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Game Design
Layout Design:
Art Direction:
Typesetting:
Cover Artist:

Greg Christopher
Greg Christopher
Greg Christopher
Greg Christopher
Eko Puteh
ekoputeh.deviantart.com

Artists:
Irina Chukina: deelane.deviantart.com
Etienne Deffinis: etienne-deffinis.daportfolio.com
Volkan Kucukemre: vkucukemre.deviantart.com
Josu Hernaiz: www.josuoh.com
Hokunin: hokunin.deviantart.com
Sjoerd Hourences De Jong: www.hourences.com
Eko Puteh: ekoputeh.deviantart.com
Emi Sandu: touchedbyred.daportfolio.com
Erich Schreiner: www.drakken.de
Per Sjgren: www.perkan-arts.com
Rod Wong: www.rodimus25.com

Dedication
This book is dedicated to all the people who contribute to free online distribution of ideas
and content on the Internet. This includes but is not limited to: bloggers, contributors to
Wikipedia and other Wikis, Lolcat creators, open source software developers, artists who
make their work available for free on the internet via sites like DeviantArt, podcasters,
educational institutions like Sanford University who make video and audio of lectures
available online for free, conferences who make video of their conference presentations
available online such as TED, websites that accumulate free content for viewing such as
Huffington Post and Fora.tv, and other similar creators and distributors.
This book is also dedicated to those who desire to discuss the world in a serious way
based on the application of reason and scientific understanding. This includes but is not
limited to: Chris Anderson, Dan Areily, Julian Assange, Tim Brown, Richard Dawkins,
Alain de Botton, Jared Diamond, Ben Dunlap, Niall Ferguson, Richard Feynman, Dan
Gilbert, Malcolm Gladwell, Seth Godin, Jonathan Heidt, Victor David Hanson, Sam
Harris, Stephen Hawking, Dean Kamen, Paul Krugman, Larry Lessig, Steven Leavitt,
Steven Pinker, James Randi, Ken Robinson, Carl Sagan, Michael Sandel, Barry Schwartz,
Michael Shermer, Clay Shirky, Derek Sivers, Gary Vaynerchuk, Jimmy Wales, and Phillip
Zimbardo. This book is also dedicated to Lewis Black, Stephen Colbert, Bill Maher, and
John Stewart for speaking truth to power at a time when it is needed most.
Finally, this book is dedicated to my wife and our two children. I will love you always.

A Note about Contributors


All of the artwork in this book has been donated by the artists. In addition to the above credits, each image placed in the book links back to the
artists gallery. Please take the time to visit them and consider buying a print. This book would not have been possible without the generosity of these
artists. I am eternally grateful for their support. I am also grateful for the constructive criticism of my friends and family.
Except as otherwise identified, all written portions of this book and Errant logo 2010 Greg Christopher, all rights reserved. All artwork in this book is owned by its artist. The
mention of, use of, or reference to any company, trademark or product in this book is not a challenge to the trademark or copyright in question. This book is not for sale. Download
a free copy at www.chubbyfunster.com. This game is produced under the Open Gaming License.

The Character:
In order to play Errant, you must create a character. A character is your avatar in the game world and you will record information about your
character on the Character Sheet at the back of this book. You may want to write on the sheet in pencil so that you can erase what you have
written and adjust the character if you change your mind later. You may want to make notations on the edges of the sheet to reference later.

How to be a Character:

Core Game Mechanics:

Another person at the table, the Gamemaster (GM) creates the entire
world around the players and everything in it. They are the person
who is describing this imaginary world to you. The GM will play the
roles of all the people you meet in this world who are not members
of your party. This includes everyone from the kind innkeeper and
local sheriff to the monsters and villains.

Proactive responses are


almost always governed by
Attributes. In some cases this
is a direct test of the attribute
itself and in other cases it is a
test of a skill or ability based
upon an attribute. Reactive
responses are governed by
Saving Throws.

Errant is a roleplaying game. As the player, for you this means


interacting with the world through your imaginary avatar; your
character. Your character is traveling this imaginary world looking
for adventure, fame, and fortune. The other players each have their
own character and collectively your group is called the Party. Your
job is to imagine what it would be like to be your character and what
decisions they would make, if faced with the world described to you.

There are some common elements of this world that are described
in this book. The GM may override those elements, but they are
discouraged from doing so. For example, the GM could decide that
the world has more advanced technology than described in Errant.
This may imbalance some of the choices in the game, such as the
utility of armor or bows in the face of gunpowder. The bottom line
is that ultimately the world is the creation of the GM. Errant merely
provides a template for them to work with to build their own world.
At the start of the game, the GM may provide you with guidance on
what you can expect in this world and maybe some info about what
has been happening before the start of the game. For example, the
GM might tell you that you are all on a boat together sailing to a
far-away city. This provides the starting point for the game.

In Errant, you interact with this imaginary world primarily through


two responses; proactive and reactive. Proactive responses are your
attempts to exercise your will on the world, such as declaring you
want to open a door and look inside. Reactive responses are your
characters instinctive behaviors over which you have little or no
control, such as the instinct to close your mouth to grab a last gasp
of air before going underwater.

Except in combat or when


using magic, you should not
voluntarily roll the dice. You
should tell the GM what you
want to accomplish and if a
die roll is necessary, they will
tell you to make one.
Your decisions about how to interact with the world are the heart of
the game. Though the world may be the GMs, the story is YOURS.
The characters are the stars of the show. Be bold and play it!


Character
Design

Character Creation Steps:


Step 1: Attributes

Step 6: Luck

Step 2: Race

Step 7: Languages

Step 3: Class

Step 8: Karma

Step 4: Saving Throws

Step 9: Hit Points

Step 5: Ambitions

Step 10: Equipment

Roll up your Attributes and assign them

Choose a Race to represent your physiology

Choose a Class to represent your training

Determine Saving Throws based on previous choices

Decide what motivates your character

Roll your starting Luck

Decide which languages your character knows

Set starting Karma equal to zero

Roll your Class Hit Die for starting hit points

Buy some equipment using your starting gold

Attributes:
Determining Attributes:
Attributes are generated by rolling 3d6 six times in succession and
writing down the result of each roll. This will give you six scores
between 3 and 18. If two or more of the results are below 7 or the
total of all attributes is less than 60, you may choose to discard them
and roll again. You will then assign each result to one attribute.
What do Attributes represent:
Attributes represent your innate raw potential to accomplish tasks.
Every roll that you make in the game to accomplish something will
be based, at least in part, on one of your attributes. Attributes are the
foundation of your character and have a strong impact on the game.
Testing Attributes:
In the course of the game, you will describe to the GM what you
wish to do. In most cases, no rolling is required. For example, you
dont roll dice to walk down the street. However, when something
involves risk of failure, the GM can call for a test to determine the
outcome of your action. For example, you may wish to climb a wall.
The GM may have you test your Strength to accomplish it.

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Attributes
Muscular Power and Physical Strength
Grace of Movement and Coordination
Physical Health and Endurance
Mental Power and Intellectual Capacity
Common Sense and Perception
Social Presence and Empathy

You are strongly encouraged to attempt anything you


can think of in the game. Even if there is no written rule
to govern it, the GM can decide which attribute applies
and have you test it to determine results. Never let a
lack of rules hold you back from attempting something!

You do not voluntarily make attribute tests. You only make them at
the request of the GM when they use the dice to decide the outcome.
When making an attribute test, roll 1d20. If your result is equal to or
below the value of the attribute being tested, you succeed. If not, you
fail and may suffer consequences of failure. In the above example,
failure may mean injuring yourself by falling from the wall or it may
not. That is up to the GM.
When you receive a bonus or a penalty to an Attribute test, the
modifier is applied to the Attribute, not the die result. Thus if you
have a 12 strength and get a +2 bonus, you are trying to roll a 14 or
less on the 20-sided die in order to succeed.


Strength:

Strength represents your muscular prowess. It determines your


ability to lift and push heavy objects, strike opponents in melee,
and carry equipment. However, regardless of your strength score,
when attacking someone unarmed your character deals 1d4 damage.
Strength is not the basis of any skills, but is often used as the base
attribute for a wide range of interactions with the physical world.
The GM may ask you to test your Strength when you attempt to
perform an action that requires muscle power, such as pulling
yourself up onto a ledge or knocking down a barricade.

Dexterity:

Dexterity represents your grace and coordination. It determines


your ability to throw or shoot at objects from a distance, avoid being
struck, and perform tasks requiring precision and focus. Dexterity is
the basis of the Disable and Stealth skills, as well as the Breath and
Snap saving throws. It also determines the order actions are taken in
combat, which can be essential to survival.

Intelligence:

Intelligence represents your mental prowess and memory. It


determines your ability to solve puzzles, make complex assessments,
and perform highly specialized tasks. Intelligence is the basis of
the Expertise skill and a Scholars magic since they use technical
understanding and book knowledge to cast spells.
The GM may ask you to test your Intelligence when you attempt to
perform an action that requires logic or problem solving, such as
solving a riddle or building a siege tower from available parts.

Wisdom:

Wisdom represents your common sense and perception of the


world around you. It determines your ability to notice things in the
environment and make good decisions. Wisdom is the basis of the
Orient skill and the Magic, Fear, Spot, and Listen saving throws.
Wisdom is also the basis for a Druids magic since they draw upon
their connection to the natural world to cast spells.

The GM may ask you to test your Dexterity when you attempt to
perform an action that requires coordination, such as jumping
across a chasm or catching a thrown bottle without breaking it.

The GM may ask you to test your Wisdom when you attempt to
perform an action that requires common sense or perception, such
as determining what is proper etiquette when greeting a local noble
or trying to assess the emotional state of the innkeeper.

Constitution:

Charisma:

The GM may ask you to test your Constitution when you attempt to
perform an action that requires endurance, such as pushing yourself
to climb one last hill before resting or outrunning someone who is
chasing you over a long distance.

The GM may ask you to test your Charisma when you attempt to
perform an action that requires influencing people, such as trying
to convince the guard to untie you or a retainer to follow you into a
dangerous situation.

Constitution represents your health and endurance. It determines


your ability to withstand damage, resist poison and disease, and
keep your wits through the pain of injury. Constitution is the basis
of the Pain and Toxin saving throws. It also determines how long
you can wear armor before you become exhausted. Constitution is
also the basis for a Sorcerers magic since they draw upon their inner
strength to cast spells.

Charisma represents your personal influence. It determines your


ability to inspire loyalty and confidence, make friends, and cultivate
the trust of others. Charisma is the basis of the Deceit and Charm
skills. While it may reinforce your physical attractiveness and
personality, it does not represent them. Charisma is also the basis
for a Bards magic since they draw upon their personality and
magnetism to cast spells.

Race:

Race represents your characters biological and cultural heritage. This choice will have a powerful impact on the game experience that you
have with your character. Your racial choice may open or close opportunities to your character, bolster or weaken different values, and
determine what exactly your character sees when they look at the world around them.

Human:

Humans are the most common


adventuring race in the game.
They have the shortest lifetime
of all other character races,
maxing out at about 100 years
with excellent medical care.
However, in the dark and
violent world of Errant, very
few humans survive that long.
Humans are highly adaptive
and energetic with a wide
range of vibrant cultures and
languages. They have settled in
virtually every climate on the
planet. Humans reproduce at a
faster rate that other character
races and thus enjoy larger and
more restless populations.
Out of these dynamic societies emerge a large number of people
who are unwilling to settle for a peaceful farming lifestyle. These
people take up arms and venture out in search of their fortunes.
Human Modifiers:
Roll an additional 1d4 for starting Luck
10% bonus to all Experience Points gained
+1 starting Vernacular Language

Half-Elf:

Half-elves are the result of interbreeding between the Human and


Elven races. They have inherited a mix of abilities from their parents.
They have longer lifetimes than Humans, about 200 years, but far
less than their Elven ancestors.
Half-Elves have the same enhanced vision as their Elven parent, as
well as a portion of their enhanced sensory abilities. However, they
are even more flexible with respect to language than their Human
parents and nearly as adaptive.
Half-Elves are sterile and this inability to reproduce causes them
to take to the adventuring life in large numbers. Their inability to
easily fit into either society of their parents contributes to this drive.
They wander the lands looking for a place where they fit in or for
independent wealth to build their own society.
Rumors tell tales of Half-Elven societies hidden away in distant
lands far from the reach of Elves or Humans. This drives many HalfElves to wander for years in search of this paradise. Few return. It is
because they have found it or because they died in the pursuit.
No one knows.
Half-Elf Modifiers:
+2 to Spot Saving Throw
+1 to Listen Saving Throw
5% bonus to all Experience Points gained
+2 starting Vernacular Languages
Low-Light Vision

Elf:

Elves are an ancient and long-lived race that once dominated a


significant portion of the planet. Some time about a dozen centuries
ago, a great disaster befell the Elven civilization. What exactly caused
this collapse is a subject of great contention between Elven scholars.
Whatever the cause, their once great cities were abandoned and fell
into ruin. The Elves that remained fell back into the ancient forest
homes from which they sprang. Little is known about this exodus
outside of the Elven courts.
Elves have extremely long lifetimes of about 500 years. They have
highly developed sensory organs and a natural resistance to magical
effects. Archery is a significant component of Elven culture and every
mature Elf possesses some experience with a bow.
Unlike Human eyesight, Elven vision continues to functions well
under darkened conditions. However, they still require some light to
see. In complete darkness, they are as blind as a human. However,
sudden exposure to bright light may temporarily disorient them as
their eyes adjust.
Most Elves rarely leave their secluded homes in the forest. Some
devote a portion of their early life to traveling the world to gain
perspective on their place in the cosmos and thus fall in with groups
of adventurers of other races. Elves are curious by nature and many
who wander the wilderness aspire to find ancient artifacts that might
help restore the Elves to their former dominance.
Elf Modifiers:
+3 to Spot Saving Throw
+2 to Listen Saving Throw
+2 to Magic Saving Throw
-2 to Toxin Saving Throw
Can use Bow weapons despite class restrictions
Low-Light Vision

Dwarf:

Dwarves are a reclusive race that dwells in vast subterranean cities


called Clanholms. Each clanholm houses one extended family unit
and can extend several miles down into the Earth. About the same
time that the Elven civilization collapsed, the Dwarves experienced
their own time of troubles. Many Clanholms were abandoned and
occupied by monstrous races like Orcs, Gnolls, and Goblins.
Dwarves have lifetimes of about 250 years. They have a sturdy
physical frame and can endure hardships with relative ease, but they
often seem plodding and slow to the other races. Dwarven vision
perceives both heat and light. This makes glowing heat and gems
extremely beautiful to them. It also allows Dwarves to see through
darkness. However, sudden heat changes may temporarily disorient
them until their eyes can adjust.
Some Dwarves choose to leave their underground sanctuaries and
travel the surface realms in search of adventure. Some adventuring
Dwarves are the descendants of Clanholms long abandoned who
seek to locate and restore them to their former glory. Some merely
wish to loot these places of any artifacts they might contain.
Dwarves in general have a strong propensity towards the
accumulation of wealth and those that leave their Clanholms tend
to have a stronger drive than most. This has led to a reputation of
greed and callousness among other races.
Dwarf Modifiers:
+2 to Pain Saving Throw
+2 to Toxin Saving Throw
-2 to Snap Saving Throw
+1 Hit Points per Level
Heat Vision

Gnomes:

Halfling:

Gnomish society involves a lot of spectacle, food, and theater. Their


culture places heavy emphasis on quality food and drink, and as a
result wealthy Gnomes tend to be quite portly. Gnomes have a great
fondness of magic and frequently consume magical potions as a
quasi-spiritual experience. Gnome vision is based on both heat and
light, like a Dwarf.

Halfling society places great emphasis on courage and bravery.


They have a trend towards outright recklessness as a result. Halfling
vision quality is identical to Humans, however they have wide set
eyes that can notice things in the periphery that a Human might
overlook. Halflings make excellent thieves and are commonly
suspected of such by larger races, even if unfounded.

Gnomes typically wander in search of knowledge or magic rather


than wealth or power. They are extremely curious and this leads
them into dangerous situations. However, Gnomes tend to always
have innovative tricks to get themselves out of such trouble.

Halflings integrate into nearby human societies quite well. This


sometimes attracts the more reckless and headstrong youths to
aspire to traveling and exploratory lifestyles. Like Gnomes, they are
extremely curious and this leads them into dangerous situations.
However, Halflings seem to get out of these situations by luck alone.

Gnomes are an unusual race with a curious and investigative culture.


They have lifetimes of about 200 years. Gnomes typically live in
partially subterranean dwellings but these are individual homes and
not Clanholms like those of Dwarves. Nor do Gnomes share the
reclusive nature of Dwarves.

A Gnomes small frame prevents them from using weapons that


would require two hands for a larger race. Further, they must use
two hands to wield most one-handed weapons. A dagger is the only
weapon a Gnome can use one-handed and they can pair it with a
Buckler. They cannot use Shields.
Gnome Modifiers:
+2 to Breath Saving Throw
+2 to Spot Saving Throw
-2 to Fear Saving Throw
1 in 6 chance of identifying strange smells
1 in 6 chance of identifying unknown potions
Heat Vision

Halflings are a small race with an incredible knack for survival.


They have lifetimes of about 150 years. Halflings typically live in
partially subterranean dwellings similar to those of Gnomes. They
are physically sturdy and durable with thick hairy feet that can go
unshodden even in winter.

A Halflings small frame prevents them from using weapons that


would require two hands for a larger race. Further, they must use
two hands to wield most one-handed weapons. A dagger is the only
weapon a Halfling can use one-handed and they can pair it with a
Buckler. They cannot use Shields.
Halfling Modifiers:
+2 to Fear Saving Throw
+2 to Pain Saving Throw
+2 to Snap Saving Throw
+2 to Spot Saving Throw
Roll an additional 2d4 for starting Luck
Weapon usage restrictions

10

Class:

Class represents your characters training and occupation. This choice will have a powerful impact on the game experience that you have with
your character. Your class choice defines your characters role in the world, what they are capable of doing, and often what they aspire to be.
As you gain experience and level up, you will become more powerful in your class abilities.

Hit Dice:

Each class descriptions specifies a die to use to determine Hit Points.

Starting Gold:

Each class comes with a number of dice rolled to determine starting


gold. Dice are rolled and multiplied by 10. For example, a Fighter
rolls 5d10 and multiplies the result by 10. If they rolled a 1, 3, 5, 7,
& 9, they would start with 250 gold pieces.

Major Save:

Each class description specifies a Major Saving Throw. Add your


character level to that saving throw. For example, a 4th level Bard
would add +4 to their Fear Saving Throw.

Minor Save:

Each class description specifies a Minor Saving Throw. Add your


half of your character level to that saving throw, rounded down. For
example, a 5th level Bard would add +2 to their Snap Saving Throw.
Note that at 1st level, there is no bonus.

Class Skills:

Some class descriptions specify class skills. When using these skills,
add your character level to your attribute. For example, a 3rd level
Knave would add +3 to their Dexterity when engaged in Stealth.
More information on class skills can be found under Class Skills.

Weapon Training:

Each class comes with a selection of weapons in which you are


trained. If you attempt to use a weapon without training, apply a -3
penalty to your attribute to reflect your unfamiliarity.
11

Bard:

Bards are traveling performers who have picked up a little skill in a


wide array of tasks. They are a jack of all trades, master of none.
Bards live on the edge of society, but they have almost always have
the wit and charm to work their way into any social situation.
Bards are eccentric and leave an impression. This causes them to
accumulate a reputation quite quickly, either for good or ill. They are
more reliant upon their social skills than other classes.
Hit Dice: 1d6
Major Save: Listen
Class Skills:
Charm

Starting Gold: 4d8


Minor Save: Snap

Deceit

Weapon Training:
Dagger
Shortsword
Rapier
Scimitar

Longsword
Club

Bardic Music: Bards have musical talent with an instrument


that must be specified at character creation. They can play this
instrument at any time, including during combat, to have an
effect on anyone hearing the music. The music affects anyone
listening who understands the concept of music, even if they do
not understand the language of the Bard. It would not affect a wild
animal or a savage monster, but it would affect a Goblin or an
intelligent monster like a Dragon. If played during combat, playing
music counts as a combat action that functions like Casting a Spell.
When created, a Bard can choose two musical styles. When they
play music, they must specify the style they are using. Positive styles
increase a specified saving throw of anyone listening while Negative
styles decrease a saving throw. The music affects everyone who
hears it by an amount equal to your character level. For example,
a 3rd level Bard playing Devotional music would raise everyones
Magic saving throw by 3.
A Bard learns a new style every level until they can use them all.

Spellcasting: Bards know every spell that has (B) in the spell name.
They can cast these spells for a Hit Point cost equal to the Spell level.
For example, a 2nd level spell costs 2 HP to cast. Bards cast spells
using their Charisma attribute.
Bardic Knowledge: Bards pick up bits and pieces of knowledge in
the course of their travels. However, this knowledge is unstructured
and random, unlike the deliberate study of a Scholar. A Bard can
use the Expertise class skill, but without the normal penalty for
being untrained and only for vague information that requires a bit of
reasoning to utilize effectively. As some might say, a Bard knows just
enough to be dangerous.
For example, a Bard might remember that the Chalice of the Ice
Queen leaves a blue tint on the lips of those that drink from it, but
not know that the blue tint is a magical glamer that causes the next
person they kiss to die of pneumonia.

Positive Styles
Epic
Devotional
Inspirational

Increase
Fear
Magic
Pain

Negative Styles
Tragedy
Bellowing
Ridicule

Decrease
Fear
Listen
Pain

Performance: A Bard can entertain an audience using the musical


instrument they use for Bardic Music. If you attempt to entertain
using a different instrument, the GM may assess a penalty in
proportion to the degree of difference between the two instruments.
While performing, make a Charisma test, adding your class level
as a bonus. The effect that your music has on the crowd and the
willingness of the audience to express gratuity for your services is
determined by the GM based on your degree of success.
12

Druid:

Druids are wandering protectors of the natural world. They have


a special bond with nature and fight against the encroachment of
civilization. Druids typically wander the world to experience it in
all of its natural beauty. They are opposed to the wanton waste and
destruction that threatens that beauty.
A Druid is able to turn their bond with nature into powerful magical
effects to further these goals. These powerful abilities are granted by
the spirits of the wild and can just as easily be taken away.
Hit Dice: 1d6
Major Save: Toxin

Starting Gold: 3d6


Minor Save: Breath

Shapeshifting: Druids can shapeshift into animal forms. These


forms cannot have more Hit Dice than the Druid has Levels. At first
level, the Druid can choose a single animal that they can become.
After character creation, the druid can only transform into that one
animal form. However, if they seek Consultation with an animal
spirit for the purpose of leaning about that animal form (e.g. they do
not receive the normal guidance, only communication), from that
point on they can transform into the new animal form.
A Druid can only transform when at maximum hit points. The act of
transformation consumes all hit points and takes one combat round
to occur. The Druid can remain in the shifted form for up to 15
minutes per hit point expended.

Class Skills:
Expertise (Nature) Orient
Weapon Training:
Club
Quarterstaff

Wilderness Familiarity: Druids roll double the normal dice when


searching for water in the wilderness.

Spear

Natures Defender: A Druids powers flow from adherence to a


moral code of that places the entire natural world above the interests
of any individual being. Any changes to a Druids Karma must be
judged against this code and not the standards applied to other
characters. For example, someone who is clear-cutting a forest
would not be considered innocent by a Druids code, even if they are
legally or socially considered to be by their peers.
A Druid with negative Karma immediately loses their ability to
perform Spellcasting, Consultation, or Shapeshifting. If they regain
positive Karma, these abilities are restored. Wearing metallic armors
like chainmail violates this code and also prevents these abilities.
Spellcasting: Druids know every spell that has (D) in the spell
name. They can cast these spells for a Hit Point cost equal to the
Spell level. For example, a 2nd level spell costs 2 HP to cast. Druids
cast spells using their Wisdom attribute.

