Tales From Myriad DEMO
Tales From Myriad DEMO
Credits
Editing: Helen Savidge Interior Artists: SplitableInf, wyzenegia, 85JSH,
Cover Artist: Carson Daniel Lowmiller Uri_V_Art, WayNLag, Kris Kolesnikova, luciasatalina,
Graphic Design: HTTPaladin Laurene bonnet, Laura Depas, Cyanroll, Marcel Mosqi,
Logo: KusakiDesu Jay Axer, Carson Daniel Lowmiller
Publisher: Metal Weave Games
Special Thanks: To my friends and family who supported me along the way, to “Guardian”, Kiki, and specifically Ilse
- for listening to me talk about the game every morning for 2+ years despite having never played a TTRPG
Table of Contents
Introduction
1. How to Play
2. Character Creation
3. Jobs
4. Magic
5. Miscast Table
6. Game Master’s Guide
7. Exploration and Dungeons
8. Myriad Places (Demo)
9. Specialty Classes
NOTICE
THIS PDF IS FOR DEMO PURPOSES ONLY,IT IS NOT FINISHED!
PLEASE DO NOT REDISTRIBUTE
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Introduction
Tales from Myriad is a table-top role playing game. There sense, but it is not their responsibility to make the
are many games in this genre, this one being the first players play - rather, it is their job to ensure there are
that I (Carson) have created. things to play with. The Game Master’s job is to make
Tales from Myriad is a game that exists largely in sure everybody is having fun, and to keep the rules fair
your mind, like a book, with a Game Master who pulls and consistent. There are tools in this book for the Game
levers and spins the wheels behind the curtain, in a Master to help supplement the play space with dungeons,
sense. If you are a player who has never played a game monsters, and magic, but it is the player’s job to have the
like this before, it is like having a character in a book that drive to seek them out and communicate with the Game
is your own creation, with traits and abilities represented Master what they wish to poke.
on a Character Sheet, using stats, weapons, and spells. This game in particular focuses on exploration and
Your character is your way of interacting with this creative problem solving. If you have played a similar
fantasy world, and they can perform or attempt to game, it is worth noting that combat is disastrous,
perform nearly any action that anyone could - such as deadly, and often lop-sided. This is intentional, as this
looking around a room, talking to people, or pressing a is not a game focused on what your character can do
large conspicuous button. It is important to note that you once combat begins, but rather ways they can actively
do not need to ask your character sheet for permission affect and explore the world around them at all times.
to perform basic actions, but your Game Master may For Game Masters, be prepared to have players absolutely
ask you to make a “skill check” when the thing you want destroy creatures in a few rounds, and to literally
to do may be contested by forces outside yourself - like crumble walls you may have intended them to go around.
a locked door, or commonly, gravity. Your actions will This is a game designed for bending, not breaking.
have consequences, some of which you would have had
no way of knowing, and others you may have been able
to spend more time to glean more information to better
prepare yourself. Regardless, your consequences are
not “mistakes”, nor are you playing the game “wrong”,
so long as you are having fun without it being at the
expense of other players. It is simply a story, and a
game, with challenges you will succeed and fail at from
time to time.
Note: If you are new to TTRPG’s, please know it is
always ok to ask the Game Master for clarifications,
including for general descriptions. It is part of the game!
If you are a Game Master, and you have never
played a table-top role playing game before, it is
recommended to first be a player to understand the
ropes and rules of the game, or at least, the genre. It is
very important for a Game Master to know the rules,
as they are the players’ sole guide into the game at
hand. The game is made with the system in mind,
which, when neglected or mistaken, may spoil the
fun intended for players and Game Masters.
The Game Master runs the game in the sense
that they keep the gears and cogs well oiled and
greased up, so that the players may drive the
majority of the game. Yes, the Game Master can
pull on strings from behind the scenes in a story
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Chapter 1: How to Play
Tales from Myriad is a 2d6 System. The success of your Luck: Personal luck, finding an unusual item at the
actions and choices in the game are determined by the right time, determines how many additional
sum of two six-sided dice (the cube ones). Other parts of times your dice can “explode”, severity
the game, such as rolling the damage after a successful of miscasting
attack or rolling for a random outcome on a chart, may You will learn how you give your character these
require different dice - a d4, d8, d10, d12, or a d20 - stats in the How to Make a Character chapter, but it
but whenever you need to roll dice to determine how is important to note going ahead that your stats have
successful you are, look for your two six-sided dice. TWO numbers:
If you are completely new to table-top games (or just • The Modifier — to add onto your roll when you
this one) then allow this book to outline the three core are trying to succeed (this can be a negative score)
elements of gameplay, and how to understand them • The Score — the number to beat when someone is
in your game. trying to succeed against YOU
These three elements are:
• Encounters (including combat)
• Exploration
Saving Throws
Sometimes a target will need to “Save”, or make a “Saving
• Social Interaction Throw” against a certain skill (for example, making a
“Shenanigans” is a popular “fourth element”, and is Finesse Saving Throw against a trap someone fashioned).
heavily encouraged. This game doesn’t break as much as In these cases, the DC (or Difficulty Challenge) for the
it bends, so please go wild. save is equal to the Score of the person CAUSING the
Most TTRPG’s (Table-Top Role-Playing Games) save. In the case of the trap, if the person who crafted it
have “stats’’ that use a numerical value to reflect certain has a Finesse Score (remember, not modifier) of 7, then
features of a character. These stats will be on your the DC to avoid that trap is 7. Most of the time, you as a
character sheet and are what you reference when rolling player will be looking at your MODIFIER.
for success. While a stat may reflect an aspect of your
character, your character is still your own creation -
who’s attitude or personality is not necessarily reflected
Skills
For most encounters, you will be referencing your stats
by numbers on a page (much like in real life). Do not feel in order to determine your level of success. Outside of
restricted to play your character based on what you find trying to hit someone (see Combat) these things are called
on their character sheet (this is why typical stats like Skills, and entail things such as the following:
“Intelligence” have been removed). • Jumping over a wall (Finesse)
The following are the main stats in Tales from • Convincing someone to help you out (Charm)
Myriad and what exactly they represent in-game. • Holding a door shut (Power)
Power: Health, physical strength, making melee • Trying not to slip down the stairs (Finesse)
weapon attacks, carrying items • Remembering a niche fact about a location or item
Finesse: Picking locks, using ranged weapons, (Insight, Arcane, or Occult - it depends!)
crafting items, acrobatics And plenty more! Because of the broad nature of
Insight: Spatial awareness, detecting lies, religious Skills, Skill Checks are non-specific and done based on
knowledge. Casting Divine Spells the action at hand with a Score of 2d6, + modifiers of
Charm: Influence and Charisma, deception the appropriate stat type. A skill your character would
Arcane: Understanding magic, spells, and magic feasibly have allows you to roll an extra dice to try and
items. Casting Arcane spells succeed! (For example, a Thief would be more adept at
Occult: Knowledge of dark magic, void and chaos pickpocketing, so they would get to roll 3d6 on a Finesse
magics, monsters and dungeons. Casting check to attempt to succeed, instead of 2d6). This is
Occult Spells known as Proficiency in a Skill.
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Encounters
In a table-top game, an “encounter” is anything that
makes you roll your dice to see if you succeed. In Tales
from Myriad, success is determined by adding together
Key Terms
The following are some common terms used
a 2d6 roll, plus or minus your “stat modifiers”, and in this game:
matching the resulting number against a Difficulty Exploding: If you roll the max number on a dice,
Challenge, or “DC” for short. This DC is set by your Game you get to roll an additional dice of that type.
Master (the person who is running the game beyond the After the first time it happens, you can only do
characters as a sort of narrator, referee, or rules-master). it a number of additional times on the same roll
To succeed a player needs to roll equal to or higher (if you continue rolling the max number) equal
than this DC. Below is a chart of general DC’s based on to your LUCK modifier. (This is also known as a
the difficulty. Critical, or “critting”).
However, just because “success” is the goal does not Proficiency: For weapons, this means your weapon
mean it is the point of the game. Tabletop roleplaying use is normal. Not having any proficiency
games are a collaboration of storytelling between the with a weapon means you roll attacks with
players and the GM, and “failure” is often where players Disadvantage. For skills, proficiency lets you add
have the most fun and tell the most entertaining stories. one extra dice, rolling 3d6 instead of 2d6. If you
Look to empower your fellow players amidst failure, or would have proficiency and advantage, only roll
fail right alongside them like any good friend would do! with proficiency.
That being said, “success” is not always determined Disadvantage: You add an extra 1d6 to your roll and
by a roll of the dice. Often enough, a good idea and take the two lowest ones.
logical solution allows you to succeed without needing
to consult dice or character sheets. Dice only become Exploding is a unique mechanic that you should be
involved when there is a conflict that needs to be on the lookout for!
resolved, and is the difference between logically being
able to jump over a small hole with a running start, and
jumping across a ravine.
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Combat
Sometimes words just won’t work, and an encounter • Movement — You get to move around the
comes to blows. Congratulations! You’re in Combat. battlefield in 5ft increments — everyone
Combat is a turn-based encounter in which both sides are gets 30ft of movement on their turn unless
usually trying to reduce each other’s hit points to 0, or otherwise specified.
stop the fight by other means (escaping, explosions, etc). For casting a spell or “Charging”, see Magic (pg.x)
To start Combat, you need to determine the Initiative.
How to Hit with a Weapon:
Initiative in Combat: Roll 2d6 +/- PWR or FIN modifiers (based on weapon -
At the start of combat, flip a coin for Players vs melee weapons marked “Finesse” and ranged weapons
Enemies. Players and Enemies take Turns back and use Finesse). The sum must be equal to or greater than
forth in a Round in whatever order of characters they the target’s Dodge in order to hit them with an attack.
want, starting with the winners of the coin toss. The target must be within range of your weapon (most
When everyone on both sides has taken a Turn, the melee weapons have a 5ft range, unless they have “Reach”
Round resets. which gives them a 10ft range)
There is no strict order! Simply start with one person Then, based on your weapon, you will roll for your
from the side of the winning coin toss, then one person damage. Light weapons do 1d4, Medium weapons do
from the opposing side, and so on. At the start of the 1d8, Heavy weapons do 1d12, and Ranged weapons are
next Round, you do not need to adhere to the order of the considered Medium unless otherwise specified. (These
previous Round, simply start with whoever wants to go values might still change depending on the weapon).
from the original winners of the coin toss. Ranged weapons have a range of 60ft, unless the
weapon is its own ammunition (most thrown weapons
like throwing axes, shuriken, or chakram) in which case
Note: No character can make consecutive turns
it only has a 30ft range to balance with the fact that a
unless specified or they are the only creature left on their
bow and arrows would take up two item slots total.
“side”. This is to prevent any one person waiting till the
All damage has a damage type - weapons usually
end of a combat round to attack, and then taking the
do Slashing (S), Bludgeoning (B), or Piercing (P) damage.
next turn at the start of the round, effectively getting
This damage type may be important in the case of a
two actions.
creature having resistance or vulnerability to some, but
not all, of these damage types.
Resistance means a creature takes only half damage
So What the Heck Do I Do? from that damage type. Vulnerability means that they
take double the damage.
Once a round, starting on your turn, you may do any
combination of the following: Sometimes a target has Damage Reduction (or DR
• Action — On your turn you may Attack with a for short). Simply subtract this amount from the damage
weapon, push, grapple, make a skill check, activate being taken. Damage reduction is based on the armor the
an item, Disengage (see Attack of Opportunity), target is wearing.
Cast a Spell, begin to Charge a spell, make an extra For example: If you deal 3 damage to a target with a
movement or so on. An Action is the core element “-2” DR, the target would only take 1 point of damage to
of your turn, and you only get one on your turn. their Hit Point total.
• Bonus Action — These are smaller actions, and Some types of damage ignore Damage Reduction,
only some abilities in the game use this. These such as poison, psychic, or damage caused by gravity.
are non damaging things like teleporting behind Remember Exploding Dice - Both a target’s roll to
someone, or wreathing your weapon in flame. hit AND damage dice can Explode!
• Reaction — This is something you can do at any
time, including outside of your turn, but you Last Breath
usually only get one of these until the start of When you are brought to 0 hp in Combat you do not
your next turn. immediately die - rather, you are brought to your Last
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Breath. While on your Last Breath you are at 0 hit points. Opportunity. The enemy uses their reaction to make a
Whenever you take damage, roll 1d6. If you roll a 5 or melee weapon attack against the target that is moving
a 6, then you remain on your Last Breath regardless of out of their weapon’s range without first taking an action
damage taken. If you roll a 1-4, then you die. If you are to Disengage. Both players and enemies can do this.
brought to 0 hp in a way that is not an attack, poison, or
spell damage - such as falling extreme distances, or very
heavy objects being dropped on a character - Last Breath
Cinematic Advantage/STUNTS
To make player’s physical attack actions more versatile,
does not apply when taking this damage. Falling 10ft or players may gain “cinematic advantage” by using the
more while in Combat may leave the character on their environment to perform stunts or achieve cool effects.
Last Breath, at the GM’s discretion. This is how it works:
• A player announces they’d like to use the
“Look out below!” Falling Damage environment to do something cool (like jumping
A falling creature takes 1d6 unmitigable damage for on the back of that troll after running up the
every 10ft they fall. Likewise, a 5ft cube of heavy falling stairs), and specifies the effect they’d like their
objects (such as rubble) deals 1d6 bludgeoning damage action to have.
to a creature it strikes for every 10ft it has fallen, per 5ft • The DM sets a DC check for the action - keeping it
cube of rubble. If a creature could feasibly move out of low to encourage this type of play (7 is an average
the range of the rubble, it may make a general FIN saving for 2d6) - and likewise tells the player what will
throw to take only half of the damage. happen if they fail.
For example: A 10ft cube of rubble that has fallen • If the player succeeds on the DC, then the cool
20ft would deal 2d6+2d6 bludgeoning damage to any thing happens, and they may increase their
creatures it strikes. Critical Range on their next attack by 1. If not,
consequences ensue (such as the troll ducking out
Temporary Hit Points of the way so they fall prone)
If you are performing a Stunt like disarming a target,
Under certain situations, a player may gain Temporary
Hit Points. These hit points are a pool of health that rests the DC is determined by the stat Score of the target
above the player’s current hit points, potentially beyond If a player’s action is not an attack/would not do
their [Link] last for an hour or until expended. damage (such as applying a status effect) they may still
Temporary Hit Points do not stack if gained multiple attack on their turn.
times, but do default to granting the target the higher
amount of Temporary Hit Points. “Ticking”
Some abilities, spells, or items “Tick”. This means that
Critical Range for a certain number of turns (not rounds) that ability,
spell or item has an effect on a target . This effect
Some abilities say that they “increase a target’s critical
range by X”. This means the range of the roll in which happens at the end of the target’s turn, and the strength
dice can Explode. Technically, everyone has a Critical of the effect increases or decreases with every turn.
Range of 1 - meaning that the highest roll on that dice When something ticks, it either ticks UP to a number
explodes. Increasing the Critical Range by 1 would (starting from 1, increasing in effect by 1 each turn until
increase that number to the two highest numbers on the the maximum number is reached), or ticks DOWN from
dice, and etc. a number (starting from the number, decreasing in effect
For example, an attack against a creature with your by 1 each turn until 0 is reached).
Critical Range increased from 1 to 2 would Explode on a For example, if a creature is Poisoned “Ticking down
7-8, on a d8, a 5-6 on a d6, a 3-4 on a d4, and so on. from 6” then they would take 6 damage at the end of
their turn, 5 damage at the end of the next turn, 4 at the
end of the next, and so on until ending after taking 1
Attack of Opportunity damage. An easy way to keep track of this for players and
Moving away from an enemy in combat without GM’s is to place a dice on the character sheet and tick up
first using your action to Disengage from them may or downwards at the end of each turn appropriately!
prompt them to use their reaction to make an Attack of
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• Ephemeral. Target reduces all incoming damage
Statuses to 1 (calculated after DR)
Damage is not the only thing you have to worry about in • Exhausted. Target has their Power and Finesse
Combat! The following is a list of key terms and status Score decreased by 1 per point of Exhaustion. If
effects commonly used in the game and what they mean: either reach a Score of 1, the target dies
• Blinded. Target cannot see and has • Feared. Target is either under Fight, Flight, or
disadvantage on any action that would require Frozen (see Fear below)
sight, but cannot be affected by Gaze attacks • Grappled. Target cannot take a movement.
• Charmed. Target considers the charmer as They can take normal actions, or an action to
a friend and will not willingly harm them or attempt to break free on their turn
themselves while under this effect. Charm ends • Hidden - Target cannot be perceived or targeted.
when the target takes damage, or at the end of Creatures can automatically detect a hidden
the spell or ability duration target within 5ft per your Insight modifier
• Confused. Target moves 15ft in a random 1d4 minus the Finesse Modifier of the Hidden
cardinal direction at the start of their turn (1. creature unless magically obscured
North, 2. East, 3. South, 4. West) • Poisoned. Target is affected by a poison, and
• Cursed. Target is affected by a Curse, and cannot be affected by additional poisons while
cannot be affected by additional Curses poisoned. Poison damage ignores DR
• Deafened. Target cannot hear and has • Prone. Target is currently laying on the ground.
disadvantage on any action that would require Melee attacks are made with an increased
hearing, but cannot be affected by effects that Critical Range by 1, and ranged attacks are made
rely on sound with disadvantage. The target can spend half of
their movement on their turn to stand up
• Restrained. Target cannot move freely, and
attacks are made at disadvantage
• Silenced. Target cannot speak, channel, or
charge spells
• Stunned. Target cannot take actions, reactions,
bonus actions, or movement
• Unconscious. Target is unconscious and
prone, and cannot take actions, bonus actions,
movement, or reactions
Fear
When a target becomes Frightened, the creature who
frightened them may choose one type of fear to inflict:
• Fight — The target is driven into a frenzy
and must use their reaction or next turn to
immediately run to the fear cause and make a
melee attack
• Flight — The target is filled with terror and must
use their reaction or next turn to move as far away
fromthe target as possible
• Frozen — The target is frozen in fear and cannot
take actions, reactions, or movement until the end
of their next turn
If multiple targets are affected by the same cause of
fear, they are all affected by the same type of fear.
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Exploration
Exploration is a key part of play! This is the part where That being said, if you can tell that a player or
characters get to explore the setting or environment character is actively seeking the alone time, then please
and uncover fun stuff to mess around with. Designing try to read the table and respect that player’s choice! Part
exploration is largely the GM’s responsibility to ensure of collaborative storytelling means letting others tell
that there are actually things to explore, but players their story.
should keep a few things in mind: When you’re trying to search for something in your
When you are playing with other people (which is immediate vicinity, make an Insight (Perception) or a
most of the time) it is important to keep in mind that Luck skill check. Don’t be afraid to see what stones you
they may also want to explore and engage with the can turn over! If you miss something in a dungeon, there
world. A handy tip is to try to add to their exploration may just be someone else who picked it up and is willing
if they are open to it, letting your character assist in to part with it for a price....
their storytelling rather than try to always prioritize
your own exploration. While it might be fun for you to
sneak around a castle while trying to avoid guards, other
players may not find it as enthralling if that means they
have to watch you roll dice while they sit idly by. It is far
more fun to explore with companions.
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Rest Over-encumbrance
When traveling or exploring there are the options to If you are carrying more items than your Power would
Rest. There are two types of Rest: allow, or wearing an armor you are not proficient in, you
Short Rest: Recover 1d6 of HP per hour of resting, gain 1 point of Exhaustion and reduce your movement
and 1 point (or dice) to any ability that relies speed by 5ft for each total hour you are over-encumbered.
on a pool of energy. During this time you can until you receive a Long Rest. If either your movement
perform simple tasks such as foraging, crafting speed or Scores reaches 0, you die of Exhaustion.
an item, keeping watch, or casting a spell.
However, for each hour you spend on a task you
do not regain hit points.
Social Interaction
The social aspect of a TTRPG is hard to quantify, so I’ll
Long Rest: Spend 8 hours of sleep to fully recover keep it brief. The creatures you encounter in the world
your Hit Points, recover from poisons, and are largely determined by the GM. Their general attitude
regain all points to any ability that relies on a regarding the players can be randomly determined
pool of energy. You can only take a Long Rest using the chart below, but this is moreso to be used for
in a safe location, such as a town or base of situations in exploration or dungeons.
operations. If a Long Rest is interrupted, treat There are many opportunities for social encounters
it as a short rest based on the successful time beyond the local tavern (although it might be useful to
spent resting. hire people to assist you). Not all Monsters are inherently
If you do not receive at least 6 hours of sleep in a hostile, and the more clever ones may even be bargained
night, you gain 1 point of Exhaustion, decreasing your with. In addition to this, not all monsters will want to
Power and Finesse Score by 1 until you receive a Long fight to the death, and can occasionally be convinced to
Rest. If either Score reaches 0, you die of Exhaustion. retreat after the loss of their leader, half of their forces, or
after particularly nasty blows.
Stranger
Additude Unfriendly Reserved Indifferent Friendly Helpful
1d6 roll 1 2 3-4 5 6
Wild Animal/Beast
Additude Actively Hunting Hostile Territorial Warning Trepidatious
1d6 roll 1 2 3-4 5 6
Unintelligent Monster
Additude Murderous Hostile Territorial Dissuadable Indifferent
1d6 roll 1 2 3-4 5 6
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Roleplay may be hard to quantify, but it is still case, it is important to encourage the characters that
absolutely crucial to the experience. Oftentimes many the players use to confront their personalities in ways
of the most memorable moments come from genuine that would benefit no one else but the group they are in,
character or player interaction with each other. For Game without an outside force available to pose as the “villain”.
Masters, this means providing a fertile playing ground For players, it is this latter case that may encourage
to sow these interactions, either by introducing problems you to consider characters with minor flaws, that might
with silly and lighthearted ramifications/solutions, not be immediately obstructive to your friends until
forcing them into a place where dedicated roleplay places in a situation where they are brought to the
is effectively their only way out, or by introducing forefront. These situations may include confronting
problems that revolve around a Character’s personality, fears, or their past in a way that still remains optional
for example. (it would just be a lot easier if you could talk to that
In the first case, consider trials that force your person), and so on. It means assisting other characters
players to interact with each other in humorous ways with their personal turmoil as you would any friend, or
- such as only being able to rhyme, or conceding each giving the player the space to have a moment should it be
sentence by blowing a raspberry, or by letting them know “their moment”.
that there will be almost no dice rolls - and everything Just something for players and Game Masters to
they say will be interpreted as in-character. In the latter consider as we enter:
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Chapter 2: Character Creation
Creating your character is one of the best parts of Tales from Myriad, intended to offer you a slew of odd and random
traits to inspire your character and make them as unique as possible. As such, all stats, equipment, traits, and
homelands should be rolled randomly to ensure the best results.
A lot of your results will not be ideal, and they might not be what you originally had in mind - but this is
ok! Negative stats are not slights against your character, and there will be plenty of time for your character to grow
throughout the course of your play. In the case of Arcane, Occult, and Insight, a negative Modifier may help you!
Astronomy towers for studying cosmic events
Character creation follows these steps: 6. The Hills. Known as Crosswind Vale, this is the
1. Race pastoral home of many gnomes
2. Homeland 7. Forcosia. Dense woodland with winding oaks
3. Stats (interchangable with Job) and the Great Tree
4. Job (Interchangable with Stats) 8. Three Kingdoms. Central oligarchical kingdom
5. Equipment with dense cityscapes and populated farmlands
6. Name and forests, ruled by three distinct family houses
Races Stats
• Manlings. The human kind!
