







A Heartbreaker of Heartbreakers By DataLore

Inspired by... Goblin Laws of Gaming. This document you are reading is just a GLOG hack. Most credit goes to the GLOG's original author (Arnold Kemp). I have just tweaked things since I like my games a tad more high fantasy. Check out his original game. Its epic.

This document you are reading is just a GLOG hack. Most credit goes to the GLOG's original author (Arnold Kemp). I have just tweaked things since I like my games a tad more high fantasy. Check out his original game. Its epic. 13th Age. The movement and positioning system from 13th Age has been added in. Its my favorite part of that system. I also kinda used their background system. 13th Age is cool (try it!) but it has too many finnicky bits for me.

The movement and positioning system from 13th Age has been added in. Its my favorite part of that system. I also kinda used their background system. 13th Age is cool (try it!) but it has too many finnicky bits for me. Dungeon Crawl Classics. The notion of randomly getting your race and occupation is cribbed from DCC. The big thing I took though was scrapping Charisma and bolting on the DCC Luck mechanic. I like DCC Luck way more than D&D Charisma. Anywho, its a fun system. I highly recommend it. Too many tables for my liking though and it gets pretty nutty after level 5.

The notion of randomly getting your race and occupation is cribbed from DCC. The big thing I took though was scrapping Charisma and bolting on the DCC Luck mechanic. I like DCC Luck way more than D&D Charisma. Anywho, its a fun system. I highly recommend it. Too many tables for my liking though and it gets pretty nutty after level 5. Shadow of the Demon Lord. The leveling and built in multiclassing from SotDL heavily influenced how I did advancement. I like this system but it isn't the best for longer campaigns or ones where you like to toss metric tons of loot at the party. Version 3.0 What is this? This is a hack of the GLOG (see link above). It has a bunch of changes influenced by other games I really enjoy. Note. This is a living document. Things change back and forth alot. Its pretty OK now. Still playing with it. Methodology. This is very conservative as far as baking in too many modifiers into advancement. This allows for more power to come from items or campaign specific abilities (thus better supporting extended campaign play).

I really want to have at least a passable compatability with 1E/OSR stuff.

I want characters to have lots of things they can do mechanically without it getting too crunchy.

I care alot about ease of use. This is fairly solid at present since I have unified alot of the mechanics. Major Differences from GLOG. Ability scores are significantly changed. Only 5 now and they go up to 9 instead of 18. DCC style Luck is added.

Ability scores can be raised on level up. Only one score may reach 9 and one other can reach 8.

Advancement is more spread out than GLOG and grants more widgets.

Backgrounds are in. They can grant +2 to checks when relevant.

Breakage (of weapons and armor) is gone. Too fiddly.

Checks are now easier to resolve overall.

Classes are now tiered (Warrior, Specialist or Mage as the initial choice - then specialize).

Conviction is gone and folded into Luck.

Critical hits work off a fixed damage die defined by level.

Critical misses confer an easy to adjudicate debuff (with a little extra complication if shooting into melee).

Death and Dismemberment is scrapped. Death and Dying from DCC is added in.

Defense has a non-magical cap. Generally, Armor + Dexterity bonus is capped at 16.

Experience is whatever you want it to be. No system for it is provided here.

HP gain is increased (especially for Specialist and Fighter types).

Movement and Zones from 13th Age have been bolted on. Spells and weapons now work with this.

Proficiency is now a thing. It adds to saves and attack. Specialists get to add it to ability checks.

Reaction rolls are in - BX style. Plans. I want to add more spell schools. I will add a "Cleric-ish" one soon.

I need to revise spells to be more fail forward. Testing. Please note, no testing has happened yet. This is just a little flight of fancy at this point.

Character Creation and Advancement Step 1: Determine Your Ancestry First, you determine whether you are a human, dwarf, elf or halfling. You also learn a bit about this character's background by learning about one of his former occupations (two in the case of humans). This is all rolled randomly. Also nab your base starting gear. Step 2: Assign Ability Scores Ability scores exist from 1 to 9. They all start at 5. You may decrease up to two ability scores by 1 and increase an equal number of different scores by 1. Fill in these values on their part of the character sheet: Abilities. See below for what each score does. Bonuses. 1(-3), 2(-2), 3-4(-1), 5(0), 6-7(+1), 8(+2), 9(+3) Saves. Ability Score + Proficiency. Strength: The number of things you can carry (Inventory Slots) is equal to twice your Strength. Your Strength bonus also modifies the damage you deal with some weapons. Your Health is based on it and so are saves related to fortitude. Coordination: Your Coordination bonus modifies your Initiative, Defense, Stealth, and Movement. Checks involving manual dexterity are often based on Coordination. This is also checked for saves related to reflexes. Intelligence: Knowledge and perception checks are based on this. Your Intelligence bonus affects target Saves against spells you cast and your number of Spell Slots. This is also checked for saves related to disbelieving illusions and Noticing things. Charisma: This is your presence and resolve. The bonus from this modifies reaction rolls and also your ability to hire retainers and the loyalty of those retainers. This is also checked for saves related to resisting fear and mental compulsion. Luck: This is a measure of your destiny. Luck grants Fate points equal to twice your Luck which may be expended to add bonuses to your d20 roll. Fate points are recouped at a very slow rate unless your class allows you to regain them faster. Any saving throw not dealt with one of the other ability scores is checked with Luck. Step 3: Pick a Novice Class Unless you plan on starting play at level 0 (very possible!), you select a novice class and begin play at level 1. There are three options: warrior, specialist and mage. If you choose a mage, you must also pick a school of magic. Once you pick your novice class, you roll your last occupation. You also get some additional gear. Step 4: Derive the Other Stats Now you have to fill in your character sheet with all your derived stats. Look on the following page for information on how to calculate Attack, Defense, Movement, Initiative, and Stealth. Look to the right for info on hit points. You may also need to add bonuses based on your choice of novice class. Advancement On creation, you randomly roll for your ancestry. This gives bonuses at level 0 and 4. Your Novice class gives bonuses at levels 1, 2, 5 and 8. Your Expert class gives bonuses at 3, 6 ad 9. Your Master class gives bonuses at 7 and 10. Every level up from 2 to 10, you can increase one stat of your choice by 1. You cannot increase the same stat two levels in a row. Only one stat may reach 9 and only one other may reach 8. Please refer to the table below to see what character options give bonuses on which levels: Advancement by Level Level Class Hit Points Proficiency Crit Dmg 0 Ancestry STR×2 - 6 0 0 1 Novice STR×2 - 4 1 1 2 Novice STR×2 - 2 2 1 3 Expert STR×2 2 d4 4 Ancestry STR×2 + 2 3 d4 5 Novice STR×2 + 4 3 d4 6 Expert STR×2+ 6 4 d6 7 Master STR×2 + 8 4 d6 8 Novice STR×2 + 10 5 d6 9 Expert STR×2 + 12 5 d6 10 Master STR×2 + 14 5 d6 11+ n/a +1/level 5 d6 Level Characters do not roll their HP, but their HP is based off their Strength and class based HP bonuses. Treat their HD as equal to their level. Hit Points Hit Points represent your ability to survive blows that are potentially lethal through luck, skill, or toughness. When your HP runs out, you are unable to defend yourself properly, and any blow is potentially lethal. HP is calculated by adding twice your Strength score to a number determined by your level as dictated by the advancement table (see above). Then you add any HP bonuses from templates you have chosen. At 0 HP, you are knocked unconcious and begin bleeding out. See the Death rules later. Recovering HP A good night's Rest restores all HP, as long as you have a campfire and a blanket. Lacking those things, it only restores 1d6+level HP.

A good long Lunch restores 1d6+level HP, as long as you have food and water. This takes an hour.

Magical healing is also a thing.

Core Mechanics Rolling Under Nearly everything uses a d20 rolled against a target number. If you roll equal or less, you succeed. Bonuses and penalties in a roll under system add or subtract from the target number not from the result. Uncontested Checks Some rolls are made against situations. With these checks, you should consider difficulty. Hard rolls mean -4 to the target number (+4 on an easy roll). Don't roll for impossible or trivial things. Ability Checks Most checks are ability checks. Roll under ability. Specialists add their proficiency bonus on some of these checks depending on the class abilities they select. Saving Throws Saving Throws are handled exactly like an ability check but you always add proficiency. Its rolled to avoid a particularly nasty effect (poisons, spells, dragon's breath, etc). Initiative Your Initiative is a derived statistic. You add your Coordination bonus to 10. You roll it at the beginning of each combat round. If you succeed, you choose whether to act before or after the enemies. If you fail, you must act after. Roll a hard Initiative check if you wish to Cast a Spell or do something complicated. Movement Checks Movement is a derived statistic. You add your Coordination bonus to 10 and subtract Encumbrance. Climbing, jumping, balancing, running and disengage checks (more on disengaging later) are examples of such checks. Disengaging from multiple enemies is a hard check. Notice Noticing things is refers to basic spotting and listening. It is usually reactive rather than proactive. It is not a check, it is an Intelligence save. This means everyone adds proficiency. Various factors may make this easy or hard. Noticing does not encompass actively Searching, gaining Insight of a creature's motivations, Tracking, etc.

Animal Intelligence PCs use intelligence for perception because their physiology does not grant them notable powers of perception. Creatures like wolves or giant spiders likely have perceptive powers far greater than most humans despite not being terribly bright. Combat Manuevers Shove, trip, disarm, grapple, that sort of thing. These are actually run like uncontested checks mostly because we don't have OSR monster ability scores. First, determine what ability score to use. Use Strength for shoving and grappling. Use Coordination for everything else.

Second, make an ability check. The DM determines the difficulty based on the monster (trivial, easy, normal, hard, impossible). When you are subject to a Combat Manuever, defend against it is a Strength or Coordination save (your choice). You DM will tell you the difficulty. Stealth Stealth is done almost exactly like Combat Manuevers but its always done with Coordination and Encumbrance is added as a penalty. Also, the difficulty may also be affected by the situation (lighting, etc). The DM rolls for you behind the screen. Stealth only applies when success is ambiguous. Anyone can hide under a bed, and no one can walk in front of an alert guard without being seen. When a party attempting to be Stealthy, the DM rolls stealth for the least Stealthy member. Contested Checks Contested checks are made when you are making an ability check against an opponent. They are resolved with a single roll. The player makes their check with a bonus or penalty dependant on the opponent. Attack You roll Attack whenever you try to hit something. Add your proficiency bonus to 10 to calculate it. A first-level Adventurer has an Attack of 11. This increases as you gain levels. Your target's Defense is applied as a penalty to this roll. Defend You roll Defend as a free action whenever an opponent tries to hit you, with a penalty derived from your opponent's Attack. Your base Defense is 10 modified by Armor and Coordination (up to 16). Leather (light armor) grants Defense +2.

