Resources Items Camping Exploration Medical Drugs Crafts Other Melee_Weapons Improvised Knives/Throwing Swords Hafted Pole-Arms Fist Shields Ranged_Weapons Bows Arrows Gear Attire Armor Partial Full Helmets Gear_Other Potions Magic Lesser_Scrolls Minor_Scrolls Major_Scrolls Mage_Other Grand_Spells Epic_Scrolls Bard Cleric Druid Liquor Utility Liquor Guardian Utility Liquor Transform Liquor Witch Potions Druid Staff Monk Rogue Ships Unfinished_Items
Resources
$Item
 
Price:
$Food
Food
 
Eat: 1 Food.
Eating: Food may prevent Hunger or 1 Hunger Con Point becomes 1 Fatigue.
Eating 1/3 Food: Resist Hunger (Ex: 1) w/
Endr
+
1
D
.
$MeagerFood
Meager Food
 
Eat: Counts as
Endr
(Max 1) Food.
Eating: Food may prevent Hunger or 1 Hunger Con Point becomes 1 Fatigue.
Hand full of Seeds, Berries, Tree Nuts, wild lectuce, Carrots, Bread Crumbs.
$RawMeat
Raw Meat
 
Eat
Endr
/
Spirit
0S: Gain 1
D
Illness. 1S: 1 Food.
Cook (Interim): Req Fire. Turn Raw Meat into Food.
Eating: Food may prevent Hunger or 1 Hunger Con Point becomes 1 Fatigue.
$DisgustingFood
Disgusting Food
 
Eat
Endr
/
Spirit
0S: Gain 1
D
Illness. 1S: 1 Food.
Eating: Food may prevent Hunger or 1 Hunger Con Point becomes 1 Fatigue.
Worms, Bugs, Carrion or bitter roots.
$MysteryFood
Mystery Food
 
Eat
4
D
Counts as 1 Food.
1S or Less: No ill effects.
2S: Resist 1 Illness w/
Endr
.
3S or more:Resist 3 Illness w/
Endr
. May also have fevers and hallucinations
Eating: Food may prevent Hunger or 1 Hunger Con Point becomes 1 Fatigue.
Mushrooms, Odd berries, Apple on the ground. Forgotten plate of food, Carnival Food, Stinky Cheese, Magical Creature Meat.
$Herb
Herb
 
Used in crafting of Druidic Brews
Can be used in crafting of Medicines
Make Edible
Req Cooking Pot/Brewing Kit
Combine with Mystery/Disgusting Food to create 1 Food.
Make Tasty
Req Cooking Pot/Brewing Kit
Use to gain
+
1
D
Morale when eating a Food.
Plant that can be used for seasoning. Ex: Rosemary, Parsley, etc.
Price: 1G
$Pelt
Pelt
Fur/Skin from a dead beast.
Price: 5G
$WaterSkin
Water Skin
Drink
1
 
Gulp: Prevent 1 Dehydration, or 1 Dehydration becomes Fatigue.
Gulp
/5
Water
1G for 3
Dirty Water
1
D
Illness per Gulp
Foul Water
2
D
Illness per Gulp
Other
Can be worn on your torso.
Animal skin used to carry water over long journeys.
Price: 3G
$CopperCoin
1G: Copper Coin
 
Faceted Coin with an engraved head on one side.
$SilverCoin
5G: Silver Coin
 
Faceted Coin with an engraved head on one side.
$GoldCoin
10G: Gold Coin
 
Faceted Coin with an engraved head on one side.
$Ingot
20G: Gold Ingot
Gold bar.
$Gem
30G: Gem
E 
A shiny gem.
$Jewel
50G: Jewel
E 
A glittereing jewel.
$Treasure
Treasure
 
Items
Camping
$TinderBox
Tinder Box
Make Fire
Full
Must be done to help create a Campfire
5
D
+
Survivalist Bonus
Start Fire.
0S: Use 3 Tinder.
1S: Use 2 Tinder.
2S: Use 1 Tinder.
Tinder
/5
Wooden box containing tools for lighting campfires.
Price: 3G
$FishingPole
Fishing Pole
Fish
Downtime
2
D
Must be near a River, Lake or Ocean. Can be used once per day.
1S: Get 1 Raw Meat.
Bait +5
D
. Bait can be made by using any Disgusting Rummage.
Pole with string and bait used to catch fish.
Price: 5G
$CookingSupplies
Cooking Pot
Needed to cook Food
1F
Boil Water
Interim
Requires Fire, May turn up to 15 Dirty Water into Clean Water.
Stew
Interim
Use 1 Herb and 1 Water.
+
1
D
to Resist Hunger if eating 1/3 Food.
Cast Iron firm handle, dangeous to hold when hot.
Price: 5G
Exploration
$Oil
Oil Bottle
Very Flammable.
Oil
/3
Throw
Destroys Item
Proj 
Dex
1S: +.
+1 Space per Oil
Covers Space and Characters, with oil.
Spaces become Difficult 1,
If lit on fire Spaces instead apply Burning 1.
-1 Oil +1
S
to create campfire.
Bottle of oil used for fires and crafting.
Price: 1G(vial) 1G for 1 Oil
$Torch
Torch
1
 
DR
Absorb
All 
Brk
/   3
Lasts 2 hours then is destroyed. Creates Visibility . Needs a fire source to Lit.
Enflame
Active
Strike 
1
S
+
Dexterity
Burning 1
Block
Defend
Block
Agl
+1
D
Strike, Dmg Back 1
D
Wax or flaming cloth used to light darkness.
Price: 3G
$Rope
Rope
3 / 1
 
Weak Rope
3G for 50 feet (3E). Safe: 0-50E
Sturdy Rope
10G for 50 feet (3E). Safe: 0-100E
Superior Rope
25G for 50 feet (1E). Safe: 0-150E
Rope Length
UnSafe: Every Round Roll Break Check Humans weight about 100E
Break Check
3
D
3S: Rope Breaks
Each additional 100E over Safe Limit: +1
D
to Break Check.
Break Free
Challenge
(Once per Day)
Str
/
Agl
3S: Escape Rope.
Varies in length and strength, including weak (ex: tied cloth), sturdy (ex: hemp), and superior (ex: spider slik).
$GrapplingHook
Grappling Hook
Rope Length
/30 feet
UnSafe: Every Round Roll Break Check
Break Check
3
D
3S: Rope Breaks
Each additional 100E over Safe Limit(40E): +1
D
to Break Check.
Throw
Challenge
Dex
+
1
D
Better results are required for more difficult Targets.
Swing
Challenge
Agl
+
1
D
Better results are required for more difficult Swings.
:
May Dodge while Swinging with
+
1
D
.
Used for swinging across surfaces such as builings, pits, and across ships.
Price: 15G
$WalkingStick
Walking Stick
DR
Absorb
All 
Brk
/   2
Breaks into
Club Weapon.
Whack
Active
Strike 
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
1
D
Block
Defend
Block
Agl
+1
D
Strike, Grab, Dmg Back 1
D
+1
D
to Resist Travel Fatigue.
Stick crafted for comfortable traveling.
Price: 5G
$Oar
Oar
DR
Absorb
All 
Brk
/   2
Breaks into
Club Weapon.
Whack
Active
Strike 
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
1
D
Block
Defend
Block
Agl
+1
D
Strike, Grab, Dmg Back 1
D
Can be used to row ships (ex: Canoe).
Stick crafted for use in water travel.
Price: 3G
$Lantern
Lantern
1
 
Oil
/3
Requires Oil, 1 Oil lasts 6 Hours
Creates Visibility
Holds an oil fire shielded by elements.
Price: 10G, 1G per Oil
$Candle
Candle / Simple Torch
Lasts 30 minutes then is destroyed. Creates Visibility . Needs a fire source to Lit.
Enflame
Active
Strike 
1
S
+
Dexterity
Burning 1
Wax or flaming wood used to light darkness.
Price: 1G
$ClimbingGear
Climbing Gear
1
 
Allows a Character to attempt to climb ice, cliffs, and otherwise impassible areas.
Ice picks, climbing shoes, etc.
Price: 5G
Medical
$FirstAidKit
First Aid Kit
2
 
Uses
/5
Dress/
Treat
Wound
1 Use: 2
D
: 1S: Dress Wound.
Trained: 1 Use:Dress Wound or upgrade Dressed to Treated.
Trained: 2 Uses:Treat Wound.
1 Use: Stop Bleeding(Bandages):
      Untrained:
+
1
D
to Resist end of Day Blood Loss.
      Trained:
+
2
D
to Resist end of Day Blood Loss.
2 Use: Stop Bleeding(Stitches): Roll
Int
+
Dex
(
6 Only
if Untrained)
     0S:
+
3
D
Blood Loss.       1S:
+
1
S
to Resist end of Day Blood Loss.
1 Use: Clean Wound Remove 2
D
Rot (Con). (Removes 1 Max). May use once per day. (Trained may reroll.)
1 Use: Treat Mortal Wound
+
1
D
to Resist Death Points. (Once per day.) (Trained may reroll.)
Price: 10G
$Medicine
Medicine
 
Remove 4
D
+
First Aid Illness.
Expended on use, can only take one per day
A unique combination of herbs and healing power
Price: 5G
$PoisonBottle
Poison
Potion
 
Brew
Req: Druid 3,Brew 1 Water, 1 Herb and, 1 Spell Material
Potency
2
S
+
Spirit
+
Int
+
Endr
1S: +1 Dose
Doses
Apply to
Blade/Arrow
Full (1 Dose)
Dex
+
Spirit
+
1
D
0S: Apply Poison 1
S
+
4
D
to self.
1S: Blade/Arrow applies Poison 1
S
+
4
D
next Hit in addition to other effects.
Injesting 1 Poison Dose: Resist 1
S
+
2
D
Fatigue w/
Fort
.
Adding +1 Dose adds 2
D
Fatigue.
Injesting 4 Poison Doses: Resist 1
S
+
2
D
Mortal Wound w/
Fort
.
All Mortal Wound Resisted becomes Illness.
Poison: Resist Poison w/
Fort
when recieving. Con Point represented by (P). Becomes 1
D
Illness After Combat.
Causes Illness and sometimes even death.
Price: 10G for 4 Doses, 3G for 1 Dose
$Crutch
Crutch
2
 
DR
Absorb
All 
Brk
/   2
Missing Lower Leg/Broken Leg: -2 Pace (from Standard Pace.)
+1 Travel Fatigue.
Limp
Full
Move 1 Space.
Fast Limp
Full
Agl
+
1
D
.
Move 1 Space.
1S: Move +1 Space. 0S: Fall.
Walking assitance for those who cannot use a leg.
Price: 5G
$Cane
Cane
2
 
DR
Absorb
All 
Brk
/   2
Wack
Active
Strike 
1
S
+
Dexterity
+ 1
D
Bash
1
S
+
Str
+
1
D
Block
Defend
Block
Agl
+2
D
Strike, Grab, Dmg Back 1
D
Lame Leg: -1 Pace (from Standard Pace.)
Walking assistance for those with damaged legs.
Price: 10G
$WoodenLeg
Pegleg
Prosthetic
Carried 2
0
 
Location
Legs (Partial)
DR
Absorb
All 
Brk
/   3
Lost Lower Leg: -1 Pace (from standard Pace).
Dmg is applied to wooden leg first, if broken apply to legs.
Wooden peg applied to a leg stump to faciliate some walking.
Price: 30G
$HookHand
Hook Hand
Prosthetic
Carried 1
0
 
Location
Arm (Partial)
DR
Absorb
All 
Dmg
/   2
Brk
/   2
Slash
Active
Strike 
1
S
+
Dex
Pierce
2
S
+
Str
+
1
D
Bleed 2, Pin 1
D
Pin
Grapple
Agl
+
Str
Apply regardless of Check result.
Apply 2
D
Damage. Bleed 2
Block
Defend
Block
Agl
+1
D
Strike, Dmg Back 2
D
Allow Charcters missing a Hand to do some Hand Actions again.
Hook attached to a severed arm to use as a tool or weapon.
Price: 30G
$Wheelchair
Wheelchair
Carried 6
0
 
DR
Absorb
All 
Dmg
/   2
Brk
/   2
Travel (Self): +1 Travel Fatigue.
Travel (Pushed): Pusher Resist 1
S
+2
D
Travel Fatigue w/
Endr
.
Rolls down on an incline and 1-4 Spaces per Round.
Moving over obsticles (stairs, etc.) is a
Str
+
Endr
Challenge for rider and/or helpers.
Roll
Full
Agl
Move 1 Space. 2S: +1 Space.
Pushing Chair
Full
Agl
Move Wheelchair 1 Space.
1S: +1 Space.
6E if Carried.
Price: 30G
Drugs
$Booze
Ale
Alcohol
Prevent 1 Thirst, or 1 Thirst becomes Fatigue.
Drink
Full
Gain +1
D
Morale.
Resist 1 Fatigue per Ale w/
Str
/
Fort
/
Spirit
+
2
D
.
6 Only
on Checks that use Agility after recently drinking.
Amount
/5
Common alcholic beverages found throughout the land.
Price: 1G for 5
$Wine
Wine
Alcohol
Prevent 1 Thirst, or 1 Thirst becomes Fatigue.
Drink
Full
For each Drink gain
+
2
D
Morale.
Resist 1 Fatigue w/
Str
/
Fort
/
Spirit
+
2
D
.
6 Only
on Checks that use Agility after recently drinking.
Amount
/5
Expensive alcoholic beverage favored by the wealthy.
Price: 3G for 5
$Tobacco
Tobacco
Drug
 
Smoke
Active
Gain 1
D
Morale. Resist 1 Fatigue w/
Endr
+3
D
.
Amount
Rolled and Smoked, Good to calm nerves.
Price: 5 for 1G
$Pipe
Pipe
 
Small wooden pipe used to smoke drugs.
Price: 3G
$Sleet
Sleet
Hard Drug
 
High Points: Can be used instead of Morale for Determination Checks.
Each Day not taking drugs, and with Lingering High Points, Roll 1
D
on Success Lose all High.
Smoke
Full
Requires Pipe.
Remove 1 Stress.
OR Remove 2
D
Dread. Gain 1 Stress.
OR Ignore Limb Disable
Ignore Trauma effects until end of Day.
Gain 1 High.
Take a Hit
Full
While a person Smokes, the rest of the party can take a hit
Remove 1
D
Stress.
Choose One:
      OR Ignore Trauma effects until end of Day.
      OR Gain 1
D
Morale.
Smoked in a pipe to give overwhelming sense of calm.
Price: 3G
$Fizzyn
Fizzyn
Hard Drug
 
High Points: Can be used instead of Morale for Determination Checks.
Each Day not taking drugs, and with Lingering High Points, Roll 1
D
on Success Lose all High.
Smoke
Full
Requires Pipe.
Remove 1 Fatigue.
OR Ignore Constitution's Weak
6 Only
, until end of day.
OR Resist incoming Stamina Loss with 1
D
(next hour)
Gain 1 High
Take a Hit
Full
While a person Smokes, the rest of the party can take a hit
Remove 1
D
Fatigue.
Choose One:
      OR Ignore Constitution's Weak
6 Only
, until end of day.
      OR Gain 1
D
Morale.
Smoked in a pipe to give a boost of energy.
Price: 3G
Crafts
$WritingDrawingTools
Writing/Drawing Tools
Includes papers, inks, and paints. Can be used for writing or painting.
Price: 3G
$Manuscript
Manuscript
Subject:
Language:
completion
%
Write
Downtime
Int
+
Knowledge Bonus
2S: +10% Completion
Req. Scholar:Writer, (Includes Writing tools: Ink and Blank Paper)
A Scholar's work. Bounded paper containing knowledge.
Price: Blank: 2G, Published in City, Gain 20G
+
(5
D
x 5G).
$WeaponRepairKit
Weapon Repair Kit
Whetstone, Small hammer, Cloth, oil, small file.
Requires two hands to use.
Repair
Weapon
Downtime
Sense
+
1
D
1S: Remove 1 Dmg from a Weapon.
Kit for doing field repairs on weapons.
Price: 5G
$ArmorRepairKit
Armor Repair Kit
Hammer, Pliers, Stitching needle
Requires two hands to use.
Repair
Armor/Shield
Downtime
Dex
+
Sense
+
1
D
1S: Remove 1 Dmg from Armor or Sheild.
Kit for doing field repairs on armor.
Price: 5G
Other
$CardDeck
Deck of Cards
 
Play
Downtime
Requires at least 2 People, up to 6 people.
Gain
Cha
+
1
D
2S: +1
Morale
.
Gamble
Interim
May do as part of a Meal Action.
Requires at least 2 People, up to 6 people.
1. Put starting value in pool.
2. 3
D
Keep Results Hidden.
3. Each Player may put more money in pool. (Must match highest amount to stay in.)
4. Reveal Hidden Dice and roll +2
D

5. Most Successes: Wins Pool. Tie: 2
D
until tie is broken.
Used to pass the time or gamble.
Price: 25G
$Manacles
Manacles
DR
Absorb
All 
Brk
/   2
Subdue
Grapple
Str
2S: May Bound Target's Limbs.
Break
Challenge
(Once per Day)
Str
4S: Do 1 Dmg to Manacle. (May attempt
Agl
if loose.)
5S: Break Manacle.
Used to restrain a captive.
Price: 5G
$Chessboard
Chessboard
Play
Downtime
Requires 2 People. May be done only once per day.
Int
+
1
D
2S: +1
Morale
.
Board game used to pass the time and provide mental challenge.
Price: 35G
$EyeGlasses
Eye Glasses
Negates the negatives of Bad Vision Aspect.
Broken
Can Read with Glasses, but can't really wear them. City: repair 3G
Destroyed
Can't use.
When Head is damaged/Knockdown Occurs/similar(GM Discreatiion) Eye Glasses fall, Roll 2
D
:
0S:
:
Nothing.
1S:
:
Broken.
2S:
:
Destroyed.
Helps those with impaired eyesight.
Price: 5G
$Saddle
Saddle
Allows a humanoid to ride a horse
Allows for riding tamed horses.
Price: 5G
$Book
Book
Read: Downtime
Subject:
Subjects: Translation Dictionary, A Magic school textbook, Knowledge Records, Instruction manual, Religion, Records of Lost Artifacts
Language:
Westron
Southron
Eastron
Elven
Dwarven
Aquatic
Angelic
Demonic
Monster Speak
Ancient Tongue
Occultic
Other
Bounded paper containing knowledge.
Price: Typically 1 to 10G
$ReligiousMaterials
Religious Materials
Counts as Study Material for Specified Doctrine. Doesnt't require ability to read.
Contains information for learning about the Doctrine.
Price: Gold Varies
$LockPickingKit
Lock Picking Kit
 
Using requires Rogue 2
Can Reroll a Pick a Lock / Disarm a Trap style Challenge.
Lockpicks, Tension Wrench, Pin Rake, Hand drill, etc.
Price: 5G
$Pet
Pet
Bond
%
Play
Downtime
Cha
+
1
D
+

Druid Bonus
1 Essence:
+
1
S
1S:
+
1
D
Player Morale.
2S: +1 Player Morale
Bonded People:
 
 
May come at your command and follow simple instructions.
Pet is typically capable of finding food/water on its own.
Pet death gain
+
3
D
Stress and 1
S
+
2
D
Dread
May be a creature cat sized or smaller. Can't meaningfully fight.
Example: Mouse, Cat, Bunny, Song Bird, Bat, Parot, ect
Price: 15G
Melee_Weapons
Improvised
$Bludgeon
Improvised: Bludgeon
Improvised/Throwing
1
 
DR
Brk
/   3
Bash
Active
Strike 
1
S
+
Dex
+
1
D
Bash
2
S
+
Str
+
1
D
Throw
Active
Proj 
Sense
+
1
D
1S:
+
Bash
2
S
+
Str
+
1
D
Smallish but solid object that may be used to bludgeon or throw. Like a Rock, Brick, or Cooking Pot.
Price:
$Shiv
Improvised: Shiv
Blade/Throwing
 
DR
Brk
/   3
Stab
Active
Strike 
1
S
+
Dex
+
1
D
Bypass: 1
D
Pierce
1
S
+
Agl
+
2
D
Bleed 1
Throw
Active
Proj 
Sense
+
1
D
1S:
+
Bash
1
S
+
Sense
+
2
D
Bleed 1
Small Sharp Object used to slash or stab. Like a Broken Bottle, Fork, Small Knives, Ice Pick, Metal Shard.
Price:
$BulkyWeapon
Improvised: Bulky
Improvised
2/3/4
 
DR
Brk
/   7
Bash
Active
Strike 
Dex
+
1
D
Bash
2
S
+
Str
+
2
D
:
+
Str
Block
Defend
Block
1
S
+
Agl
+
2
D
Strike, Dmg Back 1
D
Block (Ranged)
Defend
Block
Sense
+
2
D
Proj/Blast
Using w/ 1 : 1
S
to all Checks.
Large flat object that can be used to bludgeon or as a shield. Ex: Stool, Plank, Ladder.
Price:
Knives/Throwing
$Knife
Knife
Blade + Throwing
1
 
DR
Dmg
/   3
Brk
/   3
Untrained:
6 Only
on all Checks.
Stab
Active
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
Slash/Pierce
2
S
+
Agl
Bleed 1
Throw
Active
Proj 
Sense
+
1
D
1S:
+
Pierce
2
S
+
Sense
Bleed 1
Block
Defend
Block
Agl
+
1
D
Strike, Dmg Back 2
D
Useful for Abilities; Skinning, Surgery, etc
Classic knife that can be used as a weapon or tool.
Price: 10G
$Dagger
Dagger
Blade
1
 
DR
Dmg
/   4
Brk
/   3
Untrained:
6 Only
on all Checks.
Stab
Active
Strike 
1
S
+
Dex
+
2
D
Bypass 2
D
Slash/Pierce
2
S
+
Agl
Bleed 2,
ArPen
3
D
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 2
D
Pick type blade often used for getting through armor.
Price: 20G
$ThrowingBlade
Throwing Blade
Throwing
 
DR
Dmg
/   2
Brk
/   2
Untrained:
6 Only
on all Checks.
Stab
Active
Strike 
1
S
+
Dex
+
1
D
Bypass: 1
D
Slash/Pierce
1
S
+
Agl
+
1
D
Bleed 1
Throw
Active
Proj 
1
S
+
Sense
+
1
D
Bypass: 1
D
, 1S:
+
Slash
1
S
+
Sense
+
1
D
Bleed 1
Small blade for throwing. Ex: Small Throwing Knife, Shuriken.
Price: 5G
$Hatchet
Hatchet
Throwing + Barbaric
1
 
