Weapons included in this section are used with ranged combat skills, including but not limited to Shoot and Throw, and explosives skills including Demolitions. They are categorized by group, i.e. Grenades, Flamethrowers, Mines, etc., and the Weapon Proficiency skill allows for the use of any weapon in the group without suffering modifiers. Thrown weapons are accurate up to ten yards using the base Strength attribute or the Throw skill rank plus ten yards. A separate Weapon Proficiency skill is required for each weapon group and using weapons without the skill carries a Difficult (-4) modifier to any action taken with the weapon. Some area weapons may be set and detonated without requiring specific skills.
This spherical grenade carries a pressurized diffusion mist that fills the area of effect radius (listed as range) for a number of rounds based on the quality cost (--/2/4/6). This fine mist disrupts phototropic cells and holograms - rendering all envirotech nonfunctional - and exposes any active lasers, including those used for communication, but does not affect normal vision in the area of effect. Because the grenade sprays the mist continuously, it functions in high winds, but the area of effect is halved.
Damage: | N/A |
Speed Factor: | 1 |
Damage Type: | Bubble |
Damage Class: | N/A |
Critical Range: | N/A |
Range: | 8 yard (r) |
Size: | Tiny |
Weight: | 1.1 lb |
Utility Positions: | .5 |
Availability: | 3 |
Poor: | -- digits |
Good: | 110 digits |
High: | 264 digits |
Best: | 634 digits |
Emitting a single electromagnetic interference pulse, these grenades temporarily disable all unshielded powered devices in the area of effect radius (listed as range) for a number of rounds equal to the quality rating (--/3/6/9). Shielded systems get a durability save based on the quality rating (--/--/-2/-4) to resist the effect. Additionally, Best quality EMP grenades can destroy the power systems of any unshielded device unless a durability save is made at the same modifier as above. If collected, those of High or Best quality may be recharged after use.
Damage: | N/A |
Speed Factor: | 1 |
Damage Type: | Bubble |
Damage Class: | Ionic |
Critical Range: | N/A |
Range: | 4 yard (r) |
Size: | Tiny |
Weight: | 2 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | -- digits |
Good: | 186 digits |
High: | 447 digits |
Best: | 1070 digits |
Producing a bright multi-spectrum display of light in a 360 degree arc that briefly fills the area of effect radius (listed as range), these grenades are designed to temporarily blind a target. All in the AoE are required to make a Reaction save. Those who fail the save suffer modifiers to all actions for six rounds as follows: (-8) for two rounds, (-4) for two rounds, and (-2) for two rounds. On a successful save, there is a (-2) modifier for two rounds. If recovered, those of High or Best quality may be recharged after use.
Damage: | N/A |
Speed Factor: | 1 |
Damage Type: | Bubble |
Damage Class: | Save |
Critical Range: | N/A |
Range: | 6 yard (r) |
Size: | Tiny |
Weight: | .8 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | 21 digits |
Good: | 50 digits |
High: | 121 digits |
Best: | 290 digits |
Employing outward facing gravimetric particles, when activated this grenade releases a repulsing wave that knocks opponents away a number of yards equal to the quality cost (--/4/12/20). Anyone in the area of effect radius (listed as range) when it detonates is immediately thrown back from the source, sustaining falling damage and landing prone. If retrieved, those of High or Best quality may be recharged after use.
Damage: | 22 |
Speed Factor: | 1 |
Damage Type: | Blast |
Damage Class: | Elemental |
Critical Range: | N/A |
Range: | 3 yard (r) |
Size: | Tiny |
Weight: | 1.5 lb |
Utility Positions: | .5 |
Availability: | 4 |
Poor: | -- digits |
Good: | 180 digits |
High: | 432 digits |
Best: | 1037 digits |
Consisting of an explosive charge, detonation device, and firing pin, these devices have a devastating effect on those unlucky enough to be in the area of effect radius (listed as range). While everyone in the AoE takes damage, anyone within 1 yard of the grenade when it detonates suffers Body damage from the blast. The reliability of the devices are based on quality: poor quality might explode on activation or never go off, good quality have a tendency of detonating in the air or after bouncing, high quality work reliable in most conditions, and best quality are waterproof and weatherproof.
Damage: | 34 |
Speed Factor: | 1 |
Damage Type: | Blast |
Damage Class: | Blunt |
Critical Range: | N/A |
Range: | 3 yard (r) |
Size: | Tiny |
Weight: | 1.2 lb |
Utility Positions: | .5 |
Availability: | 1P |
Poor: | 28 digits |
Good: | 67 digits |
High: | 162 digits |
Best: | 387 digits |
Primarily used to immobilize targets, these devices contain three chemicals that mix to produce a rapidly expanding foam that explodes outward to cover the area of effect radius (listed as range) and solidifies immediately. Constructed of three stacked chambers that collapse into one another on impact, when it hardens the foam has a durability rating based on the quality cost (6, 10, 14, 18), but becomes brittle after five minutes and can be dissolved with a solution of salt water.
Damage: | N/A |
Speed Factor: | 1 |
Damage Type: | Splash |
Damage Class: | N/A |
Critical Range: | N/A |
Range: | 2 yard (r) |
Size: | Tiny |
Weight: | 1.4 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | 40 digits |
Good: | 96 digits |
High: | 230 digits |
Best: | 553 digits |
Employing a series of spinning gravimetric particles, when activated the device generates a powerful field that pulls everything in the area of effect radius (listed as range) to it, and holds it all in place for a number of rounds equal to the quality cost (--/--/3/6). Any being or object up to medium size within the AoE when it detonates is drawn to the source and held prone, unable to escape without assistance, while taking damage each round. If recovered, these devices may be recharged after use.
Damage: | 18 |
Speed Factor: | 1 |
Damage Type: | Burst |
Damage Class: | Elemental |
Critical Range: | N/A |
Range: | 2 yard (r) |
Size: | Tiny |
Weight: | 1.8 lb |
Utility Positions: | .5 |
Availability: | 5 |
Poor: | -- digits |
Good: | -- digits |
High: | 600 digits |
Best: | 1440 digits |
Filled with compressed plasma under pressure, the seals dissolve upon activation allowing it to detonate on the next impact. Anyone within the area of effect radius (listed as range) at the time of detonation takes damage over time, with the secondary damage coming in the next round. While typically inert until activated, cost quality can have an effect on the seals: poor quality seals can dissolve is exposed to area damage, good quality seals may not dissolve quickly enough to detonate on the next impact, High quality seals are resistant to significant area damage, and Best quality seals will not dissolve until activation.
Damage: | 28/14 |
Speed Factor: | 1 |
Damage Type: | Burst |
Damage Class: | Plasma |
Critical Range: | N/A |
Range: | 2 yard (r) |
Size: | Tiny |
Weight: | 1.2 lb |
Utility Positions: | .5 |
Availability: | 2P |
Poor: | 71 digits |
Good: | 170 digits |
High: | 409 digits |
Best: | 982 digits |
These devices generate a series of sonic waves that radiate outward from the source to encompass the area of effect radius (listed as range). The number of waves that it generates per round is based on the quality cost (1/2/3/4), and those caught in the AoE take damage individually from each wave. In addition, the grenade will continue to generate waves for a number of rounds equal to the quality cost (2/4/6/8). Both High and Best quality devices can be recharged after use, and Best quality devices can be remotely activated/deactivated.
Damage: | 24 |
Speed Factor: | 1 |
Damage Type: | Wave |
Damage Class: | Sonic |
Critical Range: | N/A |
Range: | 4 yard (r) |
Size: | Tiny |
Weight: | 1.6 lb |
Utility Positions: | .5 |
Availability: | 2P |
Poor: | 74 digits |
Good: | 178 digits |
High: | 426 digits |
Best: | 1023 digits |
Utilizing a chemical agent that expands voluminously when activated, the smoke is released from a series of nozzles that allow it to quickly fill the area of effect radius (listed as range), obscuring normal vision for a number of rounds equal to the quality cost (3/6/9/12). Those within the AoE suffer a (-8) modifier to attack and defend actions, and a (-4) modifier to move actions. The agent is available in a variety of colors and those of High and Best quality use a dense formula that will maintain the AoE even in high winds.
Damage: | N/A |
Speed Factor: | 1 |
Damage Type: | Blast |
Damage Class: | N/A |
Critical Range: | N/A |
Range: | 10 yard (r) |
Size: | Tiny |
Weight: | .8 lb |
Utility Positions: | .5 |
Availability: | 1 |
Poor: | 18 digits |
Good: | 43 digits |
High: | 104 digits |
Best: | 249 digits |
This device is used to disorient opponents by simultaneously attacking two senses, with a blinding flash of light and an intense bang. Once activated, these devices detonate in three seconds and all targets caught in the area of effect radius (listed as range) are stunned for the remainder of the round and the following. The reliability of the devices is based on quality: Poor quality have unreliable timers that could detonate at any point, Good quality may have delays between visual and audio detonation, High quality devices have no reliability issues, and Best quality devices are waterproof and weatherproof.
Damage: | 27 |
Speed Factor: | 1 |
Damage Type: | Bubble |
Damage Class: | Ionic |
Critical Range: | N/A |
Range: | 3 yard (r) |
Size: | Tiny |
Weight: | 1 lb |
Utility Positions: | .5 |
Availability: | 2P |
Poor: | 24 digits |
Good: | 58 digits |
High: | 138 digits |
Best: | 332 digits |
These devices disperse a series of strong, sticky polymer threads that stick to everything in the area of effect radius (listed as range), immobilizing all caught in the AoE. Constructed of honeycomb chambers that contain the chemical reactants, when activated the barriers between the chambers dissolve, mixing the chemicals and causing an explosive detonation. The strands have a durability rating that is based on the quality cost (6, 10, 14, 18), but becomes brittle after five minutes and will dissolve quickly in a solution of salt water.
Damage: | N/A |
Speed Factor: | 1 |
Damage Type: | Splash |
Damage Class: | N/A |
Critical Range: | N/A |
Range: | 5 yard (r) |
Size: | Tiny |
Weight: | 2.2 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | 33 digits |
Good: | 79 digits |
High: | 190 digits |
Best: | 456 digits |
Small bombs that are thrown by hand or hurled with the use of a specialized launcher and detonate on impact, these self-contained devices are inert until activated and include a variety of lethal, non-lethal, and specialized options. If the roll hits the grenade is placed where thrown, and if the roll fails the grenade lands a number of yards from the target location equal to the numerical difference between the die roll and a successful result, in a random direction.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Aerosol Grenade | .5 | N/A | N/A | Bubble | 1 | N/A | 8(r) yds. | 1.1 lb | N/A |
EMP Grenade | .5 | N/A | N/A | Bubble | 1 | N/A | 4(r) yds. | 2 lb | N/A |
Flash Grenade | .5 | N/A | N/A | Bubble | 1 | N/A | 6(r) yds. | .8 lb | N/A |
Force Grenade | .5 | 22 | N/A | Blast | 1 | N/A | 3(r) yds. | 1.5 lb | N/A |
Frag Grenade | .5 | 34 | N/A | Blast | 1 | N/A | 3(r) yds. | 1.2 lb | N/A |
Goo Grenade | .5 | N/A | N/A | Splash | 1 | N/A | 2(r) yds. | 1.4 lb | N/A |
Gravity Grenade | .5 | 18 | N/A | Bubble | 1 | N/A | 2(r) yds. | 1.8 lb | N/A |
Incendiary Grenade | .5 | 28/14 | N/A | Blast | 1 | N/A | 3(r) yds. | 1.2 lb | N/A |
Pulse Grenade | .5 | 24 | N/A | Wave | 1 | N/A | 4(r) yds. | 1.6 lb | N/A |
Smoke Grenade | .5 | N/A | N/A | Blast | 1 | N/A | 10(r) yds. | .8 lb | N/A |
Stun Grenade | .5 | 27 | N/A | Bubble | 1 | N/A | 3(r) yds. | 1 lb | N/A |
Tangler Grenade | .5 | N/A | N/A | Splash | 1 | N/A | 5(r) yds. | 2.2 lb | N/A |
A short-ranged weapon that fires a stream of flame, affecting everything in a one-yard area along its range, these are based on handheld plasmist welders used in starship construction and repair but modified with a curved handle to give it more of a pistol design, allowing it to be holstered and drawn easily. It is often sold as a utility tool due to an aperture adjustment control on the barrel and smaller plasmist capsule, bypassing weapon permit requirements. First-round damage is sustained from each hit, but second-round damage is sustained only once, regardless of the number of hits.
Damage: | 15/10 |
Speed Factor: | 2 |
Damage Type: | Stream |
Damage Class: | Elemental |
Critical Range: | N/A |
Modifier: | N/A |
Range: | 4 yards |
Range (a): | 1 yard |
Shots: | 8 |
Ammunition: | Capsule |
Augment Slots: | 0/0/0/1 |
Size: | Tiny |
Weight: | 2.2 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | 25 digits |
Good: | 60 digits |
High: | 144 digits |
Best: | 346 digits |
A mechanical incendiary device that projects a stream of fire, affecting everything in a one-yard area along it's range. These plasmist fueled devices are weaponized versions of those used for clearing brush, and as such are illegal to own and use in many areas. The rifle-based construction allows it to be aimed with a greater degree of accuracy, but the safety resets limit the number of times that it can be fired. The size of the weapon requires it to be carried by hand, over the shoulder with a strap, or in a back holster. Targets automatically take second-round damage after each hit, with all standard resistance saves.
Damage: | 21/16 |
Speed Factor: | 2 |
Damage Type: | Stream |
Damage Class: | Elemental |
Critical Range: | N/A |
Modifier: | N/A |
Range: | 10 yards |
Range (a): | 1 yards |
Shots: | 12 |
Ammunition: | Canister |
Augment Slots: | 0/0/0/1 |
Size: | Medium |
Weight: | 5.1 lb |
Utility Positions: | * |
Availability: | 2P, X |
Poor: | -- digits |
Good: | 149 digits |
High: | 356 digits |
Best: | 857 digits |
A custom designed weapon that has worked it's way into mainstream, this weapon is named for and based on the design of crawler Killi Weta (Season 506). It projects a series of plasmist fireballs at a target based on quality cost (2, 4, 6, 8), causing damage individually from each fireball. The cobbled look of the device is largely aesthetic, though the design is awkward enough that it requires practice to properly wield, increasing the standard non-proficiency modifier from (-4) to (-8), and require a specialty back holster or shoulder strap to carry. While permits may be purchased for use in crawls, they are illegal in all civilized systems.
Damage: | 22 |
Speed Factor: | 2 |
Damage Type: | Stream |
Damage Class: | Elemental |
Critical Range: | N/A |
Modifier: | N/A |
Range: | 6 yards |
Range (a): | 1 yards |
Shots: | 8 |
Ammunition: | Canister |
Augment Slots: | 0/0/1/2 |
Size: | Medium |
Weight: | 5.5 lb |
Utility Positions: | * |
Availability: | 2P, X |
Poor: | 58 digits |
Good: | 139 digits |
High: | 334 digits |
Best: | 802 digits |
While these are sold as land management tools and not as weapons, that doesn't stop some from using them as such. These devices are capable of spraying ignited plasmist over a short-range with an adjustable firing arc allowing for a cone-shaped spray affecting an area of 1-4 yards along its range. Between the ease with which it can be used as a weapon and the triple canister ammo design, a permit is required to purchase this device, and use against living beings is illegal in all civilized systems, except in crawls. Since the design is not conducive to shoulder straps or back holsters, it has a carry handle to balance the weight for easy transport.
Damage: | 25/20 |
Speed Factor: | 1 |
Damage Type: | Spray |
Damage Class: | Elemental |
Critical Range: | N/A |
Modifier: | N/A |
Range: | 6 yards |
Range (a): | 4 yards |
Shots: | 36 |
Ammunition: | Canister |
Augment Slots: | 0/0/1/2 |
Size: | Medium |
Weight: | 7.2 lb |
Utility Positions: | * |
Availability: | 2P |
Poor: | 70 digits |
Good: | 168 digits |
High: | 403 digits |
Best: | 967 digits |
One of the most restricted weapons in the galaxy, this two-handed weapon has a sizable fuel tank capable of projecting ignited plasmist over a medium-range with an adjustable spray arc covering an area of 1-6 yards. Targets who take first-round damage from the weapon, automatically takes second-round damage, with normal damage resistance saves. Quality is important with these devices, as seals on plasmist tanks are known to leak in Poor quality devices, and the spray arc settings malfunction in Good quality devices. Illegal to use anywhere in but in the crawls, those who carry it typically use a harness to help balance the weight.
