enchantments. Also,
High quality alloys have waves of either blue, red, yellow, green, or all spells and enchantment receive both base cost options, for the
white through the metal, and are quite noticeable even at a cursory price of one.
glance. Melee weapons made with standard quality Evokalloys
have a 400% cost increase per area, and grant a +1 cold, fire, Book of Blue
concussive, acid, or electric damage bonus. Melee weapons made
with high quality Evokalloys have a 700% cost increase per area, The book of blue corresponds with Conjuration. When this book
and grant a +3 cold, fire, concussive, acid, or electric damage bonus. is used to scribe Conjuration spells and Conjuration enchantments,
Firearm barrels made from standard quality Evokalloys cost 100% a character gains +15 SP towards all spells and enchantments. Also,
of the firearm’s cost and grant a +1 cold, fire, concussive, acid, or all healing spells, automatically stop all bleeding, and all teleport
electric damage bonus to any round fired through that barrel, and spells natively support both living and non-living objects.
firearm barrels made from high quality Evokalloys cost 150% of
the firearm’s cost and grant a +3 cold, fire, concussive, acid, or Book of Purple
electric damage bonus to any round fired through that barrel.
The book of purple corresponds with Enchantment. When this
Object Sz Wt Cost Restr book is used to scribe Enchantment spells, a character gains +20
SP towards all spells.
Adamantine M 10.0 40 None
Darkwood M 5.0 10 None
Bonewood M 5.0 100 None Book of Yellow
Mithril M 2.5 50 None The book of yellow corresponds with Illusion. When this book is
Shadowstone T 0.2 5 None used to scribe Illusion Spells and Illusion Enchantments, a character
Nullsteel M 0.1 90 None gains +15 SP towards all spells and enchantments. Also, the spell
Glassteel M 4.5 30 None length is doubled for every spell.
Elemetal M 3.8 80 None
Evokalloy M 5.3 120 None Example: A spell that lasts 3 days now lasts for 6 for no
extra cost.
Table 23: Magical Materials

Book of Orange
Magical Artifacts
The book of orange corresponds with Evocation. When this book
This section contains special, one of a kind magical artifacts is used to scribe Evocation spells and Evocation enchantments, a
from long ago, created by powerful mages who were able to unlock character gains +15 SP towards all spells and enchantments. Also,
magical secrets, that have once again been lost to time. all enchantments and spells have a damage bonus equal to the
Magical artifacts are one of a kind items, and usually can not half the dice size rounded up per dice.
be bought, only traded, liberated, or stolen from their owners. They
usually have had many owners, and exchange hands in various
Example: A spell that has a damage of 2d6 would have a
ways. They should be used as goals during a campaign, either to
bonus of +6.
retrieve, investigate, or guard from discovery.
79

Book of Black Ruby Crystal


The book of black corresponds with Necromancy. When this book The ruby crystal summons the ruby longsword, a longsword with
is used to scribe Necromancy spells and Necromancy enchantments, a glowing red blade. It has the ability to launch a stream of fire 15’
a character gains +15 SP towards all spells and enchantments. Also, from the user in a 5’ line. This ability costs 5 Combat Points and
the Resurrect enhancement’s time from death is extended to 1 week. deals 4d6 fire damage to all targets within that stream.

Book of White Sapphire Crystal


The Overbook. The overbook is the base book that ties all the The sapphire crystal summons the sapphire staff, a longstaff with
books together. This book grants a character gains +12 SP towards two frosty, blue glowing tips. It has the ability to create an aura of
any spell and the bonus will stack with any other book that is used. cold with a 10’ radius from the user. This ability costs 5 Combat
Points and deals 5d6 cold damage to any creature caught in the
Book of Brown aura.
The book of brown corresponds with Transmutation. When this
book is used to scribe Transmutation spells and Transmutation Tourmaline Crystal
enchantments, a character gains +15 SP towards all spells and
The tourmaline crystal summons the tourmaline bow, a heavy
enchantments. Also, this book makes any upgrade or downgrade
recurve bow and a magical refilling quiver filled with broadhead
permanent, any ingot change permanent, or any transmuted object,
arrows. When firing a tourmaline arrow, the user can chose to
ammunition or weapon, permanent.
have the arrow heal for its damage when it strikes a target.

Book of Magical Proofs Garnet Crystal


The Book of Magical Proofs was Grand Mage Henry ‘‘Questio’’
The garnet crystal summons a pair of brass knuckles. When wearing
Hu’s keystone project, and his final project. This book provides a
the brass knuckles, the user can ignore the first 10 points of hardness
complete proof set of every magical proof, as well as further hidden
or DR for bludgoning damage.
secrets of magecraft. Despite this being his final project, the book
actually bears a plain leather spellbook appearance. The books are
written in Latin, and in order to use the books, a mage must be able Rose Quartz Crystal
to read and write Latin, and they must be proficient in at least one
spellschool. If any character reads the book, with understanding, The rose quartz crystal summons the rose quartz shield, a light
and finish it, the character no longer has to write spells down, or use steel shield. This shield can be thrown for its damage and will
a stylus for any spell, merely snapping their fingers or clapping their return to the original summoner after it is thrown. This shield can
hands together to cast any spell they are capable of writing. The also turn into a bubble, encasing the summoner in an impenetrable
spell fires immediately, as if it was cast normally. The book does shield, but requires that the summoner stay still and use all of their
come with a cost, however. After reading the book, the character Combat Points to do so.
rolls from the Explosives and Extremity damage table once. A
roll of the head immediately removes the head from the reader, Pearl Crystal
killing them immediately and disallowing any revival whatsoever.
A roll of the chest causes the character to suffer 10d3 bleeding The pearl crystal summons the pearl spear, a short spear. The
damage immediately, and their CHP is permanently reduced by spear can instantly resize itself to rifle bayonet size, long spear
75%, rounded down. Any other roll immediately removes that size, or its original short spear size. It costs no Combat Points to
limb from the character permanently. If the character chooses to resize this spear.
read the book again, they instead gain a permanent +20 SP bonus
to all spellschools they have ranks in, but must again roll from Amethyst Crystal
the Explosives and Extremity damage table. A roll of the chest
causes the character to suffer 10d3 bleeding damage immediately, The amethyst crystal summons the amethyst whip, a whip. It has
and their CHP is permanently reduced by 75%, rounded down. the ability to shock any creature it successfully attacks for 5d6
Any other roll immediately removes that limb from the character electric damage. This ability can be used with the attack.
permanently. If the target was already chosen once before, the
character rolls again. Diamond Crystal
The diamond crystal summons the diamond hammer, a tool
Crystal Gemsrefil hammer. Because of its strength and invincibility, it deals an
The crystal gems are special gems that allow the possessor to additional 8d4 bludgeoning damage and can never be broken.
summon a mystical, magical weapon to their aid. These weapons
often have special characteristics and abilities beyond their use Onyx Crystal
as a weapon. Any creature in possession of the crystal is fully
proficient in the use of the weapon they summon. Summoning the The onyx crystal summons the onyx axe, a broadaxe. It has the
weapon costs 3 Combat Points. All crystal gems have a +5 attack ability to deal 1d4 life damage to a single target. This ability costs
bonus when using the summoned weapon. 5 Combat Points and has a range of 15’.
80

Emerald Crystal Houcaster’s Tongue


The emerald crystal summons the emerald bastard sword, a bastard A preserved, dried tongue of the esteemed, but late arcane
sword. It has the ability to spray acid in a 10’ cone. This ability researcher, Houcaster. It is rather large, possibly the result of an
costs 5 Combat Points and deals 5d6 acid damage to any creature errant spell. Putting the tongue in one’s mouth allows the user to
caught in the cone. communicate with the deceased.

Seacole’s Ring Houcaster’s Hourglass


Seacole’s ring is a ring fabled to have been owned by Mary Hourglass of the (assuredly dead) arcane researcher Houcaster.
Seacole, the famous field medic. The ring on its own heals 1 point of Ever impatient with the amount of time necessary to write his more
damage every 2 rounds to the wearer, however, casting a healing advanced spells, this magical time piece allows the user to double
spell of any type grants the effects of the healing spell every round their scribing speed as long as sand is running. Use of the hourglass
for 10 rounds to the wearer. Unlike most items, the effects of the reduces all scribing times to 5 minutes maximum.
ring stack, and the time is reset back to 10 rounds since the last
casting.
Houcaster’s Hammer and Chisel
Tools of the (unsurprisingly deceased) arcane researcher
Philosopher’s Stone Houcaster. Any object transmutation occurring with the use of
The philosopher’s stone is a red, slightly glowing stone, a these tools costs only a single Tiny transmuted brick of the required
mythical object known by even the beginner alchemist. When in material type to use, up to but not exceeding a Huge size.
possession of the stone, it eliminates the necessity for an alchemist
to write down their spells before they cast them, simply only
Houcaster’s Thought Gem
having to speak the power word, as well as granting a +5 bonus to
Spellschool (Transmutation), but only when it is used to cast spells. A Fine sized gem that sparkles so brilliantly it can be
An alchemist who uses the stone to cast a spell only must have the easily spotted. Houcaster, frustrated with the need for more
available ML to cast the spell (If it were written down), and the skill mental capacity, developed these little gems to boost his magical
to afford it. The philosopher’s stone is powered by the energy of capabilities. While in possession of a thought gem gives the user a
the caster, causing 1d3 CHP damage with each spell used to cast it. permanent boost of 15d6 to their Mental Limit.

The Survivalist’s Ammo Can Houcaster’s Flask


This is a plain looking metal US surplus ammo can with sigils A rather ornate mithril flask embossed with Houcaster’s initials
drawn all over it. When ammunition is placed in the can and a in bone, and attached to a golden chain. Any liquid contained in
caliber and type is spoken in its entirety, the ammunition placed in the flask is infinite, but it permanently reeks of whiskey. Tapping
the can will convert and shift into the spoken caliber. The ammo the side and saying the Power Word (EXPELLUS), dispels any liquid
placed into the can changes according to the cost of the ammo inside.
placed in the can.

Healing Chime
Example: 7.62x39mm FMJ would be ‘‘seven point six two
by thirty nine millimeter full metal jacket’’ A silver bell that releases a song like an angel’s melody. All
If 500 .22 LR rounds are placed into the can and ‘‘twelve conjuration Healing spells cost 4 SP less to create.
gauge double-aught buckshot’’ is spoken, the can will
change it into 25 shells.
Ammonomicon
A old, leather-bound book that bears the worn image of a
Houcaster’s Fountain Pen bullet, the ammonomicon contains vast knowledge and secrets of
ammunition and ranged weapons. The ammonomicon can turn
Pen of the renowned (and arguably dead) arcane researcher, any kind of ranged ammunition into any other kind of ammunition
Houcaster. This pen seems to have a unlimited supply of ink. within 30’.