Chain (medium) grants Defense +4.

Plate (heavy) grants Defense +6. On top of that, a Shield (be it a buckler or a pavise) grants an additional +1 Defense. Modifiers Modifiers can occur on contested checks. You can get a penalty for being prone, for cover, when suffering a critical miss, etc. Or you might have a bonus against someone suffering from this, that or the other thing. To simplify things, just add or subtract 2. Penalties and bonuses do not stack but they do cancel eachother out.

Abstracted Combat Actions Regular Actions On your turn, you can take one standard action, a move action, and a handful of free actions, in any order. You can use a standard action to take a move action or to ready an action. Other Actions when it’s Not Your Turn Sometimes, characters can intercept foes moving past them, make opportunity attacks, or otherwise act out of turn. These are free actions. Movement and Melee Movement and position matter only in approximate terms. Free By default, characters in a battle can move and act freely. Engaged Characters are engaged when they are in melee with foes. Engaged creatures can use melee attacks and close-quarter spells against the creatures they engage. They can use ranged attacks but doing so draws opportunity attacks from the enemies that are engaging them that they don’t attack, as does moving away from the enemies they’re engaged with. Unengaged creatures have no particular limits on how they move. They can’t use melee attacks until engaged. Engaged Not Engaged You draw opportunity attacks if you move You move freely You can make melee attacks against enemies engaged with you You can’t make melee attacks Your ranged attacks draw opportunity attacks from enemies engaged with you that you don’t target You make ranged attacks normally Your spells draw opportunity attacks (except close-quarters spells) You can cast spells freely You can disengage safely as a move action by making a disengage check You can engage enemies by moving into melee with them You can’t intercept enemies You can engage an enemy moving past you You’re considered nearby other combatants by default You’re considered nearby other combatants by default, but you can usually move far away if you want Intercepting If you move past someone who is not already engaged, they have the option to engage you and make you stop. Disengaging You can move away from the foes that engage you, but you draw an opportunity attack from each of those enemies. If you don’t want to risk an opportunity attack, you can use your move action to attempt a disengage check. If you choose to disengage, roll a Movement check (its an normal check if against a single opponent, hard if multiple). If the disengage check succeeds, you can move without drawing opportunity attacks from the foes you were engaged with. Use your move normally. If you fail the disengage check, you don’t move, lose your move action for that turn, and remain engaged. You don’t take any opportunity attacks. Disengaging uses a move action. If you succeed, it’s like getting popped free at the start of your move. If you fail, you use up the move action to no effect. When a creature gets to make an opportunity attack, it can make a basic melee attack against that foe as a free action during the turn of the creature that is provoking the opportunity attack. You can only use a basic melee attack. Position A creature’s position amounts to two things: the creature’s whereabouts, and who it’s contending with in melee. Whereabouts Each creature has a general, relative position on the battlefield. Combat is dynamic and fluid, so miniatures can’t really represent where a character ‘really is.’ Nearby Generally, all the heroes and their enemies in a battle are nearby. They can reach each other with a single move action. Behind If you’re behind an unengaged ally, and an enemy moves past that ally to get to you, your ally has the option to move and intercept. Intercepting You intercept a creature when you move to stop an enemy attempting to rush past you to attack someone else. You must be near the enemy and the person that enemy is trying to reach. Far Away Generally, the heroes and their enemies are nearby each other and you can use a single move action to reach any of them (provided no enemy intercepts you). If you want to be far away, two moves away from the enemies, make that clear to the GM and make sure there’s room for that maneuver. Wizards and other casters sometimes like to be far away. Engaged/Next to In a battle, each combatant is either engaged (locked in combat with one or more enemies) or unengaged (free). When two allies are engaged with the same enemy, they are considered next to each other.

Inventory, Equipment and Hirelings Inventory Slots and Encumbrance You have a number of Inventory Slots equal to your 2×Strength + 2 (from your backpack). Most items take up one Inventory Slot. Two-handed weapons take up two inventory slots. Armor takes up a number of slots equal to its Defense bonus. Negligible items (small enough to put inside your closed mouth) take up none. Coins and gems never take up any Inventory Slots. You gain 1 point of Encumbrance for every Inventory Slot in excess of your capacity. In addition to getting Encumbered from carrying too much, you can also gain Encumbrance from wearing armor. Each point of an armor's Defense bonus in excess of +3 incurs a point of Encumbrance. Encumbrance is applied as a penalty to your Movement, Stealth, and Coordination checks. (It doesn't actually decrease your Coordination, it just makes any Coordination checks more difficult.) Melee Weapons Light melee weapons like daggers take up a single inventory slot and deal 1d6 damage. They can be thrown at Nearby enemies (but not Far Away ones) and suffer no penalties when fighting in a confined space. Medium melee weapons like swords take up a single Inventory Slot and deal 1d6+Str damage, or 1d8+Str damage if wielded with two hands. Heavy melee weapons like greatswords take up two Inventory Slots and deal 1d10+Str damage, and must be wielded with two hands. If you attack while dual-wielding melee weapons, you get +1 to hit. Only one weapon actually does damage. Ranged Weapons Ranged weapons can attack at Nearby or Far Way targets. Ranged weapons that typically attack Nearby targets can attack Far Away at a -4 penalty unless it states otherwise. Light ranged weapons like Slings and Short Bows can attack Nearby enemies and suffer no penalties when fighting in a confined space. Shortbows deal 1d6 Damage and can shoot Far Away at -2. A sling can share an Inventory Slot with up to 10 small stones. Stones can always be gathered with a few minutes of searching. Medium ranged weapons include weapons like Bows and Javelins. Javelins deal 1d6+Str Damage and can attack Nearby targets. Bows deal 1d8 damage and can attack Nearby by or Far Away targets. Heavy ranged Crossbows deal 1d12 damage and can attack Nearby or Far Away targets. It requires a standard action to reload a crossbow. Possession of a crossbow is usually a crime. They are knight-killing weapons. Bows and crossbows shoot arrows. You can fit 20 arrows in an Inventory Slot. If you recover spent arrows after combat, 50% of them will be usable. Armor Armor is interchangable, and everyone is proficient with all types of armor. Every armor gives a Defense bonus equal to the number of Inventory Slots it occupies. Armor can be standardized (leather = +2 Defense, chain = +4 Defense, plate = +6 Defense) or it can be piecemeal, with each Armor Piece occupying a single inventory slot and giving a +1 Defense bonus. However, piecemeal armor cannot give more than +5 Defense. You can swim in Light Armor (+1 or +2 Defense).

You can swim in Medium Armor (+3 or +4 Defense) by succeeding on an easy Strength check.

You can swim in Heavy Armor (+5 or +6 Defense) by succeeding on a hard Strength check. This value is added to you Coordination bonus and 10 when rolling Defense. The maximum for that is 16. Each point of base Defense bonus from armor above +3 gives you a point of Encumbrance (see below). Shields A held shield provides +1 Defense. Additionally, you can choose to sunder your shield to reduce incoming physical damage by 1d12 points. Starting Equipment A level 0 character begins with the following: Blanket (1 slot)

Waterskin (1 slot)

Rations x3 (1 slot)

Flint and Tinder (0 slots) 2 copper coins . . . and one random item. Hirelings Hirelings are NPC allies. Most work for a fee, such as a half-share of any treasure discovered. They start with a random personality, random goals, and a Morale of 10. Pets Pets are trained animals. They don't expect any treasure and they don't get a share of XP. They must be commanded to do things. Even wardogs will not enter combat until you command them to. Commanding a pet is a standard action. The party can usually only have one of these at most.

Luck, Reaction Rolls, Criticals and Backgrounds Luck Luck grants Fate points which are a resource which can be expended and is not regained very quickly. When you make a character, you determine your Luck and you gain a number of Fate points equal to twice that. This is your Fate point cap. If you improve your Luck by 1 on level up, your Fate point cap increase by 2. Fleeting Fortunes Characters can spend their Fate points to survive lethal situations. This gives a bonus to one of their d20 rolls. Test your Luck Characters can make Luck checks to try to succeed by Luck alone. The GM will provide the specifics of any attempt. A hard check is likely for outrageous (but still possible) feats. Drawing the Short Straw When the DM has to choose who the recipient of an unwelcome random event is, he will likely choose the player with the lowest Luck score. Similary, the lowest Luck score in the party may affect certain rolls. Fortune Favors the Bold A couple of Fate points may be restored on occaision (after an adventure, etc) but only when you have been following your convictions. You basically need to get yourself into trouble or follow unoptimal strategies. Specialists are quite lucky and regain a some Fate points every night. Reaction Rolls Sometimes, the DM may do a reaction roll to determine the starting attitude of a NPC. This is a 2d10 roll as follows: 2d10 General Dungeon Social Merchant 2-3 Really Bad Attack Mean Swindle 4-8 Bad Wary Rude Tightfisted 9-13 Neutral Will Listen Impersonal Fair 14-18 Good Curious Polite Helpful 19-20 Really Good Cordial Friendly Generous The player may gain a +2 bonus on this roll from their background. They may also gain a similar bonus from actions taken in game. The DM may apply up to similar penalties on the roll for those or other reasons. The DM only rolls this when the NPC's attitude is in question. Critical Hits When you roll a natural 1 when performing an attack, you score a critical hit against that enemy. Apply the Critical Damage listed on the advancement table for your level to the damage of that attack. Enemies score critical hits when you roll a natural 20 on Defend rolls. Critical Misses When you roll a natural 20 to Attack, you critically miss your attack. Until the end of you next turn, you take a -2 to either your next Attack or Defend check (whichever comes first). If you critically miss with a ranged weapon attack against an enemy engaged with an ally, reroll your attack against that ally. The attacker can avoid this by stating that their bow string breaks. Enemies critically miss when you roll a natural 1 on Defend rolls. About Backgrounds Backgrounds represent what you did before adventuring. You gain one (two if human) when you roll for ancestry and another when you pick a novice class. They are mainly there for roleplay but if you can apply them to a very specific situation, they may confer a +2 to the check or reaction roll. If the connection is there but weak, the DM may allow a +1 instead. No more than one background may apply to a given roll. When Backgrounds DON'T Apply For many rolls, Backgrounds do not apply. Specifically, they do not typically apply to any saves, Luck checks, or anything that directly affects combat.