Damage: | 30/25 |
Speed Factor: | 1 |
Damage Type: | Spray |
Damage Class: | Elemental |
Critical Range: | N/A |
Modifier: | N/A |
Range: | 10 yards |
Range (a): | 1-6 yards |
Shots: | 30 |
Ammunition: | Tank |
Augment Slots: | 0/0/1/3 |
Size: | Large |
Weight: | 24 lb |
Utility Positions: | * |
Availability: | 3P, X |
Poor: | 118 digits |
Good: | 283 digits |
High: | 680 digits |
Best: | 1630 digits |
A class of mechanical incendiary devices that are designed to project a stream of fire over a distance, these weapons use high-pressure gasses which are combined in a canister and exposed to some type of ignition switch upon activation. What these weapons lack in subtlety, range, and accuracy, they more than makeup for in a gruesome and horrifying area attack capable of striking multiple opponents with a single attack. Due to the cruelty of their nature, there are very few places in the galaxy where their use is legal or can be justified.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Flame Gun | .5 | 15/10 | N/A | Stream | 2 | N/A | 4/1 yds. | 2.2 lb | 8 |
Fire Carbine | * | 21/16 | N/A | Stream | 2 | N/A | 8/1 yds. | 5.1 lb | 12 |
Degreaser | * | 22 | N/A | Blast | 2 | N/A | 6/1 yds. | 5.5 lb | 12 |
Terra Torch | * | 25/20 | N/A | Spray | 1 | N/A | 6/4 yds. | 7.2 lb | 36 |
Incinerator | * | 30/25 | N/A | Spray | 1 | N/A | 10/6 yds. | 24 lb | 30 |
These shoulder-fired weapons project a specialized frag grenade over a distance, causing damage to an area. A drum magazine stores the grenades, and one action is required to load each, though all five may be reloaded as a full-round action. It requires two-hands to fire, and the fold away stock allows it to be easily carried with a shoulder strap or in a back holster. The grenades cause body damage to all within one yard of the source. Launchers of High or Best quality can fire other types of grenades in the order they are loaded, while those of Best quality can cycle the grenades to be fired in any order.
Damage: | 34 |
Speed Factor: | 2 |
Damage Type: | Blast |
Damage Class: | Blunt |
Critical Range: | N/A |
Modifier: | N/A |
Range: | 50 yards |
Range (a): | 3 yard |
Shots: | 5 |
Ammunition: | Grenade |
Augment Slots: | 0/0/1/2 |
Size: | Large |
Weight: | 16 lb |
Utility Positions: | * |
Availability: | 2P |
Poor: | -- digits |
Good: | 240 digits |
High: | 576 digits |
Best: | 1382 digits |
A vicious shoulder-fired area weapon that projects a pressurized disc filled with tiny darts over a distance. Upon impact the disc detonates, sending the darts in all directions, striking targets within three yards of the source and causing body damage. The discs take a full round to reload into the drum, and the weapon requires two hands to fire. The adjustable stock slides in for easier carry, but because of the awkward size and bulbous drum, it is typically carried by either the pistol grip or the lower aiming grip.
Damage: | 29 |
Speed Factor: | 2 |
Damage Type: | Burst |
Damage Class: | Slashing |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 60 yards |
Range (a): | 6 yards |
Shots: | 12 |
Ammunition: | Discs |
Augment Slots: | 0/0/0/1 |
Size: | Large |
Weight: | 14 lb |
Utility Positions: | * |
Availability: | 3P |
Poor: | -- digits |
Good: | 210 digits |
High: | 500 digits |
Best: | 1209 digits |
An immediately devastating weapon, these fire plasmist propelled projectiles with an explosive ordinance over a long distance. Anyone within four yards of the source when it detonates suffers body damage from the attack. Each rocket requires two actions to load, though with the help of an ally to assist, that time can be reduced to one action, increasing the speed factor to two. It requires two hands to fire, with the bulk of the weight resting on the shoulder; the rear loading chamber is collapsible, allowing it to be carried with a shoulder strap.
Damage: | 32 |
Speed Factor: | 1 |
Damage Type: | Blast |
Damage Class: | Blunt |
Critical Range: | N/A |
Modifier: | N/A |
Range: | 80 yards |
Range (a): | 8 yards |
Shots: | 1 |
Ammunition: | Rockets |
Augment Slots: | 0/0/1/2 |
Size: | Large |
Weight: | 15 lb |
Utility Positions: | * |
Availability: | 3P |
Poor: | -- digits |
Good: | 290 digits |
High: | 696 digits |
Best: | 1670 digits |
More a handheld mortar than a launcher, the shoulder-fired weapon projects plasma filled bombs that cause a thermobaric explosion upon detonation, burning away all of the oxygen in the area of effect (listed as range a). All targets in the area are required to make a Stamina save or pass out for three rounds due to oxygen deprivation. The magazine holds four bombs and requires a full round to reload, and the bombs are moved into the barrel utilizing a pump action in the forestock. It requires two-hands to fire and the compact design allows it to be carried with a shoulder strap or in a back holster.
Damage: | 27 |
Speed Factor: | 2 |
Damage Type: | Blast |
Damage Class: | Elemental |
Critical Range: | N/A |
Modifier: | N/A |
Range: | 40 yards |
Range (a): | 5 yards |
Shots: | 4 |
Ammunition: | Bombs |
Augment Slots: | 0/0/1/2 |
Size: | Large |
Weight: | 12 lb |
Utility Positions: | * |
Availability: | 5P |
Poor: | -- digits |
Good: | 340 digits |
High: | 816 digits |
Best: | 1960 digits |
This shoulder-fired weapon projects a ball of energy over a distance. A spinning capacitor creates a stable charged field that detonates on impact, causes damage to and paralyzing all targets in the area of effect for three rounds (Stamina save to resist). High and Best quality models have adjustment settings that allow the blast radius to be adjusted from 1-4 yards, and Best quality models have a (-4) modifier to the Stamina save. Due to the bulk of the weapon it requires two-hands to fire, though with a collapsible dish and retractable stock, it can be easily carried with a shoulder strap.
Damage: | 30 |
Speed Factor: | 1 |
Damage Type: | Wave |
Damage Class: | Sonic |
Critical Range: | N/A |
Modifier: | N/A |
Range: | 50 yards |
Range (a): | 4 yards |
Shots: | 6 |
Ammunition: | Type 3 |
Augment Slots: | 0/0/0/1 |
Size: | Large |
Weight: | 13 lb |
Utility Positions: | * |
Availability: | 5P |
Poor: | -- digits |
Good: | 300 digits |
High: | 720 digits |
Best: | 1729 digits |
These weapons are designed to deliver a large caliber payload over a distance, typically aimed at a targeted area rather than at a specific target. Much more effective against groups than individuals, these weapons are bulky with limited ammunition and longer reload times than their smaller counterparts. The largest of the available personal arms, they are typically used as support weapons carried by characters or mounted to mechs or light vehicles.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Grenade Launcher | * | 34 | N/A | Blast | 2 | N/A | 50/3 yds. | 16 lb | 5 |
Flechette Thrower | * | 29 | 1-3 | Bubble | 2 | N/A | 60/6 yds. | 14 lb | 12 |
Rocket Launcher | * | 32 | N/A | Blast | 1 | N/A | 80/8 yds. | 15 lb | 1 |
Plasma Cannon | * | 27 | N/A | Splash | 2 | N/A | 40/5 yds. | 12 lb | 4 |
Stormbringer | * | 30 | N/A | Wave | 2 | N/A | 50/4 yds. | 13 lb | 6 |
One of the more common antipersonnel explosives that can be found in the galaxy, it is a stable and malleable resin that can be safely carried and used in extreme conditions. Detonation is initiated by a specific, low frequency voltage. The resin is typically rolled in a reusable plastic sheet and carried in a grounded pack as proof against accidental detonation.
Damage: | 40 |
Speed Factor: | N/A |
Damage Type: | Blast |
Damage Class: | Blunt |
Scale: | Medium |
Range: | 16 yard (r) |
Ammo: | 10 |
Size: | Tiny |
Weight: | .75 lb |
Utility Positions: | .5 |
Availability: | 4P |
Poor: | -- digits |
Good: | -- digits |
High: | 310 digits |
Best: | 744 digits |
Typically used as a constructive explosive, these are sold in groups of four plastoid cylinders about six inches long that are filled with inert chemicals that detonate when exposed to flame. Although stable, Poor and Good quality versions of these use chemicals that may break down and can become sensitive to shock, friction, and extreme temperatures, potentially leading to detonation.
Damage: | 36 |
Speed Factor: | N/A |
Damage Type: | Bubble |
Damage Class: | Blunt |
Scale: | Large |
Range: | 6 yard (r) |
Ammo: | 4 |
Size: | Tiny |
Weight: | 1.4 lb |
Utility Positions: | 1 |
Availability: | 4P |
Poor: | 110 digits |
Good: | 268 digits |
High: | 655 digits |
Best: | 1598 digits |
Developed for riot control, these devices have a powerful ionic generator that surge detonates to encompass the area of effect (listed as range) in an electrified field that causes damage and render targets in the area unconscious. All targets get a Stamina save to resist the effect. Those of High and Best quality can be recharged if retrieved, and Best quality have a difficult (-4) modifier to the Stamina save.
Damage: | 32 |
Speed Factor: | N/A |
Damage Type: | Bubble |
Damage Class: | Ionic |
Scale: | Medium |
Range: | 10 yard (r) |
Ammo: | 1 |
Size: | Tiny |
Weight: | 1.8 lb |
Utility Positions: | .5 |
Availability: | 5P |
Poor: | -- digits |
Good: | 220 digits |
High: | 537 digits |
Best: | 1310 digits |
Combing standard plasmist with a chemical explosive, this device fills the area of effect (listed as range) with a pure burning fire. Unlike standard explosives, this does not generate a pressure wave, and so causes standard damage rather than body damage. If retrieved, Best quality devices can be reused with refills at one quarter the device cost, up to four times.
Damage: | 44 |
Speed Factor: | N/A |
Damage Type: | Blast |
Damage Class: | Elemental |
Scale: | Giant |
Range: | 8 yard (r) |
Ammo: | 1 |
Size: | Tiny |
Weight: | 1.1 lb |
Utility Positions: | .5 |
Availability: | 5P |
Poor: | -- digits |
Good: | -- digits |
High: | 730 digits |
Best: | 1781 digits |
This soft, hand-moldable explosive material is among the most powerful explosives available. Especially suited for demolitions, it has an extremely high blast yield with a relatively small blast radius (listed as range), making it ideal for cutting structural supports. Due to its malleability, charges can be molded to control direction, it is stable in most conditions, and can only be detonated on a specific shock-wave frequency.
Damage: | 40 |
Speed Factor: | N/A |
Damage Type: | Blast |
Damage Class: | Blunt |
Scale: | Giant |
Range: | 3 yard (r) |
Ammo: | 4 |
Size: | Tiny |
Weight: | 3 lb |
Utility Positions: | .5 |
Availability: | 3P |
Poor: | -- digits |
Good: | -- digits |
High: | 620 digits |
Best: | 1513 digits |
A variant of plastic explosives, this soft, hand-moldable explosive material can be shaped, fired, and painted to replicate almost any object. This aspect of it makes it very popular among terrorists, as such it is illegal to own or produce in most systems. With a greater area of effect (listed as range), it is a favorite to assassinate difficult to reach targets with variants of the shock frequency detonator.
Damage: | 40 |
Speed Factor: | N/A |
Damage Type: | Blast |
Damage Class: | Blunt |
Scale: | Giant |
Range: | 5 yard (r) |
Ammo: | 4 |
Size: | Tiny |
Weight: | 2.2 lb |
Utility Positions: | .5 |
Availability: | X |
Poor: | -- digits |
Good: | -- digits |
High: | 620 digits |
Best: | 1513 digits |
Upon detonation, this material produces an extremely powerful shock-wave that causes damage to and levels anything in it's massive area of effect (listed as range). Targets caught in the AoE are thrown 20 yards in a random direction, suffering falling damage in addition to damage from the shock-wave. It is effective in destroying vehicles and collapsing structures.
Damage: | 38 |
Speed Factor: | N/A |
Damage Type: | Wave |
Damage Class: | Sonic |
Scale: | Giant |
Range: | 20 yard (r) |
Ammo: | 1 |
Size: | Tiny |
Weight: | 1.8 lb |
Utility Positions: | .5 |
Availability: | 5P |
Poor: | -- digits |
Good: | -- digits |
High: | -- digits |
Best: | 2391 digits |
A viscous liquid material, it combines an extremely powerful explosive with an isotope that rapidly decays outside of a sealed container. Upon detonation, it splashes all targets in the area of effect (listed as range), and explodes the following round, causing damage to anyone within a 3 yard radius of the splashed target. Due to it's viscous nature, the only way to remove the liquid is to be completely submerged in water.
Damage: | 48 |
Speed Factor: | N/A |
Damage Type: | Splash |
Damage Class: | Blunt |
Scale: | Medium |
Range: | 8 yard (r) |
Ammo: | 1 |
Size: | Tiny |
Weight: | 2.5 lb |
Utility Positions: | .5 |
Availability: | 5P |
Poor: | -- digits |
Good: | -- digits |
High: | -- digits |
Best: | 2611 digits |
Extremely dangerous, reactive substances that produce an explosion of potential energy when activated, including elements of light, heat, sound, and pressure. The strength of the explosive is measured by scale and causes body damage unless otherwise noted in the description, with a weaponized quantity of the substance defined as a charge. Charges can be modified to control damage and range with the Demolitions skill, though if multiple charges are used, the overall effect of damage and range is increased by a factor of .5 for each additional charge after the first. Unless otherwise noted in the description, they remain inert until activated by some type of detonator.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Detrinite | .5 | 40 | N/A | Blast | N/A | N/A | 16(r) yds. | .75 lb | 10 |
Dynamite | 1 | 36 | N/A | Bubble | N/A | N/A | 6(r) yds. | 1.4 lb | 4 |
Ionite | .5 | 32 | N/A | Bubble | N/A | N/A | 10(r) yds. | 1.8 lb | 1 |
Plasmist | .5 | 44 | N/A | Blast | N/A | N/A | 8(r) yds. | 1.1 lb | 1 |
Plastic Explosive | .5 | 40 | N/A | Blast | N/A | N/A | 3(r) yds. | 3 lb | 4 |
Plastique | .5 | 40 | N/A | Blast | N/A | N/A | 5(r) yds. | 2.2 lb | 4 |
Seisminite | .5 | 38 | N/A | Wave | N/A | N/A | 20(r) yds. | 1.8 lb | 1 |
Trinitrite | .5 | 48 | N/A | Splash | N/A | N/A | 8(r) yds. | 2.5 lb | 1 |
One of the more advanced types of mine, these devices have a series of sensors that can be used to limit the factor of detonation to something very specific. The degree of sophistication on the sensors is determined by the quality cost. Within their range, devices can be programmed to detonate based on a type of motion (Poor), specific composition, i.e. biological, metallurgical, etc. (Good), visual identification (High) or advanced sensory detection (Best).
Damage: | 40 |
Speed Factor: | N/A |
Damage Type: | Bubble |
Damage Class: | Blunt |
Scale: | Medium |
Range: | 8 yard (r) |
Ammo: | 1 |
Size: | Small |
Weight: | 4.2 lb |
Utility Positions: | 1 |
Availability: | 4P |
Poor: | 105 digits |
Good: | 252 digits |
High: | 604 digits |
Best: | 1452 digits |
The most basic and common type of mine, the ordinance within these devices is detonated when the sensors within the mine are triggered by a specific amount of weight or pressure. In order to allow them to be buried or otherwise hidden, they have a delayed (Poor/Good) or remote (High/Best) activation. In High or Best quality devices, a minimum detonation weight can be programmed, and Best quality devices can be detonated based on vibrations within its range.
Damage: | 40 |
Speed Factor: | N/A |
Damage Type: | Blast |
Damage Class: | Blunt |
Scale: | Medium |
Range: | 2 yard (r) |
Ammo: | 1 |
Size: | Small |
Weight: | 3 lb |
Utility Positions: | 1 |
Availability: | 4P |
Poor: | 66 digits |
Good: | 159 digits |
High: | 380 digits |
Best: | 912 digits |
Utilizing a one of a variety of trigger mechanisms based on quality cost, these devices detonate when someone or something moves into a programmed range. Those of Good quality detonate whenever anything comes within a 2 yard radius, while High quality devices have a programmable 1-6 yard radius, and Best quality devices have a programmable 1-6 yard radius and a programmable size category for more specific detonations.