• Sylvan. Blue skinned, pointy eared, short elven
creatures with dense curly hair How to Roll Stats
• Animus. Reanimated golems that take the The order of operations in which you determine your
shape of common ceramic items stats is as follows:
• Froglin. Bipedal frog-folk that can change their
gender after a long rest Roll Stat Scores in order; Switch only two Scores
• Birdling. Tall anthropomorphic flightless around*; Apply Job add./ded. to Scores; Apply Banes
bird people and Boons*; Calculate Modifiers based on the Scores.
• Beastkin. Bipedal animal race based on any *optional step
variety of land mammals and reptiles
• Gnomes. Short furry race of people with long Your Score is the baseline stat for a Character’s ability,
tufted ears, rabbit-like noses, and protruding and is determined via the sum of 2d6, rolled for each
pointed canines stat in order down the character sheet, starting with
• Mothma. Quiet race of bipedal moth people Power. Your Score has an equivalent Modifier, which is
with large eyes, fuzzy collars, and antennae a number that will be added or subtracted to yourrolls
of 2d6 in the future. You will have the option to switch
(Your race offers no in-game benefit, and exists for two Scores around with each other, once, before any
personal flavor) other changes.
Homeland Score
2
Modifier
-4
1. Luxion. Land of the mothma, deep within caves
and under mountains 3 -3
2. Frogland. Distant land across the southern sea, 4 -2
from which warrior frogs make their pilgrimage 5 -1
3. The Great Swamp. Dense swampland where no
stonework can be built, home of Occult magic
6, 7, 8 0
4. Gobani. Badlands, Arid Steppes, desert, tall 9 +1
mountains outside of the three kingdoms 10 +2
5. Polaris. Frozen North, home to many 11 +3
12+ +4/+1 per 2 after 12
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Note: Your Job will add or deduct to the Score of your stat, so you may have to come back to this part. The
following is a quick reference chart for job additions/deductions to Stat Scores, should you already know what Job you
will be playing. (These additions/deductions are applied to your Score rolls, not your Modifiers):
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Chapter 3: Jobs
Everyone in Myriad has a “Job” or an occupation. This job is very similar to a “class” in other games. All jobs have
a non-linear, modular leveling path to them so that players can mold and grow their characters in a way that feels
organic and adaptable for different playstyles. As you level up, you will also be able to choose special Abilities based
on your level.
The list of starting Jobs are as follows: used to inform you on what you need to roll for in order
• Scholar - Student of the arcane magics to complete your character, including modifications to
• Hunter - Woodsman, forager, survivalist your stat Scores.
• Marauder - Barbarian fighter,
soldier, or warrior
• Occultist - Studies the darker magics and
How to Read the Starting Stats
1. These numbers are your Job Score Additions and
monsters, carries cursed trinkets Deductions, and are applied to the SCORE of
• Duelist - Traveling duelist, blades expert your stat, after they’ve all been moved around
• Merchant - Well traveled figure, who starts (not the Modifier!)
with many items 2. These are where you find what equipment you
• Thief - Nimble but fragile rogue need to roll for based on your Job. A comma
• Performer - Traveling troupe performer (,) denotes that you roll for BOTH of these
or solo artist things in Equipment. A hyphen (for example:
• Hedgewitch - Witch in training, who studies Light-Medium) means that you first roll for
the natural ways of the world which of the selection of lists you are rolling
• Sage - Holy Priest or acolyte, often for a based on the parameters. In the case of “Light-
choice aspect of the Goddess Medium” you would simply flip a coin, and then
• Mystic - Mystic martial artist roll the weapon based on which list you got.
For those who wish to diversify even further, there 3. These are examples of your Job’s “skills”. They
are Specialty Classes, detailed in the GM’s section are not specific, but are worth recording on your
of the book! character sheet and outline occasions in which
Modular growth does not end at abilities. Every you would be considered proficient.
character carries three Personal Quests with them at a 4. Everyone has a set starting Ability based on
time which are chosen randomly, drawing a new one your Job. This is that ability.
when another is completed, or replacing one after a level 5. Thes are your Job Abilities. At level one, you
is gained. When a player completes a Personal Quest, may choose one Ability from Tier 1. Upon later
they have the option to either improve a Stat Score by +1, levels, you do not need to choose from the same
or choose an available Ability based on their chart and collumns as your previous Abilities!
current level!
For each job you will see “starting stats” which are
17
18
Scholar
PWR -2 WEAPONS Light-Medium weapon, Magic Focus
FIN 0 EQUIPMENT Minimal, Hat
INS -1 SKILLS Academia, Magical Items, Spell Knowledge
CHM 0 ABILITIES Keen Mind: When casting a spell using your Arcane stat, may roll d8’s
instead of d6’s.
ARC +2 HOMELAND Land of Light, Three Kingdoms, Forcosia
OCC 0 Main Stat: Arcane
LCK 0
Scholar
Tier 1 Spell Student: Replace one of Mage Armor: Gain DR -2 against Prestidigitation: Able to
your starting spells with a spell physical attacks when wearing manifest minor magic affects,
of your choice CD 3+ or lower on minimal armor. such as small tricks, changing
the Arcane spell list. the lighting in a room, or your
voice at will.
Tier 2 Analyze: As a bonus action Counter-Magic: When targeted Miscast Maverick: When rolling
on your turn you can analyze with a spell you may attempt to for a Miscast, roll for two and
a target, learning of any cast a spell as a reaction. choose one based on the number,
vulnerabilities, resistances, or but without knowing the result.
immunities it has
Tier 3 Armor Proficiency: Component Pouch: Items Conjurer: Able to temporarily
Light-Medium labeled Component do not take conjure mundane items no
up inventory space larger than 3 cubic ft that
vanish in an hour
Tier 4 Wizard Duelist: An enemy that Metamagic: Add “x3” to a spell’s Weird: As an action you can
fails a counterspell against you is CD to double the range, size, force a miscast onto a target
affected by the chosen spell. In duration, or damage, but also within 30ft, rolling for it on a
addition to this, you are able to doubles the miscast level. tier equal to or less than your
counter one additional school of ARC modifier.
magic (Divine, Occult, Nature)
19
20
Hunter
PWR -1 WEAPONS Light Weapon, Ranged Weapon - Greater Ranged Weapon
FIN +2 EQUIPMENT Minimal to Medium, Hat
INS +1 SKILLS Tracking, Hunting, Survival, Exploring the wilds, Foraging, Stealth.
CHM 0 ABILITIES Nightwatch: Able to perform simple tasks during a Short Rest and still regain
hit points, such as foraging or crafting an item
ARC 0 HOMELAND Gobani, The Great Swamp, Forcosia, Polaris, Crosswind Vale.
OCC -2 Main Stat: Finesse
LCK +1
Hunter
Tier 1 Weapon Proficiency: Bows Survivalist: When resting, Inspiring Shot: Critical hits
increase your d6 of healing to d8. when attacking allow you to
Long rests only take 6 hours for make a ranged attack at any
you, and you do not lose Finesse time a maximum of once before
when Exhausted. the round ends as a reaction
(If playing with ammunition,
Learn the Recipe: Medical Kit making a critical also does not
(you can spend an hour to forage use up ammo)
for these supplies instead of
needing a Component)
Tier 2 Silent Stalker: When moving Archer of Anura: Learn a Nature Hamstring: A critical hit against
through natural terrain, you do spell of your choice a target immobilizes them until
not leave footprints or make any the end of their next turn, given
noise until you attack they have legs.
Tier 3 Pack Tactics: Allies within 15ft Sniper: Your ranged weapons Concentration: You can spend
of you can move without leaving have double the effective range a number of turns up to your
footprints or provoking an attack (120ft/60ft) FIN modifier to aim your shot,
of opportunity gaining a bonus to your attack
and damage roll equal to the
number of turns spent as long as
you are uninterrupted
Tier 4 Killshot: Once a day you can Intercepting Shot: Can make Hunter of Anura: Once a day
make a killshot against a creature an attack roll against a ranged you may vanish into the shadows
that instantly slays them if projectile as a reaction. If your for a number of rounds equal
they fail a PWR vs FIN save and roll is higher than the opponent’s, to your FIN modifier. While
have 30 or fewer hp. If they fail then you intercept the attack. vanished all of your attacks and
the save but have more than 30 damage explode on any roll
hp, double the number of dice higher than 1. After attacking
rolled for damage your invisibility ends
21
22
Marauder
PWR +2 WEAPONS Medium - Heavy Weapon
FIN -1 EQUIPMENT Helmet, All armor
INS -1 SKILLS Feats of Strength, Intimidation
CHM -2 ABILITIES Hard to Kill: Your Last Breath roll is increased to a 3-6
ARC -1 HOMELAND Gobani, Polaris, The Great Swamp
OCC 0 Main Stat: Power
LCK 0
Marauder
Tier 1 Weapon Proficiency: Axes Inspiring Fury: After defeating Crushing Blow: Critting while
an enemy, lets you attack once attacking ignores the Damage
before the round is over Reduction on a target
Tier 2 Tackle: Can shove a Medium Warpath: Regain 30ft of Inspiring Critical: Grant 2
or smaller sized target 5ft movement on your turn after temporary Hit Points to allies
as a reaction defeating an enemy within 15ft after making a
critical attack
Tier 3 Slayer: Can dual wield one- Strikeback: After taking damage Rage: As a bonus action on your
handed medium melee weapons from a melee weapon attack, you turn you can rage, taking half
if wearing minimal to light armor can use your reaction to make a damage from physical attacks
without losing Dodge or the PWR melee strike against the attacker until you either don‘t deal or
bonus to attack take damage for a round, or
after a minute. Can be used a
number of times per day equal to
your PWR bonus
Tier 4 Bloody Critical: If any of your Blood on the Blade: If you are You Die When I Tell You: Allies
dice explode while attacking, below half of your hit point within 15ft also have the Hard to
the next attack against that maximum, increase your dice to Kill ability
target has its critical range hit and damage dice by 1
increased by 1
23
24
Occultist
PWR -1 WEAPONS Light-Medium weapon, Occult Talisman
FIN +1 EQUIPMENT Minimal - Light, Hat
INS -2 SKILLS Occult practices and rituals, knowledge of dungeons and monsters.
CHM +1 ABILITIES Dark Casting: When casting a spell using their Occult score, you can choose to roll
an additional number of d6 equal to their Occult bonus, but each one used results
in an additional level of Miscasting.
ARC 0 HOMELAND Gobani, Polaris, The Great Swamp, Luxion
OCC +2 Main Stat: Occult
LCK +1
Occultist
Tier 1 Occult Adept: Replace one of Blood Casting: Taking damage Glare Into Darkness: Immune
your starting spells with a spell from a physical attack causes to the Blinded and Feared
of your choice CD 3+ or lower on the next spell you cast to be cast conditions, and can see into most
the Occult spell list with a Component magical darknesses (Doesn’t
apply to natural darkness)
Tier 2 Curseproof: You are unable Occultist’s Study: Can learn Rebounding Curse: If a target
to be Cursed of any negative magical effects miscasts while targeting you with
on a target, item, or place just a spell roll a d6. On a 4-6 the
by looking, such as a curse or spell rebounds instead of rolling
magical trap on the miscast table
Tier 3 Monstrous Mimicry: You can Abhorromancy: You can grow Trinket Armor: You gain a
replace a spell from your trinkets various eldritch body parts at +1 Dodge bonus per trinket in
immediately after being affected will, such as tentacles, eyes, your Inventory, but your roll on
by a monster’s unique ability. or teeth. The tentacles cannot the Miscast table decreases by
In order to learn the ability it make attacks and have a range the same amount
must have a CD of 10 ft, and the teeth deal 1d4
(P) damage. You can grow up
to half of your OCC modifier of
appendages at a time
Tier 4 Curse of Ending: Once a day as Curse of Doom: Once a day as Tainted Trinkets: One spell per
an action you can curse a target an OCC attack, you doom a target trinket can be cast at will
to speed towards their end. Until within 60ft of you to die in 3
the start of the next round, any rounds, starting on “3” the round
roll of 4 or higher against the you cast it and decreasing by 1
target explodes at the start of each round. At the
end of the third round, the target
drops to 0 hp
25
26
Duelist
PWR +1 WEAPONS 2 Light, or 1 Medium and Shield.
FIN +1 EQUIPMENT Minimal - light, hat - helmet/shield.
INS 0 SKILLS Combat, Dueling, Martial Practices, Weapon Maneuvers
CHM 0 ABILITIES Bladestudy - When wielding a weapon that does slashing or piercing damage, can
use Finesse instead of Power when attacking.
ARC -1 HOMELAND Frogland, Three Kingdoms, Crosswind Vale
OCC -1 Main Stat: Power or Finesse
LCK +1
Duelist
Tier 1 Weapon Proficiency: Swords Lunge: Movement speed Inspiring Strike: Making a
increases by 10ft. Moving at least critical hit grants you one extra
10ft during your turn increases reaction before the start of
your weapon damage by 1 dice on your next turn
your first attack that turn
Tier 2 Parry: As a reaction can make a Guarded Displacement: Can Dual-Wielder: When wielding
FIN attack roll contested against move without provoking attacks two light weapons you do not lose
an incoming melee attack if you of opportunity , even if you have Dodge or the attack bonus while
aren’t using a shield. If your roll no allies nearby making your attacks
is equal to or higher than the
incoming attack you successfully
parry it and the attack misses
Tier 3 Weaponstudy: Your Bladestudy Riposte: As a reaction can make Pinpoint: A target you deal
ability extends to all melee an attack against an attacker. If a critical hit to cannot take
weapons (Gain procienciency: you have the Parry ability or a reactions until the start of
Any one weapon of choice) Shield deflection, you may use their next turn
this as a part of that reaction
Tier 4 Cross-Slash: If an ally makes Whirlwind: You are able to Pierce: Your melee
an attack against a target within make a melee attack against each attacks ignore DR
20ft, you may use your reaction target within range of your melee
to move to their target and make weapon, using a single roll
a melee attack
27
28
Merchant
PWR -3 WEAPONS Light, Ranged
FIN +1 EQUIPMENT Minimal, Hat
INS 0 SKILLS Bartering, locating alchemical reagents, determining an object’s worth
CHM +1 ABILITIES Well Traveled: Rolls for 5 additional starting items on any of the tables (you do not
gain proficiencies, only one may be a magical item)
ARC 0 HOMELAND Yes
OCC 0 Main Stat: Finesse or Luck
LCK +2
Merchant
Tier 1 Weapon Proficiency: Guns Throw: Items you carry have Eye for Antiquity: Able to add
an effective range of 30ft, as your FIN bonus to any INS check
long as you have line of sight
on the target
Tier 2 Home Alchemy: Learn two Item Weighted Dice: Reroll 1’s once Strong Back: Your carrying
or Potion Recipes of your choice during any roll capacity is doubled
Tier 3 Protect Me!: Gain +5 Dodge Merchant’s Guild: You become Scrounger: You and your allies
when standing next to an ally a member of a merchant’s guild, roll twice on an enemy’s loot table
learning of any secret city routes,
underbellies, black markets and
so forth. The cost of all purchases
is decreased by your Character
Level to a minimum of 1 You
become skilled in detecting
hidden traps, items, or passages
Tier 4 Take Cover!: You have an Crown Toss: As an action can Tithe: Can choose to sacrifice
uncanny ability to avoid missiles, throw up to your level of d20 Crowns instead of taking
projectiles, and Area of Effects, of Crowns as a ranged attack, damage, losing twice as many
and can use your reaction to not dealing 1 damage per Crown. Crowns as the damage you
be affected by them Weaponized Crowns are lost would have taken
29
30
Thief
PWR -3 WEAPONS Light, Ranged
FIN +2 EQUIPMENT Minimal-Light, Hat
INS 0 SKILLS Acrobatics, Stealth, Pickpocketing, Lock-Picking
CHM 0 ABILITIES Quickswipe - As an action make a FIN check against an enemy within 5ft. On a
failure, nothing happens. On a success, roll 1 Loot from their loot table. Can only
be attempted once per enemy.
ARC 0 HOMELAND Three Kingdoms, Gobani, Forcosia
OCC 0 Main Stat: Finesse
LCK +2
Thief
Tier 1 Weapon Proficiency: Daggers Cat Burglar: Gain a climb speed Knife In the Dark: Roll one
of 10ft, and additional movement extra damage dice when dealing
speed of 5ft. You gain the damage to an enemy who
Skill: Streetwise does not see you
Tier 2 Tuck and Roll: Gain the skills Backstep: If wearing minimal Hide: You may become Hidden at
Acrobatics and Athletics, or light armor, as a reaction can the end of your turn as a bonus
and gain advantage on FIN move 5ft without provoking action, rather than an action. To
saving throws attacks of opportunity. This can become hidden, you must break
be used to move out of creature’s line of sight, using half cover
weapon range as full cover
Tier 3 Blindsense: You know the Toxicity: You learn how to craft a Gutter Fighter: Can use your
location of creatures within 10 poison Recipe of your choice, and reaction to kick a target within
feet of you, and do not suffer do not need to make a FIN check 5ft to interrupt spellcasting, or
penalties against creatures you to apply poison to your weapons throw small objects in their eyes
cannot see within this range blinding them until the end of
the next turn
Tier 4 Dagger, Dagger, Dagger: Can Assassinate: Your critical range Otherworldly Occlusion: You
throw three items instead of one against creatures increases to a become so stealthy that once
as an attack action maximum of 2 hidden, you slip out of this
plane of existence and become
undetectable until taking an
action, and become Ephemeral
31
32
Performer
PWR -2 WEAPONS Light, Ranged
FIN +1 EQUIPMENT Minimal, Hat
INS 0 SKILLS Persuasion, Deception, Diplomacy, Performing
CHM +2 ABILITIES Natural Talent: You may become proficient in one general skill that is not naturally
included in the Performer Job
ARC 0 HOMELAND Frogland, Three Kingdoms, Crosswind Vale
OCC -1 Main Stat: Charm
LCK +1
Performer
Begins with two Performances from one school
Tier 1 Carnie Connoisseur: Add your Auxiliary Amplification: Triple Threat: Learn an
CHM bonus to FIN checks and Performances that rely on sound additional Performance of your
saving throws (instruments, oration) have an choice from any school
additional range of 10ft
Tier 2 Juggler: Add CHM to FIN attack Silverstep: Gain a bonus to Inspiring Performance: A
rolls when throwing items Dodge equal to your CHM bonus number of targets up to your
when Performing CHM modifier within 10ft regain
a use of their reaction when you
finish a Performance
Tier 3 Enthralling Dance: Dance Theater of the Mind: As part of Solo: If there are no allies
performances have an additional a Theater performance you can within 20ft of you, then your
range of 10ft, and targets within create solid illusory actors that critical range is increased by 1
range of your dances cannot act alongside you that last until against targets
take reactions the performance ends
Tier 4 Dramatic Entrance: Increases Flattering Imitation: Gain an Whirling Dervish: Can
your critical range by 1 against extra dice when performing the make an attack as a reaction
a target who has not taken their same action as the target on the while performing
turn in the round previous turn
33
34
Hedgewitch
PWR -2 WEAPONS Light-Medium weapon
FIN 0 EQUIPMENT Minimal - light, hat
INS +2 SKILLS Nature Knowledge, Animal Handling
CHM +1 ABILITIES Natural Bond: Gain 1hp after casting a nature spell if standing on natural terrain,
up to half of your total maximum hit points
ARC -2 HOMELAND Forcosia, The Great Swamp, Gobani, The Great Tree
OCC 0 Main Stat: Insight
LCK +1
Hedgewitch
Begins with two Nature spells of your choice
Tier 1 Intimidating Presence: Non- Tanglestep: Unimpeded by Hedgecraft: Select an additional
magical (ARC +0 or lower) natural terrain, including spell from the Nature spell list
humanoids are naturally water. In addition to this, your of CD 3+ or lower. When you
intimidated by your presence and movement speed is increased by first select this ability you can
will generally go out of their way +15ft on natural terrain manifest minor magical effects
to help you with safe requests. in nature at will, such as growing
(Helpful on the attitude chart) plants from seeds or causing a
(Skill: Intimidation) light breeze.
Tier 2 Sign of the Hag: Beasts are Sign of the Mother: You Sign of the Maiden: Natural
scared of you and will not are proficient at resisting Bond now heals 2 hit points
willingly attack you specifically harmful magical effects (Skill: instead of 1
Magic Resistance)
Tier 3 Earthroot: Cannot be Witchsight: As an action you Witch’s Vigor: You are immune
unwillingly moved from your may leave your body behind to to poison damage and the
position while conscious, and you inhabit the mind of a beast you poisoned condition
are immune to Fear can see, slightly urging its actions
and seeing/hearing through
its senses. In addition to this,
animals can always understand
what you are saying
Tier 4 Maggra’s Retort: You can always Child of Anura: Miscast Tier is Witch’s Aura: You cannot be
attempt to counterspell an Arcane decreased by 2 when standing on ambushed while exploring or
spell, regardless of spells known natural terrain resting amongst natural terrain.
or the environment In addition to this, Natural Bond
affects all creatures in 10ft who
are also on natural terrain
35
36
Sage
PWR 0 WEAPONS Light-Medium weapon, Divine Manuscript
FIN -1 EQUIPMENT Minimal, Hat
INS +2 SKILLS Religion, Healing, Ancient Tomes
CHM 0 ABILITIES Chant: Removes poison, silence, or blindness/deafness to an adjacent ally.
ARC -1 HOMELAND Land of Light, Three Kingdoms, Forcosia
OCC -1 Main Stat: Insight
LCK 0
Sage
Tier 1 Sagastic Arts: Replace one of Soft Spoken: Your words have Lorekeeper: You become
your starting spells with a spell a soothing effect on humanoids proficient in history and the
of CD 3+ or lower and animals and can add INS lore of the land, knowing stories
to CHM checks of odd locations, items, and
creatures. (Extra dice on ANY
knowledge check)
Tier 2 Exorcise: Able to expel magical Unbreakable Will: Advantage Sunspeaker: Undead creatures
influence and magical mind- on Saving Throws against within 30ft are repelled by you
altering effects from a target Charm, Fear, Stun, and when Channeling or Charging
such as Charm, Fear, or Stun Silence effects a spell, using their movement
with your Chant to move past 30 ft from you.
In addition to this, your magic
refuels light sources - magical
or non-magical
Tier 3 Forsake the Grave: Targets Healer’s Touch: If you have a Starseeker: You may spend
healed by you cannot drop below healing pool of energy, double it time during a short rest to gain
1 hit point on that round a Portent: Roll 2d6. You may
substitute a roll in the next
24 hours with any of these
dice, once each
Tier 4 Miracle: When your dice Voice of Divinity: Your Moonweaver: Divine spells
explode, they instead add a spellcasting is uninterruptible, cast at night or underneath
number of dice equal to your and you can’t be silenced a night sky/moonlight have
Luck bonus that do not explode double the effect
37
38
Mystic
PWR +1 WEAPONS Light-Medium
FIN +2 EQUIPMENT Minimal, Hat
INS +1 SKILLS Martial Arts, Athletics, Acrobatics
CHM 0 ABILITIES Mystic Martial Arts: On your turn in combat at any time you may choose to enter
a Tranquility Stance or Wrath Stance. Tranquility: Gain DR -3 Wrath: Double the
physical damage dealt and received
ARC -1 HOMELAND Frogland, Polaris, Gobani.