Trauma, Madness, Poison and Death Trauma Seeing/doing traumatic things incurs Trauma Points, and gaining enough of those risks temporary and permanent insanity. Upon witnessing something horrific: Player gains 1-3 Trauma Points. They can make a Charisma check to reduce the amount gained by 1. If they've seen it before, they automatically succeed at this Charisma check. Upon gaining any amount of Trauma Points: Player rolls a d20. If the result is equal-to-or-less-than their current Trauma Points, they lose all Trauma Points and suffer a Breakdown. Breakdowns last for 1d20 rounds. Each time another player spends a round calming them down, reduce the duration by 1 round. At the end of the Breakdown: Player makes a Charisma saving throw. If they fail, they gain a permanent Madness. Breakdowns [d6] 1. Run 2. Hide 3. Run and Hide 4. Fainting 5. Paralyzed; Stuttering 6. Screaming; Roll for Encounter DM's Tip: This isn't CoC. Even dropping a few Trauma Points on your party can cause a breakdown or two. Most traumatic things should probably only give a single Trauma Point (or none with a successful Save). For each week spent in relaxing, non-threatening surroundings, reduce your Trauma Points by 1. Madness (d10) Addiction. Must seek out [sex, drugs, or alcohol, d3] when possible (Charisma save to avoid). Alien Hand Syndrome. One arm becomes an NPC. Make a reaction roll to determine starting attitude. Amnesia. Lose a class ability and recent memories. Ability is recovered when memories are. Hallucinations. Unreliable senses. Zone out all the time. Always surprised for the first round of combat unless an Intelligence save is made. Kleptomania. Compulsively tries to steal once from vendors when in town unless a Charisma save is made. Nightmares. No restful sleep unless an Intelligence save is made each night. Paranoia. -4 to Charisma checks to interaction with anyone. Cannot have hirelings. Phobia. When confronted with trigger, will freeze in fear for 1d6 rounds unless a Charisma save is made. Psychosis. Cannot leave combat until all enemies are dead. A Charisma save once per combat to resist. Twitches. -1 to Coordination and Attack. Poison A poison always has a damage listed after it in parentheses, such as “adder venom (1d6)”. When you are exposed to poison, you take the poison damage at the end of your next round. The round after that, you must make a Save. If you succeed, you take no further damage. If you fail, you take the listed damage again, and again the following turn. Creatures are typically immunes to poisons produced in their bodies. Basically you take the damage 1x on a successful Strength save, and 3x on a failed Strength save, you just delay the Save as much as possible. Slower poisons have their intervals listed after the damage, such as “strychnine (1d8, minutes)”. The default is rounds. Poisoned weapons only discharge their poison once, on a successful hit, and then the poison must be reapplied. You poison yourself when you fumble a poisoned weapon. Death and Dying Most combatants die upon reaching 0 hp due to lethal damage but a hero falls unconcious and begins bleeding out. Please note that level 0 characters are not yet heroes. They did immediately upon falling to 0 HP. Non-lethal Damage. If you get dropped to 0 hp from taking non-lethal damage, you simply go unconcious and will wake up in a few minutes. Upon awakening, you gain 1 HP and no adverse effects. Dying Upon reaching 0 hp, a hero has 3 rounds during which they are dying but can still be saved. If no one stablizes or heals him by round four, he's very likely dead (see below). A hero who was bleeding out but is saved still suffers a gruesome injury and loss of confidence. The character makes a hard Luck save or permanently losses of 1 point of Luck. He also gains very visible and heavy scarring. Once his Luck is at 0, he's dead. Death? If the party can recover a dead hero's body within an hour of his demise, he might only be unconcious. The downed hero can make a Luck save and, on success, we find that he was not actually dead - he was merely knocked out. If successful, his eyes flutter open, he takes a deep breath and he regains conciousness at 1 HP. For the next hour, the newly awakened hero is quite groggy (-2 to all d20 rolls). If he fails his Luck save, he's dead.

Ancestries Four ancestries are available: Human, Dwarf, Elf and Halfling. This is randomly chosen with an occupation. Human Level 0 Skilled. Select an additional background of your choice. Level 4 Human Determination. Once a session when rolling a d20. you may roll two dice and choose which one to use. Dwarf Level 0 HP. +1

+1 Stonecunning. +2 on masonry knowledge checks.

+2 on masonry knowledge checks. Stout. 4 rounds instead of 3 before death when dying.

4 rounds instead of 3 before death when dying. Slow. Their Movement gains a -2 penalty. Level 4 HP. +1

+1 Gold Sense. A dwarf can tell the direction of a strong concentration of gold or gems within 80’. Smaller concentrations can still be smelled but require concentration and have scent ranges as low as 30’ (for a single coin or gem). Elf Level 0 HP. -1

-1 Long-Lived. +2 on common knowledge checks

+2 on common knowledge checks Fey. Immune to magical Sleep and +1 to Intelligence saves.

Immune to magical Sleep and +1 to Intelligence saves. Iron Weakness. Can't use iron weapons, armor, spell foci, rings, necklaces, belt buckles, or any other iron item. Level 4 HP. -1

-1 Detect Secret Doors. Elves are astute and observant. Detecting secret doors are not hard checks for elves. Moreover, when simply passing within 10 feet of a secret door, elves are entitled to an Intelligence check to detect it. Halfling Level 0 HP. -1

-1 Storyteller. +2 on folklore knowledge checks

+2 on folklore knowledge checks Small. May fit in cramped spacess. However, may not use Heavy weapons and must use non-light melee weapons two-handed. Level 4 HP. -1

-1 Sneaky. Once per session, you may declare yourself hidden at the start of a scene. If this is a combat, you skip the first round (during which you have minimal spatial awareness). This may not be used if you are surprised or the DM decides it is otherwise not plausible. Occupation and Ancestry Table 1d100 Occupation 1d100 Occupation 01 Artist 57-60 Halfling farmer 02 Bilge Rat 61 Halfling rigger 03-04 Blacksmith 62 Halfling tailor 06 Boatswain 63-64 Halfling trader 07-08 Boyer 65 Harker 09 Butler 66 Herbalist 09-11 Carpenter 67 Herder 12 Chamberlain 68 Janitor 13-14 Chaplain 69 Jester 15 Chronicler 70 Jeweler 16-17 Constable 71 Marshal 18 Cooper 72 Mendicant 19 Cook 73-74 Mercenary 20 Costermonger 75 Merchant 21 Dwarven apothecary 76 Miller 22-23 Dwarven brewer 77 Minstrel 24-26 Dwarven blacksmith 78 Moneylender 27 Dwarven chest-maker 79 Noble 28 Dwarven mining boss 80 Orphan 29 Dwarven mushroom-farmer 81 Outlaw 30 Dwarven rat-catcher 82 Page 31 Dwarven rune scribe 83 Painter 32 Elven artisan 84 Porter 33 Elven barrister 85 Reeve 34-36 Elven courtier 87 Rope maker 37 Elven falconer 88-89 Scribe 38-40 Elven forester 90 Sheriff 41 Elven priest 91-92 Soldier 42-49 Farmer 93 Spinster 50 Fortune-teller 94 Squire 51 Gambler 95 Steward 52 Gardener 96 Tax collector 53-54 Guild beggar 98 Wainright 55 Halfling chicken butcher 99 Weaver 56 Halfling clerk 100 Woodcutter

Novice Classes Warrior Backgrounds [d6] 1. Caravan Guard 2. City Watchman 3. Guild Enforcer 4. Folk Hero 5. Grizzled Sergeant 6. Sailor Starting Equipment. chainmail, sword, bow, 20 arrows Level 1 HP. +2

+2 Attack. +1

+1 Defense. +1

+1 Critical Mastery. Your Critical Damage is increased one die step (1 becomes 1d4, 1d4 becomes 1d6, etc)

Your Critical Damage is increased one die step (1 becomes 1d4, 1d4 becomes 1d6, etc) Evade. Once per day you can reduce incoming damage by 1d12 points. If you also choose to sunder your shield, you can reduce the damage by 12 points instead of 1d12. Level 2 HP. +2

+2 Combat Mastery. You may add proficiency to Combat Maneuver rolls. Additionally, whenever you score a critical hit and roll an odd number on the Critical Damage die, you may execute a free Combat Maneuver. This free manuever may even be done with a ranged attack when plausible (knocking them prone with an arrow to the knee, disarming them with a shot to the hand, and so on).

You may add proficiency to Combat Maneuver rolls. Additionally, whenever you score a critical hit and roll an odd number on the Critical Damage die, you may execute a free Combat Maneuver. This free manuever may even be done with a ranged attack when plausible (knocking them prone with an arrow to the knee, disarming them with a shot to the hand, and so on). Notches. Each time you attain a total of 10 and 30 kills with a weapon type (such as 10 kills with a dagger), you unlock a new bonus for that weapon. At 10 kills, you deal +1 Damage with that weapon. At 30, your critical range expands to 1-2 with that weapon. Level 5 HP. +2

+2 Look for an Opening. When you miss with a weapon attack, your critical range expands by one. This effects ends when you score a critical hit or the battle ends. Level 8 HP. +2

+2 Horde Slayer. Whenever you score a critical hit or reduce a creature to 0 HP with an attack on your turn, you can make another attack using the same weapon. You must make this attack against a different creature that is engaged with you or, in the case of a ranged attack, grouped with the creature you just hit. Sidebar: About Warriors Warriors are deceptively complex. They start out rather simple but as they start gaining more and more critical hits, they begin to do combat manuevers with greater regularity. Unlike other novice classes, they do not expend resources to do their thing and they get a healthy HP pool to last a bit longer in a fight.

Novice Classes Specialist Backgrounds [d6] 1. Corsair 2. Highwayman 3. Hired Blade 4. Poacher 5. Smuggler 6. Street Rat Starting Equipment. leather armor, lockpicks, dagger Level 1 HP. +1

+1 Specialist Talent. Pick two. See sidebar.

Pick two. See sidebar. Lucky. For every 1 Fate point expended, you gain a +2 to one of your d20 rolls. Also, you regain 1 Fate point every night up to twice your Luck. Level 2 HP. +1

+1 Specialist Talent. Pick one. See sidebar.