Damage: | 40 |
Speed Factor: | N/A |
Damage Type: | Blast |
Damage Class: | Blunt |
Scale: | Medium |
Range: | 6 yard (r) |
Ammo: | 1 |
Size: | Small |
Weight: | 4.75 lb |
Utility Positions: | 1 |
Availability: | 4P |
Poor: | -- digits |
Good: | 223 digits |
High: | 535 digits |
Best: | 1285 digits |
Mistakenly referred to as magnetic mines, these devices utilize a varying sealant compound that allows them to be affixed to any surface. Once attached, the onboard ordinance is activated and will detonate based on the trigger type. Those of Poor quality have simple timers, Good quality have motion sensors, and High quality have both options available; the Best quality devices are capable of limited motion and can be programmed to attach themselves to anything passing within a 5 yard range.
Damage: | 40 |
Speed Factor: | N/A |
Damage Type: | Blast |
Damage Class: | Blunt |
Scale: | Large |
Range: | 3 yard (r) |
Ammo: | 1 |
Size: | Small |
Weight: | 5.5 lb |
Utility Positions: | 1 |
Availability: | 4P |
Poor: | 90 digits |
Good: | 216 digits |
High: | 518 digits |
Best: | 1243 digits |
While they can be used individually, trip mines are designed to be used in small groupings, where the mines are somehow linked together so that if one of them is tripped, all of them detonate to increase the overall area of effect. The type of trip mechanism is based on quality cost. Connecting wires (Poor) are most commonly used, but they can also be linked with lasers (Good), timed infrared flashes (High), or varying ultrasonic fields (Best).
Damage: | 40 |
Speed Factor: | N/A |
Damage Type: | Blast |
Damage Class: | Blunt |
Scale: | Medium |
Range: | 2 yard (r) |
Ammo: | 1 |
Size: | Tiny |
Weight: | 1.8 lb |
Utility Positions: | .5 |
Availability: | 4P |
Poor: | 74 digits |
Good: | 178 digits |
High: | 426 digits |
Best: | 1023 digits |
Technically these are more trigger mechanisms than actual weapons. Because they are not sold without ordinance, those listed here have a standard explosive payload, though any other explosive or grenade payload can be added, either at the time of purchase by adding the cost of the desired ordinance (x .5) to the cost of the mine, or with the use of the Demolitions skill. When using other types of ordinance, refer to that item for all relevant weaponry stats. Mines vary by purpose and the type of trigger mechanism they employ. The factor that differentiates them from other types of explosive ordinance is that they are set and left to be triggered based on circumstance rather than relying on a type of manual detonation.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Detection Mine | 1 | 40 | N/A | Bubble | N/A | N/A | 8(r) yds. | 4.2 lb | 1 |
Pressure Mine | 1 | 40 | N/A | Blast | N/A | N/A | 2(r) yds. | 3 lb | 1 |
Proximity Mine | 1 | 40 | N/A | Bubble | N/A | N/A | 6(r) yds. | 4.75 lb | 1 |
Sticky Mine | 1 | 40 | N/A | Blast | N/A | N/A | 3(r) yds. | 5.5 lb | 1 |
Trip Mine | .5 | 40 | N/A | Blast | N/A | N/A | 2(r) yds. | 1.8 lb | 1 |
Attribute: Influence
Type: Defend
Time: One Action
Description: This skill is used to protect another with the power of the character’s faith, blocking melee or ranged attacks with an upraised palm. The target must be within a range of 1 yard per 2 points in the skill tree and the attack is turned away as if blocked. The use of this skill begins a communal state.
Prerequisites: The (E) Aegis skill, the (E) Sanctify skill, and eight points in the skill tree
Attribute: Influence
Type: Attack
Time: One Action
Description: Characters use this skill to call upon the deity or entity to bring their wrath down on an opponent. On a successful skill check, a target within a range of 1 yard per point in the skill tree is knocked prone and inflicted with a fatigue state that lasts for one round per 2 points in the skill tree, beginning immediately and ending at the end of the expiration round. The target gets a Stamina save with a -1 modifier per 3 points in the skill tree to resist the Smite, with the knockdown affecting up to large-sized beings. The use of this skill begins a communal state.
Prerequisites: The rebuke skill and four points in the skill tree
Attribute: Influence
Type: Utility
Time: One Action
Description: This skill is used to take a contribution of life energy from a target for the benefit of the character. With a successful skill check, a number of health points equal to the skill tree rank (Novice), or a number of body points equal to the number of points in the skill tree (Expert) may be taken from a donor to heal the character at a 1:1 rate. An unwilling donor gets a Stamina save to resist. If the skill check fails or the target saves, there is no transfer. How this skill is used depends greatly on the dogma of the deity or entity and could have dire consequences. The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Influence
Type: Defend
Time: One Action
Description: This skill is used to call upon the deity or entity to stop a target from attacking a specific individual. On a successful skill check, the target cannot attack the protected individual for one round per 4 points in the skill tree and can choose to attack another or wait out the effect. Should the protected individual attack that target, the effect is broken. It can only be used against a specific target one time per encounter. The use of this skill begins a communal state.
Prerequisites: The Aegis skill and four points in the skill tree
Attribute: Constitution
Type: Utility
Time: One Action
Description: Those with this skill can lay on hands to absorb significant wounds, healing the target while taking on their body damage. The character can choose to exchange any number of body points and heal the target at a 1:1 ratio, though upon taking on the damage, they immediately enter a damaged condition (-4 modifier to all actions). The target’s damaged condition is not removed unless all body damage is healed. The use of this skill begins a communal state.
Prerequisites: The Offering skill and four points in the skill tree
Attribute: Constitution
Type: Utility
Time: One Action
Description: A character with this skill can lay on hands to transfer minor wounds, healing the target while taking on their health damage. The character can choose to exchange any number of health points at a 1:1 rate. The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Constitution
Type: Utility
Time: Two Actions
Description: Those with this skill can lay hands on a target to draw a disease or poison out and into themselves. The ally is immediately cured of the effect, and the character gets a save against it, with a +1 modifier per two points in the skill tree. If the save fails, the character suffers the effects until they pass or are relieved. The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Influence
Type: Defend
Time: One Action
Description: Characters with this skill are protected by their faith and, when communing with their deity, can block attacks with only an upraised palm. They are able to turn away ranged attacks (Novice), melee attacks (Expert), and ranged or melee attacks when On-Guard and magical attacks (Master). The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Strength
Type: Attack
Time: One Action
Description: With this skill, a character can make sweeping attacks with a pole weapon. It can be used to attack all targets in a frontal 180º arc within reach of the weapon at no modifier, make a spinning attack to strike all targets in a 360º arc around the character within reach of the weapon at a difficult (-4) modifier, or strike at the legs (with a called shot modifier) to make a trip attack at targets in a frontal 90º arc (Reaction save to negate the trip attack). Characters can choose to change their facing by spending one free action to take up to a 90º pivot. Because of its aggressive nature, this attack action may not be used with a defensive stance or the On-Guard defense, and the use of it negates any defensive modifiers gained by skill-based stances, i.e. Defensive form, Counter form, etc. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
Specializations: (Required) Proficient weapon(s) with reach capabilities
Attribute: Strength
Type: Attack
Time: One Action
Description: A character with this skill can make a ferocious, forceful attack with the intent of destroying a foe. For this attack, the Strength modifier for weapon damage is increased by one per two points in the skill tree. Due to its aggressive nature, this attack action may not be used with a defensive stance or the On-Guard defense, and the use of it negates any defensive modifiers gained by skill-based stances, i.e. Defensive form, Counter form, etc. On a successful skill check, the target is hit and may defend normally. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally. If the skill check fails or the target successfully defends, the attack misses.
Prerequisites: Four points in the skill tree
Type: | Attack |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: Those targeted with this spell are magically aged to an elderly state for their particular race. While under the effects of the spell, all attack, defend, and move skills have a difficult (-4) modifier, move rates are cut in half, and all armor ratings are reduced by 2. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a cut of rotting scalp from a corpse dead for at least a year that is held in the palm and consumed in the casting.
Type: | Utility |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower |
Description: This spell is used to shape death energies to camouflage signs of undeath for a period of time. The Death Eater gets a defend save based on Casting Rank to Observation and Search skills to notice the signs of undeath, with the duration based on the Constitution score and character rank, i.e., Novice – minutes, Expert – hours, Master – days. Alternatively, it can be used to create a ghostly image of a specific person, mimicking their voice in the apparition, or allow the caster can take on the image and project the voice of a recently deceased person. Those who choose to disbelieve the illusion will get a Willpower save to see through the ruse. The material component is a strip of death shroud and piece of dead flesh (used up) that is held in the palm while casting.
Type: | Attack |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Stamina negates |
Description: This spell inflicts the target with death energy and transfers their life energy to the caster. If the target does not make the save, they take up to skill rank damage which is transferred to the caster, healing Health damage first, and then Body damage. Armor is ineffective against the spell. The material component is a humanoid or animal tooth in a small vial of blood, that is consumed upon casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: With this spell, the Death Eater can effectively avert the undead, causing them to stop their current actions and wander away. Undead of a lower character rank get no save and will simply cease whatever actions they are taking and calmly depart the vicinity, while those of equal character rank get a Willpower save to resist. The spell is ineffective against undead of a greater character rank than the Death Eater. So long as there is no contact with them, the undead will ignore everything and everyone in the vicinity of the caster. The material component is a bone wrapped in corpse flesh that is tossed away and consumed during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: This spell is used to scare a target so badly that they are able to only stand in place and quake at the sight of the Death Eater. The target is allowed a Willpower save to avoid the effect, but those who succumb are overwhelmed with terror and will stand prone staring wide-eyed at the caster for the remainder of the round and the next, in addition to entering a Fatigue condition while in the presence or vicinity of the Death Eater. While in the prone state, they are susceptible to a kill shot, though if the attack fails, the prone effect ends immediately. The second-round prone effect may be broken with assistance from an ally, requiring one action for the target and ally. The material component is a humanoid eye that is held in the palm and consumed during the casting.
Type: | Attack |
Domain: | Create |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: The Death Eater can use this spell to literally suffocate those in the area of effect with death energy. When cast, shadowy wisps with no substance reach out from the caster to engulf the area of effect, requiring a Reaction save for anyone in the area. If the save is successful, the targets may use move actions to escape the AoE. However, anyone who enters the AoE after it is cast but while it is being maintained, is subject to the spell effect. Anyone caught in the area at the end of the round becomes trapped and begins to drown in the death energies, requiring a Stamina save each round, with a progressive -2 modifier each round. A failed save indicates that the target has passed out and, without assistance, will regain consciousness six rounds after the effect ends. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a used death shroud wrapped around the caster’s throat.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Group |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: With this spell, the Death Eater can horrify a target within the range of the spell that spreads to affect all in the AoE. Any who fail the save run off screaming in a random direction for the duration of the spell without concern for anything but getting away from the caster. The spell has a difficult (-4) modifier to cast, giving the target a difficult (-4) save to resist. After the duration ends, any target affected by the spell is left in a Fatigue condition while in the general vicinity and presence of the Death Eater. The material components are a death mask worn by the caster and a small vial of urine that is poured out and used up during the casting.
Type: | Utility |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: With this spell, the Death Eater can cause blood-covered bones to grow out of the flesh of their hands, forming living cestus that can be used to make unarmed melee attacks. Claw attacks are made with the Casting skill (Str+6, magic damage, SF 4, Crit 1, Small Size) and require the caster to have a Weapon Proficiency in Gore Gloves. The gloves can take whatever form the caster desires, so long as they maintain a small size, and once the casting state ends, the gloves and the spell must be recast. The material component is a small amount of the caster’s blood, either stored in a vial or from a small wound.
Type: | Attack |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: This spell is used to afflict a living being with death energy, disrupting their life force with the chill touch of the grave. The spell causes sixteen (16) points of damage, if the target takes any damage, their flesh immediately turns cool and pallid, putting them in a Fatigue condition until that damage is healed. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. Those who die while under the effect of this spell will immediately rise as a feeder and attack the nearest living being. The material components are a piece of used death shroud (used up) and a chunk of a gravestone or a coffin nail held in the palm during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | None |
Description: With this spell, Death Eaters can take control of and issue commands to any rotter of lower rank within range, temporarily bringing it into their employ. The effect is instant and there is no save. A rotter will remain under the caster’s influence for the duration of the spell, and while a broken spell may provoke an attack from the undead, most often they will either wander away or remain nearby, docile unless provoked. If trying to usurp control over a rotter that is under the control of another caster, that caster is allowed a Willpower save to retain control and becomes aware of the attempt. The material component is a cut of corpse flesh (used up) and a link from an iron chain that is held in the palm during casting.
Type: | Utility |
Domain: | Summon |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Three Actions |
Resistance: | N/A |
Description: The Death Eater uses this spell to raise and control the skeleton of a corpse with death energy, directing it with simple commands. Any dead humanoid may be raised in this manner, with any remaining flesh dissipating into dust. These skeletons are marionettes, whose threat rating is based on the caster’s Character Rank, i.e., Novice – Brute, Expert – Hunter, Master – Warling, though casters may attempt to animate a more powerful skeleton with a progressive -4 modifier per threat rank increase. Whether moving or standing still, the bones clack but make no other noise. If the caster fails to maintain the spell or the skeleton moves out of the caster’s spell reach, the skeleton collapses into a pile of bones unless the caster collects three bones and wires them together while the spell is being maintained. So long as this bone armature is kept intact and the skeleton remains within the caster’s spell reach, the death energy does not dissipate, and the caster need only hold the armature to issue commands. The material component is an intact atlas vertebrae placed at the base of the skull that is used up in the casting.
Attribute: Strength
Type: Attack
Time: One Action
Description: This skill is used to make a sharp or forceful straight-arm punch attack with a physical shield, based on character rank. At Novice rank, characters may make one shield bash attack after weapon SF with no off-hand attack penalties. At Expert rank, characters can make up to two shield bash attacks after weapon SF (up to shield SF) with no off-hand attack penalties and if the target takes damage from the attack, a Stamina save is required to avoid being stunned for the remainder of the round. At Master rank, if the target takes damage from the attack, a Stamina save is required to avoid being staggered for the remainder of the round and the next round. The number of shield bash attacks cannot exceed the total number of actions in the round. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
Specializations: (Required) Specific type of physical shield, i.e. small, medium, large, etc.
Attribute: Knowledge
Type: Utility
Time: N/A
Description: A combat style employing two weapons. Imposing and dynamic, it allows the combatant to make a full round of weapon attacks, allowing characters to use the full speed factor of each weapon (within the total number of available actions in the round), and potentially causing two different types of damage. Learners are instructed in two forms that carry specific attack/defend modifiers. The Balanced form offers no modifiers and used to assess threats or in group tactics. The Break Guard form is an assertive stance that offers a greater chance to hit with a +4 modifier to attack, but a -2 modifier to defend; its daunting nature gives opponents a -2 modifier to defend, while the attacker is wielding two proficient melee weapons. During combat the forms can be changed at the start of each round, but may not be changed during the round, carrying over to the next round if no change is announced. It may be used with any attack or defend skills in the tree, and the modifiers stack with all combat modifiers (including off-hand penalties). Only one stance may be purchased during character generation, but others can be selected as the character advances.
Specializations: (Required) Proficient weapon
Form Attack/Defend
Break Guard +4/-2
-defender has –/-2
Attribute: Agility
Type: Attack
Time: One Action
Description: Those with this skill can make damaging or disabling attacks to the upper body causing physical damage equal to [Strength] + [Basic Hits]. All punch attacks have a speed factor of 4, a critical hit range of 1, and the difficulty to hit is based on location and damage type (blunt or disable). While this skill may be advanced normally, it may not be used with any Expert or Master level combat skills.
Specialization: None
Attribute: Agility
Type: Attack
Time: One Action
Description: A character with this skill can make damaging or disabling attacks to the midsection, lower limbs, or those low to the ground or prone, causing damage equal to [Strength] + [Basic Hits] +2. All kick attacks have a speed factor of 2 and a critical hit range of 1, and the difficulty to hit is based on location and damage type (blunt or disable). While this skill may be advanced normally, it may not be used with any Expert or Master level combat skills.
