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EBERRON FOR LEGEND

Credits

Contents

AUTHOR

Introduction

Dan True

Chapter 1 The World

CO-AUTHOR

Chapter 2 Races

Chapter 3 Cultures

15

Chapter 4 Handling classes

27

Chapter 5 Skills

31

Chapter 6 Religions

38

EDITING & LAYOUT

Chapter 7 Heroic Abilities

54

Dan True

Chapter 8 Equipment

55

Chapter 9 Magic Items

65

Chapter 10 Magic

79

Chapter 11 Psionics

95

Malte Lund Adamsen


who has written the Psionics chapter and have
provided countless useful comments and
suggestions along the way.

TEST PLAY
Nickie Khnel,
Malte Lund Adamsen
Nikolaj Foli Nielsen
Emilie Poulsen

ILLUSTRATIONS
Nickie Khnel

Chapter 12 Friends, Foes and Perils

102

Chapter 13 Conversions on the fly

145

Index

146

In addition to various free art pieces


found on the internet under permission
for use non-commercially.

SPECIAL THANKS TO
Keith Baker, Pete Nash, Lawrence Whitaker
All the creators of the original Legend.

DISCLAIMER
This book contains material converted from Intellectual Property of Wizards of The Coast. No
material in this book seeks to acquire ownership of copyrighted material. Eberron and anything
associated are owned purely by Wizards of The Coast.
This work is strictly non-commercial and may not be sold. It is freely available online. The content of
this book has been made purely for gaming purposes and any affiliation to real-world persons, places
or viewpoints are unintentional and coincidental.
1

INTRODUCTION
This book introduces the Eberron setting of
D&D to Legend It is a focus throughout the
book to make it easy for players to make the
transition between systems and also for
experienced Legend players to use a settings
differing from the standard medieval fantasy.
This book is under constant change and update
and if you have ideas or corrections, feel free to
make contact. I am especially interested in
people having used this book for gaming and
having found faults, balance issues or the like
or just their general experience. If nothing else,
Id like to hear what you think of it, and
whether you use it. You can contact the Author
through the Official Legend forum, accessed
through Mongoose Publishings homepage.
But for now, delve into the magnificent world
of Eberron Happy Gaming!

WHAT IS THIS BOOK?


This book is not an exhaustive guide to the
Eberron universe. The book contains next to
none history, information or fluff about what
Eberron is and how its used. This book is
merely a collection of rules on how to use the
material found in the original books on
Eberron, for use in Legend. So you can find a
culture for Breland in this book, but almost
none of the information on how the country is
run or its geography. The fluff that is in this
book has been included to give settingnewcomers a feel of the setting.
The focus of the book is to give stats & rules for
central parts of Eberron. This book introduces
the races, cultures, new types of magic,
equipment and monsters that Eberron should
not be without.

HOW TO USE
To use this book effectively, you should have a
good understanding of Eberron or gain it
through play. If you know nothing of Eberron, I
would advise using The Forgotten Forge from
the Eberron Campaign Guide and use it as a
starting point for playing Shadows of The Last
War, Whispers of The Vampires Blade and
Grasp of The Emerald Claw which are all
published adventures made to introduce the
world to newcomers. Sadly they have gone out
of print, but some game stores still have them
as leftovers. I am planning on including a
starting adventure in this book later.
Throughout the book there will be several
mentions of spells. To be able to discern
between them where necessary, they will be
marked with a superscripted letter. Spells
bearing an (E) are new spells introduced in
Chapter 10 Magic. Spells bearing an (C), (D) or
(S)
are common, divine and sorcery
respectively, from the Core Rulebook. Spells
bearing an (N) are from Necromantic Arts, (P) are
from Legend Compendium 1, (W) from Wraith
Recon and (SC) from SpellCom.

WHAT BOOKS DO I NEED?


To use the Eberron for Legend, you need
access to the Legend Core Rulebook, as well
as the Eberron Campaign Setting of D&D
3.x/4e.
Arms and Equipment, Necromantic Arts,
Wraith Recon and SpellCom are all
recommended, but are not strictly
necessary for using this book.

CHAPTER 1 THE WORLD


The world of Eberron is one of swashbuckling
adventure, exploration, mysteries and dark
heroic fantasy, a world where magic is
harnessed in the form of fantastic technology
and conspiracies and intrigue abound.
The features that set Eberron apart from many
other worlds, is that it combines traditional
medieval fantasy with pulp action and dark,
intrigue-laden adventure. In the towns of
Eberron life is more alike to a gritty 1930s
gangster town than to a medieval city; in
XenDrik adventures remind one more of
Indiana Jones than of medieval heroes. Yet still,
in the countryside monsters still roam and old
tombs lay forgotten, ready to be investigated
and plundered by the next band of classical
adventurers.
The world of Eberron builds on a rich history
stretching back for millennia, built on the
deeds of daring heroes, powerful magic and
ancient secrets and the horrors of The Last
War. Unlike in a more traditional fantasy
setting, The Last War has left a world, where
life cannot be painted in the monochromatic
shades of black and white but only in a
thousand shades of gray.