OCC -1 Main Stat: Power/Finesse
LCK 0
Mystic
Tier 1 Weapon Proficiency: Fist Steel Strike: Proficient in Third Eye: Gain a blindsense
Unarmed Strikes, and they count of 30ft, detecting all creatures
as 1d4 light weapon attacks that including those who are
deal bludgeoning damage invisible and flying
Tier 2 Ripple: When exiting Still Waters: While in Singing Bell Strikes: While
Tranquility you may make an Tranquility you are immune to in Wrath if you make a critical
additional Unarmed Strike or Charm and Fear, and resistant to hit against an enemy they must
weapon attack that turn psychic damage. make a PWR save or be stunned
until the end of their next turn
Tier 3 Like the Wind: You do not Heart of Fire: While in Wrath, Psychic Palm: After a successful
provoke attacks of opportunity, gain DR equal to the damage you Unarmed Strike or an attack with
and you cannot have your dealt that turn until the start of a fist weapon, you may shove the
movement restricted. In addition your next turn, or until after you target 15ft backwards or learn of
to this, as an action you can would have taken damage. In any resistances, vulnerabilities,
become an invisible wind until addition to this, while in Wrath or immunities
you attack or enter Wrath. you are immune to fire and lava.
Tier 4 Cloudstep: You are able to Fury: While in Wrath, increase Patience: While in combat if you
run up walls freely, and have a your critical range against do not make an attack during
slowfall of 60ft targets by 1 your turn, you gain an additional
attack on your next turn. In
addition to this, if you dealt no
damage on your turn, you may
enter Tranquility
39
Equipment
(this is the fun part)
In Myriad, what you carry is important! You can tell a lot about a character based on what they have on them,
and it is important that these items are helpful and personal to both the player and character alike. The equipment
is designed to give you an in-game, flavorful and unique outcome for each character you roll - from cracked blades
of bone to slimey hammers made out of stars, or colorful ponchos to a bucket with eyeholes. If you don't come out
looking exactly how you’d hoped, then keep an eye out for equipment later in the game and tread out into the world.
40
Job Equipment Quicklist:
Job Weapon Equipment Magic Item
Scholar Light-Medium Minimal, Hat Arcane Focus
Hunter Light, Ranged Minimal-Medium, Hat None
Marauder Medium-Heavy All, Helmet None
Occultist Light-Medium Minimal-Light, Hat Occult Trinket
Duelist 2 Light or 1 Medium, Shield Minimal-Light, Hat-Helmet None
Merchant Light, Ranged Minimal, Hat Only with Well-Traveled
Thief Light, Ranged Minimal-Light, Hat None
Performer Light, Ranged Minimal, Hat 2 Performances, Instrument
Hedgewitch Light-Medium Minimal-Light, Hat 2 Nature spells (stored to memory)
Sage Light-Medium Minimal, Hat Divine Manuscript
Mystic Light-Medium Minimal, Hat None
Adventuring Gear
Roll twice on the Adventuring Gear, and once on the General and Small Gears
1. Rope, 50ft 6. Hammer 11. Padlock 16. Pole, 10ft
2. Crowbar 7. Waterskin 12. Torches, 5 17. Chalk, 10
3. Tinderbox 8. Lantern 13. Chain, 10ft 18. Sack
4. Grap. hook 9. Candles, 5 14. Manacles 19. Tent
5. Pitons, 10 10. Lamp oil 15. Mirror 20. Spikes, 5
General Gear
1. Bolas 6. Saw 11. Fish. rod 16. Net
2. Bear trap 7. Bucket 12. Marbles 17. Tongs
3. Shovel 8. Caltrops 13. Glue 18. Lockpicks
4. Giant Fan 9. Chisel 14. Pick 19. Metal file
5. Grease 10. Drill 15. Hourglass 20. Nails
Small Gear
1. Incense (component) 6. Bottle 11. Fake jewels 16. Face paint
2. Sponge 7. Soap 12. Blank book 17. Whistle
3. Health Potion 8. Spyglass 13. Card deck 18. Instrument
4. Wind-up Bird 9. Tar pot 14. Dice set 19. Quill & Ink
5. Horn 10. Twine 15. Cook pots 20. Small bell
41
Weapons
Roll for an Adjective, the Weapon, and a Description
Weapon Adjective
1. Poorly Repaired... 6. Bent... 11. Rusty... 16. Vibrating...
2. Bloody... 7. Frost-Rimed... 12. Smoldering... 17. Crackling ...
3. Slimey... 8. Gilded... 13. Cracked... 18. Jagged...
4. Crudely Fashioned... 9. Dragon-emblazoned... 14. Opalescent... 19. Lucky (+1
critical range)...
5. Rune Covered... 10. Misty... 15. Whispering... 20. Oversized (Increase
Damage type by 1 dice
up to 1d12)...
Light Weapons, 1d4
1. Kris Knife (dagger) 6. Mail Breaker (dagger) 11. Cudgel (club) 16. Haladie (fist/dagger)
2. Brick on a Rope (flail) 7. Hunga Bunga (dagger) 12. Whip (finesse, reach) 17. Claw Blades (fist)
3. Kukri (dagger) 8. Sickle (dagger/scythe) 13. Cat-o-Nine-Tails (flail) 18. Hand Axe
4. Kunai (dagger, thrown) 9. Hooked Pike (reach) 14. War Pick (hammer) 19. Shotel (sword)
5. Katar (dagger) 10. Light Mace (club) 15. Light Hammer 20. Sylvan Twindaggers (dual -
start with dual weapon
proficiency)
Medium Weapons, 1d8
1. Crowbill (hammer) 6. Scimitar 11. Scythe 16. Brigand Axe
2. Falchion 7. Curved Battle Axe 12. Longsword 17. Club
3. Epee 8. Estoc 13. Urumi (whip/sword) 18. Dual Axes (dual)
4. Morningstar 9. Shovel (Axe) 14. Ikakalaka (sword) 19. Katana
(hammer/flail)
5. Light Flail 10. Halberd (reach) 15. Chain Whip 20. Dual Hammers (dual)
Heavy Weapons 1d12, takes up two item slots
1. Glaive (reach) 4. Heavy Flail 7. Executioner’s Sword 10. Great Machete
2. Flamberge 5. Greataxe 8. Giant’s Hammer 11-20. 1h Medium w/
3. Claymore 6. Ōdachi (katana, reach) 9. Swordstaff Shield (as a reaction
add +3 to AD)
Ranged Weapons - 1d8, +30 ammo
1. Throwing Knives 6. Badland Shortbow
2. Hunter’s Longbow 7. Javelins
3. Wrist-Mounted Crossbow 8. Greatbow
4. Boomerang (returns if you miss) 9. Flintlock Pistol (ignores DR, reaction to reload)
5. Hand Crossbow 10. Chakram
11. Shuriken 12. Throwing Axes
42
Weapon Description
1. ... covered in leaves 6. ...with an encrusted gem 11. ...that leaves a trail of 16. ...coated in
glowing butterflies poison (+1 poison)
2. ...made of onyx 7. ...that drips a 12. ...Of Bleeding (+1 dmg) 17. ...covered in
mysterious liquid magic bandages
3. …that becomes tattoos 8. ...with an eye that 13. ...made of 18. ...that glows
when not in use occasionally looks around void and stars around the undead
4. …that glows 9. ...made of bone 14. ...that leaves a trail of 19. ...of Freezing (+1
faintly in the dark and tentacle arcane smoke cold damage)
5. ... that has many odd 10. ...covered in cobwebs 15. ...with an intricate 20. ...fashioned from
trinkets attached moving coiled snake design an instrument
43
Magic Items
Roll for the magic item, and an appropriate description
Arcane Focus
1. Chipped Orb 6. Seven foot staff 11. Orb that vibrates in 16. Wand shaped
response to noise like a snake
2. Wand of 7. Wand that 12. Perpetually sandy 17. Astrolabe Orb
questionable origin teleports back to you and damp staff
3. Smoldering staff 8. Staff styled with 13. A two-headed wand 18. Wand
a bird’s head twisting around itself impaling an eyeball
4. Unwieldy orb 9. Misty Orb that 14. Crackling Orb 19. Staff Holding a Lantern
floats on its own
5. Slimy wand 10.Staff with slowly 15.A staff always 20. Wand that glows with
shifting runes surrounded in a harmless blue flame
magic butterflies
Foci Description
After choosing an Arcane Foci, roll for 3 random spells on the Arcane spell list* (see Magic)
1. Made of unmelting ice 6. Engraved with 11. With a 16. With orbiting motes
swirling patterns floating, burning eye of starlight
2. Covered with 7. With geometric designs 12. Made of onyx 17. Cracked and
bird carvings sealed with gold
3. Carved from bone 8. That leaves behind 13. Formed by driftwood 18. With an
ghostly echoes of itself opalescent sheen
4. Made of jade 9. Covered in a 14. Made of void and stars 19. With an inset amethyst
growth of moss
5. Covered in 10. Made of wrought iron 15. Wrapped in 20. Wrapped in
storyboard carvings odd trinkets rune-covered rags
Occult Trinket
1. Skull holding a candle 6. Small needle-filled doll 11. Shriveled hand with an 16. Cracked teapot
eye in the palm
2. Ornamental 7. Frog skeleton on a stick 12.Candelabra that 17.Gyrating geometric
Sacrificial Dagger ignites on command puzzle shape
on a necklace
3. Crow skulls 8. Oil lamp that never 13. Handheld Lantern 18.Shell of a sea creature
leashed together runs out of oil
4. A large 9. Lock-bound tome 14. Intricately 19. Scarecrow fashioned
crystallized monster eye carved Music box into a staff
5. Necklace of small 10. Chain-held Censer 15. A haunting mask 20. Creepy Marionette
animal bones
44
Trinket Description
After choosing an Occult Trinket, roll for 2 random spells on the Occult spell list, and 1 Invocation* (see Magic)
1. Stained with fresh blood 6. Made of void and stars 11. Flecked with moss 16. Etched with intricate
golden designs
2. Bound in hempen rope 7. Encrusted with semi- 12. That can not be 17. That screams
precious stones looked at directly distantly within
3. Bound in hair 8. That whispers 13. Inset with an eye that 18. That twitches
unintelligibly occasionally blinks occasionally
4. Covered in dark runes 9. Orbited by small ghostly 14. That floats on its own 19. That leaves a floating
sea creatures trail of inky liquid
5. Made of onyx 10. Covered in frost 15. Covered in rust 20. Made of clockwork
and verdigris
Divine Manuscript
Once per day the manuscript becomes empowered with divine energy, and the charge
can be consumed for the purposes of spellcasting as a Component
1. Papyrus Scroll 6. Gilded Book 11. Broken Porcelain Urn 16. Broken Manacles
2. Carved Ivory Cards 7. Engraved Locket 12. Heavy Metal Bangles 17. Nautical Chart of
an Unknown Sea
3. Weathered Sundial 8. Stone Wheel 13. Embroidered 18. Brass Cog
Silken Sheet
4. Square of 9. Weathered 14. Oaken Staff 19. Shell of a Sea Creature
Tattooed Leather Leather-bound Hymnal Wrapped in Bandages
5. Glassy Orb 10. Magic ink bound 15. Draconic Knucklebones 20. Prayer Beads
to your body
Manuscript Description
After choosing a Divine Manuscript, roll for 2 random spells on the Divine spell list. When you discover more
Divine Manuscripts, they are instead added to your own and does not take up additional item slots (see Magic)
1. With text 6. That grows flowers 11. That emmenates 16. With text that
written in blood when charged the sound of waves floats nearby
while reciting
2. With text that glows 7. That leaves a trail 12. That swirls with divine 17. Held together with gold
in moonlight of holy light light while charged
3. Bound in Gold Chains 8.That glows with pale blue 13. That always finds its 18. With constantly
light when reciting verses way back to its owner dripping text
4. With shifting scripture 9. Overgrown with moss 14. That faintly 19.That releases a down of
emmenates music feathers after reciting
while reciting
5. With whispering text 10. That shimmers 15. That whips up wind 20.That fractures and
iridescently while reciting reforms while reciting
45
ARMOR
Hats
1. Pointed And 6. Cloth Head Wrap 11. A Large Mushroom 16. Draconic Skull
Tattered Witch Hat
With A Wide Brim
2. A Hat Made Out Of 7. Silver Circlet 12. Animal Pelt 17. Birdcage
A Giant Leaf
3. A Mask With Eight Eyes 8.Cloth Veil With 13. Burlap Sack 18. Thief’s Mask
A Painted Eye With Eyeholes
4. A Jester’s Hat 9. Painted Tengai 14. Massive Snail Shell 19. Tall Conical Headwrap
5. The Bell of a Tuba 10. Sage’s Tall Cowl 15. Stitched Mascot Head 20. Feathered Cowl
Helmets
1. Rusted Pot 6. Pointed Helm 11. Beetle Helm 16. Wolf-Pelt Helm
with Eye Holes with Aventail
2. A Bucket With 7. Dented Sallet 12. Conical Cloth 17. Great Helm With A
One Eye Hole and Brass Helm Bullhorn Crest
3. Fencing Mask And Hood 8. Maratha Helmet 13. Froggy Steel Helmet 18. Steel Burial Mask
4. Gladiator Helm 9. Scratched Kabuto 14. Owl Helm 19. Pointed Iron Crown
5. Brass Sallet 10. Helmet Shaped 15. Grey 20. Horned White Mask
Like A Fish Feathered Steel Helm
Minimal Armor
Can roll as many times as you like
1. Body Tattoos 6. A Literal Fishnet [Link] Feather Shawl 16. Velvet Cape With
Covered In Baubles Swirling Patterns
2. Hand-Me-Down 7. Long-Sleeved Silken 12. Cargo Pants With Many 17. Gold Striped And
Wizard Robes Covered In Shirt With Puffed Sleeves Pockets And Belts Checkered Leggings
Arcane Symbols
3. Random Pelts Connected 8. Sun And Moon Pendants 13. Bishop Sleeved Shirt 18. Chest Harness
With Bone And Twine And Large Gloves Connected To Horned
Shoulderguards
4. Fine Royal Silken 9. Steel Collar Attached To 14. Tight Gossamer Robes 19. Arcane Body Paint
Shawl And Mantle A Bone Mantle
5. Stained Cowl Neck Coat 10. Enormous 15. Tall Leather Boots 20. Gold Piercings
With Scale Sleeves Colorful Poncho With Garters Attached To Jewelry
Across The Body
46
Light Armor (-2 DR)
1. Coat-Of-One- 6. Woven Leather 11. Cropped Jacket 16.Quilt, Scale, And
Thousand-Nails Vest And Cowl And Pauldrons Cloth Patchwork
2. Ornate Pauldrons 7. Enchanted 12. Spiked Breastplate 17.Rusted Chain And
And Vambraces Snake Scale Shawl And Pauldrons Frayed Feather Robes
3. Mirror Armor 8. Enchanted Raven- 13.Woven Steelleaf And 18. Tweed Cloak With
Feather Cloak Ironbark Root Pointed Ends
And Button Neck
4. Blacksmith’s 9. Wolf-Styled Ring Mail 14.Ornate Swallowtail 19. Lower Robes
Apron And Gloves Coat And Made Of Monster
Shoulderguard Scales And Eyes
5.A Single Dented 10. Tattered But 15. Bell Sleeves And 20. A Myriad Of Runed
Shoulder Guard And Colorful Brigandine Scale Leg Guards Stones, Quilted
Tattered Cape Cloth, And Scrolls
47
Personal Quests
When creating a character, you roll for 3 random After you level up, you may choose to swap a single
Personal Quests on the following chart. These are special Personal Quest of your choice for another random
achievements within the game that allow you to progress Personal Quest if you do not feel like it is reasonably
your character outside of leveling up. obtainable or suitable for your character.
Completing a Personal Quest allows you to increase a Personal Quests are not for the Game Master to track
stat score by 1, or obtain an ability from your job in a Tier beyond general awareness, and it is the players’ duty to
that you have access to! At the next long rest, you roll for keep them in consideration.
another Personal Quest, carrying 3 with you at all times.
48
32 Encounter or make dealings with a non-hostile monster
33 Explode your dice 20 times
34 Persuade a hostile target into being friendly, or helpful
35 Learn an additional weapon proficiency
36 Roll double 1’s on an attack, damage, saving throw, or skill check roll
37 Fall 60ft (can be done in 30 ft increments)
38 Spend 3 consecutive days in the wilderness
39 Spend an entire round of combat undetected, twice
40 Successfully attack a single enemy 3 times while remaining undetected
41 Obtain or equip a cursed item
42 Gain 5 points of corruption
43 Spend 30 crown pieces
44 Increase a Stat Score with a negative modifier up to a Score of 7
45 Escape capture with your allies
46 Defeat a Beast, an Undead, a Monstrous, and a Plant creature
47 Ride a Large creature without being thrown off by your next turn
48 Be fully equipped and have descriptive clothing on your head, torso, legs, feet, and hands
49 Use two consecutive turns to assist an ally in combat without dealing damage
50 Explode your dice while rolling for Cinematic Advantage or a Stunt, twice
49
50
Chapter 4: Magic
roll by -1, meaning she needs to roll a 5 or higher in order to
Types of Magic and Their Quirks succeed. Not wanting to risk failure, she decides to roll 3d6 -
Arcane: Arcane items always come with 3 spells as many as her INS will allow. She rolls a 2, 5, and a 6 - two
Occult: Occult trinkets always have 2 spells, and successes! Because she rolled a 6, the dice “explodes” and she
one Invocation that usually occurs after casting a gets to roll an additional d6 (it was a 1 though). The gobbin
spell from them. is then swept off his feet and bound midair by a gust of wind,
Divine: Divine spells must always be articulated quite unenthused at his current situation.
vocally, but a divine manuscript can be added to
over time instead of taking up additional item Note: If a spell does not have a specified range/
slots. Divine manuscripts hold a single charge time listed, it is safe to assume the spell can be cast
per day that can be expended as a component for within 40ft of the caster, and for 40 minutes
the purposes of spellcasting. Divine spells are
cast using Insight.
Nature: Nature spells can only be learned naturally, Components
and while there is no focus required in your There is a type of item in the game labeled component. If
inventory, Nature spells can only be cast if the an item is labeled component, it can be used for a variety
available element is nearby, unless it states that of purposes, including item crafting and spellcasting, as
it Conjures the effect. Nature spells are cast well as its normal item use. Before casting a spell, you
using Insight. can choose to consume a component in your inventory,
Each spell has a Casting Difficulty, similar to a announcing it to the GM. Using a component gives
DC. In order to cast a spell, roll a number of d6 up to all of your spellcasting dice a +2 bonus to cast, and
the modifier of your maximum Magic Bonus for the completely negates all potential Miscasts. Some spells
appropriate stat (Insight, Arcane, Occult). For example, if require components to be cast at all, but the spell caster
I had an Arcane modifier of +4, I could choose to roll 1, 2, still receives the +2 bonus and immunity to miscasts.
3, or 4d6 when attempting to cast a spell. This immunity extends to the miscasts that occur when
The Casting Difficulty (or CD) tells you what having your spell interrupted or countered.
minimum number you need to roll on the dice in order An item labeled component can only stack with the
for the spell to be successful. Each dice success is counted same item in your inventory; it doesn’t automatically
for individually, and is not the sum of the dice roll. If stack with all items labeled component.
you see a CD of “4”, then you need to roll a 4 or higher Components are not easily purchasable, and
on at least one of your dice. More challenging spells may generally sell for 50 Crowns in a limited stock, if any.
require multiple successes, notated in parentheses: 4 (x2),
meaning a minimum of two successes are required. Miscasts
The number of successful rolls are notated with Whenever you are attempting to cast a spell, you roll a
“S” (if a spell references “S”, then count the number of number of dice. If you roll two of the same number it
successes based on the CD and dice rolled). “L” stants for results in a Miscast, and you roll for the effect on the
Character Level Miscast Table, resolving the effect immediately as the
If you are targeting another creature, add their spell goes off. The number of doubles you roll count
magic modifier to your dice rolls when casting (In this towards the Miscast level, as does each consecutive
case, having a low magic score will actually make you number - triples, quadruples, and so on.
more resistant to spells of that type). For example: Rolling two 4’s on a 2d6 would be a level
Here is an example scenario: Alufi Minxis the 1 Miscast. Rolling three 4’s on a 3d6 would be a level
Gnome Hedgewitch is attempting to lift a gobbin off his feet 2 Miscast. Rolling double 2’s AND double 1’s on a 4d6
and into the air with the spell Windhold. She has an INS would also be a level 2 Miscast, and so on.
modifier of +3, and the CD of the spell is 4. However, the
gobbin has an INS modifier of -1, which will DECREASE her This chart can be found at the end of the chapter!
51
Charging to roll to cast) Similarly, if a spell is has (Ritual) it can
only be cast under specific circumstances
If the power of a spell is steep, the caster can instead Charging and Channeling leaves the caster prone
choose to Charge the spell, which decreases the CD by to interruption, however, and any interruption on the
1 for each turn spent charging. Instead of rolling, the caster’s part immediately results in an unmitigatable
caster must announce that they are Charging, and begin Level 2 Miscast unless a Component was used. In order to
to both visibly and audibly charge the spell. They can Channel, the caster must be able to do two key things:
choose to partially channel the spell, announcing how • The caster must be able to move and speak aloud
many turns they are channeling for. However! They can freely, unless otherwise stated.
only Charge for a number of turns up to their Magic • The caster must have enough of a magic score to
Bonus or the spell’s CD, whichever is lowest. The turns potentially cast the spell normally.
spent charging are counted at the start of the next turn Any interruptions of these factors and the spell
(so that players don’t just “charge for 1” and cast a spell at immediately fails and a Tier 2 Miscast occurs.
the end of their turn with a lower CD)
At the end of that turn, they roll their dice like
normal, decreasing the CD by 1 for each turn they spent Counterspell
channeling the spell In order to counter a spell that a target is casting, you
If a spell description has (Channeled) in it, then must use your reaction to cast a spell in your possession
the spell is considered to be Channeled and you must that is logically diametrically opposed to the spell you are
attempt to cast it normally first (you may still choose trying to counter (for instance, a spell that would teleport
to Charge a Channeled spell)- however the effect takes an object might be useful in countering a spell that would
place for a number of turns equal to the spell’s Casting conjure something physical, and, the more obvious
Difficulty. (Performances are always channeled in this elemental forces like fire and ice, light and dark, and vice
manner, but do not miscast and the player does not need versa would counter each other).
The spell you choose must be a spell of the same
magic origin as the spell you are countering - Arcane,
Occult, or Divine/Nature.
Counterspells work via a Success versus Success
system - meaning the number of successes you achieve
trying to cast your spell, as determined by the CD, are
subtracted from the number of successes the target rolls.
If the target still has enough successes remaining, they
cast their spell and you are affected by a Miscast Tier
equal to the difference of successes. However, if you
overpower the target’s spell and have more successes than
they do, they are instead affected by the Miscast based
on the difference. Counterspells are risky and specific -
do not expect to be regularly attempting them.
Here is an example: Alfion the Defiler is trying to
cast Swarm, with a CD of 5+ using their Occult modifier.