Once transformed, the Druid functions as if they were a natural


version of that animal. Anyone viewing the transformation that is
unfamiliar with the process may assume that the druid is a monster
of some kind. As a result, most druids transform in private.
Consultation: Druids can consult the spirit world for guidance
on earthly matters. If they spend six hours preparing a fire and
meditating beside it, they will be visited by a nature spirit. If no
specific form is requested by the player, the form of the spirit is
determined by the GM. Common forms include Wolf, Bear, Deer,
Hawk, Owl and similar creatures.
Only the Druid can see or interact with the spirit. The spirit
can provide guidance on a single specific issue that the Druid
is wrestling with. This guidance can include some information
otherwise unavailable to the player, but it should not be highly
detailed. For example, the spirit might tell you to not trust a
particular NPC because they are a liar. It should not tell you that the
NPC meets with a secret agent at midnight on Thursday.
13

Fighter:

Fighters are men-at-arms in search of glory. If they do have an


attachment to a noble house or military order, it is weak enough to
allow them to travel in search of adventure. Their goals tend to be
simple and straightforward. Fighters have unrivaled melee combat
prowess, but have no skills and no magical or supernatural abilities.
Hit Dice: 1d12
Major Save: Pain

Starting Gold: 5d10


Minor Save: Toxin

Weapon Training:
All Melee Weapons
Combat Parry: Any character can stop
an opponents weapon from hitting
them by placing their own weapon
in the way using the normal rules of
combat, however doing so will cause
the abandonment of your own combat
action. A Fighter can parry a single attack
each round without giving up their own
action. A Fighter can also parry after
having made their own attack.
For example, in a battle with two Ogres,
a Fighter could attack one of the Ogres
as a normal part of combat and then
be attacked later in the round by the
other Ogre. The Fighter could parry this
second attack. Alternatively, if one Ogre
attacked him early in the round, the
Fighter could parry that attack and still
make his own attack later in the round.
Effortless Armor: The weight of any armor worn by a Fighter
does not count in their encumbrance calculation, unless they are
swimming, flying, or if the Fighter is carried by someone else.

Combat Styles: Fighters have access to specialized combat styles to


assist them in melee combat. Each style reflects the emphasis of one
type of fighting maneuver at the expense of another.
When created, a Fighter can choose
two combat styles. At the beginning
of any combat round, they can
activate a style or switch to a new
style. Each style gives a bonus to
one combat statistic and a penalty
to a different combat statistic. The
exact increase or decrease is based
on your character level, using the
chart to the right.

Level
1
2
3
4
5+

Bonus
+3
+4
+4
+5
+ CL

Penalty
-2
-2
-1
-1
-

For example, a 3rd level Fighter who is using an Aggressive style


would get a +4 bonus to all damage dealt but suffer a -1 penalty to
their armor class.
A Fighter learns a new style every Level until they can use them all.
As you will read later in the book, non-Fighters always rely upon
Strength to hit their opponent in melee combat. A Fighter uses either
Strength or Dexterity, as determined by combat style. This reflects
the reliance of some styles upon grace instead of raw power to
connect with the enemy.
Combat Styles
Aggressive
Brutal
Defensive
Powerful
Quick
Thrashing

Attribute
STR
STR
DEX
STR
DEX
DEX

Bonus
Damage
To Hit
Armor Class
Damage
To Hit
Armor Class

Penalty
Armor Class
Armor Class
Damage
To Hit
Damage
To Hit
14

Knave:

Knaves are vagabonds and thieves that drift around looking for an
easy score. Like the bard, they tend to skate by on their wit more
than other classes. Knaves also have a tendency to acquire their
possessions in ways that are generally frowned upon by the others
and this often leads them to have low Karma scores.
Knaves lack the straight combat ability of a Fighter or Paladin
and generally avoid direct confrontation. However, they have
extraordinary abilities to strike at their enemies in precise tactical
ways that often require some planning and forethought. A Knave
often lives and dies by their ability to remain undetected right up
until their knife finds the opponents throat.
Hit Dice: 1d8
Major Save: Snap
Class Skills:
Charm
Disable

Starting Gold: 3d10


Minor Save: Spot

Deceit
Stealth

Weapon Training:
Dagger
Shortsword
Club
Quarterstaff

Rapier
Spear

Double Take: A Knave using Stealth who is spotted by someone at


a significant distance or under unusual weather conditions (subject
to GM judgment) can immediately force a re-roll of the Spot saving
throw. This ability can be used a number of times per day equal to
the Knaves level.
Backstab: A Knave that makes a successful attack while undetected
by their opponent deals an additional 1d4 damage per level. For
example, a 4th level Knave who backstabs an unsuspecting sentry
deals an additional 4d4 damage on top of their weapon damage.

Light Armor: Knaves wearing medium or heavy armor cannot use


the Disable or Stealth skills, nor can they Backstab or First Strike.
First Strike: A Knaves attacks in combat deal damage at the
moment a hit is rolled, instead of simultaneously at the end of the
round like other classes. A spellcaster disrupted by such an attack
does not actually cast their spell that round. The spell fizzles without
effect, but any costs involved are still paid. Any combatant killed by
such an attack does not deal damage, even if they rolled a hit before
being struck by the Knave.
Streetwise: Knaves have
an uncanny ability to know
where illicit activity is going
down and how to take part in
it. They add their class level to
as a bonus to any Charisma
rolls made to talk to someone
about illicit activity. This
could be asking questions
around town to determine
who might be the local
crime boss or sweet talking
your way into a criminal
establishment to engage in
some illegal entertainment
like gambling or prize
fighting. The Knave knows
how to talk in a way that
doesnt startle or alarm people
who are trying to keep their
affairs secret.

15

Paladin:

Paladins are warriors on a holy quest to spread their religious beliefs


to others. They are not as strong as Fighters in melee combat, but
they are a close second. In addition to this combat prowess, they
wield powerful supernatural powers that flow from their faith.
A Paladin frequently joins military orders sponsored by their religion
in order to further its interests. However, despite the beliefs and
goals of the church, the Paladin is judged by their deity according to
how they treat their fellow intelligent beings. They are not judged by
a separate standard like a druid.
Hit Dice: 1d10
Major Save: Fear

Starting Gold: 4d10


Minor Save: Breath

Class Skills:
Charm
Weapon Training:
Longsword
Warhammer
Mace
Dagger

Morningstar

Smiting: Paladins are powerful


warriors for good. When they strike
an enemy with negative Karma with
a melee weapon, for each point of
negative Karma possessed they deal
an extra amount of damage equal
to their character level. Thus a 4th
level Paladin striking an enemy with
-3 Karma results in an additional 12
damage dealt.
As a result of this power, those with
strong negative Karma scores will
avoid melee combat with a Paladin
if at all possible. A Paladins very
presence may make them nervous,
even if combat is not yet joined.
Thus a Paladin is always skeptical
when they see someone is visibly
disturbed by their presence.

Code of Honor: A Paladins powers flow from adherence to a moral


code of honor. If they have a negative Karma, they immediately lose
their ability to Smite, Lay on Hands, or Turn Undead. If they regain
positive Karma, these abilities are restored. Taking certain actions
may result in immediate suspension of powers, as determined by the
GM based on your relationship with your Deity.

Turn Undead: Paladins can hold up a symbol of their faith in a way


that terrifies and stops undead monsters. The Paladin makes a test
against their character level added to their Charisma. If successful,
any undead with equal or fewer hit dice than the margin of success
on the test are inflicted with a severe and overwhelming fear. They
will flee the Paladins presence as quickly as possible.

Lay on Hands: Paladins have the power to heal others by


channeling the power of their deity. They can heal temporary
attribute damage suffered from injury up to a number of points
equal to their character level per day. For example, a level 3 Paladin
can heal up to 3 temporary attribute damage per day. The total
amount healed can be divided among multiple people.

For example, a 5th level Paladin with a Charisma of 13 needs to


roll underneath an 18. They roll a d20 and get a result of 12. Any
undead with 6 hit dice or less will flee from the Paladin in fear.
Lightened Armor: Only include half of the weight of any armor
worn by a Paladin in their encumbrance calculation, unless they are
swimming, flying, or if the Paladin is carried by someone else.
16

Ranger:

Rangers are rough folk that wander the wilderness. Their goals
are many and varied. Rangers are more comfortable in a wild
environment than a civilized one and they tend to stay in towns as
little as possible before moving on.
Shooting a bow on a battlefield with a high arc and no specific target
is something you can teach a peasant in a few days. Shooting a bow
at a low arc to hit a specific target is another thing entirely, taking
years of practice to perform reliably. A Ranger is the only class with
this kind of training and it gives them a decided advantage in ranged
combat situations. A Ranger can sometimes kill enemies before they
even get within arms reach.
Hit Dice: 1d8
Major Save: Snap

Starting Gold: 3d6


Minor Save: Spot

Class Skills:
Expertise (Nature) Stealth (Nature)

Orient

Weapon Training:
Quarterstaff
Spear
Bows
Dagger

Club
Hand Axe

Natural Armor: Rangers cannot wear metallic armors like mail


and still use their Stealth skill or a Bow. The rigidity of the armor
interferes with the smooth natural motions required for such acts.
Wilderness Familiarity: Rangers roll double the normal dice when
searching for food in the wilderness.

Animal Companion: Rangers have a special bond with a wild


animal. They can communicate with animals using only empathy
and gestures (e.g. not language). The animal will fight to the death
to defend the Ranger. However, the animal will only accompany
the Ranger in outdoor areas. They will not follow the Ranger into
underground structures, buildings, or deep into caves.
The animal will always remain within a few
miles of the Ranger, but it may frequently
be out of sight range. Once per hour, the
Ranger can attempt to call for the animal to
come to their aid. This involves rolling a die
and on a result of 1, the animal comes. On
any other result, the animal does not come.
The act of calling involves making a loud
guttural noise and this may attract unwanted
attention if the Ranger is not careful. Exactly
how fast the animal is able to move to the
Rangers location is up to the GM.
The animal will remain close to the Ranger
until it is either very hungry or very tired. At
that time, it will leave and seek either food
or rest, whichever is most important.

Level
1
2
3
4
5
6
7
8
9
10+

Die to Call
1d10
1d8
1d8
1d6
1d6
1d6
1d4
1d4
1d4
Always

If the animal is slain, the Ranger can only acquire another by finding
another animal in the wild and convincing it to become their
friend and partner. The GM should make this a serious process of
atonement and contrition.
Companion Examples
Black or Brown Bear
Cougar / Tiger
Deer / Elk
Wolf / Coyote

Boar / Warthog
Wild Horse or Pony
Badger / Wolverine
Large Snake
17

Scholar:

Scholars are learned people who wander in search of knowledge.


They have access to magic but this power does not draw upon the
physical body like other magic using classes. Scholars tend to be
physically weak and ill-suited for combat. However, they are trained
in the art of healing so that they can assist those who do engage in it.
A Scholar often assumes a leadership role in the party due to their
social standing, typically high intelligence, and healing ability. They
know a lot about the world around them and this knowledge gives
them a further advantage in planning and decision-making.
Hit Dice: 1d4
Major Save: Breath

Starting Gold: 3d6


Minor Save: Magic

Class Skills:
Expertise
Weapon Training:
Dagger
Quarterstaff

Club

Medicine: A Scholar is trained to used to medical techniques to


create the conditions necessary to heal temporary attribute damage
and restore crippled limbs. Severed limbs cannot be reattached.
The injured person must be in a safe, clean, and warm location. The
Scholar can then clean and dress the wound properly, redress and
clean as needed, and watch over the patient. The first day, make an
Intelligence test, adding your character level as a bonus.
The entire first day of treatment must be devoted to caring for the
patient. For the next week, the Scholar must visit them once per day
and adjust the treatment as needed. Thereafter, any individual with
a few simple orders from the Scholar can monitor care and keep the
process moving forward. Every month of care heals 1 temporary
attribute damage. Once all temporary attribute damage is healed, the
next month of care will restore a crippled limb to functionality.

Spellcasting: Scholars know any two spells the player desires at


first level. They write these spells down in a spellbook. They can
only learn new spells by locating written versions of those spells and
transcribing them. Scrolls can be transcribed without being cast.
Scholars use their Intelligence attribute to make scrolls. They can
only cast a spell by reading a Scroll, an act which disintegrates it
as the magic is unleashed. Scholars can copy spells out of their
spellbook onto scrolls with the proper materials, 1 hour of work per
level of the spell, and 1 hit point per level of the spell. For example, a
level 2 spell takes 2 hours to create and consumes 2 hit points. Keep
in mind that parchment supplies in the pre-industrial world are
limited. Choosing which scrolls to make with the limited supplies
you have is a challenge.
Unlike other classes, it is possible for Scholars to learn spells of a
higher level than they can cast because they can transcribe it into
their spellbook. However, they cannot cast a spell with a higher
level than their character level even if they have that spell in their
possession, either as a scroll or in their spellbook.
Armor Restriction: Wearing stiff clothing interferes with the magic
power unleashed when casting a spell. A Scholar cannot cast spells
while wearing any kind of armor.
Literacy & Language: Scholars are the only class that is literate.
They have access to racial languages as a result and share a certain
sense of comraderie. This gives Scholars access to a world of
knowledge stored in dusty tomes and hidden libraries. Further,
scholars are given special treatment by authority figures, consulted
for their advice on unusual matters, and generally respected by the
population at large. This is a mark of distinction.

18

Sorcerer:

Sorcerers are naturally talented magicians that are often so


dangerous to those around them that they are shunned and forced
into a life of exile. Their goals vary widely, including everything from
unlocking their innate potential to the accumulation of vast wealth
and power.
The choice of primary magic school has an enormous impact on the
methods and strategies that Sorcerers employ. An Evoker is very
different from an Illusionist and this difference has a significant
impact on gameplay.
Hit Dice: 1d8
Major Save: Magic

Starting Gold: 3d6


Minor Save: Fear

Weapon Training:
Dagger
Quarterstaff

Club

Armor Restriction: Wearing stiff clothing interferes with the magic


power unleashed when casting a spell. A Sorcerer cannot cast spells
while wearing any kind of armor.

Familiar: Sorcerers have a special bond with a small magical


creature. They can communicate with the creature at any time and
across any distance through telepathy. The familiar is attracted to
the sorcerer out of curiousity and friendship, not blind loyalty. They
are an equal and a partner, not a subordinate. As such, they will fight
to defend the Sorcerer out of comraderie, but rarely to the death.
The familiar will always remain within a few
miles of the Sorcerer, but it may frequently
be out of sight range. Once per hour, the
Sorcerer can attempt to call for the familiar
to come to their aid. This involves rolling
a die and on a result of 1, the familiar
comes. On any other result, it does not
come. The act of calling involves making
a loud guttural noise and this may attract
unwanted attention if the Sorcerer is not
careful. Exactly how fast the familiar is able
to move to the Sorcerers location is up to
the GM.

Level
1
2
3
4
5
6
7
8
9
10+

Die to Call
1d10
1d8
1d8
1d6
1d6
1d6
1d4
1d4
1d4
Always

Spellcasting: Sorcerers must choose a primary school of magic


during character creation. This is the school of magic that they will
draw upon for the majority of their spells. They innately know every
spell within that school of their current level or below. Additionally,
sorcerers can choose a bonus spell to learn from any school they
wish, regardless of their primary choice, at character creation and
again at every other level advancement (3rd, 5th, etc). These bonus
spells can be of lower spell level than the experience level gained.

The animal will remain close to the Sorcerer


until it is either very hungry or very tired. At
that time, it will leave and seek either food or rest, whichever is most
important.

Sorcerers can cast these spells for a Hit Point cost equal to the Spell
level. For example, a 2nd level spell costs 2 HP to cast. Sorcerers cast
spells using their Constitution attribute.

Familiar Examples

No Gifts: Since their magical talent is an innate gift, Sorcerers do


not get to choose Gifts every other level like other characters.

If the familiar is slain, the Sorcerer can only acquire another by


finding another magical creature in the wild and convincing it to
become their friend and partner. The GM should make this a serious
process of atonement and contrition.
Raven
Hawk
Bat
Owl

Cat
Rat
Weasel
Snake
19

Class Skills:

Class skills represents unique abilities available to your character


by virtue of their class. They are specifically described because they
represent actions that certain classes perform exceptionally well,
that may have special rules to consider, and that should occur in a
predictable way. A class skill can be used untrained at a -2 penalty.
When using these skills, make a test of the appropriate attribute,
adding your character level as a bonus. For example, a 3rd level
Knave would add +3 to their Dexterity when engaged in Stealth.

Charm:

The Charm skill is used to positively influence a persons disposition


towards you. Each test takes several days of intermittent positive
social interaction such as carousing, cooperative work, or play and
games. Attempts can only be made on the same person once a
month. Successful tests move the targets disposition towards you
one step down the chart below.
Disposition
Hateful
Distrustful
Dislike
Neutral
Like
Trustful
Adoration

Description
Refuses to speak, may use violence if pressed
Speaks to you only to appear graceful
Will suffer your conversation for short duration
Open to conversation but slightly reserved
Talkative, usually shares information if asked
Very Talkative, will share all information if asked
Deep companionship, volunteers information

These dispositions are guidelines for the GM to follow. They do


not entitle you to any specific pieces of information and can be
immediately modified by abrasive actions. For example, if you
punch someone who likes you for no reason, they may instantly
drop down to being distrustful of you. Charm does not govern any
immediate conversational goals, such as convincing someone to give
you a key that you need. That is a standard Charisma test.

Skills
Charm
Deceit
Disable
Expertise
Orient
Stealth

Attribute
CHA
CHA
DEX
INT
WIS
DEX

Rolled to
Impress and convince others
Deceive and mislead others
Disable traps and pick locks
Knowledge and analysis
Navigate unknown territory
Avoid being noticed by onlookers

Deceit:

The Deceit skill is used to control your own physical reactions


to having told an outright lie, a partial truth, or any misleading
statement. When you make a deceptive statement, you must test
this skill immediately. If you fail, your body somehow gives away
that you lied. Perhaps your voice cracked or stuttered, your eyes
wandered in an unusual fashion, or hands involuntarily twitched.
This reaction is sufficient to force everyone observing you to make a
Spot saving throw. If they succeed, they will suspect that you lied.

Disable:

The Disable skill is used to circumvent mechanical contraptions of


any kind. It can be used to disable traps without triggering them. It
can also be used to open mechanical locks. Your GM may impose
a penalty on an action if you lack the appropriate tools, such as
attempting to pick a lock without a lockpick, or to represent the
quality of the contraption you are disabling.
Disable is a particularly difficult skill. It can be used untrained as any
other skill, but at a -5 penalty instead of -2.

20

Expertise:

The Expertise skill is used to test whether you can remember


some piece of information or make a conclusion based on partial
information. When confronted with a lack of information on
a subject that most people would not know, you can make an
Expertise test to determine if you know the answer. Expertise can
also be used by Scholars to determine the exact nature of a magical
item, potion, or the evidence and/or remains of magical use.
For example, you might come across strange symbols etched onto
the wall of a cave. You could make an Expertise test to determine if
you know anything about what the symbols might mean, based on
either direct information about them (e.g. having seen them before)
or indirect analysis and deduction (e.g. they appear similar to some
other symbols that have been seen before and therefore probably
have a similar meaning as well).
Rangers and Druids have this skill with the caveat that it can only be
used to acquire information on the natural world. Since the symbols
in the example above were made by people, a Ranger or Druid could
not identify them. However, if they discovered a plant in the same
cave, they may be able to determine if it is poisonous or not. Magical
and Supernatural effects are not considered natural in this context.

Orient:

The Orient skill is used to navigate over unfamiliar terrain. This is


often without respect to the development of the area, as you may
still find yourself lost while following established roads if you do
not know exactly where the roads lead. When you are traveling
overland, the GM will call upon you to test this skill. Reliable
directions from someone who is familiar with the area can give you
a positive modifier at the GMs discretion. The GM may also impose
a penalty against you if you have weak or incorrect information.
Success means that you reach the location you were aiming for.

Stealth:

The Stealth skill is used to avoid detection. You can make a Stealth
test anytime you are not being observed by anyone, excluding your
own party members of course. When you make a Stealth test, the
GM will record your margin of success and compare it to the margin
of success of anyone making a Spot saving throw to detect you.
A Ranger can only use their Stealth skill in a natural environment
like a forest or natural cave. They cannot use the skill inside of a
building or within an underground structure like a Dwarven city.

21

Saving Throws:
Calculating Saving Throws:
Each saving throw is associated with a base attribute. The sum of
that attribute and all applicable modifiers should be recorded on
your character sheet. Racial and Class choices that you have already
made, for example, will affect the values of your saving throws by
giving bonuses or penalties.
What do Saving Throws represent:
Saving throws represent your characters instinctive behavior and
natural resistances. They will vary significantly between characters,
representing their racial background, training in their class, and
years of experience.

Saving Throws Attribute


Breath
DEX
Fear
WIS
Listen
WIS
Magic
WIS
Pain
CON
Snap
DEX
Spot
WIS
Toxin
CON

Rolled to
Quickly close mouth to hold breath
Stay in control despite powerful fear
Hear something in time to take action
Prevent magic from harming you
Keep functioning despite pain
Move quickly to evade something
See something in time to take action
Prevent toxin from harming you

Making Saving Throws:


Events may occur in the game world that your character has a
chance to avoid or mitigate. When this occurs, the GM will call
for you to make a saving throw. For example, you may be hit by a
poisoned dart and the GM may have you make a saving throw for
Toxin to resist the effects of the poison.
Except for Dodging an attack in Combat, you do not voluntarily
make saving throws. You only make them at the request of the GM.
When making a saving throw, roll 1d20. If your result is equal to
or below the value of the saving throw being used, you succeed. In
some cases, success may only partially prevent or reduce the degree
of a negative outcome. In the poison example above, success may
only prevent the worse effects of the toxin or it may totally prevent
the toxin from harming you. The exact outcome is up to the GM.
If your die result is higher than the value of the saving throw, you
experience the full effect of the event.

22

Breath:

This saving throw represents your ability to close your mouth


quickly to prevent things from getting into your system. This may be
to prevent your mouth from filling with water as you fall into a river
or it may be to avoid inhaling a poisonous gas. If you are injured or
otherwise shocked while underwater, the GM may call for a breath
save to keep from involuntarily opening your mouth in shock.
Failing to make the throw usually results in suffering of some kind.

Fear:

Pain:

This saving throw represents your ability to function despite being


in severe pain. This may be pain as a result from injury in battle,
environmental hazards like cold or heat, or an effect caused by
failing a saving throw like Magic or Toxin. This might apply to
psychological pain, if the stress is severe enough to warrant it. For
example, seeing your true love killed before your eyes may trigger
this saving throw. Failing to make the throw means that you are
overwhelmed by the pain and incapable of taking action.

This saving throw represents your ability to stay focused in the face
of overwhelming fear. This may be the fear inspired by a monster,
a magical spell being cast upon you, or a wide range of potentially
terrifying situations. Traveling around at night is a great way to
practice this save. Failing to make the throw usually results losing
control of your character while they attempt to flee the area.

Snap:

Listen:

Spot:

If you wish to simply sit and actively listen for sounds, this saving
throw is not used. Instead, the GM can either tell you what you hear
or call for a Wisdom test if applicable.

If you wish to simply look around or search for something, this


saving throw is not used. Instead, the GM can either tell you what
you see, make a search roll, or call for a Wisdom test, if applicable.

Magic:

Toxin:

This saving throw represents your ability to hear something that


you are not specifically listening for and processing what it means.
This may be the whispers of shadowy figures in the back of a tavern
or the sound of approaching footsteps. Failing the throw means
that you either do not hear the sounds at all or you cannot interpret
their meaning fast enough to make a difference. For example, failing
to hear an enemy coming up behind you might mean that you are
surprised for the first round of combat.

This saving throw represents your ability to resist a direct magical


effect upon your body. This may be a magical spell like Paralysis or
a monstrous ability like a Petrifying Gaze. Many magic spells specify
for the target to make this save to resist its effects. Failing the saving
throw means you experience the full effects of the magic.

