Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Knave 1 Battle Scar

2 Birthmark
6 Oily
7 Pale
11 Reeking
12 Tattooed
16 Sunburned
17 Tanned
Item Costs
All prices are in copper pennies. Payment for things like ships, real Ship, high quality
Ships
720/ton Raft 50
A rules toolkit created by Ben Milton for running old school fantasy RPGs 3 Burn Scar 8 Perfect 13 Rosy 18 War Paint estate, and so on usually takes the form of trade goods, favors, or Ship, good quality 480/ton Fishing boat 500
without classes. - questingblog.com. Original game licensed under Creative 4 Dark 9 Pierced 14 Rough 19 Weathered Ship, used quality 240/ton Sloop 5000
Commons Attribution 4.0 International License and has been modified by the oaths of fealty rather than coins.
creator of this document for formatting purposes. 5 Makeup 10 Pockmarked 15 Sallow 20 Whip Scar Tools and Gear Ship, poor quality 120/ton Caravel 25000
Requirements: At least one set of dice (d4, d6, d8, d10, d12 and d20), two or Hair Air bladder 5 Lens 100 Galleon 125000
more players (one Game Master and one or more players), pen and paper. 1 Bald 6 Disheveled 11 Limp 16 Ponytail Bear trap 20 Lock picks 100 Transport
Feet Meter Square on map 2 Braided 7 Deadlocks 12 Long 17 Silky Bedroll 10 Manacles 10 Carriage 320 Wagon 120
5 1.5 1 3 Bristly 8 Filthy 13 Luxurious 18 Topknot Bellows 10 Metal file 5 Cart 50
10 3 2 4 Cropped 9 Frizzy 14 Mohawk 19 Wavy Black grease 1 Mirror (small, silver) 200 Henchmen
25 7.5 5 5 Curly 10 Greased 15 Oily 20 Wispy Block and tackle 30 Musical instrument 200 Wages/day. Not including food, supplies, shelter,…
50 15 10 Clothing Book (Blank) 300 Nails (12) 5 Laborer 1 Armorer/Blacksmith 8
1 Antique 6 Elegant 11 Foreign 16 Patched Scribe 2 Man-at-arms, mount. 12
Character Creation 2 Bloody 7 Fashionable 12 Frayed 17 Perfumed
Book (Reading) 600 Net 10
Archer 3 Master Builder 15
Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Bottle/vial 1 Oilskin bag 5
3 Ceremonial 8 Filthy 13 Frumpy 18 Rancid Bucket 5 Oilskin trousers 10 Mason 4 Barber-Surgeon 25
Charisma. Each ability has a defense and a bonus value.
4 Decorated 9 Flamboyant 14 Livery 19 Torn Caltrops (bag) 10 Padlock and key 20 Man-at-arms, on foot 6 Knight 25
Roll 3d6 for each ability (in order). Lowest dice of each roll is your 5 Eccentric 10 Stained 15 Oversized 20 Undersized Buildings
Ability’s Bonus. Ability’s defense is abbility’s bonus + 10. Cards with an extra Ace 5 Perfume 50
Virtue Chain (10 ft.) 10 Pick 10 Hovel 120 Stone tower 48000
Optionally: After rolling all abilities, swap the values of two abilities. 1 Ambitious 6 Disciplined 11 Honorable 16 Merciful Row house 1200 Temple 75000
Starting Equipment: 2 days of rations, one weapon of choice, Chalk (10 pieces) 1 Pole (10ft) 5
2 Cautious 7 Focused 12 Humble 17 Righteous Chisel 5 Quill and ink 1 Craftsman’s house 2400 Stronghold 100000
starting armor & equipment (Roll on the Starting Gear tables to 3 Courageous 8 Generous 13 Idealistic 18 Serene Merchant’s house 7200 Cathedral 500000
determine starting armor and equipment). Cookpots 10 Rope (50ft) 10
4 Courteous 9 Gregarious 14 Just 19 Stoic Crowbar 10 Sack 1 House with courtyard 21600 Imperial palace 2500000
Armor Roll Once 5 Curious 10 Honest 15 Loyal 20 Tolerant Guildhall 32600