Madil the Occultist wishes to counterspell it by incinerating
the swarm as they are summoned with the Whispered Flame
spell, with a CD of 4+ also using his Occult modifier. The two
roll as follows:
Alfion: 2, 4, 5
Madil: 1, 1, 4, 5
Alfion only rolled one success, but because Madil rolled
two successes with his spell, the difference between success is
“1” and Alfion is affected by a Tier 1 Miscast and his swarm is
incinerated before they are fully summoned.
52
Spells
Arcane
D70 Spell Name Spell Description CD
1 Marbles Fills pockets with marbles, refills every round for one minute 1+
2 Find Roll 1d20+ARC modifier. On a 20+ a mundane, non-specific object you were d20
looking for appears in the vicinity. Each hour spent “casting” this “spell” increases
the chance by 1/20, and the spell takes 15 minutes to cast
3 Chameleon Assume the illusory form of an object in the surrounding environment, lasting 2+
until you move
4 Ingrid’s Melting Turns a handful of metal into a liquid form briefly before reforming 2+
5 Counterfeit Create a solid illusory duplicate of object you touch - only lasts for S hours 2+
6 Deeppockets Makes a targets pockets hold an extra L Inventory Slots of space for the 2+
next 24 hours
7 Starlight Pluck motes of starlight from the sky that softly illuminates the area, revealing 2+
illusions and allowing for sight in the dark within 10ft, for 1 hour (Must be cast
under a night sky)
8 Arcane Eye Allows the caster to see through invisible eye that can fly around at 30ft per round 2+
for L minutes
9 Unmending Cuts, tears, breaks, or splits a small area of a non-magical object 2+
10 Flame Burst Cause a non-magical flame to flash and fire arrows of flame in a 10ft radius, 2+
dealing Ld4 fire damage to each creature in range. Targets who succeed a FIN save
take no damage
11 Gust A gust of wind emits from your arcane focus, capable of pushing a target or 200lb 2+
object 20ft in a straight line on a failed PWR vs ARC save. The caster is also able to
lift themselves 20ft
12 Starshot As a bonus action, enchant a ranged weapon within 5ft with S ammunition 2+
of glowing starshot that deal 1d8 radiant damage. Targets hit with starshot (x2)
ammunition are covered in glowing spots. Weapons enchanted with starshot do not
need to reload, and glow dimly
13 Daggerstorm Conjure a roiling 20x20ft cloud within 60ft that perpetually rains daggers. Daggers 2+(x3)
deal 1d4 damage for every turn spent under the cloud, which lasts L rounds. If it is
stormy weather, the area doubles and damage is increased to 2d4
14 Starswirl A small comet rapidly orbits out from you, dealing 1d6 radiant damage to all 2+(x3)
creatures for every 5ft they stand from you in a circle, up to 15ft. (1d6 5ft, 2d6
10ft, 3d6 15ft)
15 Slime Makes 10ft square surface extremely sticky or slick for L minutes 3+
16 Fumble Makes target within 30ft drop an object they are holding 3+
17 Flammel’s As a reaction cause Sx2 targets within 60ft drift slowly downwards in a down of 3+
Feathery Fall feathers, for 1 minute
18 Sleep Puts S targets within 60ft to sleep for an hour 3+
19 Flammel’s Conjure a massive spectral blade from the end of your arcane focus, sweeping in a 3+
Flashblade 10ft cone arc, and acting as an ARC attack roll and dealing 1d12 arcane damage. +1
CD if cast as a reaction
53
54
20 Flare A flash of light dispells illusion and Hidden creatures are revealed in a 60ft radius 3+
21 Kima’s Chest ofSummons a temporary chest of drawers to hold objects in hidden space. Can be 3+
Drawers resummoned holding the objects left in it.
22 Messenger Summons a small creature to deliver a message for you 3+
23 Glyph of Lifting
Take 1 minute to engrave a glyph onto an object up to 500 lbs. As a bonus action 3+
you can command the glyph to lift the object upwards at a speed of 30ft per round.
When you stop the command, the object drops. Objects engraved with the glyph
can be affected by the wind. If you would place this glyph on an object and attach it
to another object, so long as they are connected firmly both objects lift
24 Temperamental Make doors and windows appear or disappear for 1 minute 3+
Portal
25 Cat’s Tongue Conjures a giant spectral cat to roughly lick or bat at a target within 60ft. The licks 3+
deal 1d8 slashing damage, and the bats knocks the target 10ft and prone
26 Snap Freeze You blow a frigid fog 15ft wide and 30ft long, riming the ground with icy crystals 3+
for a minute. Creatures within the space have disadvantage on anything that relies
on sight, and movement is reduced by half. Targets within the space also take 1d4
cold damage for each turn spent within the fog
27 Hypnotizing Hypnotize S creatures who will follow 1 simple command that does not bring them 3+
Gaze immediate harm
28 Glitterbomb Launch a pink bomb 40ft that explodes for 2d8 fire damage in a 10ft sphere, blinds 3+
on a failed FIN save, and covers a 30ft area in glitter, revealing invisible creatures
29 Breath of A thick ice layer spreads across a touched surface, up to S×10ft in radius, freezing 3+
Polaris all that it touches to the sheet of ice. The ice is sturdy enough to be walked on,and
has 1 hit point
30 Arcane Anchor An object within 30ft becomes the target of every spell cast near it for L rounds 3+
31 Mage’s Swaddle Bind a target object or creature within 30ft in magic cloth. If targeting a humanoid 3+
creature you may choose to clothe them and increase their DR to -2. Otherwise, the
spell would immobilize the target. +1 CD if cast as a reaction
32 Gliding Enchant Lx5 sq ft of cloth to be capable of gliding. The cloth can lift one medium 3+
Garment sized creature per 5ft, and floats 6 inches from the ground. The cloth has a
movement of 30ft, and falls at a rate of 5ft at the end of the wielder’s turn. The
cloth has L hit points and 7 Armor Defense. This spell can target worn garments
such as cloaks
33 Befuddling Odd patterns begin to scrawl themselves in the sky within 60ft. All creatures within 3+(x2)
Pattern a 30ft cube beneath the pattern are Confused on their next turn
34 Blink A 30ft teleport on a 4,5,6 to a location you can see 4-6
35 Ash Storm (Channeled) Flames you target in 60ft sweep up into a storm of hot ash, buffeting 4+
and burning creatures within the 60ft sphere. While in the sphere, targets take 2d4
fire damage and cannot speak, taking 2d4 fire damage each time they do. Must be
cast near a source of ash or flame. This spell does not effect the caster
36 Magnetism Causes target object within 60ft to intensely attract or repel metals within 30 ft 4+
37 Ire Makes a target you can see unusually furious at a person or idea 4+
38 Animate Object Small object you can see obeys simple commands for 1 minute 4+
39 Shockwave Contain an arcane blast in a small warbling orb that can be fired to a point within 4+
60ft, detonating with a radius of 30ft. Targets caught in the blast that fail a PWR
save are blown backwards 40ft from the point, and 20ft on a success
40 A Guy Summons a guy to perform a simple task in L minutes 4+
55
41 Boulder Summons a large boulder, roughly 5ft in diameter, into the space in front of you 4+
42 Moonblade (Ritual) Bless a weapon under the moon, infusing it with a pale light. Until the 4+
end of combat the weapon deals an extra 1d12 of cold or radiant damage and softly
illuminates the area with traces of opalescent dust. (Must be cast under moonlight)
43 Elemental Wall Create a wall made of an available element. The wall is 10ft tall and 1ft thick, and 4+
is Lx10ft in Length. The element this wall is made of is susceptible to the same
forces it would be normally (fog might be dispersed with strong wind, stones would
remain after the spell is cast, etc) If the wall would do damage, use Sd6 of the
element. (+1 CD if cast as a reaction)
44 Starmote (Ritual) Pluck the light of stars from the night sky to streak down and strike targets 4+
within 120ft. You call L number of stars that deal 1d4 radiant damage each, making
one attack roll per target (If you only target one creature, they would take the full
damage from a single attack roll). These stars leave small glowing craters where they
impact. (Must be cast under a night sky)
45 Exploding You inscribe a rune onto a flat surface that explodes in a 10ft radius for 4d6 fire 4+
Runes damage when walked across. Targets can make an INS vs ARC check to spot it, and
a FIN saving throw to take half damage from the blast
46 Hall of Mirrors Place yourself within a mirror-like surface within 5ft. You are able to move to or 4+
exit any mirror-like surface you can see. If the surface you are in is destroyed, you
are either forced out or moved to another mirror you can see
47 Gargoyle Become a perfect stone statue at will, lasting until you move 4+
48 Rope You conjure a 50ft length of rope that follows your command. The rope is magical 4+
and can levitate
49 Windhold Whirls a target within 30ft into the air, immobilizing them and rendering them 4+
unable to take actions or reactions, and making them prone (+1 CD if used as
a reaction)
50 Giant’s Gavel (Ritual) Enlarges a hammer into a giant size, slamming it down within 15ft and 4+
dealing Sd10 bludgeoning damage in a 15ft square. Targets can make a PWR vs ARC
save to only suffer half damage. (Requires a hammer)
51 Unleash Electricity arcs out from you dealing Sd6 lightning damage in a 10ft radius. 4+
Lightning Creatures within the radius must make a PWR vs ARC save, losing their reaction on
a failed roll until the start of their next turn
52 Star Sphere An S×40ft wide sphere of darkness displaying the night sky appears. 4+
53 False Moon Conjure the illusion of a 10ft false full moon 60ft above you, casting dim moonlight 4+
in a 60ft sphere. As an action you can command the moon to fall and explode at the (x2)
end of the next turn, dealing 1d10 radiant or cold damage to all creatures within a
15ft sphere
54 Lightning Bolt (Ritual) Conjure a bolt of lightning from the sky in 5ft radius, FIN save or Sd10 4+
lightning (half on success). If the skies are stormy, overcast, or raining, double the (x2)
dice rolled. (Must be cast outdoors)
55 Starride (Ritual) Call down a glowing starshard from the night sky as a steed. The starshard 4+
glows brightly for 10 feet and has a fly speed of 60ft. When dismounted, the (x3)
starshard rockets back into the sky. The starshard has 10hp, and explodes for 3d6
radiant damage if it collides with anything. (Must be cast under a night sky)
56
56 Tiny Frog Transforms a target into a Tiny Frog, reducing their hit point maximum and any 4+
damage dealt to 1, and all physical stat rolls to 2 (-4). The only way to undo Tiny (x3)
Frog is to have it cast on the target again. The target retains the ability to talk and
their equipment is scaled appropriately.
57 Flammel’s Transmute area of falling inanimate objects or projectiles into a flurry of small 5+
Flurry flying creatures
58 Anchor Makes an object you can see immovable for S minutes 5+
59 Tovin’s Instant As a reaction make the objects in a 30ft cube around you temporarily indestructible 5+
Fortress
60 Reduce to Collapses a 10ft cube of material you can see into rubble 5+
Rubble
61 Djinn Jar Enchant a container of any size so that it can hold S willing creatures for 8 hours 5+
62 Scald Heat a 10x10ft per L body or container of water to scalding temperatures, dealing 5+
2d6 fire damage to all creatures within the area, and an additional 1d6 damage
when they begin or end their turn in the water
63 Animate Armor You animate an available suit of armor or clothing to do the caster’s bidding. It has 5+
1 hit point, and an appropriate DR based on the armor. If it takes damage, or if the
spell is cast again, the armor is destroyed. Sacrifice: As a reaction the armor jumps
in front of its master, taking the blow for it and collapsing into a pile
64 Hypothermia As a reaction encase a creature or object within 30ft in ice, preventing movement 5+
and giving DR -30 with vulnerability to fire, that melts at the end of the turn (x2)
65 Timewarp Either double or half the target’s speed. If the target’s speed is doubled and 5+
they gain an additional turn per round, for S rounds (turns cannot be taken (x2)
consecutively). If the target’s speed is halved they can only take one action or bonus
action per turn, without reactions. If the target would have multiple turns in a
round, reduce them by 1
66 Sizewarp The target’s size periodically doubles or shrinks to half for L rounds, doubling or 5+
halving their PWR roll respectively. After casting, flip a coin to determine whether (x2)
or not the target shrinks or grows that turn. At the start of each round, flip the coin
again. After L rounds the target returns to normal
67 Starfield You conjure a 20ft square of twinkling stars in a space 20ft from you that sheds dim 5+
light for 40ft that lasts for 1 minute. Arcane spells cast in the area are given 1 extra (x3)
dice to cast so long as the caster has at least a +1 ARC modifier. Spells of other types
have their dice reduced by 1. As an action you can command the stars to explode,
dealing 2d6 fire damage to all creatures inside of it, ending the spell early. The
starfield grants use of spells that require starlight
68 Mystic Masonry (Channeled) Urge loose stones and earth to rearrange and fuse into a shape desired 6+
by the caster. When the spell is completed they are bound in space by magic,
vines, etc
69 Burning Bear You summon a massive burning bear that barrels into targets. On your turn you 6+
may direct the bear to charge in a 30ft line. If it moves at least 10ft before slamming (x2)
into its target, it deals 2d8 bludgeoning damage and 1d8 fire damage. If the bear
does not connect with a target by the end of the round, it vanishes in a roar and a
puff of ash. Sacrifice: The burning bear detonates, exploding for 3d8 fire damage in
a 15ft radius. Targets who succeed a FIN vs ARC save take half damage
70 Door to Where? For a brief moment, connect two doors you walked through within the past 24 6+
hours, going through one and out the other (x2)
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Occult
D70 Spell Name Spell Description CD
1 Scuttle Target can climb walls and can’t be held or slowed by outside effects for 1 minute 2+
2 Unmending Cuts, tears, breaks, or splits a small area of a non-magical object 2+
3 Nyctophobia Cause a target within 30ft to have an intense phobia of the dark. The target 2+
is Feared while in darkness, with the exception of Fight, for 1 hour. Creatures
immune to fear and charm are not affected
4 Mirage You create a solid illusory double of an object or creature that can move and create 2+
sound, and disappears whenever someone gets within 5ft of it
5 Gone Grimoire As a bonus action you can store and resummon magical items into a pocket 2+
dimension. You can store a maximum number of items equal to your
highest magic bonus
6 Snakeskin As a reaction, you shed your skin like a snake and are immune to any movement- 2+
impairing effects. Your Armor Defense increases by +2 until the end of your next
turn, but are unable to gain Damage Reduction
7 Extinguish Extinguishes all sources of light in a 60ft sphere within 120 ft of the caster 2+
8 Heatseek You gain thermal vision for L minutes, and are able to detect the remaining heat 2+
trails of living creatures.
9 Snake Oil Coats the caster’s tongue in snake oil, increasing their CHM by their OCC for 1 2+
hour. As an action they can spew this oil, coating a 15ft cone in flammable grease,
ending the spell
10 Snakes Summon L nonvenomous snakes that will obey a one-word command before 2+(x2)
vanishing into a puff of smoke after a minute
11 Snake Sleeve As a bonus action your arms extend into massive snakes, allowing you to grapple 2+(x2)
or bite targets within 30ft. The poison bite deals 2d4 poison damage, using your
OCC. +1 CD if cast as a reaction. Miscasting while casting this spell transforms
your arms into these snakes until dispelled, and you cannot grab objects
12 Tonguetrap Glues target’s tongue to the top of mouth for S turns 3+
13 Fogcraft Turns fog into solid objects that lasts util the fog is dispersed 3+
14 Cloak of Ravens As a bonus action you enchant yourself so that movement turns you into a flock 3+
of ravens, allowing flight until the end of your turn without provoking attacks
of opportunity
15 Maggra’s Mist As a bonus action, conjure a dense fog within 30ft that turns the caster invisible 3+
and resistant to physical damage while they stand inside it. Lasts for 1 minute
16 Face Warp Warp your flesh into a non-illusory form of another humanoid creature of roughly 3+
the same size, except for the eyes
17 Blight Brew You befoul a container of liquid with occult magic, so that it can be thrown and 3+
shattered, dealing 1d10 acid damage on targets within 10ft of it who fail an FIN
save. This item does not stack in your inventory
18 Spite Incise a horrid wound upon yourself, taking 2d12 damage, and inflicting 4d12 3+
of psychic damage on a target within 30ft. Creatures immune to Charm or Fear
are unaffected
19 Curse of Causes a target’s Miscast Tier to increase by 2 for 1 hour 3+
Miscasting
58
20 Shadowpike Conjure a dark spear from a source of shadow you can see within 30ft. The spear 3+
deals 2d6 of piercing damage and has a 10ft reach. For every additional 5ft square of
shadow, the spear gains 5 additional ft of reach
21 Crippling As a bonus action, coat your weapon or piece of ammunition in poison. The 3+
Poison next target you make a successful attack against takes 4 ticks of poison damage,
ticking down
22 Candle Trap (Ritual) Arranging seven candles into a 10ft circle, you lay a trap for a specified 3+
target, which can be as specific as a person or as vague as any creature. When that
target crosses the threshold the candles ignite and they are bound in ropes of flame.
The target can make a PWR vs OCC to break free of the bindings, but take 2d6 fire
damage for each time they make an attempt
23 Creeping Mist As an action you become a creeping mist along the ground. While in this form 3+
you are ephemeral, until you take damage. You can use a bonus action to fill a 30ft
space with a dense fog centered on yourself that travels with you. Targets in the fog
are Blinded. This spell lasts for 1 minute or until you take damage
24 Rainboil You cause a 60ft square space of falling objects or precipitation within 100ft to 3+
burn, dealing Sd4 fire damage to all unsheltered targets in the area. This spell
targets the falling objects or precipitation in the area, and everything falling in that
space is effected
25 Melancholy An intense wave of sadness washes over all targets within 30ft of the caster who 3+
Chord can hear them, rendering targets who fail a CHM vs OCC save prone and blinded by
tears until the end of their next turn
26 Curse of The target’s size shrinks by a half of their current size at the start of their turn, 3+(x2)
Shrinking reducing their PWR roll by half, for 4 turns. All equipment with the exception of
headgear shrink with them. When the spell ends, the target rapidly resumes their
original size
27 Shadow You cause a target shadow to force a humanoid creature to follow your movements. 3+(x3)
Possession If a humanoid creature is not connected to you through a shadow, you may cause a
shadow you are touching to stretch 5ft per turn in a straight line until it reaches a
creature, or the source of the shadow is destroyed. If a creature is already connected
through shadow when the spell is cast, then this spell targets the creature and not
the shadow. A local light source must be available in order for a shadow to be cast.
This spell lasts for L rounds or until the creature makes a successful PWR vs OCC
saving throw on their turn
28 Shattered (Ritual) You shatter a mirror, summoning 4 illusory duplicates of yourself 3+(x3)
Image anywhere within 30ft as you vanish amongst them. Each duplicate can move 30ft
on your turn, but only one of them can take an action or reaction. The duplicates
have 1 hit point, and after 3 of them are destroyed, the spell ends and the caster
takes the place of the last duplicate. Duplicates can cast spells, but not use
Invocations. Requires breaking a mirror
29 Pumpkin Bomb Grow a 40ft x 40ft square field of pumpkins that explode at the end of the next 3+(x3)
turn for 4d4 fire damage to each creature within the space. Targets within the space
can make a FIN vs OCC save, taking half damage on a successful saving throw.