DR
Dmg
/   2
Brk
/   2
Untrained:
6 Only
on all Checks.
Slash
Active
Strike 
1
S
+
Dex
+
2
D
Bleed 1,
:
+
Slash
2
S
+
Agl
Bleed 1
Throw
Active
Proj 
1
S
+
Sense
+
1
D
1S:
+
Slash
1
S
+
Str
+
1
D
Bleed 1
Block
Defend
Block
Agl
+
1
D
Strike, Dmg Back 2
D
Useful for Skinning
A small axe that can be used to chop wood.
Price: 10G
$Machete
Machete
Blade/Sword
Sidearm 1
 
DR
Dmg
/   4
Brk
/   4
Untrained:
6 Only
on all Checks.
Allows crossing Dense Foilage.
Slash
Active
Strike 
1
S
+
Dex
+
1
D
Bypass: 1
D
Slash
2
S
+
Str
Bleed 1
Block
Defend
Block
Agl
+
1
D
Strike, Dmg Back 2
D
Blade is poorly made or worn. Ex: Rusty Sword, Cheap Sword
Price: 10G
Swords
$LowQualitySword
Low Quality Sword
Sword
Sidearm 2
 
DR
Dmg
/   3
Brk
/   3
Untrained:
6 Only
on all Checks.
Slash
Active
Strike 
1
S
+
Dex
+
1
D
Bypass: 1
D
Slash
2
S
+
Str
+
1
D
Bleed 1
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 2
D
Blade is poorly made or worn. Ex: Rusty Sword, Cheap Sword
Price: 10G
$StraightSword
Straight Sword
Sword
Sidearm 2
 
DR
Dmg
/   4
Brk
/   3
Untrained:
6 Only
on all Checks.
Slash
Active
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
Slash/Pierce
2
S
+
Str
+
2
D
Bleed 2,
ArPen
1
D
Block
Defend
Block
Agl
+
3
D
Strike, Dmg Back 2
D
Long straight blade used to cut or stab. Ex: Long Sword, Claymore, Bastard Sword
Price: 30G
$CurvedSword
Curved Sword
Sword
Sidearm 2
 
DR
Dmg
/   4
Brk
/   3
Untrained:
6 Only
on all Checks.
Slash
Active
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
Slash
2
S
+
Str
+
2
D
Bleed 3
Block
Defend
Block
Agl
+
3
D
Strike, Dmg Back 2
D
Curved blade optimized for chopping. Ex: Katana, Dao, Schimitar, Shamshir, Saber, Cutlass
Price: 30G
$ThrustingSword
Thrusting Sword
Sword
Sidearm 2
 
DR
Dmg
/   4
Brk
/   3
Untrained:
6 Only
on all Checks.
Stab
Active
Strike 
1
S
+
Dex
+
3
D
Bypass: 2
D
,
1S: +1 Bleed
Pierce
2
S
+
Str
+
2
D
Bleed 1,
Block
Defend
Block
Agl
+
3
D
Strike, Dmg Back 2
D
Thin fencing blade optimized for stabbing. Ex: Rapier, Estoc
Price: 30G
$GreatSword
Great Sword
Large Weapon + Sword
4
 
DR
Dmg
/   4
Brk
/   3
Untrained:
6 Only
on all Checks.
Slash
Active
Strike 
1
S
+
Dex
+
1
D
Bypass: 1
D
Slash
2
S
+
Str
+
2
D
Bleed 2
Stab
Active
Strike 
1
S
+
Dex
+
1
D
:
+
, Bypass: 1
D
Pierce
2
S
+
Str
+
2
D
Bleed 1
Distance
Free
Reduce Hit by 1
D
.
Block
Defend
Block
Agl
+
3
D
Strike, Dmg Back 2
D
Req:
Str 2
. Large blade roughly the height of a man.
Price: 40G
Hafted
$Club
Club
Barbaric, Blunt
Sidearm 2
 
DR
Brk
/   6
Untrained:
6 Only
on all Checks.
Bash
Active
Strike 
1
S
+
Dex
+
1
D
Bash
2
S
+
Str
+
1
D
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 1
D
Crude blunt weapon. Ex: Club, Bat, 2x4
Price: 5G
$EdgedClub
Edged Club
Barbaric
Sidearm 2
 
DR
Brk
/   6
Untrained:
6 Only
on all Checks.
Slash/Pierce
Active
Strike 
1
S
+
Dex
+
1
D
Bash
2
S
+
Str
+
1
D
:
+
2
D
Bleed 1
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 2
D
A bladed handle, often primarily used as a non-combat tool. Ex: Pick-Axe, Shovel, Mattock, Rusty Axe,
Price: 10G
-Spacer-
-Spacer-
-Spacer-
$Axe
Axe
Barbaric
Sidearm 2
 
DR
Dmg
/   4
Brk
/   5
Untrained:
6 Only
on all Checks.
Slash
Active
Strike 
1
S
+
Dex
+
1
D
Slash
2
S
+
Str
+
3
D
Bleed 2,
ArPen
1
D
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 1
D
Bladed handle optimized for use in battle.
Price: 25G
$WarHammer
War Hammer
Barbaric, Blunt
Sidearm 2
 
DR
Dmg
/   4
Brk
/   5
Untrained:
6 Only
on all Checks.
Bash
Active
Strike 
1
S
+
Dex
+
1
D
Bash
2
S
+
Str
+
3
D
ArPen
4
D
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 1
D
A hammer optimized for battle and attempting to break through armor.
Price: 25G
$Mace
Mace
Blunt
Sidearm 2
 
DR
Dmg
/   4
Brk
/   5
Untrained:
6 Only
on all Checks.
Bash
Active
Strike 
1
S
+
Dex
+
2
D
Bash
2
S
+
Str
+
2
D
Bleed 1
D
,
ArPen
3
D
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 1
D
An edged club optimized for battle and damaging armor.
Price: 25G
$Flail
Flail
Blunt
Sidearm 2
 
DR
Dmg
/   3
Brk
/   4
Untrained:
6 Only
on all Checks.
Bash
Active
Strike 
1
S
+
Dex
+
2
D
Bash
2
S
+
Str
+
3
D
-1
S
to Target's Block,
ArPen
3
D
,
Spin
3
D
(Optional)
1S: +1
S
Dmg, +1
S
Hit.
0S: Friendly Fire against yourself.
Block
Defend
Block
Agl
+
1
D
Strike, Dmg Back 1
D
A spike ball tied to a chain that can be used to hit around shields.
Price: 25G
$LargeAxe
Great Axe
Large Weapon + Barbaric
3
 
DR
Dmg
/   5
Brk
/   5
Req:
Str 3
.
Untrained:
6 Only
on all Checks.
Slash
Active
Strike 
Dex
+
1
D
:
+
1
S
Slash
3
S
+
Str
+
1
D
Bleed 2,
ArPen
2
D
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 1
D
Large double bladed axe that deal a lot of damage. Often used by dwarves.
Price: 35G
$LargeWarHammer
Great Hammer
Large Weapon +
(Barbaric/Blunt)
3
 
DR
Dmg
/   5
Brk
/   5
Req:
Str 3
.
Untrained:
6 Only
on all Checks.
Smash
Active
Strike 
Dex
+
1
D
:
+
1
S
Bash
3
S
+
Str
+
2
D
ArPen
5
D
:
+3
D
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 1
D
Large hammer that can cause considerable damage. Often used by dwarves.
Price: 30G
Pole-Arms
$LowQualitySpear
Low Quality Spear
Pole-Arm
3
 
DR
Dmg
/   3
Brk
/   3
Untrained:
6 Only
on all Checks.
Thrust
Active
Strike 
1
S
+
Dex
+
1
D
Bypass: 1
D
,
:
+
Pierce
2
S
+
Str
+
1
D
Bleed 1
Distance
Free
Reduce Hit by 1
D
.
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 1
D
Old or quickly made spear often used by peasents. Ex: Old Spear, Cheap Spear
Price: 15G
$Spear
Spear
Pole-Arm
3
 
DR
Dmg
/   3
Brk
/   4
Untrained:
6 Only
on all Checks.
Thrust
Active
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
,
:
+
Pierce
2
S
+
Str
+
2
D
Bleed 1
Block
Defend
Block
Agl
+
3
D
Strike, Dmg Back 1
D
Distance
Free
Reduce Hit by 1
D
.
Pole-arm optimized for thrusting attacks. Ex: Spear, Partisan, Lance, Ranseur
Price: 30G
$Glaive
Glaive
Pole-Arm
3
 
DR
Dmg
/   3
Brk
/   4
Untrained:
6 Only
on all Checks.
Slash
Active
Strike 
1
S
+
Dex
+
1
D
Bypass: 1
D
,
:
+
Slash
2
S
+
Str
+
2
D
Bleed 3,
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 1
D
Distance
Free
Reduce Hit by 1
D
.
Pole-arm with a long cutting balde at the end. Ex: Glaive, Bardicche, Guisarme, Fauchard
Price: 30G
$Halberd
Halberd
Pole-Arm
3
 
DR
Dmg
/   3
Brk
/   4
Untrained:
6 Only
on all Checks.
Bash
Active
Strike 
1
S
+
Dex
+
1
D
Bypass: 1
D
,
:
+
OR Bash
2
S
+
Str
+
2
D
ArPen
3
D
OR Slash
2
S
+
Str
+
1
D
Bleed 1, Hook 2
D
1S: Move Target 1 Space.
Thrust
Active
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
,
:
+
Pierce
2
S
+
Str
+
2
D
Bleed 1,
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 1
D
Distance
Free
Reduce Hit by 1
D
.
Multi-use pole-arm. Ex: Halberd, Pole Axe
Price: 30G
$Javelin
Javelin
Pole-Arm
2
 
DR
Brk
/   6
Untrained:
6 Only
on all Checks.
Thrust
Active
Threaten
Dex
+1
D
vs
Target
Agl
Win: Loser chooses Abort Attack OR You get +2
D
to Hit
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
Pierce
2
S
+
Agl
+
1
D
Bleed 1
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 1
D
Throw
Active
Proj 
1
S
+
Sense
+
1
D
1S:
+
Pierce
2
S
+
Str
+
2
D
Bleed 1
Hunt:
6 Only
Short spear that can be used in combat or thrown.
Price: 15G
Exotic
$Whip
Whip
Whip
DR
Dmg
/   2
Brk
/   2
Untrained:
6 Only
on all Checks. On Miss: 5
D
Dmg to Random Body Area.
Thrust
Active
Strike 
1
S
+
Dex
+
1
D
Bypass: 1
D
Slash
2
S
+
Agl
+
1
D
Bleed 1
Below Require Advanced Whip User
Disarm
Active
Strike 
1
S
+
Dex
+
1
D
Arm Only: Challenge
Dex
+
Str
(you) vs.
Str
+
Fort
(target). Win: Disarm Target. If winning by +1 or more, may attempt to control direction disarmed object travels.
Swing/Clutch
Challenge
Dex
+
Agl
Attempt to swing over obsticles and pull things.
Long taunt rope with a handle.
Price: 25G
Shields
$Buckler
Buckler
Small Shield/Shield
1
 
DR
Absorb
All 
Dmg
/   4
Brk
/   4
Untrained:
6 Only
on all Checks.
Damage that is not absorbed is applied to the user.
Bash
Active
Strike 
1
S
+
Dex
+
2
D
Bash
1
S
+
Str
+
2
D
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 2
D
Small metal hand shield.
Price: 10G
$RoundShield
Round Shield
Shield
2
 
DR
1 Fire Dmg: +1 
Absorb
Dmg
/   4
Brk
/   9
Untrained:
6 Only
on all Checks.
Damage that is not absorbed is applied to the user.
Bash
Active
Strike 
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
1
D
Push, Contest:
Str
+
Fort

    Win: Push 1.
Block
Defend
Block
Agl
+
(
Fort
/
Sense
)
+
1
D

Full:
+
1
S
Strike, Proj, Blast
Dmg Back 1
D
Round shield made of Wood. Can be worn on Arm.
Price: 10G
$KiteShield
Kite Shield
Shield
3
 
DR
Absorb
Dmg
/   5
Brk
/   10
Untrained:
6 Only
on all Checks.
Damage that is not absorbed is applied to the user.
Bash
Active
Strike 
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
1
D
Push, Contest:
Str
+
Fort

    Win: Push 1.
Block
Defend
Block
Agl
+
(
Fort
/
Sense
)
+
2
D

Full:
+
1
S
Strike, Proj, Blast
Dmg Back 2
D
Kite shaped shield made of metal. Can be worn on Arm.
Price: 20G
$TowerShield
Tower Shield
Shield
4
 
DR
Absorb
Dmg
/   6
Brk
/   10
Untrained:
6 Only
on all Checks.
Req:
Str 2
, Damage that is not absorbed is applied to the user.
Block
Defend
Block
Agl
+
(
Fort
/
Sense
)
+
3
D
Strike, Proj, Blast, Dmg Back 2
D
Block
Defend
Block
1
S
+
Agl
+
(
Fort
/
Sense
)
+
2
D
Strike, Proj, Blast, Dmg Back 2
D
Bash
Full
Strike 
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
1
D
Push, Contest:
Str
+
Fort

    Win: Push 1.
Shield roughly the size of a person primarily used to advance on projectiles.
Price: 25G
Ranged_Weapons
Bows
$LowQualityBow
Low Quality Bow
Bow
Sidearm 2
 
DR
Brk
/   6
Untrained:
6 Only
on all Checks.
Shoot
Full
Proj 
Dex
+
Sense
1S:
+
,
Bypass: 1
D
Dmg
Arrow
Nock an Arrow
Full
Prepare to Shoot an Arrow. Any other Action will require you to Nock the arrow again before firing.
Hunt: Uses an Arrow. (Can be recoverd as normal.)
An old or low quality bow typcially used for hunting.
Price: 10G
$Bow
Bow
Bow
Sidearm 2
 
DR
Brk
/   6
Untrained:
6 Only
on all Checks.
Shoot
Full
Proj 
Dex
+
Sense
+
1
D
1S:
+
,
Bypass: 1
D
Dmg
Arrow + 1
D
Nock an Arrow
Full
Prepare to Shoot an Arrow. Any other Action will require you to Nock the arrow again before firing.
Hunt: Uses an Arrow. (Can be recoverd as normal.)
A quality bow made for warfare.
Price: 25G
$Crossbow
Crossbow
Crossbow
3
 
DR
Brk
/   6
Untrained:
6 Only
on all Checks.
Shoot
Full
Proj 
Dex
+
Sense
+
2
D
1S:
+
, Bypass: 1
D
Dmg
Arrow + 2
D
,
ArPen
1
S
+
2
D
Load a bolt
Full
Str
+
1
D
1S: Prepare to Shoot an Bolt. Can't Aim. Bolt Stays loaded even when doing other actions.
Hunt: Uses an Arrow. (Can be recoverd as normal.)
A crossbow for war that has a mechanism to be drawn back. Uses Bolts.
Price: 20G
$WindlassCrossbow
Windlass Crossbow
Crossbow
3
 
DR
Brk
/   6
Untrained:
6 Only
on all Checks.
Shoot
Full
Proj 
Dex
+
Sense
+
2
D
1S:
+
, Bypass: 1
D
Dmg
Arrow + 3
D
,
ArPen
2
S
+
3
D
Wind
windlass
Full
Str
+
1
D
1S: +1 Windlass Point. Can't Aim.
When complete Bolt Stays loaded even when doing other actions.
Windlass Points
/3
Hunt: Uses an Arrow. (Can be recoverd as normal.)
A crossbow for war that has a mechanism used to wind the bow back.
Price: 50G
$Longbow
Longbow
Bow
Sidearm 3
 
DR
Brk
/   6
Req:
Str 2
Untrained:
6 Only
on all Checks.
Shoot
Full
Proj 
Dex
+
Sense
+
1
D
1S:
+
,
Bypass: 1
D
Dmg
Arrow +
Str
+1
D
Nock an Arrow
Full
Prepare to Shoot an Arrow. Any other Action will require you to Nock the arrow again before firing.
Hunt: Uses an Arrow. (Can be recoverd as normal.)
Large and powerful bow made a of specially strong wood.
Price: 45G
$ElvenBow
Elven Bow
Bow
Sidearm 2
 
DR
Brk
/   6
Req:
Dex 2
Untrained:
6 Only
on all Checks.
Shoot
Full
Proj 
Dex
+
Sense
+
2
D
1S:
+
,
Bypass: 2
D
Dmg
Arrow +
Dex
Nock an Arrow
Full
Prepare to Shoot an Arrow. Any other Action will require you to Nock the arrow again before firing.
Hunt: Uses an Arrow. (Can be recoverd as normal.)
Specially made elven bow used for precise shooting.
Price: 45G
$Sling
Sling
Throwing
Sidearm 1
 
Sling
Full
Proj 
Dex
+
Sense
1S:
+
Bash
1
S
+
3
D
Load a Rock
Active
Prepare to Launch a Rock. Any other Action will require you to Nock the arrow again before firing.
Find Rocks
Forage Addon
1S:Fill sling pouch with rocks.
Ammo Pouch
/8
Hunt: Uses a Rock
A sling shot made from a taught line and a stick.
Price: 10G
Arrows
$ImprovisedArrow
Improvised Arrow
Arrow
 
Arrow cann't be recovered.
Shoot Dmg: Pierce
1
S
+
3
D
Bleed 1
Cheap, quickly made arrow.
Price: 1G for 3
$Arrow
Arrow
Arrow
 
Chance 1
D
Arrow can be recovered.
Shoot Dmg: Pierce
1
S
+
5
D
Bleed 2
Quality made arrow made out of a metal arrowhead.
Price: 1G for 2
$QualityArrow
Quality Arrow
Arrow
 
Chance 1
D
Arrow can be recovered.
Shoot Hit:
+
1
D
Shoot Dmg: Pierce
1
S
+
7
D
Bleed 2
Specially made arrow with a precision arrowhead.
Price: 1G
$ArmorPiercingArrow
Armor Piercing Arrow
Arrow
 
Chance 1
D
Arrow can be recovered.
Shoot Hit:
+
1
D
Shoot Dmg: Pierce
1
S
+
5
D
Bleed 2,
ArPen
5
D
Arrow with a special head made to penetrate armor.
Price: 3G
$BarbedArrow
Barbed Arrow
Arrow
 
Chance 1
D
Arrow can be recovered.
Shoot Hit:
Half Range
Shoot Dmg: Pierce
1
S
+
5
D
Bleed 3
Arrow with barbed edges made to maximize damage to target.
Price: 3G
$PoisonArrow
Poison Arrow
Arrow
 
Chance 1
D
Arrow can be recovered.
Shoot Dmg: Pierce
1
S
+
5
D
Bleed 1
Poison 1
S
+4
D
Arrow tipped in poison.
Price: 3G
$FireArrow
Fire Arrow
Arrow
 
Shoot Hit:
Half Range
Light Arrow
Full
Light Arrow on Fire. Requires nearby Flame.
Shoot Dmg: Pierce
1
S
+
5
D
If Lit: Fire 2, Light 3, May apply to flammable structures.
Arrow with special head that can be lit on fire. Can egnite targets and structures.
Price: 3G
$PowerArrow
Power Arrow
Arrow
 
Chance 1
D
Arrow can be recovered.
Shoot Hit:
+
1
D
Shoot Dmg: Pierce
2
S
+
7
D
Bleed 2,
ArPen
5
D
Arrow made of special metal for a Longbow. Made to maximize damage.
Price: 5G
$ElvenArrow
Elven Arrow
Arrow
 
Chance 2
D
Arrow can be recovered in Combat. Chance 1
D
Arrow can be recovered when Hunting.
Shoot Hit:
+
,
+
Sense
Shoot Dmg: Pierce
1
S
+
7
D
Bleed 2,
ArPen
3
D
Precise arrow made of special materials. Mostly forged by elven archers.
Price: 5G
$BlackArrow
Black Arrow
Arrow
 
Arrow cannot break, can always be recovered in Combat. Chance 1
D
Arrow can be recovered when Hunting.
Shoot Hit:
+
1
D
+
Shoot Dmg: Pierce
1
S
+
7
D
Bleed 2,
ArPen
5
D
Arrow made out of mythril. Mostly unbreakable and highly effective.
Price: 10G
Magic Arrows
$ExplodingArrow
Exploding Arrow
Magic Arrow
 
Requires Magic Archer 1
Effect
Backlash
2
Shoot Dmg: Energy
2
S
+
3
D
Push 4
D
(Collision: 3
D
)
Circle 1 from Target: Energy
5
D
Push 2
D
(Collision: 2
D
)
A Magically Crafted Arrow.
$FireBallArrow
Fire Ball Arrow
Magic Arrow
 
Requires Magic Archer 1
Effect
Backlash
2
Shoot Dmg: Fire
Blast 2
S
+
2
D
Fire 2
Circle 1 from Target: Fire
2
D
Fire 2
D
A Magically Crafted Arrow.
$IceArrow
Ice Arrow
Magic Arrow
 
Requires Magic Archer 1
Effect
Backlash
2
Shoot Dmg: Ice
Blast 2
S
+
2
D
Frozen 2
Circle 1 from Target: Ice
2
D
Frozen 2
D
Frozen: 1-3: 6 Only Pace 1. (0 if already 1). 4-6: Can't Move/Act. 7: Dying.
Remove Active/Free w/
Fort
+
Spirit
A Magically Crafted Arrow.
$LightningArrow
Lightning Arrow
Magic Arrow
 
Requires Magic Archer 1
Effect
Backlash
2
Target: Electricity
2
S
+
3
D
Dazed 4
D
All Enemies within 3 of Target: Shoot
2
S
+
Sense
+
3
D
Electricity
1
S
+
3
D
Dazed 3
D
A Magically Crafted Arrow.
$BindingArrow
Binding Arrow
Magic Arrow
 
Requires Magic Archer 1
Effect
Backlash
2
Bash
1
S
+
4
D
Slow 3, Resist w/
Str
, Remove (Active) w/
Str
+
Agl
A Magically Crafted Arrow.
$AcidArrow
Acid Arrow
Magic Arrow
 
Requires Magic Archer 2
Effect
Backlash
2
Target: Acid
Blast 2
S
+
5
D
ArPen
2
S
+
2
D
Circle 1 from Target: Acid
Blast 1
S
+
5
D
ArPen
1
S
+
2
D
A Magically Crafted Arrow.
$LightArrow
Light Arrow
Magic Arrow
 