Pick one. See sidebar. Luckier. You now regain two Fate points every night.

You now regain two Fate points every night. Opportunist. When you hit a distracted enemy with a light weapon, you may deal your Critical Damage even when its not a critical hit. Enemies are considered distracted when you gain certain situational bonuses to your attack roll against them (like surprise) or if an enemy of the target is engaged with it in melee. If you get an actual critical hit with a light weapon, you do not apply this damage twice but you may confer a small penalty on the enemy (typically a 2 point bonus on the next Attack or Defend check against the target). Level 5 HP. +1

+1 Specialist Talent. Pick one. See sidebar.

Pick one. See sidebar. Very Lucky. You now regain three Fate points every night. Level 8 HP. +1

+1 Specialist Talent. Pick One. See sidebar.

Pick One. See sidebar. Lucky Charm. You now regain four Fate points every night. Also, you may now spend your Fate points on your allies' d20 rolls in addition to your own. Chance of Success Even with the appropriate talent, the chance of success on many ability checks is fairly low early on. You may need to rely on your Fate point uses until your proficiency bonus and ability scores improve. Sidebar: Specialist Talents You may swap out a selected talent when you gain a level. Attentive. You add +2 to Intelligence saves to Notice. You also have a 50% chance of acting in surprise rounds.

You add +2 to Intelligence saves to Notice. You also have a 50% chance of acting in surprise rounds. Cheapskate. You know the value of mundane items without a check and determining the value of unique items is usually a normal (instead of hard) Intelligence check for you. Also, treat NPCs as one level higher on the Reaction table when haggling price or awards.

You know the value of mundane items without a check and determining the value of unique items is usually a normal (instead of hard) Intelligence check for you. Also, treat NPCs as one level higher on the Reaction table when haggling price or awards. Cipher. You can speak in a code language. Pick a set of people: only they can intuit your meaning when you speak in code. Also, you can Read to figure out the gist of text written in other tongues. You add proficiency to Intelligence checks to do so and these checks are easy (uncommon) or normal (obscure) rather than hard for you.

You can speak in a code language. Pick a set of people: only they can intuit your meaning when you speak in code. Also, you can Read to figure out the gist of text written in other tongues. You add proficiency to Intelligence checks to do so and these checks are easy (uncommon) or normal (obscure) rather than hard for you. Dapper. You can wear fashionable clothing as light armor. It costs the same as equivalent light armor but takes up no Inventory Slots. Also, you double your Charisma bonus to Reaction rolls.

You can wear fashionable clothing as light armor. It costs the same as equivalent light armor but takes up no Inventory Slots. Also, you double your Charisma bonus to Reaction rolls. Delver. You add proficiency to Intelligence checks to Disable Traps and checks to actively Search. You also gain +2 on Saves against Traps.

You add proficiency to Intelligence checks to Disable Traps and checks to actively Search. You also gain +2 on Saves against Traps. Fast Hands. You have 3 more Quick Slots and you add proficiency to Coordination checks to perform Sleight of Hand (picking pockets, shell games, ropes, etc).

You have 3 more Quick Slots and you add proficiency to Coordination checks to perform Sleight of Hand (picking pockets, shell games, ropes, etc). Imposter. You add proficiency to Intelligence checks to make Forgeries, in Charisma checks to wear Disguises and in Intelligence checks to recognize these things. Also, you can unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components to mimic them.

You add proficiency to Intelligence checks to make Forgeries, in Charisma checks to wear Disguises and in Intelligence checks to recognize these things. Also, you can unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components to mimic them. Insightful. You add proficiency to Intelligence checks to get a hint as to a creature's motives or intentions by studying their speech patterns, body languange or mannerisms.

You add proficiency to Intelligence checks to get a hint as to a creature's motives or intentions by studying their speech patterns, body languange or mannerisms. Prepared. In town, you may spend any amount of money to buy an Unlabeled Package. When the package is opened, you declare what's inside, as long as the contents comprise the appropriate number of Inventory Slots, don’t cost more than you originally paid, and are available in town. You can put multiple items inside a large Unlabeled Package, including smaller Unlabeled Packages. You can have no more than two Unlabeled Packages at a time.

In town, you may spend any amount of money to buy an Unlabeled Package. When the package is opened, you declare what's inside, as long as the contents comprise the appropriate number of Inventory Slots, don’t cost more than you originally paid, and are available in town. You can put multiple items inside a large Unlabeled Package, including smaller Unlabeled Packages. You can have no more than two Unlabeled Packages at a time. Second-Story Worker. You climb just as well without climbing gear as with it. Also, most climbing checks (easy, normal and hard) are trivial to you. At the DMs discretion, you may roll Movement for a climb that may be impossible for others.

You climb just as well without climbing gear as with it. Also, most climbing checks (easy, normal and hard) are trivial to you. At the DMs discretion, you may roll Movement for a climb that may be impossible for others. Sneaky. You may add proficiency to your Stealth checks. Also, you may roll Stealth yourself because you have a feeling when you've been spotted.

You may add proficiency to your Stealth checks. Also, you may roll Stealth yourself because you have a feeling when you've been spotted. Survivalist. You add proficiency to Intelligence checks to Track and Forage and on Intelligence checks Natural knowledge checks. Also, When a random encounter occurs outdoors, you can draw the terrain map of where the encounter will occur, and may decide where everyone is, as long as it's plausible.

Novice Classes Mage Backgrounds [d6] 1. Acolyte 2. Alchemist 3. Astronomer 4. Librarian 5. Mystic 6. Occultist Starting Equipment. robe, inks, spellbook Level 1 Casting Pool. +1 Casting die

+1 Casting die Spell Slots. +2

+2 School of Magic. Pick a school of magic - you may only ever know one. The first 4 Spells on its list may be learned by you. Pick two spells from those four to start with. Level 2 School of Magic. The next two spells on your spell school's list may be learned by you.

The next two spells on your spell school's list may be learned by you. Arcane Recovery. Once per day, when taking an hour long Lunch, you may regain one spent Casting Die instead of regaining HP. Level 5 Casting Pool. +1 Casting die

+1 Casting die Spell Slots. +1

+1 Spell Development. With a week of downtime, you can turn two spell scrolls into a new spell scroll. The new spell will be is usually a random spell from your spell list (depends on school and level). However, you can do some spell research to craft new spells that combine elements of two spells or fundamentally alter how a spell functions. Work with the DM on this. Level 8 School of Magic. The next two spells on your spell school's list may be learned by you.

The next two spells on your spell school's list may be learned by you. Vancian Casting. When you choose to prepare a spell in this way, draw a 'V' next to it on your character sheet. When you cast the spell, draw a line through the 'V'. You cannot cast it again today. You never suffer mishaps when casting this spell—ignore any doubles generated by the casting roll. It is still possible to suffer a Doom. Spells prepared in this way still occupy a spell slot. Sidebar: About Spellcasters Core Mechanics. Please see the section on spellcasting for more information on the mechanics of this class.

Please see the section on spellcasting for more information on the mechanics of this class. Spell Schools. Characters may only have a single spell school and this heavily impacts how a spell caster plays. Once this choice is made, it cannot be changed. See the section on spell schools for more information.

Characters may only have a single spell school and this heavily impacts how a spell caster plays. Once this choice is made, it cannot be changed. See the section on spell schools for more information. Classes. If you just want to be a straight spell caster, choose the Mage novice class, the Archivist expert class and the Wizard master class. Choosing any other classes will reduce your spellcasting potential.

Expert Classes Acrobat Sidebar: Encumbrance Reminder This class has many features which rely on not being encumbered. Remember, you gain encumbrance for wearing armor that grants Defense of +4 or higher and for carrying a number of items exceeding your Inventory Slots. Level 3 HP. +1

+1 Dodge. While not encumbered or using a shield, you may double your Coordination bonus to your Defense.

While not encumbered or using a shield, you may double your Coordination bonus to your Defense. Tumble. You gain the following benefits while not encumbered or using a shield. Movement checks gain a +2 bonus. Disengaging from multiple enemies is no longer a hard check for you. While you are moving, if an enemy moves to intercept you, you can make one disengage roll per intercepting enemy as a free action to avoid that enemy, but you must stop the first time you fail any of those disengage checks.

You gain the following benefits while not encumbered or using a shield. Level 6 HP. +1

+1 Great Escape. Once per day, you can escape from something that is restraining you and that you could plausibly escape from. This includes grapples, simple bonds (rope), and awkward social situations, but not sealed coffins.

Once per day, you can escape from something that is restraining you and that you could plausibly escape from. This includes grapples, simple bonds (rope), and awkward social situations, but not sealed coffins. Spring Attack. You may Pop Free from any enemy that you successfully hit with a melee attack as a free action. Level 9 HP. +1

+1 Redirect. When an enemy misses you with a melee attack and you are not encumbered or using a shield, you may force them to make another attack against another target engaged with you. This attack is made with a -4 penalty against a target of your choice. Archivist Level 3 Casting Pool. +1 Casting die

+1 Casting die Spell Slots. +1

+1 Book Worm. You are supremely experienced at Researching. You may apply proficiency to Intelligence checks to gain information from complicated textual sources.

You are supremely experienced at Researching. You may apply proficiency to Intelligence checks to gain information from complicated textual sources. School of Magic. If you do not yet have a school of magic, pick one - you may only ever know one. The first 4 Spells on its list may be learned by you. Roll a 1d4 twice to determine which spells you start with. If you already know a school of magic, the next two spells on its list may be learned by you. Level 6 Book Casting. You can cast from a scroll or a spellbook in a way that does not expend the spell. You do not gain the free casting die normally generated by consuming a scroll, automatically lose initiative, and automatically fumble the spell if you take any damage before the end of the round. The spell vanishes from the scroll and returns again the next morning.

You can cast from a scroll or a spellbook in a way that does not expend the spell. You do not gain the free casting die normally generated by consuming a scroll, automatically lose initiative, and automatically fumble the spell if you take any damage before the end of the round. The spell vanishes from the scroll and returns again the next morning. School of Magic. The next two spells on your spell school's list may be learned by you.