30 Gravemake Excavate a 6ft deep hole inside loose earth in a 5ft square. Casting this spell again 3+(x3)
covers the hole with the excavated earth
31 Eyeswap You and a willing creature trade one eye amongst yourselves. You are able to see 4+
out of each other’s eye at any distance, and can make and receive gaze attacks from
each eye separately, although to half the effect
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32 Ire Makes a target you can see unusually furious at a person or idea 4+
33 Hall of MirrorsPlace yourself within a mirror-like surface within 5ft. You are able to move to or 4+
exit any mirror-like surface you can see. If the surface you are in is destroyed, you
are either forced out or moved to another mirror you can see
34 Gargoyle Become a perfect stone statue at will, lasting until you move 4+
35 Maggra’s Cause a painted creature or object to leap off of its canvas, animated for S rounds. 4+
Painted Puppet Attacks made with this creature are considered a light weapon, and attacks are
made with your magic modifier
36 Immolate Ignite a target directly in front of you with an everburning flame, dealing Sd6 fire 4+
damage. If the target would drop to 0 hit points, it is reduced to ash
37 Corpsebomb Cause L number of corpses to explode in a 5ft radius for 1d12 fire damage to 4+
creatures in range who fail a FIN save, and take half as much on a success. If an
undead creature is targeted, they take 2d12 damage instead, and are reduced to ash
if they fall to 0 hit points, making them unable to be revived
38 Wraithform Become Ephemeral, reducing all physical damage to 1. Undead will ignore you, 4+
believing you to be a specter or wraith. You cannot fly, but can slip through small
openings as if made of a gaseous form. You can maintain this form for S rounds or
until you take another action
39 Sanguine Kiss Siphon the life of a target you touch, dealing 4d4 necrotic damage and healing the 4+
same amount. Target must have blood. Miscasting while casting this spell gives
you 1 point of Corruption
40 Curse of Agony Target takes 8 ticks of psychic damage, ticking up 4+
41 Whispered Breathe a 15ft cone of fire through a small open flame, with Sd8 damage 4+
Flame
42 Invoke the (Channeled) You recite foul verses in a cosmic language that pierce the mind of a 4+
Cosmos creature that can hear you. While channeling the target has a +2 OCC bonus and a
-2 PWR bonus. When the spell ends the target is Feared
43 Bloodbramble Conjure a 10ft square of a bloody red bramble patch of rough terrain on a large 4+
surface that deals 1d4 points of piercing damage for every 5ft of movement through
it. Whenever a target that can bleed takes piercing or slashing damage within
the bramble, the bramble grows into another adjacent 5ft square. Fire instantly
destroys all of the bramble
44 Rot Causes a 5ft cube of organic matter to rot, dealing 2d8 necrotic damage to a creature 4+
or objects you touch, increasing it to 4d8 if targeting a plant. If this spell miscasts,
it deals 2d8 to the caster as well and they gain 1 point of Corruption. Casting with a
component negates this effect
45 Curse of Mist Curse a target to spill a dense fog from their eyes, nose, mouth or ears, rendering 4+
that body part useless until the curse ends and filling a 10ft sphere with heavy fog
centered on the target. Lasts L rounds, +1 CD if used as a reaction
46 Water Puppet Turn a 5ft cube of water you can see into a liquid puppet. On your turn as a bonus 4+
action you can command the puppet to attack a creature you can see within
120ft of you. The puppet has L hit points with 7 Armor Defense, and uses your
OCC. As a bonus action, the puppet can take the form of a small body of water,
such as a puddle, and move while in this form. Its appearance in this form is
indistinguishable from ordinary water. The puppet is destroyed if it moves more
than 120 ft of you, or if you cannot see it
60
61
47 Curse of Curse a target to explode upon death, dealing 2d8 fire damage to creatures in a 10ft 4+
Combustion radius. +1 CD if used as a reaction
48 Snakebite Transforms the caster’s head into that of a massive snake, making an OCC attack 4+(x2)
against a target within 15ft, poisoning them for 6 ticks, ticking up. Miscasting
while casting this spell leaves the caster with a permanent snake head until
dispelled, but able to make light weapon bite attacks with reach. Casting this spell
with a snake head decreases the CD by 1
49 Dark Storm (Channeled) Conjure dark clouds above you to rain burning purple hailstones. 4+(x3)
While channeling, at the start of each turn a small hailstone falls, dealing 1d4 fire
damage to a creature within 30ft of the caster. When the channel ends, the weather
becomes Cloudy if it was not a thunderstorm, and a final large hailstone falls,
dealing 2d8 fire damage. (Must be cast outdoors)
50 Medusa’s Gaze Make a gaze attack against a creature you can see, partially turning them into stone 4+(x3)
- reducing their movement by 10ft and decreasing their PWR score by 2. At the end
of the target’s turn they must make a PWR vs OCC save. On a failure, the effect
spreads, decreasing their movement and power again. If the creature reaches 0
movement, they are turned to stone until dispelled or the caster dies. On a success,
the effects of Medusa’s Gaze ends
51 Curse of Rust A roughly medium-sized metallic object you touch rusts away 5+
52 Reduce to Collapses a 10ft cube of material you can see into rubble 5+
Rubble
53 Swarm Call a swarm of tiny creatures to do the bidding of the caster. These creatures can 5+
attack and fly. They make 2d4 melee attacks using the caster’s OCC instead of
PWR, ignoring DR
54 Animate Armor You animate an available suit of armor or clothing to do the caster’s bidding. It has 5+
1 hit point, and an appropriate DR based on the armor. If it takes damage, or if the
spell is cast again, the armor is destroyed. Sacrifice: As a reaction the armor jumps
in front of its master, taking the blow for it and collapsing into a pile
55 Burning Gaze Coals burn deep in your eyes, scorching the soul of a target you can see for 2d10 fire 5+
damage and igniting objects within 60ft
56 Skin Crawl Gives the illusion of creatures crawling beneath the target’s skin. Decreases target’s 5+
PWR by your OCC modifier, and removes immunity to fear for 1 minute (Target
must have skin)
57 Waking Target within 30ft is Feared and shown a waking nightmare they believe to be real. 5+
Nightmare The fear lasts until the end of their next turn, and 1 additional turn for each time a
6 is rolled when casting
58 Barbarica’s The caster rapidly grows hair and has limited control over it. They are able to 5+
Binding Grapple up to one creature or object as an action or reaction, using their OCC
Score to make skill checks or saving throws. As an action they may whip it into a
Whirlwind that occupies the 5ft space around them, and has a number of hit points
equal to 5 x OCC bonus. The Whirlwind is vulnerable to fire, and if it is moved into
an occupied space, the target creature is pushed out of it. You may choose to end
the Whirlwind freely. While the Whirlwind is active you cannot use your hair to
grab, and you are considered levitating. This spell lasts for 1 minute
59 Shrivel Reduces the current hit points of a target you touch by half 5+(x2)
62
60 Slow Target’s speed is halved and they can only take an action, bonus action, or reaction 5+
per round, for S rounds. While slowed Finesse checks and saving throws are made (x2)
at disadvantage
61 Witch Bolt A chain of necrotic lightning that drains life from its targets. Lightning deals 5+(x2)
2d6 damage to a target within 30ft, and then again to a target within 20ft of the
original target, and again to a target within 10ft of the second target. Targets
must make an OCC save or be affected, and the caster is healed for half of the total
damage. This spell does not spread further if one of the targets succeeds their OCC
saving throw
62 Unseen (Channeled) Cause creatures within a mist or fog to be assailed by an unseen 5+(x3)
Assassin assassin. Creatures who start their turn in the fog take 4d6 piercing or
slashing damage
63 Blades of the (Ritual) Conjure skeletons from the ground that follow your command, but are 5+(x3)
Dead very dumb. They can each make a single medium weapon attack using your OCC
modifier that ignores the Ephemeral status. The skeletons are destroyed when they
make a weapon attack, take damage, or if you summon more skeletons. Requires
any number of spare bones
64 Tidecall Summons the front half of a sunken ship to rise up in a crash of briny sea water, 6+
flooding the ground with ankle deep water 30ft around the ship. The front part of
the ship is roughly 15ft wide, 20ft long, and 10ft high, and is hollow. The ship and
water lasts for an hour before submerging, or until it is summoned again, where it
sinks and reappears
65 Grim Chanting (Channeled) Targets within 20ft become paranoid and fearful of death. Allies PWR 6+
ticks up for 6, but any targets within range at the end of the channel become Feared
66 Rebirth When cast on a target, if the target dies before the start of the caster’s next turn, 6+
the target dissolves into a puddle of ooze, before being reborn and reforming
with all of their equipment at a random point within the next minute with 1 hit
point. Miscasting this spell while targeting a creature with 2+ current points of
corruption revives them as a monster
67 Fiery Prophecy Read a source of flame for visions of the future, gleaning cryptic visions and 6+(x2)
making a 3 word prophecy. For the next 24 hours, you may add your OCC modifier
to a single roll of a target that would encourage your prophecy. If a component is
thrown into the fire, the prophecy can be extended to 5 words. Can only be cast
once per day
68 Terror of the Summon a massive tentacle in a deep body of water. (Health equal to user, +6 6+(x2)
Deep PWR, 2d10 Bludgeoning, Reaction PWR vs FIN to grab) It attacks nearby enemies,
and disappears if it doesn’t attack for a round
69 Specter Conjure a large spirit, taking the shape of your choice. When it is summoned it 6+(x2)
makes a deathly screech, and all creatures that can hear it within 20ft are Feared
by it until the end of their next turn. The specter can fly 30ft on your turn and
make a medium weapon attack with your OCC modifier. It has 10 hit points and is
Ephemeral to all damage except radiant and silvered weapons
70 Orochi’s Blowing a shrill whistle, summon the head of the giant snake Orochi from beneath 6+(x3)
Whistle the earth to swallow a target on the ground. Target makes a FIN save, taking 3d6
piercing damage on a failure. If the target is brought to 0 hit points it is swallowed
and dragged underground
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Divine
D70 Spell Name Spell Description CD
1 Gentle Dawn (Ritual) Warmth radiates out from you as you chant, healing all allies within 30ft -
for 6d6 hit points. (Must be cast in the light of a sunrise, lasting an hour)
2 Font of Life You have a healing pool of d8 dice equal to your INS modifier per day. You may -
spend any number of these dice to heal a target within 5ft. You do not need to roll
to cast, however these healing dice have the Miscast rules applied.
3 Starlight Pluck motes of starlight from the sky that softly illuminates the area, revealing 2+
illusions and allowing for sight in the dark (Must be cast under starlight or
a night sky)
4 Bowl of Soup Enchant a mundane bowl of soup to be functionally endless for the next hour 2+
5 Blessed A small bottle or water skin is enchanted to able to easily hold L gallons of liquid 2+
Decanter
6 Mending Repairs 1ft of non-magical material with a touch 2+
7 Everburn Bless a wooden object to burn without being consumed for at least 24 additional 2+
hours, at whatever size the object can support
8 Trip As a reaction cause a small object such as a rope, stone, or otherwise to trip a 2+
medium or small sized creature, stopping their movement and leaving them prone
9 Displace An object appears to be up to L×10ft from its actual position. 2+
10 Float An object hovers, frictionless, on a tiny cloud 2ft above the ground. It can hold up 2+
to L humanoids.
11 Lore The Game Master truthfully answers 3 yes or no questions about a touched object. 2+
This spell cannot be cast again on the same target
12 Echosense For the next hour the caster is able to sense their surroundings through 2+
echolocation for 120ft
13 Dispel Removes an ongoing magical effect from a target creature or object. An Insight skill 2+(x2)
check must be made after casting. The DC to succeed is equal to the Arcane, Occult,
or Insight Roll of the source of the magic. If no source is evident, the DC is 9
14 Solar Cage Traps a small to large creature within 40ft within a dazzling solar cage of light, 2+(x2)
preventing movement. The creature can attempt to break free with a PWR vs
INS check, but is blinded until the start of its next turn on a success as the
cage coruscates
15 Warmth As an action causes a non-magical flame to permanently extinguish and heal those 2+(x2)
within range of its light LD6 hit points (A candle would be 5ft, a torch or lantern
10ft, and so on) . If a component is consumed, the flame is not extinguished.
16 Flammel’s As a reaction cause Sx2 targets within 60ft drift slowly downwards in a down of 3+
Feathery Fall feathers, for 1 minute
17 Flare Fire a bright light with a 60t radius within 120ft. The flare reveals illusion and 3+
creatures have disadvantage to hide
18 Messenger Summons a small creature to deliver a message for you 3+
19 Breath of A thick ice layer spreads across a touched surface, up to S×10ft in radius 3+
Polaris
20 Gaze Reflection Reflect a gaze attack as a reaction 3+
21 Miscast Ward Decreases miscast level of a target in 20ft by S for 1 minute 3+
22 Stoneskin Grant target DR equal to INS and immunity to poison for 1 minute 3+
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65
23 Sunder In a peal of thunder you reduce a target’s DR by your INS until the start of 3+
your next turn
24 Mindslip Read the surface thoughts of creatures within 60ft 3+
25 Sanctus Shield Bless a shield with divine prayers, tripling the DR it grants when used as a reaction. 3+
Lasts for a minute
26 Melancholy An intense wave of sadness washes over all targets within 30ft of the caster who 3+
Chord can hear them, rendering targets who fail a CHM vs INS save prone and blinded by
tears until the end of their next turn
27 Hush A 15ft sphere of silence descends onto a space within 30ft of the caster, lasts 3+
for one minute
28 Searing Light Focus a source of light into a searing ray, dealing 2d10 radiant damage to targets in 3+(x2)
a 30ft line from the source of light. Targets can make a FIN saving throw to instead
take half damage. Requires a light source
29 Light of Truth Bless a source of light within 30ft to reveal the truth. The light reveals illusions, 3+(x2)
invisibility, removes magical darkness, and creatures within the light’s effective
range cannot lie. (A candle would be 5ft, a torch or lantern 10ft, and so on)
30 False Choir Affect a target who can hear you within 30ft to hallucinate, perceiving you as a 3+(x3)
small choir with 19 duplicates. If the creature would target you, they must first
roll a d20, only succeeding to target you on a roll of 20. While the target is under
this effect, sound based actions have double the effect if coming from the caster.
The effect ends when the target succeeds on a PWR vs INS saving throw, they
successfully target the caster, or after a minute
31 Shimmer Cloak The caster’s clothing begins to shimmer and glow, and they cannot be affected by 3+(x2)
magical projectiles or ranged projectiles. As a bonus action they can expend the
ward, blinding all creatures within 15ft of them. The ward lasts L rounds
32 Globe of Underneath moonlight, create an invisible dome that conceals all creatures, 3+(x3)
Solitude objects, and light inside it for 8 hours
33 Echosong You revisit the echoes of a space, hearing any specified sounds or conversations 3+(x3)
held within a 30ft radius of the area you are standing in, that happened within the
past L weeks
34 Drowsy Dinner Enchant Lx2 plates of food or drinks to place those who ingest it into a magical 4+
slumber for 1 hour. Creatures immune to Charm are not affected by this. The spell’s
effect is not detectable by any normal means, but targets can be woken up with an
action or upon taking damage
35 Rope You conjure a 50ft length of rope that follows your command 4+
36 Regrowth Spend an hour to enchant a seed with the gift of healing. Targets who consume the 4+
seed regain hit points, ticking down from 8, (An enchanted seed takes up 1 item
slot and does not stack)
37 Star Sphere An S×40ft wide sphere of darkness displaying the night sky appears. 4+
38 Moonblade (Ritual) Bless a weapon under the moon, infusing it with a pale light. Until the 4+
end of combat the weapon deals an extra 1d12 of cold or radiant damage and softly
illuminates the area with traces of opalescent dust. (Must be cast under moonlight)
39 Starmote (Ritual) Pluck the light of stars from the night sky to streak down and strike targets 4+
within 120ft. You call L number of stars that deal 1d4 radiant damage each, making
one attack roll per target (If you only target one creature, they would take the full
damage from a single attack roll). These stars leave small glowing craters where
they impact. (Must be cast under the night sky)
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40 Speak to the Manipulate a body of water in one of a few ways: 4+
Tides Raise or Lower water level by 5ft
Increase or change current (Channeled - PWR save)
Whirlpool (Channeled, 10ft radius, PWR save or be pulled and 1d10 bludgeoning)
Tidal Wave (10ft wide line for 30ft - PWR save or 1d10 bludgeoning)
41 Conceal Conceal an LxL foot object within a book, or container 4+
42 Eye of Anura Bless the natural terrain around you to be watched over by the local wildlife 4+
in the night
43 Mirror Shield Bless a shield made of metal with an aura of softly glowing runes, that replace the 4+
shield’s DR with the ability to reflect spells back at the caster when the wielder is
targeted. Lasts for a minute
44 Visions You completely control what a creature sees for L rounds 4+
45 White Wind The caster sacrifices half of their hit point maximum to heal a target within 30ft 4+
a number of hit points equal to the caster’s hit point maximum. This spell targets
the caster and is not affected by the receiver's INS
46 Dissonant Targets within 20ft of the caster who can hear them are Confused until they 4+
Choir succeed on an INS saving throw at the end of their turn, moving 15ft in a random
cardinal direction at the start of their turn
47 Calm Bless the area with serenity, calming any harsh weather effects or the emotions of 4+(x2)
creatures in earshot
48 Lightning Bolt (Ritual) Conjure a bolt of lightning from the sky in 5ft radius, FIN save or Sd10 4+(x2)
lightning (half on success). If the skies are stormy, overcast, or raining, double the
dice rolled for both damage and casting. (Must be cast outdoors)
49 Homeward A sturdy, illusory, 15ft cubic furnished cottage is summoned for 12 hours. You can 4+(x3)
permit and forbid entry to it at will. If this cottage falls on a target, it deals 4d6
bludgeoning damage and is destroyed. (Must be cast with a component)
50 Kraken’s Cause the skies to grow dark and stormy, whipping the winds into a frenzy and 4+(x3)
Lament making any open waters tumultuous. Change the weather into a Thunderstorm
51 Flammel’s Transmute area of falling inanimate objects or projectiles into a flurry of small 5+
Flurry flying creatures
52 Anchor Makes an object you can see immovable for S minutes 5+
53 Petal Palinqin (Ritual) Bless a location with petals, preventing any monsters from crossing the 5+
threshold. An area abundant with petals can be blessed regardless of size (Must be
cast in a location with petals scattered about)
54 Ward A silver circle 40ft across appears on the ground. Choose one thing that cannot 5+
cross it: Living creatures, dead creatures, projectiles or metal. Lasts for one minute
55 Flammel’s As a bonus action, bless a touched object to be much lighter for the caster for L 5+
Featherweight rounds, reducing the object’s weight by LX10 percent. Weapons targeted this way
become light weapons for the sake of proficiency without changing the damage dice
56 Tovin’s Instant As a reaction make the objects in a 30ft cube around you temporarily indestructible 5+
Fortress
57 Shrivel Reduces the current hit points of a target you touch by half 5+(x2)
58 Hearthstone Enchant a stone from the hearth of a fireplace to become one half of a Homestone, 5+(x3)
linking itself to a stone in your inventory. When the smaller Homestone is used,
it teleports the user and 6 targets within 15ft back to the larger Homestone, and is
destroyed. The Homestone takes 11-L rounds to activate, activating at the start of
the target’s turn once activated
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59 Angelic Spears (Channeled) You conjure spears of holy light to release from the heavens, wreathed 5+(x3)
in a down of feathers. On each turn spears may fall on any target within 30ft,
dealing 2d8 radiant damage to those who fail a FIN save
60 Mystic Masonry (Channeled) Urge loose stones and earth to rearrange and fuse into a shape 6+
desired by the caster. When the spell is completed they are bound in space by
magic, vines, etc
61 Dryad’s Thirst Causes a target to become extremely thirsty and rush to drink the nearest liquid 6+
within sight. They will not willingly drink a liquid they know to be harmful
62 Aqueous (Ritual) Use a small body of water to glean cryptic information of the future at the 6+
Augury Game Master’s discretion. (Must be cast with a component)
63 Raise (Ritual) Revives a fallen target within 3 rounds. (Must be cast with a component) 6+
64 Cosmic Song (Channeled) Creatures that can hear this otherworldly song have 1 fewer dice 6+
to attack the caster and their allies, and have their Charm Score reduced by the
caster’s INS
65 Consecration The ground in a 15ft radius circle around you glows with a dim divine light, 6+
increasing the Armor Defense of all allies within the space by +1, and healing them
for 1 hit point per turn until the spell ends after S number of rounds or until they
have reached half of their hit point maximum.
Undead creatures in the space have the opposite effect, decreasing their Armor
Defense and losing hit points. Undead creatures cannot regenerate hit points while
in the space
66 Moonkeep (Ritual) Underneath the true light of the moon, spend 1 hour to coalesce moonlight 6+
into a small container, creating a Bottle of Moonlight. This can only be done once
per night. (Must be cast underneath true moonlight, and not through the effect of a
spell or item)
67 Perfume of The caster sprays a perfume from their mouth, curing the poisons, diseases, and 6+
Purity curses of targets in a 15ft cone
68 Terror of the Summon a massive tentacle in a deep body of water. (Health equal to user, +6 6+(x2)
Deep PWR, 2d10 Bludgeoning, Reaction PWR vs FIN to grab) It attacks nearby enemies,
and disappears if it doesn’t attack for a round
69 Entome (Ritual, Channeled) As you speak the pages of an open book begin to fly outward 6+(x3)
and surround a target. If the target has not moved out of range or effectively
destroyed the pages when the spell is completed, chains of light erupt from the
pages and immobilize the target in space. The target can make a PWR vs INS to
break free, but takes Ld6 radiant damage for each attempt. (Must expend a book in
order to cast)
70 Rejuvenating You bless water to restore life to those who touch it. The water becomes a healing 6+(x4)
Waters pool of energy that has 1 point of healing per gallon or waterskin, or 35 points of
healing per 5ft cube of water. The water heals poison, and can revive a fallen target
who has died within the last minute. If cast on a lake, rain, or other large bodies of
water, it cannot be cast for another 8 hours
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Nature
D70 Spell Name Spell Description CD
1 Woodweave You are able to manipulate and warp a 10ft cube of wood within 60ft of you. +1 CD 2+
if cast as a reaction
2 Scuttle Target can climb walls and can’t be held or slowed by outside effects. Lasts 2+
for one minute
3 Sneaky Turn into a small tree or shrub that can move 5ft per turn. It is non-illusory and 2+
Shrubbery indistinguishable from any plants around it
4 Snakeskin As a reaction, you shed your skin like a snake and are immune to any movement- 2+
impairing effects. Your Armor Defense increases by +2 until the end of your next
turn, but are unable to gain Damage Reduction
5 Overgrowth (Ritual) Massively duplicate a 5ft square of natural terrain non-magical plant 2+
material such as an underbrush, flowers, fruit, and so on. The plant material is
multiplied by Lx10. Alternatively, you can massively increase the size of a single
plant object by Lx10 times. Must be cast with a component
6 Crippling As a bonus action, coat your weapon or piece of ammunition in poison. The 3+
Poison next target you make a successful attack against takes 4 ticks of poison damage,
ticking down
7 Cloak of Ravens As a bonus action you enchant yourself so that movement turns you into a flock 3+
of ravens, allowing flight until the end of your turn without provoking attacks
of opportunity
8 Horn of Ghal Call a denizen of the surrounding nature to come to your aid (At the GM’s 3+
discretion). This cannot be used more than once per square mile
9 Blight Brew You befoul a container of liquid with magic, so that it can be thrown and shattered, 3+
dealing 1d10 acid damage on targets within 10ft of it who fail an FIN save
10 Maggra’s Mist Conjure a dense fog within 30ft that turns the caster invisible and resistant to 3+
physical damage while they stand inside it. Creatures that begin their turn in the
mist must make an INS saving throw or fall asleep. The mist lasts for 1 minute
11 Icestep Solidifies the surface of what you step on into either ice or stone 3+
12 Fogcraft Turns fog into solid objects that lasts until the fog is dispersed. The fog object can 3+
be created within 40ft of the caster, so long as they have line of sight. The object is
solid, but not heavy
13 Messenger Summons a small creature to deliver a message for you 3+
14 Windhold Whirls target into the air, immobilizing them and rendering them unable to take 3+
actions or reactions, and making them prone (+1 CD if used as a reaction). You can
only Windhold one target at a time, and it lasts for a L rounds, ending at the end of
the target’s turn.
15 Thicket A thicket of trees and dense brush up to 40ft wide suddenly sprouts up from a 3+(x2)
source of plant life, becoming rough terrain (+1 CD if cast as a reaction)
16 Plague of Toads Conjure a plague of toads to swarm an area, summoning LX100 mundane toads 3+(x2)
into a 100ft square. A 5ft square with multiple toads is considered rough terrain.
The toads dissolve into puddles of water when they die, or after an hour
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17 Leaping Conjure a warbling orb of lightning that leaps haphazardly around a 20ft square, 3+(x3)
Lightning dealing 3d4 lightning damage to all creatures within the space at the end of a
round. At the start of the next round, the lightning jumps 20ft into another square
in a random cardinal direction. The spell ends if the lightning has not done any
damage by the start of the next round
18 Hidey Hovel Amongst natural terrain, burrow out a pleasantly warm hovel into the side of a 4+
hill or similarly raised terrain that can hold up to 10 medium sized creatures. If
needed, a fireplace is also available. It is a roughly 15ft cube that can close up as an
action from the entrance into a makeshift door
19 Speak to the Manipulate a body of water in one of a few ways: 4+
Tides Raise or Lower 5ft
Increase or change current (Channeled - PWR save)
Whirlpool (Channeled, 10ft radius, PWR save or be pulled and 1d10 bludgeoning)
Tidal Wave (10ft wide line for 30ft - PWR save or 1d10 bludgeoning)
20 Boulder Summons a large boulder, roughly 5ft in diameter, into the space in front of you 4+
21 Snap Freeze You blow a frigid mist 15ft wide and 30ft long, riming the ground with icy crystals 4+
for a minute. Creatures within the space have disadvantage on anything that relies
on sight, and movement is reduced by half. Targets within the space also take 2d4
cold damage for each turn spent within the fog
22 Maggra’s Cause a painted creature or object to leap off of its canvas, animated for S rounds. 4+
Painted Puppet Attacks made with this creature are considered a light weapon, and attacks are
made with your magic Score Modifier
23 Regrowth (Ritual) Spend an hour to enchant a seed with the gift of healing. Targets who 4+
consume the seed regain hit points, ticking down from 8, (An enchanted seed takes
up 1 item slot and does not stack). (Requires a seed)
24 Burrow As a bonus action your hands grow mole-like claws, and you are able to tunnel 4+
through soil or unworked stone at a rate of 15ft per round. If this is used in combat
you can choose to disappear beneath the earth and reappear within 15ft at the end
of the round. Lasts for a minute.
25 Kraken’s Cause the skies to grow dark and stormy, whipping the winds into a frenzy and 4+(x3)
Lament making any open waters tumultuous. Change the weather into a Thunderstorm
26 Swarm Call a swarm of tiny creatures to do the bidding of the caster. These creatures 5+
can attack and fly. They make 2d4 melee attacks using the caster’s OCC instead
of PWR, ignoring DR (this attack is made with OCC regardless of it being a
Nature spell)
27 Wall of Thorns Cause a wall of thorns to erupt out from you in a 15ft wide line, up to 40ft feet 5+
away. Creatures caught in the wake of the wall as it travels forwards are pushed
beyond it, and creatures attempting to travel through the wall or caught in the
wake take 2d4 piercing damage. The wall is 5ft thick and requires a PWR vs INS
check to pass through. The wall can be instantly destroyed with fire, and dies after
1 mintute. Must be cast on natural terrain, +1 CD if cast as a reaction.