Requires Magic Archer 2
Effect
Backlash
3
1
S
+
Spirit
+
2
D
1S Pierce Target and Hit new Target up to 45 degrees behind. (Max 3). Can Pierce Thin walls
Energy
2
S
+
5
D
ArPen
1
S
+
5
D
A Magically Crafted Arrow.
$NovaArrow
Nova Arrow
Magic Arrow
 
Requires Magic Archer 2
Effect
Backlash
4
Target: Energy
2
S
+
6
D
Push 1
S
+
5
D
(Collision: 1
S
+
3
D
)
Circle 2 from Target: Energy
1
S
+
5
D
Push 1
S
+
2
D
(Collision: 1
S
+
2
D
)
A Magically Crafted Arrow.
Gear
Attire
$Rags
Rags/Furs
 
Not let into certain establishments.
Description:
Rags or animal pelts, often worn by those who live outside society.
Price: 1G
$Clothing
Outfit
Carried 1
0
 
Standard clothing worn by most people. Can be worn in many styles.
Price: 3G
$Robes
Robes
Carried 1
0
 
Used Clerics, Mages, or other orders.
Price: 3G
$FancyElegant
Quality Outfit
Carried 1
0
 
Fancy
25G. +1
D
to
Cha
Challenges. Can be in High Society.
Elegant
35G. +2
D
to
Cha
Challenges. Can be in High Society.
Style
Tailored Tunic
/ Breeches
Description:
Tailored Gown
/ Dress
Description:
The clothing of the elite, often includes intricate designs and colors.
$ColdWeatherClothing
Cold Weather Clothing
Carried 1
2
 
+1 Cold Protection.
6 Only
to Resist Heat Exposure.
Heavy clothing worn to survive cold temperatures.
Price: 3G
$WarmWeatherClothing
Warm Weather Clothing
Carried 1
1
 
+1 Heat Protection.
Heavy clothing worn to survive Hot temperatures.
Price: 3G
Gear_Other
$Cloak
Cloak
Accessory
Location
Torso (Full)
Hood: May pull Hood to hide face somewhat.
+1 Cold Protection
Hooded cloak worn for protection from elements.
Price: 3G
$GoodBoots
Quality Boots
Accessory
Carried
0
 
Location
Legs (Partial)
Damage
/8
Travel Bonus: +1
D
Resist to Travel Fatigue. 2
D
Dmg to Boots.
When Damage Full Travel Bonus cannot be used.
Quality leather boots made specially for comfort over long distances.
Price: 15G
Armor
Partial
$VambraceShouldPads
Vambrace/Pauldron
Light Armor
DR
1 All 
Absorb
1 All 
Dmg Back
1
D
 
Left Arm
Right Arm
Arm
Dmg
/   4
Brk
/   2
Bypass
1S: Ignore Armor
Block
Defend
Block
Agl
+
2
D
Strike
Damage that is not absorbed is applied to the user.
Armor piece that protects an arm.
Price: 5G (1 Arm)
$LegGaurd
Leg Guards
Light Armor
DR
0 All 1 Slash 
Absorb
1 All 
Dmg Back
1
D
 
Legs
Dmg
/   4
Brk
/   4
Bypass
1S: Ignore Armor
Damage that is not absorbed is applied to the user.
Armor guards that protect the legs.
Price: 5G
$ProtectiveVest
Protective Vest
Light Armor
DR
0 All 1 Slash 
Absorb
1 All 
Dmg Back
1
D
 
Torso
Dmg
/   4
Brk
/   3
Damage that is not absorbed is applied to the user.
Non-metal vest that covers the torso.
Price: 5G
$Gauntlet
Gauntlet
Heavy Armor
DR
2 All 3 Slash 
Absorb
1 All 
Dmg Back
2
D
 
Left Arm
Right Arm
Arm
Dmg
/   4
Brk
/   8
Bypass
1S:Ignore Armor
Block
Defend
Block
Agl
+
2
D
Strike
Punch
Active
Strike 
1
S
+
Dex
+
2
D
Bash
1
S
+
Str
+
2
D
Damage that is not absorbed is applied to the user.
Metal armor piece that protects an arm.
Price: 20G (1 Arm)
$GambesonShort
Gambeson (Short)
Medium Armor
DR
0 All 1 Bash 
Absorb
1 All 
Dmg Back
None 
Torso
Dmg
/   4
Brk
/   3
Left Arm
Dmg
/   4
Brk
/   2
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
/   4
Brk
/   2
Block
Defend
Block
Agl
+
2
D
Strike
Damage that is not absorbed is applied to the user.
Light armor made of thick cloth.
Price: 20G
$Greaves
Greaves
Medium Armor
DR
2 All 3 Slash 
Absorb
1 All 
Dmg Back
2
D
 
Legs
Dmg
/   4
Brk
/   9
Bypass
1S:Ignore Armor
Damage that is not absorbed is applied to the user.
Metal guards worn on the legs.
Price: 20G
$Brigandine
Brigandine (Splint Cuirrass)
Medium Armor
DR
0 All 1 Slash 
Absorb
2 All 
Dmg Back
2
D
 
Torso
Dmg
/   5
Brk
/   9
Bypass
2S:Ignore Armor
Damage that is not absorbed is applied to the user.
Metal plantes woven into leather armor. Protects the torso.
Price: 25G
$ScaleCuirass
Scale Cuirass
Heavy Armor
DR
1 All 2 Pierce 
Absorb
2 All 
Dmg Back
2
D
 
Torso
Dmg
/   5
Brk
/   9
Bypass
1S:Ignore Armor
-1
S
to Stealth
Damage that is not absorbed is applied to the user.
Breastplate made from metal scales linked together.
Price: 40G
$Breastplate
Breastplate
Heavy Armor
DR
2 All 3 Slash 
Absorb
1 All 
Dmg Back
2
D
 
Torso
Dmg
/   5
Brk
/   9
Bypass
2S:Ignore Armor
Damage that is not absorbed is applied to the user.
Breastplate made of metal.
Price: 50G
$ChainmailShort
Chainmail Tunic (Short)
Medium Armor
DR
1 All 2 Slash 
Absorb
1 All 
Dmg Back
2
D
 
Torso
Dmg
/   5
Brk
/   5
Left Arm
Dmg
/   4
Brk
/   4
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
/   4
Brk
/   4
Block
Defend
Block
Agl
+
2
D
Strike
-1
S
to Stealth (Armor Pentalty)
Chainmail armor that protects the torso and arms.
Price: 60G
Full
$GambesonLong
Gambeson (Long)
Medium Armor
DR
0 All 1 Bash 
Absorb
1 All 
Dmg Back
None 
Torso + Legs
Dmg
/   4
Brk
/   3
Bypass
Legs 1S: Ignore Armor
Left Arm
Dmg
/   4
Brk
/   2
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
/   4
Brk
/   2
Block
Defend
Block
Agl
+
2
D
Strike
Damage that is not absorbed is applied to the user.
Light armor made of thick cloth. Hangs down to protect the legs.
Price: 25G
$SplintArmor
Splint (Full Set)
Medium Armor
DR
0 All 1 Slash 
Absorb
2 All 
Dmg Back
2
D
 
Torso
Dmg
/   5
Brk
/   9
Bypass
2S:Ignore DR
Left Arm
Dmg
/   4
Brk
/   8
Bypass
1S:Ignore DR
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
/   4
Brk
/   8
Bypass
1S:Ignore DR
Block
Defend
Block
Agl
+
2
D
Strike
Legs
Dmg
/   4
Brk
/   9
Bypass
1S:Ignore DR
-1
S
to Stealth, 4 Days to Make and fit to you.
Damage that is not absorbed is applied to the user.
Metal plates sowed into a leather armor. Covers the arms, body, and legs.
Price: 75G
$ChainmailLong
Chainmail Tunic (Long)
Medium Armor
DR
1 All 2 Slash 
Absorb
1 All 
Dmg Back
2
D
 
Torso + Legs
Dmg
/   5
Brk
/   5
Bypass
Legs 1S: Ignore Armor
Left Arm
Dmg
/   4
Brk
/   4
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
/   4
Brk
/   4
Block
Defend
Block
Agl
+
2
D
Strike
-1
S
to Stealth (Armor Pentalty)
Damage that is not absorbed is applied to the user.
Chainmail armor that protects the torso and arms. Hangs down to protect the legs.
Price: 70G
$ScaleArmor
Scale (Full Set)
Heavy Armor
DR
1 All 2 Pierce 
Absorb
2 All 
Dmg Back
2
D
 
Torso
Dmg
/   5
Brk
/   9
Bypass
1S:Ignore DR
Left Arm
Dmg
/   4
Brk
/   8
Bypass
1S:Ignore DR
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
/   4
Brk
/   8
Bypass
1S:Ignore DR
Block
Defend
Block
Agl
+
2
D
Strike
Legs
Dmg
/   4
Brk
/   9
Bypass
1S:Ignore DR
-1
S
to Stealth, 4 Days to Make and fit to you.
Damage that is not absorbed is applied to the user.
Full armor suit made from metal scales linked together. Covers torso, arms, and legs.
Price: 120G
$PlateArmor
Plate  (Full Set)
Heavy Armor
DR
2 All 3 Slash 
Absorb
1 All 
Dmg Back
2
D
 
Torso
Dmg
/   5
Brk
/   9
Bypass
2S:Ignore DR
Left Arm
Dmg
/   4
Brk
/   8
Bypass
2S:Ignore DR
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
/   4
Brk
/   8
Bypass
2S:Ignore DR
Block
Defend
Block
Agl
+
2
D
Strike
Legs
Dmg
/   4
Brk
/   9
Bypass
2S:Ignore DR
-1
S
to Stealth, 1 Week to Make and fit to you.
Damage that is not absorbed is applied to the user.
Full suit of metal plate. Protects the torso, arms, and legs.
Price: 150G
Helmets
$MetalSkullcap
Metal Skullcap
Light Armor
DR
1 All 
Absorb
2 All 
Dmg Back
2
D
 
Head
Dmg
/   4
Brk
/   8
Bypass
1S: Ignore Armor
-1
S
to Stealth (Armor Pentalty)
Damage that is not absorbed is applied to the user.
Metal helm with open face. Ex: Norman, Kettle Helm, Galea, Spangenhelm, Morion, Barbuta.
Price: 20G
$ChainmailHood
Chainmail Hood
Medium Armor
DR
1 All 2 Slash 
Absorb
1 All 
Dmg Back
2
D
 
Head
Dmg
/   5
Brk
/   5
Bypass
2S: Ignore Armor.  1S: Ignore DR.
-1
S
to Stealth (Armor Pentalty)
Damage that is not absorbed is applied to the user.
Chainmail armor worn over the head.
Price: 20G
$ArmetHelm
Armet Helm
Heavy Armor
DR
2 All 3 Slash 
Absorb
1 All 
Dmg Back
2
D
 
Head
Dmg
/   5
Brk
/   9
Bypass
Visor Lowered 2S: Ignore Armor
Visor Raised 1S: Ignore Armor
Adjust Visor
Action
Raise or Lower Visor
Visor Raised
Visibility 3
Visor Lowered
Visibility 1
-1
S
to Stealth (Armor Pentalty)
Damage that is not absorbed is applied to the user.
Full metal helm with a visor that may be opend or closed. Ex: Bascinet, Burgonet.
Price: 75G
$GreatHelm
Great Helm
Heavy Armor
DR
2 All 3 Slash 
Absorb
1 All 
Dmg Back
2
D
 
Head
Dmg
/   5
Brk
/   9
Bypass
3S: Ignore Armor
-1
S
to Stealth (Armor Pentalty)
Visibility 1
Damage that is not absorbed is applied to the user.
Full metal helmet that covers the face with narrow slit for vision. Ex: Crusader Helmet, Sugarloaf, Frog-mouth, Heaume.
Price: 65G
Magic
Lesser_Scrolls
$WarmingAuraScroll
Warming Aura
Lesser Scroll - Red
 
Cost
None 
Prepared
/3 
Cast
Interim
1
S
+
Cha

Untrained:
6 Only
1S: +1 Cold Protection to self and all allies for 1 Day.
Increase Target's inner heat.
Price: 3G
$LanternScroll
Magic Lantern
Lesser Scroll - Red
 
Cost
None 
Prepared
/3 
Cast
Full
Untrained: Create Light for 6 hours.
Trained: Create Light for 8 hours.
Creates a bright magically flaming ball above, it produces no heat and follows you.
Price: 3G
$AirBubbleScroll
Air Bubble
Lesser Scroll - Blue
 
Cost
None 
Prepared
/3 
Cast
Interim
May cast on Allies within 3 Spaces.
Trained: Resist 2 Air Loss w/
Endr
+
2
D
every 5 min. Lasts 2 Hours.
Untrained: Resist 2 Air Loss w/
Endr
+
1
D
every 5 min. Lasts 1 Hours.
Cast
Full
May cast on Allies within 3 Spaces.
Trained:
+
3
D
to Resist Air Loss. Lasts 10 minutes.
Untrained:
+
2
D
to Resist Air Loss. Lasts 5 minutes.
Create a bubble around head to hold air.
Price: 3G
$IceSculptureScroll
Ice Sculpture
Lesser Scroll - Blue
 
Cost
None 
Prepared
/3 
Cast
Full
Spirit
+
Cha

Untrained:
6 Only
Create small Ice Sculpture roughly half a Space. More Successes may have a stronger effect.
Creates sculpted block of ice.
Price: 3G
$WardScroll
Ward
Lesser Scroll - Green
 
Cost
None 
Prepared
/3 
Cast
Interim
Sense
+
Spirit

Untrained:
6 Only
Draw a line around 30’ radius. If a dangerous entity crosses line you and allies will be immediately woken. More Successes may have a stronger effect.
Creating a protective ring to alert you of danger.
Price: 3G
$SeekScroll
Seek
Lesser Scroll - Green
 
Cost
None 
Prepared
/3 
Seek
Interim
Int
+
Sense

Untrained:
6 Only
Get direction or hint on where a nearby chosen item or place is. More Successes may have a stronger effect.
Gain knowelge to help find something.
Price: 3G
$DistractionScroll
Distraction
Lesser Scroll - Yellow
 
Cost
None 
Prepared
/3 
Distraction
Full
Int
+
Cha

Untrained:
6 Only
Create noise and light up to away. May include voice. Often distraction and commotion. More Successes may have a stronger effect.
Project a distracting sound.
Price: 3G
$MindProjectionScroll
Mind Link
Lesser Scroll - Yellow
 
Cost
None 
Prepared
/3 
Cast
Free
Cha
+
Spirit

Untrained:
6 Only
Communicate up to a mile with allies or with anyone you can see.
Cast
Interim
Challenge
Cha
+
Spirit

Untrained:
6 Only
vs. Target
Cha
+
Spirit
Consumes personal item/lock of hair/body part of Target.

Win: May see through the Target eyes for 5 minutes per Success.
Lose: Resist 1 Fatigie w/ per Success of Target. They my be aware of what you attempted.
Can link to another's mind.
Price: 3G
$FeatherFallScroll
Feather Fall
Lesser Scroll - Purple
 
Cost
None 
Prepared
/3 
Cast
Full
May Cast on additional Targets. For each Additional Target gain 2
D
(Trained)/3
D
(Untrained) Fatigue. This effect lasts 3 Rounds.
Proj 
Spirit
+
1
D

Untrained:
6 Only
Target may be a person, self, or item.
0S: Reduce all Fall Damage by 1.
1S: Reduce Fall Damage by half (round reduced Damage up.)
Save someone from a deadly fall.
Price: 3G
$InvestigatePastScroll
Investigate Past
Lesser Scroll - Purple
 
Cost
None 
Prepared
/3 
Cast
Interim
Sense
+
Spirit

Untrained:
6 Only
Look into the history of an item or place. More Successes may have a stronger effect.
Peer into a local small past occurance, seeing the history of what had happened with it.
Price: 3G
$StinkBombScroll
Stink Bomb
Lesser Scroll - Plague
 
Cost
None 
Prepared
/3 
Cast
Full
Int
+
Spirit

Untrained:
6 Only
Area up to away begins to smell really bad, possibly encouraging those nearby to leave. More Successes may have a stronger effect.
Create a powerful stench.
Price: 3G
$VerminScoutScroll
Vermin Scout
Lesser Scroll - Plague
 
Cost
None 
Prepared
/3 
Cast
Intermin
Int
+
Cha

Untrained:
6 Only
Control a nearby vermin (ex: rat) to go where you desire and see through it's eyes. Typically lasts up to 10 minutes. More Successes may have a stronger effect.
See through the eyes of nearby rat.
Price: 3G
$DrainingCaressScroll
Draining Carress
Lesser Scroll - Blood
 
Cost
None 
Prepared
/3 
Cast
Full
Untrained: Lose 1 Hunger/Thirst/Fatigue and 1 give to another Character. (Character must be willing.)
Trained: Lose 2 Hunger/Thirst/Fatigue and 1 give to another Character. (Character must be willing or immobilized.)
Lose Fatigue by giving to another.
Price: 3G
$TransfusionScroll
Transfusion
Lesser Scroll - Blood
 
Cost
None 
Prepared
/3 
Cast
Interim
All characters must be willing participants and within 1 Space.
Untrained:
One Character removes 1 Wound, another gains 1 Wound in same Body Area.
OR One Character removes 2
D
Mortal Wound/Infection/Broken, another gains 2
S
+
4
D
Wound in same Body Area.
Trained:
One Character removes 2 Wound, another gains 1 Wound in same Body Area.
OR One Character removes 3
D
Mortal Wound/Infection/Broken, another gains 1
S
+
3
D
Wound in same Body Area.
Lose Fatigue by giving to another.
Price: 3G
$ShadowPassageScroll
Shadow Passage
Lesser Scroll - Shadow
 
Cost
None 
Prepared
/3 
Cast
Full
A shadow you can touch becomes a portal to any shadow you can see within . You may move or allow character and objects to move through this portal as if these spaces were adjacent.
This portal lasts 3 Rounds.
At night Shadow Portal may be anywhere.
Shadow size does not change. Shadows can not be separated by any major barriers (large valleys, huge walls, etc.)
Shadows must be created by Light (Night time darkness is not a shadow.)
Untrained: Resist 2 Fatigue w/
Spirit
.
Create an instant passage between two shadows.
Price: 3G
$DeepenDarknessScroll
Deepen Darkness
Lesser Scroll - Shadow
 
Cost
None 
Prepared
/3 
Cast
Full
Int
+
Spirit

Untrained:
6 Only
Make an area darker to help hide what’s inside it. More Successes may have a stronger effect.
Intensify darkness.
Price: 3G
$FakeDeathScroll
Fake Death
Lesser Scroll - Death
 
Cost
None 
Prepared
/3 
Fake
Death
Interim
Cha
+
Spirit

Untrained:
6 Only
Willing ally or self can pass for dead (heart doesn’t beat, cold) and can’t move for at least an hour but can still hear. Don’t need to breathe. More Successes may have a stronger/longer effect.
Temporarily fake a the effects of death.
Price: 3G
$CorpseWhispersScroll
Corpse Whispers
Lesser Scroll - Death
 
Cost
None 
Prepared
/3 
Cast
Interim
Int
+
Cha

Untrained:
6 Only
Attempt to get last sights, sounds, and thoughts of the dead. Must have their head/skull. The longer they have been deceased the more difficult. More Successes may have a stronger effect.
Attempt to see the last sight of the dead.
Price: 3G
$DisguiseSelfScroll
Disguise Self
Lesser Scroll - Soul
 
Cost
None 
Prepared
/3 
Cast
Interim
Cha
+
Spirit

Untrained:
6 Only
Must consume a body part, hair clipping, possession or similar for each person you are applying the disuise of. Make your face, and those of any ally within 1 Space disguised as someone else for 15 minutes.
More Successes may have a stronger effect.
Appear as someone else.
Price: 3G
$AstralBodyScroll
Astral Body
Lesser Scroll - Soul
 
Cost
None 
Prepared
/3 
Cast
Interim
Int
+
Spirit

Untrained:
6 Only
May leave body and walk in Spirit form for 1 minute. In this form may pass through walls and not be seen by those not trained in Soul or Yellow magic.
More Successes may have a stronger/longer effect.
.
Price: 3G
$DimensionalPocketScroll
Dimensional Pocket
Lesser Scroll - Void
 
Cost
None 
Prepared
/3 
Cast
Interim
Create or reopen a pocket dimension that can hold 1E (Untrained) / 3E (Trained). Anything living put inside is dead after about a day.
Open a small pocket dimension.
Price: 3G
$MemoryWipeScroll
Memory Wipe
Lesser Scroll - Void
 
Cost
None 
Prepared
/3 
Cast
Interim
Int
+
Cha

Untrained:
6 Only
Attempt to remove or edit someone’s very recent memories (typically in the last hour). Target must be willing or restrained. More Successes may have a stronger effect.
Remove someone's recent memories.
Price: 3G
Minor_Scrolls
$SparkScroll
Spark
Minor Scroll - Red
 
Cost
None 
Prepared
/3 
Cast
Backlash
2
Effect
Shoot 
2
S
+
Sense
Burning 3
D
Create a spark to start a fire.
Price: 5G
$WaterJetScroll
Water Jet
Minor Scroll - Blue
 
Cost
None 
Prepared
/3 
Cast
Backlash
2
Effect
Shoot
Knockdown
Int
+
2
D
, Resisted w/
Str
/
Agl

Removes 1
S
+
3
D
Burning.
Create a stream of water.
Price: 5G
$TelekinesisScroll
Telekinesis
Minor Scroll - Green
 
Cost
None 
Prepared
/3 
Cast
Backlash
2
Effect
Int
+
Spirit
Move a small item. More controlled movements may require an additional Challenge. Must have line of sight to move Item. Typically within . Farther away gets harder.
Proj
1
S
+
Sense
+
1
D
Bash
Spirit
+
1
D
Sharp items may apply Bleeding 1
Move a small item with your mind.
Price: 5G
$WindBlastScroll
Wind Blast
Minor Scroll - Yellow
 
Cost
None 
Prepared
/3 
Cast
Backlash
2
Effect
Cone 3
Knockdown
Int
+
1
D
, Resisted w/
Str
/
Agl
Create a spark to start a fire.
Price: 5G
$LauncherScroll
Gravity Sling
Minor Scroll - Purple
 
Cost
None 
Prepared
/3 
Cast
Backlash
2
Effect
Create a Launcher Space away facing in any direction.
Anyone who touches the Launcher gets launched
+
5
D
(Collision: 2
S
+
3
D
).
Launcher lasts 3 minutes.
Create a spark to start a fire.
Price: 5G
$PoisonBreathScroll
Poison Breath
Minor Scroll - Plague
 
