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Emerald World: Players Handbook

Chapter 1 Core Rules Emerald Hack


Play test Version 001
THE CORE MECHANIC
ABILITIES AS SKILLS AND OTHER USES
Table 1: Abilities as skills (At Character creation chapter there is a list of skills you can buy
advantage using the gift system) (All heroes can try ALL skills)
POWERFUL OPPONENTS, WEAK OPPONENTS
ADVANTAGE & DISADVANTAGE
MOVEMENT & DISTANCE
RANGE
TIME: ROUNDS & TURNS
PLAYERS TURN
INITIATIVE
ATTACKING, DEFENDING & DAMAGE (All Rolls made by Heroes)
Table 2: Monster Damage Table based on HD
HORDES
MINIONS
CRITICAL DAMAGE (Optional Rules: Lingering Effects & Riposte)
LIGHT AND HEAVY WEAPONS
WEAPON DAMAGE
WEAPON GROUPS
Table 3: Weapons by Weapon Groups (L=Light, H=Heavy, M=Medium)
Thoughts about Weapons
ARMOUR POINTS (Damage Reduction & Armour Tolerance)
Table 4: Armour, Damage reduction & Armour Tolerance
Table 5: Shields, Damage Reduction & Tolerance
Notes about Armour & Weapons
OUT OF ACTION
Table 6: Out Of action results roll
DEATH & DYING
RESTING
HEALING
EQUIPMENT
USAGE DIE
ENCUMBRANCE
MAGIC ITEMS
LEGENDARY WEAPONS & ARMOUR (Optional)
SPELLCASTING
CORRUPTION OF MAGIC

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Summary of Spellcasting
SPELL SLOTS (Tables for full and limited spellcasting)
Table 8: Full spellcasting ability (Daily Replenishment)
Table 9: Limited Spellcasting Ability (Every 2 days Replenishment)

Chapter 2 Birth of a Hero/Heroine


Character Creation
Table 10: The Art System
Table 11: Alternate Advancement Table
Talents & Skills System
List of Skills : A fantasy example
Table 12: Example of Skill List on Emerald World
Quick explanation of skills example (Total 18)
Talents List (loosely separated into Themes)
Table 13: Heroic Talents
Table 14: Saving Throws
Table 15: Talent of War
Table 16: Talent of the Divine
Table 17: Talent of the Arcane
Table 18: Talent of Inspiration
Table 19: Talent Of Nature
Table 20: Gift of Aura (WIS or CHA check with daily replenishment. The number of allies
acts a penalty to roll)
Table 21: Racial Paragons
Table 22: Talent Of Gifts (Also Appendix of Gifts will offer more abilities for our heroes)
0 Level Characters
Prepubescence Phase (age from 6 to 11 of Human years)
Adolescence Phase (age for 12-17 of Human years)
Adulthood Phase (age 18+ of Human years)
Character Experience and Advancement
Table 23: Leveling by Adventures or Sessions

Chapter 4: Spell Lists

Arcane Spells
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level

2
7th Level

Divine Spells
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level

Nature Spells
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level

Chapter 5: Equipment
Table 24: Basic Armour & Weapon Equipment Table
Table 25: Example of Equipment with Usage Dice
Hero Sheet

Emerald World: Players Handbook

3
Chapter 1 Core Rules Emerald Hack

Play test Version 001


Welcome to Emerald Hack. Please join us by the fire. The night is cold we have
already start telling our wonderful stories that will keep the night burdens at bay.
The game is based on the successful Black hack and the awesome spin offs of
Sharp Swords & Sinister Spells, Heroic Fantasy and Blue Hack. Also i cant hide
my adoration for Dungeon Questing by Mikael Hassel.
Through these pages you will find the basic rules around the core system like
combat, spellcasting and character creation. Beware there are a couple a choices
that must be made during the playtest sessions. I provided a couple of rules
alternatives at each section. As we play we will check what we like and what we
dont.

THE CORE MECHANIC


Everything a character might possibly attempt that could result in consequential
failure is resolved by rolling against one of your stats. In order to successfully roll
against a stat, you must roll below the stat on 1d20 (e.g. a character rolling against
DEX 12 succeeds on a roll of 1-11).
Creatures and non-player characters (NPCs) dont make stat rolls your
character must avoid their attacks by making an appropriate stat roll. The only
time a creature or NPC (i.e. the referee) would roll is when the result of a roll
would not be immediately obvious to your character.

ABILITIES AS SKILLS AND OTHER USES


Although there is not a extensive skill list here are a few examples to facilitate
storytellers and players alike during the session.

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Table 1: Abilities as skills (At Character creation chapter there is a list of skills you
can buy advantage using the gift system) (All heroes can try ALL skills)

Strength Melee, Climb, Jump, Breaking things

Dexterity Missile, Open locks, disarm traps, clandestine skills (Thievery)

Constitution Alcohol Tolerance, Swim, Recover, Stamina & Endurance

Intelligence Lore & Knowledge skills, Arcane Spell casting

Wisdom Resist deception and illusion, Art, Perception, evaluation and Sanity

Charisma Communication, Charm, Persuasion

ALLURE: A NEW DERIVED ATTRIBUTE


Allure is a measure of the physical attractiveness of a character, removing this
aspect from the Charisma Score. Allure can be tested to gain Advantage when
making CHA tests to influence or impress others. A failure means Disadvantage
on the CHA test.

An Allure value is generated by taking the average of STR, CON, and CHA, and
adding or subtracting modifiers if any.

There are some situations where having a high allure can be disadvantageous,
such as; tempting to blend into a crowd, or dealing with non-player characters
that view beauty as a sign of weakness. A successful Allure test in these situations
would cause the character to be at Disadvantage.

Monster characters are considered to have much lower Allure among humans
and demihumans. Because Allure is a derived attribute, it can increase over time as
STR, CON, and CHA increase, or through other, usually magical, means.

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POWERFUL OPPONENTS, WEAK OPPONENTS
For every creature hit dice (HD) or NPC level above your characters level, add
+1 to every stat roll you make to determine the outcome of a conflict between
you.

For example, your 3rd level character defending against a 5 HD creatures attack
would add +2 to all rolls, both to avoid being hit, and to increase any damage
sustained if your character is hit.
For opponents weaker than your character, the opposite rule applies.

ADVANTAGE & DISADVANTAGE


A referee may decide that a particular course of action or task has a higher or
lower chance of success, and ask you to roll an additional d20 when making a stat
roll. With advantage the lower result is used; with disadvantage, the higher. Also a
number of abilities (gifts) offer Advantage or Disadvantage.

MOVEMENT & DISTANCE


Emerald Hack uses 4 abstract ranges for measuring distances: close, near, far, and
distant. On your turn your character can move/shift one zone i.e from close to
nearby as part of an action, performing that action at any stage of the move.
Anything beyond far can be classified as distant, and takes 3 actions to get to.

RANGE
For converting movement rates or measures from other publications (for missile
or spells ranges or areas of effect), use the following as a guide:

Close: 0-5 feet


Nearby: 5-60 feet
Far Away: 60-120 feet
Distant: Beyond 120 feet

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TIME: ROUNDS & TURNS
There are 2 important types of tracked time rounds and turns. Rounds are used
during combat and fast-paced scenes of danger, and turns are used when
exploring and adventuring. A referee may advance the clock as appropriate,
substituting hours, days or even months as desired.