Specialization: None
Attribute: Knowledge
Type: Utility
Time: N/A
Description: This skill is used to protect against spell interrupts. After successfully casting an Active Duration spell with any Casting skill in this tree, the caster can layer the same spell with this skill, maintaining the spell through any disrupt, including dispelling, moving out of range, loss of concentration, failing to use an action to maintain, etc., for one round per layer added. The spell effect ends if the caster does not maintain the original casting after all added spell layers expire. So long as the target is under the effect of the original casting, there is no save against the layered spell, and there is no limit to the number of times a spell can be layered. Spell details can be found in the Core Rules: Magic Users section.
Tactical Use: After a Hold spell is cast and the target fails the Willpower save, the effect is activated. In the next round, a second Hold spell is cast on the same target, adding a layer; if a Dispel is used or the caster fails to maintain the spell, moves out of range, etc., the spell continues into the next round and that layer is lost, leaving only the original casting which must be maintained normally.
Specialization: (Required) Magical Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: This spell allows the caster to create a hand of shimmering magic of the same color and/or texture as their focus object. When cast, it can be used to make an immediate punch attack, causing twenty (20) points of magic damage, make a push attack to a target prone, or lift or hurl objects up to the caster’s carrying capacity a distance equal to the Influence score in yards, causing ten (10) points of damage plus the weight modifier. While the spell is being maintained, the caster may spend one action (in addition to any active spell maintenance requirements) to take any of the described actions once per round to affect any targets in the locus, though hurling objects requires a casting skill check to hit. A Reaction save and move are required to escape the area of effect, and targets must use a defend action to avoid hurled objects. The spell effect ends immediately if the caster doesn’t maintain the spell or moves away from the locus, past the caster’s spell reach.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: With this spell, the caster can create a flaming fist in the same color as their focus object, that strikes from above. The fist causes twenty (20) points of elemental damage to all in an area equal to the Influence score /2, which sets the locus area on fire, causing twenty (20) points of elemental damage the next round and for each subsequent round the spell is maintained. A Reaction save and move is required to avoid the flaming fist; afterward, move actions are required to escape the AoE fire. The spell effect ends immediately if the caster doesn’t maintain the spell or moves away from the locus, past the caster’s spell reach.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: Casters with this spell can fashion a hand of ice of the same color as the focus object. It can be used to make punch attacks, causing 20 points of magic damage, grab opponents and crush them causing 12 points of elemental damage, or lift or hurl objects up to the caster’s carrying capacity a distance equal to the Influence score in yards, causing ten (10) points of impact damage plus the weight modifier. While the spell is being maintained, the caster may spend one action (in addition to any active spell maintenance requirements) to take any of the described actions once per round to affect any targets in the locus, though hurling objects requires a casting skill check to hit and grabbed targets may attempt to escape, requiring two actions to grab and crush. A Reaction save and move are required to escape the area of effect, and targets must use a defend action to avoid hurled objects. The spell effect ends immediately if the caster doesn’t maintain the spell or moves away from the locus, past the caster’s spell reach.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: A caster with this spell can produce a fist made of powerful winds the color of the focus objects to strike targets in an area equal to the Influence score in yards. Those struck are thrown 10 yards into the air and 10 yards back, taking D20+10 falling damage (Elemental damage) and knocked prone. While the spell is being maintained, the caster may spend one action (in addition to any active spell maintenance requirements) to move the locus and affect any targets in range. Targets must make a Reaction save and take a move action to get out of the AoE. The effect ends immediately if the caster doesn’t maintain the spell.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: Those with this spell are able to cause a series of stone fists of the same color and/or texture as the focus object to shoot up from the ground, striking those in the AoE. A number of fists equal to the Influence score strikes each target, causing 4 points of impact damage times the number of fists, i.e., 8 stone fists cause 32 impact damage, 9 stone fists cause 36 impact damage, etc., for each round while the spell is maintained A Reaction save and move is required to avoid the initial attack and escape the AoE; afterward, move actions are required to escape the AoE.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: This spell can be used to temporarily immobilize animals, enemies, and monsters. Targets are held in place with a series of chains of the same color and/or texture as the caster’s focus object, remaining aware of their surroundings but unable to move or speak. If the caster fails to maintain the spell or moves out of the spell reach, the effect ends immediately. Anyone who makes contact with an affected target is subject to the spell effects as above, making the effect stronger and increasing its brightness, and adding a progressive -2 save modifier per affected target to others who make contact with an affected individual. In addition, once four or more targets are affected, the brightness of the effect will temporarily blind anyone within the spell reach. When layered, the progressive modifier increases by 2 for each affected target, i.e., one affected target -4, two affected targets -8, etc. Those under the effect of this spell are not subject to a kill shot. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately for all affected targets.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: When cast, animals, enemies, or monsters are temporarily trapped in a micro tornado, causing them to rapidly spin around, putting them in a fatigue condition (-2 modifier to all attack, defend, or move actions) that lasts three rounds for each round spent under the spell effect. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately. Anyone who makes contact with an affected target immediately breaks the effect, because of this, those under the effect of this spell are not subject to kill shots. When layered, each casting must be interrupted individually to break the effect of the spell.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: Those with this spell are able to trap animals, enemies, and monsters in a fiery band, which causes twelve (12) points of elemental damage each round, on top of the other effects. Targets are bound in fire of the same color as the caster’s focus object, remaining aware of their surroundings but unable to move or speak. When layered, the total amount of elemental damage increases by four (4) per additional casting. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately. Anyone who makes contact with an affected target takes the elemental damage and immediately breaks the spell effect. Because of this, those under the effect of this spell are not subject to kill shots.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: With this spell, the caster summons a series of roots, either stone or plant-based, to coil around the target, temporarily immobilizing animals, enemies, or monsters. The roots take on the same color and/or texture as the caster’s focus object, and while remaining aware of their surroundings those affected are unable to move. Anyone who makes contact with an affected target is subject to the spell effects as above, increasing the number of roots, making the effect stronger, and adding a progressive -2 save modifier per affected target to others who make contact with an affected individual, i.e., one affected target -2. two affected targets -4, etc. When layered, the progressive modifier increases by 2 for each affected target, i.e., one affected target -4, two affected targets -8, etc. Those under the effect of this spell are not subject to a kill shot. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately for all affected targets.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: This spell engulfs an animal, enemy, or monster in a sheath of water that holds them in place and causes them to begin drowning after two rounds. Targets get a save on their initiative turn each round to avoid the drowning effect. If the caster fails to maintain the spell or moves out of the spell reach, the effect ends immediately, at which point the sheath pops, splashing to the ground and leaving the target soaked. In addition to standard spell interrupts, if the sheath is struck from the outside with a sharp weapon, the caster gets a save against the casting skill. If the check fails, the sheath pops, subjecting those in melee to the water splash. When layered, each casting must be interrupted or popped individually to break the spell. Those under the effect of this spell are not subject to kill shots.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: This spell is used to surround the target with a ball of lightning causing sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, the ball will discharge sheets of lightning in all directions, causing twenty-four (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. The ball of lightning engulfs the target and remains on them for the duration of the spell. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: Those with this spell can engulf a target with a volatile burst of magic that causes sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, the magic detonates causing twenty-four (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. The spell appears as a colorful, pulsating symbol that grows more complex with each round before finally exploding in a display of light and sound. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: With this spell, the caster can wreath a target in fire, causing sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, a ring of fire will erupt from the target, causing twenty-four (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. Those engulfed in flame burn for the duration, though it doesn’t cause them to catch on fire; however, when the spell detonates any flammable items worn or carried by anyone in the AoE will catch fire and burn for three rounds or until snuffed. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: When this spell is cast, it causes the target to shudder and shake, taking fourteen (14) points of damage and suffering a-2 modifier to all actions. The effect lasts four rounds, but on the fourth round, the magic will release a powerful shockwave, causing twenty (20) points of damage and knocking prone anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half and resist the knockdown effect. Those affected by this spell appear to strobe in place, while the shockwave appears as a blur of motion. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: With this spell, the caster is able to instantly freeze water in the air around the target, causing sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, the magic immediately releases an icy wave of cold that causes twenty (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. Those who are afflicted with this spell take on a bluish hue and have fogging breath and a series of tiny ice shards accompany the blast of intense cold when it explodes. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Defend |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Personal |
Duration: | Instant |
Components: | V or S |
Casting Time: | One Action |
Resistance: | N/A |
Description: With this spell, the caster can call on the winds from the realm of air to instantly travel in any direction, up to the Influence score in yards. It can be used as a defend action (the caster must move at least one yard) or to move tactically. If the caster moves to a point in the air, they’ll fall slowly at a rate of two yards per action. The caster appears as an immaterial blur moving from point to point, though they are visible and can be tracked.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: When this spell is cast, it initiates an eruption of magical energy centered on an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers twenty (20) points of magic damage. The spell effect appears as a colorful circle filled with runes, that explodes into a series of lights and sounds. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: Those with this spell are able to rain lightning in an area defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers eighteen (18) points of magic damage. The bolts strike targets in the area and the ground, with each accompanied by a crash of thunder, leaving a thick cloud behind that obscures vision, giving all in the AoE a -2 modifier to all actions for the remainder of the round and the next before dissipating. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: With this spell, the caster launches a massive ball of fire, where it will explode in an area defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers twenty (20) points of magic damage. Unless an action is taken to put out the flames, the effect continues to burn into the next round, causing one point of Health damage, plus one per point in the skill tree. It appears as a wide flaming sphere that races at the target area. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: This spell can be used to produce a shockwave of energy centered on an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers eighteen (18) points of magic damage. The force of the shockwave causes the ground to crack in front of the caster and knocks all targets in the AoE prone. If used underground or in buildings, it could cause structural damage. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: Those with this spell can generate a maelstrom of water that strikes targets in an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers twenty (20) points of magic damage. It appears as a series of powerful water streams that drive through the AoE from various directions and angles, soaking everyone and extinguishing lanterns and torches. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: This spell is used to create a blast of magic from the caster’s hands that strikes an individual target, causing twenty-two (22) points of damage. It appears as a colorful globe or ray and may have an accompanying sound effect. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: When cast, this spell throws a bolt of lightning from the caster’s hands that strikes for twenty-two (22) points of damage. It can appear as a sheet, bolt, ribbon, etc, and may crackle or thunder. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: Those with this spell can generate a lance of fire, striking for twenty-two (22) points of damage. Unless an action is taken to put out the flames, the effect continues to burn into the next round, causing one point of health damage, plus one per point in the skill tree. The spell can appear as a stream, funnel, etc. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: This spell is used to create a directed seism that drives up through the ground, striking for twenty-two (22) points of damage, and knocking the target down. Although the shock wave is not visible, the displaced land and a thunderous rumble from the area are obvious. Use of this spell could cause structural damage if cast in buildings or underground. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: When cast, this spell sends a stream of water at the target, striking for twenty-two (22) points of damage and causing knockback. While there is little actual water in the attack, the force of it is enough to extinguish lanterns or torches. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Utility |
Domain: | Divination |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell allows the caster to see through most types of deceptions, including magic and natural form altering, camouflage, and even verbal deceptions, such as lying. The caster’s focus object must be set in the center of the forehead, whether worn or held, acting as a third eye through which they view the deception. Once cast, the spell will reveal deceptions by enveloping the specified area of effect in a magic aura highlighting the deception. The caster is required to interpret the deception, though often it is obvious from the context of the situation. Deceptions created by magic get an opposed save using the casting skill check to negate the effect of this spell.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: Those with this spell can summon and control an elemental from the realm of Water. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -2 modifier per threat rating increase, i.e., Lesser to Greater -2, Lesser to Primal -4. Whoever holds the caster’s focus object may command the elemental, though an initial Willpower save is required by the individual to whom the focus object is passed in order to gain control. Water Elementals despise being summoned, and if the elemental’s overall Threat Rating is higher than the Character Rank it will attempt to break free every 3 rounds, requiring the controller to make a Willpower save to retain control. When summoned, it appears adjacent to the caster, and if its Health is reduced to zero, it dissipates in a splash that soaks anyone directly adjacent. Control ends immediately if the caster doesn’t maintain the spell, passed control fails, or the elemental moves out of the spell reach of the focus object. A free elemental may immediately return to the Realm of Water. but will more likely choose to attack, getting a Willpower save to resist the caster’s attempts to regain control.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: With this spell, the caster can summon and control an elemental from the realm of Land. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -4 modifier per threat rating increase, i.e., Lesser to Greater -4, Lesser to Primal -8. Whoever holds the caster’s focus object may command the elemental. Unless treated poorly, Land elementals typically do not mind being summoned and will go out of their way to aid whoever holds the focus object, though if treated badly, an initial Willpower save is required to gain control, and it will immediately return to the realm of land if the caster fails to maintain the spell or the elemental moves out of the caster’s spell reach. When summoned, it appears adjacent to the caster, and if its Health is reduced to zero, it dissolves into the ground.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: Those with this spell can summon and control an elemental from the realm of Air. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -4 modifier per threat rating increase, i.e., Lesser to Greater -4, Lesser to Primal -8. Whoever holds the caster’s focus object may command the elemental, though an initial Willpower save is required by the individual to whom the focus object is passed in order to gain control. In addition, if the elemental’s overall Threat Rating is higher than the Character Rank it may attempt to break free, requiring the controller to make a Willpower save to retain control. When summoned, it appears adjacent to the caster, and if its Health is reduced to zero, a series of winds carry its form away in different directions. Control ends immediately if the caster doesn’t maintain the spell, passed control fails, or the elemental moves out of the spell reach of the focus object. A free elemental will choose its own targets and/or return to the Realm of Air as it wishes.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: When cast, this spell summons and controls an elemental from the realm of Fire. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -4 modifier per threat rating increase, i.e., Lesser to Greater -4, Lesser to Primal -8. Whoever holds the caster’s focus object may command the elemental, though an initial Willpower save is required by the individual to whom the focus object is passed in order to gain control. In addition, if the elemental’s overall Threat Rating is higher than the Character Rank it may attempt to break free, requiring the controller to make a Willpower save to retain control. Fire elementals despise being controlled and will seek every opportunity to break free and kill the caster who summoned them and perhaps their companions out of spite, before returning to the Realm of Fire. When summoned, it appears adjacent to the caster, curses the caster continuously, and if its Health is reduced to zero, it spittles and sparks into oblivion, swearing eternal vengeance on the caster. Control ends immediately if the caster doesn’t maintain the spell, passed control fails, or the elemental moves out of the spell reach of the focus object. A free elemental may immediately return to the Realm of Fire or choose to attack, getting a Willpower save to resist the caster’s attempts to regain control.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to summon an elemental from the Mystic Realm over which the caster has full control. The Arcane Beast appears the same color and general shape as the caster’s focus object, with a power level based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal. Casters may direct the monster with free actions, but the directions must be simple and clear, and once both free actions are used, additional actions are required. When summoned, it appears adjacent to the caster and fades back into the Mystic Realm if the caster doesn’t maintain the spell, the elemental moves out of the caster’s spell reach, or its hit points are reduced to zero.
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual or Object |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: With this spell, a caster can decrease the size scale of an individual or object by up to two size categories. As targets are decreased in scale their weight class is decreased by the same value, reducing the amount of damage they cause and can mitigate. All armors, gear, clothing, and weapons are decreased proportionally, but the effectiveness is not, i.e., a shrunken healing balm will simply require less of it to be as effective. For common items and objects, there is no save and the change affects the durability in that there is less of it, i.e., one inch of steel is not as strong as three inches of steel. A mirror of the talisman remains with the shrunken character, visually linking them to the caster for the duration of the spell. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: When cast, this spell causes the target to become extremely lethargic, reducing their number of actions in the round by three for the duration of the effect. Those under the effect of the spell appear to be hampered by magical bonds in the color and/or texture of the caster’s focus object. In addition to losing three actions, the target’s move rate per action becomes the move rate per round, and the speed factor/rate of fire for all weapons and spell casting is reduced to one. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: Those with this spell can completely suppress all sound in an area around the target, surrounding them in a soft glow the same color as the focus object. Should the save fail, the target is unable to hear anything or make any sound vocally or with movement, in addition, anyone in an area around the target equal to the Influence score /2, is similarly silenced with no save, though they may step out of the effect by exiting the AoE. The spell may be cast on a willing target without requiring a Willpower save, but the visual display makes the effect fairly obvious in most instances.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Stamina negates |
Description: A damaging spell that escalates as it endures, causing eight (8) points of magic damage in the first round and increasing by four (4) points each round thereafter until the caster fails to maintain the spell or the target moves out of the caster’s spell reach. The agony generated causes those under the effect to enter a fatigue condition (-2 to all actions) for the duration of the spell. To the target, the effect appears to be generated by the caster’s focus object, with any body damage sustained imprinted into the flesh in its shape. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. This spell typically needs to last for multiple rounds to be effective, and due to its vicious nature and the way it often elicits screams from the target, use of it is morally questionable for most schools of magic and among most casters. This spell is ineffective on animals and monsters.