Cost
None 
Prepared
/3 
Cast
Backlash
2
Effect
Cone 3
Poison 1
S
+
Int
+
2
D
, Resisted w/
Endr
/
Fort
Create a spark to start a fire.
Price: 5G
$BloodMistScroll
Blood Mist
Minor Scroll - Blood
 
Cost
None 
Prepared
/3 
Cast
Backlash
2
Effect
Take 1 Wound to any Body Area.
Create a Circle 1 with a Visibility 2.
Everyone in Bloodmist other than you must Resist 2 Blood Loss per Round w/
Fort
/
Spirit
.
Remove 2
D
Harm per Bloodloss appplied.
Lasts until end of Combat.
Creates draining mist of blood.
Price: 5G
$ShadowPuppetScroll
Shadow Puppet
Minor Scroll - Shadow
 
Cost
None 
Prepared
/3 
Cast
Backlash
2
Effect
Pick a spot within , all within of that Space must Resist 3 Scared w/
Spirit
.
Scared:
6 Only
. Remove (Free):
Spirit
.
Createa puppet of shadow that creates fear.
Price: 5G
$DecrepifyScroll
Decrepify
Minor Scroll - Death
 
Cost
None 
Prepared
/3 
Cast
Backlash
2
Effect
1
S
+
Int

Target Resists
w/
Spirit
1S: Target gains +1 Decrept.
Decrepit: Pace is 1. Whenever taking Physcial Dmg increase it by 2
D
. Remove (Free)
Spirit
.
Weaken your enemies by causing temporary rotting to their bodies.
Price: 5G
$SoulBarrierScroll
Soul Barrier
Minor Scroll - Soul
 
Cost
None 
Prepared
/3 
Cast
Backlash
2
Effect
1
S
+
Spirit
+
1
D
1S: Create a Soul that floats around you can take 2 Dmg that would be applied to you before being destroyed.
Create an aura of souls acting as a defensive barrier.
Price: 5G
$PhaseScroll
Phase
Minor Scroll - Void
 
Cost
None 
Prepared
/3 
Cast
Backlash
2
Effect
Target disappears for
Int
+
Spirit
Rounds.
Show a vision of oblivion.
Price: 5G
Major_Scrolls
$FireballScroll
Fireball
Major Scroll - Red
 
Cost
1 Spell Material 
Prepared
/2 
Cast
Backlash
4
1: Burning 1 to Casting Arm.
2: Burning 2 to Casting Arm, Burning 1 to Torso.
3: Backlash 2 + Blast: 1
S
+
4
D
Dmg, Burning 2 to all in Circle 3.
Effect
Shoot 
1
S
+
Sense
+
2
D
1S:
+
Heat
3
S
+
Int
+
3
D
Burning 2
Overcharge
+1 Backlash
:
+
4
D
to Hit,
+
5
D
to Dmg, +1 Burning.
+1 Backlash
:
Does Blast on Hit
Shoot a flaming ball.
Price: 10G
$IceWindScroll
Ice Spike
Major Scroll - Blue
 
Cost
1 Spell Material 
Prepared
/2 
Cast
Backlash
4
1: Frozen 1 to Self.
2: Frozen 2 to Self.
3: Backlash 2 + Blast: 1
S
+
4
D
Dmg, Frozen 2 to all in Circle 3.
Effect
Shoot 
1
S
+
Sense
+
2
D
1S:
+
Peirce
2
S
+
Int
+
2
D
Bleed 1
Cold
1
S
+
Spirit
+
1
D
Resist Frozen 3 w/
Spirit
/
Fort
Overcharge
+1 Backlash
:
+
3
D
to Hit,
+
4
D
to Peirce Dmg, +1 Bleeding
+1 Backlash
:
+
3
D
to Hit,
+
4
D
to Cold Dmg,
+
4
D
Frozen.
+1 Backlash
:
Change Hit to all in Cone 2
Frozen
1-3:
6 Only
Pace 1. (0 if already 1). 4-6: Can't Move/Act. 7: Dying
Remove Active/Free w/
Fort
+
Spirit
Create a spike of freezing ice.
Price: 10G
$EarthWallScroll
Rock Wall
Major Scroll - Green
 
Cost
1 Spell Material 
Prepared
/2 
Cast
Backlash
4
1: Resist 2 Knockdown w/
Agl
/
Str
.
2: All in Circle 2 Resist 2 Knockdown w/
Agl
/
Str
.
3: Backlash 2 + Blast: 1
S
+
4
D
Dmg to all in Circle 3.
Effect
Within 4R create 6 contiguous Rock Walls, each taking up a single Space.
Rock Walls can take 5 Dmg and have DR 1.
Anyone standing in a Space a Rock Wall appears takes Blast: 1
S
+
Spirit
2
D
Bash Dmg and Resist 2 Knockdown w/
Agl
/
Str
.
Walls can be stacked upwards as well.
Overcharge
+1 Backlash
:
Walls may be done in 2 or 3 groups instead of 1 and increase spawn Range by .
+1 Backlash
:
Walls have DR2 and do 3
D
additional Dmg when created.
Create a wall of rock.
Price: 10G
$LightningBoltScroll
Lightning Bolt
Major Scroll - Yellow
 
Cost
1 Spell Material 
Prepared
/2 
Spell
Craft
Backlash
4
1: 4
D
Dmg to Casting Arm. Dazed 2
D

2: Backlash 1 + 4
D
Dmg to Torso.
3: Backlash 2+Circle 3 Blast:s4
D
Dmg + Dazed 3
D
.
Effect
Proj 
2
S
+
Sense
+3
D
1S:+
Energy
3
S
+
Int
+2
D
Dazed 1
S
+
4
D
Proj: 3 Enemies
Within of Target
2
S
+
Sense
+3
D
Energy
1
S
+
Int
+4
D
Dazed 1
S
+
2
D
Overcharge
+1 Backlash
:
+4
D
Hit, +4
D
Dmg, +4
D
Dazed.
Generates a current of arcing eletricity.
Price: 10G
$GravityWaveScroll
Gravity Wave
Major Scroll - Purple
 
Cost
1 Spell Material 
Prepared
/2 
Cast
Backlash
4
2: Push yourself back 3
D
Spaces, Collision: 2
D

2: Push yourself back 1
S
+
3
D
Spaces, Collision: 1
S
+
1
D

3: Push yourself back 2
S
+
5
D
Spaces, Collision: 2
S
+
3
D
Effect
Cone 3
Contest: 2
S
+
Int
+
Spirit
+
Str
(you) vs.
Str
+
Spirit
(targets)
1S: Push 1 Space. Collision: 1
S
+
1
D
Overcharge
+1 Backlash
:
+3 Range.
+1 Backlash
:
+
5
D
to Contest.
Cone that pushes back targets.
Price: 10G
$AcidSprayScroll
Acid Spray
Major Scroll - Plague
 
Cost
1 Spell Material 
Prepared
/2 
Cast
Backlash
4
1: Apply Blast: Acid (ArPen 1) 1
S
+
2
D
and Blind 1 to self.
2: Apply Blast: Acid (ArPen 2) 2
S
+
2
D
and Blind 2 to self and Circle 1.
3: Apply Blast: Acid (ArPen 2) 3
S
+
2
D
and Blind 2 to self and Circle 3.
Effect
Cone 3: Acid
3
S
+
Int
+
5
D
ArPen
1
S
+
5
D
If hits Head: Blind 1
S
+
3
D
Overcharge
+1 Backlash
:
+
4
D
to Dmg, +1
ArPen
.
+1 Backlash
:
Cone 4.
Acid
Harm applied by Acid Dmg must be removed as if it was Wound.
Blind
Can't see or react. When moving make a Stumble.
6 Only
in some Terrain. Remove (Free/Active:+2
D
)
Fort
.
Stumble
Agl
+
Sense
0S: Knockdown occurs.
Create a spray of acid.
Price: 10G
$LeechLifeScroll
Leech Life
Major Scroll - Blood
 
Cost
1 Spell Material 
Prepared
/2 
Cast
Backlash
4
1: Gain 2
D
Illness.
2: Gain 4
D
Illness.
3: Gain 6
D
Illness.
Effect
Shoot 
1
S
+
Sense
+
4
D
Vile
2
S
+
Int
+
Spirit
+
2
D
For each Harm applied may remove a Harm or Stamina Loss. For each Wound applied may remove a Wound or Fatigue.
Overcharge
+1 Backlash
:
May Heal someone within 1 Space instead.
+1 Backlash
:
+
1
S
Dmg.
Drain Life from Target.
Price: 10G
$ShadowSpawnScroll
Shadow Spawn
Major Scroll - Shadow
 
Cost
1 Spell Material 
Prepared
/2 
Cast
Backlash
4
1: Gain 2
D
Stress.
2: Gain 4
D
Stress.
3: Gain 6
D
Stress.
Effect
Summon Shadow Spawn in any Adjacent Space.
Shadow Spawn is controlled as a Free Action.
Enhanced Control (Full Action): Shadow Spawn has +
Spirit
on all Checks.
Overcharge
+2 Backlash
:
Summon 2 Shadow Spawns.
Summon a Shadow Spawn.
Price: 10G
$AnimateDeadScroll
Animate Dead
Major Scroll - Death
 
Cost
1 Spell Material 
Prepared
/2 
Cast
Backlash
4
1: After finished controlling Corpse it will continue to attack you until defeated or you escape.
3: Casting Arm is Infected.
Effect
Contest: 2
S
+
Int
+
Spirit
+
Cha
(you) Touching Corpse
+
2
S

           vs.
Str
+
Spirit
+
Cha
+
Int
(Dead Target)
Take control of a corpse up to away for 3 minutes. All Vital Damage of Corpse is removed. Corpse has all stats and abilities. Starts with a clear Status. Dmg on Corpse cannot be removed. Corpse is Undead (Immune to Bleeding, Dread, Poison, etc.)
Each turn controlling Corpse is an Active Action.
Overcharge
+1 Backlash
:
Remove Limb Dmg of Corpse.
+3 Backlash + Onyx.
:
Stays reanimated. Player Characters' Gain Undeath affliction. Resists 3 Rot w/ 2
D
and 1 Dread w/
Spirit
per Day. For each point of Backlash add 2 Rot and 1 Dread.
      5 Rot: Can only eat raw flesh. 10 Rot: Is Undead.
      20 Rot: Random Limb falls off. 30 Rot: Dies.
Bring the dead back... temporarily.
Price: 10G
$AnimateObjectScroll
Animate Object
Major Scroll - Soul
 
Cost
1 Spell Material 
Prepared
/2 
Cast
Backlash
4
1: Once initial Target is defeated/gone must get 1
S
on
Spirit
+
Int
Check to regain control of Objects or they will attack you.
2: Same but requires 2
S
.
3: Same but requires 3
S
.
Effect
Animate mundane object within for 3 minutes. Item functions as a Poltergeist (Small) you control as Free Action.
Target Item must not be carried by anyone.
Overcharge
+1 Backlash
:
May animate additional Poltergeist (Small).
+1 Backlash
:
May animate a Poltergest (Large).
+2 Backlash
:
May animate a weapon as Poltergest (Weapon)
Make an item come alive to attack your enemies.
Price: 10G
$DisintegrationScroll
Disintegration
Major Scroll - Void
 
Cost
1 Spell Material 
Prepared
/2 
Cast
Backlash
6
1: 1
S
+
6
D
Null Dmg to Casting Arm and Torso.
2: Circle 3 Blast: Null Dmg 2
S
+
6
D
.
3: Ball moves randomly every Round.
Effect
Create Ball within that you can move 2
S
+
4
D
Spaces per Round as an Active Action. Lasts 4S
+
Int
On Contact apply Blast to Targets.
Within 3: Null
4
D
Within 1: Null
2
S
+
Int
+
2
D
Within 0: Null
4
S
+
Int
+
2
D
Overcharge
+1 Backlash
:
Ball does 2
D
Dmg.
+1 Backlash
:
Ball moves +2
S
Spaces.
Null
Has
ArPen
6
D
. Harm applied by Null must be removed as if it was Wound.
Create a ball that disintegration substance on contact.
Price: 10G
Mage_Other
$SpellMaterial
Spell Material
 
Magically infused item such as Orichalcum or parts of a magical creature.
Price: 2G
$MagicWand
Arcane Wand
Magic Implement
1
 
DR
Absorb
All 
Brk
/   4
Magic Type:
Magic Types: Red, Blue, Green, Yellow, Purple, Plague, Blood, Death, Soul, Shadow, Void
+1
D
to Resist Backlash for choosen Types.
Wand infused with arane signs and elements in order to better channel arcane power.
Price: 15G
$MagicStaff
Arcane Staff
Magic Implement
3
 
DR
Absorb
All 
Brk
/   5
Magic Type:
Magic Types: Red, Blue, Green, Yellow, Purple, Plague, Blood, Death, Soul, Shadow, Void
+
1
D
to Resist Backlash for Magic Types.
1
D
Chance keep Prepared Charge for Spells of Magic Type.
Whack
Active
Strike 
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
1
D
Block
Defend
Block
Agility
+2
D
Strike, Grab
+1
D
to Resist Travel Fatigue.
Staff infused with arane signs and elements in order to better channel arcane power.
Price: 30G, +20G per Additional Magic Type
Grand_Spells
$NovaBombScroll
Nova Bomb
Grand Scroll - Red
 
Cost
1 Ruby 
Prepared
/1 (2 if Master) 
Create
Downtime
Int
+
Spirit
0S: Fail to make Bomb, Circle 3 Blast: 3
S
+
6
D
Burning 2 applied to area.
Bmob weighs 3E.
Set
Active
Set bomb on any surface.
Trigger
Full
Int
+
Dex

6 Only
if not
Pyromancer
0S: Bomb goes off in 1 Round.
1S: Bomb goes off in 3 Rounds (or less if chosen.)
2S: Bomb goes off in 5 Rounds (or less if chosen.)
Explosion
When it goes off it does:
Within Circle : 7
S
+
8
D
Blast Dmg (Burning 2)
Within Circle : 4
S
+
6
D
Blast Dmg (Burning 2)
Create a bomb.
Price: N/A
$InfernoScroll
Inferno
Grand Scroll - Red
 
Cost
1 Ruby 
Prepared
/1 
Cast
Backlash
6
1: Lasts additional 2
S
+
5
D
Rounds, Appears 3 Spaces away
2: Lasts additional 2
S
+
5
D
Rounds, Appears 1 Space away
3: Lasts additional 2
S
+
5
D
Rounds, Appears 0 Space away
Effect
Create a Flaming Pillar Wide up to away.
It goes 1
S
+
5
D
in a random direction every round.
Pulls everything within 4
D
towards it.
Everything it touches gets Blast Heat Dmg 2
S
+
4
D
, Burning 2, Apply twice if in center.
Lasts 4
S
+
Int
+
Spirit
+
2
D
Rounds.
End Tornado (Full)
Int
+
Spirit
3S: Remove Tornado.
Overcharge
+1 Backlash
:
Increase size by and Dmg by 1
S
+
3
D
Create a Flaming Pillar
Price: N/A
$TidalWaveScroll
Tidal Wave
Grand Scroll - Blue
 
Cost
1 Sapphire 
Prepared
/1 (2 if Master) 
Cast
Backlash
6
Reduce Backlash by 2-5 if source of water nearby (depending on size of water source)
Per Backlash:
+
1
D
Loss of Control Dice
Roll Loss of Control Dice 1S:
6 Only
on Clear Area Checks.
Effect
Line long appears anywhere within and advances per Round.
When touching: Bash Blast 4
S
+
7
D
, 4
S
+
8
D
Air Loss Push 2
S
+
8
D
Collision 3
S
+
6
D
Are 2
S
+
5
D
Spaces underwater. Lasts for 5
S
+
3
D
Rounds.
Clear Area (Full)
Int
+
Spirit

1S: Create 1 Space Clear Area that Tidal Wave will not effect. (Only 2 people can fit per space)
1S: Increase Clear Area Size by 1.
Every Round not doing Clear Area, reduce Clear Area by 1.
Overcharge
+1 Backlash
:
Increase Dmg by 2
S
, Push by 3
S
Create a wave of water
Price: N/A
$TidalWaveScroll
Blizzard
Grand Scroll - Blue
 
Cost
1 Sapphire 
Prepared
/1 
Cast
Backlash
6
For each Backlash, Allies within Blizzard must Resist 2
D
Frozen per Round w/
Fort
/
Spirit
Effect
Create Circle Blizzard for 5 Rounds. All Space in outer of Blizzard are Slow 1, Inner are Difficult 1.
Enemies in Blizzard: Resist 2 Frozen per Round w/
Fort
/
Spirit

While active may do:
Free: 1 Blizzard Spike
     Active: 2 Blizzard Spikes.
     Full: 3 Blizzard Spikes
     Blizzard Spike: Choose any Target in Blizzard Hit 1
S
+
5
D
-> Pierce: 2
S
+
5
D
, Resist Frozen 1
S
+
5
D
w/
Fort
/
Spirit
Overcharge
+2 Backlash
:
Increase Frozen by 2
S
, Ice Spike Dmg by 1
S
+
3
D
Create a storm of Ice and Snow to freeze your target
Price: N/A
$EarthquakeScroll
Earthquake
Grand Scroll - Green
 
Cost
1 Emerald 
Prepared
/1 (2 if Master) 
Cast
Backlash
6
Each Round roll 1
D
per Backlash
1
S
:
Random Effect happens in random area as chosen by GM.
Effect
All Characters (Other than you) in
Resist Knockdown 1 w/
Str
/
Fort
Every Round unless stated otherwise.
For next 4 Rounds, each Round
Raise: Circle is Raised up to in Height. Resist Knockdown 3
Str
/
Fort
Every Round. May apply Blast 7
D
to those inside. May choose to Raise at angle.
Crack: Open 3x6 Pit that drops all inside 20'
Spike: Circle 1 Takes Bash: Bash: 3
S
7
D
, Resist 3 Knockdown w/
Str
/
Agl
.
Tear: Make up to 8 Spaces Difficult 1 and 8 Spaces Slow 1
Overcharge
+1 Backlash: Lasts +2 Rounds.
Create devastating earthquake to affect battlefield.
Price: N/A
$GeoStormScroll
Geostorm
Grand Scroll - Green
 
Cost
1 Emerald 
Prepared
/1 
Cast
Backlash
5
For each unresisted Backlash Resist 1D Blood Loss when spell is over.
Effect
Raise 2, 6 by 6 rocks from the ground.
Rocks Fall if you stop Control
Control Rocks (Full)
Int
+
Spirit
1S: Move Rock .
Bash
Blast: 5
S
+
6
D
If at least high Increase Dmg by 2
S
.
Overcharge
+2 Backlash: Raise additional Rock. (May apply twice.)
Summon massive rocks and control them to crush your enemies.
Price: N/A
$LightningBallScroll
Lightning Ball
Grand Scroll - Yellow
 
Cost
1 Topaz 
Prepared
/1 (2 if Master) 
Cast
Backlash
4
Every round roll 1
D
per Backlash.
1S: Lightning Ball hits random Character.
Effect
Create Ball of Lightning 1 Space from you. Lasts 4 Rounds. Moves
+
3
D
Spaces per Round.
Once per Round:
     Lightning Strike: chosen Target
          Hit 1
S
+
6
D
     Elec 3
S
+
8
D
, Dazed 1
S
+
4
D

Control Lighting Ball (Full)
Int
+
1
D

     1S: May do Lightning Strike additional time.
     3S: May detonate ball, doing Lighting Strike 3 times to anyone within .
When not controlled, Lightning Ball will go in a random direction and strike a random person in Range.
Overcharge
+1 Backlash: Lasts +2 Rounds.
Create a ball of lightning to strike your foes.
Price: N/A
$EtherealFormScroll
Ethereal Form
Grand Scroll - Yellow
 
Cost
1 Topaz 
Prepared
/1 
Cast
Backlash
5
Gain 1
D
Stress per Backlash after Spell is done.
Effect
Spawn an Ethereal Form for 5 Rounds.
Can move 3
S
+
3
D
in any direction. Can pass through thin barriers.
Ethereal form cannot take Dmg, though main body (which is motionless for duration of spell) takes Dmg as normal.
Enter Mind (Active)
(
Spirit
+
Int
+
6
D
) vs. Target (Any 3 Stats)
     
+
1
S
if won at least 1 Challenge.
Win: Control Target that Round.
Tie: Control but all Actions are 6 only. Gain 1D Stress.
Lose: Gain 3
D
Stress.
Overcharge
+1 Backlash: Lasts +4 Rounds.
+2 Backlash: Create 2 Ethereal Bodies instead of 1.
Create an ethereal form to control your target.
Price: N/A
$SpatialRiftScroll
Spatial Rift
Grand Scroll - Purple
 
Cost
1 Amethyst 
Prepared
/1 (2 if Master) 
Cast
Backlash
3
If any Backlash
6 Only
on Safe Portal Check.
Effect
Create Portal wide that goes up to 100 Miles (100 World Spaces).
Safe Portal (
Int
+
Sense
)

6 Only
is spot if somewhere you've never been.
+
3
D
if going 40 Miles or less.
0S: Portal is 3
D
World Spaces in random direction.
     3
D
1S: Appear +10' above ground.
Create a portal to travel long distances.
Price: N/A
$BlackHoleScroll
Black Hole
Grand Scroll - Purple
 
Cost
1 Amethyst 
Prepared
/1 
Cast
Backlash
5
Pulled 1
S
+
4
D
Spaces toward Black Hole per Backlash.
Effect
Up to away create Black Hole x Black Hole.
All within must Resist Pull 4 w/
Str
/
Endr
towards Implosion.
Anyone in Center of Black Hole takes Blast 3
S
+
7
D
per Round.
After 4 Rounds Black Hole does:
2R Spaces Away: Blast 1
S
+
Int
+
Spirit
Dmg
+
Push 2
S
+
6
D
(Collision 1
S
+
5
D
)
1R Spaces Away: Blast 3
S
+
Int
+
Spirit
Dmg
+
Push 3
S
+
6
D
(Collision 2
S
+
5
D
)
0 Spaces Away: Blast 5
S
+
Int
+
Spirit
Dmg
+
Push 4
S
+
8
D
(Collision 3
S
+
5
D
)
Overcharge
+1 Backlash: May use Full Action to Keep Black Hole pulling or cause it to Explode
+1 Backlash: Increase Pull by 1 (May do up to 3 times.)
Powerful black hole to pull and damages all.
Price: N/A
$AcidRainScroll
Acid Rain
Grand Scroll - Plague
 
