Generic Cards

Rule Cards (print 1 each)

Skills

Agility β€” Modifier: _______
Might β€” Modifier: _______

Arcane β€” Modifier: _______
Faith β€” Modifier: _______
Nature β€” Modifier: _______
Will β€” Modifier: _______

Deception β€” Modifier: _______
Forging β€” Modifier: _______
Intimidation β€” Modifier: _______
Intuition β€” Modifier: _______
Lore β€” Modifier: _______
Medicine β€” Modifier: _______
Perception β€” Modifier: _______
Performance β€” Modifier: _______
Persuasion β€” Modifier: _______
Sleight of Hand β€” Modifier: _______
Stealth β€” Modifier: _______

Gear Defects Lists

  1. Breakable β€” A fragile piece of equipment that can easily break under pressure, especially when things go wrong.
  2. Sought after β€” An item with a dark allure, attracting the attention of dangerous individuals with questionable intentions.
  3. Specialized β€” Sacrifices an advantageous property for a more focused (but less versatile) function.
  4. Wonky β€” A quirky piece of gear prone to unpredictable malfunctions, often leading to humorous or surprising outcomes.
  5. Heavy β€” A cumbersome piece of equipment that requires great mastery to wield effectively.
  6. Garish β€” A garish and intimidating piece of gear that attracts unwanted attention, either provoking enemies or causing social discomfort.

Weapons

Armors

Basic Spells

  1. Arcane Lock (1 pts) β€” A glyph used to permanently seal a door.
    2. Darkvision (1 pts) β€” See through darkness.
    3. Dream Spike (1 pts) β€” Stun an intelligent foe.
    4. Fireblast (1 pts) β€” Explosive fire from the caster’s hands.
    5. Ghost Blade (1 pts) β€” Spectral knifes launched against an enemy.
    6. Healing Light (1 pts) β€” Heal a Creature.
    7. Invisible Wall (1 pts) β€” A force field to keep the enemies at bay.
    8. Mage’s Armor (1 pts) β€” Use your Arcane Modifier to defend against an Attack.
    9. Minor Creation (1 pts) β€” Create a simple object.
    10. Minor Metamorphosis (1 pts) β€” Target becomes a small creature
    11. Sprint (1 pts) β€” Increase speed of a target.
    12. Summon Vermin (1 pts) β€” A small creature comes to your aide.
    13. Summoner’s Bane (1 pts) β€” Deal massive damages to a Summoned Creature
    14. Vines (1 pts) β€” Call up vines that grab passers-through.
    15. Waterbreath (1 pts) β€” Breathe underwater with ease.
    16. Piercing Blade (2 pts) β€” Enchant a weapon, it deals more damage.
    17. Stormcaller (2 pts) β€” Conjure a type of weather when outdoors.
    18. Unseen Strength (2 pts) β€” Move small objects in your immediate area.
    19. Vanish (2 pts) β€” Become invisible.
    20. Angel’s Ascent (3 pts) β€” Magically fly a target with your will.

Spell’s Effects

  1. Adapt β€” Change a Creature’s body.
  2. Area β€” Increase area of a spell.
  3. Banish β€” Destroy summoned creatures with ease.
  4. Create β€” Create an object from nothing imbued with a spell.
  5. Defense β€” Magically defend against incoming attacks
  6. Duration β€” The spell lasts longer.
  7. Dispel β€” Cancel other magic.
  8. Dominate β€” Force another creature to do your bidding.
  9. Harm β€” Add damage to your spell.
  10. Haste β€” Increase your speed.
  11. Hidden β€” Cast this spell without anyone noticing.
  12. Mend β€” Repair a piece of equipment.
  13. Illusion β€” Create fake imagery.
  14. Lasting β€” Your spell become permanent.
  15. Obscure β€” Magically hide objects or creatures.
  16. Passive β€” The Spell effect is always active on yourself.
  17. Psychokinesis β€” Use Might at a distance.
  18. Randomic β€” TODO.
  19. Ranged β€” The spell no longer require to touch the target.
  20. Restore β€” Heal yourself or an ally.
  21. Sensory β€” Enhance or manipulate a creature senses.
  22. Shapechange β€” Your body changes in that of an animal.
  23. Summon β€” Summon Creatures or Animate Objects to do your bidding.
  24. Telepathy β€” Read the minds, or indulge in a private conversation.
  25. Transmute β€” Manipulate an inanimate object to your will.
  26. Transport β€” Magically teleport a creature or an object.
  27. Ward β€” Block access of a specified creature, through a passage.
  28. Wither β€” Weaken another creature.