PLAYERS TURN
During your turn your character may perform an action (or move somewhere near
and perform an action). You could attack, look for a clue, talk with an NPC, cast
a spell interacting with the game world in such ways is an action. Often you must
roll against your stats to determine the outcome. You can move only between two
adjustment ranges i.e. from close to nearby/ nearby to far or vice versa.

INITIATIVE
When combat breaks each hero must roll a DEX check. If you are successful you
act before you adversaries. If not, monsters play first. Feel free to take any
strategic decisions as to who of the heroes will play first, second and so on.
Powerful Opponent & Weaker Adversaries rule applies normally.

ATTACKING, DEFENDING & DAMAGE (All Rolls made by Heroes)


To make a melee attack an opponent must be close. Ranged attacks at close or far
range suffer disadvantage, and are not possible at distant range.

When your character attacks, you must make a STR roll for a melee attack or a
DEX roll for a ranged attack. When someone attacks your character, you must
make a STR roll versus a melee attack and a DEX roll versus a ranged attack to
avoid taking damage, adding the opponents HD to the roll (Powerful and Weak
Opponents; see above).

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The damage dealt depends on character class or creature HD. Creatures normally
deal damage based on their HD as shown on the table below (but note that some
creature attacks use the damage rolls given in the creature listings instead).
Creatures have 1d8 hit points per HD.

Table 2: Monster Damage Table based on HD

HD Damage HD Damage

1 1d4 8 3d6

2 1d6 9 2d10

3 2d4 10 1d10+1d12

4 1d10 11 2d12

5 1d12 12 3d10

6 1d6+1d8 13 3d10+2

7 2d8 14 3d10+4

HORDES
Monsters will often attack as a horde, seeking to surround and overwhelm
opponents with numbers. When acting as a horde you can simplify how to handle
the situation and minimise die rolls. Use these optional rules to handle a horde:
A maximum of 4 monsters of human size can attack a character at once.
For a mixed group of Monsters pick the one with the highest HD for the
Powerful Opponent Rule.
Make one Defence roll for the whole Horde. Add +1 to the die roll for
each opponent after the first attacking.
Hordes inflict damage by taking the highest HD monster as base damage
and then increase the damage die one step for each monster after the first.

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To attack a horde, treat it as one target. Add +1 to the die roll for each
opponent after the first in the horde. Roll damage as usual and choose
which of the horde are affected.

MINIONS

On the other hand there would be times when our heroes clash with numerous
monsters in their way to the vile boss of the dungeons. In that manner rules of
minions can apply.
It can be used in conjunction with Hordes & Powerful Opponent rules but
it better stand as its own
Each monsters has 1 HP and when a hero kills one he can make a free attack
to a maximum attacks equal to his level
All monsters deals just 1 point of damage per successful attack

CRITICAL DAMAGE (Optional Rules: Lingering Effects & Riposte)

If you roll a 1 when making an attack, double the result of the damage dice roll. If
you roll a 20 against an incoming attack, double your opponents damage dice
roll.

Optional: Lingering Effects. When you roll a 1 you inflict double damage and
your next attack rolls is with advantage. On the other hand when rolling 20 you
receive double damage and disadvantage to your next attack.
Optional: Riposte. If a character rolls a 1 on a defense test in melee combat, they
gain an immediate free counterattack.

LIGHT AND HEAVY WEAPONS


Light weapons, i.e. daggers, are easy to use but cause less damage. You subtract 1
when rolling to attack & damage with them. Also you can use a shield

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Medium Weapons, i.e long swords, battle axe. Also you can use a shield.

Heavy two-handed weapons (greatsword, halberd, flail, maul, war mace, polearm,
and heavy crossbow), as well as lance, add +2 to any dice rolled with them; both
attack & damage. You can not use shields

WEAPON DAMAGE
There is no separate table for the damage each weapon can inflict as damage is
based on each separate class.

WEAPON GROUPS
Although weapon damage is based on each hero and not per weapon type, you
still opt to make a selection of weapon groups. Apart from the aesthetic reason,
weapons still get a few benefits especially if they belong to light or heavy type.
Below follows a table in which we have separated each weapon by group & type.

Table 3: Weapons by Weapon Groups (L=Light, H=Heavy, M=Medium)

Weapon Group: Weapon Group: Bow Weapon Group: Weapon Group:


Simple Crossbow Hammer
Gauntlet (L) Short Bow (L) Hand Crossbow (L) Light Hammer (L)
Dagger (L) Long Bow (M) Light Crossbow (M) Warhammer (M)
Staff (M) Composite Bow (H) Heavy Crossbow (H) Maul (H)
Knife (L)
Club (M)
Sling (L)
Sickle (L)
Pitchfork (M)

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Weapon Group: Maces Weapon Group: Weapon Group: Spear Weapon Group: Swords
Polearms
Light Mace (L) Glaive (H) Spear (H) Scimitar (M)
War Mace (H) Guisarme (H) Javelin (L) Short Sword (L)
Morningstar (M) Halberd (H) Trident (M) Long Sword (M)
Lance (H) Khopesh (L)
Claymore (H)
BroadSword (M)

Thoughts about Weapons


Under those rules weapons tend to fade in the background of the story as the
only quality we can trace is that of Light or Heavy. Personally i will allow any
melee one handed weapons to be used with 2 hands. Immediately the weapon will
fall under the rules of a Heavy Weapon.

ARMOUR POINTS (Damage Reduction & Armour Tolerance)


Damage from each hit is reduced by a number of armour points (AP):
Gambeson (1 AP) Leather (2 AP) Chainmail (3 AP) Platemail (4 AP). Shields are
used only as a defence item offering bonus to STR or/and DEX when blocking.
Also there is Usage Die after each battle for all armor types.

Table 4: Armour, Damage reduction & Armour Tolerance

Armor Types Damage Usage Armour


Reduction Die Tolerance

Gambeson (Cloth Armour) 1 D4 1

Leather/Studded leather/Hide (Light) 2 D6 2

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Chain mail/Scale Mail/Breastplate (Max DEX for 3 D8 3
Defence roll 15) (Max INT & WIS for Arcane &
Nature magic respectably 15) (Medium)

Plate & Mail (Max DEX for Defence roll 12) (Max 4 D10 4
INT & WIS for Arcane & Nature magic respectably
12) (Heavy)

Table 5: Shields, Damage Reduction & Tolerance

Shield Types Bonus to Usage Die Shield


Defence Tolerance

Buckler (Also you can yield a light items like a STR +1 D4 1


torch or a symbol)

Normal STR +1 D6 2

Tower STR & DEX +1 D8 3

Armour Tolerance: After an encounter that a character was attacked and used the
armour to reduce damage must roll an UD. If you roll 1 or 2 tick one box of
armour tolerance. If all the boxes are ticked and you fail at another UD the
armour is been destroyed.

Repairing a destroyed Armour or Shield: Total cost is half the price


Repairing a Damaged Armour: 10% of total price per armour of tolerance ticked
Maximum 15 for Medium Armour affects: DEX for Defence, INT for
spellcasting (Arcane/Nature), STR, DEX & CON for all skills.
Maximum 12 for Heavy Armour affects: DEX for Defence, INT for spellcasting
(Arcane/Nature), STR, DEX & CON for all skills.