Cost
1 Onyx + Entrails 
Prepared
/1 (2 if Master) 
Cast
Backlash
5 Vermin Host: 4
Take Blast 2
D
Acid Dmg per Backlash.
Effect
Create Circle Acid Rain area for 5 Rounds.
All inside other than you take Blast: 4
D
Acid Dmg per Round.
Acid Torrent (Full)
Choose Circle 1 to take Blast 3
S
+
7
D
Acid Dmg.
Overcharge
+1 Backlash: Increase to .
+1 Backlash: Allies only take 2
D
Acid Dmg,
Summon a deadly rain of acid to damage your enemies.
Price: N/A
$LivingSwarmScroll
Living Swarm
Grand Scroll - Plague
 
Cost
1 Onyx + Entrails 
Prepared
/1 
Cast
Backlash
6 Vermin Host Required
1 or more: Allies must make Vermin Check.
2 or more: You must make Vermin Check.
3 or more: Cannot control Swarm Lord(s).
Effect
Area becomes covered in Rats and other Vermin.
Everyone in Area must make a Vermin Check every Round.
A Swarm Lords move around randomly and attack whoever is closest.
Vermin Check 3
D

1S: Slow 1
2S: Slow 1, 1
S
+
3
D
Leg Dmg (or Blast if Prone), Poison 2
D
.
3S: Slow 1, 2
S
+
3
D
Leg Dmg (or Blast if Prone), Poison 4
D
.
Control Swarm (Full)
Spirit
+
1
D

1S: Control a Swarm Lord.
Overcharge
+1 Backlash: Summon additional Swarm Lord.
Summon a swarm of vermin to overwhelm enemies.
Price: N/A
$BloodRiteScroll
Blood Rite
Grand Scroll - Blood
 
Cost
1 Onyx + Heart 
Prepared
/1 (2 if Master) 
Cast
Backlash
5
Gain 2
D
Illness per Overcharge.
Effect
Requires a helpless or dying humanoid within 0 spaces.
Gain 10 Blood (may drink or save for later.)
May remove 3
S
+
4
D
Harm/Wound/Dying/Infection/Illness from Self or Ally.
Gain +1 in 3 Stats of your choice. This effect lasts for 4 hours.
Overcharge
+1 Backlash: Gain +1 in another Stat.
+1 Backlash: May apply Stat boosts to another character instead. They Resist 3 Dread w/
Spirit
+
1
D
after combat.
Perform a dark ritual to gain blood and bolster your stats.
Price: N/A
$TearsOfTheBloodGodScroll
Tears of the Blood God
Grand Scroll - Blood
 
Cost
1 Onyx + Heart 
Prepared
/1 
Cast
Backlash
7 (5 if lots of Blood in area)
Roll 1
D
per Backlash: 1S: 6 Only to control creature.
Effect
Summon a Blood Vortex 3 spaces away for 4
S
+
Int
+
Spirit
+
Rounds Rounds.
Blood Vortex attacks whatever is closest to it.
{Blood Vortex} is a large multi-space creature that shoots out blood fonts that burn people and also pulls them in to consume them and reduce them to more blood projectiles.
Control (Active) (
Spirit
+
1
D
, Full:
+
2
D
) 1S: Blood Vortex does exactly as you bid.
Overcharge
+1 Backlash: Blood Vortex has +5 Will.
Summon a powerful Blood Vortex to attack your enemies.
Price: N/A
$ShadowCloneScroll
Shadow Clone
Grand Scroll - Shadow
 
Cost
1 Onyx + 2 Eyes 
Prepared
/1 (2 if Master) 
Cast
Backlash
4
1
D
per Backlash: 1S: Shadow Clone will not dissipate after time and instead will have free will and a dislike or even hatred of you.
Effect
Create a Shadow Clone. Shadow Clone lasts 3 hours and you can control it as a copy of yourself.
Overcharge
+1 Backlash: May switch spaces with Shadow Clone at any time.
Create a clone made of shadows that mimics your actions.
Price: N/A
$DemonGateScroll
Demon Gate
Grand Scroll - Shadow
 
Cost
1 Onyx + Heart 
Prepared
/1 
Cast
Backlash
7
The higher the backlash, the higher price the demon may ask.
Effect
Summon a Demon of any Dire Level 3 or 3 of any Hard Level spaces away until end of Combat.
Depending on task Demon may ask for Pact or a price in blood or treasure.
Overcharge
+2 Backlash + Onyx: May summon a Demon of Epic Level.
Open a gate to summon a powerful demon to aid in combat.
Price: N/A
$ResurrectionScroll
Resurrection
Grand Scroll - Death
 
Cost
1 Onyx + Skull 
Prepared
/1 (2 if Master) 
Cast
Backlash
4 (May be done as Interim Action)
Int
+
Cha
+
Spirit
vs.
Int
+
Cha
+
Spirit

Lose: Creature will immediately try to kill you and will continue until KOd.
Effect
Bring dead creature back to life as undead.
Particularly strong entities may have a will of their own, though others will serve you as their master. Either way personality will often permanently change.
If you bend creature towards your will you may have only 1 at a time.
Creature retains all abilities it had in life and all Dmg is removed.
Player Character: Gain Undeath affliction.
NPC: Resists 2 Rot w/ 3
D
and 1 Dread w/
Spirit
+
1
D
per Day. For each point of Backlash add 2 Rot and 1 Dread.
5 Rot: Can only eat raw flesh. 10 Rot: Is Undead.
20 Rot: Random Limb falls off. 30 Rot: Dies.
Resurrect a dead creature as an undead servant.
Price: N/A
$CorpseAbominationScroll
Corpse Abomination
Grand Scroll - Death
 
Cost
1 Onyx + Skull 
Prepared
/1 
Cast
Backlash
5
Roll 1
D
per Backlash: 1S: 6 Only to control creature.
Effect
Req at least 3 Bodies.
Create a Corpse Abomination that lasts for 3 Hours.
{Corpse Abomination: For Each corpse it has more power. Is very strong, very powerful.}
Control (Active)
Spirit
+
1
D
,
Full:
+
2
D
1S: Corpse Abomination does exactly as you bid.
May corpse explosion each body of corpse abomination separately.
Overcharge
+1 Backlash: Add additional body (even if one is not around.)
Create a powerful abomination from multiple corpses.
Price: N/A
$SoulBridgeScroll
Soul Bridge
Grand Scroll - Soul
 
Cost
1 Onyx + Brain 
Prepared
/1 (2 if Master) 
Cast
Backlash
5
Gain 1D Dread per Backlash.
Effect
Must be touching Target.
Spirit
+
Int
+
Cha
vs Any 3 Stats
:
May attempt additional time next Round. May do as many times as you want.
May do up to two souls at once. Willing Target does not require a Check.
Win: Remove a Soul from someone's body.
     Trap: Place soul in item. (Item may become magical item.)
     Body Swap: Place soul in a body without a soul.
     Release: Soul becomes a ghost of roughly equivalent power.
     Consume: Gain equivalent of 30 souls and all memories of Target.
Overcharge
+1 Backlash: Add
+
2
D
to Challenge (may do three times.)
+2 Backlash: May do as part of a Dark Lighting spell.
Bridge souls between bodies or objects.
Price: N/A
$CaravanOfSoulsScroll
Caravan of Souls
Grand Scroll - Soul
 
Cost
1 Onyx + Brain 
Prepared
/1 
Cast
Backlash
6
1
D
per Backlash. 1S: You and allies also have 2
D
chance of getting hit by Soul Blast.
Effect
Area Visibility 3.
Every turn after this one each Ally within has 1
D
chance and each Enemy has 2
D
Chance of being Attacked by a Soul Blast. This lasts for 6
S
+
5
D
Rounds.
Any Character who dies or becomes Insane becomes a Wraith.
Soul Blast
Shoot 1
S
+
5
D

Dmg 2
S
+
5
D
Resist 2 Dread w/
Spirit
.
Overcharge
+1 Backlash: +1S Dmg to Soul Blast
+1 Backlash: May (Full)
Spirit
1S: Target is being attacked by Soul Blast.
Create a caravan of souls attacking enemies.
Price: N/A
$RealityCollapseScroll
Reality Collapse
Grand Scroll - Void
 
Cost
Tainted Matter 
Prepared
/1 
Cast
Backlash
7
1
D
Per Backlash. 1S: Are 1 Space Closer to it.
1
D
per Backlash. 2S: Moves randomly
Effect
Create 2x2x2 Ball within that you can move 1
S
+
4
D
Spaces per Round as an Active Action.
All within : Resist Pull 2 w/
Str
+
Agl

Within 3: Blast Null 1
S
+
6
D

Within 1: Null 2
S
+
Int
+
5
D

Within 0: Null 4
S
+
Int
+
5
D

Collapse (Full) Ball disappears and it does
+
2
S
+
5
D
Dmg that Round.
Overcharge
+1 Backlash: Ball does
+
5
D
Dmg.
+1 Backlash: Ball moves
+
1
S
+
3
D
Spaces.
Null: Has ArPen 8
D
. Harm applied by Null Dmg must be removed as if it was Wound.
Collapse reality and create a destructive ball of null energy.
Price: N/A
$TimelineCollapseScroll
Timeline Collapse
Grand Scroll - Void
 
Cost
Tainted Matter 
Prepared
/1 
Cast
Backlash
4
Take Blast 1
D
Null Dmg per Backlash
Effect
Remove effects of previous Round for all within .
For each Character (including self) roll move 6
D
in random direction and roll on.
Effect Table
1: Permanently change appearance or history in a minor way.
2: Trade 3 random possessions of those of equivalent value.
3. Character moves 2
S
+
8
D
in random direction.
4: Gain 1
S
+
4
D
Fatigue and 1
S
+
2
D
Illness.
5: Take Hit: 1
S
+
4
D
Dmg 2
S
+
7
D

6: Blast Null 4
S
+
10
D

May reroll once per character if desired.
Overcharge
+1 Backlash: Remove effects of additional Round (may do twice).
Collapse timelines and alter the course of events.
Price: N/A
Epic_Scrolls
$MeteorScroll
Meteor
Epic Scroll - Red
 
Cost
1 Ruby + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
Next 2
S
+
3
D
Rounds, 3 Meters doing Circle 1 4
S
+
4
D
Blast Dmg fall 2 per Round within the surrounding 4R.
Afterwards in the Target Area a Meteor doing Blast Dmg:
      Within 1R 10
S
+
10
D
Dmg, Within 2RL 6
S
+
6
D
Dmg.
      Within 3R-5R 4
S
+
4
D
Dmg, 6-8R 3
S
+
3
D
Dmg.
A flaming meteor falls from the sky.
Price: 50G
$IceAgeScroll
Ice Age
Epic Scroll - Blue
 
Cost
1 Saphire + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
Everyting within 1R of Target within 3R gets Blast Cold 4
S
+
7
D
Dmg and Frozen 5
S
+
3
D
.
Expands 2
S
+
3
D
Spaces outward for 4
S
+
3
D
Rounds.
The area is cast in sub zero cold.
Price: 50G
$CataclysmScroll
Cataclysm
Epic Scroll - Green
 
Cost
1 Emerald + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
All within 6R Resist 3 Falling w/
Agl
.
Open a Chasm which leads deep underground. Chasm will create cracks in random spaces. Falling is at least 40' Dmg.
At the same time create a Spire at least Cricle 1 and 40' Tall.
+
3
D
Fatigue per Backlash.
Create a giant earthquake.
Price: 50G
$TornadoScroll
Tornado
Epic Scroll - Yellow
 
Cost
1 Topaz + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
Create a 3 Toranos within 3R. Tornados last 3 Rounds.
Each Tornado moves 3
S
+
3
D
in random direction each round.
Everyone within 1R of Tornado gets thrown 3
S
+
3
D
in random direction (Collision 3
S
+
3
D
).
Everyone within 1 of Tornado gets thrown 5
S
+
7
D
in random direction (Collision 5
S
+
7
D
).
Create giant tornados.
Price: 50G
$TimePortalScroll
Time Portal
Epic Scroll - Purple
 
Cost
1 Amethyst + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
Create a Time Portal. Entering Portal takes Characters into the Time Dungeon. Upon getting to the end of the Time Dungeon Characters will be up to 3 Days in the past. (Damage, Status, Items go with them.) When exiting the time portal, all Characters and Items that went through are replaced by their new versions from the time portal.
Time Dungeon: Time Waves travel along timepaths doing Damage to all inside. May have to fight Shadow Selves. Each time a Time Portal is used a greater chance that an Abomination that will attack Characters. Abomination may attempt to exit the Time Portal with the Characters. May encounter a Time Elemental.
Create a portal through time.
Price: 50G
$PestilenceScroll
Pestilence
Epic Scroll - Plague
 
Cost
1 Onyx + Entrails + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
Surrounding 6R becomes covered in poison clouds. All Water in area becomes acid that does 2
S
+
4
S
Acid Dmg.
Turn 1-2: All within Take 1
S
+
3
D
Acid Dmg and Resist 1 Poison w/
Fort
.
Turn 3-5: All within Take 2
S
+
5
D
Acid Dmg and Resist 2 Poison w/
Fort
.
Turn 6+: All within Take 4
S
+
6
D
Acid Dmg and Resist 3 Poison w/
Fort
.
Stays this way for 1 hour.
Create a field of disease and rot.
Price: 50G
$RiverOfBloodScroll
River of Blood
Epic Scroll - Blood
 
Cost
1 Onyx + Heart + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
At end of next Round a River of Blood 6 Spaces wide runs through area.
All inside take 4
S
+
4
D
Blast Dmg. Each Dmg taken increases Blood Points by 1.
Each Round in River Blood Mage may roll
Int
+
1
D
per Blood Magic Level
      0S: Take Dmg.
      1S: Lose 1 Fatuge.
      2S: No Effect.
      3S: Use a remove 2S+5D Blood Magic points to recuce Harm/Wound/Dying from Self or Ally.
Bring forth a river of blood.
Price: 50G
$EclipseScroll
Eclipse
Epic Scroll - Shadow
 
Cost
1 Onyx + Eyes + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
Create a Shadow Copy of everything within 3R.
Each Round roll
Int
+
Shadow Magic Level.
     1S: Control 1 Shadow Copy.
     2S: Control Hard Shadow Copy.
     3S: Control Dire Shadow Copy. Otherise Shaodw copies act as controlled by GM.
Copy everthing into animated shadows.
Price: 50G
$NightOfTheDeadScroll
Night of the Dead
Epic Scroll - Death
 
Cost
1 Onyx + Skull + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
All dead things become zombies with 5
S
+
5
D
Normal Zombies, 3
S
+
3
D
Hard Zombies and 3
D
Dire Zombies rise from fourng over next 2 turns.
Each Round Roll
Int
+
1
D
per Level of Death Magic.
      1S: Control 1 Zombie.
      2S: Control Hard Zombie.
      3S: Control Dire Zombie. Otherise Zombie act as controlled by GM.
Bring forth a field of animated corpses.
Price: 50G
$PhantasmicGateScroll
Phantasmic Gate
Epic Scroll - Soul
 
Cost
1 Onyx + Brain + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
The world of soul gets transposed into the world of the living.
One to 3 Epic level and many other less Ghost Type Monsters are spawned and may act as they will for 1 to 6 hours.
Open a gate which souls can materialize by passing through.
Price: 50G
$OpenTheAbyssScroll
Open the Abyss
Epic Scroll - Void
 
Cost
Unstable Matter + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
The entire field becomes a living ground with multiple powerful aberations controlled by the GM for 1 to 5 hours.
Open an abyss where creatures fom the nether void may pass into our reality.
Price: 50G
Fighter
$Net
Net
Sidearm 1
 
DR
Dmg
/   4
Brk
/   4
Untrained:
6 Only
on all Checks.
Capture
Active
Strike 
1
S
+
Dex
Restrain
Str
+
4
D
Resist w/
Str
+
Agl

1S: +1 Slowed.
Remove w/ Full/ Active
Str
/
Agl
Net that can be used to tangle people up.
Price: 10G
$ArmigerBlade
Armiger Blade
Sword
Sidearm 2
 
DR
Dmg
/   4
Brk
/   4
Can only be used by Armigers.
Slash
Active
Strike 
1
S
+
Dex
+
1
D
Bypass: 1
D
Slash/Pierce
2
S
+
Str
+
1
D
Bleed 2,
ArPen
4
D
6 Dmg: Sever
Block
Defend
Block
Agl
+
3
D
Strike, Dmg Back 4
D
Glowing blade used by Armigers.
Price: N/A
Barbarian
$MassiveWeapon
Massive Weapon
4
 
DR
Dmg
/   5
Brk
/   2
Must be a Huge Character (Ogre sized or larger) to use.
Bash
Active
Strike 
1
S
+
Dex
+
2
D
Bash
4
S
+
Str
+
2
D
ArPen
2
Push 1
S
+
Str
+
3
D
(Collision 2
S
+
2
D
)
8 Dmg: Break
Sweep
Active
Do an Attack on All in 3 Adjacent Spaces separately.
Strike 
1
S
+
Dex
+
2
D
Bash
3
S
+
Str
+
2
D
ArPen
2, 8 Dmg: Break
Push 2
S
+
Str
+
3
D
(Collision 2
S
+
3
D
)
Block
Defend
Block
Agl
+
3
D
Strike/Shoot/Blast, Dmg Back 4
D
Massive weapon such as tree trunkk club.
Price: N/A
Bard
$CheapInstrument_string
Cheap String Instrument
Sidearm 2
 
DR
Brk
/   3
Requires Two Hands to use
May Perform up to 2 Song
Allows Bard Play Check.
6 Only
if not Trained
Bleeding Strumbs
Play Add-on
Target
Requires Strings 2 Trained.
Apply
Agl
+
2
D
Bleeding
When using as an improvived Weapon. Instrument takes 3
D
Dmg
A cheap begginers string instrument. Ex: Lute, Harp, etc.
Price: 10G
$CheapInstrument_Wind
Cheap Wind Instrument
Sidearm 2
 
DR
Brk
/   3
Requires Two Hands to use
May Perform up to 2 Song
Allows Bard Play Check.
6 Only
if not Trained
Wind Gust
Play Add-on
Target
Requires Wind 2 Trained.
Push
Endr
+
2
D
Spaces. (Resist w/
Str
)
When using as an improvived Weapon. Instrument takes 3
D
Dmg
A cheap begginers wind instrument. Ex: Flute, Horn, Harmonica, etc.
Price: 10G
$CheapInstrument_Percusion
Cheap Percusion Instrument
Sidearm 2
 
DR
Brk
/   3
Requires Two Hands to use
May Perform up to 2 Song
Allows Bard Play Check.
6 Only
if not Trained
Stumbling Rumble
Play Add-on
Target
Requires Percusion 2 Trained.
Str
+
1
D
2S: Enemy rerolls Check.
When using as an improvived Weapon. Instrument takes 3
D
Dmg
A cheap begginers percussion instrument. Ex: Drum, Marimba, etc.
Price: 10G
-Spacer-
$Instrument_String
Standard String Instrument
Sidearm 2
 
DR
Brk
/   3
Requires Two Hands to use
May Perform up to 3 Songs
Allows Bard Play Check.
+
1
D
6 Only
if not Trained
Bleeding Strumbs
Play Add-on
Target
Requires Strings 2 Trained.
Apply
Agl
+
2
D
Bleeding
When using as an improvived Weapon. Instrument takes 3
D
Dmg
String Instrument that makes music. Ex: Lute, Harp, etc.
Price: 25G
$Instrument_Wind
Standard Wind Instrument
Sidearm 2
 
DR
Brk
/   3
Requires Two Hands to use
May Perform up to 3 Songs
Allows Bard Play Check.
+
1
D
6 Only
if not Trained
Wind Gust
Play Add-on
Target
Requires Wind 2 Trained.
Push
Endr
+
2
D
Spaces. (Resist w/
Str
)
When using as an improvived Weapon. Instrument takes 3
D
Dmg
Wind Instrument that makes music. Ex: Flute, Horn, Harmonica, etc.
Price: 25G
$Instrument_Percusion
Standard Percusion Instrument
Sidearm 2
 
DR
Brk
/   3
Requires Two Hands to use
May Perform up to 3 Songs
Allows Bard Play Check.
+
1
D
6 Only
if not Trained
Stumbling Rumble
Play Add-on
Target
Requires Percusion 2 Trained.
Str
+
1
D
2S: Enemy rerolls Check.
When using as an improvived Weapon. Instrument takes 3
D
Dmg
Percussion Instrument that makes music. Ex: Drum, Marimba, etc.
Price: 25G
-Spacer-
$QualityInstrument_String
Quality String Instrument
Sidearm 2
 
DR
Brk
/   3
Requires Two Hands to use
May Perform up to 3 Songs
Allows Bard Play Check.
+
2
D
6 Only
if not Trained
Bleeding Strumbs
Play Add-on
Target
Requires Strings 2 Trained.
Apply
Agl
+
2
D
Bleeding
When using as an improvived Weapon. Instrument takes 3
D
Dmg
A fancy Instrument, people say they sing with an exeptional sweetness and brilliance. Ex: Lute, Harp, etc.
Price: 50G
$QualityInstrument_Wind
Quality Wind Instrument
Sidearm 2
 
DR
Brk
/   3
Requires Two Hands to use
May Perform up to 3 Songs
Allows Bard Play Check.
+
2
D
6 Only
if not Trained
Wind Gust
Play Add-on
Target
Requires Wind 2 Trained.
Push
Endr
+
2
D
Spaces. (Resist w/
Str
)
When using as an improvived Weapon. Instrument takes 3
D
Dmg
A fancy Instrument, people say they sing with an exeptional sweetness and brilliance. Ex: Flute, Horn, Harmonica, etc.
Price: 50G
$QualityInstrument_Percusion
Quality Percusion Instrument
Sidearm 2
 
DR
Brk
/   3
Requires Two Hands to use
May Perform up to 3 Songs
Allows Bard Play Check.
+
2
D
6 Only
if not Trained
Stumbling Rumble
Play Add-on
Target
Requires Percusion 2 Trained.
Str
+
1
D
2S: Enemy rerolls Check.
When using as an improvived Weapon. Instrument takes 3
D
Dmg
A fancy Instrument, people say they sing with an exeptional sweetness and brilliance. Ex: Drum, Marimba, etc.
Price: 50G
Cleric
$HolyFragment
Holy Fragment
Holy Implement
 
Requires Cleric 1
Turn
Pray/Spite: Add On
Sight
Contest:
Spirit
,
+2
D
to your Check.
+
1
S
if Pray as
Full Action.
1S: Target gains 1 Stamina Loss. If Vile may do 1 Damage to Vitals instead.
Item such as figurine, carved symbol.
Price: 3G
$PrayerBeads
Prayer Beads
Holy Implement
 