1-3 4-14 15-19 20 Drill 10 Saw 10
Vice
No armor Gambeson Brigandine Chain 1 Aggressive 6 Deceitful 11 Lazy 16 Suspicious
Face paint/makeup 10 Set of loaded dice 5 Weapons & Armor
Helmets and Shields Roll Once Fake jewels 50 Shovel 10 Weapons
2 Arrogant 7 Flippant 12 Nervous 17 Vain Fishing rod/tackle 10 Small bell 20
1-13 14-16 15-19 20 3 Bitter 8 Gluttonous 13 Prejudiced 18 Vengeful Items Damage Slots Hands Quality Cost
None Helmet Shield Helmet and Shield Glass marbles (bag) 5 Soap 1 Dagger, cudgel, sickle,
4 Cowardly 9 Greedy 14 Reckless 19 Wasteful Glue (bottle) 1 Spike (iron) 5 d6 1 1 3 5
Dungeoneering Gear Roll Twice 5 Cruel 10 Irascible 15 Rude 20 Whiny staff…
1 Rope, 50ft 6 Crowbar 11 Lantern 16 Pole, 10ft Grappling hook 10 Spike (wood) 1 Sword, spear, mace, axe,
Speech Hammer 10 Spiked boots 5 d8 2 1 3 10
2 Pulleys 7 Tinderbox 12 Lamp oil 17 Sack Flail…
1 Blunt 6 Droning 11 Mumbling 16 Dialect Holy water 25 Spyglass 1000
3 Candles, 5 8 Grapp. hook 13 Padlock 18 Tent Halberd, war hammer,
2 Booming 7 Flowery 12 Precise 17 Slow Horn 10 Tar (Pot) 10 d10 3 2 3 20
4 Chain, 10ft 9 Hammer 14 Manackles 19 Spikes, 5 long sword, battle axe
3 Breathy 8 Formal 13 Quaint 18 Squeaky Hourglass 300 Tent (3 man) 100
5 Chalk, 10 10 Waterskin 15 Mirror 20 Torches, 5 Sling d4 1 1 3 5
4 Cryptic 9 Gravelly 14 Rambling 19 Stuttering Incense (packet) 10 Tent (personal) 50
General Gear 1 Roll Once Bow d6 2 2 3 15
5 Drawling 10 Hoarse 15 Rapid-fire 20 Whispery Iron tongs 10 Twine (300 ft.) 5
1 Airbladder 6 Saw 11 Fishing rod 16 Net Crossbow d8 3 2 3 60
Background Ladder (10 ft.) 10 Water skin 5
2 Bear trap 7 Bucket 12 Marbles 17 Tongs Quiver, capacity 20 arrows 10
1 Alchemist 6 Cleric 11 Magician 16 Performer Large sponge 5 Whistle 5
3 Shovel 8 Caltrops 13 Glue 18 Lockpicks Arrows, 20 5
2 Beggar 7 Cook 12 Mariner 17 Pickpocket Light
4 Bellows 9 Chisel 14 Pick 19 Metal file Armor
3 Butcher 8 Cultist 13 Mercenary 18 Smuggler Candle, 4 hours 1 Lantern 30
5 Grease 10 Drill 15 Hourglass 20 Nails Items Defense Slots Quality Cost
4 Burglar 9 Gambler 14 Merchant 19 Student Lamp oil, 4hours 5 Tinderbox 10
General Gear 2 Roll One Shield +1 1 1 40
5 Charlatan 10 Herbalist 15 Outlaw 20 Tracker Torch, 1 hour 1 10
1 Incense 6 Bottle 11 Fake jewels 16 Face paint Helmet +1 1 1 40
Misfortunes Clothing
2 Sponge 7 Soap 12 Blank book 17 Whistle Gambeson 12 1 3 60
1 Abandoned 6 Defrauded 11 Framed 16 Perused Poor 10 Furs 5000
3 Lens 8 Spyglass 13 Card deck 18 Instrument Birgandine 13 2 4 500
2 Addicted 7 Demoted 12 Haunted 17 Rejected Standard 50 Winter 100
4 Perfume 9 Tar pot 14 Dice set 19 Quill & ink Chain 14 3 5 1200
3 Blackmailed 8 Discredited 13 Kidnapped 18 Replaced Noble 3000
5 Horn 10 Twine 15 Cook pots 20 Small bell Half plate 15 4 6 4000
4 Condemned 9 Disowned 14 Mutilated 19 Robbed Food
Item slots: PCs have a number of item slots equal to their Constitution Full plate 16 5 7 8000
5 Cursed 10 Exiled 15 Poor 20 Suspected Travel rations, 1 day 5 Garlic, bunch 1
defense. Items they carry must fit into available slots. (See Item Slots Alignment Item Slots
section for more.) Animal feed, 1 day 2 Grain, 1 bushel (8 gal.) 4
1-5 Law 6-15 Neutrality 16-20 Chaos Bacon, side of 10 Herbs, 1 bunch 1 PCs have a number of item slots equal to their Constitution Defense.