Limitations

  1. Binding Oath β€” You learned this spell as part of a deal.
  2. Cannot be customized β€” You cannot modify this spell anymore.
  3. Cannot be targeted β€” Spell always flies wild.
  4. Elemental anchor β€” This spell can only be conjured via a particular element.
  5. Eldrich bond β€” You and the target of the spell become temporarily connected.
  6. Exhausting β€” No magic can be used in the following round after cast.
  7. Cost material to cast β€” When cast, one item in your inventory is destroyed.
  8. Druidic β€” Cannot be cast if the caster wears or is touching any metal.
  9. Debilitating β€” After this spell is cast, you can only make one action on your next turn.
  10. Linked to physical object β€” The spell manifests with or through an object.
  11. Maddening β€” There is a chance of going temporarily crazy.
  12. Must be sustained β€” The spell is difficult to maintain and cast.
  13. Mana drain β€” Sacrifice another of your spells.
  14. Nullified by β€” Some type of enemies are unaffected.
  15. Only works on specific target type β€” Only a type of enemy is affected.
  16. Only works outdoors β€” Elemental forces are required to cast.
  17. Painful β€” Be careful when casting this spell, it will try to harm you.
  18. Rad speech β€” You need to shout when casting.
  19. Requires Contact β€” Cannot be cast on yourself, and you need to touch your target/s.
  20. Ritual β€” The spell is really difficult to cast.
  21. Sacrificial rite β€” The spell demands fresh blood.
  22. Symbiotic β€” A friendly caster needs to help you.
  23. Takes one turn to cast β€” Slower to cast.
  24. Temporal lock β€” This spell can only be cast at a specific time of day.
  25. Unstable β€” A wobbly, barely-contained magic.
  26. Uses infernal powers β€” Ancient forces might attack you if you use this spell.
  27. Veil of silence β€” Lose your voice.

Zones

Core Ability

Flaws

  1. Addict β€” You have a specific vice you cannot deny.
  2. Ascetic β€” You frown on possessions.
  3. Ancient β€” You are old!.
  4. Bad reputation β€” You’ve done things… terrible things, and people know about it.
  5. Crazy β€” When faced with a difficult choice, choose randomly.
  6. Disorganized β€” To you most things are difficult to find.
  7. Drunkard β€” You cannot renounce alcohol.
  8. Employed β€” You are paid or oath-sworn to a lord or employer.
  9. Greedy β€” Always tempted by treasure.
  10. Grudge β€” You have been wronged, and hold it against an individual or group, unjustly.
  11. Impetuous β€” You are impatient, leaping into situations without planning or reservation.
  12. Injured β€” A grievous wound to the hand, a scar on your eye.
  13. Just a Kid β€” Hey, I’m just a kid!.
  14. Paranoid β€” You invent your own boogie men, and sew doubt among others.
  15. Phobia β€” Extreme fear of a common thing.
  16. Pursued β€” You have a nemesis out there… somewhere… hunting you.
  17. Sickly β€” You were born frail, but that didn’t stop you from adventuring.
  18. Stubborn β€” Once you make up your mind it is really difficult to convince you otherwise.
  19. Timid β€” You’d rather let others lead.
  20. Savior β€” Your spells are for others, never for you.
  21. Unlucky β€” You fail spectacularly more often than others.
  22. *Split Personality (+0 pts) β€” Your character personality changes when stressed out.

Items

Companions

Conditions

Optional Rules

Custom Stuff