28 Wild Lightning Instead of your regular movement this turn, you instead become a streak of 5+
lightning, dealing 2d8 lightning damage to all creatures you pass through.
When moving this way you do not provoke attacks of opportunity, and can
move vertically
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29 Orochi’s Blowing a shrill whistle, summon the head of the giant snake Orochi from beneath 5+(x2)
Whistle the earth to swallow a target on the ground. Target makes a FIN save, taking 3d6
piercing damage on a failure. If the target is brought to 0 hit points it is swallowed
and dragged underground
30 Aqueous (Ritual) Use a small body of water to glean cryptic information of the future at the 6+
Augury Game Master’s discretion. (Must be cast with a component)
31 Dryad’s Thirst Causes a target to become extremely thirsty and rush to drink the nearest liquid 6+
within sight. They will not willingly drink a liquid they know to be harmful
32 Beastform Take the form of a mundane animal local to the environment for L minutes 6+
33 Reincarnate When cast on a target, if the target dies before the start of the caster’s next turn, 6+
the target is overgrown with plant life before being reborn and reforming with all
of their equipment at a random point within the next minute with 1 hit point
34 Entwrath Call upon the spirits within nature to infuse themselves with you, transforming 6+(x3)
yourself or a tree into an Ent for L rounds
35 Endryadate (Channeled) You begin to bind a target within a tree. When you begin channeling 6+(x3)
this spell, roots spring from the ground and immobilize the target. If these roots
are destroyed the spell fails. Once the spell is complete, the target is bound within
a large tree appropriate for their size where they cannot move, speak, or die
through normal means. If the target has an INS modifier of 4+ or higher, after 24
hours they emerge from the tree as a Dryad (or plant-type monster), otherwise,
they remain in the tree until they are freed.
Failure to cast the spell results in a miscast that causes the spell to be reflected back
at the caster
Note on Illusions: Illusions are magics that completely fool the senses. They are not holograms that one
can simply wave their hand through to disbelieve. The illusion of fire would convince the mind that it is hot, and
were a character to be set in an illusory blaze, their mind would be convinced they are on fire. In the instance of solid
objects (such as an illusory barrel to hide in, for example) a character that might interact with it finds that it is too
heavy to move as their body tenses up involuntarily, or that they keep slipping off. In an environment, they may have
convinced themselves that they had traveled a far distance without any point of reference, and in reality only moved a
few feet. Illusions cannot change reality, but instead heavily alter how one perceives it. An illusion cannot physically
hurt you, but it can trick you into hurting yourself or your allies.
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Invocations
Occult Invocations: These are effects that trinkets have 17. Sundering: Target has their DR reduced by the
and become active when you roll a 6 while casting a spell CD until the start of their next turn.
from the Trinket or Talisman 18. Arcane Recoil: Target takes damage equal
1. Duskshroud: Become invisible to the target. to your level if they cast a spell or attack
2. Red Hook: Target is drawn 10ft towards you. during that round.
3. Poisoning: Target is poisoned for a number of 19. Mirror Image: Illusory Duplicate until start
ticks equal to the CD (ticks down). of next turn - 1d4 when attacked, only hits
4. Blinding: Target is blinded until the end of on a 3 or 4.
their next turn. 20. Arrow Ward:Your body disperses into crows if
5. Figment of Insanity: Conjure a Lingering attacked with a ranged projectile after casting.
Illusion that only the target can see.
6. Cloak of Mist: You emit a 20ft radius Additional invocations that can be found on trinkets
circle of fog. in the world:
7. Vampiric Thrall: Charm target for a round. 1. Nightmare: Target is shown a waking
8. Curse of Tongues: Silence target until end nightmare and is Feared until the start of
of next turn. their next turn.
9. Displacement: You can move 5ft as a reaction. 2. Doublecast: Your trinket casts a random spell
10. Branding: Know target’s location, and they can’t from itself.
teleport for 24 hours. 3. Zombify: If the target dies that round they are
11. Hexing: Target gets -1d4 to all rolls until the revived as a zombie under your control that dies
end of their next turn. at the start of your next turn (this Invocation is
12. Beast Tongue: Can speak to animals at will always active).
and understand limited monster speak. 4. Face Smear: You cannot be targeted by spells
Perpetually active. until the start of the next round.
13. Icy Grasp: Target has -10ft movement for 5. Dream: Phase partially into the astral realm
their next turn. until next round - can see through illusions and
14. Befuddle: Target can’t take reaction until start invisibility.
of next turn. 6. Ghost Vapors: Become Ephemeral until you
15. Eyes of Emon: You are able to read all writing, take damage.
including Fel Scrawl or hidden messages.
Perpetually active.
16. Whispers: Your trinket reveals cryptic
knowledge about your current situation.
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Performances
Performances are a special type of magic that relies on your Charm. Performances are always Channeled for a number
of turns equal to the number in the parentheses (x). The effect of the performance happens during those turns to
those who can witness it unless specified. You do not need to roll to start a performance, and they do not Miscast.
Vocal Instrumental
Shout. Release a shockwave in a 10ft sphere around you Lullaby. Make targets within 30ft fall asleep (3)
that knocks targets back 20ft (1) Soothing Sonata. Remove Fear/Charm for all targets
Cupid Call. Charm targets in 10ft sphere around you at within 30ft (2)
the end of the performance (5) Countersong. Counter magic that relies on sound (6)
Scholar’s Sonata. Decreases CD by 1/2 CHM bonus in a Accelerando. Hastens a target that can hear you at the
10ft radius (5) end of the performance, doubling their movement
Anura’s Hymn. Calls Nature Spirits to aid you at the end speed and Dodge until the end of their next turn (3)
of the performance (GM’s Discretion) (6) Drums of War. Removes resistances and DR from a
Sunrise Sacrement. Prevents people from dying target that can hear you (6)
in 10ft (5) Blazing Chord. Ignites weapons and projectiles of allies,
Song of Healing. Song that heals CHMd6 at the end of allowing them to deal 1d6 additional fire damage (4)
the performance within 10ft, up to half of a target’s Piper’s Peal. Command animals that can hear you (6)
hit point maximum (4) Cobra Song. Control the movement and action of a
Suggestion. Influence the decisions of targets humanoid target that can hear you (3)
within 10ft (5) Last Dirge. Increases the critical range of allies by +1 (5)
Howl of Terror. Creatures within 10ft of you
are Feared (1)
Rewrite. Temporarily implant a false memory in a target
Theater
Mask of Many. Disguise self in an illusory humanoid
on a successful CHM vs INS (lasts 1 hour) form (lasts 1 hour)
Tragedy. Targets that can see you cry profusely and are
Dance blinded with disadvantage on INS (5)
Vinestep. Lets you walk up walls and over water (6) Comedy. Targets that can see you are laughing
Ghost Waltz. Lets you walk through solid objects (3) uncontrollably and cannot take actions (5)
Burning Bolero. Increases Movement Speed by 20ft (4) Murderous Plot. At the end of your performance,targets
Sage’s March. Increases CD for enemies in 60ft by your with a number of hit points currently below
CHM modifier (until start of next turn) yours die (7)
Somber Slowdance. Slows enemies within 10ft of you, Set the Stage. Create a massive illusory Hallucinatory
affecting them with the Slow spell (6) terrain that manifests physically, but cannot
Dance of the Snake. Enemies within 10ft copy your deal damage (10)
movement (3) Yapping Yorick. Can ask a dead target 5 questions after
Naja’s War Dance. Makes enemies within 10ft the performance, after which it cannot be spoken
unable to crit (4) to again (10)
Skystep. Slowfall for all creatures within 10ft (10) Insincere Imitation. If a target within 60ft uses the
Fleeting Foxtrot. Become invisible (6) same action as another target did on the turn before
it, they get disadvantage (6)
Hurled Insults. As a reaction can decrease the roll
of a target within 30ft by the number of rolls 2+
out of CHMd6
Inspiring Soliloquy. Can grant a target within 30ft an
extra 1d6 on any dice roll in the next minute at the
end of the performance (2)
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Recipes
(In order to craft an item, a Component must be consumed, and it takes an hour to craft)
Sorcerer’s Sour. A poison that causes a Tier 2 miscast
Poisons after any spell cast - FIN hours
It takes a bonus action and a successful DC 7 FIN check to Sailor’s Bane. A poison that makes the target sink
apply a poison to a weapon or piece of ammunition, and instead of swim - FIN minutes
is only applied once Graveroot Poison. A poison that temporarily stops
Simple Poison. 6, ticks up any perceivable heartbeat, making them an
Ichor of Ineptitude. A poison to lower a stat score of Undead creature for the purposes of healing and
choice to a 4 - FIN minutes detection - FIN hours
Tongue Twister Tincture. A poison that stops speech Berserker’s Brine. A poison that causes the target to fly
- FIN minutes into a rage - FIN minutes
Leadbone Tonic. A poison that slows movement to half Poppy Drop. A poison that puts targets to sleep -
- FIN minutes lasts FIN hours
Slowdraw Syrup. A poison that stops the target from Counter-Poison. 12 ticks, but only ticks for 1. Prevents
being able to take reactions - FIN minutes all other poison damage for the duration
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Goddess’ Grace. Potion that revives a target who has
Items died within the last minute
(action to use) Ecto Espresso. Potion that turns you Ephemeral until
Bottle of smoke. 30ft diameter cloud the start of your next turn
Smoke Bombs. 10ft diameter cloud, teleports the user Ailing Ambrosia. Potion that cures poison and fear
10ft along the ground (can be used as a Reaction) Over There. Illussory Potion that makes you appear to
Caltrops. 1d4 piercing damage over a 10ft square for each be 5ft to the right - FIN minutes
5ft moved through, rough terrain Diviner’s Drink. Potion of futurevision - roll for two
Flash Powder. PWR DC 9 or be Blinded 1d6 portents
Lockpicks. Used to attempt picking locks Potion of Luck. Your first dice of a roll always
Bottled Moonlight. Releases a soft glow of dim explodes - 1 minute
moonlight in a 30ft radius - FIN minutes
Bottled Storm. Changes the weather to Thunderstorm
Bottled Sunlight. Releases a bright glow of sunlight in a Food
60ft radius - FIN minutes (the effect of these recipes last 8 hours, and requires
Medical Kit. extra Ld4 points of healing during rest: a natural component to create)
cures poisons - minute to apply Gusto Gumbo. Temporary HP (Finesse + Level)
Tanglethorn Bag. When thrown creates rough terrain Shielding Schnitzel. Resistance to any one element
(half movement) of climbable vines on a 30ft Smart Smoked Salmon. Advantage on INS saves
radius surface Coffee Cake. Additional movement (+10ft)
Exploding marbles. Rough terrain of 5ft that explodes Honey Milk. Cures poison when consumed,
and expands for an additional 5ft in radius every turn Immunity to Poison
until the end of the turn (FIN DC 9 or fall Prone) Buff Brûlée. Increase PWR score by FIN bonus
Elemental Pine Resin. As a Bonus Action, rub on your Dragon Dumpling. Can breathe fire as an action (1d4
weapon for +1d6 of an elemental damage of choice fire damage in 15ft cone)
for 3 rounds Buff Butter Beans. Increased physical damage (increase
Rope of Returning. 50ft length of rope that ties and by Fin bonus)
unties itself at your command Arcane Alfredo. Increased spell damage (increase
Grease. Bottle of flammable grease that can be lit for 1d4 by Fin bonus)
fire damage for 1 minute, over a 10ft square Healing Halibut. Rejuvenation/Regeneration (+Fin
Spell scrolls. Consumable spells hp per hour)
Bolas. 30ft ranged weapon, can be used to Grapple a Angel Food Cake. Saves from death once
target (FIN vs FIN to untangle) Abgoosht of Absolvement. Reduces Corruption by 1
when consumed, decreases Corruption gained by 1
Potions
(bonus action to use on self, action on another target)
Requires an empty container or bottle to store
Health Potion (2d4+4 hit points)
Aptitude Alcohol. Potion that increases any stat score to
11 - FIN minutes
Sorcerer’s Salve. Potion that decreases CD by 1
- FIN minutes
Chaos Calmer. Potion that prevents Tier 1-2 miscasts
within 24 hours
Silversight Syrup. Potion to see through illusions and
invisibility - FIN minutes
Gillfilm Gin. Potion to breathe underwater - FIN hours
Bottled Beastie. Potion to become small
animal - FIN hours
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Chapter 5: Miscast Table
Tier 1
D20 Tier 1 Miscasts
(+/-LCK)
1 Roll on the Tier 2 Miscast Table
2 You begin to sneeze uncontrollably for the next minute, making it hard to speak
3 Your clothes become soaking wet
4 Whatever headgear you are wearing triples in size
5 Every spell you cast for the next minute also summons a flock of pigeons
6 You launch 15ft in the air
7 All food within 60ft spoils
8 Your clothes begin to strangle you, making a PWR DC 7 check to not be entangled each turn for the
next minute
9 You instantaneously shed your skin like a snake
10 Fireworks shoot out of your mouth every time you speak for the next hour
11 A crowd of some sort appears every time you try to get through a door for the next hour, preventing your
entry at least once
12 A localized storm cloud rains on you for the next minute
13 You swap places with a random target within 60ft
14 Your fingers turn into snakes for 24 hours, making it impossible to grip things
15 The next rug you step on is randomly either a mimic or a flying carpet, for one round
16 You shrink to the size of a mouse for the next minute
17 You are coated in a thick layer of slime for the next minute
18 You rapidly grow an absurdly dense coat of feathers, which then explode out at the start of your next turn,
causing targets within 10ft of you to fall asleep for 1 minute
19 A giant, glowing eye tears through a void portal and glares at you for the next minute, decreasing
your INS by 5
20 Roll for two results on this list, ignoring rolls 1 and 20
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Tier 2
D20 Tier 2 Miscasts
(+/-LCK)
1 Roll on the Tier 3 Miscast Table
2 A 60ft tall oak tree grows from underneath you
3 Any grass within 30ft grows to be 8ft tall, obscuring vision
4 Anyone affected by your spell either doubles or halves in size on their next dice roll (odd: halves,
even: doubles)
5 The item used to cast this spell grows wings and tries to fly away (can be removed with a dispel)
6 Your hair is made of fire for the next hour
7 Smoke pours out of your eyes, blinding you to everything but invisible creatures and illusions for
the next hour
8 Strong gales whip around you, blocking all projectiles from passing within 20ft of you for 1 minute
9 Your skin sheds and your head is replaced with that of a giant snake (can be removed with a dispel or
remove curse)
10 You cast Tiny Frog on yourself
11 For the next hour, you occasionally cough up an egg
12 Your spell explodes wherever it affects in an shower of glitter
13 Spirit cats begin to spew out of your magic item for the next minute
14 You become a living rave, emitting flashing lights and loud music for the next minute
15 Your whole body feels like static, giving you disadvantage on FIN checks for the next hour
16 A cranky goose shows up to attack you before leaving at some point in the next hour
17 Every normal thing you say is punctuated by an audible laugh track for the next 10 minutes
18 You are followed by an enormous swarm of butterflies that will try to drag you away for the next
10 minutes
19 You have weak, tiny, baby hands for the next hour (-5 PWR checks)
20 Roll on this chart again. Every target within 30ft of you suffers the effect
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Tier 3
D20 Tier 3 Miscasts
(+/-LCK)
1 Roll on the Tier 4 Miscast Table
2 Small mundane items within 60ft animate and begin to aggressively clean for the next 10 minutes
3 You become strongly magnetic for the next hour, attacks using metal have advantage but also stick to you
(PWR check DC 7 to remove them)
4 You become as light as a feather for the next 10 minutes
5 For the next 24 hours, water recoils from you
6 Your clothes become disturbingly long, tangling on nearly everything and giving disadvantage to FIN
checks until they are dispelled or changed
7 You are cursed. Until removed, the subjects of paintings and pictures will reach out of their frames to try
and kill you, but cannot be harmed
8 You grow an additional eye somewhere on your body (+1 Corruption)
9 Your spell is delayed to go off next round
10 Your hands are permanently smeared in a black ichor until dipped in holy water
11 Your bottom half is sucked into a void portal, with a PWR DC 10 to pull yourself out
12 Your spell draws the gaze of Chaos, summoning large glowing eyes that grant everyone under their gaze a
-5 to their INS, OCC, and ARC score for a round before they vanish
13 Everyone within 30ft of the target of your spell are drawn 10ft towards it by a surge of gravity
14 Gravity is reversed for a round in a 60ft sphere centered on the spell
15 For 1 minute a 100ft cube centered on yourself is replaced with an interdimensional space of a random
environment (a massive library, the steep side of a mountain, etc)
16 For the next 24 hours you appear to be perfectly identical to the last person to talk to you, changing
everytime someone talks to you
17 You can hear a haunting, yet serene cosmic choir for the next 8 hours, giving disadvantage on CHM and
INS checks
18 You are cursed where until removed you see a haunting figure in your reflection that tries to strangle you
(PWR 12 to resist)
19 Every small animal that sees you follows you for the next hour
20 Roll on this chart again ignoring 1 and 20, and the miscast has the opposite effect (any hostility is turned
into benevolence, disadvantages into advantages gains into losses and vice versa) If the effect has no
inverse, it occurs as regular
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Tier 4
D20 Tier 4 Miscasts
(+/-LCK)
1 Roll again - all creatures within 20ft including yourself are affected by the miscast
2 Your body is transformed into slime, retaining your form and showing only your skeleton inside until
dispelled (Corruption +2) While a slime you take half damage from physical attacks, but double damage
from spells
3 For the next hour, only animals can understand you unless dispelled
4 The next tree you see comes to life for 8 hours and falls in love with you, taking it personally if you
try and leave
5 Briney sea water floods the area within 100ft of you, seemingly transporting you to a sea bed with a
plethora of sea life that drains in a minute or until dispelled
6 Your lower half is transformed into that of a horse, snake, large cat, or spider until dispelled
7 Your arms are transformed into wings that allow a fly speed of 30ft, but cannot grab [Link]
until dispelled
8 You are transported to an illusory plane of a field of sunflowers and wandering colossal creatures,
reappearing at the start of the next turn
9 You slowly begin to petrify over the course of a week, starting at your feet. (Days 1-3: Movement speed
is halved, 4-6: Disadvantage on FIN, 7: Petrification.) This can be cured early with any anti-petrification
items, or dispelled
10 For the next minute when you try to move, you instead move in a random cardinal direction (1. North, 2.
East, 3. South, 4. West)
11 The ground becomes nearly frictionless, and you slide an additional 1d4 squares in any direction you
move in for the next minute
12 You grow an additional arm that tries to smack things out of your hands for the next hour
13 Food you touch for the next 24 hours becomes comically tiny
14 Your body reforms as plant matter. Until cured you have advantage while hiding and traversing in natural
terrain, and you take double damage from fire
15 Your spell changes the weather to either a Blizzard or Thunderstorm
16 You become extremely heavy, halving movement for the next hour
17 You zombify, becoming undead until Dispel is cast on you
18 You grow a large pair of horns that is very hard to fit headgear around
19 Your hands are permanently transformed into scaly claws
20 Roll twice on this chart, ignoring this result
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Corruption
Denizens of the world are not immune to the creeping chaos that seeks to unravel the bindings of order. Occasionally,
a player may find themselves readily affected by these forces and slowly warped in its image. This is known as
corruption, and is set on a scale of 1-10. There are ways to remove corruption, and this feature should never interfere
with a player’s autonomy over their character!
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81
Chapter 6: Game Master’s Guide
Myriad exists as a setting as well as a system, and the following chapters will inform the Game Master (or player
reading this), on both!
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Chapter 7: Exploration and Dungeons
Exploration, Travel, and Resting Travel
Have a set distance between the players and their
When traveling or exploring there are the options to
destination, each hour successfully exploring is “1” of
Rest. There are two types of Rest:
whatever metric this may be, like a hex (Average walking
Short Rest: Recover 1d6 of HP per hour of resting,
speed is 4 miles per hour, or 6.5km/h). Inform the
and 1 point to any ability that relies on a pool of
players of this distance. You can use hexagons to block
energy. During this time you can perform simple
out terrain, which may inform or inspire travel and
tasks such as foraging, crafting an item, keeping
exploration in these areas.
watch, or casting a spell. However, for each hour
The amount of daylight and darkness may vary
you spend on a task you do not regain hit points.
per location, but the simplest metric is 12/12 hours. An
Long Rest: Spend 8 hours of sleep to fully recover
easy metric for world exploration is 4 hours for each
your Hit Points, recover from poisons, and
event. Weather is also important - Be sure to consult the
regain all points to any ability that relies on a
Weather chart!
pool of energy. You can only take a Long Rest
in a safe location, such as a town or base of
operations. If a Long Rest is interrupted, treat Dungeons
it as a short rest based on the successful time
spent resting. As previously mentioned, Dungeons exist as the reused
If you do not receive at least 6 hours of sleep in a pieces of previous world cycles, which would explain just
night, decrease your Power and Finesse roll by 1 until you why they are so ornate and filled with treasure without
receive a Long Rest. any real memory of why some-one felt the need to build
it. The reason they are so dangerous is because they were
chewed up and spit back out by the essence of chaos when
Using Exploration to Expand the World the previous world ended, which inevitably infected
Myriad is a completely open setting, and part of the them with that same force of disorder.
experience is to use the players to slowly expand the
world outwards, building it with them. Cities can be
planned in advance, but exploration cannot - after all, if Designing a Dungeon
everyone knew exactly what is out there, there wouldn’t Dungeons can be difficult to conceive, especially on the
be a whole lot of exploration, would there? The goal of fly. With the modular Dungeon Generator, however, you
Myriad is to eventually map out a world that you can are able to roll up a dungeon as you go! It is important to
use over and over again, allowing time to change the remember that Dungeons serve to be problem-solving
backdrop and influence what has already been discovered zones - not combat generators. The Dungeon Generator
to create a living world that anyone can explore. is a tool that can be used to draft a Dungeon, adding
themes and flavor to fit your vision.
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Dungeon Generator
How to use: • Repeating and connecting rooms is a completely
• Choose a theme for the dungeon, flavor each roll to viable method of expansion. For simplicity, you
fit this (you probably already know this) can have a connecting room be the same room type
• When you roll something that isn’t a Door, as the one before it.
Pathway, or Room, cross it off on the list and Do not expect to complete a dungeon in one session. In
ignore it if it is rolled again. fact, it is probably better that you are able to continuously
• Use Encounters, Ambushes, and Traps sparingly. expand upon a single dungeon, giving the players
Puzzles are tricky because players may blow right something to look forward to exploring, and allowing
through them or take forever. Timers help on them to leave a dungeon and return with better supplies
the latter. and rewards with the loot they may have found!