Requires Cleric 1
Turn
Pray/Spite: Add On
Sight
Contest:
Spirit
,
+4
D
to your Check
+
1
S
if Pray as
Full Action.
1S: Target gains 1 Stamina Loss. If Vile may do 1 Damage to Vitals instead.
Beads and chained symbols holding the power of Azeal.
Price: 10G
$TheBookOfAzeal
The Book Of Azeal
Holy Implement
 
Requires Cleric 1
+2
D
to Prayer (Day).
Turn
Pray/Spite: Add On
Sight
Contest:
Spirit
,
+3
D
to your Check
+
1
S
if Pray as
Full Action.
1S: Target gains 1 Stamina Loss. If Vile may do 1 Damage to Vitals instead.
A book with the hymns and fables of Azeal.
Price: 5G
$HolyShield
Holy Shield
Holy Implement
2
 
DR
Dmg
/   4
Brk
/   4
Requires Cleric 1
Turn
Pray/Spite: Add On
Sight
Contest:
Spirit
,
+3
D
to your Check
+
1
S
if Pray as
Full Action.
1S: Target gains 1 Stamina Loss. If Vile may do 1 Damage to Vitals instead.
Block
Defend
Block
Agl
+
3
D
Strike, Dmg Back 2
D
Specially formed Kite Shield with symbols of Azeal carved into it.
Price: 15G
$UnifiedCross
Unified Cross
Holy Implement
1
 
DR
Dmg
/   4
Brk
/   3
Requires Cleric 1
Turn
Pray/Spite: Add On
Sight
Contest:
Spirit
,
+3
D
to your Check
+
1
S
if Pray as
Full Action.
1S: Target gains 1 Stamina Loss. If Vile may do 1 Damage to Vitals instead.
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 1
D
A metal cross with even lengths in the style of Azeal.
Price: 15G
$HolyWater
Vial of Holy Water
 
Does +4
D
Dmg when in contact with Vile creatures.
Heal Wounded
Interim
Req: Cleric 1 or Priest.
+2
D
to First-Aid Check (May only use 1 Holy Water per Check)
Water that has been purified by the God of Light. Used by Clerics for blessing and rituals.
Price: 3G
Druid
$BrewingKit
Brewing Kit
Req. Druid 1.
May Brew +1 Draught
1F
Boil Water
Interim
Requires Fire, May turn up to 15 Dirty Water into Clean Water.
Stew
Interim
Use 1 Herb and 1 Water.
+
1
D
to Resist Hunger if eating 1/3 Food.
May contain pestle, gourds, stomachs, natural pouches. small stiring bones, clippers, charcoal, clay cup, wax, etc.
$PoisonBottle
Poison
Potion
 
Brew
Req: Druid 3,Brew 1 Water, 1 Herb and, 1 Spell Material
Potency
2
S
+
Spirit
+
Int
+
Endr
1S: +1 Dose
Doses
Apply to
Blade/Arrow
Full (1 Dose)
Dex
+
Spirit
+
1
D
0S: Apply Poison 1
S
+
4
D
to self.
1S: Blade/Arrow applies Poison 1
S
+
4
D
next Hit in addition to other effects.
Injesting 1 Poison Dose: Resist 1
S
+
2
D
Fatigue w/
Fort
.
Adding +1 Dose adds 2
D
Fatigue.
Injesting 4 Poison Doses: Resist 1
S
+
2
D
Mortal Wound w/
Fort
.
All Mortal Wound Resisted becomes Illness.
Poison: Resist Poison w/
Fort
when recieving. Con Point represented by (P). Becomes 1
D
Illness After Combat.
Causes Illness and sometimes even death.
Price: 10G for 4 Doses, 3G for 1 Dose
Liquor
$BrownLiquor
Blood Liquor
Red Druid Liquor
 
Brew
Req: Druid 1, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
1S: Treat a Body Area.
1S:
+
1
S
to Resist Blood Loss.
1S: Remove 2
D
Rot (Max 2)
1S: Apply Set, Disabled Wound does 1
D
less Dmg when used.
Resist 2 Illness w/
Endr
+
                
A disgusting mixture of natural ingredients, with a distinctive smell.
Price: 3G
$YellowLiquor
Vitality Liquor
Yellow Druid
Liquor
 
Brew
Req: Druid 1, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
1S: Remove 1 Fatigue
Resist 1 Illness w/
Endr
+
                
A clumpy fatty mixture of natural ingredients.
Price: 3G
$RedLiquor
Resilience Liquor
Brown Druid
Liquor
 
Brew
Req: Druid 1, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Fatigue
Drink /
Administer
Full
Potency
                
1S: Remove 1 Illness
Resist 1 Fatigue w/
Endr
+
                
A semi-thick sticky slime of 'natural' ingredients
Price: 3G
$PurpleLiquor
Soothing Liquor
Purple Druid
Liquor
 
Brew
Req: Druid 2, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1
D
Wound
, Optional:
+
2
D
Wound:
+
3
D
Potency
Spirit
+
Sense
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
1S: Convert 1 Dread into Stress
Resist 1 Illness w/
Endr
+
                
Can’t sleep for
1
S
+
5
D
Days
Dispite it;s iridescent colors, it tastes quite pleasing
Price: 3G
$WhiteLiquor
Dream Liquor
White Druid
Liquor
 
Brew
Req: Druid 3, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)

1 Herb Optional: 1 Spell Material:
+
3
D

1
D
Wound
Optional:
+
2
D
Wound:
+
3
D
Detoxify
Int
+
Spirit
(Defualt 2
D
)
1S:
+
2
D
Resist Dread
Drink /
Administer
Interim
Drinker loses consciousness while going on a spirit quest in which they may gain answers of spirits, angels, or other entities. If multiple people drink together they may journey together.
Resist 2 Dread w/
Spirit
+
                
Can’t sleep for
1
S
+
5
D
Days
An intoxicating aroma, with a thin waxy taste.
Price: 3G
$BlackLiquor
Black Liquor
Black Druid Liquor
 
Brew
Req: Druid 2, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1
D
Wound
, Optional:
+
2
D
Wound:
+
3
D
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Wound
Drink /
Administer
Full
Must be Mortally Wounded or Infected.
Potency
+
1
D
Resist Death Con, During Mortal Wound. May do Resucuciate(Healer) additional time. (Removes 6 Only as well.)
Resist 2 Wound w/
Fort
+
                
The bubbling, acrid smoke is perhaps its most alluring quality. Its taste, however, is so vile that it could deter even the stoutest of dwarves. The liquid sears the throat more fiercely than the strongest ale. Once known as the "Black Dragon's Death," countless herbalists have since tempered its flavor, resulting in the draught we have today
Utility_Liquor
$ArmorSkinDraught
Armor Skin
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Gain
DR
1
D
for 2 hours.
2S: Also gain +1
Fort
.
Stone (Cave): Additional
+
1
D
DR
to Slash Dmg.
Shell (Ocean): Gain Swim Pace 1.
Fungal Padding (Decay): Additional
+
1
D
DR
to Bash/Pierce Dmg.
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
$FerociousBeastDraught
Essence of Ferocity
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Gain
+
1
Str
for 2 hours.
2S: Also gain +1
Sense
.
Forest: Do
+
1 Bleed Dmg.
Desert: Do
+
1
D
Fire Dmg.
Arctic: Do
+
1
D
Frozen Dmg.
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
$AgileBeastDraught
Essence of the Nimble
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Gain
+
1
Agl
for 2 hours.
2S: Also gain +1
Spirit
.
Mountain:
Agl
2S: Jump 5’ in air. May use to jump over normal sized enemies..
Jungle: +1 Pace
River: Gain Swim Pace 1.
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
Guardian_Utility_Liquor
$SapBloodDraught
Sap Blood
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Gain
DR
2
D
for 2 hours. +1 Fort, +1 Endr, -1 Agl, -1 Dex
1S: Reisit
+
2
D
Bleeding and Poison
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
$CactusSkinDraught
Cactus Skin
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Gain
DR
1
D
for 2 hours.
Whenever sharing a space apply Blast 1
S
Bleed 2.
+
3
D
Blast Dmg when Grappling.
1S:
+
2
D
Blast Dmg
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
$RootformDraught
Root form
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Become rooted and can’t move until potion wears off, Lasts 2 Rounds
Regen 1 Stamina per Turn.
Gain 1 Strength. and DR 1.
1S:
+
1
D
DR, last +1 Rounds.
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
$YetiEssenceDraught
Yeti Essence
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
2 Cold Resistance.
Frost Breath (Full) Cone 3. All Resist 3 Freeze.
1S:
+
1
D
DR, +1 Freeze
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
$ZephyrDraught
Zephyr Essence
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
+1 Pace for 10 mins
Reduce Falling Damage Level by 1
1S:
+
2
D
to Jump/Manueverablity Challenges,
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
$WalkOnWaterDraught
Water Walk
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
May walk on water for 5 mins
1S: +5 Mins
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
$SharkskinDraught
Shark Skin
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Gain Swim Pace 2,
+
1
D
Breath underwater.
1S: Rough Skin
+
1
D
DR
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
$StoneCrawlerDraught
Stone Crawler
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Surface Pace 2 (Walk on walls/Ceilings)
Dark Vision 3
1S: +3 Hex Dark Vision
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
$FungalCloneDraught
Fungal Clone
Druid Liquor
 
Brew
Req: Druid 3 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
3 Herbs / 1 Spell Material, Optional: 1 Spell Material:
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Create a look a like on Drinker. Grows over next few Minutes.
6 Only
to use your skills or abilities. Shares your stats. Cloths and Held Items are part of its body. Lasts 1 Day.
1S: +1 Day.
2S: +1 Clone.
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction of animal ingredients.
Transform_Liquor
$AnimalEssenseDraught
Animal Essense
Druid Liquor
 
Brew
Req: Druid 3, Attuned to current Domain, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving, Ex: Hair, fur, peice of nest, etc.
      Note: Animal must native to domain Druid is attuned to.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Turn into animal for 10 minutes.
1S: Lasts for +10 minutes.
Resist 2 Illness w/
(Druid:1
S
+
)
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$QuickTransformDraught
Quick Transform
Druid Liquor
 
Brew
Req: Druid Warden, Attuned to current Domain, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Piece of Domain, Ex: Soil, animal leaving, plant, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Turn into animal for 6 hours.
1S: Lasts for +6 hours.
Resist 1 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$WolfShift
Wolf Shift
Druid Liquor
 
Brew
Req: Keeper/Guardian of the Forest, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Keeper/Guardian of the Forest
Turn into Wolf for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$BearShift
Bear Shift
Druid Liquor
 
Brew
Req: Guardian of the Forest, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Guardian of the Forest
Turn into Bear for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$GreatStagShift
Great Stag Shift
Druid Liquor
 
Brew
Req: Warden of the Grove, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Warden of the Grove
Turn into Great Stag for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$LizardShift
Lizard Shift
Druid Liquor
 
Brew
Req: Keeper/Guardian of the Sands, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Keeper/Guardian of the Sands
Turn into Giant Lizard for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$ScorpionShift
Scorpian Shift
Druid Liquor
 
Brew
Req: Guardian of the Sands, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Guardian of the Sands
Turn into Giant Scorpion for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$GreatSnakeShift
Great Snake Shift
Druid Liquor
 
Brew
Req: Warden of the Grove, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Warden of the Grove
Turn into Great Snake for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$ChameleonShift
Chameleon Shift
Druid Liquor
 
Brew
Req: Keeper/Guardian of the Jungle, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Keeper/Guardian of the Jungle
Turn into Chameleon for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$TigerShift
Tiger Shift
Druid Liquor
 
Brew
Req: Guardian of the Jungle, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Guardian of the Jungle
Turn into Tiger for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$GreatApeShift
Great Ape Shift
Druid Liquor
 
Brew
Req: Warden of the Tangle, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Warden of the Tangle
Turn into Great Ape for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$FoxShift
Fox Shift
Druid Liquor
 
Brew
Req: Keeper/Guardian of the Snow, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Keeper/Guardian of the Snow
Turn into Big Fox for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$PolarBearShift
Polar Bear Shift
Druid Liquor
 
Brew
Req: Guardian of the Snow, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Guardian of the Snow
Turn into Polar Bear for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$MammothShift
Mammoth Shift
Druid Liquor
 
Brew
Req: Warden of the Winter, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Warden of the Winter
Turn into Great Ape for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$EagleShift
Eagle Shift
Druid Liquor
 
Brew
Req: Keeper/Guardian of the Ascent, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Keeper/Guardian of the Ascent
Turn into Giant Eagle for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$SkyRayShift
Sky Ray Shift
Druid Liquor
 
Brew
Req: Guardian of the Ascent, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Guardian of the Ascent
Turn into Sky Ray for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$FlyingSerpentShift
Flying Serpent Shift
Druid Liquor
 
Brew
Req: Warden of the Winds, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Warden of the Winds
Turn into Flying Serpent for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$FrogShift
Frog Shift
Druid Liquor
 
Brew
Req: Keeper/Guardians of the Waters, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Keeper/Guardian of the Waters
Turn into Giant Frog for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$CrocodileShift
Crocodile Shift
Druid Liquor
 
Brew
Req: Guardian of the Waters, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Guardian of the Waters
Turn into Crocodile for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$RazorTurtleShift
Razor Turtle Shift
Druid Liquor
 
Brew
Req: Warden of the Flood, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Warden of the Flood
Turn into Razor Turtle for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$OctopusShift
Octopus Shift
Druid Liquor
 
Brew
Req: Keeper/Guardian of the Waves, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Keeper/Guardian of the Waves
Turn into Octopus for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$SharkShift
Shark Shift
Druid Liquor
 
Brew
Req: Guardian of the Waves, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Guardian of the Waves
Turn into a Shark for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$KrakenShift
Kraken Shift
Druid Liquor
 
Brew
Req: Warden of the Deep, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Warden of the Deep
Turn into Kraken for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$MoleShift
Mole Shift
Druid Liquor
 
Brew
Req: Keeper/Guardian of the Caves, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Guardian/Keeper of the Caves
Turn into Giant Mole for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$BatShift
Bat Shift
Druid Liquor
 
Brew
Req: Guardian of the Caves, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Guardian of the Caves
Turn into Giant Bat for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$GroundWyrmShift
Ground Wyrm Shift
Druid Liquor
 
Brew
Req: Warden of the Dark, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Warden of the Dark
Turn into Ground Wyrm for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$MothShift
Moth Shift
Druid Liquor
 
Brew
Req: Keeper/Guardian of Bones, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Keeper/Guardian of Bones
Turn into Giant Moth for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$SpiderShift
Spider Shift
Druid Liquor
 
Brew
Req: Keeper/Guardian of Bones, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Guardian of Bones
Turn into Giant Spider for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
$LivingDecayShift
Living Decay Shift
Druid Liquor
 
Brew
Req: Warden of the Blight, (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb, Optional: 1 Spell Material:
+
3
D

1 Animal Leaving/1 Spell Material, Ex: Hair, fur, peice of nest, etc.
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Must be a Warden of the Blight
Turn into Living Decay for 15 minutes.
1S: Lasts for +15 minutes.
Resist 2 Illness w/
Endr
+
                
Transforming
Use all Stats of animal. Cannot use non-Druid Abilities.
When Transforming back, for each Dmg in a Body Area the animal has apply 2
D
of that type to own body.
A strange fizzing concoction of animal ingredients.
Witch_Potions
$AcidPotion
Acid Potion
Druid Liquor
 
Brew
Req: Witch , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Spell Material, Optional: 1 Herb:
+
2
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Acid
Drink /
Administer
Full
Potency
                
After a Short pause, A Hot boiling Acid erupts from you. 1S:
+
2
D
Damage.
Hit
Dex
+
Sense
Blast 2
S
+
Fort
+
2
D
Acid Dmg.
Resist 3 Acid
Torso Dmg w/
(Druid:1
S
+
)
Fort
+
                
A strange fizzing concoction of animal ingredients.
$CharmPotion
Charm Potion
Druid Liquor
 
Brew
Req: Witch 2 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Spell Material, Optional: 1 Herb:
+
2
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Anyone who drinks this is predisposed to like you, for next 6 hours.
1S: +1 Day or Effect may be stronger.
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction.
$HealingPotion
Healing Potion
Druid Liquor
 
Brew
Req: Witch , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Spell Material, Optional: 1 Herb:
+
2
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
1
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Gain 2
S
+ Potency Wound Healing Points.
OR Remove 2
D
+ Potency Rot.
OR Remove Potency Critical Dmg.
Resist 2 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction.
$ArcanePotion
Arcane Potion
Druid Liquor
 
Brew
Req: Witch 2 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Spell Material, Optional: 1 Herb:
+
2
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
1S:
+
1
D
to Spell Craft: Incant for Rest of Combat.
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction.
$EuphoriaPotion
Euphoria Potion
Druid Liquor
 
Brew
Req: Witch 2 , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Spell Material, Optional: 1 Herb:
+
2
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Till end of Combat Resist Dread / Stress w/
+
2
D
.
1S: Gain
+
1
D
Will per Turn till end of Combat.
Resist 3 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction.
$EdgeOfDeathPotion
Death's Door Potion
Druid Liquor
 
Brew
Req: Witch , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
2 Spell Material, Optional: 1 Herb:
+
2
D
Detoxify
Int
(Defualt 2
D
)
1S:
+
1
D
Resist Curse
Drink /
Administer
Full
Potency
Recently Dead Characters are Alive.
Gain a bizarre aspect (Big eye, scaled limb, forked tongue, etc.)
A Character can only imbibe this potion once per game/life.
Resist 2 Curse
of Death w/
Spirit
At 2 Curse: Gain Undeath. 1: -2 Max Morale. All Gain 3
S
+
3
D
Dread.
A Bubbling Poison of Death...
Druid_Staff
$GnarledDruidStaff
Gnarled Staff
Druidic Staff
DR
Absorb
All 
Brk
/   6
Repair Staff
Downtime
Spirit
+
Sense
2S: Remove Brk Points.
3S: Repair Broken Staff.
Whack
Active
Strike
1
S
+
Dex
+
Sense
Bash
1
S
+
Str
+
Spirit
Choose 1 (for each additional
+
)
     Club:
Str
+
1
D
Dmg
     Bite: Hit does 1
S
+
Endr
Poison (Resist w/
Fort
)
     Stretch: Hit has +1 Range
     Tangle: Grab Hit enters Grapple with +1
D
Block
Defend
Block
Agl
+
Endr
Strike, Grab, Dmg Back 1
D
: +
Spirit
+
1
D
to Block
: Block and Attack with Staff the same Round
+
1
D
to Resist Travel Fatigue Terrain.
Gnarled Staff carved out of old wood.
$RootantlerStaff
Rootantler Staff
Druidic Staff
DR
Absorb
All 
Brk
/   8
Repair Staff
Downtime
Spirit
+
Sense
2S: Remove Brk Points.
3S: Repair Broken Staff.
Whack
Active
Strike
1
S
+
Dex

+
Sense
Pierce
1
S
+
Str
+
Spirit
Bleed 1
Choose 1 (for each additional
+
)
     Club:
Str
+
1
D
Dmg
     Bite: Hit does 1
S
+
Endr
+
1
D
Poison (Resist w/
Fort
)
     Stretch: Hit has +1 Range
     Tangle: Grab Hit enters Grapple with
+
1
D
Block
Defend
Block
Agl
+
Endr
Strike, Grab, Dmg Back 1
D
: +
Spirit
+
1
D
to Block
: Block and Attack with Staff the same Round
+
1
D
to Resist Travel Fatigue Terrain.
Staff crafted for improved Poison and Bleeding.
$OakboneStaff
Oakbone Staff
Druidic Staff
DR
Absorb
All 
Brk
/   10
Repair Staff
Downtime
Spirit
+
Sense
2S: Remove Brk Points.
3S: Repair Broken Staff.
Whack
Active
Strike
1
S
+
Dex
+
Sense
Bash
1
S
+
Str
+
Spirit
Choose 1 (for each additional
+
)
     Club:
Str
+
1
D
Dmg
     Bite: Hit does 1
S
+
Endr
Poison (Resist w/
Fort
)
     Stretch: Hit has +1 Range
     Tangle: Grab Hit enters Grapple with
+
1
D
Block
Defend
Block
Agl
+
Endr
+
1
D
Strike, Grab, Dmg Back 1
D
:
+
Spirit
+
2
D
to Block
: Block and Attack with Staff the same Round
+
1
D
to Grapple Prevent.
+
1
D
to Resist Travel Fatigue Terrain.
Staff crafted for improved Block and Durablity.
$TransformationDruidStaff
Wolfwood Staff
Druidic Staff
DR
Absorb
All 
Brk
/   8
Repair Staff
Downtime
Spirit
+
Sense
2S: Remove Brk Points.
3S: Repair Broken Staff.
Whack
Active
Strike
1
S
+
Dex
+
Sense
Bash
1
S
+
Str
+
Spirit
Choose 1 (for each additional
+
)
     Club:
Str
+
2
D
Dmg
     Bite: Hit does 1
S
+
Endr
Poison (Resist w/
Fort
)
     Stretch: Hit has +1 Range. : +1 Range
     Tangle: Grab Hit enters Grapple with
+
1
D
Block
Defend
Block
Agl
+
Endr
Strike, Grab, Dmg Back 1
D
: +
Spirit
+
1
D
to Block
: Block and Attack with Staff the same Round
+
1
D
to Resist Travel Fatigue Terrain.
Staff crafted for improved Damage and Reach.
Monk
Fist Weapons
$BrassKnuckes
Brass Knuckles
Fist Weapon
+1
D
to Punching Dmg.
Left Fist
Right Fist
Brass knuckles to augment punches.
Price: 10G
$SteelClaw
Steel Claw
Fist Weapon
+2
D
Bleeding to Punch Attacks.
Left Fist
Right Fist
Steal Claw worn to augment punches.
Price: 10G
Staff Weapons
$Nunchaku
Nunchaku
Exotic Staff
Sidearm 1
 
DR
Dmg
/   4
Brk
/   4
Untrained:
6 Only
on all Checks and on a miss 3
D
to Hit against self.
Swing
Active
Strike 
1
S
+
Dex
+
Agl
Bash
1
S
+
Str
+
Agl
Block
Defend
Block
Dex
+
Agl
Strike. On Full Block: Disarm Dex (Resist w/
Dex
/
Str
)
Dmg Back 1
D
Chained handles used by martial artists.
Price: 10G
$SegmentedStaff
Segmented Staff
Exotic Staff
Sidearm 1
 