Houcaster’s Spellbook Book of the Living Gun


Spellbook of the renowned (and very dead) arcane researcher, A old, leather-bound book that bears the worn image of a
Houcaster. All of his spells have been removed; however, the revolver, the book of the living gun holds secrets of firearms
remaining pages are made of a strange material that is resistant unknown to even the most proliferate of users. This book grants
to continued spellcasting. This is a 25 page spellbook with spells a permanent +30 bonus when crafting any ranged weapon. The
being able to be cast a total of twenty four times before the paper book can also target any ranged weapon within 30’ and change it
breaks down. into any other ranged weapon. Doing this costs 12 Combat Points.
81

Stone of the Old Firesoul Longsword


A green stone with a hole worn into its center by water or A longsword, made with iron from long ago. It functions as a
dust. When possessed, it doubles the potency of all Heirloom Cants normal longsword, with a permanent 2d8 fire damage enchantment.
in length, range, and power. For 7 Combat Points, the wielder can swing it and cast a 30’ cone
of 4d8 fire damage. The wielder can also spend 8 Combat Points
to summon the Armor of the Firesoul, which is a set of black and
Shade’s Eye red Full Plate armor, that has the armor points, and all damage
reduction values doubled. Any hostile creature within 40’ of the
The bulbous, square-pupiled eye of an unknown beast is character when the armor is summoned must make a Will Saving
suspended in a thick purple fluid within a faceted crystal vial. When Throw[TN20] or be panicked for 2d3 rounds. This armor can only
held in the hand, the Invoker can permanently stay in Shadowstep. be summoned once a day. When the armor loses all of its armor
points, it disappears.
Just a Plain Ordinary Adjustable Wrench
Fire ‘‘Extinguisher’’
This wrench bears the appearance of a standard 12’’ adjustable
wrench. Upon striking any mechanical object, it repairs it This appears to be a standard, run-of-the-mill fire extinguisher,
immediately for 1d6 points of HP. complete with rubber hose and trigger mechanism. Upon use, the
character rolls a d%. On a roll of 1-90, the extinguisher fires a 30’
long, 5’ wide flame out of the tube, causing 3d6 fire damage to
The Judges Hilt all targets caught within the blast. A roll of 91-100 causes the fire
extinguisher to work as a normal fire extinguisher would. This item
This is a shadowy hilt with glowing purple patterns etched in can be used 10 times a day, and refills itself daily.
it. When possessed, it grants a +15 attack bonus to any attack that
uses the Shadow Offense Cant, but is barred from using any other
weapons of any kind as long as they possess the hilt. Hats of the Gunwizards
The hats of the gunwizards are magical hats of various styles,
created by the Grandmaster Gunwizard Jerry C. Miculek, jr., who is
Twisted Horn Totem considered to be ‘‘The Greatest Shooter of all time’’. He imbued his
Carved from the horn of a buffalo, this Kachina-style effigy powers to a specific subset of hats, that have been scattered to the
doubles all summoned shadows’ horn attack damage. winds.

Balaclava of the Operator


Jaguar’s Gift
The balaclava of the operator is a plain black balaclava, single hole.
An obsidian dagger with a jaguar effigy carved into the hilt. When worn, the character can perform double taps for 1 Combat
Claw attacks from summoned shadows cost 2 less Combat Points. Point.

Beret of the Spec Ops


Brother Turtle’s Mantle
The beret of the spec ops is a black beret, with a simple white
A polished tortoise shell belted with steel and made into a ‘‘JM’’ embossed on the hat. When worn, the character can perform
small shield. Acts as a buckler when not in use, but when channeled autofire and burst fire attacks without any recoil penalty.
through adds +2 to the base defense of shadow protection.

Stetson of the Cowboy


Aegis Fragment The stetson of the cowboy is a simple black stetson hat, with white
The cracked fragment of a white metal shield. When possessed, trim. When worn, the character can perform fanning and potshot
all Abjuration spells can be given 2 types of damage for reduction. attacks for 1 Combat Point, and can double tap and burst fire (Fast
These reductions only cost the same SP that a single reduction ROF) with lever action and pump action firearms.
would cost.
Fedora of the Untouchable

Blade of Black Ice The fedora of the untouchable is a black felt fedora with a white
hat strap. When worn, the character gains a +10 attack bonus when
A longsword with a blade made from obsidian-black ice. It using any cylinder handgun or any autoloading handgun that takes
functions as a normal longsword. For 7 Combat Points, this sword 1911 magazines of any caliber.
can cast a 25’ cone spell or a 30’ burst line spell that creates either
a cone or a wall of solid, black ice. This ice can serve as cover. Baseball cap of the Sniper
If this ice receives any fire damage, it explode into painful shards
and burning steam that causes 4d8 cold damage with a 10’ burst The baseball cap of the sniper is a simple black baseball cap with
radius from the location that was struck. white stitching, and a velcro front. When worn, the character does
82

not have to spend any Combat Points to acquire targets when using Amulet of Weathered Truesight
a firearm that has a telescopic sight or advanced combat sight.
This is a beautiful amulet, hanging from a sterling silver chain,
with a beautiful color-changing gem within the center of it. When
Deerstalker of the Hunter worn, the wearer will be able to tell the current weather where the
amulet is located.
The deerstalker of the hunter is a checkered black and white
deerstalker hat. When worn, a character can fire any attack from
any shotgun for 1 Combat Point. Sweater of Rangeful Protection
This is a rather plain looking pullover green sweater with black
Shotgun of the Novelist accents. When worn, all missed ranged attacks that are attempted
within 100’ of the wearer instead immediately hit the wearer. One
This is a Grandmastercraft side by side 12 Gauge shotgun with size fits all.
a 40’ Range increment, with beautiful walnut wooden furniture,
and well worn blued barrels. It grants a +20 Craft (Writing) to the
Magical Bags
last person who fired it, but drains 1d8 Core HP per day from that
person. Both effects continue until a new person fires the shotgun, These bags are the creation of Grand Master Mage Erika Von
or the last person who fired it dies. Jansport, a brilliant wizard in the field of Enchantment, who had an
obsession with creating the perfect bag. Below are some of her
successful experiments. All of these bags are day pack bags, and
Book of the Kommando bear no external appearance to their extraordinary nature.
A brown leather bound book that smells of metal preserving
agents, this book is embossed with a plain white ‘‘K’’ on the front. Bag of Colding
The books pages are waxy and slightly sticky to the touch. The
This is a light blue day pack, with the leather label on the bag
possessor of the book can create a Mosin Nagant rifle, fully loaded.
appearing to be permanently frosted. When any food object is
The rifle comes with a bayonet and a simple cloth sling. The rifle
placed into this bag, it is chilled to a brisk 40F/4C, then immediately
will dissipate after being fired five times unless the user reloads it
ejected. This only works for edible items, as the bag functions like
using a stripper clip or loose rounds. Only after the rifle dissipates
a normal day pack when any non-food items are placed into it.
will the user be allowed to spawn another rifle. The user may
create any model of Mosin Nagant rifle, including the Obrez.
Bag of Folding

Kathryn’s Labcoat This is a dark brown day pack, that keeps a neat and clean
appearance. When any clothing object is placed into this bag,
A pure white labcoat with bright purple trim, it appears as a it comes out freshly pressed, and neatly folded. This bag functions
normal labcoat made with sturdy, hydrophobic synthetic material like a normal bag when any non-clothing items are placed into it.
resistant to chemical spills. Embroidered just above the breast
pocket is a pair of bunny ears and the name "Kathryn McFall". Bag of Olding
When worn any bombs, grenades, or prebuilt explosives used by
the wearer has double the damage dice, and the blast radius is This worn gray day pack has a rough appearance, but otherwise
doubled. This effect does not apply to fired grenades. functions normally. Any object placed within this bag ages at the
rate of 15 days for every hour the object spends within the bag.

Monochrome Puzzle Cube


Bag of Householding
A monochrome puzzle cube with six different shades of grey.
This is a bright pink day pack with a white polka dot pattern.
The cube is mixed up. Upon solving the cube with an Intelligence
This bag has an inter-dimensional space within it, able to hold
Check [TN20], The person who solved it is granted permanent True
an unlimited amount of cleaning supplies, such as mops, brooms,
Vision, but turns them colorblind. Only once the cube is as unsolved
cleaning solutions, napkins, towels, rags, paper towels, buckets,
as it can possibly be, which is also accomplished with an Intelligence
rubber gloves, and other janitorial supplies. The bag can only hold
Check [TN25], does the person’s sight return to normal.
janitorial supplies, but can hold an unlimited amount of them. The
weight of all items within this bag is reduced by 99%.
John’s house on the Outside
Bag of Solding
This is a little resin miniature of a blue port-a-jon. When the
door is opened, it grows and sprouts to full size. Stepping into the This is a bright yellow day pack, embossed with a green stripe
newly sprouted full size port-a-jon reveals a finely tiled bathroom, pattern. When any object is placed within this bag, it immediately
complete with a working shower, toilet, sink, large bathtub, and turns into currency of the user’s preference. If the person that
various towels, washcloths, shampoos, soaps, and other toiletries places the object within the bag has no preferred currency, it turns
for use. When the door is opened and closed again when the into an amount of gold equal to the fair market price. The fair
occupant leaves, the full size port-a-john shrinks back down to its market price is decided by a single person within a 20,000 mile
miniature form. radius, who is selected at random by the bag. Anything worth
83

less than 1 WP that is placed within the bag will not convert into the bag to find that whatever upgraded part was put into the bag
currency. is now affixed onto their weapon, however permanently. The tools
however will scar the gun up, leaving small scratches in the finish of
Bag of On Holding the weapon. This bag is also considered both a small mechanical
kit and a firearm cleaning kit.
This is a solid black day pack with black leather accents. This
bag emits pleasant, but repetitive public domain music indefinitely.
There is no way to change the song, increase, nor decrease the +1 Lunchbox
volume of the music that is playing. It functions like a normal bag This is a rather plain looking blue metal lunchbox with a
in all other aspects. seemingly unremoveable yellow ‘‘+1’’ sticker on the front. It will
generate enough cooked food and drink to fully feed 4 adult people
Bag of Molding a day. The type of food and drink that it generates to do this is
completely random, and the owner has no control over what is
This is a tan day pack that seems to have a slight gritty feel to it generated.
all the times. Adding sand and blocks of iron, then closing the bag
and giving it a shake will cause this bag to spit out a random sand
mold. The user can not influence what the sand mold is a mold Bento of Happiness
of, but they can influence the size by adding more sand and iron Rumored to have been created by a long gone lover for their
before shaking. It seems to have an unlimited capacity for sand loved one, this is a cylindrical blue metal bento box, complete with
and iron, but functions like a normal bag in all other aspects. a utensil holder that attaches to the bento. On it is a blank space
to write a name. After someone writes their name in this allotted
Bag of Billfolding space, every day it will generate enough cooked food and drink to
fully feed a single adult every day at around lunch time. It creates
This is a red and green day pack, that has a tartan pattern. When
some of the most delicious, tasty food to the person who wrote their
any currency is placed into this bag, it immediately creates change
name in the space, for that particular person. This will only stop
for the user, in the same currency that was placed in it. If it is
when the name has been erased. The type of food and drink that
unable to create change for the currency due to there being no
it generates to do this is completely random, and the owner has
possible way to make change, it instead splits the currency in half,
no control over what is generated, but it will always be something
right down the middle.
that the namesake enjoys, made perfectly to their taste. There will
also be a small note of encouragement, at the very bottom.
Bag of Golding
This dark yellow day pack has gold-looking clasp and zippers. Fiona’s Magic Erasers
When any metal object is dropped into this bag, it immediately
receives a titanium nitride (TiN) coating, that has a gold-like shine Packaged in a plain cardboard box, these white sponges look
and luster. This coating is permanent. It functions like a normal and bear appearance to a simple dish sponge. When dipped into
bag in all other aspect. water, they can remove any written spell from any surface without
destroying the surface or paper it’s written on. There are four
erasers to this box.
Satchel of Carrying
This gray shoulder bag has a thick canvas style shoulder strap, Orb of Licking
sturdy for carrying lots of equipment. It is identical in capacity to a
day pack, but increases the carrying capacity of a character by 50 This is a translucent orb about the size of a baseball. When
lbs. licked by a creature, it taste like the creature’s second favorite
flavor. If the creature has no second favorite flavor, it taste like
Bag of Holding something the creature enjoys, but will eventually get tired of.
Licking the orb has no averse or beneficial effects.
This is a plain brown day pack, with the leather label titling it as
the Bag of Holding. This bag has unlimited space within it, and Round Rampart
reduces the weight of anything placed within it by 100%. To retrieve
an object, the user has to simply speak the name of the object This item is a circular, concave disk that is 2.5 feet in diameter
they want to retrieve, with their hand within the bag. Placing live with unbreakable, uncuttable leather straps attached on the inside
creatures within this bag causes them to immediately suffocate. and a rather plain silver-colored exterior. It is considered a heavy
metal shield, weighing 12 lbs. It is completely impervious to damage,
and can be used as armor when used as a shield in addition to
Gunsmith’s Bag
providing cover by being worn on the back. When worn on the
A large gray duffel bag marked with the word TOOLS in magic back, it provides 15/All DR to the rear, and provides 15/All DR to
marker. The bag contains a seemingly endless amount of various all frontal attacks when held and equipped. It has unlimited AP.
tools used in cleaning, repairing, and modifying guns. These tools It can also be used as a throwing weapon, gaining the damage
seem to disintegrate if left outside the bag too long but, a set of of a heavy metal shield, with the standard range increments of a
the same tools will always be found in the bag. If one places a thrown weapon. Any character that attempts to throw the shield
weapon of Large or smaller size into it along with a modification without the Shield Focus feat takes a -4 attack penalty. The shield
for such weapon, zips it shut, and shakes it violently, one will open will always come back to the thrower when thrown.
84