CURRENCY & ECONOMY


There is a huge gap in lifestyle and economic
means between the countryside and the large
cities. On the country, the economy is
agricultural and people tend to stay in the same
areas as they were born. In the cities however,
the economy is almost industrialised and the
Name of Coin
Copper Pennies
Silver Pieces
Gold Crowns
Platinum Pieces

Slang
Copper Crowns
Silver Sovereigns
Golden Galifars
Platinum Dragons

inhabitants live in apartments, with shifting


jobs and opportunities. Now, when the dust of
The Last War is settling, people find that there
is a world ripe with opportunity waiting in the
cities: in trade and in industry.
The coinage is, with one addition presented
here, the same as in Legend. Most people use
the slang however, instead of the usual Legend
names. Use the table below.
The coinage is standard over most of
Khorvaire, as most regions were introduced
into the economy by the unity of Galifar.
Other areas of Eberron, such as Sarlona, of
course use other currencies.

Abbreviation
CP
SP
GC
PP

Worth
5 LB
10 CP / 50 LB
20 SP / 200 CP
5 GC / 100 SP

MAGIC

SPIRITS

Eberron is steeped in Magic. Magic penetrates,


influences and forms everything from the
Draconic Prophecy that penetrates the world,
to the Warforged of The Last War. Magic drives
society of Khorvaire: it guides the artisans, it
transports the people, it cools the food and it
keeps the Mile-High towers of Sharn from
falling.

Spirits serve a much different, and much lesser,


role than in ordinary Legend. Spirits do exists,
such as Ghosts for example, but the classical
nature spirits are practically non-existent Spirit Magic does not exist on Eberron
although some people worship spirits, that are
either distant or non-existent.

As such, there are some differences as to how


Magic works in Eberron. These will be outlined
here.
First of all, enchanted items are much, much
more common in Eberron than in a standard
Legend setting. Everburning lanterns provide
street illumination, arcane marks proves
identity, officers of town guards carry wands of
dispelling and mighty Wizards carry staffs of
arcane power. The details are outlined in
Chapter 9 Magic Items, but know for now that
Magic Items are central to the setting, and so
are the Artificers who create them.
Common Magic is used intensively in Eberron.
It is the magic system used to model
magewrights, magic using artisans, bardic
magic and low-key wizard magic.
Divine magic exists as always, with proper
cults provided in Chapter 6 Religions.
However, the gods are distant or (some say)
non-existing. Service to the gods is a matter of
faith, not certainty.
In Eberron there exist both Sorcerers and
Wizards. Rules wise these are treated almost
identically, with both being learned in the art of
Sorcery as presented in the Core Rulebook. It is
important to note this, as all references to
Wizardry, simply means sorcery in standard
Legend terms.

One thing in Eberron that might pass as the


Spirit Plane, is the Ethereal plane, a shadowy
version or out own world with its own spiritlike denizens. However the details of the planes
and of spirits, have been left for you to decide
yourself.

MORALITY
Eberron is a world drawn in a thousand shades
of grey. When dealing with NPCs and
adventures DMs should be just as careful to use
the word evil or good as one should in the
modern world.
However, good and evil will be used scarcely in
this book. They refer to primal forces that has
been at large in the world since its creation, in
one form or another, symbolised in the struggle
between Siberys & Eberron versus Khyber. Evil
refers to the demons of Khyber, the madness of
Xoriat or the negative energy from the plane of
Mabar, as found in undead. Good refers to the
forces trying to stop evil, such as the force of
the Silver Flame or positive energy of the plane
of Syrania.
Remember though, that these are not moral
viewpoints, but primal forces of nature. That
the dragons fought the demons, doesn't mean
all dragons are good - that a man is a murderer,
doesn't mean he's evil and because a paladin
follows the Silver Flame, doesn't mean he's
good. Good and evil are not a label for actions
or viewpoints, they're primal forces of nature.

This is especially true when dealing with


mortals. A priest of the Silver Flame may be
corrupt and decadent, but can still channel
positive energy through his association with
the flame. Even if he consorted with demons,
he would still only be in contact with evil - not
himself evil, though many of his fellow men &
priests would call him so.
True evil or good is reserved to the servants of
these forces of nature, such as celestials,
undead or the aberrations of Xoriat. A Detect
Evil spell may reveal undead, devils, demons
and possibly any mortal who consults with
these creatures, depending on amount of
exposure - but probably not a simple murderer.

For more information on the world of Eberron,


view Chapter 7 Life in the world, of the
Eberron Campaign Guide. I can also greatly
recommend using the Eberron Wiki on
http://eberron.wikia.com.

CHAPTER 2 RACES
These are the normal player character races for
Eberron. All races use the normal system for
creating character as given in the Legend Core
Rulebook. Much of the text under the races
comes from the Eberron Wiki. New traits are
discussed in Chapter 12.