Type: | Attack |
Domain: | Create |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: When cast, this spell creates a bright burst of light that can be used to blind foes, signal a companion, etc. The shape and color of the light is based on the character’s focus object. Targets within the area of effect, friends and foes alike, get a Reaction save to avoid the effect. Those who make the save see spots but suffer no modifiers, but those who fail the save are blinded, suffering a very difficult (-8) modifier to all attack, defend, and move actions for three rounds, reduced to a difficult (-4) modifier for three additional round. If a warning is issued to allies, no save is required, though the warning itself may alert savvy opponents, likely giving them a bonus modifier to the save.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to persuade a target to view the caster as an ally for up to one hour per point in the Influence attribute. The target gets a Willpower save initially, and a modified Willpower save if asked to perform any act or action that they would find morally questionable. This spell may be cast upon NPC’s or enemies but is ineffective against animals and monsters. The target is fully aware and will not knowingly engage in a life-threatening activity, in addition, any aggressive action directed at the target will break the spell without requiring a save.
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to increase the scale of an individual or object by up to two size categories. For items and objects, the change affects the durability in that there is simply more of it, i.e. three inches steel is stronger than one inch of steel. Targets increased to large class increase to a hulking weight class, while those that go to giant class increase to a massive weight class. All armors, gear, clothing, and weapons are increased proportionally, but the effectiveness is not, i.e. a large healing balm requires more of it to be as effective. A mirror of the talisman remains with the enlarged character, linking them to the caster for the duration of the spell. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach.
Type: | Utility |
Domain: | Summon |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Three Actions |
Resistance: | N/A |
Description: This spell is used to raise and control the recently dead by imbuing them with death energy and then issuing simple commands. These rotters are marionettes, whose threat rating is based on the caster’s Character Rank, i.e., Novice – Rotter, Expert – Shambler, Master – Stalker, Epic – Demilich, though casters may attempt to animate a more powerful rotter with a progressive -4 modifier per threat rank increase. Although they lack emotion and personality, they are driven to complete a given task. Eerily silent when still, anytime a rotter moves they make a haunting wail, often leaving a trail of gore, depending on the condition of the corpse. If the caster fails to maintain the spell or the rotter moves out of the caster’s spell reach, the rotter simply stops moving and remains still. The death energy dissipates an hour after the spell effect ends unless the caster collects at least a quarter of the rotter’s heart while the spell is being maintained. So long as the heart is kept intact and the rotter remains within the caster’s spell reach, the death energy does not dissipate, and the caster need only hold the heart to issue commands. The material component required to animate is a quarter of any humanoid heart placed on the chest that is used up in the casting.
Type: | Attack (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: With this spell, the caster can summon a ground covering of thorny foliage in a particular area. The effect of the thorns varies by character rank, those in the AoE become snarled, reducing move actions by half and requiring an action to break free before taking a move action (Novice), while suffering eighteen (18) points of impact damage for each move action taken (Expert), and becoming immobilized after two rounds in the AoE, taking damage from every action (Master). The spell may be cast on any natural terrain, or upon dirt or wood flooring, during which spherules rush to the area and plunge into the surface, instantly growing into the foliage.
Type: | Utility (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: When cast, this spell will remove Condition effects, including fatigue and damage, and combat effects, including stun, stagger, and sensory deprivation effects, i.e. blind, deaf, etc. It will also revive those knocked out but have positive health or body points remaining. After the effect ends, targets return to their previous state, but those who have been revived remain conscious. While the spell effect removes modifiers for attacking, defending, and move actions immediately, a target that’s been knocked out must still wait for their initiative turn to stand from prone. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. A continuous burst of spherules accompanies the effect until the spell ends.
Type: | Attack (L) |
Domain: | Control |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: This spell is used on animals, enemies, or monsters providing a degree of calm to counter the fight or flight response. When under the effect of the spell, the target ceases all aggressiveness, anger, hostility, or desire for combat for the duration, allowing for roleplay opportunity to resolve combat. Any aggressive act, including verbal threats, made against the target will negate the spell, and the spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. Targets are fully aware of what’s going on around them, and while animals or monsters may lose interest and wander away, enemies will typically interact with the caster. For the duration of the spell effect, slow-moving spherules run between the caster and target, linking them.
Type: | Utility (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to create an exact copy of the caster in the current circumstances, appearing up to a distance away equal to the spell reach, extending the caster’s overall spell reach from each individual projection. The number of projections is based on character rank, i.e., Novice = 1, Expert = 2, Master = 4, with each capable of independent movement, defend actions, and speech. When used with layering, one additional projection may be added per casting. Casters are able to transfer their physical form between the projections by spending one action in the round as a move or defend action, though a casting check is required to transfer the physical form as a defend action, and the transferred projection may not take any defend actions. If a projection is struck, it explodes into spherules, requiring a recasting to be restored. When the caster takes an attack-type action, all projections mimic it, which may make it difficult to determine which is the true physical form, depending on the situation, i.e., a ranged attack can appear to come from all projections at once, but a melee strike from a projection at range will not fool anyone. If the caster fails to maintain the spell or a projection goes beyond the caster’s spell reach, the projection dissipates immediately, requiring a recasting to be restored. During casting, spherules briefly shroud the caster and projections as they appear.
Type: | Utility (L) |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina neg |
Description: With this spell, the caster can link the life energy of two beings, causing one to endure the effects that are visited on the other. The type of effect endured is based on character rank, one of which is selected by the caster, i.e., impact or elemental damage – Novice; magic damage or healing effects – Expert; recent death or physical location – Master. Multiple effects can be layered onto one target. When cast upon willing targets, no save is required, while unwilling targets are allowed an initial Stamina save. If the caster fails to maintain the spell or one of the targets moves out of the caster’s spell reach, the effect ends immediately. Upon casting, a line of spherules runs between the targets, growing from transfer target to enduring target.
Type: | Utility (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell regenerates health or body damage per round based on Character Rank, up to the maximum scores. The healing effect takes place on the caster’s initiative turn, restoring health/body damage (Novice 2/1, Expert 4/2, Master 6/3) depending upon the casting. Only one type of damage may be healed per target per casting, requiring a new casting check to change the type of healing, although a single target can have the effect layered to heal both health and body points. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. Spherules from the caster will move to the target and crawl or roll over them for the duration of the spell.
Type: | Attack |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower |
Description: When cast, this spell summons life energy from the surrounding area and concentrates it in a particular location. Living creatures in the area of effect are overwhelmed with a radiant energy that suppresses all negative actions and emotions, trapping them in a peaceful trance-like state so long as the spell is maintained. Targets are not subject to an attack of opportunity while in the trance and an attack breaks the effect, though if the effect is broken or the target makes the initial save, they must move out of the area of effect before the end of the round or become trapped. Any undead beings in the area of effect become trapped within the barrier of life energy and suffer sixteen (16) points of magic damage each round, though they may escape the area of effect by using a full round of move actions to push out of it. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers), and undead casters add their Basic Hits to the armor total against spells from the same magic foundation. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. When cast, spherules rush in from the surrounding area and flitter through the area of effect so long as the spell is maintained.
Type: | Defend |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell fills the target with mystical adrenaline, temporarily increasing their effectiveness, based on Character Rank. Targets may be granted a bonus modifier to the Constitution score to resist damage (Novice +1, Expert +3, Master +5), a bonus modifier to the Strength score to cause damage (Novice +2, Expert +4, Master +6), or a per action movement increase (Novice +3, Expert +6, Master +9). These do not stack with similar effects, targets get the better modifier. When the effect of the spell effect ends, the target is left physically drained and is immediately subject to the normal effects of fatigue (-2 modifier to all actions) for a period of time based on Character Rank, i.e. Novice 1 hour, Expert 30 minutes, Master 10 minutes. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The spherules dance excitedly about the target for the duration of the spell, mimicking the effect.
Type: | Attack (L) |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: The Death Eater can use this spell to afflict the target with a virulent disease that puts them in a fatigue state and causes sixteen (16) points of magic damage each round. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) and casters add their Basic Hits to the armor total against spells from the same magic foundation. If the target takes damage, their flesh begins to swell and blister, growing puss-leaking abscesses for as long as the spell is maintained. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a cut of maggot-ridden flesh that is held in the palm and used up in casting.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: Those targeted by this spell suffer a magical fatigue, giving them a -2 modifier to all attack, defend, and move-based skills and reducing the number of available actions by one (1). In addition, Expert level castings reduce the number of the target’s available actions by 2, and Master level Castings by 3. Targets of this spell are outwardly weary, appearing out of breath with a constant burn in their muscles with every action. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s range.
Type: | Utility |
Domain: | Divination |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Four Actions |
Resistance: | Special |
Description: With this spell, the Death Eater can gather the death energies surrounding a corpse to animate it enough to communicate. The spell doesn’t recall the spirit, rather it collects memory imprinted on the remains, allowing the corpse to intelligently answer questions and offer details about its life without the rage against the living that comes with animate dead. The target may choose to refuse to answer questions by making a difficult Willpower save, but most often will require a favor of some type before answering. This will often be a message to be delivered, though it may be far more complex, and those who do not honor the promise will typically find themselves haunted. Once the spell effect ends, the remains decompose rapidly and turn to dust. If the caster fails to maintain the spell or moves out of the spell reach, the effect ends immediately. The material component is a humanoid tongue placed into the mouth of the skull, that is consumed on casting.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Group |
Duration: | Active |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: This spell is used to evoke panic in a target within the range of the spell that spreads to affect all in the AoE. Any who fail the save are overwhelmed with a wave of panic and may take only defensive actions for the remainder of the round. In each subsequent round that the spell is active, targets suffer a modifier to all attack, defend, and move actions based on the caster’s Character Rank, i.e., Novice -2, Expert -4, Master -6, Epic -8. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach, and the material component is a skeletal vertebra that is held in the palm and used up during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: Death Eaters can use this spell to enact their will over any existing undead being and force them to serve. If the target’s save fails, they remain under the caster’s control until the spell is released, though a feeder with a higher Threat Rating than the caster’s Character Rank may attempt to break free, requiring the caster to make a successful Willpower save to maintain control. If trying to usurp control over a feeder that is under the control of another caster, the controlling caster is allowed a Willpower save to retain control and becomes aware of the attempt. While dominated undead are subject to the will of the caster, the moment the magic is dispelled, they regain their autonomy. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a severed finger (used up) in a small wrought iron cage that is dangled before the target.
Type: | Utility |
Domain: | Summon |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Four Actions |
Resistance: | N/A |
Description: Used to raise and control the dead, the creation of a feeder comes with the risk of losing control over it. Unlike the other animations, so long as they feed, the death energy will sustain them until the body is destroyed by weapon or time. In addition, they maintain a degree of independence and awareness, possibly requiring additional spell casting to properly control. When imbued with death energy, remnants of the person they were, including personality traits, are rekindled along with a bitter hatred for all living things. The type of sustenance the feeder requires is based on character rank, i.e., Novice – living flesh, Expert – blood, Master – life energy, Epic – emotion, as is their threat rating, i.e., Novice – Feeder, Expert – Ghoul, Master – Vampire, Epic – Lich, though casters may attempt to animate a more powerful feeder with a progressive -4 modifier per threat rating increase. Feeders whose overall Threat Rating is lower than the caster’s Character Rank are compelled to obey, however, those of an equal rating or higher may attempt to break free (typically in moments of distraction), requiring the caster to make a Willpower save to maintain control. So long as they are able to feed to maintain and restore themselves, feeders will generally follow the will of the caster. The material component is a high-value black onyx gem encased in brain matter, that is placed in the mouth and consumed upon casting.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: With this spell, the Death Eater causes the target to become enraged, acting without concern for their own well-being or that of their allies. While under the influence of the spell, the target takes no defend actions, will not retreat from combat, and refrains from any action that aids another. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. The material component is a vial of blood (used up) that is held in the palm and boils away during casting.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: When this spell is cast, a bloody gash opens on the target’s flesh, causing sixteen (16) points of magic damage for each round the caster maintains the effect. In addition, a new wound is opened each subsequent round, adding a progressive two (2) points of damage to the damage total. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a small vial of blood that is poured into the open palm and used up during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: This spell allows the caster to raise the target off the ground a number of yards equal to the Influence score, negating the ability to take move or defend actions or engage in melee combat. Targets are engulfed in a colorful display resembling the caster’s focus object for the duration of the spell. While levitating, any movement the target takes will cause them to tumble in place, giving them a very difficult (-8) modifier to cast spells, make ranged attacks, or perform virtually any other attack or utility action. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the target to fall, suffering normal falling damage.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: With this spell, the caster can raise the target off the ground a number of yards equal to the Influence score within a mini-tornado the color of their focus object. Targets inside this mini-tornado are spun continuously, negating the ability to take any action, and requiring a Stamina save to avoid becoming ill, entering a fatigue state for 1 minute per round spent under the spell effect. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the target to fall, suffering normal falling damage.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: This spell is used to create a hand of dirt the same color and/or texture as the caster’s focus object that throws the target a number of yards into the air equal to the Influence score, negating the ability to take any action. Targets are tossed into the air and caught four times per round, causing them to drop items they are holding (Reaction save each round) and may cause any loose gear to fall away. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the hand of dirt to make a final toss straight up a distance in yards equal to the Influence score x2 and then dissipates into the ground allowing the target to fall, suffering normal falling damage.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: Those with this spell can create a small geyser the color of the caster’s focus object that sends a target up off the ground a number of yards equal to the Influence score, negating the ability to take move or defend actions or engage in melee combat. While the spell is maintained, targets will bounce up and down on a foaming column of water, causing them to become completely soaked and giving them a very difficult (-8) modifier to cast spells, make ranged attacks, or perform virtually any other attack or utility action. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the target to fall, suffering normal falling damage.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower negates |
Description: This spell is used to take control of humanoid beings, bending their will to act at the whim of the caster. The controlled being will attack, defend, and move per the instructions of the caster, and may be made to perform acts such as attacking an ally or walking off a ledge. Those controlled carry a magic replica of the caster’s focus object, appear placid at all times, do not react to external stimuli, and speak in a slow monotone, often in the caster’s voice. While under control, the target is aware of every action, but they can do nothing but go along for the ride. Commands will be taken literally and the caster may be required to spend actions to direct the target in complex tasks. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. This spell is ineffective on animals and monsters.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small fantastic creature, i.e., jackalope, wolpertinger, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small flying animal, i.e., birds, bats, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small animal, i.e., salamander, imp, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small forest animal, i.e., rabbit, squirrel, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small swimming animal, i.e., frog, muskrat, etc. The form is never immediately fatal and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Move |
Domain: | Control |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: When cast, this spell enhances the target, allowing them to move and think faster than normal, gaining one additional action per round for the duration of the effect (additional actions do not stack with similar effects). While under the effect of the spell, the target leaves brief after images in the color and/or texture of the caster’s focus object. The additional action can be used to attack, defend, or move, increasing the speed factor for spells or medium and large melee or ranged weapons by one, and doubling the speed factor for tiny or small weapons. This magical enhancement has a downside, once the effect wears off the target is left physically drained and immediately enters a fatigue state (-2 modifier to all actions). The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Stamina Negates |
Description: A vicious spell that afflicts the target with either gnarled hands, leg cramps, or a twisted tongue. The caster may choose the effect during casting, and all three effects may be applied to one target with three separate casts. Each effect uses a unique mechanic. Those afflicted by gnarled hands have a difficult (-4) modifier to attack and defend actions with a melee weapon, requiring a Reaction save each round to maintain their grip. Leg cramps reduce the target’s move rate by half and adds a difficult (-4) modifier to move skills. Those affected by twisted tongue are unable to communicate, this includes giving orders or casting spells. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s range.