Write down all your items in your item slots on your character sheet.
Most items, including spell books, potions, a day’s rations, light
Armor: Armor items have a defense and a bonus value. The defense Abilities Bread, 1 loaf 1 Lard, 5 lbs. 1
weapons, tools and so on take up 1 slot. Particularly heavy or bulky
value is listed in the rules. Add up all values to find total Armor Strength: Used for melee attacks and saves requiring physical Cheese, 1 lb. 2 Onions, 1 bushel 8
Cider, 4 gallons 1 Salt, 1 bushel 3 items like armor or medium to heavy weapons may take up more
Defense. Armor Bonus is Armor Defense – 10. If the PC is not power, like lifting gates, bending bars, etc.
Cod, whole 20 Spices, 1 lb. 100 slots. Groups of small, identical items may be bundled into the same
wearing any armor, their Armor Defense is 11 and their Bonus is +1. Dexterity: Used for saves requiring poise, speed, and reflexes, like
Eggs, 24 1 Sugar, 1 lb. 12 slot. 100 coins can fit into 1slot. 1 slot can hold around 5 pounds.
HP: Roll 1d8 to determine starting and maximum Hit Points. dodging, climbing, sneaking, balancing, etc.
Speed: Exploration speed :120ft/turn. Combat speed: 40ft/turn. Constitution: Used for saves to resist poison, sick-ness, cold, etc. The Flour, 5 lbs. 1 Wine/ale, bottle 1 Advancement
Traits: Roll or choose other traits: Constitution bonus is added to healing rolls. A PC’s number of item Fruit, 1 lb. 1 Getting XP: Whenever a PC accumulates 1000 XP, they gain a
Physique slots is always equal to their Constitution defense. Animals level. As a guideline, PCs receive 50 XP for low-risk
Intelligence: Used for saves requiring concentration and precision, Chicken 1 Hawk 1000 accomplishments, 100 XP for moderate-risk accomplishments, and
1 Athletic 6 Hulking 11 Short 16 Stout
2 Brawny 7 Lanky 12 Sinewy 17 Tiny such as wielding magic, resisting magical effects, recalling lore, Cow 100 Horse, riding 1000 200 XP for high-risk accomplishments. The referee should freely
3 Corpulent 8 Ripped 13 Slender 18 Towering crafting objects, tinkering with machinery, picking pockets, etc. Dog, hunting 50 Horse, war 10000 notify the PCs of how much XP different objectives are worth when
Wisdom: Used for ranged attacks and saves requiring perception Dog, small but vicious 20 Ox 300 asked.