• Use verticality and looping pathways - avoid Consider the 4 ways of entering the dungeon:
linearity to encourage exploration 1. Main Door
• The deeper they go, the better the loot! 2. Side Entrance (hidden, or guarded less)
Make this clear 3. Underway (like a sewer grate, leads to a floor
• Dungeons are not well lit unless there is a given below the main floor)
reason - make your players afraid of the dark 4. Topside (like a window, or otherwise
• Foreshadow events! Players won’t take the risk if entering from above, leading to a floor above
they aren’t mildly sure what might be waiting for the main floor)
them. Mentioning things like claw marks, blood, Giving Players options lets them take control of the
soot, slime, etc on a pathway or door can help you exploration for you.
slowly work out in your OWN head what might be
lurking if you haven’t planned it, and encourages
players to take the risk
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Vertical Element Traps - Obvious Traps are free puzzles
1 Stairs (Pathway - up or down) Floor
2 Tall Ceiling, Balconies, Parapet (Access to higher Ceiling
floor, or outdoors)
3 Overlook (Looking onto a lower floor) Wall
4 Chute, Shaft, or Lift (including choke points and Magical
crawl spaces
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Social Encounter Chart
Stranger
Additude Unfriendly Reserved Indifferent Friendly Helpful
1d6 roll 1 2 3-4 5 6
Wild Animal/Beast
Additude Actively Hunting Hostile Territorial Warning Trepidatious
1d6 roll 1 2 3-4 5 6
Unintelligent Monster
Additude Murderous Hostile Territorial Dissuadable Indifferent
1d6 roll 1 2 3-4 5 6
Intelligent Monster
Additude Murderous Cruel/Toying Hostile Curious Persuadable
1d6 roll 1 2 3-4 5 6
Monster Maker
Quick guide to making monsters for Myriad! These are suggestions for those quickly looking for something relatively
balanced and fun. Monsters should generally deal a lot of damage, and have low health.
Quick Stats: For every 2 player levels, increase a modifier of choice by +1
Size
Modifier PWR FIN CHM INS ARC OCC LCK
Small -2 +2 0 0 0 0 +2
Medium 0 +1 0 +1 0 0 0
Large +2 -2 -2 0 -2 0 0
Style
Bruiser +3 -1 -2 -1 -1 -1 0
Skirmisher +1 +2 0 +1 - - +1
Magic -3 -1 +2 X* X* X* -1
*Choose between INS, ARC, and OCC to make +2 (10), the other two become 0
Hit Points: 4+/- PWR, +3 hit points per player level above first, ignoring the PWR modifier if they have DR
Dodge: 7+/- FIN - default to 8 if you need to
DR: -1 Dodge for each point of DR, max of -3
Boss Creatures: Extra turn in combat, increase damage dice by 1 per 3 player levels.
Monster types and features for a non-humanoid creature
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Type General Feature
Undead Abilities might add corruption (1 point max), regenerating, immune to charm and fear. Healing
damages them
Plant Abilities might add Status Effects, often vulnerable to fire, poor Insight (-1 or less)
Construct Often has an elemental ability, an elemental weakness, and Damage Reduction (-2)
Monstrous Depends on relative intelligence, but commonly has weapons, equipment, or magic items
Beast Natural Senses, weapons, and armor (DR). Higher INS, or ARC, low OCC. Magic beast parts may
become magic items
Abomination High OCC, weird ability, DR
Demon Usually high INS, ARC, OCC. Either decent PWR or FIN (choose one). DR
Ability Quick-Chart
Flavor Purpose Type
Slime/Web Evasion or Movement Recharges on a 5-6 at the start of their turn
Elemental Damage Spell - CD 2+ (+1 CD per d6 of damage or
Necrotic/Radiant Curse, Transforming, or Corrupting status effect)
Illusory/Sound Status Effect - Grapple, Stun, Fear, Charm, (x2 for 15ft Area, x3 for 30ft
Prone, Confused, etc Area, or healing)
A creature may have 1-2 abilities depending on level. Varying the ability between action, bonus action, and reaction
is better than adding more. Keep in mind a monster’s ability can be copied by certain Occultists and Morphers - so do
unto others and all that.
Loot
Types of Loot Creature Types Typically Carried Items
Money (Crowns) Humanoid Any
Mundane Items (general or small gear) Undead Any
Plant Poisons, Components,
Magic Items (Arc, Occ, Div) Equipment, Trash
Potions, Poisons Construct Weapons, Equipment, Magic Items
Recipes Monstrous Mundane, Poisons, Money,
Weapons, Components
Equipment (Shield, hat, helmet, armor)
Beast Poisons, Components, Magic
Components Items or Equipment, Trash
Weapons Abomination Magic Items, Components,
Potions, Equipment, Weapons
“Trash” (misc)
Demon All, except Trash and Mundane
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General Value of a Loot Table by level
1d6 Roll Levels 1-3 Levels 4-6 Levels 7-10
1-2 1-8 cp of Trash 10-20 cp of Trash or 30-100 cp or Component
Mundane Item
3 Mundane Item Equipment, Weapon, or Weapon or Equipment
Potion/Poison
4 Equipment or Weapon 15-30 cp or Component Magic Item, Recipe, or Potion/Poison
5 5-10 cp or Component Magic Item or Recipe Magical Item or Magical Equipment
6 Magic Item or Potion/Poison Magical Weapon or Equipment Magical Weapon or Equipment
Weapons
d12 Size Material Type (roll 1d20+Luck, if 1-15 ignore)
Special Abilities - Recharges on a 5-6 at the start of
wielder’s turn
1 Light (1d4) Ironwood Dagger Fires a projectile 30ft that does 1d8 of an elemental
damage as a ranged FIN attack
2 Stone Axe Casts a 15ft line that does 1d8 of an elemental damage
on a failed DC 9 FIN save
3 Icy Hammer Casts a 15ft gravity sphere that either draws targets
inwards, or pushes them away on a failed DC 9 PWR
save (choose one)
4 Jade Flail Casts a 15ft cone that does 1d8 of an elemental damage
on a failed DC 9 FIN save
5 Medium (1d8) Steel Halberd/Glaive Of Jumping. The wielder can jump 15ft vertically
6 Copper Flintlock Pistol Of Weaving. Fires a 60ft long web that can
(always Medium) be walked on
7 Darkiron Spear Of Blinking. Teleports the wielder 60ft as a
bonus action
8 Monsterbits Whip Of Slowfall. Slowfall for 1 minute
9 Heavy (1d12) Ivory Sword (long, Of Detection. Glows while within 100ft of a
short, shotel) certain type of monster (Undead, Plant, Construct,
Monstrous, Beast, Abomination, or Demon)
10 Onyx Katana Of Returning. Gains 30ft of range with the “thrown”
property, that returns as a reaction
11 Clockwork Longbow/Crossbow X- Bane. Deals double damage to a selected monster
(always Medium) type (Undead, Plant, Construct, Monstrous, Beast,
Abomination, or Demon)
12 Silver Claws Cursed! Roll for an additional Special Ability,
and a Curse.
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1d6 Curse!
1 Curse of Binding. The item binds to the wielder and cannot be removed from their inventory
until dispelled
2 Curse of Duplicating. Every 8 hours the item duplicates, taking up an extra inventory slot until removed
from inventory. (duplicated items are not cursed but crumble into dust when used)
3 Curse of Slipping. When a 1 is rolled while attacking, the item shoots 15ft away from the wielder
4 Curse of Screaming. The item screams loudly when used
5 Curse of Ghostliness. The item deals normal damage to Ephemeral creatures, but only 1 damage to
anything else
6 Curse of Darkness. This item makes the wielder Blinded until the start of their next turn if a 1 is rolled
while attacking
Equipment
d12 Protection Style Type (roll 1d20+Luck to determine if it is magical, if
1-15 ignore) Special Abiulities
1 Minimal Rusty/Verdigris Hat (visored, Of Resistance. The wearer gains resistance to an
pointed, wide- element (fire, cold, lightning, poison)
brimmed, round,
hood, mask)
2 Leather Helmet (Kettle, Of Seeing. The wearer can extend their
Great, Hounskul, consciousness to a point 60ft from them as though
Armet, Sallet, they were there for 1 turn. Recharges on a 5-6
Frog-Mouth)
3 Ornate Scarf/ Of the Beast. The wearer’s natural senses
Pendants/Necklace are increased, giving them advantage on INS
checks that rely on either sight, sound, or smell
(choose one)
4 Light (DR -2) Scaled Gloves Of Swimming. The wearer is unimpeded by water,
and can hold their breath for an hour
5 Animal Themed Pants/Leggings Of Jumping. The wearer can jump 15ft
6 Quilted/ Dress/Robes Of Climbing. The wearer gains climb speed of 15ft
Silken/Woolen
7 Medium (DR -3) Candled Tunic/Gambeson Of Trail Blazing. Teleports the wearer 30ft along
the ground, leaving a trail of an element that lasts
for 1 round and deals 1d6 damage to creatures they
pass through
8 Monstrous Cloak/Cape Of Slowfall. Slowfall for 1 minute.
Recharges on a 5-6
9 Plant Mantle Of the Ghost. The wearer is considered Ephemeral
while in complete darkness until they take damage.
Recharges on a 5-6
10 Heavy (DR -4) Brass Pauldrons Of Light. The item can be commanded to emit
Maximum bright light for 30ft as a bonus action, lasting for 1
Dodge of 8 minute. Recharges on a 5-6
11 Ivory/Onyx Cuirass Of the Wind. The wearer’s movement speed
increases by 10ft
12 Silver Shield Cursed! Roll for an additional Special Ability,
and a Curse
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1d6 Cursed! - All Cursed equipment is BOUND to the wearer until Dispelled!
1 Curse of Vulnerability. The wearer is Vulnerable to an elemental damage type (fire, cold, lightning, poison)
2 Curse of Slime. The wearer becomes extremely slippery and cannot be grabbed. While holding an item, the
wearer must roll 1d6. On a 6, it slips from their hands and they drop it
3 Curse of Lycanthropy. The portion of the body that this armor is attached to transforms into that of a
Lycan. Under moonlight if the item is worn, roll 1d6 - on a 6 the wearer gains 1 point of Corruption, and
all transformations are lycanthropic in nature. At 10 points, the wearer becomes a fully formed Lycan at all
times, and is actively hostile to all creatures it can see while underneath moonlight
4 Curse of the Dead. While wearing this item, the wearer is considered Undead. Any healing is instead
received as damage, and undead creatures regard the wearer indifferently
5 Curse of Chaos. Anytime the wearer miscasts a spell or deals damage to an ally, they gain 1 point of
Corruption. Any miscasts while wearing this item starts at Tier 2
6 Curse of Darkness. This item makes the wielder Blinded until the start of their next turn if a 1 is rolled
while attacking
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Natural Bane; Roll on Exploration again Natural Boon; Roll on Exploration again
1 INS Survival check or get Lost (roll on the Lost table) Natural Resources for Foraging. Food, Curative,
or Ingredients
2 Natural Delay. path obstruction (Check to clear, Refreshing Spring or Oasis. cure point of exhaustion
otherwise advance 1d4 hours with no distance) for an hour spent here
3 Trap. Environment (party separation, verticality, Weather changes away from hostile and into a calm or
poison/damage. Advance 1 hour with no distance) accommodating environment
4 Hostile Ceather Change. GM’s Choice Natural Resting Site. Outcropping or otherwise
guarded and away from the elements - change weather
5 Stalked by a creature (Hostile ambush at night) Can Hidden Shortcut. Next 3 actions do not take up time
make an INS to detect, possibly scaring it off (Hidden with DC 7 INS check - nature/perception)
6 Ambushed by hostile natural denizens - Swarm Blessing of Anura. Avoid the next natural bane,
using that time as eventless travel time
Challenges Ruins
Detour for 2d4 hours for no additional distance to bypass Additional hour to explore with no distance
1 Vertical Challenge. Cliff, Wall, Tree, etc Magical Ruins. Floating/teleporting (75% arcane
focus, 25% trapped)
2 Optional Vertical Challenge. (75% Treasure, 25% Natural Ruins. (50% random rusted
Large Encounter) weapon, 50% empty)
3 Horizontal Challenge. Ravine, Dense Bog, River, etc Destroyed Village. (25% ambush, 75% random armor)
4 Horizontal Challenge with hostile encounter . Necropolis. (50% talisman, 25% Divine manuscript,
small ambush, or large and immobile 25% only hostile undead creatures) small group of
hostile undead creatures if disturbed
5 Horizontal Challenge. Toll, or impending ambush, Dungeon Entrance. This is a dungeon, use the
guarded passageway, locked/magically sealed Dungeon Generator if they delve deeper. (A lot of time
doorway, puzzle will pass with no distance gained)
6 Horizontal Challenge. Passing through a dungeon Long Forgotten Temple. (50% Divine Manuscript,
(use Dungeon Generator) 50% cure 1 point of corruption)
2 Out of the elements/no poor weather effect Magic Weapon/take 1d6 per 2 levels
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Encounter/Ambush Curiosity/Oddity
1 Friendly. Group, local (can negate next bane or A tall pile or piles of stacked objects such as stones,
generally be helpful) tower spires, etc…
2 Friendly. Solo, local/hermit (can negate next bane orA Celestial Event such as a falling star, aurora borealis,
generally be helpful) an eclipse, a red sky, etc...
3 Neutral/Negotiable. Group (can be helpful or A non-euclidian passageway or road, stairs that lead
become hostile) upside down or nowhere, doors that show strange
places, etc…
4 Neutral/Negotiable. Solo (can be helpful or A monolith such as a massive tree, stone, etc, engraved
become hostile) with a text in an odd unknown language that would
lead them to a great treasure or draconic temple
5 Hostile. Group (small or medium creatures, only more A floating temple ruin or building, held aloft by air or
than the players if small) clouds. A figure might be seen on it, and a pathway
may be found
6 Hostile. Solo (local or forgein/abnormal creature) Evidence of a past battle, or currently warring
factions/monsters/etc… (weapons and equipment
may be found)
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Weather Chart
d20 Effect
1 Heavy Fog. Cannot see more than 30ft. Targets are blinded beyond this distance if perceived through
normal means. Reroll: on a 6-20, becomes Light Fog after 4 hours.
2 Thunderstorm. Disadvantage on Perception checks. Targets outdoors have a 1d20 (on a 1) chance to be
struck by lightning (2d6 lightning, Finesse DC 9). Targets wearing metal roll at disadvantage. Reroll: on a
6-20, becomes Heavy Rain after 4 hours.
3 Blizzard. Disadvantage on INS Perception checks, PWR save DC 10 or suffer 1 point of exhaustion unless
you were bundled up, or resistant to cold. Reroll: on a 6-20, becomes Light Snowfall after 4 hours.
4 Heavy Rain. Unless covered, half of perishable goods and non magical paper is destroyed. Reroll: on a 11-
19, becomes Light Rain after 4 hours, or a Sunshower on a 20.
5 Light Fog. Disadvantage on Perception checks through normal means beyond 60 ft.
6 Light Snowfall. Terrain becomes rough terrain, doubling travel time.
7 Light Rain. PWR save DC 9 (1d4 cold damage) for every 4 hours of travel unless properly covered or
resistant to cold.
8 Windy. Disadvantage on ranged weapon attack rolls.
9 Cloudy. Spells that require sunlight cannot be cast.
10 Partly Cloudy
11 Sunny
12 Light Breeze
13 Overcast. Spells that require sunlight cannot be cast. Spells that require water can. Reroll: on an 11-20 it
becomes Light Rain after 4 hours.
14 Chilly. Frost rimes the ground. Spells that deal cold damage deal an additional 1d4 damage.
15 Hot. PWR save DC 8 or suffer 1 point of exhaustion unless you were prepared for the heat, resistant to
fire, or stopped for 1 hour to rest in nearby shade once every 4 hours. While outdoors, spells that deal fire
damage deal 1d4 additional damage.
16 Scorching. PWR save DC 11 or suffer 1 point of exhaustion and 1d6 fire damage unless you were prepared
for the heat, resistant to fire, or stopped for 1 hour to rest in nearby shade once every 4 hours. Perishable
food spoils.
17 Distant Thunder. Reroll: on an 11-20 it becomes a Thunderstorm after 4 hours.
18 Chill Wind. Reroll: on an 11-20 it becomes Light Snowfall after 4 hours.
19 Sunshower. There is a golden glow as the sun can be seen during a light drizzle.
20 Not Too Hot, Not Too Cold. The day is honestly pretty wonderful. The next skill check made in this
weather is made with advantage.
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Chapter 8: Myriad places (demo)
City of Light. The capital of Luxion, beneath a
mountain. There is a choir that sings at all times, and can DM’s Guide to Designing Myriad
be heard throughout the city. Hosts the Waxlight Libram (as a place)
Bomba Bay. The bay of crescent shape docks on the Forethought. Myriad is as Myriad sounds, being
coast of southern Gobani designed with the ability to support any campaign style
Skyspire. A mountainous regions of tall stone spires in location or age. While that does infer maybe my cities
that hosts many birdlings in Carima are non-specific and factions or npc’s are suggestions, it
Northlight Sanctum. A massive astronomy also means it is designed to be comfortable for anyone
tower in Polaris to play. Myriad, despite its relative size in terms of
Amber Archives. A large royal library within the racial setup, exists as a unified whole, where similarly
Three Kingdoms to the way religion is handled has an understanding
Waxlight Libram. Massive library in Luxion that everyone comes from the same essence and worship
Domain of the Deep. Underwater temple dedicated aspects of the same Goddess. In this vein, an animal-
to Noveliss, aspect of the sea. Formerly an island during based race would never be referred to as being that
the First Age, it is unknown what caused its dilapidation animal - after all a frog is simply not a froglin and it
into the depths would be absurd to act as such. Perhaps despite an
Lost Caverns. Originally “Caverns of the Lost”, eighties-fueled love for fantasy, there are not “slurs” for
this series of cliffside caves and tombs in Gobani are the races in Myriad, and it’s really not all that clever to
now a haven for lost and newly awakened Animus, who “come up with some” - even for your cruelest villain.
worship the God Vessel - a representation of the Goddess Simply put, there are much better ideas for conflict that
in material form, known colloquially as “the One with do not betray the concept of fantasy for each of us.
purpose” who symbolizes the will of destiny, structure,
and hard but meaningful work.
Jade Ruins. Gorgeous ruins lost deep within the
Core Countries in Myriad
Three Kingdoms. The Three Kingdoms,
woods of forcosia, evidence of an ancient civilization are
colloquially known as “The Three” is a more standard
seen in tall dilapidated towers, aqueducts, and pools.
country as far as fantasy goes. Bordering the Crosswind,
Candlewood. A town of beastkin on the border of
Luxion, Forcosia, and Gobani, its denizens are extremely
the Three Kingdoms and Forcosia
diverse. The ruling party is an oligarchy of royal families
who preside in the three corners of the land to oversee
Myriad Group samples smaller sections in cities with tall white spires and
Hand of the West Ministry. Zealot group of bustling streets. Countrysides do exist closer to the
religious fanatics in the Three Kingdoms border, but largely town-to-town escapades are viable.
The Miramis. Lance-wielding unicorn knights Busy roads bring busy brigands, and monsters are rarely
sworn to protect Forcosia a problem - more often than not the consequence of a
Amber Antiquarians. Scholars in the Amber rogue or stupid magician, with crypts and woodland
Archives, formulated spells of knowledge-seeking and hovels being the most common dungeon type. The most
information gathering. Have a network of mage spies common creature types are humanoids and beasts, with
known as the Ivory Ring the occasional undead, monster, or dragon.
The Emerald Caravan. Merchant network
spanning all nations to some degree, members are
known as “Greentops” in reference to their collection of
green-hooded caravans and eccentric collection of green
headwear. Somehow, they all stay in touch with one
another, and always appreciate a returning customer.
Their leader is known simply as Rovio, although only few
members will admit to actually seeing him
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The three ruling families are as follows: Gobani. To the southeast of the Three Kingdoms,
Ridir. Beastkin family of various cats, whose symbol past the Sea of Blades is Gobani, a badlands with a large
is a red and gold flag emblazoned with a rose. In charge span of desert, dotted with oasis river cities. The borders
of Commerce and Coin are crowded with beaches and ports, such as Bomba
Igmund. Sylvan family, whose symbol is a black and Bay, with a dense jungle far to the south past a savanna.
silver flag emblazoned with a crescent moon. In charge of Within the rocky badlands sits the Caverns of the Lost
Academics, Magic, and Information - an ancient city where many animus awoke and carved
Emmen. Manling family, whose symbol is a green a home for themselves, becoming a bustling pilgrimage
and white flag emblazoned with a dragon. In charge of point for many craftspeople. Within the Gobani Desert is
Defenses, Infantry, and Civilian Disputes a large sandstorm with strange properties. Some are said
Luxion. Luxion is a region north of the Three to have witnessed massive beasts beneath the sand, a
Kingdoms, who’s topology consists of harsh, purple- spire leading to the sky, and a giant, walking city. Gobani
black mountains. Beneath it resides many cities of is home to many of the animus and beastkin, as well as
primarily Mothma, including their capital, known as plenty of mummified monsters below their carved cities.
the City of Light. Many caverns span underneath the Frogland. Known simply as “frogland” as a joke
mountains, filled with gorgeous precious stones lighting between froglin, there is little known about it - its true
their dim cities. A choir can always be heard singing in name being only one of its mysteries. Frogland is found
the City of Light. The most common creature types are somewhere far beyond the misty seas past Carima, where
mothma, with the occasional aberration, and construct. no ships venture, and is said to be the original home of
Forcosia. Forcosia is a massive, dense, coniferous the Froglin. Many proud warriors claim to hail from this
old growth forest to the east of the Three Kingdoms, with land, but the perpetually sunset beaches of Carima are as
a nearly perpetual canopy of lush, dark green leaves. far as many get to look at it.
Roots and ruins line the bed of the woods, all leading to Carima. A strangely desolate country leading up
The Great Tree. The Great Tree can be seen even from the to Frogland, to the west of the Three Kingdoms. Slowly
Three Kingdoms, and houses many creatures, and more dilapidating structures can be seen amongst lonely
than a few towns and a major city. Forcosia is largely green hills, and the beaches are littered with wrecked
the home for sylvans, beastkin, and birdlings. There ships. Now, in Carima, only the dwindling lineage of
is deep magic to be found in Forcosia, and many of the giants remains.
inhabitants do not traverse the more dangerous roads The Great Swamp. A land to the south of the Three
along the forest floor, but instead opt for a variety of Kingdoms and The Hills, the Great Swamp is a dark,
large flying creatures such as gryphons, hippogriphs, and murky place. It was originally conquered by the Three
giant bats. A steady rain and grey skies are common. Kingdoms until every structure built by them sank into
The Hills. To the southwest of the Three Kingdoms the swamp. The secrets of the villages’ homes remained
lie The Hills, a hinterland that leads into a small esoteric, and the land was abandoned by those who
mountainous range. This area is pleasant nearly all year would rule through stone masonry. Home to many
round, and home to many gnomes, froglin, animus, and monsters, undead, beasts, and anyone wild enough
gryphons. Further up the mountain is where Crosswind to enjoy it, it is said to be the birthplace of the Occult
Vale can be found - an open, breezy city that runs on school of magic.
kites, sails, and windmills. The Hills are extremely Polaris. Polaris is the country far to the north of the
peaceful, save for the few gobbin clans that occasionally Three Kingdoms, past an icy sea. A warm bank of tundra
attempt to rob or pillage towns on the outskirts. Gnomes, leads to the frozen, snowy mountains just beyond. The
however, are extremely hardy folk and rarely suffer atmosphere is rich with magic in polaris, and has left the
losses, much less a successful raid against them. sky beyond the tundra perpetually showing the night
sky. This makes it one of the most prominent locations
for astrologers, who seek to study the cosmos, and
often travel to the edges of the atmosphere to pluck the
coalesced starlight before they grow dense enough to fall
as shooting stars.