Attribute: Strength
Type: Utility
Time: N/A
Description: A character with this skill understands the dynamics of moving heavy objects and has received training in hoisting, heaving, or hauling objects that exceed their normal carrying capacity. When calculating the character’s Carrying Capacity and Lifting Capacity, this skill rank is used in place of the Strength attribute score, and when lifting something that exceeds the Lifting Capacity, they know how to improvise a fulcrum and lever, assuming available materials. The actual amount of weight that can be moved depends on the length and tensile strength of the lever and the stability of the fulcrum. In addition, when trying to break a grapple or pin, the character can use this skill in place of the Strength attribute score, though normal modifiers apply.
Tactical Use: Move crates to make a barrier, carry a companion, or pry open a stuck gate
Specialization: None
Attribute: Agility
Type: Attack
Time: One Action
Description: Characters with this skill are able to make devastating strikes against unaware foes. With a successful skill check, the target is hit with an attack that doesn’t allow for a defend action (like an Attack of Opportunity); the attack results in a critical hit causing body damage, and carries an additional stun effect, normal saves apply. The target must be unaware of the attack, typically with the use of Stealth or a blindsiding attack, though it may also be used on flanked opponents. Those with this skill may choose to act one segment faster in the round, i.e., make melee attacks during the Ambush segment, make ranged attacks during the Melee segment, etc. This attack may only be used once against a particular target in a round, as the attack will make them aware of the attacker. If the skill check fails, the attack misses.
Prerequisites: The Stealth skill and eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: This skill is used to make a jaw-grinding Bite attack, causing disabling damage, while pinning a specific limb. With a successful skill check, the target takes physical damage equal to the normal Bite attack +2, suffering that damage with each shake of the head, requiring an action but no skill check, so long as the hold is maintained. The target is required to save against the appropriate disabling effect based on the body part struck and damage taken, and suffers damage to their health and/or body as is appropriate each time damage is caused. Escape attempts are made at a difficult (-4) modifier, -1 per two points in the skill tree. Both the attacker and defender are considered to be prone for the duration of the attack. If the skill check fails the attack is unsuccessful.
Prerequisites: The Biting skill and eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: Characters with this skill can leverage their strength and mass to compress a prone or pinned target with the intent to destroy. With a successful skill check, the attacker causes physical damage equal to Strength plus basic hits directly to Body points. The attack may be attempted up to two times per round. Due to the aggressive nature of the attack, the defender is allowed an escape attempt (assuming available actions), if successful, no damage is suffered from the attack, though this does not free them from the prone or pin position. If the skill check fails the attack is unsuccessful.
Prerequisites: Eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: Characters with this skill have a reinforced cranium, horns, or other such head protrusions used to strike an opponent in melee combat. On a successful skill check, the attack succeeds causing physical damage equal to the Strength score (forehead plate, horns, etc.) damage +2, + 1 per three skill points in the tree. It may be used as a strike to the head to attempt a knockout, with a -4 modifier to hit. Targets get a Stamina save to avoid the knockout effect, -1 per two points in the skill tree. If the skill check fails or the target successfully defends, the attack misses.
Specialization: None
Attribute: Strength
Type: Attack
Time: One Action
Description: This skill is used to hold a target prone while causing damage. It may only be used on a foe that has been grabbed. With a successful skill check, the attacker wraps their arms around a defender’s torso with the hands locked, causing physical damage equal to the attacker’s Strength plus basic hits, with a speed factor of two. One action must be spent each round to maintain the hold. Once in the hold, the defender has a -1 modifier per two points in the skill tree for any break or escape attempt. This skill can be used to counter a break or escape, assuming available actions. Both the attacker and defender are prone during the move and this skill cannot be used to defend against attacks made by the target. If the skill check fails, the move has not been applied correctly and the opponent gets a simple (+4) modifier to break the grapple.
Specialization: None
Attribute: Knowledge
Type: Utility
Time: N/A
Description: Characters who select this path are continually looking for ways to increase the effectiveness of their spell casting. With this skill, they can store a number of unmodified instant or passive spells (casting time of two actions or less) on the talisman based on Character Rank – Novice 2, Expert 4, Master 6, Epic 8. Stored spells are cast with a free action, requiring a skill check at this skill tree rank and using this skill tree rank for all relevant spell factors. One spell may be cast off the talisman per round, and a particular spell may only be cast once per encounter, but the number of spells that can be cast in an encounter is based on Character Rank – Novice 1, Expert 2, Master 3, Epic 4. In addition, at Expert level, those taking this path may choose to cast one segment faster in the round with stored spells, i.e., make melee casts during the Ambush segment, make ranged casts during the Melee segment, etc., and continue any available casting or attack actions in a later segment. The talisman must be large enough for the spells to be crafted on it (medium size), a spell can be crafted on it multiple times, and the talisman must be modified in order to make changes, per the Talisman Construction rules.
Specialization: (Required) Magic Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Attribute: Constitution
Type: Attack
Time: Two Action
Description: This skill is used to make a Bite attack, pulling the target down and hauling them across the ground. With a successful skill check, the target takes damage equal to the Bite +2, plus one per two points in the skill tree, and is yanked down into a prone position to be dragged, causing physical damage equal to the move rate plus the attacker’s basic hits. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack, or the remaining action may be used to continue dragging the target. Due to the aggressive nature of the attack, the defender is allowed an escape attempt (assuming available actions), before being dragged, if successful, they are freed from the bite and not knocked prone. While being dragged, the target is considered prone. If the skill check fails the attack is unsuccessful.
Prerequisites: The Biting skill and eight points in the skill tree
Attribute: Agility
Type: Utility
Time: N/A
Description: A character with this skill can add an attack as part of any ground-based move skill in this tree as part of their attack actions in Initiative. Only tiny or small weapons can be used for this attack, and all speed factor rules apply. Attack actions are used during the Movement segment, continuing from attack actions used in previous segments and allowing any remaining attack actions to be used after the movement. It may be used with any novice attack skill that the character has, with all related and general combat modifiers applied normally.
Prerequisites: The (E) Gymnastics skill and eight points in the skill tree
Attribute: Agility
Type: Utility
Time: N/A
Description: A character with this skill can add an attack as part of any aerial-based move skill in this tree. Only tiny or small weapons can be used for this attack, and all speed factor rules apply. Attack actions are used during the Movement segment, continuing from attack actions used in previous segments and allowing any remaining attack actions to be used after the movement. It may be used with any novice attack skill that the character has, with all related and general combat modifiers applied normally.
Prerequisites: The (E) Parkour skill and eight points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: A character with this skill can maintain a stable longitudinal and latitudinal position, while holding a particular orientation, in mobile combat (assuming that the technology or racial ability has this capability). With a successful skill check, the character may attack, defend, or use any relevant skill with no modifier while hovering. In addition, movement from a hover position may be initiated as a free action, moving a number of yards equal to the number of points in this skill tree. If the skill check fails, all normal move modifiers apply, with a possible loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: Those with this skill can make a diving action in mobile combat to make an attack. It can be used as a rush attack with a melee weapon using move rate instead of Strength for damage, a strafing attack with a ranged weapon, etc. Any attack and defend actions taken during the swoop have a -2 modifier regardless of type due to velocity. During a melee pass a single target can be attacked once. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. If the skill check fails, the character may suffer a loss of control that could lead to a collision or crash.
Specialization: (Required) Method of mobility, i.e. wings, technology, vehicle, etc.
Attribute: Perception
Type: Move
Time: One Action
Description: Those with this skill are able to make a ranged attack during a mobile move. All speed factor and movement rules still apply. This skill may be used with any Novice ranged attack skill and move skill in this tree (assuming that the character has the skill), with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses, with a possible loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: Those with this skill are able to make a melee attack during a mobile move. This includes moving through or out of a foe’s threat range, without drawing an Attack of Opportunity. All speed factor and movement rules apply. This skill may be used with any Novice melee attack skill and move skill in this tree (assuming that the character possesses the skill), with related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses and leaves the character open to an attack of opportunity if they are moving out of or through an opponent’s threat range which may result in loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: This skill is used to make a controlled collision, with the intent to control the opponent’s course, while causing damage. With a successful skill check, this maneuver disrupts any move action currently being taken and forces the target to move in a particular direction. Because it is a controlled collision, the ramming damage is reduced by one level for combatants (see Flight-to-Flight and Flight-to-Ground rules for more information). As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, and allows any remaining attack actions to be used after this attack. If hit, the defender is allowed a Piloting skill check to maintain their course, with a -1 modifier per point in the skill tree. If the skill check fails or the target makes a successful defend, the attack misses.
Tactical Use: Force an opponent to land, crash into a solid object, or collide with another vehicle
Prerequisites: The Combat Gambits skill and eight points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: Those with this skill can use momentum to make a devastating melee attack against an opponent. For this attack, the damage of the weapon is increased by one per point in the skill tree and current the single action flight move rate is used in place of strength when calculating damage. On a successful skill check, the target is hit and may defend normally. It may be used as a Hack, Stab, or Swing attack (assuming the character has the skill), though a single target may only be struck once during a pass, with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target makes a successful defend, the attack misses; in addition, on a failed skill check, the character may experience a loss of control that could result in a collision.
Prerequisites: The Swoop skill and eight points in the skill tree
Attribute: Influence
Type: Move
Time: One Action
Description: A character with this skill can overrun and stomp an opponent who is at least one size class smaller than the mount. With a successful skill check, the target is knocked down and run over, taking damage from half the total number of legs, with each leg attack saved against independently. Damage sustained is considered physical damage. The mount must be moving and must be fast enough to overrun the opponent and as a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, allowing any remaining attack actions to be used after this attack. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target successfully defends, the attack misses.
Prerequisites: Four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: Characters with this skill can make amazingly long leaps in a vehicular suit. A standing jump is equal to one move action in distance, plus two yards per point in the skill tree, and a running jump is equal to two move actions in distance, plus two yards per point in the skill tree. mech combat. It can be used as an attack, landing on a foe to cause ramming damage. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails, a misstep causes the leap to fail, with possible side effects, or the attack misses. The difficulty is based on distance, terrain, and encumbrance.
Prerequisites: The Hopping skill and four points in the skill tree
Attribute: Strength
Type: Move
Time: One Action
Description: This skill is used to strike an opponent with a melee weapon from the back of the mount while in motion. When calculating damage from a hit, add the mount’s single action move rate at the time of attack to the weapon damage, plus one per point in the skill tree. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally, though a single target may only be struck once during a pass. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses.
Prerequisites: Four points in the skill tree
Attribute: Strength
Type: Move
Time: One Action
Description: Characters use this skill to leap, vault, or hurdle something in a vehicular suit. It can spring forward from a standstill equal to one move action, plus one yard per two points in the skill tree or with a running start leap a distance equal to one move action x2, plus one yard per point in the skill tree. In addition, it can be used as an attack, landing on an opponent to cause ramming damage. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. If the skill check fails, a misstep causes the leap to fail, with possible side effects, or the attack misses. The difficulty is based on distance, terrain, and encumbrance.
Specialization: (Required) the type of vehicular suit or mech, i.e. walker, crawler, tumbler, gambol
Attribute: Strength
Type: Move
Time: N/A
Description: This skill can be is used to make amazingly long standing or running jumps. With a successful skill check, the character can make a standing jump equal to one move action, plus 1 yard per 2 points in eth skill tree, and a running jump equal to two move actions, plus 1 yard per 2 points in the skill tree. In addition, it can be used as an attack to bodily land on a target, causing damage equal to the attacker’s Constitution score plus basic hits, and carries a knockdown effect. As a move-type skill, this may be used in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this action. If hit, the target gets a Reaction save to negate the knockdown. A failed skill check indicates that the character missed the jump, as well as the target, and possibly lands prone. The difficulty is based on distance and encumbrance.
Prerequisites: The Jumping skill and eight points in the skill tree
Attribute: Constitution
Type: Per Spell
Time: Per Spell
Description: Characters with this skill can cast a spell during or after a move action. Characters carrying an active Focus Component can cast while moving at no modifier, those requiring spell components have a difficult (-4) modifier. The spellcasting takes place during the move phase and the time required is determined by the number of total actions the spell requires (maximum of 2), but only allows the caster to cover a distance equal to a single move action. As a move-type skill, this may be used to cast in the Movement segment after other attack or casting actions are used, and allows any remaining attack or casting actions to be used after this cast.. Using this skill begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: The Running skill, and four points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: Those with this skill are able to move and attack in the same action. This includes moving through or out of a single foe’s threat range, without drawing an Attack of Opportunity (-4 modifier per additional threat zone). All speed factor and movement rules apply. Moving through or out of a threat range may be countered by a readied action by the opponent, which will force the attacker to stop and defend or else suffer an Attack of Opportunity. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses and leaves the character open to an attack of opportunity if they are moving out of or through an opponent’s threat range, unless they stop to take defend actions.
Tactical Use: Escape melee combat and fire a weapon, run past a foe while tossing a grenade, etc.
Prerequisites: The Retreat skill and four points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: A character with this skill can move and attack in the same action. This is a disciplined move, not a rush-type attack. It includes moving into, through, and/or out of a single foe’s threat area, without penalty modifiers or drawing an attack of opportunity (-4 modifier per additional threat zone). All speed factor and movement rules apply, and it may be countered by a readied action, forcing the attacker to stop and defend or suffer an attack of opportunity. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target makes a successful defend, the attack misses and leaves the character open to an attack of opportunity, unless they stop to take defend actions.
Tactical Use: Make an attack and escape a flanked position; run past a foe while attacking; move through a threat area to set up a flank; etc.
Prerequisites: The Running skill and four points in the skill tree
Attribute: Strength
Type: Move
Time: Two Actions
Description: Characters with this skill can make a series of quick leaps over a short distance in the vehicular suit. A running jump is required, moving a distance equal to two move actions, plus one yard per point in the skill tree, making a total of four leaps. It can be used as an attack to bodily land on up to four foes in range, causing ramming damage, with a single skill check at a difficult (-4) modifier. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. Each target gets an individual defend against the attack. If the skill check fails, a misstep causes the initial leap to fail, with possible side effects, or the attack misses. The difficulty is based on distance, terrain, and encumbrance.
Prerequisites: The (E) Bounding skill and eight points in the skill tree
Vessel: | Object or Individual |
Sigil: | Enhancement |
Material: | Crafted or Derma |
Craft Skill: | Artistry or Tattooing |
Duration: | Active |
Casting Time: | One Action |
Description: These runes can be used to temporarily increase either the target’s swimming or ground move rates, or allow them to act one segment faster in the round, i.e., make melee attacks during the Ambush segment, make ranged attacks during the Melee segment, etc. For swimming, a piece of crafted fish leather, dyed with the sigil and worn around a leg serves as the rune vessel, alternately the individual may be tattooed with the sigil on the leg, within the shape of a fish. For ground movement, a preserved feather, dyed with the sigil, and worked into clothing serves as the rune vessel, alternately, the individual may be tattooed with the sigil, within the shape of a feather. When activated, the appropriate per-action move rate is increased by six. Moving faster in the round requires sigils to be painted or tattooed on each limb.
Attribute: Agility
Type: Per Spell
Time: Per Spell
Description: Characters with this skill have become so proficient at moving through the casting process swiftly and accurately, that they can cast more spells in a round than most others. It does not increase the number of actions in the round, rather it increases the speed factor of any Novice casting skills in the tree. In addition, those with skill may choose to act one segment faster in the round with the casting skill, i.e., make melee casts during the Ambush segment, make ranged casts during the Melee segment, etc. This skill does not change the number of actions a spell requires to cast, rather it directs the effects of known spells (as they are defined) at a target. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: The (E) Quick Cast skill and eight points in the skill tree
Attribute: Agility
Type: Utility
Time: N/A
Description: This skill represents a greater weapon expertise, increasing the speed factor of all proficient weapons in this tree. It does not increase the number of actions gained in a round, rather it allows characters to extend the number of attacks that can be made with proficient weapons during the round. At Expert character rank, the speed factor of the weapons is increased by one, and at Master character rank the speed factor is increased by two. In addition, at Master level, those with skill may choose to act one segment faster in the round, i.e., make melee attacks during the Ambush segment, make ranged attacks during the Melee segment, etc.