The next two spells on your spell school's list may be learned by you. Arcane Recovery. Once per day, when taking an hour long Lunch, you may regain one spent Casting Die instead of regaining HP. If you had this ability prior to taking this class, you can now use it twice a day. Level 9 Casting Pool. +1 Casting die

+1 Casting die Spell Slots. +1

Expert Classes Beast Master Level 3 HP. +1

+1 Initiative. +2

+2 Animal Companion. You can train an animal companion. It acts on your initiative and follows your commands as best it can. It can speak with you. Not literally, but practically. You are really good at interpreting barks, for example, and your pet is really good at interpreting you. Your animal companion can speak with other animals of the same type.

You can train an animal companion. It acts on your initiative and follows your commands as best it can. It can speak with you. Not literally, but practically. You are really good at interpreting barks, for example, and your pet is really good at interpreting you. Your animal companion can speak with other animals of the same type. Animal Handler. You are proficient in Charisma checks to handle animals and in Intellgence checks to recall information about all manner of beasts. Also, you may heal your pet (or any animal) during a Lunch rather than gaining healing for yourself (or split the healing). Level 6 HP. +1

+1 Dire Beast. Your animal companion can now be (or becomes!) a dire beast. Work with your DM to choose (or create) one that is suitable and balanced for the campaign. These may not be as powerful as creatures encountered in the game but certainly more powerful than the typical pet.

Your animal companion can now be (or becomes!) a dire beast. Work with your DM to choose (or create) one that is suitable and balanced for the campaign. These may not be as powerful as creatures encountered in the game but certainly more powerful than the typical pet. Agile Beast. Your pet may Pop Free from any enemy that it successfully hits with a melee attack as a free action. Level 9 HP. +1

+1 Magical Beast. Your animal companion can now be (or becomes!) a magical beast. Work with your DM to choose (or create) one that is suitable and balanced for the campaign. These may not be as powerful as creatures encountered in the game but certainly more powerful than the typical pet.

Your animal companion can now be (or becomes!) a magical beast. Work with your DM to choose (or create) one that is suitable and balanced for the campaign. These may not be as powerful as creatures encountered in the game but certainly more powerful than the typical pet. Team Player. When you win initiative, you may swap order with an ally who failed.

How Strong Should the Pet Be? If the DM wishes this to be balanced, the pet may be largely utilitarian. It may act as more of a scout, guard and/or mount than a combatant in its own right. However, if the DM allows, this could be a fairly powerful combatant. Just treat this PC as 1.5 or even 2 PCs for purposes of encounter design and let the player have fun. Certainly, not EVERYONE can be a beastmaster but having one in the party won't ruin everything. Try to imagine it as a thing that is only slightly better in melee than an even level Mage (without spells!) and you should be fine. Champion Level 3 HP. +2

+2 Brave. +2 to Save vs. Fear

+2 to Save vs. Fear Charge! When you win initiative, you can set up a powerful charge. You, or a willing nearby ally who also won initiative, may use their action and move to charge a nearby enemy they are not engaged with. The charger gains +2 Attack against his target. Whoever charges is left vulnerable, however. Their Defense is reduced by 2 until they roll initiative next round.

When you win initiative, you can set up a powerful charge. You, or a willing nearby ally who also won initiative, may use their action and move to charge a nearby enemy they are not engaged with. The charger gains +2 Attack against his target. Whoever charges is left vulnerable, however. Their Defense is reduced by 2 until they roll initiative next round. Move! Once per battle as a free action, a nearby ally may Pop Free from an enemy (or enemies) they are engaged with without suffering opportunity attack(s). Level 6 HP. +2

+2 Aura of Courage. Nearby allies who do not have the Brave ability gain yours. This ability has no effect if you are currently afraid, unconcious or otherwise neutralized as a source of inspiration.

Nearby allies who do not have the Brave ability gain yours. This ability has no effect if you are currently afraid, unconcious or otherwise neutralized as a source of inspiration. Rouse. Once per day, as a free action, you can yell especially effective encouragement. Nearby allies who can hear you regain 1d4 HP (but unconscious allies cannot hear anything) and have any fear condition removed. This is non-magical healing. If you use this ability out of combat, allies instead gain 1d6+1 HP. Level 9 HP. +2

+2 Inspired Charge! Once per battle, you may perform an Inspired Charge. If you do, the charger is no longer made vulnerable and, if he hits, he may make a shove attempt with +2 bonus against his target in addition to dealing damage. If the shove attempt is successful, the target may be knocked prone or pushed back 10 feet (Pop Free).

Expert Classes Healer Level 3 HP. +1

+1 Medic. You may add your proficiency bonus to Intelligence checks to stabilize allies who are bleeding out and to perform other medical tasks (such as diagnose conditions, determine cause of death, etc).

You may add your proficiency bonus to Intelligence checks to stabilize allies who are bleeding out and to perform other medical tasks (such as diagnose conditions, determine cause of death, etc). Medical supplies. These are used to fuel some of your abilities and represent assorted poultices, vials of alchemical ingredients, leeches, stitches, smelling salts and other tools of your trade. You can carry up to 3 in a single Inventory Slot and can purchase them for 1gp in any town or city. Villages may have them but they will be much more expensive. Crude Poultice: You fashion a quick and dirty salve for your target's wounds. During a Lunch, make a proficient Intelligence check, if successful the target regains 1d4 hit points plus your proficiency.

These are used to fuel some of your abilities and represent assorted poultices, vials of alchemical ingredients, leeches, stitches, smelling salts and other tools of your trade. You can carry up to 3 in a single Inventory Slot and can purchase them for 1gp in any town or city. Villages may have them but they will be much more expensive. Level 6 HP. +1

+1 Triage. Any round in which you spend an action doctoring a dying ally’s wounds does not count towards the 3-round death-timer. Also, if you stabilize them, they gain +2 on their Luck save to avoid Luck loss.

Any round in which you spend an action doctoring a dying ally’s wounds does not count towards the 3-round death-timer. Also, if you stabilize them, they gain +2 on their Luck save to avoid Luck loss. Improved Medical supplies. You learn the following: Leech: During a Lunch, make a proficient Intelligence check, if successful you affix leeches to the target's flesh, purifying their blood. They may make a new Save vs all poisons, diseases or intoxicating effects at +2 and their Drunkeness is reduced by 1. This costs 1 use of medical supplies.

You learn the following: Level 9 HP. +1

+1 Resuscitate. When you turn over the body of a party member who you suspect is dead, they get +2 to their Luck save to live and they are not groggy on success.

When you turn over the body of a party member who you suspect is dead, they get +2 to their Luck save to live and they are not groggy on success. Improved Medical supplies. You learn the following: Stimulant. You fashion a stimulant cocktail that increases the target's damage by 2 and Movement by 2 for 1d6 Rounds. Once the effect expires the target suffers 1d6 damage, their damage is reduced by 1 for 10 minutes and they must make a hard Strength save or writhe in Agony for 1d6 rounds. This costs 2 uses of medical supplies.

You learn the following: Slayer Level 3 HP. +2

+2 Loincloth Defense. You can add your Strength modifier to Defense and reduce all incoming damage by 1 point when unarmored or wearing no more than a single piece of piecemeal armor. Your Defense may still not exceed 16. You may use a shield and retain this bonus.

You can add your Strength modifier to Defense and reduce all incoming damage by 1 point when unarmored or wearing no more than a single piece of piecemeal armor. Your Defense may still not exceed 16. You may use a shield and retain this bonus. Frenzy. You can choose to enter a Frenzy whenever you want. You gain +1 to Attack, +1 Damage and +2 Defense against Opportunity Attacks while in this state. While Frenzying, you cannot do anything defensive, curative, tactical, or cooperate with your allies. All you can do is attempt to kill things. Spellcasting is not impossible, but all your spells must be damaging spells, which now deal +2 damage (if single target) or +1 damage (if multiple targets). If you are in combat, you cannot stop your Frenzy until you kill, subdue, or drive off all enemies. Alternatively, you can will yourself to stop Frenzying in combat with a hard Charisma save, once per round as a free action. If one of your allies has injured you this fight, they count as an enemy. Level 6 HP. +2

+2 Firewater. You can consume an alcoholic drink to restore 1d6+1 HP. Consuming alcohol in this way gives you 1 point of Drunkenness. This ability even works if someone pours booze down your unconscious throat.

You can consume an alcoholic drink to restore 1d6+1 HP. Consuming alcohol in this way gives you 1 point of Drunkenness. This ability even works if someone pours booze down your unconscious throat. Mobile Frenzy. While in a Frenzy, your Movement increases by 2. Level 9 HP. +2

+2 Cast Iron Stomach. Once a day, you can drink an alcoholic drink and not suffer Drunkeness.

Once a day, you can drink an alcoholic drink and not suffer Drunkeness. Nervous Energy. When calculating Initiative, you may now use the higher between your Intelligence and Coordination bonus.

Drunkenness Each point of drunkenness expands your critical fail/miss range by 1 and adds a 5% chance of spell failure. So a character with 3 points of drunkenness would critically miss on a roll of 17-20 and fail at casting 15% of his spells. At the DMs discretion, similar penalties could be conferred on perception or other checks. This lasts until the next morning.

Master Classes Myrmidon Level 7 HP. +2

+2 Battle-Hardened. For each week you spend relaxing, reduce Trauma by 2 instead of 1.

For each week you spend relaxing, reduce Trauma by 2 instead of 1. Evade. Once per day you can reduce incoming damage by 1d12 points. If you also choose to sunder your shield, you can reduce the damage by 12 points instead of 1d12. If you already have this ability, roll 3d6 (or 18 points with a sundered shield). Level 10 HP. +2

+2 Attack. +1

+1 Size Up By observing a creature for a round of combat, you may learn something not readily obvious about it. Make an Intelligence check with proficiency. On success, the DM will share one non-obvious piece of information if plausible (and available). Usable once per battle. Savant Level 7 HP. +1

+1 Talented. You gain a Specialist talent.

You gain a Specialist talent. Second Chance. Once per lifetime, cheat death. Level 10 HP. +1

+1 Connections. Once per session, you can use contact to get out of trouble, or to request a special favor from authority. Only works on people that might have heard of your exploits. Roll a Luck check at +2. Wizard Level 7 Casting Pool. +1 Casting die

+1 Casting die Spell Slots. +1

+1 School of Magic. If you do not yet have a school of magic, pick one - you may only every know one. The first 4 Spells on its list may be learned by you. Roll a 1d4 twice to determine which spells you start with. If you already know a school of magic, the next two spells on its list may be learned by you. Level 10 Arcane Recovery. Once per day, when taking an hour long Lunch, you may regain one spent Casting Die instead of regaining HP. If you had this ability prior to taking this class, you can now regain up to two Casting Dice when you use it.