95
“Gods” and Religion
1. Establish the Goal. Players always need to
know what they are trying to do (this is usually
There are few religious disputes in Myriad, because getting through a door, but it applies to the
everyone has a larger understanding that everything micro-puzzles and minor goals that make up a
that they may worship is, in fact, an aspect of the same larger puzzle)
Goddess. Gods, or aspects, represent concepts of life and 2. Flow and minor goals. Have each “minor goal”
philosophy that some people or communities may be be immediately visible and understood after
more partial to. The only trouble arises when Chaos finds each micro-puzzle is completed. The question
its way into these larger organizations, and begins to should always be “I can see what I need, now
shift their philosophy into a group of people who believe how do I get it?”
their aspect is the “truest” or “best” aspect. 3. Fun and Logic. The puzzle should be fun and
The inhabitants of Myriad have little patience for make logical sense - handouts or props can
this sort of thing, and such ideas are quickly quelled. not only immerse the players, but give them
Some of the current concepted aspects are as follows: something solid to focus on
• Noveliss: Aspect of the sea, in the form of a giant 4. Teamwork and Communication. It is
whale. Represents the ocean and love of mystery beneficial to play that answers should require
• God Vessel: Aspect of the animus, or the first of people doing or solving multiple things at once -
their kind. Represents hard but meaningful work for example, one person holds a light open while
• Oasi: Aspect of the oasis in Gobani. Represents another chants a phrase, etc. These “multiple
community and healing parts” play as the micro-puzzles
• Anura: Aspect of verdant life. Represents the life 5. Micro-Puzzles. These should reward the
found in nature players with a piece to the next puzzle - not a
• Ghal: Aspect of beasts. Represents random new puzzle
ferocity and freedom Remember, the question is not:
“What is the answer to my goal”
How to Make Good Puzzles But:
Puzzles are tricky, and we don’t often know the “I see the answer, but how do I get it?”
logical pitfalls when designing them from an outside
perspective until it is put in motion. Too often a Game
Master has left their players stumped on something that
is evident only to the GM themselves. Here are a few tips
to avoid this:
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The players must always know what it is they are trying “The cupboard opens to a list of tea recipes and various
to do - do not hide puzzle pieces from them. Players will blends. However, it is not clearly stated which tea to use, but
almost always default to using what they have already there are little drawings of “proper cutlery etiquette” and how
seen, instead of inventing a new solution. For instance: to arrange them based on the tea. Using this, and based on the
If the solution to a micro-puzzle is based on a opposite room, they arrange the silverware and choose the
specific sequence of events happening, but you have proper tea. During this time another player puts the water on
done nothing to indicate that it is a sequence puzzle, the stove to boil. After it is finished they notice that the woman
then players will not just assume the solution is sequence in the painting in their room has no tea, so they hand the
based, and may feel frustrated rather than smart when it teacup to her. Astonishingly, she reaches out with a smile and
is revealed. takes a sip. They hear the room across open up and they are
In a pinch a very obvious trap is a good way to set up able to take the key and escape.
a small puzzle, with the goal clearly being to circumvent
the trap for an item or to continue forward safely, and the This part of the puzzle relies on the player’s
answer being almost entirely up to the players. Here is an observation skills - noticing what is out of place, coming
example of a good puzzle, with bad alternatives: across questions and trying to find the answers. When
they find the tea cupboard is a great time for handouts to
“You enter a food storage room with a number of locked keep your players engaged and immersed. With that in
windows and a single locked door across the hall. As you enter, mind, let’s talk about an even better alternative!
a mouse with a key on its tail scurries into a hole” A recipe book is a great opportunity for handouts,
riddles, props, and red herrings! If I were running
In this example the goal, micro-goal, and answers this session I would have a physical copy of the list of
are clear - the players need to get the key off of that ingredients, recipes, and a little tea set with silverware
mouse. They are also in a food storage room, so clearly for the players to arrange. This not only lets the players
they need to bribe the mouse with cheese or the like to physically see what they need to do, but it gives them a
get the key. A bad alternative would be to not include the chance to do things separately.
mouse or key. Remember - the minor goal should always My recipes would require a blend of ingredients, but
be immediately visible! the ingredients required would be written cryptically,
“After retrieving the key, you try the door to no avail, but requiring the players to use those big brains of theirs
it does open two window shutters across from one another. to put the right tea leaves on to boil - with some of the
One of the windows opens, the other does not. Curiously, the ingredients being similar enough to one another as a red
rooms are nearly identical, containing a painting of a woman herring. (If you want, the woman in the painting might
(the one in the locked room is drinking tea), a tea set, and a spit the incorrect tea back out, dealing damage to the
cupboard and stove. The locked room contains a key, and you players, etc)
notice the tea has cutlery and is piping hot.”
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Chapter 9: Specialty Classes
Specialty Classes are jobs that become available to those with the right prerequisites. They are optional and offer a
different playstyle to those who are seeking something specific for a character; a player may choose to continue down
their job’s ability chart instead of branching out into a specialty. Some of these classes are far more complex than
others- this is by design, specifically for those who enjoy toying with complex mechanics.
Upon taking a Specialty Class, you are considered “Level 1” of that class, and you follow the leveling chart as
you normally would up to a total of 10 levels between your Job and your Specialty Class. Regardless of current level,
taking a Specialty Class allows you to choose a Tier 1 [Link] level 4 of your Specialty Class, you would gain access to
Tier 2 abilities, like you would if you were leveling normally.
Once you have gained a level in a Specialty Class, you cannot gain levels in this job.
Morpher
Requirements: Occ +3, Ins +2
Absorbs monster’s essence to temporarily transform into them.
After defeating a non-humanoid creature of your level or lower (with the exception of constructs or undead), as an
action you may absorb their essence, congealing into a stone, which is then used as the focus to your transformation.
This item goes into your inventory and does not stack. You can transform into the creature as an action when the
stone is in your inventory, adopting their entire stat block with the exception of their health and any equipment, and
you do not have access to any of your own equipment. You can unmorph as an action, and must be in your original
form before morphing into a new creature.
However, morphing into a monster more than once per day comes at a cost. Every time a player morphs past the
first time per day OR for each hour past the first spent as a monster, they must make an INS saving throw versus
the sum of their Occult Modifier, Corruption Score, and the monster’s level. If they fail this saving throw their
Corruption Score increases by 1. If their score is increased to 10 in this way they permanently become the monster
they morphed into without any of the abilities gained with this class.
Resilience. Choose a creature type Morphing Savant. You gain an Stalwart Mind. Reduce the
(Beast, plant, aberration, monster, additional use of your morph corruption saving throw DC
etc). When transforming into this without needing to roll an Insight by your level
creature type you retain whatever save to resist further transformation
stats are higher than the monster’s
Quickform. You can still make a Beastblood. You gain an aspect Undead Essence. You able to absorb
non-morphing action after morphing of a current monster stone the essence of undead creatures
or unmorphing on your turn amongst their attacks or abilities
permanently, which is also
reflected in a permanent physical
change. This ability can be used
without morphing.
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Weaver
Requirements: Occ +3, Fin +3
Uses a nearly invisible magic thread to perform incredible feats
Puppet Master. As an action Webwalker. As a bonus action Ensnare. Can use your reaction to
attach nearly invisible threads to a connect a nearly invisible thread ensnare a target object or person
humanoid up to 60ft, controlling between your position and a solid within 30ft of you, rendering them
their movement and action. (OCC to point within 60 ft that only you can immobilized (FIN vs OCC). A target
save, and at the end of their turn) move across. The web can only be can break free on their turn with a
cut if spotted (INS DC 20), and it is PWR vs OCC check. You can only
otherwise ephemeral ensnare one target at a time
Scuttler. Your movement can not Restitch. Can reassemble missing Blessing of Arachne. Grow six
be hindered beyond your natural body parts, even if they did not additional spider-like limbs with
ability, and you gain a climb belong to the target, and can limited dexterity that increases
speed of 30ft reanimate a single dead humanoid your reach by 5ft. You can use your
body under your control at a time reaction to increase your Dodge by
that retains the personality and +6 against a melee attack.
memories of that person (You cannot make additional attacks
with these limbs, but can substitute
them should you be restrained)
Juggler
Requirements: Fin +3, Chm +1
Expert with thrown items and projectiles
When you choose this class, become proficient in thrown items and the Skill: Acrobatics
Catch. As a reaction you are able to Multiplex. You are able to make Im-prop-ization. Any item you
catch projectiles that come within an additional attack when attacking throw is a light weapon you have
range of you and throw it back at the with a thrown item proficiency in for the purpose of
target as a ranged attack making an attack
Bounce. Any item you throw can be Disable. As an action make an attack Baton Pass. As an action, grant the
easily be banked off of hard surfaces roll at disadvantage against a target’s next turn to an ally within 30ft, if
to reach around corners, making limb. If it succeeds, the target cannot they have taken their turn already
an attack roll at disadvantage when use that limb on their next turn during that round they go again
trying to hit a target you cannot see
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Mimic
Requirements: Chm +4, Arc +1
Copycat. You gain an extra d6 if Mascot. You may pretend to be Hide in Plain Sight. You can appear
performing the same action as the a target creature. While doing so, to be any object that is roughly your
action performed on the previous you are indistinguishable from size at will, doubling your stealth roll
turn (melee/ranged attack, casting other creatures of that type to even while disguised
a spell, performing a specific monsters. Similarly, you can mimic
skill check, etc) a target’s voice as long as you have
heard it for at least a minute
Perfect Mimicry. You can re- Mirror Image. As a reaction, you Mime. You are able to take an
perform any action you witness that may copy a target’s action as long as action to create invisible realities.
was taken during a round of combat, they are targeting you. If this would Any action you can feasibly mime,
or within a minute if you are not be a melee attack with the same manifests as an object made of force,
in combat, with the same degree weapon type (dagger, sword, etc) you with a maximum size of a 15ft cube
of success as the original other parry it and take no damage. You are
than your own proficient in any weapon so long as
you can see a creature who is
Ninja
Requirements: Fin +4, Occ +2, Proficiency: Katana
Ninjutsu. Gain proficiency Back Handspring. As a reaction Leaf on the Wind. You are
in. Survival, Poisons, Stealth, you may move 15ft feet in any effectively weightless and do not
Acrobatics, Awareness, Deception, horizontal direction trigger pressure traps, and can walk
Thrown Weapons. You may make across water or fragile surfaces. You
an additional thrown weapon attack are unaffected by rough terrain
on your turn
Summoning Seal. You can prepare Substitution. If an enemy would Ghoststep. Instead of moving you
an object with a paper summoning succeed on a weapon attack against may choose to instead vanish into
seal, which you can then use a bonus you, as a reaction substitute yourself mist and reappear at the end of the
action to either summon to your with a dummy and reappear next turn to a location you can see
location, or teleport to. If you are somewhere within 30ft. You can only within 15ft
teleporting to the object it must be do this a number of times per combat
within [Link] can only have 1 equal to your OCC modifier
summoning seal at a time, and they
can be crafted instantaneously
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Toxicologist
Requirements: Fin +4, One Recipe: Poison
Master of poisons
Poison Study. Learn 2 Poison Dartblood. If a target deals melee Enfeeble. Poison you administer
Recipes of your choice. In addition damage to you with a natural has an additional tick, and the
to this, you can easily draw poisons weapon (Claws, Bite) then they are target has movement reduced by 10ft
out of a wound poisoned for a number of ticks equal as long as they aren’t resistant or
to your level n addition, you become immune to poison
immune to poison, and gain a climb
speed of 20ft
Viper Strike. If you would deal Acrid Touch. Poisons you create Potency. Your poisons reduce
damage to an unarmored creature, are also acidic, and can eat through resistances and immunities by
they are poisoned for a number of most organic material (1 inch per 2 one step (Resistance is removed,
ticks up to half of your level. If a ticks). In addition to this, if you deal Immunity becomes a Resistance)
creature is poisoned by you they damage to a poisoned target they
have their critical range increased take an additional dice of damage
against them by 1
Chaos Knight
Requirements: Pwr: +3, Corruption 5+
Ferocious battle master who draws on their corruption for strength
Burning Blood. Increase your Mutant. Select an additional Bloodthirst. Your melee damage
hit point maximum and physical mutation from either Soulwarp or is double against creatures beneath
damage dealt by an amount equal to Felwarp that lingers even if your half of their hit point maximum.
your Corruption level. In addition to Corruption is decreased Additionally, you are immune to
this, each time you take damage in a Fear while beneath half of your hit
round your melee damage increases point maximum
by 1 until the end of your next turn
Unending Corruption. You do Burning Blade. When beneath Aura of Horror. At the start of
not become a monster when you half of your hit point maximum, combat, all enemy creatures who can
reach a Corruption level of 10, and your weapon becomes infused see you must make an INS vs PWR
your Corruption can not be lowered with your own burning blood, save, becoming Feared until the start
beneath 5. Additionally, your increasing the range by 5ft and of the next round on a failed save
Corruption level can increase past 10 dealing an additional weapon dice
of fire damage
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Rose Knight
Requirements: Ins +4, Pwr +2
Verdant knight who is empowered by the divinity of nature
Thorns. Your armor is wreathed Knight of Anura. Animals are Petal Strike. While on natural
thorns and vines, causing melee not inherently frightened of you, terrain, instead of moving to attack
attackers to take piercing damage understand you to be a friend you may choose to disappear and
equal to your level and may come to your aid within reappear into a flurry of petals,
reason when called preventing movement penalties or
attacks of opportunity
Lance of the Forest. Whenever Regrowth. You gain a healing pool Overgrowth. You have limited
you get a critical attack, the terrain of energy equal to twice your level, control over plants, excluding
beneath you begins to overflow with allowing you to cure targets with Plant creatures, and can move or
verdant plant life, becoming natural a touch. If 5 points are spent on a manipulate them up to 30ft on your
terrain. In addition to this, your target, they are cured of any poisons, turn as an action or reaction
critical range increases by 1 when toxins, or diseases. If 10 points are
standing on natural terrain spent, the target has any curses or a
single point of Corruption removed
Samurai
Requirements: Pwr +4, Fin +2, Proficiency: Katana
Iaijutsu. As a reaction, make a Sharpen the Mind. You are immune Patience. If you did not make an
melee weapon attack against an to the Fear and Charm conditions, attack on your last turn, increase
enemy who is attacking, striking and you gain the Skills: History, Dodge by 5 until the start of your
first, and increase your Dodge by 5 Religion, and Medicine next turn (this applies out of
until the end of the turn combat as well)
Flowing Strikes. You are able to One Thousand Cuts. On your Sky Passage. When you are below
move without provoking attacks turn prepare to unleash a blinding half of your hit point maximum,
of opportunity. As a part of the flurry of cuts, forgoing actions, your blade becomes infused with the
attack action, you may make an reactions or movements. On your power of wind and lightning. When
attack against any target you move next turn if you are uninterrupted making a melee weapon attack, make
past on your turn up to your PWR roll a number of weapon dice up to an attack against all targets in a 15ft
modifier, once your level. You may use each dice line that deals additional dice of
once as slashing damage against any lightning damage
targets within 15ft
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Gladiator
Requirements: Pwr or Fin +2, Chm +2, Proficiency: Shields
Shield-bearing warrior who specializes in one-handed weapons, magical infusion, and battle tactics
Shieldmaster. Using your shield Crowd Favorite. You can add your Spellblade. As a bonus action or
no longer takes a reaction, and CHM bonus to attack rolls and skill reaction you are able to infuse your
can use your reaction to make a checks while in combat. In addition weapon with an element (fire, cold,
melee weapon attack as a part of to this gain proficiency in the lightning) that deals an additional
using your shield Skill: Performance weapon dice of that damage type
Phalanx. You and your allies gain +1 Beatdown. Take a -5 penalty to a Theater of Battle. When you gain
Dodge for each ally within 10ft of you melee attack roll, and a +10 to the Cinematic Advantage or perform a
damage. If this attack is successful, Stunt, you gain an extra dice to the
the target is vulnerable to the next action, attack roll, and damage dice
attack dealt to it
Bounty Hunter:
Requirements: Fin +3, Ins +2
Professional bounty hunter, tracker, and inquisitor
Collector. Whenever a humanoid Headhunter. Gain a +1 to PWR and Come Here!. You are able to use
enemy is defeated in combat, receive FIN after an enemy is defeated in ranged trapping devices such as nets,
Crowns equal to your level. In combat until the end of combat. In grappling hooks, lassos, a bolas, or
addition to this, gain proficiency in addition to this, gain proficiency in caltrops as a bonus action on your
the Skills: Diplomacy, Deception, the Skill: Tracking, Stealth, Survival turn or as a reaction
Persuasion, and Insight
Quota. At the start of combat mark Toolkit. Small items such as Silent Take-Down. Gain an
a target. You have a +2 to attack and poisons, caltrops, lockpicks, rope, additional attack while unseen
damage rolls against that target, and grappling hooks, bolases, or other
your critical range is increased by items related to bounty hunting
1 against [Link] they are do not take up inventory space.
defeated, receive Crowns equal to In addition to this, learn the
twice your level Recipe: Smoke Bombs, Caltrops,
and Flashpowder
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Arrowmancer
Requirements: Arc 3+, Fin 3+
The Arrowmancer conjures various elemental arrows, unleashing them in devastating combos. On their turn they
can choose to either Call an Arcane Arrow, or make a ranged weapon attack with an arrow, holding a maximum of 3
arrows at a time. When you take this specialization gain access to Tier 1 Arrows.
• When you Conjure an arrow and already have the maximum number of arrows, fire an arrow
• When you make a successful attack with an Arcane Arrow, Invoke it
• When you end your turn with 1 or more arrow, activate their Passive Effects
• Arcane Arrows are always visible, even during invisibility. They last for a minute and can be dismissed at will
Tier 1 Arrows
• Bomb - Invoke. Explodes in a 10ft range, does 1d8 fire damage on a failed FIN save; Passive: If you take
damage while holding this arrow, the bomb Invokes on you
• Ice - Invoke. Half target’s movement until the end of their next turn; Passive: Increase DR by -1
• Lightning - Invoke. Ricochets to a target within 30ft; Passive: This arrow ricochets around corners and can
seek out targets you cannot see
• Brambles - Invoke. Create a 10ft square of rough terrain and thorns that deal 2 piercing damage per square
when you move through them; Passive: Attackers who deal melee damage to you take 2 piercing damage
Tier 2 Arrows
• Necrotic - Invoke. Removes target’s DR until the end of round; Passive: Reduce DR by 1
• Psychic - Invoke. Target cannot take reactions until the start of their next turn; Passive: You may fire this
arrow as a reaction
• Crystal - Invoke. The target is trapped in a crystalline cage until the start of their next turn and cannot
move, but can make attacks; Passive: Enemies that deal melee damage to you take 2 slashing damage
Arrows have a 60ft range and deal 1d6 of their respective elemental damage, or piercing if there is no element.
Arcane Quiver. Gain the ability to Giant’s Quiver. Reduce the Quick Draw. At the start of combat,
hold up to 4 Arcane Arrows maximum number of arrows by 1 Call an arrow
and increase the damage to 1d12
Arcane Affluency. Gain access to Auramancer. Double the Recall. When you get a critical
Tier 2 Arrows effectiveness of Invoke and the hit with an Arcane Arrow,
Passive Effect (Reductions, Increases, Call that arrow
Range, or number of Dice)
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Kitcheneer
Requirements: Ins 3+, Two Recipes: Food
Battle... Chef?
When you choose this specialty you learn a food Recipe and gain the ability “Cookbook: Recipes do not take up
inventory space, and you can learn an unlimited amount”
Flambé. Due to your proximity Cold Cut. When you make an attack Gourmand. Your food recipes
to furnaces and ovens, you gain against a creature that attacked you restore twice as many hit points
resistance to fire damage, and deal on the previous turn, double the when consumed. Any additional
an additional weapon dice of fire damage. In addition to this, you are points of healing beyond your
damage. In addition to this, you can considered proficient in all kitchen hit point maximum becomes
magically heat up, boil, or cook food utensils as light weapons for the temporary hit points for the next
that you touch as an action purposes of making an attack. You 24 hours In addition to this, you are
may also choose to use FIN instead immune to poison
of PWR when making these attacks
Spice of Life. You gain an INS bonus Well Fed. You gain a maximum Dinner Bell. As an action you ring
equal to the half of the number DR equal to half of the number of a bell, and all target creatures that
of food Recipes in your Cookbook food Recipes in your Cookbook can hear the bell must succeed on
rounded down. In addition to rounded down. In addition to this an INS vs CHM save or be magically
this, you are proficient the Skill: you cannot be involuntarily moved compelled to immediately come
Foraging and are able to find or while conscious towards you. If there is any food
substitute most of the ingredients in available or visible, they are also
a food Recipe compelled to eat it regardless of its
location, taking their turn to do so.
This effect ends at the start of your
next turn Creatures under the call of
the Dinner Bell cannot make attacks
or take reactions
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Astrologer
Requirements: Arc +4, Ins +4
Starscry. If you can see the stars Constellations. If your dice explode Arcane Insight. You can add your
you may spend an hour to gain three while casting a spell you may choose Insight bonus to Arcane checks,
Portents: Roll 1d6 and record the result. an additional target within range for and vice versa
As a reaction you are able to substitute each explosion, connecting them via In addition to this, you become
this number for the roll of any target constellation. skilled in understanding celestial
once within the next 24 hours. and meteorological phenomenon,
including predicting the weather
and discerning North.
Starshower. As an action you may Meteor. If you can see the sky, as an Fateweave. If your dice would
begin to Channel a starshower action you may begin to Channel this explode, rather than rolling an
within a 30ft square. Each turn while ability, choosing a 20ft radius circle extra dice you may instead choose
channeling, shooting stars explode into within 120ft. If you are uninterrupted, to use your reaction to gain a
the ground randomly in this space, at the start of your next turn you call a Portent: Roll 1d6 and record the
dealing a number of d6 radiant damage Meteor to that spot that deals a number result. As a reaction you are able
equal to your ARC or INS modifier in a of ARCd8 bludgeoning damage, and to substitute this number for the
5ft radius from the crash point. INSd8 fire damage to all targets in a roll of any target once within the
To randomly determine the crash points 20ft radius sphere. next 24 hours.
at the start of the turn use the 30ft The meteor leaves a massive crater that
square as a 6x6 grid, and roll 2d6 to is considered rough terrain.
determine the coordinates starting from
the top left corner.
Pistoleer
Requirements: Fin +3, Proficiency: Guns
Gunslinger and firearms expert
Scattershot. Instead of a normal Aim Down Sights. You can spend Fireworks. Instead of a normal
shot, by consuming one extra a number of turns up to your FIN shot you may choose to decrease the
ammunition you may decrease modifier to aim your shot, gaining a size of your dice by one step (d8 to a
the size of your dice by one step bonus to your attack and damage roll d6, etc), exploding in a 10ft sphere
(d8 to a d6, etc) and increase the equal to the number of turns spent burst of light and flame. While
number of dice rolled for damage by as long as you are uninterrupted using fireworks the damage type
one, making an attack against all becomes fire
creatures in a 15 foot cone
Called Shot. On your turn you may Akimbo. You are able to dual- Quickdraw. As a reaction you
make a called shot against a specific wield pistols with no penalties or may make an attack with a firearm
part of a target, taking a penalty reload times against a target who is making an
depending on the size of the part (-4 attack, making your attack first
eye, -3 hand, -2 limb) On a successful
attack the target cannot use that
body part on their next turn and
takes damage as normal
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