This saving throw represents your ability to quickly move out of the
way. This may be pulling your hand back before it gets caught in a
trap or it might be avoiding an assassins arrow. Dodging in combat
relies upon this saving throw. Failing to make the throw means that
you did not get out of the way in time to avoid being hit.

This saving throw represents your ability to notice something that


you are not specifically looking for and determining what it is. This
may be a coin lying on a dusty floor or a monster hiding in the
shadows preparing to strike. Failing the throw means that you either
do not hear the see it at all or you cannot interpret its meaning fast
enough to make a difference. For example, failing to see an enemy
coming around the corner might mean that you are surprised for the
first round of combat.

This saving throw represents your ability to resist the harmful effects
of a chemical, biological, or magical substance. This may be an
ingested poison or concentrated fumes in an enclosed space. Failing
the saving throw means you experience the full effects of the toxin.
23

Ambitions:
Every character has two types of ambitions; major and minor.
Ambitions represent what drives your character to take actions and
should serve as a useful method for shaping development over
time. They exist purely for your benefit as the player to provide a
framework for you to express what your character really wants to
achieve in their life.
Ambitions should encourage the player, not restrict them. If you feel
like you are being held back by your ambitions, change them.
Major Ambitions: At character creation, you must specify the major
ambition of the character. This represents an achievement which, if
accomplished, would cause the character to retire from adventuring.
This ambition serves no mechanical goal, but it does show the GM
what your character is really concerned about doing with their life.
As a player, you should keep in mind that this is what your character
is really interested in achieving. If they are spending too much time
on tasks that are not related to fulfilling this ambition, perhaps you
should have the character express displeasure with the path that the
party is taking and try to get the other characters to help you achieve
your own ambitions for a while.
Minor Ambitions: At any time during the course of play, you can
create a minor ambition. This represents a short-term goal that
occupies the characters immediate thoughts. When created, you
must negotiate an experience point value with the GM that will be
given to the character if they achieve the ambition. This value should
represent the relative difficulty of accomplishing the task. You can
have up to three different minor ambitions at one time.
For example, after having a particularly tense encounter with the
local Duke your character feels slighted and wants revenge. You talk
with the GM and they agree that if you can publicly humiliate the
Duke then your character will receive 100 experience points.

Major Ambition Examples


Acquire a Noble Title
Find your True Love
Rise to a Political Position
Defeat an Existential Evil
Acquire an Amount of Money
Avenge a Terrible Wrong
Cleanse a Territory of Monsters
Topple a Powerful Villain
Establish a Stronghold
Achieve Deity Status
Make a Pilgrimage & Return
Locate a Powerful Magic Item
Explore a Large Territory

Minor Ambition Examples


Befriend a Particular Noble
Form a Romantic Relationship
Bend the Ear of a Politician
Defeat a Minor Evil
Establish Comfortable Savings
Avenge a Minor Slight
Drive Away Minor Monsters
Depose a Minor Villain
Acquire a Small Property
Interact Personally with a Deity
Travel to an Isolated Shrine
Find a Minor Magic Item
Travel to a Distant Place
24

Luck:

Languages:

Luck represents your ability to defy fate. Luck has a starting value
determined by rolling 2d6. Certain races can roll additional dice to
increase their starting luck. Luck cannot be increased through play
unless it is given to a players as a reward from the GM.

Every character begins play with the ability to speak at least one
language. Due to the primitive education systems of the time
period, all characters are functionally illiterate except members
of the Scholar class. Someone who is illiterate may still be able to
understand signs and the meaning of some symbols. They may even
be able to recognize a few words such as the name of their King,
their God(s), or their family surname.

Luck can be depleted over time through use. Any time a player rolls
a d20 to attempt something and fails, they can spend a point of
luck to add the value of their current luck to your total (not the die
result). This can allow you to do some pretty amazing things.
For example, a Halfling is trying to jump across a chasm to escape
from a monster. The GM tells him to make a Strength test to do it.
Since he is running at a full sprint, the GM gives him a +2 bonus.
He has a Strength of 10, so with the +2 bonus he needs to roll a 12
or less to make the jump. He rolls a d20 and gets a 19. Rather than
endure a potential deadly fall, he lowers his luck from 9 to 8 and
adds 9 points to his 12 bringing his total up to 21. The 19 rolled
is now beneath his total. He barely makes the jump and escapes a
tragic death.
At the beginning of the game, you will have a lot of lucky breaks.
Over time, this will fade and you must stand on your own merits.

Characters can become literate through play by taking it as a Gift.


Of course, this would require devoting extensive time to learning.
Nobody can learn a language in a few days.
Vernacular Languages: A character begins play knowing the
vernacular language of their home region. To use a real world
example, a character raised in France would speak French. The
choices of vernacular languages available is left to the GM and varies
by setting. A character with a Wisdom or Intelligence higher than 13
can also choose an additional language. If both attributes are higher
than 13, choose two additional languages.
Racial Languages: A character that is a Scholar begins play with
knowledge of their Racial language. This is a common language
used by the Scholarly class of their race. For example, an Elf
Scholar begins play with knowledge of Elvish. For the most part,
this language is used not for conversational purposes, but for
written communication and sometimes religious services. A Scholar
with a Wisdom or Intelligence higher than 15 can also choose an
additional language. If both attributes are higher than 15, choose
two additional languages.
Depending on setting, the GM may make a variety of Racial
languages available for selection that are used by races unavailable
for selection by characters; such as Giant, Sylvan, Draconic, Orc,
Goblin, etc. How exactly you came to learn those languages may
require a special backstory.
25

Karma:

Hit Points:

Karma represents the balance of good and evil in your personality.


It is a score that can range from -25 to +25. A +25 Karma represent
the epitome of honorable and good behavior. A -25 Karma represent
the most vile evil imaginable. Most people in the world have very
low Karma scores in either direction. Only very powerful people will
have had the opportunity in their life to accumulate a strong Karma
score in either direction.

Hit points (HP) represent your characters ability to endure physical


hardship. Maximum hit points are determined by rolling the Hit
Dice for your Class. For example, a Fighter rolls 1d10 to determine
their hit points. You roll this dice another time and add the result to
your hit point maximum each time you gain a Level.

A new character begins with zero Karma.


Since Karma is the judgment of the universe about the right and
wrong of your actions, it is not left to any particular individual
at the table. Anyone in the game can nominate someone for a
Karma adjustment at any time. The nominator should state that
their reasoning for the adjustment and how large it should be. For
example, after watching a party member kill an innocent person
simply out of expedience, someone may nominate them for a
negative Karma adjustment of -3. The group can openly negotiate
whether that amount is fair and attempt to come to a consensus.
The decision of the majority of players is the ultimate result.

You may temporarily lose hit points when you are struck with a
weapon, affected by a magical spell, or the subject of a variety of
events. Some classes can also voluntarily use hit points to power
magical spells. A character with all of their hit points is fresh and
rested. A character with no hit points is battered and bruised to the
brink of injury. It is important to remember that a character with
zero hit points remaining is still not seriously injured. Instead, they
are winded, exhausted, bruised, battered, or slightly bloodied.
Hit points regenerate at a rate of 1 per 6 hours of serious rest in a
warm, safe environment. Anything more strenuous than occasionally
getting up to put wood on the fire is considered work and not rest.
Once your Hit Points are totally exhausted, further attacks will result
in Temporary Attribute Damage. This represents actual injury.

Karma is used for purposes of establishing whether you are good


or evil in the face of a variety of magical effects, such as protection
against damage from a good or evil source. Magic spells like Hallow
and Desecration give bonuses or penalties to anyone within their
effect based on the Karma of the individuals involved. Particularly
evil magic spells like Necrophage can take away Karma through use.
Karma is NOT the same as religion and should not be treated as
such. Your religious choices are completely your own and have
no affect on game mechanics. However, most popular religions
advocate positions that are generally good. Those that are
advocating positions generally acknowledged to be evil are usually
called Cults. What your character really believes is for you to decide.
26

Attribute Damage:
True injury occurs when your character is affected in a way that
normally would cause hit point loss but they are out of hit points.
Typically, this is a result of being struck by a weapon while at low
or zero hit points. If you have to lose hit points but have none left
to give, your character will suffer temporary attribute damage
instead. If attribute damage would reduce the attribute in question
to zero or less, the blow ends your characters life instead.
Temporary attribute damage is
determined randomly, rolling on
the table to the right. Whatever
damage you would have
sustained in hit points is taken
instead from the Attribute rolled.
Your attribute is only temporarily
lowered until you can have it
magically restored or treated
by the Scholar. If treatment is
not begun within 12 hours of
the injury, you must make Save
vs Toxin every 12 hours or the
damage will become permanent.

Attribute Damage: Roll 1d10


1
Strength
Arms
2
Strength
Legs
3
Dexterity
Hands
4
Dexterity
Feet
5 Constitution
Chest
6 Constitution Stomach
7 Constitution
Back
8 Intelligence
Head
9
Wisdom
Eyes / Ears
10
Charisma
Face

You may notice that it is much more likely that you will be sustain
injury to your physical attributes than your mental attributes. This
is because a physically powerful person is more likely to survive
injuries while a physically weak person can be killed more easily.
For example, while at zero hit points you are struck a blow that
would normally deal 2 hit points of damage. You roll 1d10 and get
an 8, indicating Intelligence damage. Your Intelligence is reduced by
2. If you dont get treated by a Scholar or magically healed within 12
hours, you could have permanent brain injury!
Permanent attribute damage can only be reversed by magical means.

Acting While Injured: Taking


actions while having suffered
temporary attribute damage
requires making a Save vs Pain
at a penalty equal to the total of
all temporary attribute damage
suffered. A failed roll means you
are incapacitated for the round.
Bleeding Out: A wound caused
by a blow that dealt more than
3 points of temporary attribute
damage will bleed significantly.
Without treatment from either
a Scholar or magical healing,
such a wound will cause death
by bleeding after 15 minutes per
Constitution point remaining
(i.e. reduced by temporary
attribute damage, if applicable).
Such injuries are very serious
and require immediate
treatment to survive.
Crippled and Severed Limbs: A wound that deals more than 5
points of temporary attribute damage to a limb will cripple that limb.
While crippled, you cannot use the limb for any purpose. A wound
that deals more than 7 points of temporary attribute damage to a
limb will sever it completely.
Since this only applies to limbs, Constitution damage is never
crippling or results in severing. However, if this occurs with
Intelligence, Wisdom, or Charisma damage, then crippling results in
a Coma (until restored) and severing will result in decapitation and
therefore immediate death.
27

Armor Class:
Armor Class (AC) represents how difficult it is to hit you in combat.
Note that this is different from actually touching you. Your weapon
may be making contact with someone wearing plate armor, but not
hurting them. An unarmored person has an Armor Class of zero.
You can raise your armor class by putting on armor. Armor and
its bonuses do not stack. In combat, AC is subtracted from your
opponents attack attribute, making it hard to deal a damaging blow.
For example, a Fighter wearing a set of
Armor Class Calc
Full Plate armor, a Helm, and carrying
Shield
+1
a Shield has an AC of 9. Someone who
Helm
+1
would normally roll against a 15 to hit in
Full Plate
+7
combat would instead roll against an 6
to hit a Fighter so equipped. This is very
AC 9
strong protection from damage. Magical
armors will exceed normal armor values
and may provide further special abilities beyond AC.

Gifts:
Gifts are special abilities that can be selected every other level. There
are no degrees or levels to Gifts. You either have a Gift or you do
not. Gifts represent personal growth over time and the discovery of
previously overlooked talents or abilities.
For example, there is a Gift called Dual-Wield. This gift allows you
to use a weapon in your off-hand instead of a shield. Someone who
sees you wielding two weapons will definitely remember that you
came through. Gifts are often the cornerstones of your characters
reputation because they allow you to do things that very few people
can hope to emulate.
All Gifts are listed in the Gift Appendix so that you can reference
them later at your leisure.
28

Experience Points:
Experience points are used by the game to measure the progression
of your characters power and skill over time as a result of practice
and repetition. The method and reason for receiving experience
points is left solely to the GM. The most common reasons are listed
below, however your GM can do whatever they want.
Defeating Monsters: Every monster has an experience point value
associated with them. Whenever that monster is defeated, the GM
may award these points and everyone in the party that survived the
combat divides these experience points equally. As more characters
participate in the combat to defeat the monster, each individual will
receive less experience points from the victory.
Achieving Minor Ambitions: Every time you accomplish a minor
ambition, the GM may award you an amount of experience points as
negotiated when the ambition was defined.
Quests and Puzzle Solutions: When you complete a quest or solve
a particularly difficult puzzle, the GM may award you an amount
of experience points to represent the challenge of the task. The GM
may make the players aware of what potential rewards exist when
the characters first learn about the quest or puzzle, or they may keep
that information secret until the quest or puzzle is completed.
Recovered Treasure: When you recover treasure from a wilderness
location, the lair of a monster, ruins lost to time, or similar locales,
the GM may award you an amount of experience points equal to the
gold piece value of the treasure recovered.
Excellent Roleplaying: The GM may grant experience points to
someone who is engaged in excellent roleplaying. This is defined as
acts that reinforce characterization. For example, a player may make
a decision that is detrimental to their objectives, but would make
sense for the character to do, such as giving a donation to charity or
destroying a powerful item to keep it out of the hands of villains.

Level
1
2
3
4
5
6
7
8
9
10
+

Experience Points Total


0
1,000
3,000
6,000
10,000
15,000
21,000
28,000
36,000
45,000
+10,000

Needed to Reach Next


1,000
2,000
3,000
4,000
5,000
6,000
7,000
8,000
9,000
10,000
+10,000

Leveling Up:
A character has a character level that is an indication of how
powerful they are. Higher level characters have more resources
and abilities at their disposal than a lower level character. When a
character accumulates enough Experience points to reach the next
level, they will increase in power in the following ways:
Roll Additional Hit Points: Each class has a Hit Die listed in the
class description. When you reach a new level, roll a die of the
indicated size and add that number to your hit point maximum.
Increase Applicable Modifiers: Each character also has a number
of modifiers that are dependent upon their level. For example, Class
Skills provide a bonus that is based on character level. Raise these
modifiers as applicable.
Gain Gifts: Each character gains a Gift every other level. They
choose their first Gift at second level, another at fourth level, etc.
In order to advance a level, you must rest in a safe, warm area.
29

Money &
Equipment

30

Economic System:
The world of Errant is in a dark age. Market economic logic does
not apply to this situation. There is no market to price goods and
services accurately. In the absence of these forces, the people have
resorted to the classic store of values; metal coins, precious gems,
and commodities.
There is no political system to provide a standardized currency,
however there are three basic coin types that are in circulation;
copper, silver, and gold. Exchange rates are listed to the right.
Additionally, some mercantile associations rely upon trade bars to
conduct their business. Trade bars typically represent 500 coins of
the same type, thus a Silver Trade Bar would have a value equal to
50 gold coins, 500 silver coins, or 5000 copper coins.

Exchange Rates
Copper
Silver
Gold

Agate
Alexandrite
Amber
Amethyst
Aventurine
Coral

Copper
1
10
100

Silver
1/10
1
10

Types of Precious Gemstones


Diamond
Malachite
Emerald
Obsidian
Garnet
Onyx
Jade
Opal
Jasper
Pearl
Lapis Lazuli
Peridot

Gold
1/100
1/10
1

Ruby
Sapphire
Tigers Eye
Topaz
Tourmaline
Turquoise

At a certain point, however, the weight of these metals becomes


prohibitive. Then it may become advantageous to switch to precious
gemstones as a store of value. There are no values listed in the chart
to the right because the value is dependent upon the size and quality
of the stone. Ultimately, the GM decides upon the exact value of any
gemstone. Whether you can get that price trying to sell it is another
issue entirely. The GM may call for Charisma tests to set a price.
Finally, some types of goods retain their value when sold. They
do not depreciate in the process of the sale. These are called
commodities. Barrels of Dwarven ale are an example commodity.

The Value of Magical Items:

There are magical items that exist in the world. They are not found
in this book because their very nature makes them something that
you should not know about as a player. They are chosen by the GM
and placed in the world. They break the rules of the game.
Magic items are priceless and anyone who would sell one is a fool.
31

Weapon
Battle Axe
Bow
Club
Crossbow
Dagger
Flail
Greatsword
Hand Axe
Longsword
Mace
Morningstar
Quarterstaff
Rapier
Scimitar
Shortsword
Spear
Warhammer

Damage
1d10
1d4
1d4
1d6
1d4
1d10
1d12
1d6
1d10
1d8
1d10
1d4
1d6
1d8
1d8
1d8
1d12

Armor
Padded
Leather / Hide
Studded / Brigandine
Scale / Ring
Chainmail
Splint / Banded
Field Plate
Full Plate
Shield
Helmet

AC
+1
+1
+2
+3
+4
+5
+6
+7
+1
+1

Range
50 feet
100 feet
-

Cost
100 gp
60 gp
250 gp
2 gp
120 gp
130 gp
10 gp
120 gp
60 gp
110 gp
80 gp
80 gp
75 gp
50 gp
140 gp

Weight
5 lbs
1 lb
1 lb
4 lbs
1 lb
3 lbs
4 lbs
1 lb
3 lbs
3 lbs
3 lbs
1 lb
2 lbs
3 lbs
2 lbs
2 lbs
2 lbs

Type
Light
Light
Light
Medium
Medium
Heavy
Heavy
Heavy
-

Cost
35 gp
80 gp
120 gp
260 gp
370 gp
550 gp
900 gp
2200 gp
25 gp
20 gp

Weight
20 lbs
10 lbs
15 lbs
30 lbs
40 lbs
55 lbs
60 lbs
75 lbs
2 lbs
3 lbs

Common Items
Backpack
Bedroll
Bivouac / Tent
Block and Tackle
Caltrops Bag (single use)
Clothing (common)
Clothing (wealthy)
Clothing (winter)
Crowbar
Fishing Pole
Flask / Bottle
Flask of Lamp Oil
Garlic Bulb
Grappling Hook
Ladder (10 ft)
Lock (exceptional)
Lock (standard)
Oil Lamp
Parchment (per page)
Pickaxe
Pole (10 ft)
Rope (100 ft)
Saddle & Tack
Scroll Case
Shovel
Spellbook (Blank, 50 pages)
Tinderbox
Torch
Writing Ink (vial)

Cost
3 gp
1 gp
5 gp
10 gp
20 gp
3 sp
8 gp
3 gp
1 gp
5 sp
2 sp
2 gp
4 sp
4 gp
7 sp
35 gp
3 gp
2 gp
2 gp
3 gp
6 sp
1 gp
40 gp
5 gp
2 gp
120 gp
8 sp
1 sp
6 gp

Weight
2 lbs
3 lbs
10 lbs
1 lb
1 lb
1 lb
1 lb
3 lbs
1 lb
1 lb
1 lb
1 lb
2 lbs
4 lbs
1 lb
1 lb
1 lb
2 lbs
1 lb
3 lbs
8 lbs
1 lb
2 lbs
2 lbs
1 lb
32

Weapons:
Battle Axe: The battle axe is a common weapon among barbarian
tribes without access to large quantities of high-grade iron. It
functions normally in combat, with no special modifiers.
Bow: A bow can be used to hit targets at a distance. This weapon
is only available to Rangers and Elves because shooting targets at
a direct angle is very hard. Most bows are used in mass combat
contexts, not close quarters. The range amount listed is considered
the reliable range of the weapon. Shooting beyond that distance
always carries a negative modifier determined by the GM. This is a
two-handed weapon.
Club: This is the most simple and basic weapon available, essentially
a large stick. Clubs have a 90% chance of breakage if used to parry,
but this does not affect the success or failure of that parry.
Crossbow: A hand-cranked mechanical weapon used to hit targets
at a distance. This weapon is only available to characters with the
Crossbow Training Gift, because it requires specialized training. The
range amount listed is considered the reliable range of the weapon.
Shooting beyond that distance always carries a negative modifier
determined by the GM. This is a two-handed weapon.
Dagger: This serves as a standard basic weapon as well as an allpurpose tool and utensil. Daggers cannot be used to parry.
Flail: The flail is an usual weapon with a special quality. If
successfully parried by an opponent or used in a successful parry by
your own hand, there is a 50% chance it will become entangled with
the enemy weapon. This renders both weapons useless in combat
until untangled, a process that takes a combat round of focused
attention to complete. You can, of course, simply drop the flail and
draw another weapon while your opponent struggles to free theirs.

Greatsword: This is a very large version of a longsword. It is a


symbol of great power, but carries no special modifiers. This is a
two-handed weapon.
Hand Axe: This serves as a standard basic weapon as well as an allpurpose tool. It is common among people who live in the forest.
Longsword: The longsword is a classic heroic weapon. Users have a
+2 modifier when parrying with it.
Mace: This is merely a metal version of the club, but the difference is
striking. The mace is a classic weapon that has no special modifiers.
33

Weapons (continued):

Armor:

Morningstar: Essentially a mace with a spiked head, the


morningstar is specially designed to penetrate armor. The Armor
Class of any opponent wearing metal armor is reduced by 1 point if
you are using this weapon to attack them.

Some of this armor is unavailable to starting characters simply due


to extraordinary cost. However, it may be available for purchase in
the game world. In fact, acquiring an expensive suit of armor would
make an excellent minor ambition.

Quarterstaff: The quarterstaff is a simple weapon that can be


acquired at no cost, like the club. Quarterstaves have a 90% chance
of breakage if used to parry, but they give a +1 bonus to the attempt.
This is a two-handed weapon.

Padded: This kind of armor is made up of extra thick cloth


layers and provides minimal protection. It is common among the
peasantry. If submerged in water, quadruple the normal weight as
the armor soaks up a lot of water.

Rapier: A rapier is a sword specifically designed for parrying blows


in combat. It grants a +4 bonus to parry, but its thin design can
result in a 25% chance of breakage when used to block a weapon
that deals 1d10 or higher damage.

Leather / Hide: This kind of armor is composed of hardened


animal skins. It provides decent baseline protection for a soldier.

Scimitar: This is a cavalry weapon that is sometimes used on foot.


It functions normally in other circumstances, but grants a +3 bonus
To Hit and damage when used on horseback.
Shortsword: A shortsword is a basic weapon of proven reliability.
Users have a +1 modifier when parrying with it.
Spear: The spear is a classic weapon that has a variety of uses in
combat. When used against mounted opponents, it grants a +2
bonus To Hit and damage. Spears have a 50% chance of breakage if
used to parry, but this does not affect the success or failure of that
parry. This is a two-handed weapon.
Warhammer: The warhammer is a knightly weapon that deals a
lot of damage, even against armored foes. The Armor Class of any
opponent wearing metal armor is reduced by 1 point if you are
using this weapon to attack them. This is a two-handed weapon.

Studded / Brigandine: This kind of armor is composed of


hardened animal skins or cloth that is covered with a network of
small metal fittings. These fittings deflect blows some of the time.
Scale / Ring: This kind of armor is composed of overlapping
pieces of metal and was a precursor to chainmail armor. It lacks the
protective value of chainmail but also weighs a lot less.
Chainmail: This kind of armor is made from interlocking metal
rings that together form a dense mesh of metal that is extremely
hard to penetrate with weapons. This protection comes with a heavy
weight and a steep price.
Splint / Banded: This kind of armor is made from riveting plates of
metal onto a cloth or leather base armor. It lacks the impenetrability
of actual plate mail, but comes close.
Field Plate: This kind of armor is made from overlapping steel
plates. Some elements are missing so that it can be put on faster.
Full Plate: This kind of armor is made from overlapping steel
plates. All elements are included.
34

Retainers:
Sometimes you are incapable of handling a situation with the
resources you have within your group of characters. Perhaps
you need a skill that you do not have or you need help carrying
something too heavy for the characters in the group. Maybe you
need someone to build a home for you, paint it, or care for it while
you are away. Non-Player Characters in the world can perform these
tasks for you, but not for free. These people are called Retainers.
There is no standard wage for anything in the world of Errant
because there is no market system to do so. Everything must be
negotiated and ultimately the wage that a retainer demands is up to
the GM. If that job involves danger and risk, the price will go up. If it
involves going away for an extended period, the price will go up. If
you cannot pay the wage demanded, people will not work for you.