Breadbarian’s Mace Elucidator and the Black Swordsman’s Coat


This item is a heavy mace with the contact end shaped like a Elucidator is an all black broadsword with a black steel combat
large loaf of bread. It has a default damage of 6d12. The user of sheath, usually wrapped in a black long coat with white accents.
this mace can choose to take a bite out of the loaf of the bread. Wearing the coat grants the wearer an additional 4 Combat Points
When they do, they gain 1d12 HP, are filled for 1d12 NV, and all per turn that can be used only for movement such as running,
bleeding is removed. If they do, the mace loses a damage die. walking, or crawling. When Elucidator is wielded by anyone with
They may do this up to 5 times a day. After 24 hours, starting with the Sword Mastery (Broadsword) Feat, they can perform an attack
the first bite taken, the mace begins to re-bake itself, giving off the with Elucidator for no CP as long as they are spending CP to move.
scent of warm fresh bread, and the bread reforms. They can only perform one attack per 5’ they move, and they
must be in range in their starting location in order to perform the
attack. The wielder can also charge the sword’s art, allowing them
Mjölnir
to make up to three attacks per 5’ they move. If the character also
Appearing to be a simple sledgehammer with a short handle, possess Dark Repulsor and is able to wield it in their offhand, they
this item is very powerful hammer. Mjölnir can only be picked up by can use this sword as well when attacking and moving. Elucidator
people it deems worthy (GM discretion), and anyone that attempts is considered a broadsword.
to pick up the hammer will find its weight to be in excess of 10,000
lbs. Attempting to lift it regardless will find that weight exponentially Dark Repulsor
grow, but only affect the movement. It will not shift from its spot,
nor put its weight on any object or floor sitting underneath it. Those Dark Repulsor is a teal colored longsword with a pointed crossguard,
it does deem worthy will find that the hammer has no weight at all. and steel teal colored combat sheath. When Dark Repulsor is
It is considered a tool hammer, but all damage caused by Mjölnir wielded by anyone with the Sword Mastery (Longsword) Feat, they
is multiplied by 10. It has the ability to launch a stream of electricity can make a ranged attack with the sword with a range of 25’,
20’ from the user in a 5’ line. This ability costs 5 Combat Points causing the target to receive the damage of the sword. For the
and deals 10d6 electricity damage to all targets within that stream. purposes of damage, attack options, and Combat Point cost, treat
this attack as a melee attack. The wielder can also charge the
sword’s art, doubling the range, and the damage dice of the ranged
The Artisian’s Swords attack. This sword can also be used in conjunction with Elucidator,
Swords forged by master swordsmith Rika Shinozaki from a to perform attacks with movement. Dark Repulsor is considered a
long forgotten war, these swords honor her fallen friends and fellow longsword.
soldiers. Each weapon was imbued with the spirits and skills of her
fallen friends. Each of these weapons has a ‘‘Sword’s Art’’, that can Ebon
be charged for 5 Combat Points to unlock new features or abilities
that compliment it. It can be activated once per minute, or every Ebon is a black colored shortsword with a simple crossguard, and
10 rounds. The Sword’s art may not be used by anyone that does a steel ebony colored combat sheath. When Ebon is wielded by
not have the requisite Mastery feat specified in the description. All anyone with the Sword Mastery (Shortsword) Feat, they can perform
Artisian Swords are considered Personalized Weapons, with anyone any reaction for no combat points. They can also become invisible
currently possessing the weapon considered its intended user. They for 3 rounds. The wielder can also charge the sword’s art, causing
have no upgrade slots, and are unable to become damaged. them to teleport in a straight line up to 25’ away from their original
location. Any objects or creatures within the line of teleportation is
damaged by the sword’s damage. Any objects or creatures that
Karakurenai and the Samurai’s Bandanna
are in the place where the user finishes teleporting receives the
Karakurenai is a katana (bastard sword) with a red silk wrapped sword’s damage as if it were hit by four successful attacks. Ebon is
grip, and a dark red steel combat sheath with a red bandanna with considered a shortsword.
yellow stripes tied around the sheath. Putting on the bandanna
grants the wearer an additional 5 Combat Points per turn that can Ground Gorge
only be used with attacks or actions made with Karakurenai. When
Karakurenai is wielded by anyone with the Sword Mastery (Bastard Ground Gorge is a battle-axe with a steel handle and a leather
Sword) Feat who is also wearing the bandanna, they can charge and steel sheath that covers the axe’s blade. When Ground Gorge
the sword’s art, causing all successful attacks made that turn to is wielded by anyone with the Axe Mastery (Battle-axe) Feat, all
become critical strikes. Karakurenai is considered a bastard sword. damage from Ground Gorge is considered piercing in addition to
any other damage types the axe may possess. The wielder can
also charge the sword’s art, unleashing a 5’ wide, 35’ long burst
Lambent Light
ranged touch attack that damages all creatures in the blast with
Lambent Light is a rapier with a teal circular crossguard and handle, the full damage of the Ground Gorge, on a successful hit. Ground
and a bright red steel combat sheath. When using Lambent Light Gorge is considered a battle-axe.
for swipe attacks, it does not have any penalty to damage. When
Lambent Light is wielded by anyone with the Fencing Mastery Neuralizer
(Rapier) Feat, all damage dice are doubled when attacking. The
wielder can also charge the sword’s art, causing all successful A neuralizer is an ingenious device that targets specific neurons
attacks made in that turn to quadruple the damage dice instead of dedicated for memory, and erases them. The neuralizer doesn’t
double. Lambent Light is considered a rapier. wipe out all memory up until that time, rather has to be set to a
85

specific time to erase. It will erase up to 24 hours before and after Belnades Cloak and Cloak Pin
the time selected. The neuralizer looks like a small metal tube with
The Belnades Cloak is a beautiful light blue mage’s cloak, made
a red light and a flash beacon on one side, and the dials to control
from fine material and imbued with magic of the Belnades line.
the specific time to erase.
When worn, it grant’s +45 Mental Limit to the wearer, and grants the
wearer 5/Slashing and 5/Piercing damage reduction. The pin that
Polymermorph keeps the cloak together when wrapped, a silver polished brooch,
The Polymermorph is a small sized, full sized handgun has magical properties of its own. It grants the wearer a +10 Spell
chambered in 9x19mm(2d6/-2), with a frame upgrade slot, a tactical Points toward any Evocation spells, and allows the wearer to cast
upgrade slot and an optics upgrade slot, that has a fluxuating Evocation spells without writing therm down, as if they were casting
magazine capacity and range increment, with no weight. Every using Runic Casting. When casting spells in this manner, the user
day, the character will roll 2d6+8. The resulting roll will be the does not have to use their stylus to cast, instead using their hands,
firearm’s magazine capacity for the day. The handgun is then and there is no cost reduction as it is with Runic Casting.
filled with it’s magazine’s capacity of Standard Pressure 9x19mm
JHP rounds. Attempting to remove rounds from the magazine,
either through cycling the weapon, or ejecting the magazine and
removing the rounds manually, will cause the rounds to disappear
into thin air. If the magazine is farther than 10’ from the firearm,
it immediately disappears and re-appears in the handgun. The
character will then roll (1d8 + 3) * 5. This is the handgun’s range
increment in feet. The Polymermorph can accept upgrades, and
ammunition in it’s magazine(if emptied), but every day it will be
replaced with the indicated JHP ammunition.

Belmont Clan Armory


The Belmont Armory is a collection of weapons used by the
Belmont Clan, a family of monster hunters known far and wide
for their skill and knowledge, or friends and companions of the
Belmont Clan.

Vampire Killer
The Vampire Killer is a Bullwhip that has had a long forgotten
spell cast on it, giving it special properties.The damage dice is
increased to d12. Against any undead creature, it grants four times
the damage dice as normal, and three times the damage dice as
normal against dragons, outsiders, vermin, and mystical beast.

Morning Star
The Morning Star is a Chain Whip that has had a long forgotten spell
cast on it, giving it special properties.The damage dice is increased
to d12. It is a silvered weapon, and can threaten critical strikes
against undead creatures, constructs, elementals, and plants.

Alucard Sword and Shield


The Alucard Sword and shield are a set of weapons used in tandem.
The Alucard Sword is a magical bastard sword that can be controlled
telepathically by whoever holds the sheath. It can make attacks
up to 15’ away as if the user was standing adjacent to the target.
The Alucard Shield is a Heavy Metal magical shield, that allows its
wielder to instantly teleport up to 50’ away, for 0 Combat Points.

Shield Rod
The Shield Rod is a medium club that has had a long forgotten spell
cast on it, giving it special properties. When activated for 3 Combat
Points, it protects the user with a All/Unlimited shield for 3 turns/18
seconds. After it is used, it takes one hour before it can be used
again.
Belnades
86