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Notes about Armour & Weapons

The available armours and Weapons a hero can use is depended on the Gift
System during the character creation.
Equipement chapter holds all the above details
Minimum damage of a successful attack is always 1.

OUT OF ACTION

When your character is reduced to zero hit points (HP), you are taken out of
action (OOFA) your character is unconscious and cannot take any actions.
When the fight is over or you are out of danger, you can roll on the table below
to see what happens. If you survive, your character regains 1d4 HP.

Table 6: Out Of action results roll

1d10 Roll Result

1 Returned from Death - Come round inspired and at an advantage on


all tests for the next hour.

2-3 KOd Just knocked out.

4 Fat Head Disadvantage on all rolls for the next hour.

5 Cracked Bones STR, DEX and CON are at 2 for the next day

6 Crippled STR or DEX is permanently reduced by 2.

7 Disfigured CHA reduced to 4.

8-9 Dead - Not alive anymore but spirit is at rest.

10 Undead - Not alive but the spirit is restless and will return as a ghost

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or raise the corpse as a hungry undead with HD equal to characters level unless buried
with the full appropriate rites.

DEATH & DYING


If the party loses the fight or is unable to recover the body of your character, its
time to roll up a new one!

RESTING
After resting overnight, you may roll the hit die associated with your characters
class and regain that many HP. If a hero rolls a successful Healing check double
resting HP.
Spell casters also recover any expended spell slots (Full Spellcasting rules) by
studying their books for an hour after an overnight rest (assuming they have
access to their books).

HEALING
Characters can also regain HP from spells, potions, or other magic items.
You can never gain more than your characters maximum HP, nor can you ever
go below zero HP.
When healing a character who is OOFA, just start at zero and count up. That
character is now back in action, and no longer OOFA.

EQUIPMENT
Every new character starts with a set of clothes & Light Armour and one weapon
of choice. They also get 3d6 x 10 silver pieces (sp) with which to buy additional
equipment from the table on the following page.

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USAGE DIE
Any item listed on the equipment table which has a usage die (UD) is considered
to be a consumable item. When that item is used the next turn, its UD is rolled. If
the roll is 1-2 then the UD is downgraded to the next lower die in the chain:
d20 > d12 > d10 > d8 > d6 > d4
When you roll a 1-2 on a d4 UD, the item is expended.

ENCUMBRANCE
A character can carry a number of items equal to their STR with no issues.
Using a backpack allows an additional 3 extra items (1 being the backpack itself)
to be carried with no effect. Carrying over this amount means you are
encumbered and all stat rolls are taken with disadvantage you can also only ever
move to somewhere nearby. You cannot carry more than STR x 2.

MAGIC ITEMS
Magic items include things like potions, rings, wands, and a host of miscellaneous
objects like potions of healing, crystal balls, flying carpets, and so forth. These
can be taken directly from published games or adventures, or invented
specifically by the referee. Magic items should be unusual and individual, and may
not always be safe for the user or bystanders.
If a player character magician or cleric wants to create a magic item, the referee
should cooperate and decide what ingredients, components, and difficult quests
are required to do so. Never say no to an interesting idea!

Weapons and Armour are entirely different story and cannot be created by magic
users. Using the rules form The Heros Journey these items fall under the rule of
Legendary Points.

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LEGENDARY WEAPONS & ARMOUR (Optional)
Rolling a natural 1 when attack or defend your weapon or armour respectively
gains 1 legendary point. From the The Heros Journey Core Book:

When a weapon accumulates five Legendary Points it ceases to be a mundane weapon and
becomes a +1 magical weapon. If any of those Myth Points were earned achieving the killing
blow on a monster, the weapon becomes a bane to that type of creature. This could mean
goblin-bane, dragon-bane, spider-bane, or any other type of appropriate creature. The
storyteller has the final say over whether the creature type is appropriate to the weapon or not.
Weapons with the Bane quality ignore the Reduction Value against that type of creature. At
the storytellers discretion a different enchantment may be substituted instead of the bane
effect.

If a weapon earns five additional Legendary Points it becomes a +2 weapon and gains a
minor magical ability. This is typically the ability to detect a specific kind of creature within
120 feet or allow the wielder to cast a 1st level Wizard or Cleric spell once per day.

Finally, if a weapon manages to earn a total of fifteen Legendary Points it becomes a +3


weapon and gains an additional quality, depending on the race or class of the wielder. This
can include exceptionally powerful abilities like extra attacks in a combat round, an increase to
Overall Damage Reduction or advantage when checking for wear (or immunity to wear
canceling the effect of UD), immunity to both magical and mundane fire or a bonus to Saving
Throws against broad effects like magic spells. The referee is encouraged to develop specific
abilities based on the events of their individual campaign and the personality of the wielder.

SPELLCASTING
Spellcasters have the ability to cast spells that are chosen from their appropriate
spell list (depending on which Gift they choose). All casters have a tie in ability
usually INT and WIS. They can cast any spell they know by reading from their
spellbook/holy text/music, or can memorize a number of spells equal to their
Level and cast those without them. Write them down, these are the spellcasters
spells for the day.
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They have a number of 'spell slots' they can cast each day - as shown below.
These represent a magic user's 'energy' and the taxing nature of casting spells
over a long period. When they run out of spell slots, they cannot cast any more
spells. Once a spell is cast the character must test their WIS/INT adding the
spell's level to the roll. If they fail then they reduce the number of 'spell slots'
corresponding to the spell level just cast by 1. When a memorized spell is cast it is
not forgotten. If there remain spell slots for the level of spell, the memorized
spell can be cast again.

After roughly 8 hours rest, the number of 'spell slots' a character has refreshes to
its maximum. If you are adapting a spell from a traditional OSR or original era
game that calls for a creature to make a save, then instead the spellcaster must test
their INT or WIS - to see if the magic cast was powerful enough to overcome
their defenses (remember the s Powerful Opponents rule).

CORRUPTION OF MAGIC

There are 2 ways for magic users to get corrupted using magic:

Option 1: On a natural roll of 20 at appropriate spellcasting check you get to roll


2d6 and check the table below

Table 7: Corruption of Magic


Corruption Die 2d6 Effect

2-4 Spell Slot drain: The spell is cast normally by its cost is doubled.

5-6 Spellburn : The mage loses Health equal to 1d4 per Spell Level

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7-8 Backlash: The shock of the mishap leaves the mage unable to cast any spells
for the rest of the encounter or for 1 hour for out of combat situations

9-10 Misfire: The spell effect occurs, but targets an ally rather than an enemy (or
vice versa) or has the opposite of the intended effect (healing rather than
harming, or vice versa). The GM determines the particulars of the misfire.

11 Lost in the Darkness: The mage falls into a trance, their spirit lost in the
depths of the Darkness of its Eyes for 2d6 minutes. The mage is helpless during
this time and vulnerable to a coup de grace.

12 Knocking on something Door: As Lost in the Darkness, except the mage


must also make a WIS Saving Throws every two minutes to avoid being
possessed by a demon and becoming an abomination, so the longer the
mages spirit wanders the Darkness the greater the risk. The spell level x2 acts
as HD equivalent for the Powerful Opponents rule. A Player Character who
becomes an abomination falls under the GMs control; the player must
make a new character or it can serve as a new quest ;-)

Option 2: Instead of losing a spell slot when a failed spellcasting roll is made you
can opt to keep the slot for the rest of the day. Storyteller then gets the chance to
provide a side effect of the magic based on spells level and description. If both
options are been used we must highlight that the 1st option must hold more severe
penalties for the unlucky heroes.