Architect
Armorer
Arrowsmith
Assassin
Astrologer
Barrister
Blacksmith
Bookbinder
Bowyer
Brewer
Butcher
Carpenter
Cartwright
Chandler
Clerk

Common Types of Retainers


Clockmaker
Interpreter
Cobbler
Locksmith
Cook
Mason
Cooper
Mercenary
Farrier
Messenger
Fletcher
Miner
Furrier
Minstrel
Gemcutter
Navigator
Glassblower
Painter
Goldsmith
Ploughman
Groom
Porter
Guide
Potter
Herald
Saddler
Herbalist
Sage
Huntsman
Sailor

Retainers are more than simple business associates. They are


exclusively in your employ. As a result, you must draw upon
your Charisma to keep them in your service. Any time you have a
disagreement with your retainer over any issue, the GM should call
for a Charisma test to maintain your control over them. If you fail
this test, they may simply walk away from the relationship.
The negotiations to hire a retainer should ALWAYS involve a
Charisma test, at the very least to determine price, but also to
determine how happy they are about working for you in the first
place. Someone who only begrudgingly takes the job will have an
easier time walking away later.

Sapper
Scribe
Ship Captain
Shipwright
Skinner
Soapmaker
Spy
Tailor
Tanner
Teamster
Torch-bearer
Trapper
Vintner
Weaver
Wheelwright
35

Adventuring
Mechanics

36

Exploration Mechanics:
As an Errant adventurer, the majority of gameplay will revolve around exploring the world. This will bring your character into situations that
most people would avoid at almost all costs. An important element in the life of adventure is a willingness not just to endure these kinds of
situations but to actively seek them out.

Long-Distance Movement:

The world in which your character lives has a level of technology


roughly comparable to the early Dark Ages. Those maps that do
exist are exceptionally rare and extremely expensive. Attempting
to locate a reliable map could be a quest in its own right.
Most cities in this time period are small by modern standards. A city
of 20,000 souls is fairly large for the time. An entire continent may
contain a single city of 100,000 or more people. The technology
necessary to support concentrated populations is lost, if it ever
existed at all. Roads that do exist are typically overgrown and
poorly tended. Only members of elite social classes like the Clergy,
Nobility, or Burghers will even know how to navigate these roads.
The common folk do not travel more than a few dozen miles from
their home in their entire life and thus know very little about longdistance travel.
You may have very few actual details about the place you are trying
to reach. For example, you may be searching for the village of Canto.
There may be a handful of people in a major city that have even
heard of Canto, even fewer who can give accurate directions. As a
result of these constraints, reaching a location can be a significant
challenge. There is no danger of getting lost while travelling along
a road, however if you do not know where you are going then you
may end up somewhere you really didnt want to go.
When travelling through a wilderness region, you must use the
Orient class skill just to maintain your direction, much less reach a
specific location. Failure can leave you in dangerous country with
the difficult task of rediscovering civilization. Use caution!

Law & Order:

The world of Errant is in a dark age. The civilizations of the Dwarves


and Elves have largely collapsed and fallen into ruinous decline.
In the wake of that collapse, the populations of uncivilized races
like Orcs and Goblins have expanded and moved into formerly
developed areas. Without anyone to keep them at bay, monster
populations have grown into significant threats.
In this chaos, Humans may be the last hope for civilized people
everywhere. Their cities are the only highly concentrated
populations left in the world. If there is a chance to roll back the
darkness of the age, it will be Human civilization that achieves it.
Despite this optimism, Human society is fragmented and
disorganized. Their political systems are fragmented feudal
hierarchies prone to infighting and conflict. Humans sometimes
spend more time fighting each other than on defeating the real
enemies of civilization that are hidden away in the wilderness.
Law in this time is inconsistent, biased, and prone to corruption.
There is no organized legal system, merely the fiat of the local lord
or aristocrat. Be careful when traveling the land, lest you anger those
who have a modicum of power and will kill to keep their grip on it.

Movement Speeds:

An unencumbered person can hike a number of miles in a day


equal to their Constitution, minus a penalty provided by the GM to
represent the difficulty of the terrain. A party travels at the speed of
its slowest member. Mounts travel at double their Constitution in
miles per day.
37

Encounters:

While traveling overland or within a dungeon, the GM may roll dice


to determine the likelihood of encountering a special situation. This
could be running into a wild animal, coming across a monster or its
lair, or an encounter with local highwaymen. It could just as easily
be finding a small frontier homestead or a waystation that provides
sustenance for the Kings cavalry as they travel about the land.
If such an encounter occurs,
every party member must make
a Save vs Spot. The GM makes
similar rolls for the other side.
Whoever succeeds by the largest
margin notices the other first.
This may give you an advantage
or result in you running right
into an ambush. The GM can
simply decide the intentions of
those encountered or they may
roll randomly from the table to
the right. You will have to watch
those encountered to try and
deduce what they intend.

Intentions: Roll 1d10


1
Looking for Help
2
Eager to Interact
3
Cautious: Guard Down
4 Cautious: Weapon Drawn
5
Avoidance and Retreat
6
Avoidance and Retreat
7
Avoidance and Retreat
8
Attacks after Stalking
9 Attacks after Preparation
10
Attacks Immediately

Encumbrance:

The most weight that any character can carry and still move is equal
to five times their Strength. The most weight that any character can
carry comfortably is double their Strength. Therefore an average
person can carry about 20 lbs without having to worry about getting
tired and a maximum of 50 lbs before they cannot move.
If you are carrying more weight than you can manage comfortably,
you lose 1 Hit Point per hour per multiple of your strength above
your comfort limit. The average person in the example above would
lose 1 HP per hour carrying 21-30 lbs, 2 HP per hour carrying 31-40
lbs, and 3 HP per hour carrying 41-50 lbs. If your HP is reduced to
zero in this way, you collapse and fall unconscious.
38

Daily Sustenance:

Sleep:

Food: Each character must consume at least one ration per day in
order to stay alive. You must consume a number of rations equal to
one fourth your Strength, rounded down, in order to heal hit points
normally. Rations can be purchased from the equipment lists for
fixed costs or they can be generated by searching for food.

A character needs 6 hours of sleep every day in order to function


effectively. Any time a character fails to meet this standard,
temporarily lower all Attributes by 1 for the entire following day. If
they fail to get enough sleep for two days in a row, temporarily lower
all attributes by 5 for the entire following day. Each successive day
without sleep results in another 4 cumulative penalty applied, so the
third day reduce attributes by 9, by 13 on the fourth day, and so on.

The degree to which you track the demands of daily life is up to


the consensus of the group. You may decide that you want to keep
track of the source of every meal, the exact number of days spent
foraging for food, and exactly how much water you are caring in
your support wagon. The rules below are provided for guidance if
you choose to track these variables in your game.

Water: Each character must consume at least one drink per day in
order to stay alive. You must consume a number of drinks equal to
one fourth your Strength, rounded down, in order to heal hit points
normally. Drinks can be purchased from the equipment lists for
fixed costs or they can be generated by searching for water.
Searching for Food & Water: The GM will assign a die value to
each region of the game world to indicate the relative abundance
of that area and another die value to indicate the presence of water.
A rich lowland might have a value of d10 for both food and water
while a frozen tundra might have a food value of d4 but a water
value of d12. Most characters can hunt for food or search for water
in that region by devoting an entire day to the process and rolling
the appropriate die. Their labor yields a number of rations or drinks
equal to the die result. However, a Ranger can roll two dice of the
designated type for food while a Druid can roll two dice for water.

Swimming:

Every character is assumed to have basic swimming ability.


Swimming in calm waters without Encumbrance requires no rolls.
However, the GM can call for a Strength or Dexterity check if the
water is dangerous. Your encumbrance penalty is applied to any
such tests, so avoid going into the water with a heavy load.

As with sustenance, the degree to which you track the demands of


daily life is up to the consensus of the group. You may decide that
keeping track of every hour of sleep and exactly how long each party
member stays up on the night watch. These rules are provided for
guidance if you choose to track these variables in your game.

If these penalties reduce Strength, Dexterity, or Constitution to


zero, the character falls asleep despite the desires of the player.
Anyone forced to sleep in this manner will sleep for a number
of hours as dictated by the GM unless forcefully roused. If these
penalties reduce Intelligence, Wisdom, or Charisma to zero, the
character becomes insane and transfers to GM control until they
are restored above zero. Serious sleep deprivation can have extreme
consequences on the mind.

Time:

The world of Errant represents a time when exact timekeeping was


extraordinarily difficult. At best, a town might have a few people
who keep track of the days of the year. It is probable that your
character may lose track of the exact day if they are away from
civilization for an extended period of time. At a shorter scale, most
people do not even attempt to keep track of the passing of hours.
As a result, it may be difficult or impossible to coordinate arrivals
or meetings with a third party. You might tell a friend that you will
meet them in the town of Robart next Thursday at noon. The odds
of them being able to fulfill your request may be low. If they even
show up on the right day, you might consider yourself lucky.
39

Toxins:

The world of Errant is the home to a wide range of noxious


substances. It is important to know how these substances affect
your system so that you can react appropriately if inflicted.
A toxin is a substance that inflicts temporary attribute damage on
the victim. It could be a poison or a disease, but the rules are the
same for both. This must be treated with Medicine or Magic under
the same rules as combat damage of this type, including 12 hour
Saves vs Toxin.
A toxin is introduced through the body via an exposure method.
This determines how you can become infected. For example, you
cannot inhale a respiratory toxin if you are holding your breath.
The toxin will wait a period of time before becoming active. This
is called gestation. A toxin with a gestation of 1 minute would
begin affecting you 1 minute after exposure, however some toxins
(especially diseases) may have gestation periods measured in days.
A toxin will inflict damage to one or more attributes. The amount
of damage is random and based on the toxin, but it will occur one
point at a time at a frequency called an interval. Once all the damage
has been dealt, the toxin is considered to have run its course and
you are no longer affected by it. Of course, you will need to get the
damage treated quickly or else it could become permanent.
Finally, each toxin has symptoms that will begin to express
themselves when the gestation period is over. This may actually be
your first indication that you are even infected, so pay attention.
Example: Whistleberry Powder
Exposure
Respiratory
Gestation
3d8 minutes
Attribute Damage
1d8 Charisma, 1d10 Wisdom
Interval
1 per Hour
Symptoms
Purple skin tone, disorientation, delusions

Drugs:

A drug is similar in many ways to a toxin but it does not always


damage you and it may provide some beneficial effects. Drugs can
affect the mind, the body, or both. Drugs can also create physical
and or psychological dependency. Alcohol is an example of a drug.
A drug has the exposure, gestation, and symptoms characteristics
of a toxin, but does not deal damage to you over interval periods.
Instead, it has a simple duration after which the effects expire. A
drug can raise or lower any number of your characteristics; from
attributes to saving throws to any number of other effects. Exactly
what a drug does is completely up to the GM.
A drug also has the potential to be addictive. The likelihood that the
user will become addicted to the drug is represented by an addiction
factor. This is a dice that is rolled per dose of the drug consumed
with the user becoming addicted if they roll a 1. For example, an
addiction factor of 1d4 means that they have a 1 in 4 chance of
becoming addicted per use. A drug with a 1d12 addiction factor is
much less likely to be addictive.
Someone who is addicted to a drug must consume it every week or
suffer withdrawal symptoms. Withdrawal effects intensify, plateau,
and eventually fade. This rise and fall occurs over 1d10 days for all
drugs. The GM can force Save vs Pain to see if you can resist the
temptation to consume the drug to stop the withdrawal symptoms.
If you fail this save, you will to do anything to get your fix.
Example: Goldenbrew Dwarven Ale
Exposure
Oral Consumption
Gestation
4d6 Minutes
Symptoms
Drunkenness, Combat Hallucinations
Effects
-3 Wisdom, +10 Hit Points, +6 Save vs Pain
Duration
4 Hours
Addiction Factor
1d10
Withdrawal
Headaches, Slight Nausea
40

Vision and Light:

The ability to see is vital to survival. Unfortunately, a large portion


of an adventurers life is not spent in brightly lit open areas.
Adventurers tend to go into caves, dungeons, buildings, and heavily
wooded areas. They camp in the wilderness at night. As a result, they
often find themselves in situations where things within their normal
range of vision may be obscured, distorted, or completely hidden.
What you actually see in the world around you, how far your torch
light extends, what heat levels are detected by your Dwarfs eyes,
and whether you see that Ghoul hiding in the corner is exclusively
determined by the GM. Your GM may provide you with guidelines,
such as a torchs light extends fifteen feet in every direction, or they
may set such distinctions aside and simply speak in vague terms.
However, the GM will call for you to make a Save vs Spot when
they want you to have a chance to notice something that most
people might meet. This might be a tripwire running across the
floor, it might be a monster hiding in the shadows, or just whether
you notice a coin lying in the dirt. Generally, you will only get
one chance at this. The GM may impose a penalty on this save to
represent situational factors like shadows or camouflage.

The Darkness of Night:

The world of Errant is a dangerous and wild place. At night, apex


predators roam the land looking for easy prey. People tend to live in
small villages for safety in numbers. These villages may put up stone
walls or wooden palisades to protect them against these threats.
At night, vision ranges decline and dangers can creep close.
Common folk stay inside where it is warm and safe. Those who
travel at night are viewed with immediate suspicion and fear. Sounds
carry far and wide through the night air and the howling of a wolf or
coyote may be a frequent occurrence in the countryside.
However, danger can come just as easily from those inside the walls
as those beyond. Thieves, brigands, smugglers, and other criminals
prefer to conduct operations under the cover of darkness. Anyone
who comes knocking on the door at night is presumed to be up to
no good. If you did not make friends during the day, dont expect to
be forming new friendships talking through a barred door.
Due to these factors, anyone moving about at night is always on
their guard. Consequently, the GM may apply penalties to any Save
vs Fear made during the night.

The Effects of Darkness and Blindness:


As your vision becomes worse, the GM will impose progressively
worse penalties on anything you do that requires vision, such as
attacking a target in combat or spotting an approaching monster.
Some magical effects may completely blind you as well, such as
Blackout. If you are completely blind, the GM may impose a large
penalty or simply decide that the task is impossible to accomplish
without sight.
Some mechanical tasks like lockpicking may be accomplished
completely by feel, but also at a penalty imposed by the GM.
Some tasks are obviously unaffected by darkness, such as talking.
Ultimately, what you can and cannot accomplish in the dark or
while blinded is up to the GM.
41

Exploring a Dungeon:

The achievement of your characters ambitions will likely take


you into locations that the average person would do well to avoid,
such as abandoned castles or dank caverns. These locations are
referred to as dungeons, though they do not have to conform to
the traditional stereotype. A ghost town might just as easily be
considered a dungeon as an abandoned mine.
While moving around in a dungeon, in addition to the very real
possibility of encountering monsters and villains, you could
encounter the following non-combat hazards.
Rolling for Discoveries: The GM may have a treasure, item, clue,
or any variety of things tucked away in parts of the dungeon. For
example, a gold ring may have fallen into a crack in the floor and
remains stuck there for you to find, hopefully.
In such a case, the GM may roll a die in secret to assess the odds of
discovery. On a die result of 1, you accidentally discovery the secret.
The GM can change the size of the die to reflect the likelihood of
finding it. Getting a result of 1 on a d4 is much easier than on a d20.
The GM may also roll dice just to keep you on your toes.
If you are not actively searching for anything, the GM will typically
use a larger die like a d10 or a d12. If you tell the GM you are
actively searching the area for hidden objects, they will typically use
a smaller die to reflect your diligence, like a d6 or a d4.

Locked or Stuck Objects: You may encounter a door that has


swelled in the heat and prevents passage forward or a locked chest
that might contain valuables inside. You can make a Strength test
to simply force something open or you can make a Disable roll
to bypass a locking mechanism. Some objects may be locked in a
manner than cannot be disabled, such as a door being barred from
the other side. The GM may assess a penalty to your rolls based
on the challenge presented and/or give you a bonus for having
appropriate tools. Be advised that the use of extreme force to open
an object usually creates a lot of noise and may attract attention.
Collapsed Structure: You may discover structures above ground
that have collapsed or you may find collapsed tunnels in an
underground location. You can dig through loose dirt and rock at
a rate equal to half your Strength in cubic feet per hour of work.
Heavier materials take more time to dig through, based on the
judgment of the GM. This process also constitutes searching that
material as it is removed and you will be given the appropriate
chance to discover anything hidden within it.
Traps: Sometimes intelligent creatures can set up traps to injure
those who try to sneak up on their lairs or hideouts. These traps can
range from simple deadfalls and pit traps to intricate mechanical
triggers that can shoot out poisoned darts. Anyone approaching
the trap can get a Save vs Spot at the GMs discretion to notice it. If
detected, someone may disarm the trap using the Disable class skill.
Failure may or may not trigger the trap mechanism.

Keep in mind that actively searching an area requires spending


several minutes engaged in that task and you may be making noise
that attracts attention from monsters or NPCs that are nearby.

Some traps may be unnoticeable and/or unable to be disabled.


Magical traps are usually both.

Poisons and Disease: You may encounter natural or magical


poisons and diseases in dungeons with much greater frequency that
you do in the outside world. These areas are often the home of apex
predators and typically have an above-average amount of decaying
corpses than a normal location. Be careful about what you touch.

Falling from Heights: You may accidentally lose your footing and
fall from an elevated position. You will suffer 1d6 points of damage
per 10 feet of distance travelled. A successful Save vs Snap will halve
that damage. Any fall of 250 feet or greater is automatically fatal
unless you have magical protection of some kind.
42

Combat Mechanics:
As a part of the game, you will find yourself in situations that may become violent. In those circumstances, special rules apply to make sure
that the game is adjudicated fairly. You may wish to use miniatures in combination with a battlemat to represent your characters and the
environment of the conflict. Combat is divided into combat rounds that represent approximately six seconds of game time.

How a Combat Round Works:

Combat is divided into combat rounds that represent approximately


six seconds of game time. Each round is composed of two steps;
taking actions and applying damage.
Taking Actions: Within each round,
everyone can take one combat action. Actions
are taken in reverse order of Dexterity with
the lowest Dexterity combatant going first.
This allows the faster combatants to benefit
from the foreknowledge of how the round
will resolve when they make their decisions
about what to do.
Taking actions while having suffered
temporary attribute damage requires making
a Save vs Pain at a penalty equal to the total
of all temporary attribute damage suffered. A
failed roll means incapacitation for the round.
You can attempt to act again next round.

Combat Actions
Attack
Draw & Attack
Move & Attack
Move
Cast a Spell
Parry
Dodge
Hold
Charge
Grapple
Surrender

Applying Damage: Once all actions have been taken and all
damage has been rolled, it is applied simultaneously. Even if this
results in the death of a combatant, their attacks that round will
still deal damage if they hit. The one exception to this is the Knave,
whose First Strike ability overrides these rules.
Between Rounds: Some spell effects can expire between rounds.
Otherwise, combat continues round-by-round until only one side
remains fighting.

Combat Actions:

These are defined action types and do not represent everything you
can do in combat. However, if you want to attempt anything outside
of these guidelines, the GM must determine how it is adjudicated.
Attack: Taking this action means you are spending the entire
round attempting to injure a targeted opponent with your weapon.
The opponent must be within range of your weapon. Attacking is
an attribute test against Strength, except for some Fighter combat
styles that use Dexterity instead. This is also called a To Hit roll.
The Armor Class of your opponent is applied as a penalty to your
attribute and there are some other modifiers that might apply
depending on your character design. If you are successful, you hit
your opponent and roll the appropriate amount of damage dealt by
your weapon. The GM will reduce their hit points accordingly.
Draw & Attack: Taking this action means you are either dropping
your current weapon and drawing a new weapon or that you began
the round unarmed and drew a weapon to attack. The weapon must
be easily accessible to do this. A spear strapped to your back or a
sword in a scabbard is considered accessible. A dagger in a pouch at
the bottom of your backpack is not accessible. This is adjudicated as
if it were a normal attack, but at a -3 penalty To Hit.
Move & Attack: Taking this action means you are moving closer to
an opponent and then attacking them. The opponent must be within
a number of feet equal to your Dexterity plus your Strength to take
this action. You must already have your weapon in hand to take this
action. This is adjudicated as if it were a normal attack, but at a -5
penalty To Hit.
43

Combat Actions (continued):


Move: Taking this action means you are only moving around on the
battlefield. This could be in any direction but you must remain a few
feet away from any enemy. If you want to move close to an enemy or
through their immediate area, you must use a Charge instead. You
can move up to twice your Dexterity in feet. While moving about,
you gain a bonus to Armor Class equal to one-half your Dexterity.
Cast a Spell: Taking this action means you are casting a magical
spell of some kind. The mechanics of casting the spell are dependent
upon your class as described in the Magic appendix. While casting
a spell, you get no benefit from any armor you are wearing and
have an Armor Class of zero. This is because you are so wrapped
up in casting the spell that you are not able to take even basic steps
to defend yourself from attack. If you are hit before the end of the
round, the spell fizzles to no effect.
Parry: Taking this action means you are attempting to block an
incoming blow from an enemy. You can only parry a combatant who
has attacked you earlier in the round. Parrying involves making a
normal Attack roll. However, instead of applying their Armor Class
as a penalty, you use their margin of success when they attacked you
as a penalty instead. If you succeed, you have merely stopped the
blow from hitting you. You have not actually hit your opponent.
Dodge: Taking this action means you are attempting to avoid an
incoming blow from an enemy. You can only dodge a combatant
who has attacked you earlier in the round. Dodging involves making
a Save vs Snap, with a penalty applied equal to the margin of success
on the opponents attack roll. Magical attacks cannot be dodged, but
it is possible to dodge arrows and thrown weapons.
Hold: Taking this action means you are waiting to strike next round.
You will be able to act last in the next round (if multiple combatants
hold, ties are broken by Dexterity). You will also get a bonus on that
action equal to your character level.

Charge: Taking this action means you are running into their
immediate vicinity and using the force of your movement to aid in
the attack, such as when charging with a spear. The opponent must
be within a number of feet equal to twice the sum of your Dexterity
and Strength to take this action. You must already have your weapon
in hand to take this action. This is adjudicated as if it were a normal
attack, but it deals double damage. You are considered stunned in
the round immediately following a charge.
Grapple: Taking this action means you are attempting to wrestle
your opponent to the ground. If your opponent is making an armed
attack against you in the same round that you attempt to grapple,
you will still suffer damage if the blow connects.
Resolve a grapple by making opposed Strength tests and comparing
the margin of success. The difference between the two margins of
success becomes a penalty to all future d20 rolls by the weaker
grappler, until the grapple is broken. For example, while grappling
you succeed on your Strength test by 5 and your opponent only
succeeds by 1. The opponent now suffers a -4 penalty to all actions
while you have them in your grip. While grappled, an opponent can
still attack you with a dagger or similarly sized weapon.
These penalties can be stacked and/or combined with the grappling
efforts of other combatants. If a grappling penalty becomes larger
than an opponents strength, they are considered pinned and
completely unable to take actions. Thus a wrestling match would
consist of successive grappling rolls until one wrestler is slowly
overcome and pinned. Some Gifts can make you a better grappler.
Surrender: Taking this action means you are dropping your
weapon, raising your hands to show your intent to surrender, and
stepping away from combat. Most intelligent beings will respect
your surrender, but attempting to surrender to a wild animal will
likely have no effect whatsoever. Of course, you are now a prisoner.
44

Gifts

45

Gifts:
Every character gains a Gift every other Level. They choose their
first Gift at second level, another at fourth level, etc. Your GM may
require some training be undertaken before a gift can be taken.
Acrobatics: You can perform amazing feats of balance where others
would fall. You can usually walk across narrow beams, tightropes,
ice slicks, and surfaces covered with liquid without falling. In
most cases, you automatically keep your balance on these kinds of
surfaces. However, extreme situations may result in a Dexterity test,
subject to GM judgment.
Animal Empathy: You are received well by animals. Normal
animals do not react negatively to your presence, though this
protection does not extend to anyone traveling with you. Any tests
to control a normal animal for work or as a mount are done at a +3
modifier. Supernaturally large or aggressive animals are considered
monsters and are unaffected by this gift.
Awareness: You are unusually perceptive. Add +1 to both Listen
and Spot saving throws. You can take this gift multiple times.
Brute: You always seem to hit harder than most. Add +1 to all
damage rolls using melee weapons that deal 1d8 damage or more
per strike. You can take this gift multiple times.
Carouser: You have a way of keeping your wits despite consuming
large quantities of alcohol. If there is a rumor to be learned in a
social gathering where alcohol is being consumed, it will inevitably
find its way to your ears.
Catcher: You have a knack for catching flying objects. You
automatically catch anything intentionally thrown to you. You also
have a 50% chance of catching anything thrown within reach of you.
This ability does not cover things thrown at you or someone near
you. You cannot catch flying daggers or arrows.