Narcotics Water Spice Water spice has a sparkling blue color to it,
and seems to be always flowing and moving. Water Spice
Pesh Pesh is a genus of leafy purple-colored plants that has enhances Fluid Dynamics. While under the effects of Water
seen sudden surge and use as a magical enhancement and as a Spice, psions do not have to suspend water to use the
recreational drug. It is denoted by its tendency to sparkle in light powers, instead opting to use 8 units of their own blood
due to the small crystal deposits that form on adult plant leaves. instead. Additionally, all dice values, ranges, and durations
A character may smoke 0.1 lb of pesh for a +35 bonus to their are doubled. Every time a character uses any power under
Mental Limit and a 1d3 penalty to their DEX modifier and Will Saving Fluid Dynamics, they take 1d3 HP of damage. While under
Throw. The effect lasts for 2d4 hours. When a character has spells, the effects of Water Spice, the character’s eyes glow blue.
powers, or invocations that currently occupy the bonus Mental Limit
when the effect ends, they immediately lose at least 25 Mental Limit The effects of spice last for 3 hours. After the effect wears off, the
worth of spells, invocations, and powers, chosen at random by the character is considered Inebriated for 1 hour. If a character takes
GM. If they smoke again, they regain these lost spells, powers and another dose of spice while under the effects of spice, they receive
invocations. Pesh is packaged in 0.1 lb packs of shredded, dried the new effects and the duration time resets back to 3 hours, they
pesh leaves. lose the abilities of the old effects, and are immediately considered
Inebriated for 1 hour.
Nirvana Nirvana is a chewable orange solid sold commercially in Object Sz Wt Cost Restr.
even the smallest magecraft supply store and goes by a multitude Pesh T 0.3 2 I
of tradenames. A character may chew a lozenge for a +25 bonus Nirvana D 0.4 1 L
to their Mental Limit, and a 1d3 penalty to their DEX modifier and Spice, Earth F 0.1 2 R
Will Saving Throw. The effect lasts for 8 hours. When a character Spice, Fire F 0.1 2 R
has spells, powers, or invocations that currently occupy the bonus Spice, Air F 0.1 2 R
Mental Limit when the effect ends, they immediately lose at least Spice, Water F 0.1 2 R
15 Mental Limit worth of spells, invocations, and powers, chosen at
random by the GM. If they chew another lozenge again, they regain Table 24: Equipment, Narcotics
these lost spells, powers and invocations. Nirvana is packaged in
10 piece packs.
MOLLE
Spice Spice is a chemical a concoction of aromatics that have Spellscroll Pouch (1 slot) This pouch is a small waterproof pocket
been desiccated and sealed in an airtight airtight glass bottle, that that protects two spells or scrolls.
enhance psionic powers. It has a multitude of tradenames, but
all try to incorporate the name spice in them, for identification
by interested parties. Spice is taken by uncapping the bottle, and Utensil Pouch (1 slot) This pouch is an attachment that keeps
inhaling in the fumes given off by the aromatics. Each bottle contains any writing utensil on hand, and protected from breakage due to
enough spice for 1 dose. The effects of the spice are determined rough handling. It can store three utensils.
by the element of spice, as listed below.
Ink Pouch (1 slot) This pouch is a waterproof, fully sealed pouch
Earth Spice Earth Spice has a vibrant green color to it, with that can be used to carry up to 1 unit of ink, often used with
stripes of tan that carve jagged lines throughout it. Earth paintbrushes or dip pens.
Spice enhances Psychometabolism. While under the effects
of Earth Spice, the ranges for Teleportation, Psyrunning, and Spellbook Pouch (5 slots) This pouch is a large padded pocket
Psisense are tripled, but every time the character uses one that can hold a single spell book.
of these powers, they take 1d3 HP of damage. While under
the effects of Earth Spice, the character’s eyes glow green. Potion Pouch (1 Slot) This pouch is a hard cased MOLLE pouch
that holds and protects two potion bottles.
Fire Spice Fire spice has a bright red color, with dots of
crackling orange dotted throughout it, as if it has burning
embers embedded in it. Fire Spice enhances Plasma
Dynamics. While under the effects of Fire Spice, a psion is not
required to create or maintain a pilot light, and all damage
dice values are doubled, but every time the character uses
one of these powers, they take 1d3 HP of damage. While
under the effects of Fire Spice, the character’s eyes glow red.

Air Spice Air spice has a glowing yellow color, with swirls of
white flowing throughout it. Air Spice enhances Telepathy and
Telekinesis. All dice values, ranges, weights and durations
are doubled. Every time a character uses any power under
Telepathy or Telekinesis, they take 1d3 HP of damage. While
under the effects of Air Spice, the character’s eyes glow
yellow.
87

Object Sz Wt Cost Restr strike opponents up to 20’ away with a rope dagger. Because a
Spellscroll Pouch S 0.6 2 None rope dagger can wrap around an enemy’s leg or other limb, rope
Utensil Pouch S 0.7 2 None daggers can be used to perform trip attacks, and do not provoke
Ink Pouch S 0.6 1 None AoO when doing so. If the character is tripped during their own trip
Spellbook Pouch M 1.0 3 None attempt, the character can drop the whip to avoid being tripped.
Potion Pouch S 0.4 1 None Rope daggers are considered to be bullwhips for the purpose of
feats and equipment.
Table 25: MOLLE
Combat Shields A combat shield is a shield made for fighting
with melee weapons, and provide a movable, added protection.
They usually encompass a wooden backing with a loose cloth or
Weapons rope loop, and a solid metal or wood handle, that is used to keep
the shield attached to the chosen arm. Combat shields may be used
Melee Weapons for standard attacks. Combat shields may be used in an offhand
Simple Melee Weapons without penalty, and do not count as fighting with two weapons.
Using a shield allows a character to perform the Stumble reaction.
Generally inexpensive and light in weight, simple weapons get Combat shields can not be disarmed.
the job done nevertheless. Any sapient character can use simple
melee weapons without penalty. • Wood shields are shields that use exposed wood that come
Magecraft and the enchanting effects have kept the world of into contact.
melee weapons quite alive, and surging with new discovery and
innovation. – Light wood shields provide one-half cover in one
direction, grant an additional +2 equipment bonus to
defense when fighting defensively and a +4 Fortitude
Syringe Knife (Leeching Dagger) A syringe knife is a knife that Saving Throw bonus when performing the Brace
bears a very similar appearance to a combat knife, but has a reaction. Light wood shields do not provide cover
vacuum sealed vial inside the handle. When stabbed into an object, against any weapons that provide Plasma or Ballistic
a small button can be pressed (for 1 Combat Point), that will break damage, or any ranged weapon that provides Fire
the vacuum seal and absorb liquid from the object it was stabbed damage.
into, most often blood. It has an internal magazine of one, and
requires a new vacuum vial for every use, which cost 1 WP for – Heavy wood shields provide three-fourths cover in one
4 new vials. The vial will hold 1 unit of any fluid. Syringe knives direction grant an additional +3 equipment bonus when
come with a tactical sheath. Syringe knives are considered injection fighting defensively and a +6 Fortitude Saving Throw
knives for the purpose of feats and equipment. Syringe knives also bonus when performing the Brace reaction. Heavy
immediately cause bleeding when they are stabbed into an object wood shields do not provide cover against any weapons
and the vaccum seal is broken, causing 2 bleed dice. that provide Plasma or Ballistic damage, or any ranged
weapon that provides Fire damage.
BlokStick A blokstick is a baton that increases the difficulty of • Plastic shields are rugged versions of riot shields, exchanging
using the magical abilities of creatures that it strikes. Creatures the clear plexiglass for a stronger, colored plastic. Plastic
struck by this weapon must make a Will Saving Throw [TN 20]. shields provide one-quarter cover in one direction and an
Failure means that casting spells, using psionic powers, and reciting additional +1 equipment bonus to defense when fighting
incantations cost +2 Combat Points. This last for 2d6 rounds. Striking defensively and a +2 Fortitude Save Bonus when performing
a character already affected by this effect does not grant another the Brace reaction. Plastic shields do not provide cover
saving throw, but it does allow the striker to reroll the duration against any weapons that provide Plasma or Ballistic damage.
time, replacing the old duration. This weapon has the retractable
melee weapon upgrade. BlokSticks are considered light clubs for • Metal shields have a metal overlay, usually steel, that
the purpose of feats and equipment. provides durable protection against blows.

– Light metal shields provide one-quarter cover in one


Rope Dagger direction and a +8 Fortitude Saving Throw bonus when
A rope dagger is a flexible weapon similar to a whip chain, performing the Brace reaction.
featuring a 20’ length of flexible rope or cord, with a sharp, short – Heavy metal shields provide half cover in one direction
dagger on the end of it. Rope daggers also contain a ribbon and a +10 Fortitude Saving Throw bonus when
or features, to aid in fighting with the weapon. A character can performing the Brace reaction.
88

Weapon Damage Critical Damage Type Sz Wt Cost


Syringe Knife 1d4 16-18 Piercing S 1.9 8
BlokStick 1d6 16-18 Bludgeoning S 1.5 15
Rope Dagger 1d3 16-18 Slashing S 0.9 2
Light Wood Shield 1d3 16-18 Bludgeoning S 5.0 5
Heavy Wood Shield 1d4 16-18 Bludgeoning M 7.0 8
Plastic Shield 1d4+1 16-18 Bludgeoning M 3.8 4
Light Metal Shield 1d8 16-18 Bludgeoning M 7.5 13
Heavy Metal Shield 2d4 16-18 Bludgeoning M 10.8 15

Table 26: Simple Melee Weapons

Weapon Craft TN Mat Cost Time


Syringe Knife 18 5 12 hours
Light Wooden Shield 12 3 6 hours
Heavy Wooden Shield 13 4 8 hours
Plastic Shield 11 3 4 hours
Light Steel Shield 17 9 1 day
Heavy Steel Shield 19 11 2 days
Rope Dagger 8 2 2 hours

Aetherweapons Item Mat Cost Weight Size


Aetherwand 2 1.0 S
Aetherweapons are split into three categories based on their
capacity; Aetherrods, Aetherstaves, and Aetherwands, which are Aetherrod 5 1.5 M
magical objects that have been formatted by an enchantment spell Aetherstaves 12 2.0 L
to receive spells and recast them as if they were cast from a mage.
Table 27: Aetherweapons
When a aetherweapon has completely expended all of its spell
uses it returns to normal and has to be reformatted again and then
re-enchanted. Aetherweapons are considered simple weapons. Psiblade
Unlike written spells, they can be cast by anyone, usually by
The psiblade is a weapon that consists of a hilt, usually 12-18’’
either pressing a sigil, or by speaking a command word, which is
in length, that projects a blade between 24-30’’ in length. They
usually printed on the object.
bear resemblance to a popular science fiction weapon. The blade
has no weight, making the entire weapon bottom heavy, and quite
Aetherwands odd to use by someone not used to it.
A wand can be created from any rod-like object that is between When the psiblade is inactive, it looks like a simple tube. When
8’’-12’’. An Aetherwand can hold one spell, which can be used activated, the glowing blade springs forth from the emitter area,
10 times before it has to be reformatted and re-enchanted. giving off a soft hum.
Aetherwands may not be created from a mage’s active stylus. Psiblades have four major components: The case, the lens
The wand listed in the chart is a pre-formatted foot long wand crystal, the blade crystal, and the quartz battery.
made of oak. The case is the largest part of the weapon, and is the piece
that houses all of the other components. It is usually made of a
durable metal, such as aluminum, steel, or titanium, but plastic and
Aetherrods wood have been used on many occasions. The case holds the
A rod can be created from any rod-like object that is between activation mechanism, which is usually a button or toggle, but can
13’’-36’’. An Aetherrod can hold two spells which can be used a be a sliding plate, or sequence of buttons (often incorporating a
combined 15 times before it has to be reformatted and re-enchanted. password for activation). The case also holds all of the upgrades
Use of either spell uses one of the uses that the rod has. The rod performed on the psiblade.
listed in the chart is a pre-formatted three foot long rod made of The lens crystal, often just called the lens, is the focusing
oak. mechanism for the blade crystal, that projects and focuses the
psionic energy stored in the quartz battery passed through the
blade crystal, into a sharp, glowing blade. The crystal is often
Aetherstaves
made of a thick, resilient glass, but some psiblades have lenses
A staff can be created from any rod-like object that is between made of expensive gems such as diamond, for little benefit other
37’’-72’’. An Aetherstave can hold three spells which can be used than prestige.
a combined 30 times before it has to be reformatted and re- The blade crystal is the primary crystal for the psiblade. This
enchanted. Use of any spell uses one of the uses that the staff has. crystal determines the color of the blade, as well as its ‘‘sharpness’’.
The staff listed in the chart is a pre-formatted six foot long staff The blade crystal is usually a precious, or semi-precious gem. Until
made of oak. recently, this component made psiblades nearly impossible to mass
89

produce, but with synthetic crystals and modern manufacturing, When building a Psiblade, a bladesmith first chooses what kind
most psions purchase, rather than hand produce, their psiblades. of Psiblade they wish to create.
Psiblades using synthetic crystals generally have deeper colors,
as the synthetic crystals usually lack imperfections that natural Weapon Craft TN Material Cost Time
crystals develop. Common blade colors include blue, red, yellow,
Standard Hilt Psiblade 15 7 5 days
green, orange, and purple, in their various hues.
The quartz battery is the power unit for the psiblade, that Double Bladed Psiblade 24 16 5 days
stores the psionic energy that is used to power the blade. Cheap Curved Hilt Psiblade 16 11 5 days
quartz batteries are made by grinding up pieces of quartz into small
Table 29: Psiblade Crafting
granules, and then suspending them in a glass mixture, creating a
crystal polymer. Milky quartz is the most common material, with
it being plentiful and resonates rather well. Psions can charge Personalized Psiblade A personalized psiblade is psiblade built
these quartz batteries by meditating with them, focusing some of from the ground up for a particular individual, based on the user’s
their psionic energy into the crystal. If the crystal is not charged preference, size, and other specifications. A bladesmith may craft
regularly, dependent on the quality of the battery, the psiblade a personalized psiblade for anyone at their request, but the user
will not function. It takes 1 hour of meditation to charge a quartz must be proficient in the weapon in order to gain the benefit. A
battery, and that battery will last for 24 hours before needing to personalized weapon grants a +4 attack bonus and a +1 damage
be recharged again. bonus. Anyone who is not the intended user of the weapon gains
Psiblades are special weapons themselves, and require the a −4 attack penalty. When crafting a personalized weapon, the TN
Psiblade Proficiency feat in order to use without a −4 attack penalty. for the weapon is increased by 10, the raw material wealth point
Any character that has Archaic Weapon Proficiency (Combat Swords cost is increased by 4× and the time is tripled.
or Fencing Swords) can use a psiblade at a −2 penalty instead.
Because of the lack of weight of a psiblade, the character’s POW
modifier is divided by 2 when adding to the damage roll when Performing Upgrades A bladesmith may perform upgrades to
attacking. Psiblades may not be used to trip. weapons, at half cost of the price of a normal upgrade, rounded up.
The TN to perform an upgrade is 18, and takes the normal amount
Double Bladed Hilt of time it takes to perform the upgrade.