Summary of Spellcasting

Roll d20 below INT or WIS for a successful spellcasting and keeping
your spell slot
You gain 1 penalty for each spell level you try to cast
If the spell allows for a Test/Saving Throw add any bonus or penalties
according to Powerful opponent & weaker adversaries rules
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If you fail you roll you lose your spell slot or ask from Storyteller for a
complication based on the spell cast
If you roll a natural 20 on d20 you roll 2d6 and consult the Corruption of
magic table (see above)

SPELL SLOTS (Tables for full and limited spellcasting)

Note: columns are spell slot levels, lines are character levels

Table 8: Full spellcasting ability (Daily Replenishment)

Levels 1 2 3 4 5 6 7

1 1

2 2

3 3 1

4 3 2

5 4 2 1

6 4 3 2

7 4 3 2 1

8 4 3 3 2

9 4 3 3 2 1

10 4 3 3 2 2

11 4 4 4 3 3 1

12 4 4 4 4 4 2 1

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Table 9: Limited Spellcasting Ability (Every 2 days Replenishment)

Note: columns are spell slot levels, lines are character levels

Levels 1 2 3 4

1 1

2 2

3 2 1

4 2 2

5 3 2

6 3 2 1

7 3 2 2

8 3 3 3

9 3 3 3 1

10 3 3 3 1

11 3 3 3 2

12 4 3 3 2

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Chapter 2 Birth of a Hero/Heroine

Some will call it a curse and some other a blessing; but i have two distinguished
and totally different gaming groups (lucky me). The first group, which is called
Youth Gone Wild, prefers the structural approach to leveling. They do enjoy to
have options in a more strict leveling process. My other gaming group is called
OSR ladies and as the name dictates they prefer everything old. All my effort at
Emerald Hack is based to bridge these 2 groups. Of course i believe that bridging
the two schools of thought is something undoable that's why i decide to offer 2
different and distinct system for character creation based more less to the familiar
fantasy tropes.

The first system is based on talents and the other is based on Gifts (point buy
system) which you can check at Appendix 3.

Ok time to grab a piece of paper & a few dices.

Character Creation
Stats are generated by rolling 3d6 in the following order: strength (STR),
dexterity (DEX), constitution (CON), intelligence (INT), wisdom (WIS),
charisma (CHA. If a stat of 15+ is rolled, make it 15 as its the maximum
during character creation. Once all stats are generated, any 2 stats may be
swapped around to modify your character to your personal preference.
Choose a Race (more to come at later time)
Pick among the Art of War, Magic, Faith & Clandestine
Write down your first abilities based on the chosen Art
At 1st level you select 2 Talents (Humans). If you are a non human you
chose 1 Talent of your choice and the specific racial talent

So at 1st level Heroes must choose between the 4 Arts: Art of War, Art of Magic,
Art of Devotion & finally Art of Skillful.
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Art of War: Based on archetypes of warrior, fighter, barbarian. Ranger,
paladin, monk, warden etc
Art of Magic: Based on archetypes of magic-user, wizard, sorcerer,
warlock, witch etc
Art of Devotion: Based on archetypes of cleric, priest, healer, druid,
shaman etc
Art of Skillful: Based on Archetypes of rogue, thief, acrobat, bard,
thespian, gleeman, tomb raider, politician etc

Table 10: The Art System

Art of War Art of Magic Art of Devotion Art of Skillful

HD=d8+4 starting HD=d4+4 starting & d4 per HD=d6+4 starting & d6 HD=d6+4 starting &
& d8 per level level per level d6 per level

Damage Die: d8 Damage Die: d4 Damage Die: 1d6 Damage Die: 1d6

Armour & Shields: Armour & Shields: None & Armour & Shields: Up till Armour & Shields:
ALL no Shields medium (Chainmail) and Up till leather and
buckler shields buckler only

Weapons= Simple Weapons= Simple Weapons= Simple & Weapons= Simple &
& chose 3 more Choose 1 more Weapon Choose 2 more
Weapon Groups Group Weapon Group

Acquired Acquired Talents/Skills: Acquired Talents/Skills: Acquired


Talents/Skills: Arcane Initiate (Limited Choose between Touch of Talents/Skills: Pick 3
Also pick a skill as spellcasting ability). Also Divinity or Nature Skills you roll with
Gift of Skill. pick a skill as Gift of Skill. Touched (Limited spell advantage at those
casting for Divine or (as per Gift of Skill)
Nature based magic). Also
pick a skill as Gift of Skill.

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Table 11: Alternate Advancement Table

Level Talent/Skill Other Notes

1 Pick your heros ART and write down each abilities, -


Pick any Talent 2 (Humans) or 1 (Non Humans) & 1
Racial Talent.

2 Gift of Skill (Pick a skill you roll with advantage) Every time you level up
after the 1st you pick 2
3 Talent
attributes and you roll to
4 Gift of Skill see if there is an
increasement. All non
5 Talent humans pick only one
6 Gift of Skill

7 Talent

8 Gift of Skill

9 Talent

10 Gift of Skill

11 Talent

12 Gift of Skill

Talents & Skills System


The talents & skills system are a series of abilities that can help players to
customize their heroes. Also you can forego the skill choice and take a weapon
group instead i.e axes, swords, bows/crossbows or bludgeoning. Heroes of any
Art can pick any talent but there a few exceptions which can be view at the table
below:

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There are numerous ways to increase your damage die step but the
maximum is d12
Only heroes who follow the Art of Magic & Devotion can be Full
Spellcasters (see spellcasting rules). All others can obtain magic using
talents but they always will be under the limited spellcasting rules. When
you pick Art of Magic or Art of Devotion you gain limited spellcasting;
at any given level you can spend a Talent to upgrade to full spellcasting
ability.
The maximum HD a hero can have is d12
Every Talent must be used under permission of each storyteller as each
ability must be in align to his/her story
Some Talents can be taken more than once during Heros career. Those
will be noted with * after the name of the talent
Just a reminder that every hero can try ANY skill
Humans at 1st level can not take any Talent twice.
All heroes start with: Simple Weapon Group & any other weapon group
of choice depending the Art chosen. You can spend a Gift of Skill in
order to get a new Weapon Group
A few Arts may allowed to chose further Weapon Groups
You can exchange one Talent for one Gift of Skills but not vice versa.

List of Skills : A fantasy example

Table 12: Example of Skill List on Emerald World

Strength Dexterity Constitution Intelligence Wisdom Charisma

Athletics Acrobatics Endurance Arcana Insight Deception

Thievery Concentration History Heal Intimidation

Stealth Religion Perception Performance

Dungeoneering Survival Persuasion

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Quick explanation of skills example (Total 18)
Acrobatics: Balance, escape, stunts, reduced falling damage
Arcana: Arcane Lore & Monster Lore
Athletics: Climb & Jump
Concentration: You must make a Concentration check whenever you might
potentially be distracted (by taking damage, by harsh weather, and so on) while
engaged in some action that requires your full attention
Deception: In other words; Bluff
Dungeoneering: Underground Survival & Find Tracks. Monster Lore
Endurance: Endure thirst, hunger, extreme weather conditions, Swim & Run,
Alcohol Tolerance
Heal: First Aid & treat diseases/poison
History: Knowledge & Lore
Insight: in other words; sense motive
Intimidation: self explanatory
Perception: Search, Spot, Listen, Find Traps & Follow Tracks (Both for Survival
& Dungeoneering Checks)
Performance: the art of the arts
Persuasion: Diplomacy & Bargaining; social contests
Religion: Deities & Rituals. Monster Lore (usually outsiders or extraterrestrial)
Stealth: Move Silently & Hide in Shadows
Survival: Natural Creature Lore, Foraging, Handle Animal, Find Tracks
Thievery: Open Locks, Pick Pockets, Sleight of Hand & Remove Traps

Push you Luck (Optional Rule)


Sometimes heroes will try to push their luck to edge, giving them a second chance
to success in a skill check or attack check. If the storyteller allows the 2nd attempt
then there will be a major complication tied down to heros action.