Acrobatics
Animal Empathy
Awareness
Brute
Carouser
Catcher
Catfall
Cautious
Climber
Channeler
Common Sense
Debonair
Digger
Disguise
Dowser
Dual-Wield
Duelist
Eavesdropper
Eidetic
Endurance
Equestrian
Escape Artist
Etiquette
Fast Metabolism
Faster Healing

List of Gifts
Favored Enemy
Fearless
Finesse
Flinch
Forger
Forgiveness
Fortune Finder
Gambler
Haggler
Hardy
Hawkeye
Heraldry
Herbalist
Hiding
Indomitable
Inheritance
Innocent Face
Interrogator
Jumper
Lawgiver
Leadership
Light Sleeper
Light Step
Lip Reading
Literacy

Lockjaw
Mimicry
Mule
Mundane
Negotiator
Numb
Occultism
Outlaw
Palm
Pathfinder
Pickpocket
Quick
Quick Draw
Rage
Resilient
Salty Dog
Shield Basher
Snatcher
Timid
Tongues
Toughness
Tracking
Weapon Training
Wild Magic
Wrestler

46

Gifts (continued):
Catfall: You have a knack for landing on your feet. You take half
damage from all falls. If you fall over 250 feet, you are still doomed.
Cautious: You have a cautious way about you. Whenever the GM
calls for a roll to see if you set off a trap, roll twice. If you succeed on
either roll, the trap doesnt go off.
Climber: You are an adept climber. You can attempt to climb
surfaces that most people would simply write off as too difficult,
such as a sheer rock face. You make all tests involving climbing with
a +3 bonus.
Channeler: You have the ability to channel a wider range of magical
energy than most spellcasters of your type. You can choose one
additional spell of the same level as the level when you take this gift.
This can be any spell, regardless of your normal class restrictions.
This gift is only available to Bards, Druids, & Sorcerers.
Common Sense: You just know the right thing to do. If you commit
a social faux pas by saying something inappropriate, you can take
back what you said and replace it with an alternative statement.
Debonair: You have a certain swagger in the presence of young
people. You just have a special romantic air about you. They want
to be around you whenever possible and will sometimes foolishly
follow you just to see what you are doing. Any Charisma test against
a young person of your race has a +3 bonus.
Digger: You have a special bond with the earth. You love to get
dirty, either in a garden or digging underground. You can dig
through loose dirt and rock at a rate equal to your Strength (instead
of the normal half-Strength) in cubic feet per hour of work. Heavier
materials take more time to dig through, but you still dig at double
the rate of a normal person.

Disguise: You have a knack for changing your appearance. With


access to adequate materials, you can change your appearance so
thoroughly that those looking upon you do not even get a roll to
notice your ruse. With improvised materials or when under time
pressure, you still get a +3 bonus to attempt to disguise yourself.
Dowser: You just seem to know where water is. You roll two extra
dice when searching for water in the wilderness. You also have an
uncanny sense for predicting when a rainstorm is coming.
Dual-Wield: You can use two weapons simultaneously in combat,
provided each weapon can be used in one hand. This does not give
you two attacks, but makes you more likely to land a blow. You gain
a +3 bonus To Hit and if you hit you roll damage for both weapons.
However, you deal 2 less damage total because you are slightly off
balance when swinging your weapons.
Duelist: You are an expert swordsman. When using a longsword or
rapier, you get +3 to your Parry attempts.
Eavesdropper: You have a hard time not paying attention to other
peoples conversations. You get +2 to Listen saving throws. You can
take this gift multiple times.
Eidetic: You have a perfect photographic memory. You can ask the
GM for any information they have previously told you and you will
get a reliable answer.
Endurance: You are able to endure more hardship than the average
person before breaking down. You gain 1d6 extra hit points. You
can take this gift multiple times.

47

Gifts (continued):
Equestrian: You are at home on horseback. You are able to perfectly
control your mount in virtually all non-combat situations. You can
use a mount in combat or engage in complex maneuvers like jumps
at a +5 bonus.
Escape Artist: Ropes and chains cannot hold you down. You can
make a Dexterity test every 15 minutes to escape from bonds of any
kind. The GM may impose a penalty for really good bonds.
Etiquette: You always know how to react properly in a social
situation. Your character knows which fork to use, when to bow or
curtsy, and what to wear to a social event.
Faster Metabolism: Your body processes occur at a faster rate
compared to others. All time units that affect toxins and drugs are
halved. They gestate faster and they do not last as long.

Forger: You have a talent for duplication. You can reproduce any
written document if you have an original copy, even if you dont
know the language. However, you must be Literate to take this gift.
Forgiveness: You have atoned for past wrongs. You gain +5 to
Karma. This cannot raise your Karma above zero.
Fortune Finder: You have a knack for finding hidden treasures. Any
time the GM rolls to see if anyone finds such things, you roll twice.
Gambler: You have a gift for games of chance. Any time you gamble,
you come out ahead in the end. Be careful though, sore losers may
accuse you of cheating.
Haggler: You have a way of getting a great deal. Most merchants
will sell you equipment at their best price. Any time such things are
settled by dice, you get a +3 bonus.

Faster Healing: Your body is able to mend itself faster than most.
You heal one hit point every five hours instead of the usual six.
Favored Enemy: You have a lot of experience fighting a certain type
of creature. You get +2 To Hit and +2 to damage against one race
or monster type of your choice. Examples include Orcs, Goblins,
Giants, Dragons, Elementals, Golems, Elves, Dwarves, etc.
Fearless: You are difficult to scare. You get +2 to Fear saving
throws. You can take this gift multiple times.
Finesse: You have graceful movements in combat. You may choose
to use your Dexterity to make melee attacks instead of Strength.
Flinch: You are able to react quickly to sudden danger. You get +2
to Snap saving throws. You can take this gift multiple times.

48

Gifts (continued):
Hardy: You are unusually tough. Add +1 to both Pain and Toxin
saving throws. You can take this gift multiple times.
Hawkeye: You notice just about everything. You get +2 to Spot
saving throws. You can take this gift multiple times.
Heraldry: You know the meaning of most heraldric symbols from
your current region. When traveling, you pick up the differences
quickly. When identifying heraldry you have never seen before, you
get a +3 bonus.
Herbalist: You aspire to have the medicine skills of a Scholar but
lack the training. You can use Scholarly medicine untrained at a -5
penalty, but if you fail your rolls at any crucial point the GM may kill
your patient. Medicine is no game.
Hiding: You are adept at concealing yourself in strange places. In
mere seconds, you can stuff yourself into barrels, pipes, chests,
closets, and underneath beds. Unless your pursuers are truly
dedicated, they are unlikely to look in the kind of places you pick.
Indomitable: You have an unusually strong soul. Add +1 to both
Fear and Magic saving throws. You can take this gift multiple times.
Inheritance: You have benefited from a sudden financial windfall
due to the death of a relative. You inherit 5d10 x 10 gold.
Innocent Face: You have cultivated a look of innocence. When
suspicion exists, you are overlooked. When evidence surfaces, it is
mistrusted. You must be caught red-handed to even be a suspect.
Interrogator: You have a talent for getting information out of
people. You dont have to use force to do it. Something about you
just compels a confession. A prisoner is putty in your hands.

Jumper: You can jump farther and higher than a normal person. For
most jumps, you automatically succeed. Whenever the GM forces a
roll to see if you leap a certain distance, you get a +3 bonus.
Lawgiver: You have a natural air of authority. In a chaotic town
hall meeting, people look to you for guidance. Your word can stop
a vigilante in their tracks. Even legal officials occasionally seek your
guidance in difficult situations. You are respected. You must have 10
or higher Karma to take this gift.
Leadership: You have a tactical ability in small unit combat. If
everyone on your side of a conflict acknowledges your leadership,
they gain +1 To Hit in combat. You must be able to give orders in
order to have this effect (e.g. you cannot be magically silenced).
Light Sleeper: You only need 5 hours of sleep each night to feel
rested instead of the usual 6 hours. You always wake up immediately
if there is an audible disturbance.
Light Step: You walk softly. Anyone trying to Listen to you suffers
a -2 penalty. You also do not leave tracks when you walk in the
wilderness. Anyone attempting to track you automatically fails.
Lip Reading: You can try to read someones lips if you cannot hear
what they are saying. The GM will roll dice in secret to determine
what you think you see them say. You have a 40% chance of getting
a good idea of what is being said, a 40% chance of being unable
to glean any useful information, and a 20% chance of completely
misunderstanding what they are saying.
Literacy: You are able to read and write in a single racial language.
You must be trained for a significant period of time to take this gift.

49

Gifts (continued):
Lockjaw: You tend to keep your mouth closed. You get +2 to Breath
saving throws. You can take this gift multiple times.
Mimicry: You can imitate the voices of other people. This can
extend to other races if they are close to your vocal pattern. For
example, a Human could mimic a Dwarf or possibly an Orc, but
not a Dragon. Anyone who is very familiar with the person you are
imitating can make a Listen saving throw to detect your ruse.
Mule: You can carry more weight than an average person. You can
carry up to six times your Strength before becoming immobilized
and you can carry three times your Strength comfortably.
Mundane: You are naturally resistant to magical effects. You get +2
to Magic saving throws. You can take this gift multiple times.

Negotiator: You have a talent for negotiating with strangers in


strange places. If you are in front of the party and able to speak
to those encountered, subtract 1 from any result you have on the
Intentions table when starting an encounter.
Numb: You are cold and unfeeling. Add +1 to both Fear and Pain
saving throws. You can take this gift multiple times.
Occultism: You are familiar with a wide range of occult topics,
including devils, demons, evil outsiders, and evil artifacts. This
may be because you are interested in destroying such things or in
acquiring them for your own ends. Regardless, you never have to
make an Expertise roll to have information on these topics.
Outlaw: You look like a miscreant. Law enforcement naturally
suspects you in any criminal investigations, even if you are not
remotely involved. However, you fit right in with the underbelly of
society and can easily locate a fence or black market vendor.
Palm: You have a knack for hiding objects on your person,
especially in your hand. You can palm small objects without a roll if
no one is looking. If someone is looking or the object is difficult to
reach, you can do so with a +3 bonus.
Pathfinder: You have a talent for finding the best way through
an unknown area. When you succeed at an Orient roll, you find a
natural game trail or path through the area. You can locate this path
on a future journey to pass through without another Orient roll.
Pickpocket: You can easily lighten the wallet of innocent passersby.
In a crowded urban environment, you can successfully pickpockets
without even making a roll. In other circumstances, you can do so
with a +3 bonus.

50

Gifts (continued):
Quick: You can move around faster than most. You can take a Move
and Attack or Move combat action and move twice as far as someone
with your Dexterity. This does not remove the To Hit penalty of the
Move and Attack or improve your AC bonus while doing a Move.
Quick Draw: You can draw a weapon with incredible speed. You
can take a Draw and Attack combat action without the normal -3
penalty To Hit.
Rage: You are hot-headed with a loose temper. You tend to lose
control of yourself when discussions get heated. However, you do
not have to make Pain saving throws when damaged in combat.
Resilient: You are naturally resistant to toxin. You get +2 to Toxin
saving throws. You can take this gift multiple times.
Salty Dog: You are an experienced sailor. Most sailing tasks do not
require a roll to complete successfully. When the GM forces a roll,
you make it at a +3 bonus.
Shield Basher: You are adept at using your shield as an offensive
weapon. In melee, you can hit your opponent with your shield as a
part of your combat routine. This does not give you two attacks, but
each round of combat you can designate an opponent adjacent to
you who must make a Snap saving throw or be struck by the shield
and stunned the next round.
Snatcher: You are adept at knocking an enemys weapon from
their hand during combat. You can make a parry against someone
within reach, even if they are not attacking you. If they are not
attacking you, they can make an attack roll, but only for purposes
of adjudicating the parry not striking at anyone. If successful, you
knock their weapon out of their hand and onto the ground nearby.
Any time you successfully parry with a margin of success of 5 or
more while having a free hand, you grab the weapon for yourself.

Timid: You dont have to pull back or lock down because you are
already withdrawn. Add +1 to both Snap and Breath saving throws.
You can take this gift multiple times.
Tongues: You are able to speak a single vernacular language. You
must be exposed to the language for a significant period of time to
take this gift.
Toughness: You are able to endure a lot of suffering. You get +2 to
Pain saving throws. You can take this gift multiple times.
Tracking: You are able to pursue someone by following their tracks.
You can make Orient rolls to hunt down a specific person if you
locate their tracks. Also, you roll an extra die when searching for
food in the wilderness.
Weapon Training: You have learned how to use a certain weapon
in combat. This can even be with weapons that no class has training
in, such as crossbows. You can also use this gift to learn how to use
a normal weapon as a thrown weapon, such as throwing daggers
or axes. You can throw a weapon a number of feet equal to your
Strength. Throwing attack rolls use your Dexterity. You can take this
gift multiple times, each time for a different weapon.
Wild Magic: You have the ability to channel wild magical energies
that stream through the world. This lets you attempt to cast a magic
spell of the same level as the level when you take this gift by opening
your mind to the magic all around you. You do not roll to cast the
spell normally, nor do you even need spellcasting powers to take
this gift. Instead, the spell simply has a 40% chance of succeeding,
a 40% chance of fizzling harmlessly, and a 20% chance of going
horribly wrong. You take your life in your hands with this gift.
Wrestler: You are experienced at grappling combat. Add +3 to all
attack rolls made while grappling.
51

Magic

52

The Casting Process:


Casting Costs:

Outside of combat, simply declare your desire to cast the spell and
pay the appropriate hit point cost. In combat, a magic user can only
cast a spell as a combat action.
Casting a spell consumes a number of hit points equal to the level of
the spell. It also takes a number of combat rounds equal to the level
of the spell. If you do not wish to wait for that many combat rounds
to cast the spell, you can rush the spell by paying 1 extra hit point
per round of casting that is eliminated. For example, if you want to
cast a 3rd level spell in a single round, you could pay 2 additional
hit points to reduce the normal casting cost down to 1 round.
Keep in mind that even if you lack the hit points to cast the spell,
you can continue to fuel magic by voluntarily taking temporary
attribute damage. This works just as if you had suffered that damage
in combat. It randomly affects an attribute and must be healed in the
same way. Obviously this is not the preferred way of casting, but it
may be the only alternative left for you at some point.
Scholarly magic is an exception to this which is cast off scrolls
instead. The hit point cost of scroll magic is paid at the time when
the scroll is created, not when it is used. However, casting a spell off
a scroll still takes the same amount of time to cast as a normal spell
and cannot be rushed or fueled with temporary attribute damage.

The Casting Roll:

After you have paid the cost to cast the spell and begun the process,
you make an Attribute test to cast the spell, adding your level to
the result. The attribute tested varies by class. For example, a 5th
level Druid with a 14 Wisdom tests against a total of 19. Sometimes
it is not enough to simply succeed, but margins of success can
sometimes factor into spell results.
If you are injured in any way during
Class
the casting process, the spell does not
Bard
occur and fizzles harmlessly. However,
Druid
you must still pay the hit point cost of
casting the spell. It is a good idea to
Scholar
stay out of the front lines of combat.
Sorcerer
Any spell which prevents you from
taking any actions also causes spell failure.

Attribute
Charisma
Wisdom
Intelligence
Constitution

Gestures and Speech:

The casting process involves moving your arms and hands in


particular ways while speaking words to unlock the magical
energies. Sometimes, you may find yourself unable to make these
gestures and speech due to physical constraints. For example, you
may be tied up and cannot move or you may be underwater and
cannot speak. In such events, you can pay hit points to bypass these
requirements.

Character Level (CL):

If you pay one additional hit point per CL, you can cast the spell
without making gestures or without speaking. If you pay two
additional hit points per CL, you can cast the spell without doing
anything at all. In such a case, simply having your eyes open is
sufficient to perform the act.

You can only cast spells with a level equal to your own or lower.

Scholarly magic is an exception to this. You only need to be able to


see the scroll well enough to read it and be able to speak.

Character level is referenced in a variety of places in Errant, but it is


extremely important with respect to casting magic. The strength and
duration of magic spells is strongly tied to your CL. Additionally, as
your CL rises, you gain access to new spell levels.

53

The Casting Process (continued):


Counterspelling:

If you know the magic spell that someone else is in the first round of
casting and you are acting later in the round, you can counterspell
it. This is the exact same process as casting the spell itself, but it
negates the spell of your opponent if you get a better result on your
casting roll.
For example, a Druid with a low Dexterity is acting early in a round.
They choose to begin casting Fog Bank. A Conjurer with a higher
Dexterity notices this and begins a counterspell as their action. This
act negates the Druids spell and as a result nothing occurs.
Note that you can only recognize which spell someone is casting
when it is a spell that you know. When someone is casting a spell
that you do not know how to cast, you are not even able to discern
which spell they are casting, much less counter it.

Targeting:

In order to cast a spell, you must choose a target.


The target is the physical thing that will be affected
by the spell. You must choose a target for every
spell you cast. There are five kinds of targets, listed
in the chart to the right. What kind of target each
spell uses is listed in the description.

Target Types
Area
Living
Person
Object
Self

Area represents a two or three dimensional piece of space that will


be affected by the spell. For example, you might casting the Alarm
spell so that it affects a particular room, floor, or a hallway. The spell
affects people moving through that area.
Living represents any living thing, from a tree to a dog. Person
represents a living thing capable of higher-order thought, such as a
Human, Elf, or even a Goblin. Object typically represents something
that is non-living, such as a rock or a wall. However, some spells
with this target can affect living things as well. Self represents the
caster only. The GM is the ultimate arbiter of what does and does
not qualify to be affected by a particular spell.

Range:

After you choose a target, you must affect it. Each


spell description lists a range after its target type.
If the range is None, then you do not have to
consider range at all. Usually this is because the
target is yourself.

Range Types
None
Touch
Sight

If the range is Touch, you must actually touch the target in some
way to affect it. Usually this is done by using your hand, but it is not
limited to that. This may be challenging in a combat situation, where
you must land an unarmed attack on the target in order to satisfy the
range requirement. Finally, if the range is Sight, you must simply be
able to see the target to affect it.
54

Learning Spells:

Schools of Magic:

Scholarly Learning:

All spells belong to a particular school of


magic. There are nine schools in all and
each represents a way of affecting the
world. Which spells you can cast may or
may not be affected by their school.

Scholars can only learn spells by locating new spells in the form of
scrolls and spellbooks found as treasure. Obviously, this requires
some trust on the part of the player that the GM will provide them
with a fair number of spells in this manner. It is incumbent on
the GM to be fair in this manner in the same way that the GM is
expected to be fair to all characters in terms of treasure distributed.

Unlocking Innate Talents:


When spellcasters that have innate
talent reach a new level, they gain
access to the next level of spells
as well. Exactly which spells they
gain is described under their class
description. These spells represent
the expansion of the innate ability
of that spellcaster.

Creating New Spells:

When spellcasters that have innate talent reach 6th Level, they have
reached the zenith of their talent. Further spells can only be learned
from a teacher or via innovation on the part of the character.
For creating your own spells, use existing spells as a guide, work
with the GM to draft spells that you would like to be able to use.
Assign them a spell level based upon how powerful they are and
attempt to cast it for the first time by making the appropriate
attribute test for your spellcasting class. The GM can apply a penalty
to this roll to represent the challenge of crafting the spell.
After the first successful casting, you are considered to know the
new spell well enough to try again without a challenge penalty.

Abjuration: This kind of magic prevents


an outcome from occurring or protects you
from harm in some way.
Conjuration: This kind of magic creates
something from nothing or summons
beings from other places to work for you.