A double bladed psiblade is a combination of two single bladed


psiblades, that have a locking coupler, allowing them to be used Extra Upgrade Slots and Built-in Upgrades A weapon may be
together. Any two single bladed psiblades can be converted to a crafted with extra slots for melee weapon upgrades. This increases
double bladed psiblade with the coupler upgrade. When wielding a the TN by 5 per upgrade slot, with a maximum of 2 extra upgrade
double-bladed psiblade as a double weapon, the character does slots. The WP cost is doubled, and the time increases by a day.
not have to pay the additional +1 Combat Point Cost when fighting A weapon may also be crafted with the upgrades already built
with two weapons. Additionally, the offhand is treated as a light in, taking up the slot that would normally take when upgrading
weapon. When fighting aggressively with a double-bladed psiblade it as normal. The upgrade cost the same amount as it would to
there is no additional Combat Point cost. normally upgrade but only takes half the time, and the TN to craft
the weapon is +1 per upgrade.
Curved Hilt
A curved hilt psiblade is a psiblade with a case that has a slight Psiblade Upgrades
curve to it, that allows for a more precise strike at the cost of being
Psiblades can only have upgrades located on their handle, but
harder to use to defend. A curved case psiblade grants a +3 attack
they can accept up to three upgrades. The upgrades listed below
bonus, all attack actions are increased by +1 Combat Point, and
are for psiblades only and can not be used for any other weapon.
all reactions, and fighting defensively actions are increased by +2
Combat Points. Curved hilt psiblades may not be coupled together.
Belt Clip This upgrade attaches a simple, but durable metal clip
Weapon Damage Critical Type Sz Wt Cost
to the psiblade, that allows it to be worn on a belt. It is considered
Standard Hilt 1d4+1 11-18 Plasma S 1.5 15 holstered when it is clipped on a belt. This upgrade is not available
Double 1d4+1/ 12-18 Plasma L 3.3 40 for double bladed psiblades. This upgrade does not use an upgrade
Bladed 1d4+1 slot.
Curved Hilt 1d4+1 10-18 Plasma S 1.9 18

Table 28: Psiblade Hilts Composite The weapon is upgraded with non-ferrous materials,
which allow a character to slip it through metal detecting devices.
Building a Psiblade Grants a +10 bonus to Stealth checks against metal detectors.

Psions with the ability can choose to build their own personal
psiblades as opposed to buying one or having one commissioned. Coupler This upgrade attaches a coupler at the end of the hilt,
Building a Psiblade isn’t limited to psions; anyone with sufficient allowing it to be attached to another psiblade to make a dual blade
mechanical ability can construct a psiblade. weapon. Both blades must have couplers on them in order to be
Building a Psiblade is governed under the Craft (Mechanical) skill. attached together.
90

Custom Handle The weapon’s hilt or handle is fitted to a mold Upgrade Cost Time Restr
of the wielder’s hand, granting him a +1 equipment bonus with all Belt Clip 1 10 min. None
attack rolls made with the weapon. The wielder can also have the Composite 8 3 days None
weapon’s grip enlarged or reduced, making the weapon one size Coupler 3 15 min. None
larger or smaller when using, but not concealing. Anyone else who Custom Handle 14 4 days None
tries to use the weapon suffers a −2 equipment penalty to their Detailing 70% 1 week None
attack rolls. Fingerprint Activator 20 3 hours None
Multi-Crystal Module 14 4 hours None
Natural Blade Crystal 20 5 min. None
Detailing This upgrade gives the weapon an engraved or a Password Activator 5 3 hours None
precious metal inlay, granting its wielder a +2 equipment bonus Solid Crystal Battery 10 20 min. None
with Presence checks while the target has line of sight to it. This Stun Blade Crystal 12 5 min. None
upgrade also increases the weapon’s worth by 75%. The weapon
loses this quality if it suffers any damage, though it may be restored Table 30: Psiblade Upgrades
with a successful Craft(Structural) repair check.

Fingerprint Activator This upgrade replaces the button activator


with a fingerprint scanner on the hilt of the psiblade. In order to
activate the psiblade, the user places their finger on the reader, and
the blade reads the print of the user. If the fingerprint is recognized,
the psiblade activates. Up to 3 sets of fingerprints may be stored in
the psiblade. A psiblade may only have one activator upgrade at a
time. This increases the psiblade activation time by 1 Combat Point.

Multi-Crystal Module This upgrade installs a module that allows


for multiple crystals to be installed in the blade, allowing for the
instant changing of crystals without having to dissemble the psiblade.
The module can hold two crystals at a time, and it takes 2 Combat
Points to change crystals.

Natural Blade Crystal This upgrade replaces the synthetic blade


crystal with a natural gem, giving the blade a toned down color,
but a more powerful blade. This upgrade grants the psiblade a
+2 damage bonus. Natural blades have the same color choices as
synthetic crystals.

Password Activator This upgrade replaces the button activator


with six smaller buttons, usually aligned in a circle or in a line, that
must be pressed in the correct succession in order to activate the
psiblade. The user chooses six numbers between 1 and 6 and enters
them in the psiblade when this upgrade is performed. Anyone who
does not know the code to the psiblade may not activate it. It takes
2 Combat Points to enter the password. A psiblade may only have
one activator upgrade at a time.

Solid Crystal Battery This upgrade replaces the crystal polymer


battery with a crystal battery made from a single solid piece of
crystal. When charged, this battery lasts for 5 days and only has
to be charged by a psion every 5 days instead of every day.

Stun Blade Crystal This upgrade replaces the blade crystal with
a glass gem, giving the blade a white color and a weakened
blade. The psiblade’s damage is changed to non-lethal bludgeoning
damage.
91

Non-ballistic Ranged Weapons fire damage. Targeting a square with a flaming globe causes that
square to ignite and burn for 2d4 rounds, causing 2d6 fire damage
Bows and Crossbows
to any creature that passes through it. 80 units of gasoline, in a
Pistol Crossbow safe plastic container, cost 1 WP.

A pistol crossbow is a smaller, more portable version of the


larger crossbow. A pistol crossbow has an internal magazine of Paint Paint is generally used for marking, but can be shot to blind
1 and loading a crossbow costs 4 Combat Points that provokes a creature. A successful Called Shot to the head of a creature blinds
Attacks of Opportunity. Pistol crossbows use standard crossbow a creature for 1d2 rounds. Shooting and targeting a square or any
bolts and are considered crossbows for the purpose of feats and other part of the creature simply makes it the color of the paint
equipment. used. 160 units of paint cost 1 WP.

Globe Launcher Vinegar Pepper Irritant This is a mixture of vinegar (distilled


being the most common) and various hot pepper flakes and powder
The globe launcher is a specially crafted crossbow with a that has been mixed together, and can be used to blind a creature.
round leather cradle, much like a slingshot. It is made to fire A successful Called Shot to the head of a creature causes it to
glass globes, foil globes, rocks, and bags of sand. The globe make a Fortitude Saving Throw [TN12] or be blinded for 2d2 rounds.
launcher is considered a crossbow and requires the Archaic Weapon Targeting a square or any other part of the creature simply makes it
Proficiency (Bows) to use without penalty. Building a globe launcher smell like pepper and vinegar. Vinegar-pepper irritant cost nothing
costs 50% of the cost to buy one and is a Craft (Mechanical) check to produce, and can be produced in even the most rudimentary of
[TN18] to build. The globe launcher has a maximum of 3 range kitchens.
increments.
Bags of sand cost nothing, weight 0.5 lb, and cause 1d4 of non-
lethal bludgeoning damage when fired at a creature. Glue Glue is a simple industrial strength glue that has been poured
Rocks cost nothing, weigh 0.6 lb, and cause 1d6 of bludgeoning into a globe and capped. Targeting a square causes all creatures
damage when fired at a creature. that step in that square become stuck for a round. On the following
The globe launcher can also fire things that are suitably round, round, the creature may make a STR check [TN20] to move again.
such as thrown grenades, though any prep work that the object This check costs 8 Combat Points. Glue globes go well with rope,
requires, must be performed prior to putting it in the launcher by allowing an individual to make an instant climbing rope without the
spending the Combat Points it takes to prep that item. noise of a grappling hook. Firing it at a creature makes them sticky
Below listed are the effects of some liquids that glass globes and and irritable, but otherwise, causes no effect. 8 units of glue cost 1
foil globes may be filled with and their effects. WP.

Oil Firing oil at a creature just gets them oily and greasy, granting Acids and Bases These are simple acids and bases that can be
them a −1 attack penalty until they clean themselves up, but firing created by a chemist or purchased. The damage given by acids
it at a non-porous surface such as tile, marble or varnished wood and bases are directly related to the strength. Targeting a square
makes the surface slippery and hard to move through or fight with. causes all creatures that step in that square to take the acid damage.
Any creature moving through oiled terrain must make a successful Acids and bases can be purchased or made by characters.
Reflex Saving Throw [TN16] or be knocked prone. This affects a
single 5’ square, and lasts until the oil is cleaned up. 20 units of oil Ethers Ethers are a group of solvents used for industrial means.
cost 1 WP. When fired at a creature, they must make a Fortitude Saving Throw
[TN14] each round for 1d3 rounds or be rendered unconscious
Petrol/Gasoline Firing gasoline at a target makes them immediately for 2d4 hours. For each round they pass the Saving
flammable, where even the lightest of spark will cause them to go Throw, the TN is increased by 1. Ether also makes any target or
up in flames instantly. Quite often, a glass globe has a flaming square flammable, and will burn for 1d3 rounds if set on fire. This
rag stuffed into the hole, and corked up. When these are fired at fire causes 3d6 fire damage to any object or creature caught in it.
a person, the person immediately catches on fire and takes 2d4 5 units of ether cost 1 WP.