Spellcasting The following section, as with the rest of this document, is heavily paraphrased and summarized from the GLOG. It is modified and added here to make it sing better with my hack of the GLOG rules and for easy access for my players. All credit should go to the creator of the GLOG. What are Spells? This casting system pre-supposes two very important things about the nature of magic. First, spells are made from the essense of sentient, disembodied spirits, angels, demons or other such entities which live in an invisible dimension that overlaps with our own. Second, a magic-user might bind these essenses in a book, his brain or scrolls. This is how an essense becomes a spell. Therefore, a magic-user doesn't simply "memorize a spell"; they instead "bind some of the essense of a demon to their brain". Similarly, a magic-user can't simply "copy a scroll"; instead they can capture the essense of a spirit on parchment. Essenses present in one medium are moved to another (more on this later). Scrolls and Spellbooks A magic-user may carry various spells in scrolls and spellbooks. Each scroll holds a single spell. Every three scrolls take up one inventory slot and everytime you take acid or fire damage, there is a 50% chance of each scroll being destroyed (this is rolled for each scroll). Spellbooks have space for 10 spells. Each spellbook takes up one inventory slot. Unlike scrolls, they are protected from incidental fire and acid damage. Moving Spells Around Spells are not copied or memorized. They are moved. Moving a spell from one scroll or spellbook to another takes the person who deciphered it one hour. The magic-user is assumed to have minor inks needed for this process but must have blank scrolls and spellbooks in their inventory. A magic-user can move a spell into his brain (luring the essence into your mind). One hour of time is all that is needed two swap spells in his brain in and out with spellbooks and scrolls. If a magic-user dies, spells may be recovered from his brain (by cracking open his skull and balancing his brain matter over a strange golden needle). The device used for this is called a cerebrus and is part of a magic-user's laboratory. Casting Pool Spells (once again, bound essenses) are powered by casting dice that are refreshed by a good night's rest. Certain classes grant a casting dice (used to cast spells) at levels 1, 3, 5, 7 and 9. There are other ways to get these (more on that later). These make up the magic-user's casting pool. You have a 50% chance to expend a casting die every time you invest one in a spell. Investing more dice into a spell increases its potency and increases the chances for mishaps. More information on this will follow. Spell Slots Certain classes grant a magic-user spell slots (typically at the same level they grant casting die) and you Intelligence modifier adds to spell slots as well. A magic-user uses their spell slots to move spells into their brains from a scroll or spellbook. As stated earlier, this is not the same as "memorizing" a spell. If you have a spell in one of your spell slots, you can cast it spontaneously using casting dice. Casting from a Scroll It's usually a good idea to identify a scroll before you try to cast it. If a scroll is unidentified, anyone can cast from it with a successful Int check. If they fail this Int check, the spell fizzles (it is wasted) and you make another Int check. If you fail this second Int check, you suffer a Mishap. The mishap is from your own Mishap list if you are a spellcaster, or from the Orthodox Arcana Mishap List if you are not a spellcaster. If you successfully cast a spell without knowing what it does, the DM will ask you “what are you casting it on?”. She will consider the requirements of the spell (range, eligible targets, etc) and attempt to interpret your target choice as best as possible. Once a scroll has been identified, anyone who understands it can cast it safely. It's even possible for a magic-user to identify a scroll, show the party's Int 7 fighter how to cast the spell, and then watch the fighter cast the scroll successfully. If you successfully cast a spell from a scroll, the scroll is destroyed by the casting. However, this destruction invests one free casting die into the spell. (This is how the fighter can cast a spell, even without having any casting dice of his own.) If you have additional casting dice of your own, you can add them on top of the free casting die the scroll provided. Roll the dice together, since Mishaps and Dooms are still possible, but make sure that you casting dice are a different color than the scroll's casting dice, since your invested dice are refunded if they show 1-3, while the scroll's die is always spent. Example: a level 2 wizard has two casting dice, and then casts fireball from a scroll. As the scroll crumbles to ashes in her hands, she decides to invest both of her casting dice, in order to make the spell as powerful as possible. The scroll's casting die comes up 3, while her dice up as 3 and 6. The fireball does 12 damage (3 + 3 + 6) and she suffers the effects of a Mishap. She is refunded one of her invested dice, since it rolled a 3 or less, while the die that rolled a 6 is exhausted until tomorrow.

Casting a Spell from your Mind Steps Step 1: Pick one of the spells you have memorized.

Step 2: Chose how many casting dice you want to invest in the spell, and remove them from your casting pool.

Step 3: Roll however the invested dice. The spell takes effect.

Step 4: Dice that show a result of 1-3 are returned to your casting pool The more casting dice you roll, the more powerful the spell. Some spells have an effect based on the total number of dice you roll (listed as [dice] in spell descriptions) while others have an effect based on the sum of those dice (listed as [sum] in spell descriptions). However, the more casting dice you roll, the greater the chance for mishaps and doom. If you roll doubles on your casting dice, you have incurred a mishap—a small negative magical effect that spilled out of the Ether due to the spell's contortions. If you roll triples, you have incurred a Doom: a creeping threat that will eventually destroy you. Mishaps When you suffer a Mishap, look up your school of magic and roll on the Mishap table. Most of them aren't too bad. A mishap takes effect immediately. Dooms Every apprentice knows that if they travel down the road of wizardry long enough, their doom will eventually claim them. It waits at the end of every wizard's career. Each school of magic has different Dooms. All Dooms occur when you roll triples. While your first and second Dooms tend to be survivable, your third and final Doom usually spells the end of your career (usually through your death). There are three ways to avoid your Doom. Never use more than two casting dice at a time, forever limiting your magical power.

Seek out a solution to your Doom. These are always unique quests that your DM designs for you. They are usually pretty epic. Casting a Prepared Spell When you want to cast a prepared spell, pick the prepared spell you wish to cast, choose how many casting dice you want to invest in it, and then roll those dice. Every casting die that comes up 1-3 returns to your casting dice pool. Every die that comes up 4-6 is exhausted, and only returns to your casting dice pool after a good night's sleep. Once your casting dice pool is empty, you cannot cast any more spells that day. The higher the sum of your casting dice, the more effective the spell. For example, the damage that a fireball spell does is equal to the sum of your casting dice. [sum] = sum of casting dice. For other spells, it is only the sum of the dice that matters. For example, knock opens one portal for every casting die invested. [dice] = number of casting dice. It is possible to prepare to a spell from a scroll, exactly as if from a spellbook. If the scroll is destroyed while the spell is still in your head, you cannot remove the scroll without losing it permanently (since the spell has no home to go back to). You'll need to scribe it onto a new scroll, in a process that takes an hour. Magic Robes Magic-Users can wear armor without penalty. However, if they wear a magic robe, they get +1 casting dice, beginning in the morning when they don their robe. If they take it off before their last die is spent, they lose it and do not get it back until the next day. Anyone can wear a magic robe to get +1 casting die, even the Int 7 fighter. However, the fighter still cannot cast spells since they have no spells memorized (that requires spell slots). Magic Wands A wand lets you cast a spell without having it memorized. It is essentially another spell slot with a fixed spell inside it. If the Int 7 fighter wears a magic robe AND wields a magic wand, they can cast spells because they have a casting die (from the robe) and a spell (from the wand's spell slot). Magic Staves There are all sorts of staves, and most of them are some variation of the wand. Most give you the ability to cast a new spell, and then bonuses if you can actually manage to cast that spell independently. For example, the Briar Staff allows you to cast entangle but if you cast entangle without using the staff, the staff allows you to teleport to anywhere within 50' as long as you enter and exit a plant.

Spell Schools: Orthodox Arcana Restrictions None Perks None Spell List Lock Knock Grease Magic Missile Feather Floating Disk Light Sleep Mage Armor Charm Levitate Invisibility Web Fireball Mishaps Gain 1 Trauma. Take 1d6 damage. Random mutation 1d6 rounds, then make a save; permanent if you fail. Lose 1 casting die. Agony 1d6 rounds. Cannot cast spells for 1d6 rounds. Orthodox Doom One way to escape this doom is to eat the heart of a high elf. Another way is to marry a high elf, as the traditional marriage ceremony involves a mingling of souls. You lose the ability to cast spells for 1 day. You lose the ability to cast spells for 3 days. You lose the ability to cast spells permanently.

Spell Schools: Illusionist Restrictions You cannot cast spells unless you can currently see all six primary colors. Perks You begin the game with rainbow-colored gloves.

When you cast illusion, it has a duration of “concentration + 1 minute”.

You can “bounce” your spells off of mirrors, with each bounce renewing the spell's range. (Other spellcasters can only cast on targets within their direct line of sight.) Spell List Illusion Disguise Light Mirror Object Mirror Image Prismatic Ray Hypnotic Orb Invisibility Color Spray Wizard Vision Scry Hallucinatory Terrain Mirror Self Fade Mishaps Gain 1 Trauma. Take 1d6 damage. Random mutation 1d6 rounds, then make a save; permanent if you fail. All sighted creatures are invisible to you for the rest of the day. Blind 1d6 rounds. Eruption of random illusions (dancing brooms, pink elephants) shoot out of your hands and fill the area. It's similar to being caught in a tornado of butterflies. Everyone must make a Wis check each round to do anything that depends on sight. Lasts 1d6 rounds. Illusionists Doom One way to escape this doom is to journey into the mirror-realm and eat one of the eyes of the beholders found there. Another way is to perform the Ritual of Prismax: a duel to the death against three of your mirror selves from alternate universes, fought in a neutral battlefield. A 10' square mirror appears and you are compelled to enter it (you have been summoned by a parallel universe). The mirror disappears after you enter it. You lose a random item, gain a random item of approximately equal value, and your HP is reduced to 0. You return the next morning, shivering. You turn into an illusion for a day. See below. You turn into an illusion permanently.

Sidebar: Turning into an Illusion If you turn into the illusion, you appear normal, but you have no smell or taste. You can make no sounds. You cannot be felt, anyone touching you feels like they are touching thick fog. If you experience any solid impact (a small dog jumping into your shin, a slap, a sword hit, a fall) you pop like a balloon, lose 1d6 points of Strength that cannot be recovered as long as you remain an illusion, and reform the next morning somewhere nearby. While you can walk around, you cannot pass through walls, nor can you squeeze under doors. It's similar to having Str 0—you can touch a doorknob but are too “weak” to turn it. You are only affected by visible things. Strong winds and invisible stalkers have no effect on you. Illusions are real to you. If someone summons an illusory dragon, it is a real dragon as far as you are concerned (and you do not pop like a balloon if the dragon bites you). You require food and drink, but can only eat illusory food and drink. The only spell you can cast as an illusion is illusion.