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Talents List (loosely separated into Themes)

Table 13: Heroic Talents

Talent Name Short Description

Talent of the Hero* Increase your HD by one step. If you get this ability on later progression
just add +2 HP per level.

Talent of Damage* Increase your Damage Die one step (The maximum Damage Dice a hero can
have is d12)

Talent of Choose an attribute among the core six. You gain advantage when you roll a
Avoidance* saving throw to resist the specific condition

Talent of Armour & Increase your armour & shields allowance by one step i.e. from None-
Shields* Gambeson-Light Armour-Medium Armour-Heavy Armour (Penalties
apply to armour medium or heavier). For Shields: Buckler-Medium-Tower

Talent of Choose one pet companion and create some statistics for them. The
Companion Companion has HD equal to your level/2 round up (maximum 6th level at
Nature/Familiar/ heros 12th level and will increase HD as you increases level. Testing for
Fan/Devotee/Squire Attacks and Defence on a base of 8 + Familiars Level. In addition to the
/ Bonded Mount etc abilities of the companion, they also regain HP when you rest. If a familiar is
killed the you immediately take 1d4 damage per pet level due to the loss.
Another familiar can be attuned when gaining another level or after a full
session of play.

Racial Talents Short Description (You can take this talent only at 1st level or at young age
if you are using 0 level heroes)

Dwarven Talent Darkvision; advantage to detect slanting passages, shifting walls, traps, new

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construction (WIS roll); Advantage on Poison Saving Throws

Elven Talent Darkvision; advantage to detect secret doors (INT roll); immune to ghoul's
paralytic touch; reverie

Halfling Talent Advantage to avoid being seen in woods or undergrowth (DEX roll);
advantage on stat rolls against Fear attacks; advantage on agriculture

Eluan (Half elf) Low light Vision; advantage to detect secret doors (INT roll); You can use
Talent your Perception Skill in order to locate magical gates & Portals

Tiefling Talent Darkvision; Baelfire, at 1st level and every 3 levels you can cast Baelfire to a
maximum 5 times at 12 level. You inflict 1d4 damage per level. After using
Baelfire you have disadvantage to all rolls for 1 round

Gnomes Talent Once per day, a Gnome can automatically succeed on a WIS test to
disbelieve an illusion. Darkvision. All illusion spells are cast at +1 Level

Darothian Orcs Once per day, a Darothian Orc can automatically succeed on a STR test to
Talent avoid physical harm that cannot be dodged. Low light vision

Table 14: Saving Throws

Attribute Saving Throw

Strength Petrification & Polymorph

Dexterity Traps, Rod, Staff, Wand & Rays

Constitution Breath Weapon, Poison

Intelligence Spell (except the ones below)

Wisdom Charm, Confusion & Fear

Charisma Personality Change, change realm of


existence

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Table 15: Talent of War

Talent Name Short Description

Weapon Mastery Pick a Weapon Group; If you dont move, you can
make a number of attacks in a round of your weapon
group of choise equal to his level minus the highest HD
of the creatures he is engaged in combat with. So, if he
is a 5th-level character and is in combat with two 1 HD
bandits and a 3 HD crime lord, he can make 2 attacks.

Second Wind Twice per day, whilst in combat, a hero can regain d6
lost HP. At 4th Level regain 2d6, at 8th Level regain
3d6 HP and finally at 12th regain 4d6. This is a free
action

Precise Strikes Pick a Weapon Group; If the Attack roll with your
weapon group of choice is equal to or less than half
your level (roundup) increase the damage die by one
step (If you use the optional rule Higher is better if you
roll equal or greater than 20- your level/2 round up,
Precise Strikes procs)

My Armour is Precious Roll with Advantage when testing the Armour Usage
Die

Bane of my favourites* Increase the damage die by one step when fighting a
chosen type of adversary (examples like orcs, goblins,
undead, demons and devils) to a maximum of d12.

Berserker ( Lady of the Red Whilst in this killing frenzy all rolls to attack and any
Mist) tests to move towards an enemy are at an advantage and
all other die rolls, including to defend, are at a

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disadvantage. The attack damage die is increased one
step whilst berserk. A successful WIS test is required to
withdraw from the frenzy. This can be attempted every
Moment. Whilst in the frenzy the barbarian will move
with all haste to find more enemies to kill

Improvisation Master/Martial Improvising or unarmed damage is normally 1 point of


Artist* damage per attack. For each gift point spent raise the
damage die by one to maximum d8 (3 Talents)

Dash As a free action once per encounter you can move


really fast between distances.

Table 16: Talent of the Divine

Name Description

Touch of the Divinity (Limited You can cast Priest spells under the normal rules, that of spell
Spellcasting ability) slots. You checking using your WIS score to keep/lose your
spell slots. Those slots replenish every two days. If you
belonged to Art of Devotion you gain full spellcasting
instead.

Channel Divinity You can spend an action to banish all Nearby undead by
testing your WIS score and adding the creature's HD to the
roll

Table 17: Talent of the Arcane

Name Description

Arcane Initiate (Limited You can cast Wizard spells under the normal rules, that of

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spellcasting ability) spell slots. You checking using your INT score to keep/lose
your spell slots. Those slots replenish every two days. If you
belonged to Art of Magic you gain full spellcasting instead.

Inherent magic* You gain a spell like ability. The ability must match the
capability of 1st or 2nd Level. Each time you pick up this
talent you gain another spell equal to 3rd or 4th level and
finally at third time a spell of 5th or 6th level. If the
storyteller decided to imply a limit use per day, you can cast
the spell once per 3 levels at your current level.

Specialist* Each time you pick up this Talent you choose 2 spells which
you roll with advantage. On the other side you must pick 2
other spells; you roll with disadvantage when using the later
spells

Savant/Sorcerer/Warlock variant You must already possess the ability to cast spells via limited
or full spellcasting. Each time you cast a spell you can choose
to sacrifice 1d4 HP per spell level. The spell you are trying
are maximized (range, effect, damage, healing etc) Also you
roll with advantage to keep the spell slot of the maximized
spell

Table 18: Talent of Inspiration

Name Description

Inspiration* Gain a 1d6 Inspire Usage Die. As an action a nearby individual


or group can be inspired. At any point during that scene the
inspired characters can choose to make one test at an
Advantage. Roll the Usage Die after each inspiration. The
UD refreshes after 8 hours sleep. Each time you pick up this
talent raise your inspiration die by one step to a maximum of
d10 (using 3 Talents total)
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Legend Lore Once per day, usually at the end of of each gaming session,
you can go for lore hunting. Usually gathering information
outside at the streets or inside a library. Its up to the
storyteller to come up with a new lore either true or false.
Storytellers can use this mechanic in order to provide new and
exciting adventures

Table 19: Talent Of Nature

Name Description

Nature Touched You can cast Nature/Druidic spells under the normal rules,
that of spell slots. You checking using your WIS score to
keep/lose your spell slots. Those slots replenish every two
days. If you belonged to Art of Devotion you gain full
spellcasting instead.