Weapon Damage Critical Rng RoF Upg Sz Wt Cost Restr


Pistol Crossbow 1d4 13-18 20’ Single FO S 2.0 8 None
Globe Launcher, Light — 15-18 20’ Single FO M 4.0 14 None
Globe Launcher, Heavy — 16-18 40’ Single FO L 7.0 18 None

Table 31: Equipment, Bows and Crossbows


92

Grenades
Silver Fragmentation This is the most common style of hand grenade, fitted with a thin layer of silver inside the grenade. It uses a
small explosive charge to fling shards of metal in all directions. Any target caught in the blast must make a Fortitude Saving Throw
[TN15] or be knocked prone. They function as normal fragmentation grenades, but will also affect any monsters or beings that have an
aversion to silver.

UV When these grenades explode, they give off a sudden bright flash of ultraviolet light. This is considered a sliver of light to those
affected. To creatures that aren’t affected by UV light this grenade does nothing.

Name Damage Type Blast Radius Wound Radius Rng Sz Wt Cost Restr
Silver Fragmentation 4d6 Slashing 10’ 20’ 10’ T 1.0 8 M&P
UV — Special 25’ 50’ 10’ T 1.0 9 R
Silver Fragmentation Ammunition 4d6 Slashing 15’ 30’ — T 1.3 13 M&P

Table 32: Grenades

Weapon Upgrades Enchanted Ammunition

Melee Weapon Upgrades This ammunition has been enchanted by a professional


enchanting mage, and is being sold either in a store on the shelf,
Enchanted Weapon or has been brought to a mage to be enchanted. Mages charge
by how complex the spell is, how many spellschools are used, and
This upgrade is an enchantment being performed on a weapon by how much the original ammunition costs. The cost for enchanting
a professional enchanting mage. The cost for enchanting a weapon a box of ammunition is the cost of the ammunition, plus 1 WP per 2
is 1 WP per spell point, multiplied by the number of spellschools SP, multiplied by how many spell schools are used, not including
used (not including the Enchantment Spellschool). Any timed effects the Enchantment Spellschool. Any timed effects on the enchanted
on the enchanted weapons start as soon as the character receives weapons start as soon as the character receives the enchanted
the enchanted weapon. ammunition.

Silvered
Silvered Ammunition
This upgrade infuses a weapon with alchemical silver, which has
adverse affects to certain creatures. This ammunition upgrade recasts the bullet or coats the
arrowhead with a layer of alchemical silver, or replaces the shot
with silver pellets or a silver slug which may affect certain creatures
and provoke folklore.
Ranged Weapon Upgrades
Evokalloy barrels
These are replacement barrels for the firearm, granting them a
+1 or +3 cold, fire, concussive, or electric damage bonus (selected Armor
when the upgrade is performed) for a Standard or High quality
barrel to any round fired through that barrel. Light Armor
For firearms with multiple barrels, all barrels may be upgraded
for the same one time cost, as if it were a single barrel firearm. Chain Leather Jacket This is a thick leather jacket with a lining
Replacing a barrel for a handgun or machine pistol takes 4 days, of thin but strong steel chain mail integrated in the chest and arms
replacing a barrel for a rifle, SMG, or machine gun takes 7 days, of the jacket often worn by urban warriors. It grants the wearer
and replacing a barrel for a shotgun takes 3 days. a +1 bonus to Fortitude Saving Throws made to resist the effects
Only rifles, handguns, shotguns, machine pistols, SMGs, or of cold weather. Chain Leather Jackets have two pockets than can
machine guns may take this upgrade. hold 1.5 lbs of equipment that is Tiny sized or smaller each.
Special Notes This armor protects the arms of the wearer,
Evokalloyed Ammunition providing DR and Defense to all listed areas.

This ammunition upgrade replaces the arrowhead or crossbow


bolt head with standard quality evokalloy, granting them a +1 Archer’s Vest This lightweight armor is specifically optimized for
cold, fire, concussive, or electric damage bonus (selected when the archers and crossbow users, providing a built in quiver that holds
upgrade is performed). Only crossbow bolts and arrows may use 20 arrows or bolts and provides light protection while being light
this upgrade. and maneuverable.
93

Upgrade Available for Loc Cost Time Wt Restr


Adamantine Any Slashing or CH Cost of the Weapon 2 weeks 150% None
Piercing weapon x5
Darkwood Any weapon CH Cost of the Weapon 5 days −25%, per area None
x2, per upgrade
Mithril Any weapon CH Cost of the Weapon 1 week — None
x3, per upgrade
Standard Any weapon C Cost of the Weapon 10 days — None
Evokalloys x2
High Quality Any weapon C Cost of the Weapon 20 days — None
Evokalloys x5
Enchantment Any weapon — 1 per SP × # of Varies — None
Upgrade spellschools used
Silvered Any Piercing or C 12 4 days — None
Slashing weapon

Table 33: Melee Weapon Upgrades

Upgrade Available for Loc Cost Time Wt Restr


Standard Quality See text B Cost of the Weapon x0.1 See text — None
Evokalloy Barrel
High Quality See text B Cost of the Weapon x0.3 See text — None
Evokalloy Barrel
Evokalloyed Arrows and — 1 per 5 arrows or bolts 15 minutes per arrow or bolt — None
Ammunition crossbow bolts
Enchanted Any cased or — See text Varies — None
Ammunition shelled ammunition
Silvered Any ammunition — 1 for 6 round or 2 shells 20 minutes per round/shell — None
Ammunition 1 for 10 arrows or bolts 5 minutes per arrow or bolt

Table 34: Ranged weapon upgrades


94

Medium Armor Heavy Armor


Armorplate Armorplate is a modern upgrade of old style plate
armor consisting of a breastplate, fauld, and backplate made with
Swordman’s Vest This vest is optimized for the everyday modern alloys with comfortably-padded arming garments beneath.
swordsman composed of metal plates in between a thick cloth
vest in a modern style. It also includes a spot specifically for a Dragonskin Dragonskin is armor that is composed of small
sword scabbard and a tactical sheath on the chest for any Small ceramic plates that are stitched together with strong thread, creating
or smaller melee weapon. a flexible, protective layer, in a vest like package.

Type Equipment Max AGL Armor CP Damage AP Wt Cost


Bonus Bonus Penalty Loss Reduction
Chain Leather Jacket Lt.I +2 +2 −3 0 8/Sl 4/Pi 100 6.8 15
2/Bl
Archer’s Vest Lt.T +0 +5 −1 0 8/Pi 4/Sl 30 4.0 11
2/Bl
Swordman’s Vest Md.T +3 +4 −4 1 12/Sl 100 4.5 23
8/Pi,Bl
4/Ba
Armorplate Hv.T +5 +2 −7 3 24/Sl 220 15.0 38
16/Pi, Bl
4/Ba
Dragonskin Hv.T +6 +0 −6 5 20/Bp 98 20.0 50
14/Ba
10/S 8/Pi
7/Bl

Table 35: Equipment, Armor

Armor Plates
These are plates that can be placed in armor, either by being built in, or placed in a MOLLE attachment, to increase its effectiveness
against bullets and shells. Armor plates cannot be repaired, and must be replaced after they are used up. The price and listing are for a
set of plates that protect the center mass area, which includes the back and torso. Only one set of plates may be used at a time.

Nullsteel Plates These plates are made from Nullsteel, designed to give additional ballistic and stabbing protection without the weight.

Standard Evokalloy Plates These plates are made from standard evokalloys, that provide protection against a single selected
evocational element. The character can select fire, concussive, acid, cold, or electrical damage. The elemental damage does not reduce
AP when it provides it’s protection.

High Quality Evokalloy Plates These plates are made from high quality evokalloys, that provide protection against a single selected
evocational element. The character can select fire, concussive, acid, cold, or electrical damage. The elemental damage does not reduce
AP when it provides it’s protection.

Adamantine Plates These plates are made from Adamantine, designed to give long lasting, strong protection against stabbing and
piercing at the cost of weight and speed.

Plate Type CP Loss DR AP Wt Cost


Nullsteel 0 8/Ba,Pi 16 0.1 22
Standard Evokalloy 2 *4/Selected Damage 7/Ba, Pi 1/Bp 49 5.2 28
High Quality Evokalloy 2 *9/Selected Damage 7/Ba, Pi 1/Bp 28 5.2 32
Adamantine 3 11/Ba, Pi, Bp 154 9.5 40

Table 36: Equipment, Armor Plates

Mage Services
Sometimes, a set of heroes only need a mage for identifying spells, or for the odd scroll here and there. Below are the prices for
various services that a mage may be hired for.
95

Item Cost
Identify a Spell, Scroll, or 10 per object or scroll
Enchanted Object
Create a Scroll
On paper, white/ 2 per 1 SP + Cost of materials
blackboard, or any
portable writing surface
Engraved 4 per 1 SP + Cost of materials
Tattooed 3 per 1 SP

Table 37: Mage Services


96

Chapter X

Combat Actions
97

Action CP Cost AoO1 other creatures. A character can only attempt to deflect single shots,
Ranged Attack Actions or chargeshot attacks. The character does not have to be the target,
Throw a rope dagger 3 Yes but they must be within the line of fire, and they must be facing
Fire a pistol crossbow 5 Yes the incoming fire in order to deflect the attack. A character can
Throw a psiblade 5 Yes choose which attack they attempt to deflect, but can only attempt
Fire a stylus 6 Yes to deflect once per round.
Use an Aetherwand 6 Yes
Use an Aetherrod 7 Yes
Use an Aetherstaff 8 Yes
Move Actions
Move Actions Move Actions are actions that involve moving of some type.
Manipulate an object within reach 3 No
Scribe a spell/scroll 9 Yes
Release a spell 7 Yes
Manipulating Objects
Release a scroll 7 Yes This move action includes drawing or holstering a weapon,
Activate a psionic power 5 No retrieving a weapon or object out of a MOLLE pouch, pocket, or
Activate a psiblade 0 No bag, picking up an object, using objects, moving a heavy object,
Draw a psiblade 6 No and opening a door, among others. This also includes using and
Reload a pistol crossbow 3 Yes activating enchanted items.
Tearing/Destroying paper held in hand 1 No
Scribe a Spell
1 Regardless of the action, if a character moves out of a threatened square,
the character usually provokes an AoO. This column indicates whether the A spell that costs 2 SP or less may be hastily scribed on any
action itself, not moving, provokes an AoO. available writing area.