4 Delicate 9 Rugged 14 Flabby 19 Willowy
and intuition, such as tracking, navigating, searching for secret doors, Donkey/pack horse 300 Pig 30 Gain a level: When gaining a level roll a number of d8s equal to
5 Gaunt 10 Scrawny 15 Statuesque 20 Wiry
detecting illusions, etc. Goat 10 Sheep 15 their new level to find their new HP maximum. If the result is less than
Face
Charisma: Used for saves to persuade, deceive, interrogate, Lodging their previous maximum, their maximum HP increases by 1. They also
1 Bloated 6 Elongated 11 Impish 16 Sharp
2 Blunt 7 Patrician 12 Narrow 17 Soft intimidate, charm, provoke, etc. PCs may employ a number of Bed, per night 1 Hot bath 2 raise the defense and bonus scores of 3 different abilities of their
3 Bony 8 Pinched 13 Ratlike 18 Square henchmen equal to their Charisma bonus. Private room, per night 2 Stabling and fodder 2 choice by 1 point. Abilities may never be raised higher than
Meal 2 20/+10.
4 Chiseled 9 Hawkish 14 Round 19 Wide
5 Delicate 10 Broken 15 Sunken 20 Wolfish
Skin
Reactions quality. At 0 quality, the item is destroyed. Each point of quality Spell List for L×12 hours. You can permit and forbid entry to it at will. Marble
When the PCs encounter an NPC whose reaction to the party is not costs 10% of the item’s cost to repair. These 100 spells can be cast at any level. The “L” is a number equal Madness: Your pockets are full of marbles, and will refill every
Morale: Monsters and NPCs all have a morale rating. When they 50 round. Masquerade: L characters’ appearances and voices become
obvious, the referee may roll 2d6 and consult the following table. to the caster’s level. Items can be lifted with one hand. Objects is
face more danger than they were expecting, the referee will make a identical to a touched character. Miniaturize: You and L other
2 Hostile 6-8 Unsure 12 Helpful morale roll by rolling 2d6 and comparing the result to the NPC’s anything up to human size. Unless noted, all spells with ongoing
3-5 Unfriendly 9-11 Talkative effects last up to L×10 minutes and have a range of up to 40 ft. If a touched creatures are reduced to the size of a mouse. Mirror Image:
morale rating. If the roll is higher than the rating, the NPC will L illusory duplicates of yourself appear under your control.
attempt to flee, retreat, or parley. spell directly affects another creature, the creature can make a save
Saving Throws to reduce or negate the spell’s effect. Mirrorwalk: A mirror becomes a gateway to another mirror that you
If a character attempts something where the outcome is uncertain and Morale rolls can be triggered by defeating half of an enemy group,
defeating a group’s leader, or reducing a lone enemy to half HP. 1 Adhere: Object is covered in extremely sticky slime. Animate
looked into today. Multiarm: You gain L extra arms. Night Sphere:
failure has consequences, they make a saving throw, or “save”. An L×40ft wide sphere of darkness displaying the night sky
Other effects may trigger a morale roll at the referee’s discretion. Object: Object obeys your commands as best it can. It can
To make a save: add the bonus of the relevant ability to a d20 roll. Hirelings also make morale rolls when they aren’t paid, their appears. Objectify: You become any inanimate object between the
walk 15ft per round. Anthropomorphize: A touched animal either
If the total is greater than 15, the character succeeds. If not, they employer dies, or they face extraordinary danger. Morale may also size of a grand piano and an apple. Ooze Form: You become a
gains human intelligence or human appearance for L days. Arcane
fail. be improved by paying hirelings more and treating them well. living jelly. Pacify: L creatures have an aversion to violence.