Schools of Magic
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Restoration
Transmutation

Divination: This kind of magic provides you with information that


is difficult or impossible to acquire, perhaps even predict the future.
Enchantment: This kind of magic affects the mind and behavior of
other people, often in subtle ways.
Evocation: This kind of magic inflicts direct damage on opponents
or creates light using focused magical energies.
Illusion: This kind of magic creates false sensory data or alters the
sensory data perceived by others.
Necromancy: This kind of magic affects the dead, the undead, and
the life energy of those still living. This is a quick path to low Karma.
Restoration: This kind of magic heals or restores damage that has
been suffered. It can also remove toxins, undo magic, and so on.
Transmutation: This kind of magic changes objects in the world in
a profound way. It may change their color, shape size, and so on.
55

1st Level Spells by College


Absorb
Alarm
Endurance (D)

Absorb physical hit point damage


Alerts you if anyone enters an area
Prevent minor environmental damage

Commune
Cripple
Curse

Speak with the recently departed


Severely injure a person
Turn fate against a person

Stuck
Beast Summons
Fog Bank (D)
Prismatic Armor (B)

Temporarily hold a door or lid shut


Summon an animal to serve you
Create a mass of fog
Create a glowing magic armor

Deathwatch
Sanitation
Healing Tonic (D)
Restful Slumber

See who is injured, dead, or undead


Clean objects or areas of toxins
Create a refreshing drink
Rest an entire night in one hour

Sound
Eidetic Mind
Empathic Link
Eye of the Magus
Penetrating Vision
Charming Wit
Disorientation
Distraction
Terror
Flame Breath (B)
Magic Missile
Shockwave
Torchlight
Blackout
Phantom Sounds
Static Image
Visage

Create a real sound of your choosing


Remember anything you have forgotten
Sense the emotional state of others
See magical auras in the world
See through thin barriers
Create a positive feeling toward you
Temporarily confuse a person
Attract a persons attention to a lure
Terrify a person into inaction
Breathe fire out of your mouth
Shoot magical bolts at an enemy
Knock down anyone standing near you
Create a small artificial light
Blind someone with illusory darkness
Create random sounds for one person
Fixed 2-dimensional illusion
Change your appearance as desired

Stabilization
Bearclaw
Deep Breath
Degradation
Elegance (B)

Stabilize someone who is injured


Turn your arms into those of a Bear
Hold your breath underwater
Weaken physical materials
Become fast and graceful

56

2nd Level Spells by College

3rd Level Spells by College

Curvature
Firm Footing
Seal

Cause arrows to arc and miss you


Prevents you from losing your balance
Permanently hold a door or lid shut

Mind Shield
Sanctuary
Silence

Protect a mind from magical intrusion


Block someone from scrying on you
Creates a zone of silence

Odor
Shakedown
Summon Elemental
Mind Meld
Reflected Memory
Spoken Word
Focused Thought
Presence (B)

Create a strange odor


Toss objects around to search an area
Summon an elemental to perform tasks
Fully experience another mind
Sense past events around an object
Speak in a language you choose
Perform mental tasks with clarity
Attract the attention of others

Precipitation (D)
Summon Monster
Storage Chest (B)
Eye of Truth
Revelation
Scrying
Obscurity
Sudden Slumber

Causes precipitation over a large area


Summon a monster to fight for you
Store items in a secret chest
See through visual deceptions
Sense the general karma of a person
See a far-away location
Cause onlookers to ignore an object
Create a sensation of sleepiness

Rebellious Tongue
Flashbomb (B)
Freezing Touch
Radiant Heat (D)
Living Shadow
Mask Injury
Mirror Image
Blight
Infection
Summon Spirit
Bounty (D)
Eternal Slumber
Serenity
Open
Shrink
Spider Climb

Cause someone to say offensive things


Create throwable balls of light
Cause extreme cold with your touch
Heat a small area comfortably
Reshape shadows as you desire
Conceal an injury from onlookers
Create duplicates of yourself
Harm natural growth in an area
Infect someone with a disease
Summon the dead to converse with
Improve natural growth in an area
Send a soul to a peaceful afterlife
Grants protection from fear and pain
Unlock anything, even magical seals
Shrink things by a factor of 100
Climb vertical surfaces like a spider

Telepathic Link
Ball Lightning
Duststorm
Gust
False Readings
Illusory Wall (B)
Invisibility
Draining Touch
Primordial Origins
Summon Demon
Cleansing Touch
Rejuvenation
Restoration
Blink
Flight
Stoneskin (D)

Communicate telepathically
Creates throwable balls of lightning
Causes a windstorm that kicks up dust
Knock down anyone along a path
Deceives divination spells
Creates a false wall
Become invisible to onlookers
Transfer hit points to you
Destroy physical materials
Summon an angry demon
Remove toxins from a person
Recover hit points at double rate
Heal temporary attribute damage
Short teleport to evade attacks
Fly at will for a short time
Harden skin to emulate armor
57

4th Level Spells by College

5th Level Spells by College

Dissipate
Halt
Shield

Raise costs for spells cast against you


Stop flying objects moving towards you
Create a magic shield to defend you

Containment
Force Field
Ward

Trap summoned monsters


Prevent all movement through a barrier
Cause spells to occur when triggered

Quiver
Shelter
Summon Horde
Comprehension
Ethereal Sight
Trace Source
Alertness (D)
Animosity

Create a quiver of magical arrows


Create a secure shelter to protect you
Summon a horde of weak monsters
Speak and write in a chosen language
See ethereal objects and creatures
Determine the caster of a spell
Be aware of everything around you
Make someone angrier over time

Dismissal
Portal (B)
Summon Golem
Consultation
Mind Probe
Review
Command
Conference

Send a summoned monster back home


Create a passage to a distant location
Summon a powerful servant
Consult with a deity for answers
Look into a mind for information
Examine your own past in detail
Compel a person to follow your orders
Telepathically communicate with many

Paralysis
Earthquake
Gale Force
Hydrolics (D)
Agony
Ecstasy (B)
Mirage
Desecration
Summon Shade
Command Undead
Dispel
Hallow
Regeneration
Enlargement (B)
Gaseous Form
Teleport

Paralyze someone completely


Cause a large-scale seismic event
Create a massive windstorm
Bend water to your will
Overwhelm someone with pain
Overwhelm someone with pleasure
Create illusionary terrain
Fill an area with unholy energy
Summon a malicious spirit
Bend undead to follow your orders
Remove magical effects
Fill an area with holy energy
Restore crippled or severed limbs
Enlarge objects or people by a multiple
Turn your body into a vaporous form
Move instantly to a distant location

Erasure
Erase memories from a mind
Brilliance
Create a brilliant light source
Fireball
Create throwable balls of exploding fire
Geyser (D)
Cause a boiling hot geyser to spring up
Infectious Theory (B) Cause delusions that spread to others
Phantasm
Create any three-dimensional illusion
Vanish
Turn large objects invisible
Animate Dead
Create an undead servant
Soul Binding
Trap a souls life force in a gemstone
Necrophage
Consume a soul to gain powers
Energize
Infuse magical energy into a gemstone
Permanency
Make another magic spell last forever
Resurrection
Bring someone back from the dead
Infusion
Create magical items
Petrification
Turn someone to solid stone
Polymorph (D)
Transform into any living creature
58

Spell List:
Absorb:

Abjuration: Level 1: Target Person: Range Touch


This spell creates a magical ward on the target that provides protection from
injury. The ward absorbs any hit point damage dealt to the target, up to a number
of hit points equal to your margin of success on your casting roll. If unused,
this spell fizzles after 10 minutes per CL. This spell does not provide protection
against magical damage or environmental damage, such as heat or cold.

Agony:

Illusion: Level 4: Target Person: Range Touch


This spell creates powerful sensations of pain in the mind of the target. The pain
occurs randomly all over the body in waves. While under this effect, they are
incapable of taking any action except screaming and wild movements. This spell
fizzles after 1 minute per CL. Save vs Pain resists.

Alarm:

Abjuration: Level 1: Target Area: Range Sight


This spell creates a magical alarm that alerts you
when someone enters an area. You can select an
area up to 10 square feet per CL when casting
the spell. Anyone moving into that area causes
a ringing noise in your ears. This will wake you
from any non-magical sleep. This spell fizzles
after 1 day per CL.

Alertness:

Enchantment (D): Level 4:


Target Person: Range Touch
This spell grants the target the ability to notice
everything going on around them. Time appears
to move more slowly and the mind is able to
analyze events as they unfold. While under this
effect, they gain a bonus equal to CL to all Spot
and Listen saves. Additionally, in combat they
are considered to have the highest Dexterity for
purposes of adjudicating the order of actions.
Finally, they automatically succeed on any roll
to actively search a room for hidden things. This
spell fizzles after 10 minutes per CL.

Animosity:

Enchantment: Level 4: Target Person: Range Touch


This spell creates a compulsion in the target to be hostile towards everyone
around them. Everyone in their presence grates on their nerves and triggers a
growing crescendo of anger. Minor slights are magnified into egregious insults.
It is highly likely that the target will eventually engage in violence against
someone, possibly even a loved one or close friend. This tends to have disastrous
effects on the targets life. This spell fizzles after 1 hour per CL. The target feels
nothing to indicate they are being manipulated in this way. Save vs Magic resists.

Animate Dead:

Necromancy: Level 5: Target Object: Range Touch


This spell grants unlife to a corpse and binds them to serve the caster. By
default the corpse is either a zombie or a skeleton, depending on the state of
decomposition. Creating a different kind of undead requires the use of special
techniques that must be discovered through play. For example, the caster might
read an ancient tome that describes packing a corpse in salt for a year before
animation to grant it extra defenses of some kind.
This spell can only be cast within an area that is subject to Desecration. The
undead is automatically under the casters control as per Command Undead. It
will remain active until destroyed. Creating undead is one of the most evil acts
imaginable and should always result in a significant Karma penalty. However, it is
unlikely that the caster cares about such things anymore.

Ball Lightning:

Evocation: Level 3: Target Self: Range None


This spell creates a small magical ball of lightning that appears in your hand.
It glows with the strength of a weak candle. You can throw the ball as if it were
any other object. On impact, it will discharge an electrical current into the
environment. This current will bounce around between any metal objects in the
area and is especially attracted to people wearing metal armor or carrying large
metal weapons. The exact number of people affected is left to the GM based on
the amount of metal in the environment. Anyone hit by the lightning will suffer
1d4 electrical damage per CL. If the ball is not thrown within 10 minutes per CL
of being cast, this spell fizzles.

59

Spell List (continued):


Bearclaw:

Transmutation: Level 1: Target Self: Range None


This spell turns your hands into large bear paws. You deal quadruple your normal
amount of unarmed damage. This spell fizzles after 1 combat round per CL.

Beast Summons:

Conjuration: Level 1:
Target Area: Range Touch
This spell summons a magical
animal to your location. You
can choose to summon an
animal with up to 5 hit dice.
It will not fight on your behalf
or enter obviously dangerous
areas. You can communicate
with the animal telepathically.
You can command the animal
to perform basic tasks that it
is capable of accomplishing.
You can even ask it to perform
basic trained tasks, such as
serving as a mount. This spell
fizzles after 1 hour per CL.

Blackout:

Illusion: Level 1: Target Person: Range Sight


This spell creates the illusion of total darkness in front of the targets eyes. Their
vision is completely blocked, even magical vision granted by other spells and
racial vision advantages. The target is effectively blinded by this effect. This spell
fizzles after 1 combat round per CL. Save vs Magic resists.

Blight:

Necromancy: Level 2: Target Area: Range Touch


This spell degrades the quality of the soil, water, and air within a specific area.
Plants growing within the area become smaller and less vibrant. Forests thin
out as trees die from a lack of nutrients. Water sources become brackish and
unusable. The air becomes thick and heavy. Animals suffer the fallout of these
effects. This spell affects an amount of land up to 10 acres per CL. It lasts for 1
season per CL. This directly counteracts the effect of Bounty.

Blink:

Transmutation: Level 3: Target Self: Range None


This spell grants you the ability to move out of the way of an incoming attack.
Blink can only be cast rushed down to a single round. You can only Blink to avoid
a combatant who has attacked you earlier in the round. Your casting roll suffers
a penalty equal to the margin of success on the opponents attack roll. Magical
attacks cannot be avoided, but it is possible to avoid arrows. If successful, you are
teleported to any other location within 10 yards per CL.

Bounty:

Restoration (D): Level 2: Target Area: Range Touch


This spell improves the quality of the soil, water, and air within a specific area.
Plants growing within the area become larger and more vibrant. Forests thicken
with new growth. Water sources become crystal clear and free of contaminants.
The air becomes fresh and clean. Animals benefit from these effects. This spell
affects an amount of land up to 10 acres per CL. It lasts for 1 season per CL. This
directly counteracts the effect of Blight.

Brilliance:

Evocation: Level 5: Target Object: Range Touch


This spell creates a brilliant light that flows in every direction from an object. It
glows with the strength of direct sunlight. Anyone within 10 yards of the object
per CL must Save vs Spot or be blinded for a number of hours equal to your CL.
Anyone who was looking away from the object at the time of casting gets a +5
bonus on this save. Anyone with their eyes closed at the time of casting gets a
+5 bonus on this save. These bonuses are cumulative if both are applicable. The
caster is immune to this effect and does not have to make a save. Some undead
that fail this save may actually be destroyed instead of blinded (GM judgement).
This spell fizzles after 1 minute per CL.

Charming Wit:

Enchantment: Level 1: Target Person: Range Sight


This spell creates a positive feeling towards you in the mind of the target. Your
jokes are funnier, your face is a little more attractive, and your presence is
generally more enjoyable. The disposition of the target is increased a number of
steps equal to your CL. This spell fizzles after 1 day per CL. Save vs Magic resists.

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Cleansing Touch:

Restoration: Level 3: Target Person: Range Touch


This spell removes all non-magical toxins and drugs from the targets body. Any
damage that has already been dealt is not reversed, but further damage will not
occur. This does not cure addictions to drugs.

Command:

Enchantment: Level 5: Target Person: Range Sight


This spell creates a compulsion in the target to follow a single command from the
caster. This command can be highly complex, such as go back to Castle Marik,
tell the Duke that you are resigning your command, then go home and sleep.
However, the compulsion only remains in effect for a limited time and they may
not complete the task given before the spell fizzles. Any command that results in
obvious physical harm to the target will be ignored. This spell fizzles after 1 hour
per CL. Save vs Magic resists.

Command Undead:

Necromancy: Level 4: Target Self: Range Sight


This spell forces any Undead that can see the caster to follow their commands.
These commands can be reasonably complex but cannot require significant
intelligence, such as attack anyone who enters this room that is not wearing
purple robes. Until the Undead are destroyed or command is taken by another
spellcaster, this dominance remains in effect. Any Undead with more hit dice than
the caster can Save vs Magic to resist this spell. All other Undead get no chance to
resist other than normal spell failure.

Commune:

Necromancy: Level 1: Target Self: Range None


This spell gives you the ability to speak to the spirits of the fallen. The spirit of
anything that has been dead for less than 24 hours remains in the vicinity of its
corpse. If you cast this spell in a location with such a spirit, you can speak with it.
This does not give you the ability to control or command that spirit in any way. It
may voluntarily speak with you or it may not. It may give you information, it may
demand you do something before it shares information with you, or it may simply
reject you. The behavior of the spirit is up to the GM. This spell fizzles after 10
minutes per CL.

Comprehension:

Divination: Level 4: Target Self: Range None


This spell grants you the ability to both speak, read, and write in one vernacular or
racial language. Some concepts that emerge in the speech of native speakers may
still remain confusing to you for contextual or cultural reasons. This may not grant
you the ability to make certain sounds if they are not natural for your race. Once
the spell fizzles, you remember absolutely nothing of how to use or understand
the language. You do not learn any of it while you are under this effect, only an
instinctive ability. This spell fizzles after 1 hour per CL.

Conference:

Enchantment: Level 5:
Target Person: Range Touch
This spell creates a magical connection
between the caster and a number of allies
up to the CL. Thus a 5th level caster could
connect themselves to 5 other people this way.
Everyone within the group can communicate
telepathically at will. All communication is with
the entire group and individual messages to
specific members cannot be sent. Everyone can
also have thoughts that they choose to keep to
themselves. You must touch each person during
the casting process. This spell fizzles after 10
minutes per CL.

Consultation:

Divination: Level 5:
Target Self: Range None
This spell allows you to speak with an allknowing deity. You may ask this deity a specific
question about anything except its own nature
and it will answer in clear and direct answers
(e.g. it is not an oracle answering in riddles).
The deity may reject your question if you are
too vague or ask for clarification. For example,
you might ask where the guard keeps his keys
at night and the deity may respond which
keys?. This spell fizzles after 10 minutes or
when an answer is given.

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Spell List (continued):


Containment:

Abjuration: Level 5: Target Area: Range Touch


This spell creates a containment sphere out of which a summoned creature cannot
escape. When cast, the sphere appears as a translucent globe. The sphere appears
precisely where specified by the caster and cannot be cast around an already
summoned creature. The sphere only affects summoned creatures as they are
summoned. It may partially pass through solid matter if desired, such as centered
slightly above ground and appearing to have the shape of a dome rather than as a
sphere. Anyone else can walk in and out of the sphere as they wish. Once cast, it
cannot be moved or altered in any way.
Anyone with a CL equal to or lower than the creator of the sphere can summon a
creature within it. The normal duration of the summoning spell is ignored. Once
trapped, the caster can negotiate with the summoned creature to serve them in
some way. The terms of service can be anything imaginable.
The summoned creature must be given a random disposition as if it were a
standard encounter. This result should factor strongly into its willingness to strike
a deal. Some summoning spells have a chance of the monster being hostile to you.
If this occurs, assume the worst possible disposition result.
This spell fizzles after a number of hours equal to CL. However, it can be re-cast
before fizzling to extend its duration and keep the summoned creature contained
inside of the sphere. If the spell fizzles, the summoned creature escapes!

Cripple:

Necromancy: Level 1: Target Person: Range Touch


This spell gives you the ability to severely injure a wounded person. The target
must already be at zero hit points. Casting this spell deals 1d6 plus 1 per CL, thus
a 3rd level caster deals 1d6+3 damage. This damage is applied to an attribute of
your choice. This process causes severe pain to the target in the process. If the
attribute is reduced to zero, the target will be slain. Save vs Magic resists.

Curse:

Necromancy: Level 1: Target Person: Range Touch


This spell gives you the ability to curse someone to make mistakes. While under
the influence of this spell, all tests the target attempts suffer a penalty equal to
your CL + 4. A 3rd level caster, for example, would impose a -7 penalty on the
target. They will perceive themselves as having a very unlucky day. Save vs Magic
resists. This spell fizzles after 1 hour per CL.

Curvature:

Abjuration: Level 2: Target Person: Range Touch


This spell creates a force around the target that bends reality so that incoming
projectiles are more likely to miss them. The margin of success on your casting
roll is applied as a penalty to attack roll of anyone attacking the target with a
normal ranged weapon (bow, crossbow, throwing spear, etc). This may or may
not be sufficient to avoid being struck. There is no visible evidence of this spell
and as a result those attacking you may not even realize what is occurring.

Deathwatch:

Necromancy: Level 1: Target Self: Range None


This spell gives you the ability to see death auras. Anything that is wounded has
a blackened aura that surrounds them. The depth of the blackness indicates the
degree of injury. A corpse has a very strong black aura around it. Undead have a
strong red aura. Anything outside of your normal range of vision will not appear
as a result of this effect. This spell fizzles after 10 minutes per CL.

Degradation:

Transmutation: Level 1: Target Object: Range Touch


This spell dramatically weakens the structural stability of a piece of material. This
can be a support beam inside of a building, a piece of cloth, a weapon, or virtually
any kind of non-living material that you can think of. The item is weakened, but
not destroyed. The spell affects a mass with a volume up to 1 cubic foot per CL.
Magical materials or magically modified materials are not affected by this spell.

Deep Breath:

Transmutation: Level 1: Target Person: Range Touch


This spell gives the target the ability to function without breathing in any
environment, including underwater. They simply do not feel the need to breathe
at all. This spell fizzles after 10 minutes per CL.

Desecration:

Necromancy: Level 4: Target Area: Range Touch


This spell creates an unholy effect within an area. Anyone in the area gains a
bonus or suffers a penalty equal to the inverse of their Karma score. Thus low
Karma gives a bonus while high Karma gives a penalty. Creatures without Karma
scores are very uncomfortable in the area and will leave if able. The spell can affect
an area of up to 10 square yards per CL. This spell fizzles after 1 month per CL.

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Spell List (continued):


Dismissal:

Conjuration: Level 5:
Target Living: Range Sight
This spell prematurely ends a Summon spell
with a lower CL. The effect is instantaneous.
If desired, the same creature may still be
re-summoned by the original caster, but this
requires another casting of the spell.

Disorientation:

Enchantment: Level 1:
Target Person: Range Sight
This spell creates a feeling of confusion and
disorientation in the target. They are unable to
take combat actions, move more than a few feet,
or even speak coherently. This spell fizzles after
1 combat round per CL. Save vs Magic resists.

Dispel:

Restoration: Level 4: Target Object: Range Sight


This spell terminates the effect of any magical spell with a lower CL. Spells of the
same CL are allowed a Save vs Magic to resist this effect. Spells of a higher CL
are unaffected. You must be actually be aware of the spell to dispel it, not merely
suspicious that it is in effect. Dispel can also suppress the magical effects of a
magical weapon or item for 1 minute per CL, provided the caster is of a higher CL
than the one who created the artifact.

Distraction:

Enchantment: Level 1: Target Person: Range Sight


This spell distracts the mind of the target and causes them to have a harder time
perceiving anything. You choose a nearby object or area when casting and the
target simply stares at that location for the duration of the spell. While affected,
they can only hear or notice very obvious things, such as falling pots and pans
in the next room or someone waving a hand in front of their face. Combat will
always be noticed by the target. This spell fizzles after 1 minute per CL. Save vs
Magic resists.

Dissipate:

Abjuration: Level 4: Target Person: Range Touch


This spell weakens the energy of magical spells directed at the target. Any spell
cast on the target costs a number of extra hit points equal to double the CL.
When the spell would normally take effect, the caster is informed that Dissipate
is in effect and what additional hit point expenditure is required to bring the
spell to fruition. They can choose to expend the additional energy or let the spell
simply fail. For magical scrolls, this effectively counters the spell since additional
expenditures cannot be made but it does prevent the scroll from being destroyed
in the casting so if can be reused. This spell fizzles after 1 minute per CL.

Draining Touch:

Necromancy: Level 3: Target Person: Range Touch


This spell drains someones life energy and transfers it to you. The target suffers
1d6 HP damage per CL. You gain the same amount of HP in a secondary reserve
pool on your character sheet (do not add to your HP total). This reserve can be
used instead of your own hit points to cast spells. You cannot drain someone
below 0 HP in this manner.
You can store a number of points in this pool equal to your spellcasting attribute.
If you drain enough HP to rise above that maximum, excess points are lost. As
points accumulate in your reserve, your body begins to alter slightly to express
your empowered state. Your eyes begin to glow and your hair carries a slight static
electricity charge.
If unused, HP in the reserve fizzles after 1 day per CL. This spell is unavailable to
magic users that do not rely on HP expenditure to cast spells, such as Scholars.

Duststorm:

Evocation: Level 3: Target Area: Range Sight


This spell creates a powerful cyclonic effect within an area that kicks up all loose
dirt, dust, or sand to create a whirlwind of debris. This whirlwind completely
blocks all forms of vision. Anyone within the area must Save vs Spot or have their
eyes clogged with debris and possibly temporarily damaged (GMs discretion).
Anyone within the area must Save vs Breath or have their mouth clogged with
debris. Anyone unable to escape the area quickly may suffocate.
The area affected by this spell cannot exceed 10 cubic yards per CL. This spell
fizzles after 1 minute per CL.

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Spell List (continued):


Earthquake:

Evocation: Level 4: Target Self: Range None


This spell creates a violent underground tremor in the area. The vibration lasts for
up to 10 seconds per CL. The epicenter of the quake will always be at the casters
location and extend outward up to 10 miles per CL with gradual loss of power
over distance. Structures within the affected area may collapse as determined by
the GM. Animals and other non-intelligent beings automatically panic and usually
run around wildly. Any intelligent being must Save vs Fear to avoid panicking. The
caster is immune to this effect and does not have to make a save. Using this spell
near high population concentrations may result in negative Karma consequences.

Ecstasy:

Illusion (B): Level 4: Target Person: Range Touch


This spell creates powerful sensations of pleasure in the mind of the target. The
pleasure occurs randomly all over the body in waves. While under this effect, they
are incapable of taking any action and will fall to the ground in a near catatonic
state. This spell is addictive as if it were a Drug with an Addiction Factor of 1d4
with Withdrawal Symptoms of depression and hopelessness. This spell fizzles
after 1 minute per CL. Save vs Magic resists.

Elegance:

Transmutation (B): Level 1:


Target Person: Range Touch
This spell gives the target supernatural agility and
speed. They can run at twice their normal speed
and leap quadruple their normal jumping distance.
In combat, they gain a bonus to Dexterity equal to
CL when determining the order of combat actions.
This spell fizzles after 1 combat round per CL.

Eidetic Mind:

Divination: Level 1:
Target Self: Range None
This spell allows you to remember a single thing
that occurred in the past. You can ask the GM for
any information they have previously told you
and you will get a reliable answer. This functions
identically to someone who is Eidetic, but it only
works once.

Empathic Link:

Divination: Level 1: Target Person: Range Sight


This spell gives you an insight into the feelings of another person. You feel the
same emotion rush through your body that the person is feeling at the moment
you cast the spell. Since you are merely reading and not affecting their mind,
they get no save against this spell and they feel nothing to indicate they are being
observed. The sensation only lasts 1 second per CL. This spell can be cast without
gestures or speech during a conversation without paying the usual additional
costs, thus allowing you to use it without risk of detection.

Endurance:

Abjuration (D): Level 1: Target Person: Range Touch


This spell creates a magical protection against environmental danger, such as
exposure to fire or bitter winds. The barrier provides a baseline protection that
stops 1 hit point per CL of any damage dealt by environmental forces. This spell
fizzles after 1 hour per CL.

Energize:

Restoration: Level 5: Target Object: Range Touch


This spell transfers the life force of the caster into a gem. In addition to the cost
of casting, the caster can voluntarily drain themselves of as many hit points as
they choose. For every three hit points drained in this way, one point of energy is
transferred into the gem.
This energy can be used to power magical items created via Infusion. The gem
must have a value in gold pieces equal to or greater than the hit points placed
inside of it multiplied by 100. Alternatively, anyone who casts spells using hit
points can cast a spell using energy contained within the gem instead of their own
body. If the energy is depleted in this manner, the gem dissolves to dust.

Enlargement:

Transmutation (B): Level 4: Target Object: Range Touch


This spell enlarges an object by a multiple equal to the CL. This can be cast on
living things, including people, and affects all equipment carried at the time of
casting. This also grants a Strength bonus equal to twice the CL. Thus a fifth level
caster would quintuple the size of the target. As a measure of comparison, this
would enlarge an average human to over twenty five feet tall and give them +10
strength. Ultimately, the exact effect is up to the GM based on the nature of the
object enlarged. This spell fizzles after 10 minutes per CL.

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Spell List (continued):


Erasure:

Enchantment: Level 5: Target Person: Range Touch


This spell gives you the ability to remove a memory from the targets mind. You
cannot change the memory, only destroy it. You must clearly state what you are
trying to remove when casting the spell. If you are not specific enough or the
memory actually does not exist, the spell fizzles harmlessly. Alternatively, you can
erase a specific period of time completely, up to 1 hour per CL. For example, after
finishing a conversation with someone you could erase the entire experience so
that they dont even remember talking to you. The target feels nothing to indicate
they are being manipulated in this way. Save vs Magic resists. The GM may grant
a bonus to resist the erasure of extremely strong memories, such as memories of
your childhood or extremely emotional moments in your life.

Eternal Slumber:

Restoration: Level 2: Target Object: Range Touch


This spell sends the soul of a dead person into a place of permanent peace. They
cannot be resurrected, raised, turned into undead of any form, summoned back to
be consulted, and so on. This spell has no effect on undead that have already been
animated. The corpse dissolves into nothing as the spell is cast.

Ethereal Sight:

Divination: Level 4: Target Self: Range None


This spell gives you the ability to see ethereal objects and creatures. Anything
occurring the ethereal world appears in your vision as glowing light. Anything
outside of your normal range of vision will not appear as a result of this effect.
While this spell is active, your eyes glow strongly. This spell fizzles after 10
minutes per CL.

Eye of the Magus:

Divination: Level 1: Target Self: Range None


This spell gives you the ability to see magical auras. Any magical items, creatures,
or active spells appear in your vision as glowing light in the color of the school
of magic governing it. For example, Illusion magic creates a purple glow. The
strength of the glow is indicative of the power of the magic. It does not tell you
what the magic actually does. Anything outside of your normal range of vision
will not appear as a result of this effect. While this spell is active, your eyes glow
strongly. This spell fizzles after 10 minutes per CL.

Eye of Truth:

Divination: Level 3: Target Self: Range None


This spell grants you the ability to see the world the way it really is, despite
magical attempts to deceive you. You automatically see through every Abjuration
or Illusion spell of a lower CL. If the two casters are of the same CL, the margins
of success are compared to determine whether Eye of Truth reveals it. If the CL of
the opposing caster is higher, Eye of Truth cannot even detect it. This spell fizzles
after 10 minutes per CL.

False Readings:

Illusion: Level 3: Target Person: Range Touch


This spell makes any Divination spell cast on you to provide random false data
to the caster. For example, someone who is Scrying on your location might see
anything from an Ogre fighting a Zombie to an empty room. Whatever they
see (or hear, depending on the Divination spell) is simply not occurring. False
Readings cannot affect the past or ongoing results of a spell that has already been
cast. This spell fizzles after 1 hour per CL.

Fireball:

Evocation: Level 5: Target Self: Range None


This spell creates a small magical ball of fire that appears in your hand. It glows
with the strength of a strong torch. You can throw the ball as if it were any other
object. On impact, it will explode and cause significant damage. Anything caught
within 1 yard per CL of the impact point will suffer 1d6 fire damage per CL. If not
thrown, this spell fizzles after 1 minute per CL.

Firm Footing:

Abjuration: Level 2: Target Person: Range Touch


This spell creates a force that keeps you balanced on your feet under adverse
conditions. The target can cross extremely slippery floors, wade through fastmoving water, or walk in gale force winds unimpeded. No roll is necessary to stay
on their feet unless subjected to a magical effect, in which case the margins of
success are compared to determine which spell remains in force. This spell fizzles
after 10 minutes per CL.

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Spell List (continued):


Flame Breath:

Evocation (B): Level 1: Target Self: Range None


This spell allows you to blow fire out of your mouth like a dragon. Unlike most
magic attacks, if you use this to attack someone they can attempt to Dodge, using
the margin of success on your casting roll as a penalty. The flame has a length of
2 yards per CL and deals 2 damage per CL each round of exposure. It also will
ignite flammable materials and is frequently used by casters to light their campfire
on a cold night. This spell fizzles after 3 combat rounds per CL.

Flashbomb:

Evocation (B): Level 2: Target Self: Range None


This spell creates a small magical ball of light that appears in your hand. It glows
with the strength of a standard torch. You can throw the ball as if it were any other
object. On your command, it bursts and showers the area in brilliant light. Anyone
looking in the direction of the ball when it explodes must Save vs Spot or be
blinded for a number of combat rounds equal to your CL. If no command is given,
this spell fizzles after 10 minutes per CL.

Flight:

Transmutation: Level 3: Target Self: Range None


This spell allows you to fly in any direction at will. Your top speed while flying
is equal to 10 feet per second per CL. So a 4th level caster would fly at 40 feet
per second. You have perfect maneuverability and do not have to worry about
aerodynamics. This spell fizzles after 1 minute per CL

Focused Thought:

Enchantment: Level 2: Target Person: Range Touch


This spell grants the target the ability to deeply focus their mind on mental tasks.
While under this effect, they are granted a bonus to any mental task performed
equal to the CL. A mental task is something entire done within the mind. Physical
activity that is more complex than writing down something you are thinking
disqualifies the task. Writing a letter or scroll, making architectural drawings,
composing music, and reading books are examples of mental tasks. Casting a spell
without gestures or speech is a purely mental task.
While engaged in mental activity, the target automatically fails all Listen and Spot
saves. Even earthquakes cannot disturb the target. Only physical harm will break
this effect. This spell fizzles after 1 hour per CL.

Fog Bank:

Conjuration (D): Level 1: Target Self: Range None


This spell creates a large quantity of fog in a very short time frame. The fog
expands outward from the casters location in all directions until it creates a cloud
with a radius equal to your CL multiplied by 10 yards. The expansion process
(not the casting process) takes 1 combat round per CL. The fog completely stops
all types of vision, including heat vision. Anyone within the fog is considered to be
functionally blind. The fog disperses naturally after a period of time equal to your
CL multiplied by 10 minutes. Wind or other environmental effects can disperse it
more quickly.

Force Field:

Abjuration: Level 5: Target Area: Range Touch


This spell creates a two dimensional wall of energy that prevents anything from
passing through it. Anyone who touches the wall experiences a soft vibrating
sensation that will eventually slightly numb the skin if exposed long enough. The
wall has an incredible density and cannot be penetrated by non-magical means.
It can be damaged by magical weapons or spells and will absorb a number of hit
points equal to 25 per CL before collapsing. The field can be any shape desired so
long as it is contiguous, it can even be fashioned into a sphere, but the surface area
cannot exceed 1 square yard per CL. This spell fizzles after 1 hour per CL.

Freezing Touch:

Evocation: Level 2: Target Object: Range Touch


This spell creates incredible cold on any surface touched. Water vapor in the
vicinity may stick to the surface of the object and freeze, thus preventing normal
interaction with the object or posing a slipping hazard. The size of the area
affected is left to the GM based on the materials present. Obviously, the cold
would cause more freezing on a metal door than a wooden one, due to simple
physics.
In addition to obvious inanimate targets, this surface may also be living tissue.
In such cases it deals 1 temporary Constitution damage per combat round and
renders the body part touched unusable until fully healed. For example, you
might grab someones arm and cause severe frostbite. This temporary attribute
damage is treated as any other kind and must be healed quickly or else it could
become permanent. This spell fizzles after 1 combat round per CL.

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Spell List (continued):


Gale Force:

Evocation: Level 4: Target Self: Range None


This spell creates a powerful wind that sweeps away almost anything in its path.
The wind affects an area extending up to 10 miles in every direction from the
caster and moves in a specified cardinal direction in successive gusts. The wind
speed is CL multiplied by 2d4 in miles per hour. Thus a 5th level caster could
generate winds from 10 to 40 mph.
Anyone standing upright within the area of effect must make a Strength test,
applying the CL as a penalty. If they fail this test, they are knocked off their feet by
the wind and carried a number of yards determined by the GM based on the wind
speed. If they are slammed into a hard surface as a result, such as a wall, the GM
will apply falling damage based on the distance moved. These tests must be made
for every minute of movement. The caster is immune to this effect and is free to
move about as they wish.
In most cases, small objects and loose debris are blown away easily. Weak
structures may be damaged as well. Exact damage is determined by the GM based
on the wind speed, terrain, and structures present. This spell fizzles after 10
minutes per CL.

Gaseous Form:

Transmutation: Level 4: Target Self: Range None


This spell transforms your body and any equipment you are carrying into water
vapor. While transformed in this manner, you can travel at one-half your normal
movement rate in any direction. Strong winds may move you against your will, but
they will not break up your vaporous form or harm you. This spell fizzles after 10
minutes per CL.

Geyser:

Evocation (D): Level 5: Target Area: Range Sight


This spell creates a massive upswell of water from underneath the ground which
explodes to the surface as a geyser. A hole opens in the ground that has a radius
of 1 yard per CL. Anything caught within that area can Save vs Snap to jump out
of the way, applying the CL as a penalty. The water that is projected outwards
is boiling hot and deals 1d6 damage per second of direct exposure. The water
flies upward 10 yards per CL and falls downward in the direction of the wind.
Anyone caught within this tail takes 1 damage per minute. This spell must be cast
on an open patch of ground. It cannot be cast underneath or within a structure,
underground, or on solid stone. This spell fizzles after 1 minute per CL.

Gust:

Evocation: Level 3: Target Area: Range Touch


This spell creates a powerful gust of air that streams away from your outstretched
hand in a straight line. Anyone caught by the gust must make a Strength test,
applying the margin of success on your casting roll as a penalty. If they fail this
test and are standing within a number of yards from the caster equal to or below
the CL, they are knocked off their feet by the wind and carried a number of yards
equal to their margin of failure. If they are slammed into a hard surface as a result,
such as a wall, the GM will apply falling damage based on the distance moved. If
they fail the Strength test outside of that range, they are merely knocked off their
feet by the gust.

Hallow:

Restoration: Level 4: Target Area: Range Touch


This spell creates a holy effect within an area. Anyone in the area gains a bonus or
suffers a penalty equal to their Karma score. Thus low Karma gives a penalty while
high Karma gives a bonus. Creatures without Karma scores are very happy and
content in the area and once aware of it will visit whenever able. While within the
grounds, the hostility between predators and prey ceases. The spell can affect an
area of up to 10 square yards per CL. This spell fizzles after 1 month per CL.

Halt:

Abjuration: Level 4: Target Object: Range Sight


This spell stops all inanimate objects flying towards you. Anything you can see
that is moving in your general direction stops in mid-air and falls to the ground.
The size of the objects is irrelevant, everything from arrows to boulders is stopped.
Be aware that large objects may cause injuries to others when they fall to the
ground in this way. This does not affect magical items or magical effects.

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Spell List (continued):


Healing Tonic:

Restoration (D): Level 1: Target Object: Range Touch


This spell turns a small amount of water into a healing tonic. The water must
already be in a container of some kind and have a volume of 1 cup or less. Anyone
drinking the water is magically healed for up to 1d4 hit points per CL. This water
does not heal attribute damage. Hit points regenerated in this way cannot be used
for spellcasting. If the water is not consumed, this spell fizzles after 1 hour per CL.

Hydrolics:

Evocation (D): Level 4: Target Self: Range None


This spell gives the caster the ability to reshape and change the state of liquids.
This can affect up to 10 cubic yards of liquid per CL. The caster can change the
state of the liquid to either a solid or a gas and it will remain in that state until
affected by natural forces. For example, the caster could freeze over a river and
walk across it. When the spell fizzles, the heat of the sun and the motion of the
river may break the ice up rather quickly. Alternatively, a caster might turn a pond
into an ice sculpture or just as easily vaporize it. This spell fizzles after 1 minute
per CL.

Illusory Wall:

Illusion (B): Level 3: Target Self: Range None


This spell creates a false wall that looks exactly like the surrounding structure.
This can be used to make a cave entrance look like solid stone, to make a tunnel
look like it is a dead end, or to cut a room in a wooden house in twain. The wall
can have a total surface area of 3 square yards per CL. Anyone who touches the
wall dispels it. Anyone within 1 yard of the wall can Save vs Spot to detect the
ruse. This spell fizzles after 1 hour per CL.

Infection:

Necromancy: Level 2: Target Living: Range Touch


This spell infects the target with a random disease. The disease has a gestation
period of 3d10 hours. Roll 1d6 to determine which attribute is damaged. Then
apply 1d4 temporary attribute damage per CL to that attribute, with an interval of
1 hour. Symptoms are up to the GM and should be based on what is rolled. Save
vs Toxin resists.

Infectious Theory:

Illusion (B): Level 5: Target Person: Range Touch


This spell gives the target a false belief about something based on faulty
conclusions. The belief must have some attachment to a real event and be
grounded in drawing a conclusion about the meaning of the event. For example, a
peasant might be led to believe that the Kings recent tax increase is a sign that he
is being controlled by a demon. So long as the tax increase is real, the wild nature
of the conclusion slips into the mind unexamined. Resisted by Magic. This belief
is permanent and cannot be reversed except by more magic.
Once established, this delusion can spread to the minds of others that come into
contact with the target. Anyone who listens to their rantings must Save vs Magic
or become affected by the delusion as well (the caster is immune). For each degree
of separation from the original target, apply a cumulative +1 bonus to resist.

Infusion:

Transmutation: Level 5: Target Object: Range Touch


This spell infuses an item with magical powers. While casting this spell, the caster
must touch the item they wish to infuse with this power. Each casting of this spell
transfers five points of magical energy into the item. These points of energy can
accumulate in the object through successive castings of the spell over an extended
period of time.
These points of energy, along with energy stored in objects by other spells such
as Energize or Soul Binding, can be used to give magical powers to the object. By
default, the caster knows how create a weapon that has a +1 enhancement bonus.
Creating a weapon in this way requires infusing 1000 points of energy into a
weapon of the casters choice.
Creating a different kinds of magical effects
requires the use of special techniques that must
be discovered through play. For example, the
caster might read an ancient tome that describes
a technique for making a weapon glow brightly
in the night, charge a weapon with electricity
that is discharge when it makes contact with the
enemy, grant the ability for the wielder of the
item to use a keyword to trigger casting spells
stored within the item, and so on. Pursuit of
these techniques occupies the thoughts and
lives of many high-level Transmuters.

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Spell List (continued):


Invisibility:

Illusion: Level 3: Target Living: Range Touch


This spell makes a living being completely invisible to non-magical forms of
vision. This affects their body and anything they are carrying at the time of casting.
If they pick up an object while invisible, it does not become invisible. Although the
target is invisible, they can still be detected by other senses like hearing or smell.
Anyone throwing particulate matter like dust or sand into the air may be able to
make out the shape of the target as the particulate is blocked from movement by
their body. While invisible, the target can take any actions that they wish. Attacks
made while invisible ignore Armor Class. This spell fizzles after 1 minute per CL.

Living Shadows:

Illusion: Level 2: Target Object: Range Sight


This spell exaggerates and manipulates real shadows to create amazing effects.
You can expand or contract the shadow by up to 50% in either direction and you
can control the shadow at will. This can turn a standard human shadow into that
of an ogre, of two walking people into a dancing couple with ostentatious hats, or
a tall warrior into a meager halfling.
You can continue to manipulate the shadows throughout the duration but you
must concentrate on this task and do nothing else. If the new shadow you create
would create significant fear in someone viewing it, the GM may force Save vs Fear
on any onlookers. This spell fizzles after 1 minute per CL.

Mind Meld:

Divination: Level 2: Target Person: Range None


This spell grants you the ability to abandon your own mind and fully experience
that of another person. The target can resist with a save vs Magic. For the duration
of the spell, your own body is rendered unconscious. You experience everything
that the target experiences. You see what they see, hear what they hear, feel what
they feel, and so on. This includes their own thoughts and emotions. If you do not
speak the language of the target, you may not be able to understand a lot of what
is going on.
If your body is injured in any way, the spell fizzles. Otherwise, this spell fizzles
after 10 minutes per CL.

Mind Probe:

Divination: Level 5: Target Person: Range Sight


This spell gives you the ability to actively look through the targets mind for a
specific piece of information. You must clearly state what you are looking for
when casting the spell and the GM will tell you what is discovered, if anything.
For example, you might probe a captured enemy to determine the location of their
hideout. The target feels nothing to indicate they are being probed in this way.
Save vs Magic resists.

Mind Shield:

Evocation: Level 1: Target Living: Range Sight


This spell creates a swarm of magical energy bolts that streams from your
fingertips and strike the target. The target cannot dodge. The bolts inflict 1d4
damage per CL.

Abjuration: Level 3: Target Person: Range Touch


This spell blocks any attempt to affect the mind of the target. Spells like Terror
or Phantom Sounds created by a caster of lower CL are blocked. If the two casters
are of the same CL, the margins of success are compared to determine which spell
remains in force. If the CL of the opposing caster is higher, Mind Shield cannot
stop it. This spell fizzles after a number of hours equal to CL.

Mask Injury:

Mirage:

Magic Missile:

Illusion: Level 2: Target Person: Range Touch


This spell makes someone who is severely injured look like they are in excellent
health. The targets skin appears normal and unharmed. Painful expressions are
concealed. Dripping blood and other remnants of the injury are turned invisible.
This does not heal the injury in any way. This spell fizzles after 1 hour per CL.

Illusion: Level 4: Target Area: Range Sight


This spell creates an area of false terrain that looks like whatever the caster wishes.
It could be anything from the classic image of an oasis in the desert to disguising
a lake as a grassy meadow. The area affected can be up to 1 square mile per CL.
Neither the presence or appearance of structures is altered by this spell. Anyone
who moves within the affected area can Save vs Spot to detect the ruse. This spell
fizzles after 1 hour per CL.

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Spell List (continued):


Mirror Image:

Obscurity:

If you speak, anyone around you can Save vs Listen to determine which body is
truly yours. Inside and outside of combat, anyone who touches a duplicate will
dispel it. This spell fizzles after 2 combat rounds per CL.

Odor:

Illusion: Level 2: Target Self: Range None


This spell creates duplicate illusory copies of your body. The duplicates follow
you around and perfectly mimic your movements. One duplicate is created per
CL. Anyone attacking you must roll dice to determine if they hit you or a duplicate
version of you. For example, a 3rd level caster would get 3 duplicates. Anyone
attacking them has a 1:4 chance of hitting the caster, therefore rolling 1d4 to
determine if they do so. A duplicate struck by an attacker is dispelled.

Necrophage:

Necromancy: Level 5: Target Person: Range Touch


This spell consumes the soul of a dead person and transfers it to you. The target
must have been dead for less than 24 hours. You must place your hand on the
targets chest while casting. The soul is destroyed and the corpse may never be
resurrected or animated as undead.
You gain 100 experience points and lose
1 Karma point per hit die possessed by
the target in life. If a target with over 10
hit die is consumed in this manner, the
caster gains 1 permanent hit point. If the
target was capable of casting spells in life,
the caster learns one spell known to the
target. Scholars must write down this new
spell immediately or else it will be lost
from memory.
For 1 hour per CL after the casting, the
caster is rendered unconscious and
experiences powerful dream-like visions
of the life lived by the consumed soul. For
1 year per CL after the casting, they will
occasionally hear the voice of the dead
person speaking to them inside their head
every once in a while. The degree to which
this is distracting, the duration of it, and
what is said is up to the GM.

Enchantment: Level 3: Target Object: Range Touch


This spell makes the target easy to ignore. Anyone in the vicinity will see it, but
not consciously notice it is there. If asked about it later, they will not remember
having seen it. The crown jewels, if affected by this spell, could sit in a city street
unnoticed as people pass it by. This spell does not even allow Spot saves to notice
the object. It can only be detected by magical means. This can only be used on
objects that weigh up to 10 lbs per CL.

Conjuration: Level 2: Target Living: Range Sight


This spell creates a magical stench that exudes from the target. It expands to affect
anything within a number of yards equal to CL and will move with the target if
they attempt to flee. Anyone exposed to the smell, including the target, gets a Save
vs Breath to avoid inhaling it. However, if the spell lasts longer than they can hold
their breath this may be limited protection.
If inhaled, it deals 1 HP per combat round for the duration of exposure and causes
severe nausea. While affected, no actions other than movement can be attempted.
This spell fizzles after 3 combat rounds per CL.

Open:

Transmutation: Level 2: Target Object: Range Touch


This spell causes a locked door, drawer, lid, or similar opening to unlock. This can
loosen chains and similar materials if used to hold the object closed, as well as
undo magical effects that might be holding it closed, including Stuck.

Paralysis:

Enchantment: Level 4: Target Person: Range Touch


This spell causes complete paralysis in the target. This may result in subsequent
falling due to imbalance or momentum. The effect lasts 15 minutes per CL.
Save vs Magic resists.

Penetrating Vision:

Divination: Level 1: Target Self: Range None


This spell allows you to look through materials up to a foot in thickness and
see what is on the other side. This can be used to see through thin walls, doors,
foliage, into containers, and much more. You can specify what you wish to see and
what you wish to bypass. This spell fizzles after 10 seconds per CL.

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Spell List (continued):


Permanency:

Restoration: Level 5: Target Object: Range Touch


This spell prevents a magic spell from fizzling after its normal duration. It must
be cast while the target spell is active. When cast on Summon spells, the creature
simply remains in the world until destroyed, natural death, or Dismissal. This
cannot be used on Evocation spells or spells which can be resisted by the target
with a saving throw. This does not grant the spell any protection against Dispel.
For example, you could cast Permanency on an active casting of Silence, thus
permanently making that area subject to the spells effects.

Petrification:

Transmutation: Level 5: Target Living: Range Touch


This spell transforms a living creature into solid stone. Anyone passing by after
this transformation would simply assume it was a statue of some kind. This
effect is permanent, affects all equipment carried by the target as well, and can be
resisted by Magic.

Polymorph:

Transmutation (D): Level 5: Target Person: Range Touch


This spell transforms a person into an alternative lifeform. All of their equipment
is also incorporated into the new form during the transformation. Used against
an unwilling target, this spell can be resisted by Magic and can only transform
them into a new form of equal or lesser hit dice. For example, you might turn one
of your enemies into a toad or a sheep to render them harmless. Alternatively,
this can be used on a willing target, including the caster, to transform into a
creature with up to triple the normal hit dice of the target. For example, you might
transform into an Ogre or a Dragon.
While transformed in this manner, you can do anything the new form would
normally be capable of doing except cast magical spells. For example, if
transformed in a Dragon, you could fly, breath fire, and strike with your claws but
you could not cast magical spells. This spell fizzles after 1 hour per CL.

Phantasm:

Illusion: Level 5: Target Area: Range Sight


This spell creates a three-dimensional illusion of any kind desired by the caster.
Sound can be added to the illusion for an extra hit point beyond the normal
casting cost. Anyone looking at the illusion can Save vs Spot to detect the ruse.
The illusion can even be touched, but this give as +5 bonus to the Save. The
illusion must be anchored to a specific place, but it is not affected by gravity. The
physical size can be anything up to 10 cubic yards per CL. This spell fizzles after 1
hour per CL.

Phantom Sounds:

Illusion: Level 1: Target Person: Range Sight


This spell creates repetitive but brief illusory sounds that are only perceived by
the target. The nature of the sounds are random and are close to a recognizable
sound, but not quite there. The sounds also appear to be coming from random
directions. The target should react as they would to any strange sounds, but
anyone interacting with them will obviously be perplexed by their behavior. This
spell generates 1 sound every 20 seconds and fizzles after 1 minute per CL. Save
vs Magic resists.

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Spell List (continued):


Portal:

Conjuration (B): Level 5: Target Area: Range Touch


This spell creates a two-dimensional hole through space between two surfaces to
allow instantaneous travel between them. The size of the hole cannot exceed 1
square foot per CL. For mechanical purposes, the two locations are considered
immediately adjacent while the spell is in effect. Anyone looking through the
portal sees only blackness on the other side.
The caster must touch one surface while casting and specify a distant surface that
they have touched in the past. Thus you could cast it on a wall in one location and
when you walk through the hole created in that wall you travel instantly to emerge
from a hole in another wall far away. You must have touched the destination
surface sometime before. This spell fizzles after 1 minute per CL.

Precipitation:

Conjuration (D): Level 3: Target Self: Range None


This spell creates a powerful change to the current weather in your general area.
It must be cast outside. During the hour after casting, the skies above you darken
considerably and storm clouds move in. Heavy precipitation is then unleashed for
1 hour per CL. Depending on the temperature, this may be rain, sleet, snow, or
even hail.

Presence:

Enchantment (B): Level 2: Target Person: Range Touch


This spell creates a powerful social presence that radiates from the target.
Onlookers cannot help but notice the target. The exact effect will vary by
onlooker, but can range from paralyzing adulation to the urge to tell their life
story. The social ramifications of using this spell are massive, especially if it wears
off at the wrong moment. This spell fizzles after 15 minutes per CL.

Primordial Origins:

Necromancy: Level 3: Target Object: Range Touch


This spell instantly reduces non-living matter to its component elements. This
destroys any work put into the material by human hands. Chairs can be reduced
to a pile of wood pulp and water, iron doors reduced to tiny metal bits, and
cement dissolves between the stones of a masonry wall. It could even work against
a weapon, provided you can get your hands on it. This spell affects up to 1 cubic
yard per CL.

Prismatic Armor:

Conjuration (B): Level 1:


Target Person: Range Touch
This spell creates a colorful shimmering barrier
around your body. The barrier provides an
armor class bonus equal to your CL. It also
either terrifies or attracts (50% chance either
way) any kind of wild animal that sees you
wearing it. It is impossible to hide or escape
notice while this spell is active. It fizzles after 1
hour per CL.

Quiver:

Conjuration: Level 4:
Target Self: Range None
This spell creates a magical quiver and a number
of arrows equal to the CL. These arrows are
magical weapons with a +1 enhancement bonus.
The quiver appears in your hands, but can
be used by anyone. After dealing damage, the
arrows vanish and cannot be recovered. This
spell fizzles after 1 hour per CL.

Radiant Heat:

Evocation (D): Level 2: Target Area: Range Touch


This spell creates a pleasant warmth within a specified area. This warmth
maintains a constant temperature of about 70F. Clothing and items that are
soaked with water are dried at a rapid rate, but not damaged in the process. The
total area affected cannot exceed 1 cubic yard per CL. This spell fizzles after 1
hour per CL.

Rebellious Tongue:

Enchantment: Level 2: Target Person: Range Touch


This spell creates a compulsion in the target to avoid telling the truth. Whenever
asked a direct question, the target will provide a lie as the answer. The responses
tend to be embarrassing or in poor taste. For example, a Dwarf might ask the
target where they are going. The reply could very well be to go steal from the
Dwarves of the Stony Mountains or similarly tactless statement. This spell fizzles
after 10 minutes per CL. Save vs Magic resists.

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Spell List (continued):


Reflected Memory:

Restoration:

Essentially permanent objects like rocks and metal may trigger useless memories
from centuries past. However, objects with a shorter lifetime may contain
extremely helpful information.

However, if this was the last point of damage, the wound is closed and no
potential for permanent injury exists. For example, a person with 3 temporary
Constitution damage from a stomach wound would have their damage reduced to
2 but they would still have an open wound in their stomach.

Divination: Level 2: Target Object: Range Touch


This spell streams a single memory through your consciousness that is triggered
by the object you are touching. The memory that you experience is the most
extreme emotional event that occurred while someone was in the presence of the
object. For example, you may touch a chair and experience a memory of a violent
argument that occurred with someone who sat in that chair in the past.

Regeneration:

Restoration: Level 4: Target Living: Range Touch


This spell heals permanent attribute damage, crippled limbs, and regrows severed
body parts. The target must already be completely healed of temporary attribute
damage and at maximum hit points for the spell to have an effect. The caster can
choose to either heal 1 point of permanent attribute damage, restore a crippled
limb, or regrow a severed limb with each casting of this spell. The effect is
immediate and permanent.

Rejuvenation:

Restoration: Level 3: Target Person: Range Touch


This spell allows someone who is resting to regenerate hit points at double their
usual rate. Hit points regenerated in this way cannot be used for spellcasting. This
spell fizzles after 1 day per CL.

Restful Slumber:

Restoration: Level 1: Target Person: Range Touch


This spell allows someone to experience more restful sleep than normal. The
target can get the restful effects of having slept a full night in merely 1 hour of
sleep. This spell does not accelerate healing or actually put someone to sleep.
If the target doesnt voluntarily sleep within 1 hour per CL, this spell will fizzle.
Casting this spell again before the target actually sleep a full night results in a
cumulative -1 penalty until true sleep is experienced.

Restoration: Level 3: Target Living: Range Touch


This spell heals 1 temporary attribute damage in the target. If some damage
remains for the attribute healed, this does not close the wound. This spell allows
the target to automatically succeed on their next Toxin save to see if the remaining
aspects of the wound become permanent.

This spell does not heal crippled or severed limbs.

Resurrection:

Restoration: Level 5: Target Object: Range Touch


This spell brings a dead person back to life. The target cannot already have been
the subject of a magical spell, such as Animate Dead. In addition to the casting
cost of the spell, the caster must pay a hit point cost equal to the combined
attribute total of the person being resurrected plus their character level. This is
often a very large cost and thus typically requires the use of gems storing magical
energy to perform this feat.
If successful, the resurrected person is brought back to life with zero hit points.
Any attribute damage suffered before death remains in effect and must be healed
with additional spells. Those who have died of old age cannot be resurrected.

Revelation:

Divination: Level 3: Target Self: Range None


This spell grants you the ability to see the auras created by Karma. Someone with
a negative karma has a reddish aura and someone with a positive karma has a
bluish aura. The farther someone is from zero karma, the stronger their aura
becomes. Someone with a karma of zero glows a soft purple. This spell fizzles after
10 minutes per CL.

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Spell List (continued):


Review:

Divination: Level 5: Target Self: Range None


This spell allows you to look backwards into your own mind at your memories.
You can move to any point in the past, no matter how remote, and ask the GM
what is occurring at that moment and you will get a reliable answer. You can
review conversations, visuals, noises, and so on. Data from all senses is available
for review.
Further, the data is not filtered for what you noticed at the time, so you can go
back to when you were focusing on a conversation and look at the background to
try and find something you missed at that moment. Alternatively, you might focus
on what exactly a smell is that you couldnt identify the first time. This spell fizzles
after 1 hour per CL.

Sanctuary:

Abjuration: Level 3: Target Area: Range Touch


This spell blocks any attempt to Scry the affected area by a caster of lower CL.
If the two casters are of the same CL, the margins of success are compared to
determine which spell remains in force. If the CL of the opposing caster is higher,
Sanctuary cannot stop it. This spell fizzles after a number of days equal to CL.

Sanitation:

Restoration: Level 1: Target Area: Range Touch


This spell removes all non-magical toxins and drugs from physical objects, as
well as clean up filth and refuse. This can be used to clean up your kitchen floor,
restore a brackish pool of water to pure drinkable water, to safely remove the rust
on an ancient artifact, and so on. It can affect an area up to 1 square yard per CL.
This does not affect someone who is already infected.

Scrying:

Divination: Level 3: Target Self: Range None


This spell grants you the ability to see some distant location as if you were there.
You must have actually been to this location before. Your vision is limited as if
you were actually there, so if you lack heat vision and scry into a dark location
you may not be able to see anything. This does not give you the ability to hear
anything. This spell fizzles after 10 minutes per CL.

Seal:

Abjuration: Level 2: Target Object: Range Touch


This spell works similarly to Stuck, but it closes the target permanently. The edges
of the object are actually physically fused together. Door hinges meld together,
a chest of drawers becomes one solid piece of wood with no working parts, and
so on. The target can still be destroyed to be bypassed, but it cannot be manually
opened. The Open spell is the only way to restore the object to its original state.

Serenity:

Restoration: Level 2: Target Person: Range Touch


This spell grants the target the ability to calm their mind in the face of hardship.
Petty concerns and the suffering of life simply melts away. This inner peace is also
pleasant for anyone engaged in conversation with them. While under this effect,
they gain a bonus equal to CL to all Pain and Fear saves, as well as any Charismabased roll made in conversation. This spell fizzles after 1 hour per CL.

Shakedown:

Conjuration: Level 2: Target Area: Range Sight


This spell creates a whirlwind of magical forces that whips loose objects around in
wild directions. It can affect an area up to 2 cubic yards per CL. Any loose objects
with weights up to 2 lbs are tossed about randomly within the area, but will not
fly outside of it or be damaged by the forces. If the caster spots an item in the
maelstrom that they wish to have, they can immediately stop the spells effects and
the desired object will fly into their hand. This spell is a powerful weapon against
people trying to hide things. If not ended voluntarily, this spell fizzles after 1
minute per CL. Be aware that highly fragile objects, like glass, may damaged when
the spell ends.

Shelter:

Conjuration: Level 4: Target Area: Range Sight


This spell creates a sturdy stone and wood shelter to protect people from
the environment. This structure appears in an empty location of the casters
specification. All living things in the area are moved harmlessly aside to make
room for the shelter. The shelter has 5 cubic yards of internal space per CL. It is
stocked with basic food and water for a number of people equal to the CL. This
spell fizzles after 2 hours per CL.

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Spell List (continued):


Shield:

Abjuration: Level 4: Target Person: Range Touch


This spell creates a magical shield that floats around the target blocking incoming
blows. This shield grants an Armor Class bonus equal to your margin of success
on your casting roll plus the CL. This spell fizzles after 1 minute per CL.

Shockwave:

Evocation: Level 1: Target Self: Range None


This spell creates a gust of air that streams away from your body. Anyone standing
within 10 feet of you must make a Strength test, applying the margin of success on
your casting roll as a penalty. If they fail this test, they are knocked off their feet by
the wind.

Shrink:

Transmutation: Level 2: Target Self: Range None


This spell allows you to shrink your body and all equipment carried down to a
hundredth of your former size. This would reduce an average human to less than
an inch tall. This allows you to move through keyholes and other tiny openings.
In this form you could easily be crushed to death by accident, especially if you
are inside of a small enclosure when the spell wears off. This spell fizzles after 10
minutes per CL.

Silence:

Abjuration: Level 3: Target Area: Range Touch


This spell gives prevents all sound from occurring within the area of effect,
voluntary or incidental. Sounds originating within the area never occur and are
thus never heard by anyone inside or outside of the area. Sounds originating
outside the area are prevented from passing through it and thus are unheard by
anyone within. The area affected by this spell cannot exceed 10 cubic yards per
CL. This spell fizzles after 10 minutes per CL.

Sound:

Conjuration: Level 1: Target Area: Range Sight


This spell creates any sound that you have heard before, or a combination of
sounds, that appears to be coming from any location you can see while casting.
This is not an illusion, it is a real sound. This spell fizzles after 10 seconds per CL.

Soul Binding:

Necromancy: Level 5:
Target Person: Range Touch
This spell binds the soul of a living person to a
gem. The person is killed in the process and an
amount of energy is generated in the gem equal
to the hit die of the target, up to a maximum of
the CL. The soul is destroyed by this process
and the corpse may never be resurrected or
animated as undead. The caster loses 1 Karma
point per hit die possessed by the target in life.
This energy can be used to power magical
items created via Infusion. The gem must
have a value in gold pieces equal to or greater
than the hit die of the soul multiplied by 100.
Alternatively, anyone who casts spells using hit
points can cast a spell using energy contained
within the gem instead of their own body. If
the energy is depleted in this manner, the gem
dissolves to dust.

Spider Climb:

Transmutation: Level 2: Target Self: Range None


This spell causes your hands and feet to stick to surfaces, like a spider. You
can walk up vertical surfaces with ease and move upside down across a ceiling.
Anyone trying to pull you off such a surface must make an opposed Strength test.
This spell fizzles after 1 minute per CL.

Spoken Word:

Divination: Level 2: Target Self: Range None


This spell grants you the ability to speak one vernacular language and understand
when others speak it. It does not grant you the ability to read or write in that
language, even if you are literate. Some concepts that emerge in the speech of
native speakers may still remain confusing to you for contextual or cultural
reasons. This may not grant you the ability to make certain sounds if they are not
natural for your race. Once the spell fizzles, you remember absolutely nothing of
how to speak or understand the language. You do not learn any of it while you
are under this effect, only an instinctive ability to use it. This spell fizzles after 10
minutes per CL.

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Spell List (continued):


Sudden Slumber:

Enchantment: Level 3: Target Area: Range Sight


This spell creates magical effect which causes anyone within the target area to
experience powerful feelings of relaxation. The caster can designate an area of any
shape they wish, up to 3 cubic yards per CL. Anyone entering the area or caught
within the area as the spell is cast must make a Save vs Magic each combat round.
Anyone engaged in combat or vigorous physical activity will succeed automatically
on their saving throws to resist.
The margin of failure on this save is applied as a temporary Wisdom penalty. If
Wisdom is reduced to zero in this manner, the subject falls asleep. The subjects
are unaware that they are experiencing this damage, merely feeling a powerful
exhaustion and blurry vision. Even those making successful saves still feel a slight
drowsiness.
This spell fizzles after 3 combat rounds per CL. Anyone who is put to sleep by the
spell will remain asleep for 2d4 hours unless disturbed by significant movement
or sound.

Summon Demon:

Necromancy: Level 3:
Target Area: Range Touch
This spell summons a demon to your location.
You can specify what demon you wish to
summon if you know their true name. You can
communicate with the demon telepathically.
A demon has a near godlike ability to reshape
reality and can open access to extremely powerful
magic, but it always comes at an equally extreme
cost. What the demon is able to grant you and
the price they demand is completely up to the
GM.
Demons are easily angered and difficult to
control. If summoned outside of Containment
zone, the Demon is always of a hostile disposition
towards everyone, including the caster. Even
when summoned within a Containment zone,
add 3 to the roll result on the disposition table.

Summon Elemental:

Conjuration: Level 2: Target Area: Range Touch


This spell summons a monster to your location. The elemental has hit dice equal
to your CL minus 1. It will perform any task you wish, including combat, and you
can communicate with it telepathically. This spell fizzles after 1 minute per CL.

Summon Golem:

Conjuration: Level 5: Target Area: Range Touch


This spell summons a golem to your location. It has hit dice equal to 1d6 plus
your CL. The size and type of golem should reflect the result rolled. It will
perform any task you wish, including combat, and you can communicate with it
telepathically. This spell fizzles after 1 combat round per CL.

Summon Horde:

Conjuration: Level 4: Target Area: Range Touch


This spell summons a number of weak creatures to your location. You can choose
to summon any creature with 1 hit-die or less, including intelligent beings like
Goblins or Kobolds. The spell summons a number of these with a total combined
hit dice equal to 1d4 multiplied by the CL. Thus a 5th level caster could summon
anywhere from five to twenty 1 hit-die Goblins.
The horde will only fight on your behalf, using commands given telepathically.
You cannot command individuals, only the horde as a whole. This spell fizzles
after 3 combat rounds per CL.

Summon Monster:

Conjuration: Level 3: Target Area: Range Touch


This spell summons a monster to your location. You can choose to summon a
monster with any number of hit dice. However, for each hit die above your CL,
impose a -2 penalty the casting roll. For example, if you attempt to summon a
monster is 6 hit dice while only having a CL of 4, you make your casting roll at a
-4 penalty. After having rolled, if you would have made the casting roll without the
penalty, the monster is still summoned but it is hostile to you. There is no bonus
to summoning a monster weaker than your CL.
Even if under your control, the only task it will perform is to fight on your behalf.
You can communicate combat orders with the monster telepathically. This spell
fizzles after 1 combat round per CL.

This spell fizzles after 1 combat round per CL.

76

Spell List (continued):


Summon Shade:

Necromancy: Level 4: Target Area: Range Touch


This spell summons a shade to your location. You can communicate with the
shade telepathically. A shade is incorporeal and cannot be damaged except with
magic or magical weapons. Shades are violent undead that have extraordinary
powers to terrify their enemies.
Shades, like demons, are easily angered and difficult to control. If summoned
outside of Containment zone, the Shade is always of a hostile disposition towards
everyone except the caster, which they will only begrudgingly acknowledge and
who is actually immune to their fear abilities. Even when summoned within a
Containment zone, add 1 to the roll result on the disposition table.
This spell fizzles after 2 combat rounds per CL.

Summon Spirit:

Necromancy: Level 2: Target Area: Range Touch


This spell summons a Spirit to your location. You can communicate with the spirit
telepathically. A spirit is incorporeal and cannot be damaged except with magic or
magical weapons. The spirit cannot perform tasks and will not engage in combat,
but can provide you with information. Spirits are usually lost souls with some
unresolved business from their mortal lifetime. What the spirit knows and what
they want to accomplish in their afterlife is completely up to the GM.
Regardless of whether it is summoned within a Containment zone or not, the
Spirit is always of a neutral open disposition towards the caster. This spell fizzles
after 10 minutes per CL.

Stabilization:

Restoration: Level 1: Target Person: Range Touch


This spell allows someone who is suffering from temporary attribute damage
to automatically succeed at their next Toxin save to prevent the damage from
becoming permanent. It also stops ongoing bleeding.

Static Image:

Illusion: Level 1: Target Area: Range Sight


This spell creates a static two-dimensional visual illusion that can effectively
deceive people at a distance. Anyone looking at the image can Save vs Spot to
detect the ruse. Anyone within 50 feet of the image should get a strong bonus
from the GM to this save. Anyone within 10 feet of the image automatically sees
that it is an illusion. This spell fizzles after 1 hour per CL.

Storage Chest:

Conjuration (B): Level 3: Target Area: Range Touch


This spell creates a magical storage chest which can be used to store anything you
wish, so long as it fits in the chest. The chest is 2 feet wide, 2 feet deep, and 4 feet
long. The spell fizzles after 1 minute per CL and the chest vanishes, but the next
casting of the spell will bring the same chest back, along with all of its contents.
No oxygen will be pumped into the chest while it is gone, so any living creature
could asphyxiate if left inside. The chest lid must be closed when the spell fizzles
or it will vanish forever and not be retrievable.

Stoneskin:

Transmutation (D): Level 3: Target Self: Range None


This spell causes your skin to harden to the density of stone. This reduces any
damage dealt to you by 1 HP per CL and raises your armor class by 1 per CL.
This spell fizzles after 1 minute per CL.

Stuck:

Abjuration: Level 1: Target Object: Range Touch


This spell causes a door, drawer, lid, or similar opening to hold fast against being
opened. Anyone trying to force it open must make a Strength test and get a higher
margin of success than you did when casting the spell. The target can still be
destroyed to be bypassed, but it cannot be manually opened. If unbroken, this
spell fizzles after 10 minutes per CL.

Telepathic Link:

Enchantment: Level 3: Target Person: Range Touch


This spell creates a magical connection between the caster and a willing target. For
the duration, the two can communicate telepathically at will. They can also have
thoughts that they choose to keep to themselves, if they choose to do so. This spell
fizzles after 1 hour per CL.

77

Spell List (continued):


Teleport:

Transmutation: Level 4:
Target Self: Range None
This spell immediately moves you
and everything you are carrying
to an alternative location that you
specify. The distance to the new
location is irrelevant, but you must
have a general idea of where you are
going. The GM can impose a penalty
on the casting roll for teleporting
to locations that you do not know
well. Unlike other spells, Teleport
succeeds regardless of your result
on the casting roll. However, failing
the casting roll results in going to
a different location of the GMs
choosing, possibly resulting in injury
or even death depending on the
severity of the failure. The movement
is resolved instantaneously, however
you must make a Wisdom test upon
arrival to re-orient yourself to your
new surroundings before you can
take any actions.

Terror:

Enchantment: Level 1: Target Person: Range Sight


This spell creates powerful fear in the target. They are unable to do anything,
including take combat actions, except attempt to flee the area. If they cannot flee,
they will fall to the ground and cower. This spell fizzles after 2 combat rounds per
CL. Save vs Fear resists.

Torchlight:

Evocation: Level 1: Target Object: Range Touch


This spell creates a magic light with the strength of a standard torch. The light
is attached to an object of your choice. Many spellcasters use a small object like
a pebble, so that they can slip it inside of a container to extinguish the light if
necessary. This spell fizzles after 1 hour per CL.

Trace Source:

Divination: Level 4: Target Person: Range None


This spell allows you to trace a magical effect back to its creator. This can be done
on an active spell, such as Illusory Wall or on a magical item such as an enchanted
sword. Trace Source gives you the name, race, gender, and age at the time of
casting of the person who created the magic. It also tells you if they are still alive,
but does not give their location.

Vanish:

Illusion: Level 5: Target Object: Range Touch


This spell turns a large inanimate object, like a house or tree, invisible to nonmagical forms of vision. Although the target is invisible, it can still be detected by
other senses like hearing or smell. Anyone throwing particulate matter like dust or
sand into the air may be able to make out the shape of the target as the particulate
is blocked by the mass. The object can be up to 20 cubic yards in size per CL. This
spell fizzles after 1 minute per CL.

Visage:

Illusion: Level 1: Target Self: Range None


This spell creates an illusionary face to replace your own. This face can be random
or it can duplicate anyone you have seen in the past. Anyone looking at you can
Save vs Spot to detect the ruse. Anyone highly familiar with the face you are using,
such as a parent or spouse, should result in the GM applying a strong bonus to
the saving throw. This spell fizzles after 10 minutes per CL.

Ward:

Abjuration: Level 5: Target Area: Range Touch


This spell infuses another spell into a surface so that it can be triggered when
the surface is touched by anyone except the caster. For example, a door could be
infused with Magic Missile so that anyone touching the door would be targeted by
the missiles. Both Ward and the infused spell must be cast in succession and both
casting costs must be paid.
The caster must specify a valid target for the infused spell when it is infused.
The person touching the surface is an acceptable target even though they are
not yet present. For example, a caster may infuse the lock on an oak chest with
Primordial Origins and specify that it is going to target the support columns of
the room containing the chest. Thus anyone who touches the lock causes those
columns to crumple and the room to cave in on the occupants.

78

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.
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such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License,
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Errant RPG, Copyright 2010, Greg Christopher
Designation of Open Game Content: The text of this work is open content under the Open Game License
Product Identity: The title Errant RPG is product identity under the Open Game License.

79

Character Sheet
Name:

Attributes:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Race: __________

Saving Throws:
DEX
Breath
WIS
Fear
WIS
Listen
WIS
Magic
CON
Pain
DEX
Snap
WIS
Spot
CON
Toxin

Class: __________

Weapon Training:

10% Experience Point Bonus


5% Experience Point Bonus
+1 Hit Points per Level
1 in 6 chance to identify smells
1 in 6 chance to identify potions
Low-Light Vision
Heat Vision

Charm
Deceit
Disable
Expertise
Orient
Stealth

Languages:
Vernacular
Racial
Ambitions:
Major
Minor
Minor
Minor
Class Abilities:

Nature Only

Nature Only

Combat Actions

Attack

Dodge

Move & Attack

Charge

Draw & Attack


Move

Cast a Spell
Parry

Hold

Grapple

Surrender

Hit Points
Armor Class
Luck
Karma

Character Level
Experience Points
Needed for Next Level

Character Sheet
Worn Equipment:
Weapon 1
Weapon 2
Armor
Shield
Helm
Accessory
Accessory
Other
Other

Known Spells:
Level __
Level __
Level __
Level __
Level __
Level __
Level __
Level __
Level __

Carried Equipment:

Gifts:
Level 2
Level 4
Level 6
Level 8
Level 10

(continued)

Additional Description of Character:

Enjoy this Game?


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