Assimilation of Nature Attunement to nature allows you to shapeshift into a natural


animal. Starting at 1st level you can change back and forth 2
times per day with additional times at 4th, 8th & 12th; At each
shift you gain 1d4 lost HP. Storytellers are encouraged to offer
circumstantial benefits according to the type of the animal.
Usual bonus includes Advantage to Perception, Tracking,
Running, Hide, Stealth, better visional abilities etc. You retain
the same Attributes and Stats of their human form.

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Table 20: Gift of Aura (WIS or CHA check with daily replenishment. The
number of allies acts a penalty to roll)

Name Description

Aura of Valour You and your allies receive a +1 bonus on damage rolls for
every three hero levels, to a maximum of +4 at 12th level. The
number of rounds are equal to your level.

Aura of Devotion You and your allies receive a +1 deflection bonus to Defence
roll for every three hero levels, to a maximum of +4 at 12th
level. The number of rounds are equal to your level.

Aura of Healing You and your allies gain 1 HP per round. For a number of
rounds equal to your level (12HP)

Aura of Retribution Any creature that deals damage with a melee attack to you or
one of your allies takes 1d4 points of damage, +1 point for
every three hero levels, to a maximum of +4 at 12th level. The
number of rounds are equal to your level.

Aura of Resistance Choose a damage source (metal, wood, fire, water, holy etc).
You and your allies gain damage reduction equal to 1 per three
levels to a maximum of +4 at 12th level. The number of rounds
are equal to your level.

Aura of Spells Whenever you or one of her allies casts a spell while within the
aura, you make a WISDOM check. If successful the caster roll
with advantage in order to keep or lose the spellslot. The
number of rounds are equal to your level.

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Table 21: Racial Paragons

Racial Paragons Short Description

Dwarf Resilient: Once per day a dwarf gains a 1d4 Usage Die of natural armour.
(HammerDome) This can be used at will and reduces damage by the total rolled. On a 1-2 it
reduces that much damage and depletes to a d4. The natural armour die is
fully restored at the beginning of each day.

Dwarf (Outlanders) Gain Advantage when Trading, Bargaining & Appraising.

Elf (Shadow) Male shadow elves roll at an Advantage when trying to keep their Arcane
spell slots (INT). Female Shadow elves roll at an Advantage when trying to
keep their Divine spell slots (WIS)

Humans Somehow humans have dominated the lands. This may be partly down to
their inherent viciousness and e quick witted Guile. Gain a d4 Guile Usage
Die. If you choose to use your Guile then roll at an Advantage for the next
Test and then roll the Usage Die. Your Guile runs out on a 1 or 2. The Guile
Die is restored after sleeping 8 hours.

Elf (Free) Immunity to any movement hinder effects

Elf (Eclipse) You gain advantage when fighting either with bow or long sword. Add also
these weapon to class weapons list

Elf (Twilight) Gain Inspiration die of d4 like the Talent of Inspiration. If you already
possess the inspiration die ability increase the die by one step (d8)

Halfling Sherif: Halflings have a natural affinity with the earth, plants and healing.
All agricultural based tests and healing tests are rolled at an Advantage.
Halflings have low-light vision. They retain the ability to distinguish colour
and detail under these conditions out to Nearby.

Eluan You can activate magical portals & gates with a successful check. Choose
between INT, WIS or CHA for the roll.

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Tiefling All hell broke loose: Increase your Baelfire ability one damage die to d6.

Gnomes Once per day you can use: Blur, Mirror Image, Phantasm & Disguise self

Darothian Orcs Once per day you can use: Berries, Predict Weather, Barkskin & Speak with
animals

Table 22: Talent Of Gifts (Also Appendix of Gifts will offer more abilities for
our heroes)

For can spend a Talent point to gain a unique like spell ability. Although we have already covered
the most cases by the Inherent magic some will need to create something unique. Consult with your
storyteller to come up with an ability that is suitable to the character and to the overall story.

0 Level Characters
There are stories at which our heroes start at very young age and while the story
evolves so they gain more and more powers. To emulate a 0 level playing
storytellers can use the next guidance:

Prepubescence Phase (age from 6 to 11 of Human years)


Every character can use Gambeson
You have 1d4 HD & Damage Die
Gain if any racial abilities
All Skill rolls are made with disadvantage

Adolescence Phase (age for 12-17 of Human years)


Gain 1 Talent taken from the first 2 of 1st level
All skills are rolled normally

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Maybe after training or luck you gain your 1st level.

Adulthood Phase (age 18+ of Human years)


Pick you Art path; War, Magic, Faith or Clandestine and write down your
new abilities
At 1st level Human pick another Talent for a total of 2. Other races dont
get another Talent as they have already take it at Adolescence Phase

Character Experience and Advancement

Option 1: Classic Leveling system using experience. At each level heroes gain hit
points according to HD, and a chance to raise one or two attribute score. Also at
certain levels you gain a Talent or a Skill which you can keep for later use or use
to advance your hero using the Talents/Skills system.

Option 2: The leveling system is based on the real time sessions you are playing.

Option 3: The leveling system is based on the number of adventures heroes


successful manage to accomplish.

Option 4: According to milestones designed by the Storyteller, heroes advance in


levels.

Table 23: Leveling by Adventures or Sessions

Current Level Sessions or Adventures needed for


next level

1 2

2 3

3 4

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4 5

5 6

6 8

7 10

8 10

9 10

10 10

11 10

12 10

Chapter 4: Spell Lists


Spells followed by an asterisk (*) can be used in reversed form.
One turn out of combat is about 10 minutes

Arcane Spells

1st Level
Burn: Near targets in a 90 arc take 1d4 damage/level
Charm: A near target becomes a close ally. Test CHA each turn to see if the
effect lasts.
Disguise Self : Change appearance by illusion. - 1hr. Test WIS. if the illusion is
touched
Detect Magic: All near magic items and spell effects glow (2 turns)
Detect Life : Sense numbers of sentient life Nearby for 5mins
Enlarge*: Doubles size, increase damage die by one step to a maximum of d12 (2
turns)

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False Life : A necromantic facsimile of life, you gain 1d4+1/lvl temporary hit
points-1hr
Feather Fall*: Target floats gently instead of falling
Floating Disc: Carries 500 pounds (12 turns)
Fog Cloud : Create a 20/level diameter of dense fog - 1 hour
Light: A near object or point casts dim light (12 turns)
Magic Missile: 1d4 up to distant range, 1 missile per level. Can hit multiple
adversaries
Necrotic Missile : A Nearby, Far-Away or Distant target takes 1d4 putrefying
damage/level
Read: Caster can decipher any writing even a magical one
Sleep: 4d6 levels/HD worth of beings within far range fall asleep (12 turns). Only
affects monsters with HD equal to or less than the caster's level.
Shield: Gain 2 AP as Damage reduction for 1 turn per level
Ventriloquism: Throw voice up to far range