Eye: You can see through a magical floating eyeball that flies
To make an opposed save: If the save is opposed by another Healing: After a meal and a full night’s rest, PCs regain lost hit Phantom Coach: A ghostly coach appears until end of spell. It moves
around at your command. Astral Prison: An object is frozen in time
character, then in-stead of aiming to exceed 15, the side doing the points equal to a d8 plus their Constitution bonus. Resting at a safe 60 unnaturally fast over any terrain, including water. Phobia: L
and space within an invulnerable crystal shell. Attract: L+1 objects
rolling must get a total greater than the opposing character’s haven restores all lost HP. creatures become terrified of an object of your choice. Pit: A pit 10ft
are strongly magnetically attracted to each other if they come within
relevant defense score in order to succeed. If they fail, the opposing wide and L×5ft deep opens in the ground. Primeval Surge: An
10 feet. Auditory Illusion: You create illusory sounds that seem to
side succeeds. Note that it doesn’t matter which side does the rolling, Converting OSR Monsters come from a direction of your choice. Babble: A creature must loudly object grows to the size of an elephant. If it is an animal, it is
since the odds of success remain the same. All monsters from OSR bestiaries should work as-is in Knave with no enraged. Psychometry: The referee answers L yes or no questions
and clearly repeat everything you think. It is otherwise mute. Beast
Advantage and disadvantage: If there are situational factors that major conversion needed. Here are some guidelines. about a touched object. Pull: An object of any size is pulled directly
Form: You and your possessions transform into a mundane animal.
make a save significantly easier or harder, the referee may grant Hit Dice/Hit Points: All monster hit dice can be assumed to be d8s towards you with the strength of L men for one round. Push: An
10 Befuddle: L creatures of your choice are unable to form new short-
the roll advantage or disadvantage. If a roll has advantage, roll unless otherwise specified. To get the monster’s hit points, just multiply object of any size is pushed directly away from you with the strength
the number of hit dice they have by 4 (or 5 if you’re feeling mean.) term memories for the duration of the spell. Bend Fate: Roll L+1
2d20 and use the better of the two dice. If it has disadvantage, roll of L men for one round. Raise Dead: L skeletons rise from the ground
Armor Defense: Monster AC (if ascending) is identical to Armor d20s. Whenever you must roll a d20 after casting the spell, you must
2d20 and use the worse of the two dice. to serve you. They are incredibly stupid and can only obey simple
Defense. If the AC is descending, subtract it from 19 (if it is from choose and then discard one of the rolled results until they are all
orders. Raise Spirit: The spirit of a dead body manifests and will
Combat OD&D or B/X D&D) or from 20 (if it is from AD&D) to find its gone. Bird Person: Your arms turn into huge bird wings. Body Swap:
answer L questions. Read Mind: You can hear the surface thoughts of
Initiative: At the start of each combat round, determine initiative by ascending equivalent. You switch bodies with a creature you touch. If one body dies, the
Attack Bonus: Any attack bonus given is unchanged, and can be other dies as well. Catherine: A woman wearing a blue dress nearby creatures. Repel: L+1 objects are strongly magnetically
rolling a d6. On a 1-3, all of the enemies will act first. On a 4-6 all
added to both melee and ranged attacks. If an attack bonus is not 70 repelled from each other if they come within 10 feet. Scry: You can
of the PCs will act first. Reroll initiative each round. appears until end of spell. She will obey polite, safe requests.
given, assume that it is the same as the monster’s number of hit dice. Charm: L creatures treat you like a friend. Command: A creature see through the eyes of a creature you touched earlier today. Sculpt
Actions: On their turn, a character may move their speed (usually 40
Damage: Damage remains the same. obeys a single, three-word command that does not harm it. Elements: All inanimate material behaves like clay in your hands.
ft) and take up to one combat action. This action may be casting a
Morale: Morale rating remains the same. Comprehend: You become fluent in all languages. Control Plants: Shroud: L creatures are invisible until they move. Shuffle: L creatures
spell, making a second move, making an attack, attempting a stunt,
Saves: Since OSR monsters usually don’t come with ability scores, Nearby plants and trees obey you and gain the ability to move at 5 instantly switch places. Determine where they end up randomly.
or any other action deemed reasonable by the referee. assume that monsters have Ability Bonuses (for all abilities) equal to
feet per round. Control Weather: You may alter the type of weather Sleep: L creatures fall into a light sleep. Smoke Form: Your body
Range: Melee weapons can strike adjacent foes, but ranged their level, with the corresponding Ability Defenses. Example: A
20 at will, but you do not otherwise control it. Counterspell: Make an
becomes living smoke. Snail Knight: 10 minutes after casting, a
weapons cannot be used if the shooting character is engaged in typical 4 HD monster would have a bonus of +4 and a defense of
opposed Intelligence save against the Intelligence of the caster of a knight sitting astride a giant snail rides into view. He is able to
melee combat. 14 in all of its abilities by default, unless modified by the referee.