Spell Schools: Necromancer Restrictions You cannot cast spells if you recovered HP in the last 3 rounds.

You cannot cast spells if you healed anyone's HP in the last 3 rounds. Perks When you cast them from your brain, “raise ____” spells have the 'sustainable' keyword.

You can cast speak with dead at will. Spell List Essential Salts Explode Corpse Death Mask Fear Rot Raise Zombie False Life Raise Crawling Claw Death Scythe Raise Skeleton Doom Song Raise Skin Kite Revenant Lichdom (up to DM) Mishaps Gain 1 Trauma. Take 1d6 damage. Random mutation 1d6 rounds, then make a save; permanent if you fail. Fear 1d6 rounds against target of spell. 1d6 random nearby corpses raise as zombies and attack you for 1d6 rounds. You die. Make an Int check every hour to find your way back from the lands of the dead. The first time you survive this mishap, you gain a contact in the afterlife (a demon, a psychopomp, or a death). Necromancer's Doom One way to escape this doom is to eat the heart of an immortal creature. Another way is to journey into hell and make a bargain with the Underpope or one of the Satans. You die and spend the next 1d6 days in the afterlife. You revive afterwards as long as your body is intact. Your body will rot after 2 days unless it is preserved in some way (the services of an embalmer, freezing, dessication, pickling). These preservation methods will not affect your ability to revive —rot is the only thing that will prevent it. (Assume that all necromancers know of this incipient Doom and forewarn their companions.) You become undead, permanently. All corpses in 20 miles rise as skeletons and attempt to kill you. Average = 3d10+30 HD 2 skeletons. Highest level skeleton is HD 1d4+8, accompanied by 1d4+2 lieutenant undead of HD 1d4+4. (For example, perhaps a nearby hill is the cairn of a long-buried skeletal giant and his two corpse mammoths. The hill just cracks open and spills out undead.) These undead were sent by someone you pissed off (the Underpope, a Satan, a powerful psychopomp) and will follow you to the ends of the earth. Until you destroy them, they will pursue you, and they will be joined by those that they kill.)

Spells Saves vs. Magic Unless otherwise noted, creatures and magic items are always allowed saves against spells, although they can also choose to fail their save. Magic items have a Save of 10, but if they are held by someone with a better Save, they'll use their holder's Save. Keyword: Splittable When you cast a splittable spell, you can choose to cast multiple copies simultaneously. Each copy of the spell must have a different target, and each copy must have casting dice invested separately. However, dice are pooled when considering mishaps and dooms. For example, a wizard with 3 dice in his casting pool could cast knock on two different doors simultaneously. They might invest 1 die towards one door and 2 dice towards another, but they cannot invest 2 dice towards each door, because they don't have enough dice in their casting pool. Keyword: Sustainable When you cast a sustainable spell, you can choose to have the spell last indefinitely. However, casting dice invested in the spell will not refresh until you choose to dispel it. For example, a necromancer might cast raise skeleton, creating a minion that normally falls apart after 2 hours. If the necromancer chooses to sustain the spell, the minion will last forever (or until destroyed by damage). Three days later, the necromancer chooses to dispel the skeleton, and the lost MP returns on the next morning. Using Spells Spell descriptions are minimal. They do not list all of a spell's possible uses. It is not explicitly spelled out, for example, that you can use lock to seal a wizard's mouth shut in order to prevent him from spellcasting, that you can use floating disk to cross a pool of acid, or that you can use feather to raise a sunken ship. The spells are designed to be versatile, and lend themselves to clever uses. It is up to the players to be clever, and discover them. Targeting Important stats for targeting should be transparent to PCs. The GM should tell you whether your targets are legal targets. A spell or area-style effect that targets multiple nearby enemies in a group can’t skip over enemies. You pick one target and attack the rest in order; you don’t skip all over the battlefield. Spells that say they target multiple nearby enemies but don’t specify that they have to be in a group are capable of sending magical energy in different directions, allowing spellcasters to choose targets from where they like. NPC Saving Throws To keep things simple, calculate all enemy Saving Throws as just 5 + HD up to 14 unless it states otherwise in the stat block. The DM may decide to give the npc an occaisional +2 to Saves or a certain kind of Save or possibly even be resistant (easy Saves) against all magic or immune against certain effects.

Sidebar: Reading a Spell Description Spell Name keywords go here Type: ranged, close-quarters, etc

ranged, close-quarters, etc Target: target(s) at a stated range

target(s) at a stated range Duration: duration Here is a description of the spells effects. [dice] is a number. It is equal to the number of invested casting dice. 2[dice] is equal to [dice] times two. [sum] is also a number. It is equal to the sum of all this spell's casting dice. 2[sum] is equal to [sum] times two.

Spell List Charm Type: ranged spell

ranged spell Target: a nearby creature (see description)

a nearby creature (see description) Duration: [sum] hours The creature regards you as a good friend and ignores the obvious spell you just cast on them. It gains a +2 bonus on the Save if you or your allies recently threatened it or acted hostile. 1[dice] Allows you to charm people (humanoids)

2[dice] Allows you to charm animals

3[dice] Allows you to charm any living creature If you invest at least 4 dice into this spell against a target of 6HD or less, the duration becomes permanent. The target only knows if you tried to cast this on them if it critically succeeded on its Save or if it sees or hears you casting the spell. Color Spray Type: close-quarters

close-quarters Target: 1d4 nearby enemies in a group

1d4 nearby enemies in a group Duration: varies If [sum] is equal or greater to the creature's HD, it is befuddled for 1d6 rounds. If [sum] is three times the creature's HD or more, it is stunned for a round, then befuddled for 1d6 rounds. If [sum] is five times the creature's HD, it is stunned for 1d6 rounds, then befuddled for 1d6 rounds. Sidebar: Befuddled Befuddled creatures cannot tell any two creatures apart—everyone looks the same to them. Whenever they attack, they attack a random creature. When a Befuddled creature casts a spell, they cast a random spell at a target picked randomly from all eligible ones. Whenever they try to run through a door, they run through a random door. The DM should feel free to dictate additional effects as necessary. Death Mask Type: close-quarters

close-quarters Target: a nearby humanoid corpse

a nearby humanoid corpse Duration: varies You touch a corpse and the face peels off like a mask, while the rest of the corpse quickly rots into dust. When you (and only you) wear the mask, you will look like the person whose face you're wearing, but only to sentient people (no effect on animals, spirits, or constructs). The mask will rot into uselessness... 1[dice] after 1 day

2[dice] after 1 week

3[dice] after 1 month

4[dice] when you want it to This spell consumes the corpse. Death Scythe Type: close-quarters

close-quarters Target: a nearby corpse

a nearby corpse Duration: [dice] * 30 min The corpse disintegrates as you pluck a black scythe from its center of mass. This scythe is either a scythe +1 (a Heavy melee weapon) or a halfling scythe +1 (1d8+Str, must be used two handed). 2[dice] It always deals Critical Damage to creatures of the same type.

3[dice] Critical Damage increases one step with it.

4[dice] +1 Defense vs. creatures of the same type with it. You may create only one such weapon at a time. When you create another, the previous one disappears. This spell consumes the corpse. Disguise splittable Type: close-quarters

close-quarters Target: a nearby object or creature

a nearby object or creature Duration: [dice] hr You cloak the object in illusion, making it appear as another object of the same type. An apple could be disguised as any other type of fruit; a table could be disguised as any other type of furniture. A humanoid can be disguised as any other humanoid of comparable size. This only extends to the visual properties of the object (not voice, smell, etc). The maximum size of the object depends on how many dice are invested in the spell 1 die: human-sized

2 dice: ogre- or wagon-sized

3 dice: dragon- or tavern-sized

4 dice: ship- or bridge-sized Doom Song splittable Type: ranged spell

ranged spell Target: a nearby creature

a nearby creature Duration: concentration Target creature takes [sum] damage. On each subsequent turn, the damage repeats and increases by [dice]. The target Saves every round. On success, the spell ends. Sidebar: Concentration Remember that concentration spells end if the target moves out of range or line of sight, and that concentration ends if you take any damage or major distraction

Spell List Essential Salt Type: close-quarters

close-quarters Target: a nearby corpse

a nearby corpse Duration: 0 You reduce a corpse (not undead) into a coarse grit that can be stored in a tiny (3 per inventory slot) pouch or vial. You can cast speak with dead to speak with the spirit as many times as you want (normally you are limited to one attempt per corpse). This requires you to spread the salt out on a flat surface; be mindful it doesn't get blown away or mixed in with mundane sand. fter several conversations, spirits tend to regain much of their memory, personality, and goals. This spell consumes the corpse. Explode Corpse splittable Type: ranged spell

ranged spell Target: a nearby corpse

a nearby corpse Duration: 0 Target corpse explodes, dealing [sum] damage to 1d4+1 grouped creatures near the corpse, up to a maximum dependent on the size of the corpse. This spell affects corporeal undead with HD of [dice] or less. Dog 1 die

Human 2 dice

Cow 3 dice

Elephant 4 dice Dexterity check for half damage. Normal corpses and undead you control automatically fail their save. This spell consumes the corpse. Fade splittable Type: close-quarters spell

close-quarters spell Target: you or one nearby ally or object

you or one nearby ally or object Duration: [dice] rounds Target phases out, and becomes unable to affect the world in any way except visually. It just floats/stands there like an illusion until the spell concludes. Not even magic can affect the target. IF they would be in a solid object when the spell expires, they are harmlessly shunted into the nearest open space. The maximum size of the object depends on how many dice are invested in the spell. 1 die: human-sized

2 dice: ogre- or wagon-sized

3 dice: dragon- or tavern-sized

4 dice: ship- or bridge-sized False Life Type: close-quarters spell

close-quarters spell Target: a nearby creature

a nearby creature Duration: 0 Here is a description of the spells effects. Creature is healed for [sum] * 2 HP, up to [sum] points higher than their normal maximum HP. Creature's healed in this way gain the Curse of False Life, and cannot regain HP by any means for [dice] days. Fear splittable Type: ranged

ranged Target: a nearby creature of [dice]*3 hd or less

a nearby creature of [dice]*3 hd or less Duration: [sum] rnd Creature is Afraid of you. NPCs make a morale check, while PCs make a Save vs Fear. Targets of [dice] hd or less who Save are still feared for a round. Sidebar: Fear If a Player Character is Afraid of something, they take 1d6 non-lethal damage when they approach or attack the object of your Fear (max 1/round). If this reduces them to 0 HP and they don't faint, they flee and hide uncontrollably for the next 10 minutes. There are two ways for Player Characters to reduce the duration of Fear: If you are safe (not threatened, out of sight), you can spend a standard action reducing the duration of the fear by 1d6 rounds. If you damage the object of your Rear, the Fear is immediately dispelled. If an NPC is Afraid of something, it will try to run away. If left to it's own devices, it will hide in the adjacent room/area that is most safe and return to combat when the duration is up. NPCs resist Fear with a morale check, made as a group. Feather splittable Type: close-quarters

close-quarters Target: a nearby object or creature

a nearby object or creature Duration: [dice]*3 rounds Object's weight (but not mass) drops by 99%. You can cast this spell on yourself or an ally as a reaction (even when it isn't your turn). Most things glide to the ground in a round or two (so there is rarely a need to spend more than one die).