2nd Level

Daylight: A near object or point permanently casts bright light


Darkness: Darkness covers near area, blocking all types of vision (6 turns)
Detect Enemies*: All near enemies glow, even if invisible (6 turns)
Detect thoughts : Read the thoughts of another. Test INT to deepen beyond
surface thoughts - 1 min
Blur : All defence Tests are at an Advantage - 1min
Inflict Fear*: All near enemies flee in terror (6 turns). Only affects monsters with
HD equal to or less than the caster's level.
Invisibility*: A near creature becomes invisible until it attacks
Knock: A near door or lock is opened
Levitate: The caster floats up or down, but not sideways (12 turns)
Magic Lock: Magically locks one item to all except caster until forced
Magic Weapon : By touching a weapon it becomes magical and +1 - 1 hour
Mirror Image: 1 illusion of caster per level, vanishes if attacked (6 turns)

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Phantasm*: Controllable illusion, damages opponents if believed. Phantasm HD
is equal to caster level /2 round up to a maximum of 6 HD (2 turns)
Ray of Enfeeblement : Target deals half damage whilst affected Test WIS - 1
round per caster level.
Read Thoughts*: Understand thoughts of any near being (12 turns)
See Invisibility : See invisible or ethereal creatures for the duration of 1 hour.
Web*: Far range, traps all near creatures, STR roll to escape (8 hours)

3rd Level
Animate Dead : Create 1d4 Skeletons/Zombies with HD/level, from nearby
bodies
Blink: Teleport to a near/far point as an action (6 turns)
Clairvoyance: See things at a distant point with normal vision (12 turns)
Conjuration of Minor Demons : Summons a Demon with 1HD/level
Darkvision: See in absolute darkness (8 hours)
Dispel Magic: Ends 1 near spell or suppresses 1 magic item (2 turns)
Fireball: 1d6 damage per level to creatures near point of impact, far range
Fly: Fly at normal speed (12 turns)
Gaseous Form : Transform target into a floating vapour - 1 hour.
Haste: Perform two actions instead of one (2 turns)
Hold: Freezes near target in place (6 turns)
Lightning Bolt: 1d6 damage to targets in a straight line, far range
Magic Circle : A protective circle that prevents one type of summoned being to
cross the circle - 1 hour
Magic Mouth : Creates an illusory mouth that repeats a phrase to all Nearby
creatures.
Protection: Immune to normal missile attacks
Suggestion*: Target obeys simple (non-self-harming) suggestion (1 week)
Vampiric Touch : Successful melee attack causes 3d6 necrotic damage and heals
the caster the same amount - 1min.
Water Breathing: Breathe normally underwater for 1 hour per caster level

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4th Level
Confusion*: 2d6 near targets immediately make a reaction roll Only affects
monsters with HD equal to or less than the caster's level.
Dimension Door*: Magical gate to a distant location
Dream : Enter a sleeping targets dream and send a message. CHA to make a
nightmare that prevents rest at advantage if you have something that belongs to
them.
Enchant Weapon: Advantage on all rolls with weapon (6 turns)
Freedom of Movement : Touch a willing creature and their movement is
unimpeded by terrain or freed from non-magical bonds.
Illusionary Terrain: Perfect illusion of any type of terrain (1 week)
Magic Eye: Invisible floating 360 viewpoint up to distant range (6 turns)
Phantasmal Killer : A targets nightmare attacks their mind, WIS to attack Close
targets (3d6) - 1min
Plant Growth: Creates impassable tangle of vegetation, far range
Polymorph*: Transform a creature or object into a different physical form
Remove Curse : Removes a curse from a Nearby target.
Stone Shape*: Changes the form of existing stone, 5 cubic feet per level
Spell Shield: Protection from level 1-4 spells
Wall of Fire*: 60 long x 20 high, 3d6 damage to close beings (12 turns)
Wall of Ice*: 60 long x 20 high, 3d6 damage to close beings (12 turns)
Wall of Stone/Iron : A wall covers a Nearby area - 1 hour

5th Level
Animate Dead, Greater : Create 2d4 Skeletons/Zombies with HD/level, from
nearby bodies
Contact Other Plane : Ask 1 question/level
Cloudkill: Targets under 5HD near cloud roll INT or OOFA (6 turns)
Cone of Cold: 1d6/level in front arc of caster, freezes liquids, far range
Feeblemind: Reduces a near target to animal intelligence

39
Modify Memory : Test CHA to speak and charm a target. Modify a memory in
the last 24 hours.
Pass Wall: Creates human-sized opening in up to 10 thick wall (3 turns)
Rock to Mud: Turns 3,000 cubic feet to stone to mud
Summon Elemental: summons elemental of chosen type with 1 HD per caster
level(6 turns)
Telekinesis : Move Nearby objects - 1 hour
Teleport: Transports caster to any place known to them

6th Level
Anti Magic Shell : Creates a Nearby Zone around the caster blocking all magic.
Death Spell: 2d8 near targets with less than 7HD die
Disintegrate: Turns one near target into a fine powder
Flesh to Stone: Turns one near creature and its equipment to stone
Geas: Forces target to obey a short instruction from the caster
Invisible Stalker : Summons an extra-dimensional monster to perform one task
-1HD/level.
Move Earth: Shifts topography as desired, up to far range (6 turns)
Part Water: Creates a dry passage through water up to 50 deep (12 turns)
Reincarnation: Transfers spirit of dead target to a near living creature
Spell Ward: Protects caster and near allies from level 1-4 spells (1 day)
Stone to Flesh: Revives petrified creature or turns mass of stone into flesh
True Seeing : Enable a target to see things as they really are - 1 hour

7th Level
Clone: Exact physical and mental duplicate of target, will try to kill original
Conjuration of Demons : Summons a Demon with 2HD/level.
Control Undead: Control over 2HD/level of near undead (12 turns)
Crystaliron: Turns one iron object into a clear substance of half the weight
Dispel Enchantment: Permanently removes all magic from one near item
Immunity: Target is immune to all harmful magic (6 turns)

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Foresight : A nearby willing target can see into the immediate future. All combat
rolls at an advantage - 8 hours
Limited Wish: Change reality in a limited way or time.
Permanence: Makes one spell of level 1-3 permanent
Power Word, Kill : A Nearby target with 50HP or fewer dies and cannot be
resurrected.
Time Stop: Stops time completely in a near area (1 turn)
Undeath: Target becomes specified type of undead, HD half caster level
Weird : A 30 sphere of deepest nightmares target victims for INT/4d6 damage
per turn - 1 min

Divine Spells

1st Level
Cure Light Wounds*: Heal 1d8 HP on a close target
Detect Evil*: Detect evil thought or intent in all near targets (6 turns)
Light : Create dim light from a Nearby spot or object - 2 turns per caster level.
Protection from Evil: Advantage on all rolls against evil sources (12 turns)
Purify Food and Drink: Removes all taints from near food and drink
Remove Fear*: Roll WIS to remove fear from a near target
Resist Cold: Ignore normal cold, advantage against cold attacks (6 turns)

2nd Level
Bless: Near allies gain +1 to all stat rolls (6 turns)
Calm emotions : Unravel a charm or prevent hostility. Test CHA/hr to see if the
effect lasts.
Control Snakes: Control of 1 HD of nearby snakes per level (12 turns)
Detect Traps: Detect all near traps (6 turns)