Prerequisites: Four points in the skill tree
Attribute: Constitution
Type: Move
Time: Two Actions
Description: This skill is used in conjunction with a move to make an attack that does damage and knocks an opponent prone in a rush attack. One action is spent on a move, the other to attack, which does physical damage equal to the Strength attribute score plus modifiers and the distance of the move in yards (to a maximum of six), and includes a stun effect. Normal rush rules apply to the attacker and defender (difficult (-4) modifier to all defend actions for both, defender gets a Stamina save to avoid being stunned for the remainder of the round). As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. Each move has modifiers to the attacker and defender actions. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target successfully defends, the attack misses.
Specialization: None
Clothesline – driving an extended arm into the defender’s torso to knockdown.
Modifiers: Attack: +2 Damage: — Save: — Escape: —
Crossbody Block – leaping horizontally into the defender’s torso; both the attacker and defender are prone at the end of this move..
Modifiers: Attack: — Damage: +2 Save: -2 Escape: +2
Forearm Smash – fast strike to the chest with the forearm to knockdown (Reaction save).
Modifiers: Attack: +1 Damage: — Save: -1 Escape: —
Shoulder Block – lower the shoulder and slam bodily into target to knockdown (Reaction save).
Modifiers: Attack: — Damage: — Save: -2 Escape: —
Attribute: Constitution
Type: Move
Time: Two Actions
Description: Characters with this skill can rush a foe without suffering the normal difficult (-4) modifier to defend actions in that round and strike bodily or with a natural attack ability (horns, forehead plate, etc.) to knock an opponent backward. Normal rush rules still apply to the target, i.e., difficult (-4) modifier to defend actions for the round, and a Stamina save to avoid being stunned for the remainder of the round. On a hit, the attack does damage equal to the Strength score plus basic hits or attack ability, and the move rate for a single move action, and the target is knocked backward one yard per point in the skill tree and may take falling damage. Defenders are allowed a Stamina save or related defend skill to remain standing. At least one move action is required to use this skill, and if the skill check fails or the target successfully defends, the attack misses. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, and allows any remaining attack actions to be used after this attack. Hit or miss, if the attacker moves through an opponent’s threat range, the attacker is subject to an attack of opportunity.
Prerequisites: The Charge skill and four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: A character with this skill can rush a foe without suffering the normal difficult (-4) modifier to defend actions in that round. Normal rush rules still apply to the target, i.e. difficult (-4) modifier to defend actions for the round, and a Stamina save to avoid being stunned for the remainder of the round, and the attack causes physical damage equal to the attacker’s Strength plus basic hits. In addition, when used with a blunt weapon or physical shield, the target’s reaction save to avoid being stunned is reduced by one per two points in the skill tree. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. If the skill check fails, the character is subject to the normal Rush modifiers.
Specializations: None
Attribute: Constitution
Type: Move
Time: One Action
Description: Characters use this skill to launch themselves at an opponent, with the intent of landing on them and knocking them down. With a successful skill check, the character springs forward from a standstill equal to a half-move action plus 1 yard per 2 points in the skill tree, and a running start equal to one move action, plus one yard per point in the skill tree. The attack does damage equal to the Strength score plus the distance of the move in yards. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. The defender gets a Reaction save, with a -1 modifier per 2 points in the skill tree, to avoid being knocked down. If the skill check fails or the target successfully defends, the attack misses.
Specialization: None
Attribute: Constitution
Type: Utility
Time: Two Actions
Description: Those with this skill can temporarily channel outsider powers into their physical form to change their material qualities. This exotic form must maintain the same proportional size, but can be defined by the character based on their otherworldly associations, i.e., angelic, demonic, tentacle encrusted, etc., that grants a natural armor rating, gaining a +4 to their physical rating (does not stack with natural or worn armor), and an Impact Rating: 13, Magic Rating: 9, and Elemental Rating: 3; plus Basic Hits. When additional armor is worn, ratings do not stack, rather the higher rating is used, and the chosen form cannot grant additional abilities, i.e. extra limbs, elongated limbs, etc. In addition, due to the exotic nature of the form, they gain immunity to critical hits. The ability to maintain the form ends if the character is rendered unconscious or a number of rounds equal to the number of points in the skill tree elapse. This skill may only be used one time per encounter and it takes two actions to complete the transformation.
Prerequisites: The (E) Manifestation skill and eight points in the skill tree
Attribute: Constitution
Type: Utility
Time: Two Actions
Description: A character with this skill can temporarily exchange their physical form to become a transient spiritual force at will. Appearing as a shifting phantasm that is aesthetically similar to their physical form, the character is able to interact with the world in a transient state wherein portions of touched objects or picked up items briefly take on the spiritual force properties. In this form, they have a natural armor rating, gaining a +4 to their physical rating (does not stack with natural or worn armor), and an Impact Rating: 13, Magic Rating: 9, and Elemental Rating: 6; plus Basic Hits. When additional armor is worn, ratings do not stack, rather the higher rating is used, and the character is unable to wear non-magical armor. The ability to maintain the form ends if the character is rendered unconscious or a number of rounds equal to the number of points in the skill tree elapse. This skill may only be used one time per encounter and it takes two actions to complete the transformation. All clothing and gear transforms with the character and is usable by them in this transient spiritual force form, but when removed from their person immediately regains its material qualities.
Prerequisites: The Spirit Touch skill and eight points in the skill tree
Attribute: Constitution
Type: Utility
Time: N/A
Description: Those who take this skill have transcended the physical world to exist as beings of pure magic. Although they appear aesthetically similiar, except for the occasional transient phasing shift, it is the magic that provides them with the substance that allows them to interact with the physical world. As such, these characters no longer have Heath points, adding half that score to the Body points and granting an immunity to critical hits, though these Body points are restored with the Mystic Sustenance skill rather than rest. While in this form, the caster gains a +3 modifier to their Physical Rating (does not stack with natural or worn armor), and an Impact Rating: 9, Magic Rating: 11, and Elemental Rating: 9; plus Basic Hits. The armor rating does not stack with natural or worn armor, and the character is unable to wear non-magical armor. Additionally, the caster is able to walk upon transient surfaces such as water or snow as if they were solid, and they no longer need to eat, drink, or breathe, drawing all of their sustenance through the realm of magic. Losing all Body points causes their form to lose cohesion, trapping them in the Mystic realm for one hour per Body point. Exposure to an anti-magic field causes 10 points of damage per round (no save) and will destroy their form once all Body points are lost.
Prerequisites: The Mystic Sustenance skill and eight points in the skill tree
Attribute: Constitution
Type: Utility
Time: Two Actions
Description: A character with this skill can temporarily become an aspect of their Magic Foundation, taking on the physical qualities of their element. While in this form, the caster automatically gains the novice rating of their foundation armor spell, however, the armor spell must be cast to gain the Expert and Master effects. When additional armor is worn, ratings do not stack, rather the higher rating is used. In addition, all Health points are removed with half that number applied to the Body points, providing an immunity to critical hits. This form can be maintained for up to one hour per point in the skill tree, so long as the character is conscious. Characters who have the Elemental Dominion skill may choose from any of the foundations.
Prerequisites: Eight points in the skill tree and the Elemental Magic Foundation
Attribute: Constitution
Type: Utility
Time: N/A
Description: Those with this skill can alter their form to take on the shape of a specific animal common to the area that they protect or patrol. In this shape, the character can pass as a common animal, including size, behavior, and general mannerisms. While they may use attack, defend, or move abilities specific to the animal type at the skill tree rank and their armor rating (defined before play begins), however the character may not use any of their native skills while in this form. All clothing and gear transforms with the character and the size of the animal must be within 25% of the character’s actual size. It takes a full round to complete the transformation and lasts up to 1 hour per point in the skill tree, so long as the character is conscious.
Specialization: (Required) Magic Foundation, i.e., Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Attribute: Constitution
Type: Utility
Time: N/A
Description: Characters with this skill can alter their form to become a dire version of a specific animal common to the area they protect or patrol. Growing to a large size of the animal, often with aesthetically intimidating additions such as quills, spikes, tusks, etc, the Druid is able to use the attack, move, and defend abilities of the animal type at the skill tree rank, as well as gaining its natural armor rating (this must be defined before play begins), as well as their own full range of skills. Although the character is able to speak normally, this is not a humanoid form, requiring them to physically interact with the world as the animal type while in this form. All clothing and gear transforms with the character, requiring a full round to complete the transformation, and lasts so long as the character is conscious or a number of rounds equal to the points in the skill tree elapse.
Prerequisites: The (E) Iron Fur skill and eight points in the skill tree
Attribute: Constitution
Type: Utility
Time: N/A
Description: Characters who select this skill have fully embraced the natural world, permanently becoming a living embodiment of the plant life they protect. Composed of an amalgamation of plant types shaped to appear aesthetically similar to their physical form, with various colorations and natural pockets in which to carry things, they are able to move and interact with the physical world normally. Due to the elemental nature of the form, they no longer have Health points, making them immune to critical hits, increasing their Body points by a .5 multiplier, restoring lost points with the Photosynthetic skill rather than rest, which also provides all nutritional needs. This form offers a natural armor rating, gaining a +5 to their Physical rating (does not stack with natural or worn armor), and an Impact Rating: 13, Magic Rating: 9, and Elemental Rating: 3; plus Basic Hits. When additional armor is worn, ratings do not stack, rather the higher rating is used. Losing all Body points causes their form to unravel, and must be regenerated. If the form is completely burned to ash, the character is destroyed.
Prerequisites: The Photosynthetic skill and eight points in the skill tree
Attribute: Constitution
Type: Utility
Time: N/A
Description: Those with this skill can alter their form to become living stone at will. They may appear as stacked or faceted stone that is aesthetically similar to their physical form, but with a lack of fine details, in which they may use any of their existing skills. Due to the elemental nature of the form, they gain immunity to critical hits and a natural armor rating, gaining a +6 to their Physical rating (does not stack with natural or worn armor), and an Impact Rating: 12, Magic Rating: 7, and Elemental Rating: 8; plus Basic Hits. When additional armor is worn, ratings do not stack, rather the higher rating is used. The ability to maintain the form ends if the character is rendered unconscious or a number of rounds equal to the number of points in the skill tree elapse. This skill may only be used one time per encounter and it takes two actions to complete the transformation. All clothing and gear transforms with the character and is usable by them in this stone form, but when removed from their person it will transform back the following round.
Prerequisites: The (E) Bedrock skill and eight points in the skill tree
Attribute: Strength
Type: Utility
Time: One Action
Description: Characters with skill are able to enhance their ability to absorb damage with a thick magical pelt. When activated, the Druid’s flesh is covered with fur, adding a +2 durability modifier to physical damage and +3 durability modifier to Impact damage. This effect does not stack with similar modifiers and lasts for a number of rounds equal to the skill tree rank.
Prerequisites: The Animal Shape skill and four points in the skill tree
Attribute: Influence
Type: Per Spell
Time: Per Spell
Description: A character with this skill can add a specific factor to amplify an aspect of a spell variant during casting. These factors may only be added to Change, Control, or Damage spells, and may include one of the Adaptive Cast factors at the caster’s option. The available factor is specific to the Magic Foundation spell variant that is cast. Using this skill begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: Adaptive Cast and eight points in the skill tree
Factor | Description |
Strafe | Mystic spells. A repetitive strike of magic accompanies the spell and causes damage equal to one per point in the skill tree a number of times equal to 1 per two points in the skill tree. |
Vacuity | Air spells. Briefly draw all air from the spell’s target, causing them to blackout for three rounds, save vs. Stamina with a -1 modifier per two points in the skill tree. |
Smolder | Fire spells. A searing effect that accompanies the spell, adding one per two points in the skill tree of damage that burns three rounds – damage is reduced by half each successive round. |
Corrode | Land spells. A corrosive that does biological (body) or object damage (durability save) equal to one per four points in the skill tree and continues each round until washed off. |
Frost | Water spells. A cold effect that reduces the number of actions available to the target equal to one per four points in the skill tree. |
Attribute: Influence
Type: Per Spell
Time: Per Spell
Description: A character with this skill can modify specific factors to enhance some aspect of a spell during casting. Any one of the below factors can be added to a Casting skill check at Expert character rank, up to two at Master character rank, up to four at Epic character rank. Using this skill begins the casting state. Spell details can be found in the Core Rules: Magic Basics section.
Prerequisites: Four points in the skill tree and a Magic Foundation, i.e., Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Factor | Description |
Bounce | The magic hops to one additional target per two points in the skill, within the spell’s range. |
Elongate | Increase the range of a spell by up to one yard per point in the skill tree. All range steps must be accounted for, i.e., personal to touch to distance in yards. |
Inflate | Increase the area of effect of a spell by one yard per two points in the skill tree. All range steps must be accounted for, i.e., personal to touch to distance in yards. |
Prolong | Increase the duration of a spell by one round per two points in the skill tree. |
Resistance | Add a -1 modifier per two points in the skill tree to the target’s save against the spell. |
Attribute: Strength
Type: Utility
Time: One Action
Description: Those with skill are able to enhance their ability to absorb damage, by increasing the durability of their flesh. When activated, the Druid’s flesh takes on a rough, bark-like appearance, gaining a +3 durability modifier to physical, impact, and elemental damage, though the modifier doesn’t apply to clefting or fire damage. This effect does not stack with other durability modifiers, taking the higher modifier for the damage type, and lasts for a number of rounds equal to the skill tree rank.
Prerequisites: The Plant Mimicry skill and four points in the skill tree
Attribute: Strength
Type: Attack
Time: One Action
Description: Characters with this skill can temporarily transform forearms and hands into a broad, flat chunk of stone to make a smashing attack. With a successful skill check, the character causes physical damage equal to Strength +4, plus one per two points in the skill tree, with a critical hit range of 1, and causes stun damage – lose any actions for the remainder of the round and allowed only two defend actions in the following round. Targets must take at least one point of damage and get a Stamina save to avoid the stun effect. If the skill check fails or the target successfully defends, the attack misses. Characters can choose to transform for a single attack, retain the stoney appearance for the encounter, or use any combination thereof.
Specialization: (Required) Land Strider Magic Foundation
Attribute: Strength
Type: Utility
Time: One Action
Description: Characters with this skill are able to transform their dermis to stone to enhance their ability to take damage. When activated, the Druid’s flesh takes on the durability and aesthetic properties of stone, gaining a +4 durability modifier to physical and impact damage (durability modifiers do not stack). This effect lasts a number of rounds equal to the skill tree rank.
Prerequisites: The Slab skill and four points in the skill tree
Type: | Defend (L) |
Domain: | Create |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: This spell provides the caster with a personal barrier of protective mystic energies that appears as a visible manifestation of colorful light. At Novice level, the caster gains a +3 modifier to their Physical Rating (does not stack with natural or worn armor), and an Impact Rating: 9, Magic Rating: 11, and Elemental Rating: 9; the rating plus Basic Hits provides the armor save for the duration of the spell. When additional armor is worn, ratings do not stack, rather the higher rating is used. Upon reaching Expert level, the caster’s form is imbued with mystic energy taking on a colorful light aesthetic and providing additional durability that reduces impact damage and magic damage by 2 points (durability modifiers do not stack). And at Master level, the caster can partially move their form into the mystic realm, becoming intangible at will during the spell’s duration – an action is required to move into or out of the Mystic realm, and for every action spent in the Mystic realm, there is a progressive 5% chance (1 in 20) of drawing the attention of a being of that ream at the end of the round.
Type: | Defend (L) |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This protective spell is used to aid in a target’s survivability during combat situations. Upon casting at Novice level, the target’s flesh toughens for the duration of the spell, providing 2 points of Physical damage durability and 4 points of Impact damage durability. The Durability modifiers do not stack with similar modifiers, instead taking the higher number. At Expert level, the magic grants an additional Poison immunity for the duration of the spell, though this does not negate the effect of current poisons. Upon reaching Master level, the target also gains Critical Hit immunity for the duration of the spell. When cast, the spherules hover around the target, rushing to and hovering about areas protected by the spell.
Type: | Defend (L) |
Domain: | Create |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: Those with this spell are able to draw upon the incredible forces of the Realm of Air to intensify their physical form. At Novice level, the caster gains a +4 modifier to their Physical Rating (does not stack with natural or worn armor), and an Impact Rating: 11, Magic Rating: 9 (13 against Air magic), and Elemental Rating: 7; the rating plus Basic Hits provides the armor save for the duration of the spell. When additional armor is worn, ratings do not stack, rather the higher rating is used. Upon reaching Expert level, the skill of manipulating these magics grants Knockback immunity in addition to the armor effect. And at Master level, anyone who enters the character’s threat zone suffers a Knockback effect equal in yards to the number of skill points in the tree (Reaction save to negate), that regenerates each round. In addition, so long as the spell is active, the caster has a continuous windblown effect, billowing clothes, hair, etc., that increases in intensity with character rank.