nearby spell. You may do this out of turn as a reaction, or against an answer most questions related to quests and chivalry, and may aid
Make an attack: Roll a d20 and add the character’s Strength or Example Monsters
ongoing magical effect. On a success, you may cancel the spell. you if he finds you worthy. Sniff: You can smell even the faintest
Wisdom bonus, depending on whether they are using a melee or Monster Hit Hit Armor Attack Damage Morale Saves
Die Points Defense Bonus Deafen: All nearby creatures are deafened. Detect Magic: You hear traces of scents. Sort: Inanimate items sort themselves according to
ranged weapon, respectively. If the attack total is greater than the
Goblin 1d8 4 13 1 1d6 7 +1/11 nearby magical auras singing. Volume and harmony signify the categories you set. The categories must be visually verifiable.
defender’s Armor Defense, the attack hits. If not, the attack misses.
Bear 5d8 20 13 5 1d4/1d4/1d6 8 +5/15 aura’s power and refinement. Disassemble: Any of your body parts Spectacle: A clearly unreal but impressive illusion of your choice
Alternatively, an attack roll can also be resolved by the defender Zombie 2d8 8 11 2 1d6 12 +2/12
may be detached and reattached at will, without causing pain or appears, under your control. It may be up to the size of a palace
rolling a d20 and adding their armor bonus, hoping to roll a total Basilisk 6d8 24 15 6 1d10/1d10 9 +6/16 80 and has full motion and sound. Spellseize: Cast this as a reaction to
greater than the Ability Defense (Strength or Wisdom +10) the Dwarf 1d8 4 15 1 1d6 8 +1/11 damage. You can still control them. Disguise: You may alter the
appearance of L characters at will as long as they remain humanoid. another spell going off to make a temporary copy of it that you can
attacker is using. If they succeed, the attack misses. If they fail, the Troll 9d8 36 15 9 1d6/1d6/1d10 10 +9/19
Rat 1d4 1 10 0 1d6 5 +0/10 Attempts to duplicate other characters will seem uncanny. Displace: cast at any time before this spell ends. Spider Climb: You can climb
attack hits.
Orc 1d8 4 13 1 1d6 8 +1/11 An object appears to be up to L×10ft from its actual position. surfaces like a spider. Summon Cube: Once per second, (6 times per
Damage: On a hit, the attacker rolls their weapon’s damage die to
Dragon 10d8 40 20 +10 1d8/1d8/4d8 10 +10/20 Earthquake: The ground begins shaking violently. Structures may be round) you may summon or banish a 3-foot-wide cube of earth. New
determine how many Hit Points (HP) the defender loses. A bonus
cubes must be affixed to the earth or to other cubes. Swarm: You
damage die of the weapon’s type may be added to the roll if the Magic damaged or collapse. Elasticity: Your body can stretch up to L×10ft.
become a swarm of crows, rats, or piranhas. You only take damage
ideal weapon was used against an enemy type (for example, using The spell lists from any old-school RPG will work perfectly well in Elemental Wall: A straight wall of ice or fire L×40ft long and 10ft
high rises from the ground. Filch: L visible items teleport to your from area effects. Telekinesis: You may mentally move L items.
a blunt weapon vs. a skeleton). Knave, provided that they go up to 9th level. There are many free
30 hands. Fog Cloud: Dense fog spreads out from you. Frenzy: L
Telepathy: L+1 creatures can hear each other’s thoughts, no matter
Death: When a character reaches 0 HP, they are unconscious. When lists of classic spells available online.
creatures erupt in a frenzy of violence. Gate: A portal to a random how far apart they move. Teleport: An object disappears and
they reach -1 HP or less, they are dead. Players should roll up a new Casting spells: PCs may only cast spells of their level or less, so a
plane opens. Gravity Shift: You can change the direction of gravity reappears on the ground in a visible, clear area up to L×40ft away.