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Find Traps : Notice all nearby traps - 10mins
Hold Person*: Paralyse 1d4 near targets (6 turns). Test WIS each turn to see if the
effect lasts.
Resist Fire: Ignore normal fire, advantage against fire attacks (6 turns)
Silence: Prevent any noise near a fixed point (12 turns)

3rd Level
Daylight: A near object or point permanently casts bright light
Locate Object : Sense direction of a known object - 1 minute/level.
Prayer: All near enemies defend against attacks with disadvantage (1 turn)
Remove Curse*: Removes a curse from a close target
Remove Disease*: Cures a close target of all diseases
Speak with Dead: Ask a close corpse 3 questions and receive answers
Warding: Does 1d4 damage per level to any enemy coming close to a point

4th Level
Create Food/Water: Enough to sustain all near creatures (1 creature per level)for
a day
Cure Serious Wounds*: Heal 3d8+3 HP on a close target
Dream : Enter a sleeping targets dream and send a message. CHA to make a
nightmare that prevents rest at advantage if you have something that belongs to
them.
Freedom of Movement : Touch a willing creature and their movement is
unimpeded by terrain or freed from non-magical bonds.
Neutralise Poison*: Removes all poison from a close target
Protection from Evil: Near allies gain 2 AP against evil creatures (12 turns)
Tongues: Caster speaks, understands languages of near beings (6 turns)

5th Level
Commune: Clerics deity truthfully answers 3 questions once a week
Dispel Evil*: Dispels a near evil spell, effect, or summoned being

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Flame Strike*: 6d8 to all targets close to a specified near point
Insects*: All near targets are blinded and may flee for 6 turns (1 day)
Mass Cure Wounds : Heal 3d6+3 HP for up to 6 nearby targets
Quest*: Force a close creature to carry out a single quest (until completed)
Raise Dead*: Return a close corpse to life within 7 days of death

6th Level
Animate Object: Animate near objects for 6HD per caster level (permanent)
Blade Barrier*: Surrounds cleric and near allies, 3d8 to attackers (12 turns)
Find Path: Shows shortest, safest path to a chosen location (12 turns)
Heal*: Undoes all damage, disease, poison, etc. on one close living target
Power Word, Stun : A Nearby target with 50 HP or fewer is stunned and cannot
act.
Word of Recall: Teleport cleric, near allies to a previously sanctified location

7th Level
Dance of Angels : Summons an Angel with 2HD/level.
Earthquake*: Destroys near terrain and structures, and swallows creatures
Holy Word: Near creatures 5 HD die, 6 HD paralysed (6 turns).
Projection: Projects avatar at a speed of 100 miles/turn per level (12 turns)
Restoration*: Returns all experience levels lost to monsters with level drain
Wind Walk*: Caster and 1 close being turn to mist, fly at speed (1 day)

Nature Spells

1st Level
Detect Danger : Druids sense any potential danger in nearby area including evil
intentions and traps
Faerie Fire : Create a glowing light around creatures and objects within 20 feet -
10 mins.
Locate : Sense direction of a known object - 1 minute/level.

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Predict Weather : Druids can accurately predict the weather of an area equal to
miles per level for the next 24 hours
Berries : Druids can create 2 berries that last for 12 hours. Anyone who eats them
gains 1d4 lost HP per druid levels. You can not eat more than 1 per day

2nd Level
Heat Metal : Causes the metal to heat to a point it can given shape again. The
items must weigh no more than 250 gr per druid level.
Obscure : Create a 20/level diameter of dense fog - 1 hour
Produce Fire : Can create fire out of nothing for 1 hour
Warp Wood : Putrefies 1 wooden object per level
Barkskin : Gain 2 AP for 1 hour
Animal Messenger : Command an animal to carry a message to a specific place.
The animal will travel for 1 hour per druid level
Speak with Animals : Can understand and talk with animals - 1hr.

3rd Level

Call Lightning : Call lightning upon the enemies for 1d6 per level damage.
Usable only outdoors
Hold Animal : As per Hold Person, 2nd level cleric spell. Usable only at natural
animals
Protection from Poison : Immunity to any poison effect for 5 mins per level
Water Breathing : Able to breath underwater for 1 hour per druid level
Animal Companion: Summon an animal companion with HD equal to caster/2
round down. The companion stays for 1 hour per druid level
Plant Growth : Grow vegetation and improve crops for 10 meters per druid level

4th Level
Control Plants: Control of 1 HD of nearby plants per level (12 turns)
Control Temperature : Control the temperature equal to 2 meters per druid level
for 10 minutes per level

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Dream : Enter a sleeping targets dream and send a message. CHA to make a
nightmare that prevents rest at advantage if you have something that belongs to
them.
Freedom of Movement : Touch a willing creature and their movement is
unimpeded by terrain or freed from non-magical bonds.
Plant Door : For 10 minutes per level, Druids can pass through all plant types
Protection from Lightning : For 10 minutes per level you gain immunity to
lighting effects
Summon Animals : Summon the animal of the area (radius 50 meter per level). Use
the Hordes rule. The total maximum HD is 10
Stone to Flesh : As 6th level Arcane spell

5th Level
Anti-Plant Shell : For 1 minute per level, Druids can push away plant growth
creating a passage. Also druid offer immunity to any plant type attack
Mass Cure Wounds : Heal 3d6+3 HP for up to 6 nearby targets
Wind Walk : As 5th level cleric spell
Dissolve : Druids dissolve stone to mud (30 cm per druid level)
Pass Plant : Druid can teleport through plants for 1 minute per level
Awaken : Animal or plant gains INT attribute. Roll 3d6 and assign

6th Level
Anti-Animal Shell : As Anti-Plant version 5th level spell. Affects only animals
Summon Weather : Druid can transfer weather conditions for 5 km per level.
Druid can only use existing weather conditions
Transport Through Plants : Druids Teleport
Turn Wood : As the above Anti - Spells but affects all wooden items (doors,
armours & weapons, ships & boats, wooden walls etc)
Hibernate : Druids can hibernate for 1 month per level curing all diseases (natural
or magic) and restoring all HP, lost attributes, limbs etc

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7th Level
Conjuration of nature : Summons a Avatar of Nature with 2HD/level.
Creeping Doom : Druids dissolve their body to 100 insects for 1 round per level.
Each insect inflicts 1 point of damage and has 1 HP. After casting the spell the
druids must hibernate for 1 week per round using the spell form
Metal to Wood : Druid can transmute 5 metal items into wood per level
Summon Elemental : Summons a 10 HD elemental of druids choice for 1 round
per level. Druid can summon 2 5HD elementals instead
Weather Control : As 6th level Summon Weather but the druid now chooses the
weather conditions
Reincarnation : Druids can reincarnate dead humanoids into a new form

Chapter 5: Equipment
Table 24: Basic Armour & Weapon Equipment Table

ITEM COST IN SILVER

Name Cost

Gambeson 5

Light 15

Medium 30

Heavy 50

Shield, Buckler 5

Shield, Medium 15

Shield, Tower 25

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Light Weapons 6

Medium Weapon 10

Heavy Weapons 20

Table 25: Example of Equipment with Usage Dice

Name Cost Usage Dice

Flask of oil D6

Holy water D4

Iron rations D8

Fresh rations D4

Torch D6

Quiver D10
Arrows

Quiver of D10
Bolts

Common D8
Herbs

Rare Herbs D6

Hero Sheet

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