DR
Dmg
/   4
Brk
/   4
Untrained:
6 Only
on all Checks and on a miss 2
D
to Hit against self.
Swing
Active
Strike 
1
S
+
Dex
+
Agl
Bash
2
S
+
Str
+
Agl
Block
Defend
Block
Dex
+
Agl
Strike. On Full Block: Disarm Dex (Resist w/
Dex
/
Str
)
Dmg Back 1
D
Chained staffs used by martial artists.
Price: 20G
$Quarterstaff
Quarterstaff
Hafted, Exotic Staff
Sidearm 1
 
DR
Dmg
/   4
Brk
/   4
Untrained:
6 Only
on all Checks.
Swing
Active
Strike 
1
S
+
Dex
+
1
D
Bash
2
S
+
Str
+
1
D
Block
Defend
Block
Dex
+
Agl
Strike. Dmg Back 1
D
Distance
Free
Reduce Hit by 1
D
.
Long wooden staff.
Price: 5G
Chain Weapons
$Kusarigama
Kusarigama
Exotic Chain
1
 
DR
Dmg
/   4
Brk
/   3
Untrained:
6 Only
on all Checks.
Stab
Active
Strike 
1
S
+
Dex
+
2
D
Bypass 2
D
Slash/Pierce
2
S
+
Agl
Bleed 2 3
D

Hook 2
D
1S: Move target 1 Space.
Trained
Swing
Active
Strike 
1
S
+
Dex
+
Agl
Bash
1
S
+
Str
+
Agl
ArPen
2
D
Block
Defend
Block
Agl
+
Dex
Strike, On Full Block: Disarm Dex (Resist w/
Dex
/
Str
)
Dmg Back 2
D
Sickle with an iron chain and weight.
Price: 20G
$RopeDart
Rope Dart
Exotic Chain
1
 
DR
Dmg
/   3
Brk
/   2
Untrained: Cannot use.
Swing
Active
Strike 
1
S
+
Dex
+
2
D
Bypass 2
D
Slash/Pierce
2
S
+
Agl
Bleed 2
Metal spike tied to a rope.
Price: 20G
$MeteorHammer
Meteor Hammer
Exotic Chain
1
 
DR
Dmg
/   3
Brk
/   2
Untrained: Cannot use.
Swing
Active
Strike 
1
S
+
Dex
+
2
D
Bypass 2
D
Bash
2
S
+
Str
+
1
D
ArPen
3
D
Weights tied to a chain.
Price: 20G
Bladed Weapons
$IronFan
Iron Fan
Exotic Blade
1
 
DR
Dmg
/   3
Brk
/   3
Untrained: Cannot use.
Slash
Active
Strike 
1
S
+
Dex
+
2
D
Bypass 2
D
Slash
1
S
+
Agl
+
1
D
Bleed 2, Gain
Spirit
+
2
D
Ki.
Block
Defend
Block
Agl
+
2
D
Strike. Dmg Back 2
D
Man made of metal.
Price: 20G
$Katar
Katar
Exotic Blade
1
 
DR
Dmg
/   3
Brk
/   3
Untrained: Cannot use.
Slash
Active
Strike 
1
S
+
Dex
+
2
D
Bypass 2
D
Slash
2
S
+
Agl
Bleed 2, Gain
Spirit
+
1
D
Ki.
Block
Defend
Block
Agl
+
1
D
Strike. Dmg Back 2
D
Long hand blade.
Price: 20G
$HookSword
Hook Sword
Exotic Blade
Sidearm 2
 
DR
Dmg
/   3
Brk
/   2
Untrained:
6 Only
on all Checks.
Slash
Active
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
Slash
2
S
+
Str
+
2
D
Bleed 3
Hook 2
D
1S: Move target 1 Space.
Block
Defend
Block
Agl
+
3
D
Strike, Dmg Back 2
D
Sword with a hook at the end.
Price: 30G
Throwing Weapons
$ReturnBlade
Return Blade
Exotic Throwing
1
 
DR
Dmg
/   4
Brk
/   3
Untrained:
6 Only
on all Checks.
1 Ki: Weapons moves to a hit an additional target in range.
Slash
Active
Strike 
1
S
+
Dex
+
2
D
Bypass 2
D
Slash
1
S
+
Agl
+
1
D
Bleed 1
Trained
Throw
Active
Strike 
1
S
+
Dex
+
2
D
Slash
1
S
+
4
D
Bleed 1
After throwing:
Dex
1S: Returns to hand next Round. (Can't throw the same round you catch.)
Block
Defend
Block
Agl
+
1
D
Strike, Dmg Back 1
D
Small bladed boomerang.
Price: 20G
$LargeReturnBlade
Large Return Blade
Exotic Throwing
Sidearm 3
 
DR
Dmg
/   4
Brk
/   3
Untrained:
6 Only
on all Checks.
1 Ki: Weapons moves to a space within and anyone who moves through space, is attacked by Slash.
Slash
Active
Strike 
1
S
+
Dex
+
2
D
Bypass 2
D
Slash
1
S
+
Agl
+
2
D
Bleed 1
Trained
Throw
Active
Strike 
1
S
+
Dex
+
2
D
Slash
2
S
+
3
D
Bleed 1
After throwing:
Dex
1S: Returns to hand next Round. (Can't throw the same round you catch.)
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 2
D
Bladed hoop.
Price: 30G
$HoopBlade
Hoop Blade
Exotic Throwing
Sidearm 3
 
DR
Dmg
/   4
Brk
/   3
Untrained: Cannot use.
1 Ki: Hit applies to all in Range 1.
Slash
Active
Strike 
1
S
+
Dex
+
2
D
Bypass 1
D
,
:
Hit all in Range.
Slash
2
S
+
Agl
+
1
D
Bleed 1
Range 0: +1 Bleed,
+
1
D
Dmg
Throw
Active
Strike 
1
S
+
Dex
+
2
D
Slash
2
S
+
2
D
Bleed 1
After throwing:
Dex
1S: Returns to hand next Round. (Can't throw the same round you catch.)
Block
Defend
Block
Agl
+
2
D
May Block up to 3 Strikes, Dmg Back 2
D
Small bladed boomerang.
Price: 20G
Other
$BladeWhip
Blade Whip
Exotic
Sidearm 3
 
DR
Dmg
/   3
Brk
/   3
Untrained: Take Hit 4
D
-> Slash 1
S
+
6
D
Dmg whener using.
Slash
Active
Weapon takes 2
D
Dmg (Ignore DR)
Strike 
1
S
+
Dex
+
2
D
Bypass
Dex
Slash
2
S
+
Str
+
2
D
Bleed 2
A long balde thin enough to be used as a whip.
Price: 20G
Rogue
$Caltrops
Caltrops
Trap
1
 
Throw
Active
Throw Spaces. Covers Spaces. Rogue 1: Throw Spaces. Covers Spaces.
Moving through Space:
      Slows 1 and 1
S
+
3
D
Dmg to Legs
+
2
D
Bleed.
      OR Full Action to move 1 space and 3
D
Dmg to Legs.
Need to be picked up if thrown.
1F
Pick Up
Interim
Retrieve Caltrops.
Spiked objects to make difficult terrain.
Price: 5G
$Garrote
Garrote
Weapon
 
Wrap
Around
Neck
Grapple
Agl
+
Dex
Target must have Head/Neck within reach. May Muffle Target.
2S: Apply 3
D
Dmg to Target's Head. May attempt Strangle Checks until they Escape.
+
2
D
to Prevent Target Escape for rest of Grapple. Target is Muffled for rest of Grapple.
Strangle
Grapple
Endr
+
2
D
Must have succeeded on Wrap Around Neck Check first.
OR 0S: 3
D
Dmg to Head.
OR 1S:
1
S
+
2
D
+
Endr
Dmg to Head.
A Strong Wire.
Price: 5G
$Kris
Kris
Exotic Knife
1
 
DR
Dmg
/   4
Brk
/   3
Untrained:
6 Only
on all Checks. Resist 3
D
Poison per Attack/Block.
Stab
Active
Strike 
1
S
+
Dex
+
2
D
Bypass 2
D
Slash/Pierce
2
S
+
Agl
Bleed 2,
ArPen
3
D

Poison 2 (Resist w/
Fort
)
Block
Defend
Block
Agl
+
2
D
Strike, Dmg Back 2
D
Poisoned blade with a snaked curve.
Price: 30G
Boats
Cargo
$FoodCargo
Food Crate
Cargo
Food
/50
Cargo to be transported by Ship
Price: 5G
$WaterCargo
Water Barrel
Cargo
Water
/100
Cargo to be transported by Ship
Price: 5G
$AlcoholCargo
Ale Barrel
Cargo
Amount
/25
Can be used for crew morale. See vehicle.
Cargo to be transported by Ship
Price: 5G
$TradeCargo
Trade Goods
Cargo
Origin
Type
Price
Cargo to be transported by Ship
Price: 5G / 10G / 20G
Weapons
$Cannon
Cannon
200 
Push
Full
Push Cannon
Str
Spaces.
Reload
Full
Ship Round
2
D
1S: +3 Load Cannon Progress.
Combat Round
2
D
1S: +1 Load Cannon Progress.
9 Loan Cannon Points: Cannon is loaded and ready to fire.
Shoot
Full
Shoot 
1
S
+
2
D
1S:
+
See Ammo.
Price: 30G
$Cannonball
Cannonball
40 
Shoot
Full
Does Dmg when shot by cannon.
Bash
4
S
+
8
D
Price: 3G
$ChainShot
Chain Shot
40 
Shoot
Full
Does Dmg when shot by cannon.
Bash
3
S
+
8
D
+
3
S
Dmg to Sail. 2
S
Dmg to Characters (7 Dmg: Sever).
Price: 5G
$FireShot
Fire Shot
40 
Shoot
Full
Does Dmg when shot by cannon.
Fire
3
S
+
8
D
Applies as Blast to Characters. 1
S
+
5
D
Burning
Price: 5G
$GrapeShot
Grape Shot
40 
Shoot
Full
Does Dmg when shot by cannon.
Circle 1R
Pierce (Blast)
2
S
+
5
D
Bleeding 2
Price: 5G
$Ram
Ram
20 
Ram
Vehicle Combat Action
Does to another ship's hull when rammed
2 AP
1
S
+
4
D
(Small)/ 2
S
+
5
D
(Medium) /4
S
+
5
D
(Large) Dmg.
Does 3
D
Damage to hull of ramming ship.
Price: 5G (Small Boat), 10G (Med Boat), 15G (Large Boat)
Extra
$Bed
Bed
20 
May Gain Bed Rest for 1 Character. Note: Does not apply if ship is moving through any unpleasent weather events.
Price: 20G (Med/Large Boat)
$FishingNets
Fishing Nets
20 
Haul Nets
3 Days
Hauling Nets gives 1 Fatigue to 2(Small Boat)/5(Medium Boat)/15(Large Boat) Characters.
1
D
1S: Gain 1 Food for per Crew.
Price: 10G (Small Boat), 20G (Med Boat), 30G (Large Boat)
$RainSail
Rain Sail
20 
Collect Rain
Downtime
Must be raining.
1
D
1S: Gain 3 Water per Crew.
Rain Sail takes 1
D
Dmg.
Dmg
/3
Price: 5G (Small Boat), 10G (Med Boat), 15G (Large Boat)
$CrewAmenities
Crew Amenities
20 
Success 4/5/6
on R&R rolls to gain Morale.
Price: 10G (Med Boat), 15G (Large Boat)
$BoardingLadder
Boarding Ladder
Hook Ladder
Full
Can be used to create a narrow walkway to another ship within that range.
Price: 3G
$BoatOven
Boat Oven
20 
+1 Heat Protection to those on boat.
Allows cooking on boat.
Price: 10G (Small Boat), 20G (Med Boat), 30G (Large Boat)
Magic Items
$GauntletOfRetribution
Gauntlet Of Retribution
Heavy Armor
DR
2 All 3 Slash 
Absorb
1 All 
Dmg Back
2
D
 
Left Arm
Right Arm
Arm
Dmg
/   4
Brk
/   8
Bypass
1S:Ignore Armor
Block
Defend
Block
Agl
+
2
D
Strike
Punch
Active
Strike 
1
S
+
Dex
+
2
D
Bash
1
S
+
Str
+
2
D
1 Valor: All Dmg you apply does Burning 3
D
and you gain
DR
1
D
.
Damage that is not absorbed is applied to the user.
White gauntlet with ornate grey and gold flames engraved into it.
Price: 40G (1 Arm)
$DemonEyeOfSuperiorSight
Demon Eye of Superior Sight
Eye
Permenently Replaces an Eye with Demon Eye. Resist 1 Stress w/
Spirit
+
1
D
. Can See very far away as if it was 20 feet way or See through Thin walls.
Price: Relic
$ReverseTorch
Reverse Torch
Magic Item
When Lit creates pitch darkness for Circle 3 for 3 hours.
Price: Relic
$CorruptedItem
Corrupted Item
Relic
Can Transform into many different kinds of items.
Weapon:
+
1
D
to Hit/Dmg. Armor:
+
2
D
to DR/Abosrb.
Staff: +1 Overcharge. Book:
+
1
D
to Incant
Instrument:
+
2
D
to all Play Actions.

Gain 2
D
Corrupted Points whenver using Item in Combat.
6 Corrupted Points: Gain an Insanity Card.
If getting rid of Item gain 3
D
Dread per Corrupted Point.
Price: Relic
Unfinished_Items
Potions
$Vial
Vial
Potion
 
Vial for storing small amounts a liquid, like potions.
Price: 1G
$HealingPotion
Healing Potion
Druid Liquor
 
Brew
Req: Witch , (Add Dice to only one Check.)
1 Water (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Spell Material, Optional: 1 Herb:
+
2
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
1
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S:
+
2
D
Resist Illness
Drink /
Administer
Full
Potency
                
Gain 2
S
+ Potency Wound Healing Points.
OR Remove 2
D
+ Potency Rot.
OR Remove Potency Critical Dmg.
Resist 2 Illness w/
(Druid:1
S
+
)
Endr
+
                
A strange fizzing concoction.
$StaminaPotion
Stamina
Potion
 
Drink
Active
Remove 1
S
+3
D
Stamina Loss
OR Remove 1
S
+1
D
Fatigue.
OR 2
D
Illness
You may drink 2 Stamina Potions per day max.
May regain Stamina or remove Fatigue when imbibed.
Price: 3G
$ExplosionPotion
Explosion Potion
Potion
Throw
Potion
Active
Destroys Potion.
Proj 
Dex
+
Sense
0S or Less: Lands 1
S
+
2
D
Spaces from Target Space.
1S: Lands in Target Space.,
All in Circle of Space:
Take Impact 1
S
+
3
D
, Fire 1
S
+
3
D
, and Push 1
S
+
4
D
(Impact 2
S
+
3
D
) from center of blast.
Explodes in firey ball when thrown.
Price: 5G
$LiquidFire
Liquid Fire
Potion
Throw
Potion
Active
Destroys Potion.
Proj 
Dex
+
Sense
0S or Less: Lands 1
S
+
2
D
Spaces from Target Space.
1S: Lands in Target Space.,
All in Circle of Space:
Take Blast 1
S
+
5
D
that also applies Burning 1
S
+
3
D
.
Removing Burning is .
Explodes in firey ball when thrown.
Price: 5G
$UnstableOrcichalcum
Unstable Orcichalcum
 
When Impacted/Thrown/Dropped it explodes.
Throw
Active
Proj 
Dex
+
Sense
0S or Less: Lands 1
S
+
2
D
Spaces from Target Space.
1S: Lands in Target Space. And explodes,
Explosion
Circle 
Blast
2
S
+
7
D
Orichacum specially over charged to exlpode on impact. Very dangerous and illegal.
Old Draughts
$AspectOfTheBeast
Aspect of the Beast
Transform Draught
 
Doses
+1
Agl
, +1
Dex
, +1 Pace.

Lasts 5 Rounds then Resist 3 Wither w/
Endr
+
1
D
,
(Resist Illness instead if non-Druid.)
May Drink a Draught as Full Action.
Claw
Active
Strike
1
S
+
Dex
+
2
D
Slash
2
S
+
Str
+
2
D
Bleed 2
:
May Claw twice, once with each free Hand.
Hair sprouts out, nails lengthen and become tough, Gain a ferocious look.
$AspectOfTheOak
Aspect of the Oak
Transform Draught
Brew
Req: Druid 3, (Add Dice to only one Check.)
1 Water: (Substitute: Ale/Dirty Water:
+
1
D
, Wine/Foul Water:
+
2
D
)
,
1 Herb: Optional: 1 Spell Material:
+
3
D

1 Wound: Optional:
+
2
D
Wound,
+
3
D
Potency
Spirit
+
Int
(Defualt 2
D
)
1S:
+
2
D
Potency
Detoxify
Int
(Defualt 2
D
)
1S: XXXXX
+1
Fort
, +1
Endr
, 1
S
+3
D
DR
(Non Armored Body Areas).
Lasts 5 Rounds then Resist 3 Wither w/
Endr
+
1
D
,
(Resist Illness instead if non-Druid.)
May Drink a Draught as Full Action.
Skin cracks darkens and hardens. Life and energy returns to the body.
$AspectOfTheYeti
Aspect of the Yeti
Transform Draught
 
Doses
+1
Str
, +1
Fort
, -1 Pace.

Lasts 5 Rounds then Resist 3 Wither w/
Endr
+
1
D
,
(Resist Illness instead if non-Druid.)
May Drink a Draught as Full Action.
Claw
Active
Strike
1
S
+
Dex
+
1
D
Slash
2
S
+
Str
+
2
D
Bleed 2
:
May Claw twice, once with each free Hand.
Gain
DR
1
D
.
Hair sprouts out, nails lengthen and become tough, Gain a ferocious look.
$AspectOfTheCactus
Aspect of the Cactus
Transform Draught
Doses
+1
Spirit
, +1
Endr
.

Lasts 5 Rounds then Resist 3 Wither w/
Endr
+
1
D
,
(Resist Illness instead if non-Druid.)
Whenever touched or in Grapple apply Blast 1
S
+
2
D
Bleed 2.
+
2
D
to Catch Breath. Ignore Weak.
May Drink a Draught as Full Action.
Skin cracks darkens and hardens. Life and energy returns to the body.
$AspectOfTheSwamp
Aspect of the Swamp
Transform Draught
Doses
+1
Sense
, +1
Fort
, +
DR
1
D
, Ignore Bleeding, +2
D
to Resist Air Loss.

Lasts 5 Rounds then Resist 3 Wither w/
Endr
+
1
D
,
(Resist Illness instead if non-Druid.)
Swamp Barrier
Active
Endr
+
Spirit

Full:
+
1
S
1S: Create a Swamp Barrier over 1 Space within .
Swamp Barrier takes 6 Dmg and floats.
May walk on surfaces underwater.
May Drink a Draught as Full Action.
Skin cracks darkens and hardens. Life and energy returns to the body.
$AspectOfTheShark
Aspect of the Shark
Transform Draught
 
Doses
+1
Sense
, +1
Dex
, +1 Pace.

Lasts 5 Rounds then Resist 3 Wither w/
Endr
+
1
D
,
(Resist Illness instead if non-Druid.)
May Drink a Draught as Full Action.
Lose Ground Pace. Gain Swim Pace 3. May Breath in salt water.
Bite
Active
Strike
1
S
+
Dex
+
2
D
Slash
2
S
+
Str
+
3
D
Bleed 2
Hair sprouts out, nails lengthen and become tough, Gain a ferocious look.
$AspectOfTheStone
Aspect of the Stone
Transform Draught
Doses
+2
Fort
, +1
Spirit
, 1
S
+
2
D
DR.
-2 Pace.
Lasts 5 Rounds then Resist 3 Wither w/
Endr
+
1
D
,
(Resist Illness instead if non-Druid.)
May Drink a Draught as Full Action.
Arm Block
Defend
Block
Fort
+
2
D
Strike Damge Applied to Arm with +1 DR.
Skin turns grey and hardens. Your body slows and feels heavy.
$AspectOfDeath
Aspect of The Dead
Transform Draught
Doses
May Drink a Draught as Full Action.
+1
Int
, +1
Spirit
,
Lasts 5 Rounds then Remove
Endr
+
1
D
Wither,
(Resist Illness instead if non-Druid.)
Gain 6 Wither (Wither May go over Max while Transformed)
All Wound you recieve during Transformation is Stored as Wither. Can not bleed.
Death Gaze
Active, 1 Wither: Free
Contest:
Int
+
Spirit

w/ Target within
1S: Remove 1 Wither,
Increases Target's Dread/Fatigue by 1, 2 if Touching.
Color Leaves your skin, lips turn blue. Blood runs from your eyes.
Weapons
$BrassKnuckle
Brass Knuckle
Fist Weapon
3
 
Punch
Active
M
If Punch is used in a grapple, may use punch twice for free.
Strike 
1
S
+
Dex
Bypass:
Dex
P
1S
+2
D
Dmg
Bash
1
S
+
Vig
:
+1
S
ArPen 1
P
5Dmg:
Break
+1
S
to any other attacks with this limb.
Breaks into junk metal.
Price: 8G
$SmokeBomb
Smoke Bomb
Throwing
2
 
Toss
Active
Is Destroyed On Toss
Proj 
GM Picks 3 Spaces of Smoke (Visibility 1)
Price: 3G
$Claw
Claw
Fist Weapon
3
 
DR
Absorb
All 
Dmg
/   4
Breaks into
Shiv Weapon.
+1
S
Damage to Unarmed Attacks with this limb.
Bleed 1
Block
Defend
Block
Dexterity
+1
D
Strike
+1
D
to Climbing Checks
Price: 12G
$Sling
Sling
Throwing
Sidearm 1
 
Sling
Full
Proj 
Dex
+
Sense
1S:
+
Bash
1
S
+
3
D
Load a Rock
Active
Prepare to Launch a Rock. Any other Action will require you to Nock the arrow again before firing.
Find Rocks
Forage Addon
1S:Fill sling pouch with rocks.
Ammo Pouch
/8
Hunt: Uses a Rock
A sling shot made from a taught line and a stick.
Price: 10G
$RockSling
Rock
Sling Ammo
Spell_Ideas
$FireScroll
Fire Ball
Scroll
Need Scroll Casting ability to use.
Uses
/3
3 Arcanum
Fire Ball
Proj 
1
S
+
Dex
+
Awr
1S: +.
Fire
3
S
+
Int
Burning 2
Overcharge
+1: +1
S
Dmg. (Max: 3)
+1: -1 Charge Cost.
Overcharge
Effects
1: Blast: Fire Dmg 2, Burning 1
2: Blast: Fire Dmg 3, Burning 2
3: Blast: Fire Dmg 4, Burning 2
Price: 5G
$IceScroll
Ice Spike
Scroll
Need Scroll Casting ability to use.
Uses
/3
3 Arcanum
Ice Spike
Proj 
1
S
+
Dex
+
Awr
1S: +.
Perice
3
S
+
Int
Frozen 2
S
+
Int