level 1 PC when their old one dies, and should rejoin the party as level 3 PC could only cast spells of level 0 to 3. Spells are cast out of
(for yourself only) up to once per round. Greed: L creatures develop Thaumaturgic Anchor: Object becomes the target of every spell
soon as possible. spell books, which must be held in both hands and read aloud. Each
an overwhelming urge to possess a visible item of your choice. Haste: cast near it. Thicket: A thicket of trees and dense brush up to L×40ft
Stunts: Combat maneuvers such as stunning, shoving, disarming, spell book can only be used once per day. Importantly, each spell
Your movement speed is tripled. Hatred: L creatures develop a deep wide suddenly sprouts up. Time Jump: An object disappears as it
tripping, sundering armor, and so on. They are resolved with an book only holds a single spell, and each spell book takes up an item
hatred of another creature or group of creatures and wish to destroy jumps L×10 minutes into the future. When it returns, it appears in the
opposed save. They may not cause damage directly, but may do so slot, so if a PC wants to be able to cast a wide variety of spells,
90 unoccupied area nearest to where it left. Summon Idol: A carved
indirectly (for example, pushing an enemy off a ledge). GM has final they’ll have to fill most of their inventory with spell books. it. Hear Whispers: You can hear faint sounds clearly. Hover: An
object hovers, frictionless, 2ft above the ground. It can hold up to L stone statue the size of a four poster bed rises from the ground.
say in what stunts can be attempted in a given situation. Gaining spells: PCs are unable to create, copy or transcribe spell
humanoids. Hypnotize: A creature enters a trance and will truthfully Time Rush: Time in a 40ft bubble starts moving 10 times faster.
Advantage: When a character is attacking a target that is unaware, books. PCs can only get spells by recovering them from dungeons or
40 answer L yes or no questions you ask it. Icy Touch: A thick ice layer
Time Slow: Time in a 40ft bubble slows to 10%. True Sight: You see
on lower ground, off balance, disarmed, distracted, or tactically looting them from other magicians. The higher the level of the spell
spreads across a touched surface, up to L×10ft in radius. Illuminate: through all nearby illusions. Upwell: A spring of seawater appears.
disadvantaged in any significant way (GM has final say) they may book, the rarer and more valuable it is. PCs openly carrying high
A floating light moves as you command. Increase Gravity: The Vision: You completely control what a creature sees. Visual Illusion:
either A.) Apply advantage to their attack roll or stunt against that level spell books are likely to be hounded by bandits and wizards
gravity in an area triples. Invisible Tether: Two objects within 10ft A silent, immobile, illusion of your choice appears, up to the size of a
opponent or B.) Make an attack and a stunt attempt in the same looking to “acquire” them.
of each other cannot be moved more than 10ft apart. Knock: L bedroom. Ward: A silver circle 40ft across appears on the ground.
round against that opponent, without advantage. Saves: When a spell allows for a save, make an opposed
nearby mundane or magical locks unlock. Leap: You can jump up to Choose one thing that cannot cross it: Living creatures, dead
Critical Hits & Quality: If the attacker rolls a natural 20 on their Intelligence save against the defender’s relevant ability, usually
attack roll, or the defender rolls a natural 1, the defender’s armor L×10ft in the air. Liquid Air: The air around you becomes creatures, projectiles or metal. Web: Your wrists can shoot thick
Dexterity for ranged attack spells, Constitution for life-draining
loses 1 point of quality and they take an additional die of damage swimmable. Magic Dampener: All nearby magical effects have their webbing. Wizard Mark: Your finger can shoot a stream of ulfire-
spells, Intelligence for mind-altering spells, or Wisdom for Illusions.
(of the weapon’s type). If the attacker rolls a natural 1 or the effectiveness halved. Manse: A sturdy, furnished cottage appears colored paint. This paint is only visible to you, and can be seen at
defender rolls a natural 20, the attacker’s weapon loses 1 point of any distance, even through solid objects. X-Ray Vision: You gain X-
Ray vision.

You might also like