Type: | Defend (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: A defensive spell that the caster may use for personal protection or to protect an ally within range. When cast it creates a protective barrier in the same color as the caster’s focus object that provides frontal cover in a full 90° arc scaled precisely to the individual. When the shield is attacked, the caster is required to make a skill check against the magic skill used to cast it. If successful the attack is deflected in a bright display, however, if the skill check fails the shield shatters dramatically and the attack succeeds – because the shield is directly in front of the protected target, unless they are specifically holding actions to defend, no further defend actions are permitted The barrier moves with the target and always faces front. This shield protects against Physical, Impact, and directed Elemental damage.
Type: | Defend (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: This defensive spell may be used to create an electrical barrier for personal protection or to protect an ally within range. When cast it creates a protective barrier in the same color as the caster’s focus object that provides frontal cover in a full 90° arc scaled precisely to the individual. When the shield is attacked, the caster is required to make a skill check against the magic skill used to cast it. If successful the attack is deflected with an electrical charge, however, if the skill check fails the shield fizzles and the attack succeeds – because the shield is directly in front of the protected target, unless they are specifically holding actions to defend, no further defend actions are permitted. The barrier moves with the target and always faces front. This shield protects against Physical, Impact, and directed Elemental damage.
Type: | Defend (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: Those with this defensive spell are able to create a fiery barrier that may use for personal protection or to protect an ally within range. When cast it creates a protective barrier in the same color as the caster’s focus object that provides frontal cover in a full 90° arc scaled precisely to the individual. When the shield is attacked, the caster is required to make a skill check against the magic skill used to cast it. If successful the attack is deflected in a gout of flame, however, if the skill check fails the shield shatters into embers and the attack succeeds – because the shield is directly in front of the protected target, unless they are specifically holding actions to defend, no further defend actions are permitted The barrier moves with the target and always faces front. This shield protects against Physical, Impact, and directed Elemental damage.
Type: | Defend (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: When cast, a series of stones rise out of the ground to create a barrier of personal protection or to protect an ally within range. When cast it creates a protective barrier in the same color as the caster’s focus object that provides frontal cover in a full 90° arc scaled precisely to the individual. When the shield is attacked, the caster is required to make a skill check against the magic skill used to cast it. If successful the attack is deflected with rocks falling away and reforming, however, if the skill check fails the shield collapses into sand and the attack succeeds – because the shield is directly in front of the protected target, unless they are specifically holding actions to defend, no further defend actions are permitted The barrier moves with the target and always faces front. This shield protects against Physical, Impact, and directed Elemental damage
Type: | Defend (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: This defensive spell is used to create an icy barrier for personal protection or to protect an ally within range. When cast it creates a protective barrier in the same color as the caster’s focus object that provides frontal cover in a full 90° arc scaled precisely to the individual. When the shield is attacked, the caster is required to make a skill check against the magic skill used to cast it. If successful the attack is deflected in a spray of snow, however, if the skill check fails the shield melts away and the attack succeeds – because the shield is directly in front of the protected target, unless they are specifically holding actions to defend, no further defend actions are permitted The barrier moves with the target and always faces front. This shield protects against Physical, Impact, and directed Elemental damage.
Attribute: Constitution
Type: Attack
Time: One Action
Description: This skill is used on a prone target on the ground to cause damage and leave them unable to act. With a successful skill check, the attacker drops bodily onto the target, leading with an elbow, knee, or shoulder, doing physical damage equal to the Strength attribute score plus basic hits, and leaves them stunned. The defender is allowed a base Stamina save to resist the stun effect. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target successfully defends, the attack misses. Regardless of success or failure, both the attacker and defender are prone at the end of this action.
Specialization: None
Attribute: Strength
Type: Attack
Time: One Action
Description: Characters with this skill are able to toss an opponent a short distance. It may only be used on a target that has been grabbed. With a successful skill check, the attacker is able to throw the target a number of yards equal to the number of skill points in Wrestling, causing normal falling damage and landing prone. The defender can use Tumbling or a related skill to avoid taking damage and/or falling prone. If the skill check fails, the character cannot get the leverage to toss the opponent and they get a simple (+4) modifier to break the grapple.
Specialization: None
Attribute: Agility
Type: Attack
Time: One Action
Description: This skill is used to immobilize a grabbed opponent. The hold is applied with a successful skill check, causing physical damage equal to the Strength attribute score plus modifiers. Each hold has modifiers to attacker and defender actions. One action must be spent each round to maintain the hold and this skill may be used to oppose any break or escape attempt, cause damage, or defend against an attack by the target, assuming available actions. The attacker and defender are prone for the duration of the move. If the skill check fails, the move is not applied correctly, and the target gets a simple (+4) modifier to break the grapple.
Specialization: None
Wristlock – twisting the hand to put pressure on the joint; it may be used as a disabling attack (Stamina save) or pain compliance (Morale save).
Modifiers: Apply: +2 Damage: — Save: -2 Escape: +2
Elbowlock – push the wrist and elbow to cause hypertension; it can be used as a disabling attack (Stamina save) or pain compliance (Morale save).
Modifiers: Apply: — Damage: +2 Save: -2 Escape: +2
Shoulderlock – flex the arm away at the wrist and elbow; it can be used as a disabling attack (Stamina save), or pain compliance (Morale save).
Modifiers: Apply: -2 Damage: +4 Save: — Escape: —
Armbar – rotate the arm to put pressure on the wrist, elbow, and shoulder joints; this move is used for pain compliance (Morale save), or as a disabling attack (Stamina save).
Modifiers: Apply: -2 Damage: +2 Save: -4 Escape: +2
Attribute: Strength
Type: Attack
Time: One Action
Description: This skill is used to pick up a foe and drive them bodily onto a surface. It may only be used on a target that is grappled. With a successful skill check, the attacker picks up and drives the target onto an immediately adjacent surface, i.e. the ground, a table, a wall, etc, causing physical damage equal to the Strength score plus the target’s basic hits, and leaves them prone, with a Stun effect – Stamina save to resist. If the skill check fails, the character cannot get the leverage to pick up the target and they get a simple (+4) modifier to break the grapple.
Specialization: None
Attribute: Strength
Type: Attack
Time: One Action
Description: Characters with this skill make violent attacks that cause damage and leave the opponent unable to act. On a hit, the attack does physical damage equal to the Strength attribute score plus modifiers and includes a stun effect. At least one point of damage must be taken, and the defender gets a Stamina save to resist the stun. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target successfully defends, the attack misses.
Specialization: None
Dropkick – jumping up and kick the foe with the soles of both feet
Modifiers: Attack: — Damage: +2 Save: — Escape: —
Elbow Smash – a punching motion, tucking the hand to the chest so the elbow makes contact; or a pivot that swings the elbow back
Modifiers: Attack: +1 Damage: — Save: -1 Escape: —
Headbutt – strike the opponent with the forehead (front) or occipital bone (back), usually in the face
Modifiers: Attack: — Damage: — Save: -2 Escape: —
Stomp – used on a prone target, stamping the foot down on the opponent
Modifiers: Attack: — Damage: +1 Save: -1 Escape: —
Attribute: Strength
Type: Attack
Time: One Action
Description: Those with this skill are able to make damaging moves to specific parts of the body for devastating effects, on targets that have been grabbed. On a hit, the attack does physical damage equal to the Strength attribute score plus modifiers, leaves them prone, and includes a stun effect. At least one point of damage must be taken, and the defender gets a Stamina save to resist the stun. If the skill check fails, the character cannot perform the move.
Prerequsites: The Slam skill and four points in the skill tree
Backbreaker – lift the defender into a horizontal position, face up, and drive them down onto the attacker’s knee or other solid object
Modifiers: Attack: +2 Damage: +4 Save: — Escape: —
Neckbreaker – lift the target, turn them in air and drive the head to the ground or other solid object
Modifiers: Attack: — Damage: +2 Save: -4 Escape: —
Gutbuster – lift the target and slam them onto their back, landing on top with a knee or shoulder driving into the stomach; both the attacker and defender are prone after this move
Modifiers: Attack: +2 Damage: +2 Save: -2 Escape: —
Spinebuster – lift the target and drive downward face first, landing on top of them with a shoulder in their back; both the attacker and defender are prone at the end of this move
Modifiers: Attack: — Damage: +3 Save: -3 Escape: —
Attribute: Constitution
Type: Attack
Time: One Action
Description: This skill is used to apply one of four advanced holds that immobilize targets that have been grabbed. One action must be spent each round to maintain the hold, and this skill may be used to oppose a break or escape attempt, cause damage, or defend against an attack from the target, assuming actions are available. Damaging holds require one action, may be applied up to twice per round, and cause physical damage. The attacker and defender are prone for the duration of the move. If the skill check fails, the target remains in the grapple, but the move is not applied correctly.
Prerequsites: The Joint-Hold skill and four points in the skill tree
Headlock – encircling the target’s head with the arm; it is used as a disabling attack (Stamina save) to keep the target from attacking
Modifiers: Attack: +3 Damage: — Save: — Escape: -3
Hammerlock – pulling the target’s arms behind and bending up the back to disable (Stamina save) or for pain compliance (Morale save)
Modifiers: Attack: — Damage: +2 Save: -2 Escape: -2
Leglock – hyperextending a target’s knee or hip, while leveraging the legs; it is used to disable (Stamina save) or for pain compliance (Morale save)
Modifiers: Attack: -2 Damage: +4 Save: -2 Escape: -2
Ab-Lock – link the arms from behind and bend to stretch and expose the midsection; it is used for pain compliance (Morale save), or to immobilize, holding the target prone until released or broken
Modifiers: Attack: -2 Damage: +2 Save: -2 Escape: -4
Attribute: Constitution
Type: Utility
Time: N/A
Description: Characters with this skill can perform moves from an elevated position with specific attack skills, i.e. Body Drops, Rush Moves, Slam, Smash Moves, Breakers, and Power Slams. Falling damage is applied to the attack, with no damage suffered to the attacker up to a number of yards equal to the number of skill points in the tree. A difficult (-4) modifier is applied to the hit chance, and the total damage that is sustained is considered physical damage to resist. If the fall exceeds the number of points in the tree, the attacker suffers falling damage for the difference in distance. There must be a logical path to the fall without requiring movement beyond what is allowed in the attack skill.
Tactical Use: Make a dropkick attack from a boulder; dive off a wall to clothesline a target, perform a powerbomb from a flying vehicle, etc
Prerequisites: The (E) Rolling Strike skill and eight points in the tree
Attribute: Strength
Type: Attack
Time: One Action
Description: This is a signature fighting style in which the attacker maintains an upright stance with the legs shoulder-width apart and the rear foot a half step back; the dominant fist is held back protecting the body, and the lead fist is held up at eye level. It is a methodical punching technique, using six strikes that have specific attack, damage, and/or critical hit modifiers aimed at vulnerable areas, causing physical damage. The Jab is a quick straight punch with the lead hand; Cross is a powerful straight punch with the dominant hand; Overhand is a dominant hand over-the-shoulder punch with a looping arc; Hook is a semi-circular punch with the lead hand; Uppercut is a vertical rising punch from the dominant hand; Combo is two punches in quick succession. Strikes may be used at will. If the skill check fails or the target makes a successful defend, the attack misses.
Specialization: (Optional) Specific combat style, technique, or system based on roleplay
Strike Att. Dam. Crit.
Jab +3 -1 1
Cross +1 — 1-2
Overhand — +2 1
Hook -1 +1 1-3
Uppercut -2 +2 1-3
Combo -2 +4 1
Attribute: Agility
Type: Attack
Time: One Action
Description: A practiced combat style where the attacker faces forward with the feet shoulder width apart and slightly turned out, both fists are held vertically at waist level in a ready position. It emphasizes focus and control with a combination of punches and kicks that have specific attack, damage, and/or critical hit modifiers aimed at vulnerable areas, causing physical damage. A Heel Jab is an open handed punch with the heel of the hand; a Chop is a quick open-handed, hewing stroke hitting with either the pinky or thumb side of the hand; a Snap Kick is executed by raising the knee, extending the leg to hit with the ball of the foot, and quickly retracting the leg; a Hammer Fist is a multi-directional, hewing stroke that hits with the bottom of a clenched fist; a Jump Kick is executed by kicking one leg forward to gain momentum, and pushing off with other, raising the knee and extending that leg to hit with the ball of the foot; a Spin Kick begins with a tight rotation to build momentum, after which the leg is extended to strike with the shin or the front of the foot. Strikes may be used at will. If the skill check fails or the target makes a successful defend, the attack misses. Only one striking technique may be purchased during character building, additional techniques may be selected as they advance.
Specialization: (Optional) Specific combat style, technique, or system based on roleplay
Strike Att. Dam. Crit.
Heel Jab +3 -1 1
Chop — — 1-3
Snap Kick — +1 1-2
Hammer Fist -2 +2 1-3
Jump Kick -3 +3 1-3
Spin Kick -4 +6 1
Attribute: Agility
Type: Attack
Time: One Action
Description: A fighting style where attackers maintain an upright stance with the dominant leg back, and both fists held vertically in front of the face. This style uses six strikes with specific attack, damage, and/or critical hit modifiers aimed at vulnerable areas, causing physical damage. A Jab is a straight punch with the lead hand; a Cross is a straight punch from the back hand; a Front Kick is executed by lifting the knee and straightening the leg; a Hook is a semi-circular punch thrown with either hand; a Side Kick is a back leg pivot lifting the front leg in a stomping motion; a Circle Kick is a ball of the foot twist, swinging the leg to strike with the front of the foot. Strikes may be used at will. If the skill check fails or the target makes a successful defend, the attack misses.
Specialization: (Optional) Specific combat style, technique, or system based on roleplay
Strike Att. Dam. Crit.
Jab +3 -1 1
Cross +1 — 1-2
Front Kick -1 +2 1-2
Hook -1 +1 1-3
Side Kick -2 +3 1-2
Circle Kick -3 +5 1
Attribute: Agility
Type: Attack
Time: One Action
Description: A vicious combat style with the attacker facing forward, the dominant leg up on the ball of the foot and a step back, and both arms held vertically in front of the head, palms out. It is aggressive with brutal counterattacks, mixing punches, elbows, and kicks aimed at vulnerable areas, causing physical damage. A Pivot Jab is a punch and step-back, without extending the arm; the Straight Punch is a forward strike by rotating the shoulders and hips; a Hook Kick is a side stance strike across the target with the heel; an Elbow Strike is multi-directional and close range, made by stepping into the target; an Axe Kick is made by raising the leg vertically and bringing the heel down onto the target; a Switch Kick is a forward kick made while jumping off the standing leg and rotating the hips in a second, near simultaneous kick. Strikes may be used at will. If the skill check fails or the target makes a successful defend, the attack misses.
Specialization: (Optional) Specific combat style, technique, or system based on roleplay
Strike Att. Dam. Crit.
Pivot Jab +1 +1 1
Straight Punch — +2 1
Hook Kick -2 +4 1
Elbow Strike -2 +3 1-2
Axe Kick -3 +5 1
Switch Kick -4 +6 1
Attribute: Strength
Type: Attack
Time: One Action
Description: A free form fighting style where the attacker assumes a hunched position with the dominant leg a step back, the dominant arm held back, and the lead hand out front. It is technique with minimal shifts using a mix of close-quarter strikes aimed at vulnerable areas, causing physical damage. A Back Fist is quick strike with the back of the knuckles; a Headbutt is a forceful thrust with forehead while stepping into a target; a Hammer Fist is a multi-directional, hewing stroke that hits with the bottom of a clenched fist; an Elbow Strike is multi-directional and close range attack made by stepping into the target; a Bolo Punch utilizes a distracting move with the lead hand and vertical rising punch with the dominant fist; a Haymaker is wild swing where the arm is whipped from the shoulder with a minimal elbow bend. If the skill check fails or the target makes a successful defend, the attack misses.
Specialization: (Optional) Specific combat style, technique, or system based on roleplay
Strike Att. Dam. Crit.
Back Fist — +1 1-2
Headbutt -1 +2 1-2
Hammer Fist -2 +2 1-3
Elbow Strike -2 +3 1-2
Bolo Punch -3 +4 1-2
Haymaker -4 +5 1-2