Table 38: Combat Actions


Release a Spell or Scroll
A character can choose to speak the power word embedded
Attack Actions in a spell, causing the effect to release. This includes any ranged
touch attacks, touch attacks, attack rolls, Saving Throw rolls, or
Most common attack actions are described below. More
secondary effects or activating enchantments, that are a part of
specialized attack actions are mentioned in Table: Combat Actions,
the spell. A mage must physically touch the medium the spell or
and covered in Special Attacks.
scroll is written on, after the power word has been spoken. This is
usually done by running a hand or finger across an open section
Using an Aetherweapon of the spellbook, but is not the only way it can be done.
A character can choose to aim an aetherweapon and use it, by
either pressing the sigil or speaking the power word while holding Activate a Psionic Power
it. The Combat Point cost for a aetherweapon depends on what
A character can choose to activate a psionic power, and directed
kind of aetherweapon it is.
as needed. This includes any ranged touch attacks, touch attacks,
attack rolls, or Saving Throw rolls that are a part of the Power.
Reaction
A reaction is an action where a character prepares for an Drawing a Psiblade
oncoming attack. The character declares which reaction they will A psiblade may be drawn from a sheath it is placed in or from a
prepare then ends their turn. If any character triggers the conditions belt clip, readying it for use.
that the reaction has set, they roll a saving throw that corresponds
with the action. The TN is Opposing Attack Roll − 5.
Activating a Psiblade
Deflect Deflecting is a reaction where a character uses a plasma This is the action of actually turning on the psiblade, by flicking
blade or psiblade to deflect plasarm fire, cased ammunition fire, a toggle switch, or entering a code or fingerprint to activate the
thrown weapons, non-ballistic ranged weapon attacks, and shelled psiblade.
slug fire away from themselves. On a successful Reflex Saving
Throw, any single shot or chargeshot plasarm attack, any single
Tearing/Destroying paper
shot cased firearm or shelled slug firearm attack, any non-ballistic
ranged weapon attack, or any thrown weapon attack, is deflected This is the action of tearing or destroying a piece of paper. This
harmlessly in a random direction, that does not collide with any can be used for regular spells, or package paper.
98

Chapter XI

Variant Rules
99

Fantasy Adventuring Equipment Object Sz Wt Cost Restr


Extremely Common M 0.8 2 None
This variant rule introduces some more classic equipment that Very Common M 0.8 4 None
is used by your average dungeoneer, fit for the Ops and Tactics Common M 0.8 10 None
ruleset. Because this is an addition to the Core Rulebook, any items Uncommon M 0.8 20 None
already given in the Core Rulebook are not repeated here. Very Uncommon M 0.8 40 None
Rare M 0.8 80 None
Very Rare M 0.8 200 None
Extremely Rare M 0.8 500 None
Wealth & Money Singular M 0.8 5,000 None

This section details various forms of wealth and their Wealth Point Table 41: Art
equivalence. Unlike other objects, these do not lose their value
when reselling them for WP and may be sold for 100% of their cost.
Jewelry Jewelry can be priced two ways. It can be taken for its
full value, including the design, which can include the rarity of the
piece, the design of the piece, and any history behind the piece. It
Coins Coins represent small tokens of various precious metals, can also be melted down for its metal value and then be sold as
usually made of gold, silver, or platinum, but coins of other materials coins. Jewelry here represents rings and necklaces.
have been seen. All coins listed are 99% pure. The weight listed is
per coin. Object Sz Wt Cost Restr
Extremely Common F 0.3 1 None
Very Common F 0.3 2 None
Object Sz Wt Cost Restr Common F 0.3 5 None
Iron (40) F 0.1 1 None Uncommon F 0.3 10 None
Copper (20) F 0.1 1 None Very Uncommon F 0.3 15 None
Pewter (12) F 0.1 1 None Rare F 0.3 30 None
Silver (10) F 0.1 1 None Very Rare F 0.3 120 None
Electrum (8) F 0.1 1 None Extremely Rare F 0.3 250 None
Gold F 0.1 1 None Singular F 0.3 2,000 None
Platinum F 0.1 10 None
Aluminum F 0.1 50 None Table 42: Jewelry

Table 39: Coins Illumination


Candle A stick of wax with a wick in the center. Comes in multiple
colors, but white and yellow are the most common. Lights a 10
Gems Gems represent small pieces of mineral crystal that, when foot radius from its source and lasts for 1 hour. Candles may be
in a cut and polished form, are used to make adornments such as scented with various scents at the cost of +1 WP per pack. Comes
jewelry. The weight listed is per gem. in packs of 10.

Object Sz Wt Cost Restr Torch A thick wooden stick that has one end wrapped in rags
and soaked in a flammable substance, usually tar or pitch. Lights a
Extremely Common F 0.1 5 None
15 foot radius from its source and lasts for 2 hours. Torches can
Very Common F 0.1 10 None
be used to ignite flammable materials. Unlit torches come in packs
Common F 0.1 20 None
of 2.
Uncommon F 0.1 40 None
Very Uncommon F 0.1 80 None
Rare F 0.1 160 None Standard Lantern A standard oil lantern with a thick braided
Very Rare F 0.1 500 None wick and a 1 unit oil reservoir. Lights a 30 foot radius from its
Extremely Rare F 0.1 1,000 None source and burns 0.1 unit of oil per hour.
Singular F 0.1 10,000 None
Bullseye Lantern This lantern has reflective material and a
Table 40: Gems singular opening that allows it to be aimed in a direction and
has a 1 unit oil reservoir. Lights a 50 foot cone from its source and
burns 0.1 unit of oil per hour.
Art Primarily refers to paintings as they are the easiest to
transport usually rolled up in an art case. The rarer the piece, Hip Lantern A smaller, more robust version of the standard
the more influential the artist, or the better the painting, the more lantern that comes with a hook that may be used to hook on
it’s worth. Paintings by dead artists usually offer a higher premium one’s belt for hands-free use. It has a 1 unit oil reservoir. It lights a
than live ones. 20 foot radius from its source and burns 0.2 unit of oil per hour.
100

Strikerod A paper rod with a sulfur capped tip that when struck, Bedding Includes both a bedroll and a blanket used for sleeping
immediately illuminates from a burning center. Lights a 20 foot when a bed isn’t available.
radius from its source and lasts for 2 hours. The strikerod may be
used to light fires.
Tents A portable semi-permanent shelter consisting of thick cloth
Glowshroom A bioluminescent mushroom usually kept in a small used to provide cover from the elements. Tents come in various
jar with moist soil and peat. Lights a 5 foot radius from its source sizes. A small tent can comfortably fit two Medium creatures. A
and lasts for 6 months in a jar. As long as the peat is replaced medium tent can comfortably fit three Medium creatures. A large
periodically, these mushrooms will never lose their glow. They can tent can comfortably fit four Medium creatures. Tents take 20
also be planted. minutes to unpack and put up and 25 minutes to take down and
pack.
Object Sz Wt Cost Restr
Candle (10) F 0.1 1 None
Torch (2) S 0.6 1 None Object Sz Wt Cost Restr
Standard Lantern S 0.9 2 None Oil S 2.0 1 None
Bullseye Lantern S 0.9 3 None Flint and Steel F 0.1 1 None
Hip Lantern T 0.5 3 None Hemp Rope M 4.0 2 None
Strikerod T 0.2 1 None Silk Rope S 2.0 5 None
Glowshroom T 0.6 1 None Soap (4) T 1.0 1 None
Standard Key F 0.1 2 None
Table 43: Illumination Skeleton Key F 0.1 20 None
Key Mold T 0.2 1 None
Tools and Equipment Bedding M 2.0 2 None
Small Tent M 3.0 3 None
Oil A small bottle of lamp oil, sold in 4 unit glass bottles capped
Medium Tent L 8.0 5 None
with a cork stopper. If poured out, it will cover six 5’ squares and if
Large Tent H 12.0 7 None
thrown like a grenade, will splatter in a 15’ cone. If ignited, the oil
will burn for 3 rounds. Table 44: Tools & Equipment

Flint and Steel Fire-starting material that includes a piece of steel


to serve as the striker and a piece of flint that serves to create
Services
sparks to start a fire.
This section covers various services characters can furnish or
Rope Comes in many forms and made with various types of use during their adventures.
fibers. These are the most common types of rope:
• Hemp rope is the most common kind of rope. It is strong,
thick, and most importantly, cheap. Sold in 50 foot lengths Inn Stay
and supports up to 150 pounds.
The quality of the inn stay is relative to what the inn offers, and
• Silk rope is renowned for its strength despite being thin and what they can furnish or what a character is willing to pay. An inn
light. Sold in 20 foot lengths and supports up to 75 pounds. of higher quality will always have furnishings for lower means.

Soap A block of animal fat that has been treated with a solution
to make a large block used for cleaning. Comes in packs of 4. Bare A bare quality inn will usually have a sleeping area near
a hearth, usually on the bare floor. It will have little to no other
Keys Keys are devices used to open locks. services beyond this.
• Standard Key An extra key for a lock. It can be created
by making a copy of an existing key or by presenting a
locksmith with a key mold. Poor A poor quality inn will at the very least have a warm, clean
bed, but the rooms are not guaranteed to be completely private;
• Skeleton Key Designed to work with as many locks as in order to conserve space, it may be two or even four beds
possible, often kept by officials who may have a large number per room. Poor quality inns will also have a kitchen capable of
of locks to manage. Usually designed work with a small preparing meals, but unless the characters furnish food or extra
subset of locks and as such will not open every single lock. funds, the level of the meal will be poor.
If it isn’t known if the key will work with a particular lock, roll
a d%. On a result of 61+ the lock opens.
Standard A standard quality inn will have warm, clean beds and
Keymold A mold used for making a blank of a key by pressing the possibility of a private room. They will also have a normally
the key into it and then filling the mold with a malleable metal stocked kitchen, able to provide and prepare standard and poor
(usually lead). The copied key may be used twice before it is too quality meals. Standard inns also have separate, indoor bathing
deformed to work. facilities.
101

Good Good quality inns will exclusively have private rooms, which Standard A standard meal will include some kind of sparsely
will contain dressers and a chest for the visitors to use at their spiced protein such as chicken or (less commonly) rat, vegetable
leisure. They will also have indoor communal bathing and hygiene garnishments, a loaf of bread, and either water, milk, or tea to
locations, both which are usually heated if need be. They will drink.
also have stables for boarding up mounts. The kitchen will be
well stocked, able to produce good and standard quality meals. A Good A good meal will include a chicken, lamb, or pork dish,
nurse or doctor may be on staff or at the very least available at a vegetables, a block of cheese and a loaf of bread, as well as either
moment’s call. water, milk, tea, coffee, or beer to drink.

Excellent Excellent quality inns will exclusively have private Excellent An excellent meal will usually include two proteins, the
rooms containing warm beds with high quality sheets, pillows, most common being chicken and beef, as well as fresh vegetables,
and linens, as well as a dresser, mirror, chest, and even a selection fresh bread and cheese, as well as a dessert of some type. Beer or
of holy texts if requested. It will also have laundry services and wine are usually given to drink, but any beverage can be requested.
a stable with a stablehand, and a doctor or nurse on call. Due
to their size, they will also have a local musician play during the
Luxurious A luxurious meal will almost always include an exotic
normal operating hours. Excellent quality inns not only have a
protein (such as lobster) paired with an equally expensive protein
fully stocked kitchen, but will have a skilled chef as well, capable
(such as beef), vegetables, as well as butter or some form of cheese
of preparing excellent, good, and standard quality meals even for
spread for the bread. It will also include an appetizer, a dessert,
a large group of people. They will also have semi-private baths,
and an after dinner smoke and coffee of the diner’s choice, if they
usually separated by gender. These inns also have a bouncer on
choose to partake. High quality beer or wine is usually offered and
payroll to handle any rowdy customers.
is usually paired with the meal.

Luxurious Luxurious quality inns will have all the room amenities Service Cost
of a excellent quality inn with the addition of minor luxuries, such Meal, Poor 1
as chocolate or candies on a pillow, fresh flowers every day, and
Meal, Standard 2
usually provide complimentary breakfast and a private bathing
Meal, Good 5
and hygiene area in the room, as well as a private fireplace. They
Meal, Excellent 10
will also furnish a servant to the visitor for their personal use to
Meal, Luxurious 16
clean, run messages, launder their clothes and even carry their
bags during their stay in town. Luxurious quality inns will have Table 46: Services
one of the best kitchens and chefs in the area, who will be able to
furnish luxurious, excellent, and good quality meals. They will have
private stables with a few stablehands to divide the work and a Untrained Hireling
musician playing music in the main hall. No less than two doctors or An untrained hireling is a hireling who usually does menial tasks
nurses will be on call at all hours of the day and night. A luxurious or tasks that requires little to no training. Examples include a general
quality inn will also have a private guard, whose sole purpose is to laborer, a maid or butler, or a runner. The cost for a hireling’s food
guard the rooms against thieves, a bouncer to remove belligerent and lodging is built into their daily pay, but because of the meager
customers, and a large library for research purposes. A luxurious pay, they may eat and lodge cheaply.
quality inn will also usually have some form of specialty services,
such as furnishing rare cigars, wines, or whatever a guest may
Pawnbroker
desire.
A pawnbroker is an individual that offers secured loans to people
Service Cost
with items of personal property used as collateral. A pawnbroker
Inn Stay, Bare 1/week serves two purposes; they can be used to sell items that are no
Inn Stay, Poor 1/day longer wanted for capital or they can be used to pawn items (which
Inn Stay, Standard 5/day is receiving a loan for the object, usually 85% of the value of the
Inn Stay, Good 15/day object if it were sold) of value instead of selling, which can be
Inn Stay, Excellent 40/day beneficial to gain a little capital without permanently losing the
Inn Stay, Luxurious 60/day object. The pawnbroker will then give the person pawning the
item time to pay the loan back (usually a month, but this can be
Table 45: Services negotiated), with interest (usually 20% of the original loan). If they
do not pay back the loan with interest in time, they forfeit the object,
Meals which then may be resold by the pawnbroker.
A meal is a full set of food, including a main course and some
kind of beverage. It is filling, though the more expensive the meal, Weaponsmith
the tastier it usually is. A weaponsmith is a smith that repairs, upgrades, and makes
weapons of various types. If any person wants to commission a
Poor A poor meal may consist of some kind of water based stew custom weapon, repair a broken weapon, or upgrade their weapon,
or soup and water to drink. Any protein in the meal is suspect at they usually visit the weaponsmith. The cost of the upgrade or the
best. creation of the weapon depends on what the customer wants.
102

Magical Supplier Armor


A magical supplier is a person that provides and usually makes
Light Armor
pens, quills, books, and sheets of paper that are suitable for magical
use. They usually work within the confines of a shop that also carries Gambeson A thin vest with multiple thin layers of cloth that
equipment for alchemy, such as bottles, slurry bases, as well as have been sewn together in a square pattern, that provides small
texts on both magecraft and alchemy. protection against thrown knives and darts.