Blast 1 Terrain w/ Difficult 1
Overcharge
+1: +1
S
Dmg. (Max: 3)
+1: -1 Charge Cost.
Overcharge
Effects
1: Blast: Ice Dmg 2, Frozen 2
2: Blast: Ice Dmg 3, Frozen 3
3: Blast: Ice Dmg 4, Frozen 4
Frozen
Acts as Slowed.
Remove
Vig
/
Ath
Price: 5G
$WindScroll
Wind Blast
Scroll
Need Scroll Casting ability to use.
Uses
/3
3 Arcanum
Wind Blast
Cone ; Blast
Slash
1
S
+
Int
Push
2
S
+
Int
+
Awr
Collision:
      Impact 3
S
+
Vig
+
Ath
Overcharge
+1: +1
S
Dmg, +1 Push. (Max: 2)
+1: -1 Charge Cost.
Overcharge
Effects
1: Slash Dmg 2 to Arm, Fatigue 1
2: Slash Dmg 3 to Arm, Fatigue 2
3: Slash Dmg 3 to Arm, Fatigue 3
Price: 5G
$LightingScroll
Lighting Bolt
Scroll
+1
D
to Arcane Charge:

Uses
/3
Need scroll casting ability to use.
Price: 5G
$BubbleScroll
Bubble Scroll
Scroll
Need Scroll Casting ability to use.
Uses
/3
1 Arcanum
Arcane Bubble
Apply 1 DR to self for next 3 Rounds.
Overcharge
+1: +1DR
+1: Last an Extra round.
+1: -1 Charge Cost.
Over-
charge
Effects
1: +1 Fatigue, 2
S
+3
D
Dmg to Casting Arm
2: +2 Fatigue, 2
S
+5
D
Dmg to Casting Arm, 2
S
+3
D
Dmg to Torso
3: +3 Fatigue, 4
S
+5
D
Dmg to Casting Arm,4
S
+3
D
Dmg to Torso
Price: 5G
$MistScroll
Arcane Mist
Scroll
Need Scroll Casting ability to use.
Uses
/3
0 Arcanum
Mist
Blast 3 Terrain with Visibility 1.
Price: 5G
$SoulScroll
Cavalcade of Souls
Scroll
Need Scroll Casting ability to use.
4 Arcanum
Cavalcade
of Souls
+2 Overcharge.
Circle 2: 1
S
+
Int
Soul Dmg to Head of each Enemy.
      Target Resist
Int
.
For each Dmg done gain 1 Soul Point.
Gain 3 Soul Point for any Enemy who dies this way.
Overcharge
+2: Do one more time.
OR +4: Do two more times.
Overcharge
Effects
1: 2 Fatigue at end of Combat.
3: 2 Fatigue.
at end of Combat.
Soul Points
 
Use Soul Point (May do each once per Round)
     +4
D
to
Int
.
      DR2 this round.
      1
S
+
Int
Dmg to enemy within .
Price: 5G
$ProtectiveRune
Protective Rune Stone
Expend and reduce backlash by 1
Price: 1G
$Scythe
Scythe
Magic Implement
12
 
DR
Absorb
All 
Dmg
/   4
Breaks into
Club Weapon and Shiv Weapon.
Slash
Active
Strike 
1
S
+
Dexterity
Slash
1
S
+
Vig
5 Dmg:Sever
Block
Defend
Block
Dexterity
+1
D
Strike, Grab
Proficiency 1, and Evil
2 Arcanum
: Slash with +1 Hex, +3
S
Dark Dmg.
Price: 20G
$FireStaff
Fire Staff
Magic Implement
10
 
DR
Absorb
All 
Dmg
/   4
Breaks into
Club Weapon.
Wack
Active
Strike 
1
S
+
Dexterity
Bash
1
S
+
Vig
5 Dmg:Break
Block
Defend
Block
Dexterity
+3
D
Strike, Grab
Proficiency 1
Spells get Overcharge: +1: +1 Burning
Price: 15G
Rare_Scrolls
$MeteorShowerScroll
Meteor Shower
Rare Scroll - Red
 
Ready Cost: 10
S
+ 5 Spell Materials + 1 Ruby (30G Gem)
Prepared
/1
Meteor
Shower
5 Arcanum-Red

+3 Backlash

Req: Trained
Every turn after this each Character within has 1
D
chance of a Meteor Attack. This lasts for 6
S
+5
D
Rounds.
Meteor Attack: Shoot
1
S
+5
D
Fire
2
S
+5
D
Burning 2
Each Meteor that hits the ground causes that space to be on Fire (appling 3
D
Burning to any inside) and spreads roughly 1 Space per Round.
Backlash
1: Circle 0 Blast: Fire 4
D
Dmg, Burning 1.
2: Circle 1 Blast: Fire 1
S
+4
D
Dmg, Burning 2.
3: Circle 3 Blast: Fire 2
S
+4
D
Dmg, Burning 3.
Have the sky rain with fire and brimstone.
Price: 20G
$TidalWaveScroll
Tidal Wave
Grand Scroll - Blue
 
Cost
1 Sapphire 
Prepared
/1 (2 if Master) 
Cast
Backlash
6
Reduce Backlash by 2-5 if source of water nearby (depending on size of water source)
Per Backlash:
+
1
D
Loss of Control Dice
Roll Loss of Control Dice 1S:
6 Only
on Clear Area Checks.
Effect
Line long appears anywhere within and advances per Round.
When touching: Bash Blast 4
S
+
7
D
, 4
S
+
8
D
Air Loss Push 2
S
+
8
D
Collision 3
S
+
6
D
Are 2
S
+
5
D
Spaces underwater. Lasts for 5
S
+
3
D
Rounds.
Clear Area (Full)
Int
+
Spirit

1S: Create 1 Space Clear Area that Tidal Wave will not effect. (Only 2 people can fit per space)
1S: Increase Clear Area Size by 1.
Every Round not doing Clear Area, reduce Clear Area by 1.
Overcharge
+1 Backlash
:
Increase Dmg by 2
S
, Push by 3
S
Create a wave of water
Price: N/A
$MindSwapScroll
Mind Swap
Rare Scroll - Green
 
Ready Cost: 10
S
+ 5 Spell Materials + 1 Emerald (30G Gem)
Prepared
/1
Mind Swap
5 Arcanum-Green

+3 Backlash

Req: Trained
Requires valuable of the Target and within (possession, hair, body part) or touching Target.
Take over Target’s Body for 2
S
+
Cha
+
3
D
Rounds. Target takes over your body.
If either of you die, both die.
Backlash
3
D
Dread per Backlash
Swap minds, and enjoy life on the other side for a short time.
Price: 20G
$CloneSelfScroll
Clone Self
Rare Scroll - Yellow
 
Ready Cost: 10
S
+ 5 Spell Materials + 1 Topaz (30G Gem)
Prepared
/1
Clone Self
5 Arcanum-Yellow

+3 Backlash

Req: Trained
Create Copy of yourself that you can control for 4
S
+
5
D
Rounds.
Backlash
1: 2
D
:
1S Wild Clone. +2
D
Fatigue
2: 3
D
:
1S Wild Clone. +3
D
Fatigue
3: Wild Clone. +4
D
Fatigue
Wild Clone: Clone stays alive after spell, you lose control, and clone is deeply antagonistic toward you.
Create a living identical copy of yourself
Price: 20G
$TimePortalScroll
Time Portal
Epic Scroll - Purple
 
Cost
1 Amethyst + 5 Spell Materials 
Prepared
/1 
Cast
Backlash
8
+
3
D
Fatigue per Backlash.
Create a Time Portal. Entering Portal takes Characters into the Time Dungeon. Upon getting to the end of the Time Dungeon Characters will be up to 3 Days in the past. (Damage, Status, Items go with them.) When exiting the time portal, all Characters and Items that went through are replaced by their new versions from the time portal.
Time Dungeon: Time Waves travel along timepaths doing Damage to all inside. May have to fight Shadow Selves. Each time a Time Portal is used a greater chance that an Abomination that will attack Characters. Abomination may attempt to exit the Time Portal with the Characters. May encounter a Time Elemental.
Create a portal through time.
Price: 50G
$TheLivingSwarmScroll
The Living Swarm
Rare Scroll - Plague
 
Ready Cost: 10
S
+ 3 Spell Materials + 1 Entrails + 1 Onyx (30G Gem)
Prepared
/1
The Living
Swarm
5 Arcanum-Plague

+3 Backlash

Req: Trained
Area becomes covered in Rats and other Vermin. This lasts for at least 30 minutes.
Everyone in Area must make a Vermin Check every Round.
2 Swarm Lords move around randomly and attack whoever is closest.
Vermin
Check
3
D
1S: Slow 1
2S: Slow 1, 1
S
+3
D
Leg Dmg, Poison 2
D
.
3S: Slow 1, 2
S
+3
D
Leg Dmg, Poison 4
D
.
Backlash
1:Circle 0 Blast: 1
S
+3
D
Dmg, 1
D
Dread.
2: Circle 0 Blast: 2
S
+3
D
Dmg, 2
D
Dread.
3: Circle 0 Blast: 2
S
+3
D
Dmg, 3
D
Dread.
A huge swarm of vermin fills the area.
Price: 20G
$FlawedResurrectionScroll
Flawed Resurrection
Rare Scroll - Death
 
Ready Cost: 10
S
+ 3 Spell Materials + 1 Skull + 1 Onyx (30G Gem)
Prepared
/1
Flawed
Resurrection
+3 Backlash
Req: Trained
Downtime
Ally who has died in the last 3 Days is alive again.
Ally is Undead (Immune to Bleeding, Poison, Air Loss, etc. Does not need to Sleep.)
Character can't remove Wounds but ignores Critical effects.
Ally Resist 2 Dread w/
Spirit
+
1
D
at the end of every day. Ally cannot gain Morale.
Ally can only eat freshly killed meat.
If an Insanity Card is ever filled, in addition to all other effects, and will Attack party until destroyed.
Backlash
Per Backlash: +3
D
Fatigue and +2
D
Dread
Bring back an ally from death... mostly.
Price: 20G
$CaravanOfSoulsScroll
Caravan of Souls
Grand Scroll - Soul
 
Cost
1 Onyx + Brain 
Prepared
/1 
Cast
Backlash
6
1
D
per Backlash. 1S: You and allies also have 2
D
chance of getting hit by Soul Blast.
Effect
Area Visibility 3.
Every turn after this one each Ally within has 1
D
chance and each Enemy has 2
D
Chance of being Attacked by a Soul Blast. This lasts for 6
S
+
5
D
Rounds.
Any Character who dies or becomes Insane becomes a Wraith.
Soul Blast
Shoot 1
S
+
5
D

Dmg 2
S
+
5
D
Resist 2 Dread w/
Spirit
.
Overcharge
+1 Backlash: +1S Dmg to Soul Blast
+1 Backlash: May (Full)
Spirit
1S: Target is being attacked by Soul Blast.
Create a caravan of souls attacking enemies.
Price: N/A
$SummonDemonScroll
Summon Demon
Rare Scroll - Shadow
 
Ready Cost: 10
S
+ 3 Spell Materials + 1 Bucket of Blood + 1 Onyx (30G Gem)
Prepared
/1
Create Shadow Cage
Day (Before Cast)
Draw a shadow cage made of blood to contain the demon.
Summon
Demon
+3 Backlash
Req: Trained
Downtime
A Demon is summoned and trapped in the Shadow Cage.
Backlash
+3
D
Fatigue and +2
D
Dread per Backlash
3 Backlash: Shadow Cage, can't contain the demon.
Demonic
Parlay
Interim
(After Cast)
Demon may comply with one request (Ex: Info, magical aid, martial assistance, an item) within reason. Demon will ask for something in return that is dear to the Caster and their Allies (Ex: A favor (dangerous quest), a soul, a precious item, etc.) Demon may attempt to trick Party as well.
Summon a caged demon.
Price: 20G
$BlackHoleScroll
Black Hole
Grand Scroll - Purple
 
Cost
1 Amethyst 
Prepared
/1 
Cast
Backlash
5
Pulled 1
S
+
4
D
Spaces toward Black Hole per Backlash.
Effect
Up to away create Black Hole x Black Hole.
All within must Resist Pull 4 w/
Str
/
Endr
towards Implosion.
Anyone in Center of Black Hole takes Blast 3
S
+
7
D
per Round.
After 4 Rounds Black Hole does:
2R Spaces Away: Blast 1
S
+
Int
+
Spirit
Dmg
+
Push 2
S
+
6
D
(Collision 1
S
+
5
D
)
1R Spaces Away: Blast 3
S
+
Int
+
Spirit
Dmg
+
Push 3
S
+
6
D
(Collision 2
S
+
5
D
)
0 Spaces Away: Blast 5
S
+
Int
+
Spirit
Dmg
+
Push 4
S
+
8
D
(Collision 3
S
+
5
D
)
Overcharge
+1 Backlash: May use Full Action to Keep Black Hole pulling or cause it to Explode
+1 Backlash: Increase Pull by 1 (May do up to 3 times.)
Powerful black hole to pull and damages all.
Price: N/A
Weapon_Enchantements
$FireEnchantment
Fire
Enchantment
Fire Charge
/5
Dmg 5! Burning 1
-1 Fire Charge, Set a fire.
$IceEnchantment
Ice
Enchantment
Ice Charge
/3
Ice Hard-1 DR on Enchanted Item, +2 Item Dmg
-1 Ice Charge, Add
Pierce
1
S
+2
D
2
D
Pin
to Strike.
Super-cool
Focus
Freeze
-1 Ice Charge. Weapon's Next Hit will apply Bound 2 +3
D
Re-Charge
Shift
1
D
+1 Ice Charge.
$PoisionOils
Poison Oil
Weapon Oil
Servings
/3
Poison, 3G
-1 Serving: Next hit or if drank
Dmg
Poison 2
S
+3
D
Resist
Vig
All Poison over 3 becomes Illness.
Slow Poison, 3G
-1 Serving: Hits Until end of combat apply:
Dmg
Poison 1
S
+3
D
Resist
Vig
Whenever receiving Poison, the first point counts as Illness.
Immobilize Poision, 3G
-1 Serving: Next hit:
Dmg
Immobilized 1
S
+3
D
Resist
Vig
Potions
$HealingPotion1
Healing
Potion
 
Drink
Active
Remove 1
S
+5
D
Harm.
OR Remove 1
S
+1
D
Wound.
OR 2
D
Broken/Infection/Mortal Wound.
You may drink 2 Stamina Potions per day max.
Potion to restore health. Can remove short term or long term damage.
Price: 5G
$HealingPotion2
Large Healing
Potion
Servings
/6
Remove 1 Wound, or 3 Harm
Price: 10G
$StaminaPotion1
Stamina
Potion
Servings
/3
Regain 3 Stamina, or Remove 1 Fatigue, Reduce Thirst by 2
Tastes like extra bitter chunky roots, boiled cabbage, and bull piss. Maybe cause that's what it is.
Price: 3G
$StaminaPotion2
Large Stamina
Potion
Servings
/6
Regain 3 Stamina, or Remove 1 Fatigue
Price: 6G
$ExplosionPotion1
Fire Explosion
Potion
Throw
Active
Proj 
Aim
+
Ath
Spaces
Blast  2
Fire
1
S
+5
D
Burning 2
Push
1
S
+3
D
Collision 2
D
Price: 5G
$MagicPowder
Arcane Powder
Spell Components
Servings
/3
Powder made of refined orichalcum that can be used to enhance arcaen magic.
May expend and +1 Arcane Charge Once during Charge
Price: 5G
Bard_Ideas
$SoothingHarmony
Soothing Harmony
Bard Verse
1
 
Soothing
Harmony
Melody
Circle
 
Soothe: Remove 1 Stamina/Harm from allies.
Melody 1-5
Soothe (Reroll per Ally) 2
D
Melody 6
Soothe
Dex
+
Awr
. Mend 2 from self.
Price: 10G
$Syncopated
Syncopated Rhythm
Bard Verse
1
 
Syncopated
Rhythm
Slow all Targets in Area.
: Reduce Pace by +
Int
Rhythm 1-2
Reduce pace by 1. Resist Vig/Awr
Rhythm 2-3
Reduce pace by 2. Resist Vig/Awr
Rhythm 4+
Reduce pace by 3. Resist Vig/Awr
Price: 10G
$Polyrhythmic
Polyrhythmic
Bard Verse
1
 
Polyrhythmic
Rhythm
Absorb incoming damage to yourself.
: Increase Aborb Amount by
Int
Verse 1
May Absorb 1 Dmg. Resist 1
D
Verse 2-3
Absorb 2 Dmg. Resist 1
D
Verse 4+
Absorb 3 Dmg. Resist 2
D
May Absorbed up to absorb amount of Dmg Target takes applied to your same Body Area.
If Target takes Bleed or other simliar effects you may spread values.
Price: 10G
$SharpBeats
Bleed Beat
Bard Verse
1
 
Verse Proficiency 1
Max Melody 3
Verse Proficiency 2
Max Melody 6
Sharp Beats
Rhythm
Harm Target. : Increase Damage by
Int
Rhythm 1-2
Target takes 1 Bleed.
Rhythm 3-5
Target takes 2 Bleed.
Rhythm 6+
Target takes 3 Bleed.
Price: 10G
$SonicDistortions
Sonic Distortions
Bard Verse
1
 
Verse Proficiency 1
Max Melody 3
Verse Proficiency 2
Max Melody 6
Sonic Distortions
Rhythm
Distrupts all projectiles flying near you. : Increase Block by
Int
Rhythm 1-2
Block Proj 3
D
Rhythm 3-5
Block Proj 1
S
+3
D
Rhythm 6+
Block Proj 2
S
+3
D
Price: 10G
$Charm
Charm
Bard Verse
1
 
Charm
Melody
Play A Charming Song for one Target.
: Increase Overpower by
Int
Melody 1-3
OverPower: Reduce one of the target's checks by 1
Target Resist Awr
Melody 4-7
OverPower: Reduce All of the target's checks by 1,
Target Resist Awr
Melody 8+
Dex
+
Awr
vs Target's Awr+
Int

Win: Control Target, Lose: Target Can't Act.
Price: 10G
$Hypnotize
Hypnotize
Bard Verse
1
 
Verse Proficiency 1
Max Melody 3
Verse Proficiency 2
Max Melody 6
Verse Proficiency 3
Max Melody 6, Total of -2 Dmg from target
Hypnotize
Melody
Target Focuses on you.
: Increase Dodge by
Int
Melody 1-2
+1
D
Dodge target. -1 Dmg from target.
Melody 3-5
Target can only see you. +3
D
Dodge target. -1 Dmg from target.
Melody 6+
Same as Melody 5.
Target Resists KO 1 Awr
Price: 10G
$DancingWinds
Dancing Winds
Bard Verse
1
 
Verse Proficiency 2
Can Use this Verse.
Verse Proficiency 3
At Melody 5 Create a second Phantom.
Dancing Winds
Melody
Creates a Phantom that 'Dances' with a Target.
: Increase Dodge by
Int
Melody 1
Creates a Phantom you can Conrol.
Melody 2+
Control Phantom within 1R,
Phantom has Pace of 2
Phantom can only do Phantom Grab / Grapple.
Phantom Grab
Active
1
S
+
Awareness
Enter Grapple and do Phantom Grapple.
Phantom Grapple
Grapple
3
D
Dance with Target.
Price: 10G
$Lullaby
Lullaby
Bard Verse
1
 
Verse Proficiency 1
Max Melody 3
Verse Proficiency 2
Max Melody 4
Verse Proficiency 3
+1 Sleepiness
Lullaby
Melody
Those near start to fall asleep.
: +2 Sleepiness
Melody 1-3
Apply +1 Sleepiness to all Targets in Range. Resist Awr.
Melody 4+
+2 Sleepiness. Resist Awr
Sleepiness 1-2
Nothing
Sleepiness 3-5
Active/Full Actions cost 1
Sleepiness 6+
Target Resists KO 2 Awr
Price: 10G
Uncategorized
$MagicStaff
Arcane Staff
Magic Implement
3
 
DR
Absorb
All 
Brk
/   5
Magic Type:
Magic Types: Red, Blue, Green, Yellow, Purple, Plague, Blood, Death, Soul, Shadow, Void
+
1
D
to Resist Backlash for Magic Types.
1
D
Chance keep Prepared Charge for Spells of Magic Type.
Whack
Active
Strike 
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
1
D
Block
Defend
Block
Agility
+2
D
Strike, Grab
+1
D
to Resist Travel Fatigue.
Staff infused with arane signs and elements in order to better channel arcane power.
Price: 30G, +20G per Additional Magic Type
$ReplacableItem
Keepsake
String Tied to a rock.
Price:
$SacredRelic
Sacred Relic
Enchantment
+2
D
to Pray
1 Free Favour per Combat
Evil's Bane:+1
S
Dmg to Vile Creatures
Restoration:4 Dmg -1 Harm to anyone within
$CraftableItem
Craft
~5
 
Req: Language, Knowledge
 
Craft
Shift
+
Int
+
Awr
Quality
+1 Work Points
Work Points
/     ~15
Quality
/     ~15
2: Small Project: Basket. (3G) 1 Quality Points: +2 Gold.
5: Medium Project: Chair. (5G) 1 Quality Points: +4 Gold.
10: Large Project: Bed. (10G) 1 Quality Points: +6 Gold.
Price:
$ExoticMaterial
Exotic Material
Elvan Heart Wood
10G
Silk
10G
Mythril
40G
Etherium
40G
Rare Herb
10G
Mythical Herb
50G
Enriched Orichalcum
20G
Rare Spell Component
10G
Mythical Spell Component
50G
$Salt
Salt
Amount
/5
When Cooking may add 1 Salt. Increase Max Spoilage by 1.
Used for seasoning and perserving food, doesn't taste bad in small amounts.
Price: 1G for 5
$Flippers
Flippers
Garment
Location
Legs (Partial)
+1 Move Speed in water.
Price: 3G
Total Execution Time: 11.429198980331 Seconds