Spell List Fireball Type: ranged

ranged Target: 1d4+[dice] nearby or far away creatures in a group

1d4+[dice] nearby or far away creatures in a group Duration: 0 Does [sum] fire damage. Floating Disk splittable Type: close-quarters

close-quarters Target: you

you Duration: [dice]*2hr A floating disk springs into existence beside you. It always floats 4” above the floor and never exerts any weight on the floor beneath it. It will automatically follow you, always staying within 5' of you. It can go up stairs and across the surface of water. Maximum weight is [dice] * 500 lbs. If you or an ally stand atop it, you can direct it. Grease splittable Target: ranged

ranged Target: a nearby creature or 1d3 nearby creatures in a group

a nearby creature or 1d3 nearby creatures in a group Duration: [dice] * 2 rnd Can be cast directly on a single creature or underneath a small group of creatures. Targeted: Any person trying to hold the item must succeed on a Save or the item slips out of their grasp. Group: Any person in the target area must succeed at a Dexterity check to remain on their feet. On a failure, he or she is knocked prone Hallucinatory Terrain Target: ranged

ranged Target: a nearby or far away point in space.

a nearby or far away point in space. Duration: [sum]*2 hours Up to 100 sq.ft*[dice] of terrain appears to be a different type. Hypnotic Sphere Type: ranged

ranged Target: a held object

a held object Duration: [dice]*10 minutes You enchant a mostly-spherical object so that it's surface is covered with a captivating, shimmering pattern. (Apples and most potatoes count as mostly-spherical; coins do not). Any creature who sees the enchanted object must make a save or be compelled to sit still and observe it for the spell's duration. Flying creatures will land, or circle it. You are not immune to this effect. The effect is broken if line of sight is broken, if something startles them (a loud adjacent shout), or if they see signs of obvious danger (such as someone killing their friends) Illusion Range: ranged

ranged Target: a nearby point in space

a nearby point in space Duration: concentration You create an illusion (basically a perfect hologram) of whatever object or creature you want. It can move as long however you dictate, but it cannot make any sound (or smell, touch, etc). Illusions can only add, not subtract. (They can cover up a hole, but not create the illusion of a hole). Invisibility splittable Type: close-quarters

close-quarters Target: a nearby object or creature

a nearby object or creature Duration: [dice] * 10 min Object is invisible if it doesn't move or act. Each round of movement reduces the duration by 10 minutes. Invisible creatures gain the ability to see other invisible objects. Alternatively, can be used to suppress an object's invisibility. Knock splittable Type: ranged

ranged Target: a nearby object

a nearby object Duration: 0 Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength check made with a Strength of 10 + ([dice] * 4). Worn armor falls off if the wearer fails a save. Creatures must save or vomit (a free action). Levitate splittable Type: ranged

ranged Target: a nearby object

a nearby object Duration: [dice] * 2 rnd, conc. You will an object to raise, lower, or hover. You cannot move the object horizontally, and you cannot move it more than 10' per turn. Maximum weight is 500 lbs [dice]. Lasts as long as you concentrate, but not longer than [dice] 2 rounds.

Spell List Lock splittable Type: ranged

ranged Target: a nearby object

a nearby object Duration: 10 minutes Non-living object closes and becomes locked. If the object is a door, chest, or similar object, it will slam shut, dealing [sum] damage to any creature passing through and then trap them. This spell works on things that aren't technically portals (like a scabbard). Each [dice] you invest after the first gives -4 to any Strength checks made to open the object. This spell can also be cast on a creature's orifice; it gets a save to resist and at the end of each of its turns. Light Type: close-quarters

close-quarters Target: a nearby object or creature

a nearby object or creature Duration: varies Object illuminates the nearby area for [dice]*2 hours. It can also blind a creature. With a successful melee attack roll, you can blind them for [dice] rounds. Mage Armor Range: close-quarters spell

close-quarters spell Target: you

you Duration: varies You are protected by magical armor that does not add to encumbrance or stealth/movement penalties. The duration is dependent on the number of dice spent. 1 [dice] = +4 Defense, 2 hours 2 [dice] = +5 Defense, 8 hours 3 [dice] = +6 Defense, 24 hours 4 [dice] = +6 Defense, 1 week This is used in place of regular armor. Your maximum armor from Mage Armor + Dexterity bonus is a total of 16. Magic Missile splittable Type: ranged

ranged Target: a nearby or far away creature

a nearby or far away creature Duration: 0 Target takes [sum] + [dice] damage, no save. Mirror Image Type: close-quarters

close-quarters Target: you

you Duration: 10 minutes You create 1d4+[dice] illusory images of yourself, which move as you move and always stay within 5' of you. They are constantly stepping through each other, so that it is impossible to tell which is which. When an enemy attacks you, roll to see if they hit you or an image. An image vanishes as soon as it suffers a solid impact. Area effects such as a dragon's breath will cause all images to instantly vanish (and you'll take fire breath damage, naturally). Mirror Object Type: close-quarters

close-quarters Target: a mirror you touch

a mirror you touch Duration: [dice] hours You reach into a mirror-like surface and pull out a copy of an object adjacent to the mirror. The object that you pull out must be within reach of the mirror (as if it were a window), small enough to fit through the mirror (as if it were a window) and light enough for you to pull through with one hand. The mirror object looks and feels exactly like the object it copied. It doesn't copy any magical properties of the object. You cannot duplicate living things in this way. The mirror object pops like a bubble if it suffers a solid blow (a mirror sword could be used once before it vanishes). If you invest at least 4 dice into this spell, it can copy the magical properties of an item, but those magical properties will only function once. For items with continuous properties, such as a flying carpet, the magic properties will last no longer than 10 minutes (DM's choice). Mirror Self Type: close-quarters

close-quarters Target: a mirror you touch

a mirror you touch Duration: concentration You reach into a mirror-like surface and pull out a copy of yourself. The mirror must be large enough for you to pass. Your mirror clone behaves as you wish. It can walk and talk, but it cannot pick anything up. You can see through its eyes and hear through its ears. You can cast spells through it. (Remember that you cannot normally cast spells while concentrating). You can switch places with your mirror twin as a free action. The mirror twin pops like a bubble if it suffers a solid blow. Prismatic Ray splittable Type: ranged

ranged Target: a nearby or far away object or creature

a nearby or far away object or creature Duration: 0 Target suffers a different effect depending on which color strikes the target. Roll a d10. Red. Target takes [sum] fire damage, save for half. Orange. Target takes [sum] bludgeoning damage and is knocked prone. Save negates. Yellow. Target takes [sum] lightning damage, save for half. Green. Target takes [sum] acid damage, save for half. Blue. Target takes [sum] ice damage, save for half. Purple. Target takes [sum] necrotic damage and is blinded for [sum] rounds. Save negates. Struck twice. Roll a d6 twice. Add effects; make one save. As 7. As 7. Struck thrice. Roll a d6 three times.

Sidebar: Raise ____ (template) and related Summons Raise ____ (template) splittable Type: ranged

ranged Target: a nearby corpse

a nearby corpse Duration: 2 hours Target is rasied as a certain type of undead that is obedient to the caster. When calculating the HD of the resultant undead, use the basic racial HD, as if they were an unskilled member of their species. You cannot use this spell on a corpse that has HD greater than 2[dice]. The stats given are for a human-sized hand. Larger ones will be stronger and deal more damage. When this spell expires, the undead collapses into dust. Undead are technically non-sentient, but can still be commanded. Their Int score represents their ability to behave intelligently in combat. They understand commands of up to two words, optionally accompanied by pointing at something. If you die while undead are under your control, each undead has an independent 50% chance of going wild and attacking the nearest living thing, and a 50% chance of seeking to devour your corpse and then attack the nearest living thing. These spells consume the corpse. Raise Crawling Claw HD 0, Def 12, Claw 1d2 + Choke, Climb 9, Int 5, Mor 20, Stealth 10. *Choke – Target is unable to breathe or speak. You know how to carve an eye rune into the crawling claw (a one hour process). If you do, you can close your eyes and touch the claw's opposite hand. If you do this, you can see through the eye-rune for up to 10 minutes (but you cannot control the crawling claw except verbally). When you stop looking through the eye rune, the crawling claw disintegrates. Raise Skeleton HD as base creature, Def 14, Weapon or Claw 1d6, Move 12, Int 0, Mor 20. Double damage from bludgeoning. These stats are for a human-sized skin skeleton. Raise Skin Kite HD as base creature, Def 10, Whip 1d6, Fly 12, Int 5, Mor 20. Carrying capacity: 40 lbs. These stats are for a human-sized skin kite. You can carve a mouth rune into a skin kite (a one hour process), which allows you to cast a single spell through the skin kite (as if you were the skin kite). You must be able to see both the skin kite and the skin kite's target. After casting a spell through a skin kite, the skin kite disintegrates. Raise Zombie HD as base creature, HP +50%, Def 10, Slam 1d6, Move 6, Int 0, Mor 20. Zombies that are killed have a 50% chance to regain 1 HP at the start of their next turn; this ability is usable only once but refreshes if the zombie is healed above 1 HP. These stats are for a human-sized zombie. Zombies can fly if the base creature can fly.