Porter Silk Vest A vest made of strong silks, used to catch slow moving
bullets and musket balls.
A porter is a hired servant whose primary role is to carry
equipment. Because of this, they usually have very high strength
and exceptionally strong porters can demand a high price. Leather Vest A light vest made of leather boiled to make it
Minimum STR 14, +1 WP/day for every point of STR beyond 14, soft and malleable, then sewn together. Cow leather is the most
maximum 20. The cost for a porter’s food and lodging is built into common.
their daily pay.
Studded Leather Vest This vest is similar to the leather vest, but
Doctor is studded and riveted together instead of sewn, giving it more
resilience and strength.
A doctor is a person skilled in non-magical healing and medicine.
A typical doctor has a Treat Injury score of +12. A doctor generally Linothorax This is a vest made from linen glued together with
knows a little bit about what local magical healing can do and layers of animal fats.
where to find it.

Medium Armor
Healer
Copper Scaled Linothorax This is a vest made from linen glued
A healer is a person skilled in magical healing. A typical healer
together with layers of animal fats, with scales of copper overlaid
has a Spellschool (Conjuration) skill score of +12. A healer generally
over the linen.
knows a little bit about what local non-magical healing can do and
where to find it.
Chain Shirt A shirt made of interlocking metal rings, that provides
hearty protection.
Scribe and Librarian
A scribe is a literate person with clear handwriting who can take Brigandine This is a heavy leather and cloth coat with metal
dictation or transcribe text documents. A librarian is a person skilled plates riveted in on the inside.
in the organization of text, books, scrolls, and other literary works.
Service Cost Chainmail Chainmail is a continuation of the chain shirt, including
pants and gauntlets.
Untrained Hireling 2/week
Special Notes This armor protects the arms and legs providing
Pawnbroker See text
DR and Defense to all listed areas.
Weaponsmith See text
Magical Supplier See text
Bronze Chestplate This is a vest made from a single heavy piece
Porter 5/week
of bronze bent into a chest protector.
Doctor 3/day
Healer 4/day
Scribe and Librarian 6/day Breastplate Essentially a vest made of metal, protecting the
wearer’s chest from blows. It is made of one single solid sheet of
Table 47: Services metal.

Scalemail Armor that consists of overlapping metal plates. This


Weapon Upgrades design not only allows the armor to take an unusually large amount
of abuse, but because the plates are not connected they act as a
Melee Weapon Upgrade—Blacked damper.
This upgrade coats the weapon with a permanent, non-reflective
material. This grants a +1 bonus to Stealth when hiding in the dark Heavy Armor
or against a dark background, with the weapon drawn.
Splint Mail Splint mail is armor made with splints of steel,
Upgrade Available for Loc Cost Time Restr providing maneuverability and protection primarily against swords.
Blacked Any Piercing C 3 5 minutes None
or Slashing Full Plate Full plate is a full set of armor, that protects all parts
weapon of the wearer except for the head.
Special Notes This armor protects the arms, hands, legs, and
Table 48: Melee Weapon Upgrade feet of the wearer, providing DR and Defense to all listed areas.
103

Helmets Wagon A wagon is a four-wheeled vehicle is used to transport


large amounts of goods between communities and is sometimes
Leather A helmet of sewn leather protecting against moderate
used by caravans. They are powered by a single horse and the
threats.
price listed includes said horse. Wagons come in three varieties.
Light wagons are 10’ long and 10’ wide, medium wagons are 15’
Wooden A helmet made of wood with cloth padding on the inside, long and 10’ wide, and heavy wagons are 20’ long and 10’ wide.
providing rather light protection. Wagons provide no cover.

Bone This helmet is made from interlocking bones of a beast with Horses Horses cost 25 WP in fantasyland.
a much larger head than the wearer.

Sea Vehicles
A sea vehicle is a vehicle which traverses by sea, lake, or some
Lacquered Wood This helmet is made from hardwood that has
other large body of water. The primary form of movement is sails,
had lacquer applied to it to give it strength.
but manual power by rowing is also a possibility. Sea vehicles are
different from land vehicles in that if they suffer damage in excess
Steel This helmet is made from a solid steel sheet, that provides of 50% of their total health, they will begin to sink. The amount of
excellent protection at the cost of weight. time it takes for a sea vehicle to sink is based on its size.

Bronze This helmet is made from a sheet of bronze, that while Vehicle Size Minutes Until Sunk
lighter than steel, provides less protection. Large 1
Huge 5
Helmet Type Damage Reduction Wt Cost AP Gigantic 15
Leather T 2/Sl 1.9 1 6 Colossal 20
Wooden T 1/Bl 1.5 1 5
Bone T 2/Sl, Pi, Bl 1.1 3 10 Table 51: Sea Vehicle Sink Rate
Lacquered T 2/Sl, Bl 1.6 2 9
Steel T 4/Sl, Pi, Bl 1/Ba 2.4 6 18 Rowboat A rowboat is a small boat that has two to four oars and
Bronze T 3/Sl 2Pi 1/Bl 2.3 8 14 is primarily used to ferry supplies or people across small areas of
water. Rowboats are also used as lifeboats by larger ships. They
Table 50: Ye Olde Armour, Helmets provide one-quarter cover. Rowboats are 15’ long and 10’ wide.

Vehicles Galley A galley is a colossal ship that is propelled primarily by


rowing, but has sails as an auxiliary propulsion system. While they
Land Vehicles are generally slower than sailing ships, they are able to carry far
more cargo than any other ship. Galleys are 130’ long and 30’
A land vehicle is a vehicle which traverses by land. They are wide. Due to their massive size, the cover they provide depends
almost always pulled by a beast of burden, such as a horse or ox. on where the person is, but as a general rule, any target that is
within the boat has full-cover, and anyone on the deck of the ship
Carriage A carriage is a four-wheeled vehicle that has a enclosed has half-cover. When galleys are powered through rowing, they
cabin that can hold four passengers inside, in addition to one driver use 100 crewmen; the listing is when the galley is sailing under
and one person sitting next to the driver. They are powered by windpower. Galleys also have two sets of six 36 pound guns on
a single horse and the price listed includes said horse. Carriages both sides and has twelve rowboats.
are 15’ long and 10’ wide. Carriages are driven using the Animal
Handling skill instead of the Drive skill. Passengers inside the Sailing Ships A sailing ship is a ship that is primarily propelled
carriage are provided with full cover and the driver and the by sailing, usually used for open waters. Mostly used by merchants
passenger next to him have no cover. and pirates. Sailing ships vary in size, with the primary example
being 80’ long and 30’ wide. Sailing ships usually have at least two
Chariot A chariot is a two-wheeled vehicle used as a fighting sets of two 24 pound guns on both sides, but larger ships will have
platform. It has a built in quiver that can hold 20 arrows or 5 more. Due to their massive size, the cover they provide depends
javelins. They are powered by two horses and the price listed on where the person is, but as a general rule, any target that is
includes said horses. Chariots are 10’ long and 10’ wide. Chariots within the boat has full-cover, and anyone on the deck of the ship
provide half-cover for its driver and passengers. has half-cover. A sailing ship will have at least four rowboats.
104

Type Equipment Max AGL Armor CP Damage Reduction AP Wt Cost


Bonus Bonus Penalty Loss
Gambeson Lt.C +0 +5 −1 0 3/Bl 2/Pi 30 1.9 6
Silk Vest Lt.C +0 +5 −2 1 3/Ba 12 1.5 15
Leather Vest Lt.T +1 +4 −2 1 4/Sl 2/Pi, Bl 36 5.0 10
Studded Leather Vest Lt.T +1 +4 −2 1 5/Sl 2/Pi, Bl 42 6.3 22
Linothorax Lt.T +1 +4 −1 1 3/Sl 5/Pi 40 6.0 16
Copper Scaled Linothorax Md.T +1 +3 −2 1 3/Sl 6/Pi 1/Bl 56 8.5 20
Chain Shirt Md.C +2 +3 −3 2 6/Sl 80 13.8 30
Brigandine Md.T +3 +3 −4 2 4/Sl, Pi, Bl 40 9.4 35
1/Ba
Chainmail Md.C +3 +3 −3 2 7/Sl 1/Bl 60 15.0 40
Bronze Chestplate Md.T +3 +2 −4 2 4/Sl 3/Pi 1/Bl 75 26.4 50
Breastplate Md.T +4 +2 −5 2 9/Sl 5/Pi 2/Bl 90 25.0 50
Scalemail Md.T +5 +1 −4 3 6/Sl, Pi 5/Bl 80 23.4 58
1/Ba
Splint Mail Hv.T +5 +3 −3 2 7/Sl 4/Bl 110 23.1 60
Full Plate Hv.T +6 +0 −8 4 12/Sl 4/Bl 240 37.5 120
8/Pi 3/Ba

Table 49: Ye Olde Armour

Name Crew Pass Cargo Init Maneuver Top Speed Defense Hardness HP Size Cost
Carriage 2 4 200 lbs. +0 −3 Cruising 9 0 30 H 150
Chariot 1 2 25 lbs. +1 −1 Cruising 10 2 40 H 90
Light Wagon 1 0 1,000 lbs. −3 −4 Observing 7 1 25 H 55
Medium Wagon 2 0 2,000 lbs. −4 −4 Observing 6 1 30 H 65
Heavy Wagon 2 0 4,000 lbs. −5 −5 Observing 5 1 35 G 75
Rowboat 2 2 1,000 lbs. −5 −1 Observing 8 1 22 L 200
Galley 20 80 100 Tons −12 −15 Observing 1 4 650 C 15,000
Sailing Ship 20 20 120 Tons −11 −12 Cruising 4 3 475 C 9,000

Table 52: Vehicles

Weapon Damage Critical Damage Type Rng. RoF Magazine Sz Restr


Cannons [Requires Exotic Firearms Proficiency (Cannons) feat]
12 Pound Cannon 10d12 16-18 Ballistic 75’ Single 1 Huge R
24 Pound Cannon 15d12 16-18 Ballistic 90’ Single 1 Huge R
36 Pound Cannon 25d12 16-18 Ballistic 120’ Single 1 Huge R

Table 53: Vehicle Weapons


THIS PAGE INTENTIONALLY LEFT BLANK

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy