Level 1 Spells
Level 1 Spells can be learned and cast by any character that has access to a scroll bearing the spell, or one who has the Interpreting Magic aquired ability and has access to the written spell in a spellbook.
A bubble of breathable air surrounds the head of the target, allowing them to breathe normally in an environment, such as underwater, or within a gas cloud, that otherwise would provide suffocation or poisoning damage. This bubble cannot be used to enhance line of sight in fog or cloud environments. The effect ends when the duration expires, or when the target leaves the non-breathable environment.
A circular area centered on the point where the caster is standing at the time of casting is created. It remains fixed once established; it does not move with the caster. Any unauthorized corporeal creature or character entering this space will generate an alarm that will automatically alert the caster - and possibly others - to the intrusion. At the time of casting, the caster may choose whether or not the alarm is silent or audible. In the case of the former, only the caster is aware of the intrusion. In the case of the latter, the sound of a ringing handbell will be generated. If the caster is asleep, either form of alarm will instantly awaken them. In the case of the audible alarm, anyone within the affected area can be awakend upon succeeding at a DC10 WIS check.
The caster may pass freely in and out of the affected area without triggering the alarm, and, at the time of casting, can designate a number of additional characters or creatures up to their INT bonus to be able to pass freely in and out of the affected area. Anyone or anything else must utter a designated password chosen at the time of casting as they enter to avoid triggering the alarm.
The material element consumed in the casting of this spell is a small silver bell costing 3gp.
The character or creature targeted by the spell is capable of carrying additional items in their inventory for the duration of the spell. A number of inventory slots equal to the caster's INT bonus are temporarily activated for the target; the target's maximum of 20 slots cannot be exceeded. The additional slots cannot be used to absorb injuries after Direct Damage.
A gnawing fear of defeat grips the foes of the caster, potentially weakening their attacks. Each foe within the area of effect must begin its turn with a DC15 WIS check. Upon failure, their attacks are made with a -1 (per damage die) penalty. Once a foe passes this check, they are immune to further effects from this casting of the spell for a full minute. The area of effect moves with the caster as long as the spell is active.
On subsequent combat turns while the spell is still active, the caster may forgo other attack or spellcasting actions and instead extend the area of effect by an additional 5' (1.5m) radius. The caster may still move on a combat turn when the area is extended.
The Bane spell negates the effect of the Bless spell wherever the two areas of effect overlap.
A confidence swells the spirits of the caster's allies, strenghening their attacks. Each ally within the area of effect does an additional +1 (per damage die) of damage with their attacks. The area of effect moves with the caster as long as the spell is active.
On subsequent combat turns while the spell is still active, the caster may forgo other attack or spellcasting actions and instead extend the area of effect by an additional 5' (1.5m) radius. The caster may still move on a combat turn when the area is extended.
The Bless spell negates the effect of the Bane spell wherever the two areas of effect overlap.
The caster attempts to use magic to alter the disposition of a single target character or creature. The caster must decide whether they wish to improve disposition or degrade it. The target then makes a DC15 WIS check. If the check fails, disposition is shifted one degree in the desired direction. If it fails, the target's disposition is not swayed, and in certain circumstances, the Gamemaster may determine that the attempt to use magical coercion might even result in a change in the wrong direction.
A target can only be affected by a single Charm at any given time. Any subsequent attempts by the original caster to Charm the same target while the first spell is still active have no effect. The spell effectively fails, but still drains SP from the caster. A Charm cast by a second caster with a character level equal to or less than the original caster likewise has their spell fail. A Charm cast by a second caster whose character level is higher than the original casters will succeed, and the original Charm spell is immediately terminated.
When the spell effects wear off, the target will be aware of any actions they may have taken while their opinions were being influenced, and these memories may result in the target lowering their disposition toward the party below where they were before the spell was cast. The lower the original disposition was, the more likely this is to occur.
The caster shouts a simple command that the target finds hard to resist - provided it can understand it. At the beginning of the target's next combat turn, a DC15 WIS check is performed. If the check fails, the target must spend its combat action obeying the issued command. If the target does not (or cannot) understand the language in which the command was issued, it automatically succeeds in the check. If the command requires movement, and the target fails its check, it must move as directed, and cannot take any other action.
There are some caveats. The command must specify a single action; if a multiple-action command is attempted, the target need only heed the first action component. For example, "Drop your sword and run away!" would result in the target dropping its weapon, but it would not run. The command cannot require the target to do something that would obviously endanger it. For example, "Step into the fire" would not be obeyed. Finally, the target is under no compunction to continue obeying on subsequent combat turns, unless additional castings of the spell are employed.
A stream of fresh, clear water emanates from the cupped hands of the caster. Up to two gallons of water are created. The water can be collected into containers or a basin, but it will evaporate within 24 hours if not in a sealed container. (If spilled on the ground, it will soak in as any water would.)
The caster clouds the mind of a target within range unless the target makes a DC15 WIS save. On a failure, the target is mentally strained, losing a number of Stamina Points equal to the caster's INT score. This spell cannot cause Direct Damage; any damage beyond what is needed to reduce a target to 0SP is ignored. Furthermore, a target that fails its save cannot cast spells on its next turn, and suffers a -2 penalty to any subsequent WIS saves until the end of that next turn.
The caster gains a sense of the average overall inclinations and intentions of characters or creatures within the area of effect. A general sense of the selfishness and civil respect of the targets is returned. The caster can choose to focus on one target or a small selection of targets within range; such readings are more likely to be accurate and useful.
This spell does not reveal precise intentions, but the caster is free to infer what they will from the information provided. For example, if confronted by a group encountered on a lonely road, the caster may discern a distinct lack of respect for legal authority, and a fair degree of selfishness - and infer that highway robbery is the intent of the group! Detecting a hint of dismay at not reaching a promised destination on time, or a concern about finding a way to pay for cart repairs might suggest to the caster that the group are legitimately stranded villagers in need of help. The Gamemaster is encouraged to be creative.
When targeting a creature, the caster can discern whether it is venomous or poisonous. When targeting an item, the caster can determine whether poison is present in or on the object. If multiple poisons are present, and the caster has an INT bonus of +3 or greater, the number of poisons can be determined. If the caster's INT bonus is +5 or greater, the exact nature of the poisons (their effects, not their names) can be identified.
This spell has two forms. In the first form, which requires only a Gesture element, a number of Stamina Points equal to the caster's INT bonus times the caster's Level - up to the target's maximum current Stamina Points is drained from a target touched by the caster. In the second form, which requires only an Audible element, a number of targets up to the caster's Level and within 30ft (9m) are all drained of a number of Stamina Points equal to the caster's INT bonus. This spell cannot cause Injuries to a target already at 0SP.
If the target is undead, this spell functions as if it was the Rejuvenate spell.
The caster focuses elemental energies into a ball or bolt which hurtles toward a target. The caster must have a line of sight toward the target, which must be within 20' (6m) per INT of the caster. The amount of damage or healing done done is determined by rolling a number of d6 equal to the caster's Damage Level Multiplier, but no rerolls (explodes) are done when 6's are rolled. The caster chooses which energies to invoke at the time of casting; the nature of the damage done varyies depending on the energies chosen:Earth - a rock or crystal shard hurtles toward the target, doing either Bludgeoning Damage (rock) or either Piercing or Slashing Damage (crystal).
Fire - a small ball of fire streaks toward the target, doing Fire damage, and setting the target on fire. Half the damage (rounded down) is Direct Damage.
Air - a sonic blast strikes the target, doing Bludgeoning Damage. Additionally, any cloudlike effect (dust, poison gas, etc.) surrounding the target is immediately dispersed. Small flames, such as candles or torches, can also be extinguished by this effect, though anything larger than a campfire will be unaffected.
Water - a ball of water hurtles toward the target, doing Bludgeoning Damage. If the target is suffering persistent damage effects from either Fire or Acid, these are immediately dispersed. Small flames, such as candles or torches, can also be extinguished by this effect, though anything larger than a campfire will be unaffected.
Light - a blast of healing energy engulfs the target. If the target is living, this restores Stamina Points to the target, up to the target's maximum SP, rather than causing damage. If the target is undead, positive damage is done. (Casters may target themselves with this effect; the Stamina Drain rule for all spellcasting still applies).
Darkness - a dark bolt streaks toward the target, If the target is living, negative damage drains Stamina Points, but no Direct Damage results if Stamina Points drop to zero. If the target is undead, Stamina Points are restored, up to the creature's maximum SP.
Lava (Earth+Fire) - a blob of lava strikes the target. Half of this damage (rounded up) is Bludgeoning Damage; the rest is Direct Fire Damage, which persists until the target does something to douse the flames. Additionally, all creatures within 5ft (1.5m) of the target suffer 1 point of Direct Fire damage from the splash; this also persists until actively doused.
Mud (Earth+Water) - a blob of mud strikes the target, doing Bludgeoning damage. In addition, the target is Restrained for one turn as it struggles against the sticky mud.
Lightning (Air+Fire) - a bolt of lightning shoots toward the target, doing Lightning Damage.
Fog (Air+Water) - a cloud of fog suddenly appears around the target. The target's line of sight is reduced to 0' (0m), effectively Blinding it. While Blinded, all other creatures, friend or foe, are Concealed. The effect persists until the target moves (the fog cloud does not move with them). The fog does not cause the target to be Concealed to anyone else.
Cold (Air+Darkness) - a narrow jet of extreme cold strikes the target, doing Cold damage. Half the damage (rounded down) is Direct Damage.
Once cast, if the target falls from a height of 10' (3m) or more, the spell triggers and the target's rate of fall slows noticeably. This triggering fall must occur within 1 minute of the spell's casting. Once triggered, the spell will continue to function for 1 minute, with the target falling only 10' (3m) per combat turn. If the spell is still in effect when the target reaches the ground, it lands on its feet with no damage taken. If the spell expires with the target still falling, the remainder of the fall is adjudicated normally.
When cast, a blindingly bright shower of scintillating colors accompanied by a loud popping "bang" issues forth, affecting an area selected by the caster. All creatures within the specified cone of effect must make a DC15 CON check or be both Blinded and Befuddled for two combat round. On a success, the target is still either Blinded or Befuddled for one round (target's choice). Furthermore, those in the quarter-circle areas adjacent to the target cone must also make a DC15 CON save or be Befuddled.
The character or creature touched by the caster can move twice the normal distance in a combat round, and can ignore the penalties of difficult terrain.
A barely visible disk of magical force appears next to the caster. This disk is approximately 3' (90cm) across and floats about 1' (30cm) above the ground. Up to 5 inventory slots worth of inanimate objects can be placed on this disk - with appropriate care required to ensure the disk remains balanced and items cannot fall off the sides. As the caster moves, the disk will follow 5' (1.5m) behind, keeping up with the caster as long as normal movement rates are maintained. (The disk cannot keep up with a magically quickened caster.)
If a living creature is loaded onto the disk (or alights on the disk), the spell immediately terminates. When the spell ends, whether for this reason or due to spell expiration, all items placed on the disk drop to the ground.
A willing target within range of the caster is granted limited protection from harm being inflicted by one designated foe. All damage dealt to the target by that foe is reduced by 1 point per INT bonus of the caster. The target also gains a +1 bonus per caster's INT bonus to all saving throws.
A player character can not have two Forbidding Wards in effect on them at the same time; attempts to cast a second Ward on a target automatically fail (but still drain the caster's SP). A caster can willingly terminate the Ward early, but this requires a combat Action to do. Once a Ward has been terminated, a new Ward can be placed on the player character without penalty.
If the target is an area, a space consisting of four contiguous 5' (1.5m) squares is coated with a very slippery clear grease. The four squares can be of any orientation as long as they are contiguous (i.e. 2x2... 3x2 "L" shape, or 1x4). Characters or creatures that enter the affected area during their turn must perform a DC15 DEX check. Failure indicates the victim slips and falls. A character that is crawling, or that chooses to move cautiously (and cover less than half their normal distance) automatically succeed on the check.
If the target is an item, that item is covered with grease. The item must be small enough to occupy no more than 2 inventory slots. Any character or creature attempting to pick up or use this item must attempt a DC15 DEX check. Failure indicates an inability to pick up or hold the item. If the target is the armor or clothing worn by a character or creature, all attempts to grapple or Restrain that character or creature must succeed at a DC15 DEX check in addition to whatever check is required to effect the grapple.
The caster causes themself to be disguised as another character or creature, subject to some limitations. The desired disguise must have the same body shape (number of legs, arms, heads, torso shape, etc.) as the caster. Height must be within 6" (15cm) of the caster's actual height, and weight must be within 50lb (25kg). The caster cannot exactly reproduce the features of a particular person, but can get close enough to pass casual inspection. If impersonation of a particular character or creature is attempted, anyone intimately familiar with the person being impersonated can perform a DC10 WIS check to detect the disguise.
The caster causes the visual illusion of an object to appear. The illusion must fit completely within the area of effect, and must be of a single object only. (For example, a waterfall could be caused to appear flowing out of an existing pile of rocks, but the pile of rocks with waterfall could not be created.) The created illusion is visual only; there are no sounds or scents emanated by the object. (There would be no sounds of running water in the previous example.) Characters or creatures that know to expect sound or scent, or that physically touch the illusory object can make a DC15 WIS check to disbelieve the illusion.
The caster has a chance to instill a sense of fear or dread in the target. The target must make a DC15 WIS check; if it fails, the character is Frightened for a number of combat rounds equal to the caster's INT bonus. If the difference between the caster's INT bonus and the target's WIS bonus is +5 or more, the target flees in terror. Otherwise, it may not move closer to the caster. It can still attack the caster (either with a ranged attack or melee if the caster closes the distance), but all attacks suffer a -1 (per damage die) penalty to damage done.
The caster causes the target item to appear (and feel) as if it in significantly better or worse shape than it truly is. The caster chooses whether to embellish or befoul the appearance of the object. Characters or creatures with the Appraisal specialty may make a DC15 WIS check to detect the facade, though this does not let them actually see the true condition of the target item or object.
The target is capable of jumping higher or farther than normally possible. The next single jump attempted within 10 minutes of the casting of the spell permits the target to leap horizontally for a distance up to 30' (9m) from a standing start, or 50' (15m) with a running headstart allowing the character's full movement distance. Alternatively, a vertical jump of up to 15' (4.5m) can be achieved. In all cases, the character lands on its feet, though the running leap requires some distance on the far side for the character to stop without crashing into something.
As casting of the spell completes, the targeted latch or lock clicks shut and is resistant to nonmagical attempts to open it by anyone other than the caster. Latches will seem to be held fast; locks will resist the use of picks or even the intended keys. The caster is free to open and close the protected item as often as possible without affecting the spell's duration.
Attempts to pick a magically held lock are done with a penalty of -5 to the DC. Using a key intended for a lock still requires a "pick lock" check, but this check is only at a -2 penalty.
The character or creature touched by the caster gains an additional 10' (3m) of movement per combat turn; for exploration purposes, assume it to be an increase of 50% in total travelable distance in a given time. The target is still subject to difficult terrain penalties.
A shimmering, protective layer of magical energy surrounds the caster, acting as if it were armor. The caster's Armor Points are increased by a number equal to half the caster's INT bonus, rounded down. For any checks that matter, the caster is presumed to be unarmored.
A weapon that is held by the caster or a willing ally (character or creature) of the caster is touched and imbued with magical energy. Attacks made with this weapon gain an additional damage die of the weapon's specified type. The additional damage is of the same type as the weapon normally deals.
This spell can also be used to magically enhance one unarmed attack of the caster's choosing that the target can employ. The caster must touch the target in this case, and name the attack form (e.g. fist, claw, bite).
Upon uttering the spell and touching the target, the caster is able to instantaneously impart information to the target. The quantity of information that can be imparted is equivalent to what would require 10 minutes to deliver verbally. This is a one-way transfer of information; the caster receives no information or insights from the target.
The target loses all odor, rendering them "scent-invisible" to all other creatures, including those that rely on smell as a primary scent. Note that if an investigating creature can see the target, it might be puzzled (or something else) by the obvious lack of scent emanating from the target. This is not an illusory effect; it does not dissipate if the target takes aggressive actions.
The target does not leave any visible tracks or other signs of passage when moving through terrain. (This includes no broken branches on shrubs... no footprints in fresh-fallen snow... etc.) It does not, however, negate any trace scent or aroma that the target may leave behind. Characters or creatures attempting to track the target do so with a -5 penalty to any tracking checks if their efforts are based primarily on visual clues, and -2 if other senses (e.g. scent) can be relied upon due to the nature of the tracking creature.
The caster removes all spoilage, toxins, poisons, or other contaminations from the targeted mass of food and drink, rendering them safe to consume. While the removal effects of the spell do not "wear off", the casting does not prevent future spoilage from affecting the food, nor does it prevent the new introduction of contaminants.
This spell has two forms. In the first form, the caster restores a number of Stamina Points equal to the caster's INT bonus times the caster's Level - up to the target's maximum current Stamina Points. This form of casting involves only a Gesture element; the target must be touched. In the second form, which requires an Audible element, a number of targets up to the caster's Level and within 30ft (9m) all regain a number of Stamina Points equal to the caster's INT bonus. For either form, if a target was at 0SP, exhaustion is removed and the target is free to resume full action. This spell cannot restore Injuries. If the target is undead, this spell functions as if it was the Drain spell.
Neither form of the spell can be used to restore SP to the caster of the spell.
The targeted character or creature is warded in a way that causes opponents to simply overlook them on the field of combat. A foe thaat wishes to attack the target must first succeed on a DC15 WIS check. If they fail, they cannot attack, and lose their action for the turn as they try to remember who or what they wanted to attack. If the check is successful, the attack can proceed. The spell ends prematurely if the target itself performs any hostile action against a foe. (Healing or aiding allies is not considered to be a hostile action.)
Every character or creature within the Area of Effect becomes drowsy, and possibly falls asleep. Each such target must make a DC15 WIS save. If they fail, they sit or lay down and become Unconsicous. If they succeed, they are still made drowsy, and are Befuddled for the spell duration. Unconscious targets can be roused by vigorously shaking them; they automatically are awakened if they take any damage.
As the spellcasting completes, one of the caster's fingers tranforms into a long, narrow, needle-like stinger, which is used to inject venom into the target. The target takes d4 Stamina Drain (Damage Level Multiplier applies) from the poison. Additionally, a DC15 CON check is required. Failing this check results in the target being Enfeebled for a number of combat rounds equal to the caster's INT bonus.
The caster causes a creature to magically appear at a target point within the specified range of the caster. The caster decides whether to summon either plant (which could include fungi) or animal; the Gamemaster then determines what creature specifically appears. The summoned creature's level cannot exceed that of the caster, and should be appropriate to the general surroundings. Only "natural" creatures can be summoned.
An invisible construct made of magical energy is called into being to perform menial service tasks for the caster. The Unseen Servant can be commanded to prepare, light, and tend campfires, cook meals, clean clothing, polish armor, move or carry common (portable) items, open doors that are not locked or magically held, etc. The Unseen Servant cannot perform any sort of attack or defensive/blocking actions, nor can it perform highly dexterous actions like picking locks or using keys to unlock doors. It cannot pass through solid objects either. If the Unseen servant is attacked with a magical weapon or effect, it dissipates immediately.
Once the spell has been cast, any further speech or vocal sounds uttered by the caster can be made to originate from any point the caster chooses within the spell's 60' range. The nature of the sounds is limited to whatever the caster can produce vocally on their own. The apparent source can be moved within this range freely over the duration of the spell. As this effect is illusory, it can be disbelieved by any creature who has reason to suspect the authenticity of the sounds it hears.
A weapon is infused with the Energy of Light/Life, making it more threatening to the Undead. The weapon, which must be held by the caster during the casting of the spell, deals an additional damage die when it strikes an undead opponent. This additional damage is positive/light/life damage. The caster may give the weapon to an ally to wield.
The caster may choose to cast this as a Level 3 spell (draining additional SP from themself) to have the weapon gain 2 additional damage dice vs undead opponents, or as a Level 5 spell to have the weapon gain 3 additional damage dice.
Air Bubble
Elements: Audible
Target: one character or creature
Duration: 1min per INT of the caster (see below)
Trigger: target enters a non-breathable environment
Range: 60' (18m)
Area of Effect: targeted character or creature
Target: one character or creature
Duration: 1min per INT of the caster (see below)
Trigger: target enters a non-breathable environment
Range: 60' (18m)
Area of Effect: targeted character or creature
A bubble of breathable air surrounds the head of the target, allowing them to breathe normally in an environment, such as underwater, or within a gas cloud, that otherwise would provide suffocation or poisoning damage. This bubble cannot be used to enhance line of sight in fog or cloud environments. The effect ends when the duration expires, or when the target leaves the non-breathable environment.
Alarm
Elements: Audible, Gesture, Material
Target: caster's location
Duration: 8 hours
Trigger: see below
Range: self
Area of Effect: 20' (6m) radius circle
Target: caster's location
Duration: 8 hours
Trigger: see below
Range: self
Area of Effect: 20' (6m) radius circle
A circular area centered on the point where the caster is standing at the time of casting is created. It remains fixed once established; it does not move with the caster. Any unauthorized corporeal creature or character entering this space will generate an alarm that will automatically alert the caster - and possibly others - to the intrusion. At the time of casting, the caster may choose whether or not the alarm is silent or audible. In the case of the former, only the caster is aware of the intrusion. In the case of the latter, the sound of a ringing handbell will be generated. If the caster is asleep, either form of alarm will instantly awaken them. In the case of the audible alarm, anyone within the affected area can be awakend upon succeeding at a DC10 WIS check.
The caster may pass freely in and out of the affected area without triggering the alarm, and, at the time of casting, can designate a number of additional characters or creatures up to their INT bonus to be able to pass freely in and out of the affected area. Anyone or anything else must utter a designated password chosen at the time of casting as they enter to avoid triggering the alarm.
The material element consumed in the casting of this spell is a small silver bell costing 3gp.
Ant's Strength
Elements: Audible, Gesture
Target: one character or creature
Duration: 8 hours
Trigger: completion of casting
Range: touch
Area of Effect: affected character or creature
Target: one character or creature
Duration: 8 hours
Trigger: completion of casting
Range: touch
Area of Effect: affected character or creature
The character or creature targeted by the spell is capable of carrying additional items in their inventory for the duration of the spell. A number of inventory slots equal to the caster's INT bonus are temporarily activated for the target; the target's maximum of 20 slots cannot be exceeded. The additional slots cannot be used to absorb injuries after Direct Damage.
Bane
Elements: Audible, Gesture
Target: foes of caster within area of effect
Duration: 1 minute
Trigger: completion of casting
Range: self
Area of Effect: 5' (1.5m) radius circle (see below)
Target: foes of caster within area of effect
Duration: 1 minute
Trigger: completion of casting
Range: self
Area of Effect: 5' (1.5m) radius circle (see below)
A gnawing fear of defeat grips the foes of the caster, potentially weakening their attacks. Each foe within the area of effect must begin its turn with a DC15 WIS check. Upon failure, their attacks are made with a -1 (per damage die) penalty. Once a foe passes this check, they are immune to further effects from this casting of the spell for a full minute. The area of effect moves with the caster as long as the spell is active.
On subsequent combat turns while the spell is still active, the caster may forgo other attack or spellcasting actions and instead extend the area of effect by an additional 5' (1.5m) radius. The caster may still move on a combat turn when the area is extended.
The Bane spell negates the effect of the Bless spell wherever the two areas of effect overlap.
Bless
Elements: Audible, Gesture
Target: allies of caster within area of effect
Duration: 1 minute
Trigger: completion of casting
Range: self
Area of Effect: 5' (1.5m) radius circle (see below)
Target: allies of caster within area of effect
Duration: 1 minute
Trigger: completion of casting
Range: self
Area of Effect: 5' (1.5m) radius circle (see below)
A confidence swells the spirits of the caster's allies, strenghening their attacks. Each ally within the area of effect does an additional +1 (per damage die) of damage with their attacks. The area of effect moves with the caster as long as the spell is active.
On subsequent combat turns while the spell is still active, the caster may forgo other attack or spellcasting actions and instead extend the area of effect by an additional 5' (1.5m) radius. The caster may still move on a combat turn when the area is extended.
The Bless spell negates the effect of the Bane spell wherever the two areas of effect overlap.
Charm
Elements: Audible
Target: 1 character or creature
Duration: 8 hours
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: none
Target: 1 character or creature
Duration: 8 hours
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: none
The caster attempts to use magic to alter the disposition of a single target character or creature. The caster must decide whether they wish to improve disposition or degrade it. The target then makes a DC15 WIS check. If the check fails, disposition is shifted one degree in the desired direction. If it fails, the target's disposition is not swayed, and in certain circumstances, the Gamemaster may determine that the attempt to use magical coercion might even result in a change in the wrong direction.
A target can only be affected by a single Charm at any given time. Any subsequent attempts by the original caster to Charm the same target while the first spell is still active have no effect. The spell effectively fails, but still drains SP from the caster. A Charm cast by a second caster with a character level equal to or less than the original caster likewise has their spell fail. A Charm cast by a second caster whose character level is higher than the original casters will succeed, and the original Charm spell is immediately terminated.
When the spell effects wear off, the target will be aware of any actions they may have taken while their opinions were being influenced, and these memories may result in the target lowering their disposition toward the party below where they were before the spell was cast. The lower the original disposition was, the more likely this is to occur.
Command
Elements: Audible
Target: one character or creature
Duration: instantaneous
Trigger: completion of casting
Range: 10' (3m) per caster INT
Area of Effect: none
Target: one character or creature
Duration: instantaneous
Trigger: completion of casting
Range: 10' (3m) per caster INT
Area of Effect: none
The caster shouts a simple command that the target finds hard to resist - provided it can understand it. At the beginning of the target's next combat turn, a DC15 WIS check is performed. If the check fails, the target must spend its combat action obeying the issued command. If the target does not (or cannot) understand the language in which the command was issued, it automatically succeeds in the check. If the command requires movement, and the target fails its check, it must move as directed, and cannot take any other action.
There are some caveats. The command must specify a single action; if a multiple-action command is attempted, the target need only heed the first action component. For example, "Drop your sword and run away!" would result in the target dropping its weapon, but it would not run. The command cannot require the target to do something that would obviously endanger it. For example, "Step into the fire" would not be obeyed. Finally, the target is under no compunction to continue obeying on subsequent combat turns, unless additional castings of the spell are employed.
Create Water
Elements: Audible, Gesture
Target: self
Duration: instantaneous
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: self
Duration: instantaneous
Trigger: completion of casting
Range: touch
Area of Effect: none
A stream of fresh, clear water emanates from the cupped hands of the caster. Up to two gallons of water are created. The water can be collected into containers or a basin, but it will evaporate within 24 hours if not in a sealed container. (If spilled on the ground, it will soak in as any water would.)
Daze
Elements: Audible, Gesture
Target: one character or creature
Duration: 1 combat turn
Trigger:
Range: 30' (9m)
Area of Effect: none
Target: one character or creature
Duration: 1 combat turn
Trigger:
Range: 30' (9m)
Area of Effect: none
The caster clouds the mind of a target within range unless the target makes a DC15 WIS save. On a failure, the target is mentally strained, losing a number of Stamina Points equal to the caster's INT score. This spell cannot cause Direct Damage; any damage beyond what is needed to reduce a target to 0SP is ignored. Furthermore, a target that fails its save cannot cast spells on its next turn, and suffers a -2 penalty to any subsequent WIS saves until the end of that next turn.
Detect Disposition
Elements: Audible
Target: designated characters or creatures in AoE
Duration: instantaneous
Trigger: completion of casting
Range: self
Area of Effect: 30' (9m) radius
Target: designated characters or creatures in AoE
Duration: instantaneous
Trigger: completion of casting
Range: self
Area of Effect: 30' (9m) radius
The caster gains a sense of the average overall inclinations and intentions of characters or creatures within the area of effect. A general sense of the selfishness and civil respect of the targets is returned. The caster can choose to focus on one target or a small selection of targets within range; such readings are more likely to be accurate and useful.
This spell does not reveal precise intentions, but the caster is free to infer what they will from the information provided. For example, if confronted by a group encountered on a lonely road, the caster may discern a distinct lack of respect for legal authority, and a fair degree of selfishness - and infer that highway robbery is the intent of the group! Detecting a hint of dismay at not reaching a promised destination on time, or a concern about finding a way to pay for cart repairs might suggest to the caster that the group are legitimately stranded villagers in need of help. The Gamemaster is encouraged to be creative.
Detect Poison
Elements: Audible, Gesture
Target: 1 item or creature
Duration: instantaneous
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: none
Target: 1 item or creature
Duration: instantaneous
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: none
When targeting a creature, the caster can discern whether it is venomous or poisonous. When targeting an item, the caster can determine whether poison is present in or on the object. If multiple poisons are present, and the caster has an INT bonus of +3 or greater, the number of poisons can be determined. If the caster's INT bonus is +5 or greater, the exact nature of the poisons (their effects, not their names) can be identified.
Drain
Elements: Audible or Gesture
Target: see below
Duration: Instantaneous
Trigger: completion of casting
Range: see below
Area of Effect: none
Target: see below
Duration: Instantaneous
Trigger: completion of casting
Range: see below
Area of Effect: none
This spell has two forms. In the first form, which requires only a Gesture element, a number of Stamina Points equal to the caster's INT bonus times the caster's Level - up to the target's maximum current Stamina Points is drained from a target touched by the caster. In the second form, which requires only an Audible element, a number of targets up to the caster's Level and within 30ft (9m) are all drained of a number of Stamina Points equal to the caster's INT bonus. This spell cannot cause Injuries to a target already at 0SP.
If the target is undead, this spell functions as if it was the Rejuvenate spell.
Energy Bolt
Elements: Audible, Gesture
Target: 1 character or creature
Duration: instantaneous
Trigger: completion of casting
Range: see below
Area of Effect: none
Target: 1 character or creature
Duration: instantaneous
Trigger: completion of casting
Range: see below
Area of Effect: none
The caster focuses elemental energies into a ball or bolt which hurtles toward a target. The caster must have a line of sight toward the target, which must be within 20' (6m) per INT of the caster. The amount of damage or healing done done is determined by rolling a number of d6 equal to the caster's Damage Level Multiplier, but no rerolls (explodes) are done when 6's are rolled. The caster chooses which energies to invoke at the time of casting; the nature of the damage done varyies depending on the energies chosen:
Feather Fall
Elements: Audible
Target: 1 character or creature (or self)
Duration: 1 minute (see below)
Trigger: the target begins to fall from a height of 10' (3m) or more
Range: 20' (6m) per INT of the caster
Area of Effect: none
Target: 1 character or creature (or self)
Duration: 1 minute (see below)
Trigger: the target begins to fall from a height of 10' (3m) or more
Range: 20' (6m) per INT of the caster
Area of Effect: none
Once cast, if the target falls from a height of 10' (3m) or more, the spell triggers and the target's rate of fall slows noticeably. This triggering fall must occur within 1 minute of the spell's casting. Once triggered, the spell will continue to function for 1 minute, with the target falling only 10' (3m) per combat turn. If the spell is still in effect when the target reaches the ground, it lands on its feet with no damage taken. If the spell expires with the target still falling, the remainder of the fall is adjudicated normally.
Flash Bang
Elements: Audible, Gesture
Target: self
Duration: instantaneous (see below)
Trigger: completion of casting
Range: self
Area of Effect: 15' (4.5m) radius quarter circle (see below)
Target: self
Duration: instantaneous (see below)
Trigger: completion of casting
Range: self
Area of Effect: 15' (4.5m) radius quarter circle (see below)
When cast, a blindingly bright shower of scintillating colors accompanied by a loud popping "bang" issues forth, affecting an area selected by the caster. All creatures within the specified cone of effect must make a DC15 CON check or be both Blinded and Befuddled for two combat round. On a success, the target is still either Blinded or Befuddled for one round (target's choice). Furthermore, those in the quarter-circle areas adjacent to the target cone must also make a DC15 CON save or be Befuddled.
Fleet Step
Elements: Audible, Gesture
Target: 1 character or creature
Duration: 1 minute
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: 1 character or creature
Duration: 1 minute
Trigger: completion of casting
Range: touch
Area of Effect: none
The character or creature touched by the caster can move twice the normal distance in a combat round, and can ignore the penalties of difficult terrain.
Floating Disk
Elements: Audible, Gesture
Target: self
Duration: 8 hours (see below)
Trigger: completion of casting
Range: (see below)
Area of Effect: none
Target: self
Duration: 8 hours (see below)
Trigger: completion of casting
Range: (see below)
Area of Effect: none
A barely visible disk of magical force appears next to the caster. This disk is approximately 3' (90cm) across and floats about 1' (30cm) above the ground. Up to 5 inventory slots worth of inanimate objects can be placed on this disk - with appropriate care required to ensure the disk remains balanced and items cannot fall off the sides. As the caster moves, the disk will follow 5' (1.5m) behind, keeping up with the caster as long as normal movement rates are maintained. (The disk cannot keep up with a magically quickened caster.)
If a living creature is loaded onto the disk (or alights on the disk), the spell immediately terminates. When the spell ends, whether for this reason or due to spell expiration, all items placed on the disk drop to the ground.
Forbidding Ward
Elements: Audible, Gesture
Target: 1 ally and 1 enemy
Duration: 1 minute
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: none
Target: 1 ally and 1 enemy
Duration: 1 minute
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: none
A willing target within range of the caster is granted limited protection from harm being inflicted by one designated foe. All damage dealt to the target by that foe is reduced by 1 point per INT bonus of the caster. The target also gains a +1 bonus per caster's INT bonus to all saving throws.
A player character can not have two Forbidding Wards in effect on them at the same time; attempts to cast a second Ward on a target automatically fail (but still drain the caster's SP). A caster can willingly terminate the Ward early, but this requires a combat Action to do. Once a Ward has been terminated, a new Ward can be placed on the player character without penalty.
Grease
Elements: Audible, Gesture
Target: an area (see below) or 1 small item
Duration: 1 minute
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: (see below)
Target: an area (see below) or 1 small item
Duration: 1 minute
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: (see below)
If the target is an area, a space consisting of four contiguous 5' (1.5m) squares is coated with a very slippery clear grease. The four squares can be of any orientation as long as they are contiguous (i.e. 2x2... 3x2 "L" shape, or 1x4). Characters or creatures that enter the affected area during their turn must perform a DC15 DEX check. Failure indicates the victim slips and falls. A character that is crawling, or that chooses to move cautiously (and cover less than half their normal distance) automatically succeed on the check.
If the target is an item, that item is covered with grease. The item must be small enough to occupy no more than 2 inventory slots. Any character or creature attempting to pick up or use this item must attempt a DC15 DEX check. Failure indicates an inability to pick up or hold the item. If the target is the armor or clothing worn by a character or creature, all attempts to grapple or Restrain that character or creature must succeed at a DC15 DEX check in addition to whatever check is required to effect the grapple.
Illusory Disguise
Elements: Audible, Gesture
Target: self
Duration: 1 hour
Trigger: completion of casting
Range: self
Area of Effect: none
Target: self
Duration: 1 hour
Trigger: completion of casting
Range: self
Area of Effect: none
The caster causes themself to be disguised as another character or creature, subject to some limitations. The desired disguise must have the same body shape (number of legs, arms, heads, torso shape, etc.) as the caster. Height must be within 6" (15cm) of the caster's actual height, and weight must be within 50lb (25kg). The caster cannot exactly reproduce the features of a particular person, but can get close enough to pass casual inspection. If impersonation of a particular character or creature is attempted, anyone intimately familiar with the person being impersonated can perform a DC10 WIS check to detect the disguise.
Illusory Object
Elements: Audible, Gesture
Target: 1 illusory object (see below)
Duration: 10 minutes
Trigger: completion of casting
Range: 100' (30m) per caster INT bonus
Area of Effect: 20' (6m) radius circle
Target: 1 illusory object (see below)
Duration: 10 minutes
Trigger: completion of casting
Range: 100' (30m) per caster INT bonus
Area of Effect: 20' (6m) radius circle
The caster causes the visual illusion of an object to appear. The illusion must fit completely within the area of effect, and must be of a single object only. (For example, a waterfall could be caused to appear flowing out of an existing pile of rocks, but the pile of rocks with waterfall could not be created.) The created illusion is visual only; there are no sounds or scents emanated by the object. (There would be no sounds of running water in the previous example.) Characters or creatures that know to expect sound or scent, or that physically touch the illusory object can make a DC15 WIS check to disbelieve the illusion.
Instill Fear
Elements: Audible, Gesture
Target: 1 character or creature
Duration: (see below)
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: none
Target: 1 character or creature
Duration: (see below)
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: none
The caster has a chance to instill a sense of fear or dread in the target. The target must make a DC15 WIS check; if it fails, the character is Frightened for a number of combat rounds equal to the caster's INT bonus. If the difference between the caster's INT bonus and the target's WIS bonus is +5 or more, the target flees in terror. Otherwise, it may not move closer to the caster. It can still attack the caster (either with a ranged attack or melee if the caster closes the distance), but all attacks suffer a -1 (per damage die) penalty to damage done.
Item Facade
Elements: Audible, Gesture
Target: 1 inanimate item or object no more than 10' (3m) square
Duration: 1 hour
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: 1 inanimate item or object no more than 10' (3m) square
Duration: 1 hour
Trigger: completion of casting
Range: touch
Area of Effect: none
The caster causes the target item to appear (and feel) as if it in significantly better or worse shape than it truly is. The caster chooses whether to embellish or befoul the appearance of the object. Characters or creatures with the Appraisal specialty may make a DC15 WIS check to detect the facade, though this does not let them actually see the true condition of the target item or object.
Jump
Elements: Gesture
Target: 1 character or creature, or self
Duration: (see below)
Trigger: completion of castsing
Range: touch
Area of Effect: none
Target: 1 character or creature, or self
Duration: (see below)
Trigger: completion of castsing
Range: touch
Area of Effect: none
The target is capable of jumping higher or farther than normally possible. The next single jump attempted within 10 minutes of the casting of the spell permits the target to leap horizontally for a distance up to 30' (9m) from a standing start, or 50' (15m) with a running headstart allowing the character's full movement distance. Alternatively, a vertical jump of up to 15' (4.5m) can be achieved. In all cases, the character lands on its feet, though the running leap requires some distance on the far side for the character to stop without crashing into something.
Lock
Elements: Audible, Gesture
Target: 1 lock or latch on a door, chest, etc.
Duration: 1 day
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: 1 lock or latch on a door, chest, etc.
Duration: 1 day
Trigger: completion of casting
Range: touch
Area of Effect: none
As casting of the spell completes, the targeted latch or lock clicks shut and is resistant to nonmagical attempts to open it by anyone other than the caster. Latches will seem to be held fast; locks will resist the use of picks or even the intended keys. The caster is free to open and close the protected item as often as possible without affecting the spell's duration.
Attempts to pick a magically held lock are done with a penalty of -5 to the DC. Using a key intended for a lock still requires a "pick lock" check, but this check is only at a -2 penalty.
Longstrider
Elements: Audible, Gesture
Target: 1 character or creature
Duration: 1 hour
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: 1 character or creature
Duration: 1 hour
Trigger: completion of casting
Range: touch
Area of Effect: none
The character or creature touched by the caster gains an additional 10' (3m) of movement per combat turn; for exploration purposes, assume it to be an increase of 50% in total travelable distance in a given time. The target is still subject to difficult terrain penalties.
Mage Armor
Elements: Audible, Gesture
Target: self
Duration: 8 hours
Trigger: completion of casting
Range: self
Area of Effect: none
Target: self
Duration: 8 hours
Trigger: completion of casting
Range: self
Area of Effect: none
A shimmering, protective layer of magical energy surrounds the caster, acting as if it were armor. The caster's Armor Points are increased by a number equal to half the caster's INT bonus, rounded down. For any checks that matter, the caster is presumed to be unarmored.
Magic Weapon
Elements: Audible, Gesture
Target: 1 weapon (see below)
Duration: 1 minute
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: 1 weapon (see below)
Duration: 1 minute
Trigger: completion of casting
Range: touch
Area of Effect: none
A weapon that is held by the caster or a willing ally (character or creature) of the caster is touched and imbued with magical energy. Attacks made with this weapon gain an additional damage die of the weapon's specified type. The additional damage is of the same type as the weapon normally deals.
This spell can also be used to magically enhance one unarmed attack of the caster's choosing that the target can employ. The caster must touch the target in this case, and name the attack form (e.g. fist, claw, bite).
Mindlink
Elements: Audible, Gesture
Target: 1 willing character or creature
Duration: instantaneous
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: 1 willing character or creature
Duration: instantaneous
Trigger: completion of casting
Range: touch
Area of Effect: none
Upon uttering the spell and touching the target, the caster is able to instantaneously impart information to the target. The quantity of information that can be imparted is equivalent to what would require 10 minutes to deliver verbally. This is a one-way transfer of information; the caster receives no information or insights from the target.
Negate Aroma
Elements: Audible, Gesture
Target: 1 willing character or creature
Duration: 1 hour
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: 1 willing character or creature
Duration: 1 hour
Trigger: completion of casting
Range: touch
Area of Effect: none
The target loses all odor, rendering them "scent-invisible" to all other creatures, including those that rely on smell as a primary scent. Note that if an investigating creature can see the target, it might be puzzled (or something else) by the obvious lack of scent emanating from the target. This is not an illusory effect; it does not dissipate if the target takes aggressive actions.
Pass Without Trace
Elements: Audible, Gesture
Target: 1 character or creature, or self
Duration: 1 hour
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: 1 character or creature, or self
Duration: 1 hour
Trigger: completion of casting
Range: touch
Area of Effect: none
The target does not leave any visible tracks or other signs of passage when moving through terrain. (This includes no broken branches on shrubs... no footprints in fresh-fallen snow... etc.) It does not, however, negate any trace scent or aroma that the target may leave behind. Characters or creatures attempting to track the target do so with a -5 penalty to any tracking checks if their efforts are based primarily on visual clues, and -2 if other senses (e.g. scent) can be relied upon due to the nature of the tracking creature.
Purify Food and Drink
Elements: Audible, Gesture
Target: 1 cubic foot, about 8 gal (27l) of food or drink
Duration: permanent (see below)
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: 1 cubic foot, about 8 gal (27l) of food or drink
Duration: permanent (see below)
Trigger: completion of casting
Range: touch
Area of Effect: none
The caster removes all spoilage, toxins, poisons, or other contaminations from the targeted mass of food and drink, rendering them safe to consume. While the removal effects of the spell do not "wear off", the casting does not prevent future spoilage from affecting the food, nor does it prevent the new introduction of contaminants.
Rejuvenate
Elements: Audible or Gesture
Target: see below
Duration: Instantaneous
Trigger: completion of casting
Range: see below
Area of Effect: none
Target: see below
Duration: Instantaneous
Trigger: completion of casting
Range: see below
Area of Effect: none
This spell has two forms. In the first form, the caster restores a number of Stamina Points equal to the caster's INT bonus times the caster's Level - up to the target's maximum current Stamina Points. This form of casting involves only a Gesture element; the target must be touched. In the second form, which requires an Audible element, a number of targets up to the caster's Level and within 30ft (9m) all regain a number of Stamina Points equal to the caster's INT bonus. For either form, if a target was at 0SP, exhaustion is removed and the target is free to resume full action. This spell cannot restore Injuries. If the target is undead, this spell functions as if it was the Drain spell.
Neither form of the spell can be used to restore SP to the caster of the spell.
Sanctuary
Elements: Audible, Gesture
Target: one character or creature
Duration: 1 minute
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: one character or creature
Duration: 1 minute
Trigger: completion of casting
Range: touch
Area of Effect: none
The targeted character or creature is warded in a way that causes opponents to simply overlook them on the field of combat. A foe thaat wishes to attack the target must first succeed on a DC15 WIS check. If they fail, they cannot attack, and lose their action for the turn as they try to remember who or what they wanted to attack. If the check is successful, the attack can proceed. The spell ends prematurely if the target itself performs any hostile action against a foe. (Healing or aiding allies is not considered to be a hostile action.)
Sleep
Elements: Audible, Gesture
Target: see AoE
Duration: 1 hour (see below)
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: 5' (1.5m) radius circle
Target: see AoE
Duration: 1 hour (see below)
Trigger: completion of casting
Range: 30' (9m)
Area of Effect: 5' (1.5m) radius circle
Every character or creature within the Area of Effect becomes drowsy, and possibly falls asleep. Each such target must make a DC15 WIS save. If they fail, they sit or lay down and become Unconsicous. If they succeed, they are still made drowsy, and are Befuddled for the spell duration. Unconscious targets can be roused by vigorously shaking them; they automatically are awakened if they take any damage.
Spider Sting
Elements: Audible, Gesture
Target: 1 character or creature
Duration: (see below)
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: 1 character or creature
Duration: (see below)
Trigger: completion of casting
Range: touch
Area of Effect: none
As the spellcasting completes, one of the caster's fingers tranforms into a long, narrow, needle-like stinger, which is used to inject venom into the target. The target takes d4 Stamina Drain (Damage Level Multiplier applies) from the poison. Additionally, a DC15 CON check is required. Failing this check results in the target being Enfeebled for a number of combat rounds equal to the caster's INT bonus.
Summon Wildlife
Elements: Audible, Gesture
Target: 1 summoned creature
Duration: 1 minute
Trigger: completion of casting
Range: 30ft (9m)
Area of Effect: none
Target: 1 summoned creature
Duration: 1 minute
Trigger: completion of casting
Range: 30ft (9m)
Area of Effect: none
The caster causes a creature to magically appear at a target point within the specified range of the caster. The caster decides whether to summon either plant (which could include fungi) or animal; the Gamemaster then determines what creature specifically appears. The summoned creature's level cannot exceed that of the caster, and should be appropriate to the general surroundings. Only "natural" creatures can be summoned.
Unseen Servant
Elements: Audible, Gesture
Target: (see below)
Duration: 1 day (see below)
Trigger: completion of casting
Range: (see below)
Area of Effect: none
Target: (see below)
Duration: 1 day (see below)
Trigger: completion of casting
Range: (see below)
Area of Effect: none
An invisible construct made of magical energy is called into being to perform menial service tasks for the caster. The Unseen Servant can be commanded to prepare, light, and tend campfires, cook meals, clean clothing, polish armor, move or carry common (portable) items, open doors that are not locked or magically held, etc. The Unseen Servant cannot perform any sort of attack or defensive/blocking actions, nor can it perform highly dexterous actions like picking locks or using keys to unlock doors. It cannot pass through solid objects either. If the Unseen servant is attacked with a magical weapon or effect, it dissipates immediately.
Ventriloquism
Elements: Audible, Gesture
Target: self
Duration: 10 minutes
Trigger: completion of casting
Range: 60' (18m)
Area of Effect: none
Target: self
Duration: 10 minutes
Trigger: completion of casting
Range: 60' (18m)
Area of Effect: none
Once the spell has been cast, any further speech or vocal sounds uttered by the caster can be made to originate from any point the caster chooses within the spell's 60' range. The nature of the sounds is limited to whatever the caster can produce vocally on their own. The apparent source can be moved within this range freely over the duration of the spell. As this effect is illusory, it can be disbelieved by any creature who has reason to suspect the authenticity of the sounds it hears.
Weapon of the Living
Elements: Audible, Gesture
Target: 1 weapons (see below)
Duration: 1 minute
Trigger: completion of casting
Range: touch
Area of Effect: none
Target: 1 weapons (see below)
Duration: 1 minute
Trigger: completion of casting
Range: touch
Area of Effect: none
A weapon is infused with the Energy of Light/Life, making it more threatening to the Undead. The weapon, which must be held by the caster during the casting of the spell, deals an additional damage die when it strikes an undead opponent. This additional damage is positive/light/life damage. The caster may give the weapon to an ally to wield.
The caster may choose to cast this as a Level 3 spell (draining additional SP from themself) to have the weapon gain 2 additional damage dice vs undead opponents, or as a Level 5 spell to have the weapon gain 3 additional damage dice.
Regional maps prepared using Inkarnate
Battle maps prepared using DungeonFog
(with many map assets courtesy of Caeora)
Artwork designated as being from Pixabay is governed by
Pixabay License
copyright© 2020, 2021, 2022, 2023 Robert O'Brien
Game Rules described herein are governed by
Open Game License version 1.0a
Descriptions of the World of Cartyrion, including, but not limited to its cosmology, deities, geography, political structures, religious sects, regional names, villages, towns, cities, and characters, are governed by Non-Commercial, Share-alike Creative Commonse License
Battle maps prepared using DungeonFog
(with many map assets courtesy of Caeora)
Artwork designated as being from Pixabay is governed by
Pixabay License
copyright© 2020, 2021, 2022, 2023 Robert O'Brien
Game Rules described herein are governed by
Open Game License version 1.0a
Descriptions of the World of Cartyrion, including, but not limited to its cosmology, deities, geography, political structures, religious sects, regional names, villages, towns, cities, and characters, are governed by Non-Commercial, Share-alike Creative Commonse License
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