HUMANS
The dominant race of Eberron, humans
migrated from Sarlona to Khorvaire nearly
4.000 years ago. Over time humans spread
across Khorvaire, establishing settlements that
would later evolve into what are now known as
the Five Nations.
Humans possess four of the thirteen
dragonmarks. Because of this they have
established themselves as one of the most
powerful races in Khorvaire.
Humans also seem to be exceptionally adept
and skilled at learning all manner of trades.
From blacksmith to anthropologist, to fatetempting adventurers humans demonstrate a
proficiency in anything they set themselves to.
While they don't possess the extreme abilities
members of the other races sport, they more
than make up for their lack of individual
strength with a versatility that is second to
none.
Humans
Dice
STR 3D6
CON 3D6
SIZ
2D6+6
INT
2D6+6
POW 3D6
DEX 3D6
CHA 3D6
Movement: 8

Average
11
11
13
13
11
11
11

Adaptable: Humans are adaptable and easy to


learn new ways of doing things. As a result,

when using an improvement roll they count


their INT as double what it really is.

CHANGELINGS
Changelings possess a natural ability to alter
their physical appearance, but are somewhat
limited in the forms they can take compared to
the doppelgangers in their races family tree.
That being said changelings are able to alter
their height by as much as a foot growing
either taller or shorter, change their physical
features to appear as another humanoid race
and even take on the appearance of either
gender (though changelings are sexually
dimorphic with clear physical differences
between males and females).
In their natural forms changelings resemble
gray skinned humans but lack some facial
definition such as nostrils or lips (though they
still have noses and mouths). As noted above
changelings can indeed take on the appearance
of either gender but in their natural forms they
are clearly either male or female.
Changelings have long been persecuted by
other races, seen at best as tricksters and conartists, at worst as thieves and assassins. Many
people find it hard to trust changelings, and
while their talents make them natural spies
and criminals, in reality a changeling is just as
likely as any creature to turn to good or evil.
Changelings
Dice
STR 3D6
CON 3D6
SIZ
2D6+6
INT
2D6+6
POW 3D6
DEX 3D6
CHA 3D6
Movement: 8

Average
11
11
13
13
11
11
11

Minor Shapechange: Changelings can change


their appearance at will. They can mould their
bodies as they wish, within some limits. They
can maximally become about 30 centimetres
higher or shorter (within 2 of their original
size) but can otherwise change facial features,
become fatter, slimmer, change body type and
so on. They can even appear as members of
other races or genders within the above limits
and as long as they are humanoid in nature.
They revert to the original form when slain.
This effect can never have an effect on their
damage modifier, statistics or hit points.
Unwelcome: Changelings have a hard time
fitting into society without posing as other
races, as most people feel disquieted around
changelings in their true form. As such they
receive 20 less skill points at character creation
than usually (i.e. only 230), due to lesser
parental and cultural influence.

DWARVES
Dwarves are long-lived, short and stout
humanoids with a penchant for fine
craftsmanship, precious stones, and ale
(though not necessarily in that order).
Inhabiting deep caverns and caves amongst
mountain ranges, Dwarven culture tends to be
suspicious of outsiders though they generally
get along well with most civilized races, with
the exception of giants which seem to be a
universally hated foe.
In the history of Eberron, dwarves are said to
have originated in the Frostfell, an icy
continent north of Khorvaire. There, they were
slaves of the various giants (probably settlers
from Xen'drik) who had colonized the icy
terrain.
Dwarves in Eberron live almost exclusively in
the region known as the Mror Holds. There are
twelve distinct dwarven clans in the Mror
Holds and the clans form a loose confederation

to further their interests lead by the Iron


Council.
Dwarves stand only about 1.30 m tall on
average, but tend to weight the same as
humans due to their compact build. Dwarves
mature at 50 and can live to be over 400 years
old.
Dwarves
Dice
STR 4D6
CON 3D6+6
SIZ
1D6+4
INT
2D6+6
POW 3D6
DEX 2D6+3
CHA 2D6
Movement: 6

Average
14
17
8
13
11
10
7

Traits: Dark sight, Earth Sense

ELVES
In Eberron, modern elves are split into many
distinct cultures: the Aerenal, the Valenar, the
Khorvaire elves, and the drow of Xen'drik. Each
of these distinctive cultures has a common
shared belief in ancestor worship but each with
a unique twist.
The Aerenal elves worship their ancestors as
Deathless, lifeforms much like undead but kept
alive by the positive energy plane of Irian.
These Deathless serve as advisors and
defenders and are considered by those who
worship them to be divine as a whole, in the
form of the Undying Court.
The Valenar elves worship only their warrior
ancestors. By emulating the deeds of their
ancestors, they believe their spirits can live
forever. They do not resurrect their fallen or
beloved as Deathless.
The Khorvaire elves are as diverse as the elf
race as a whole. They divide themselves by
nation or by Dragonmarked House and often
follow the local customs. A few still hold their

own race's beliefs in ancestor worship, but not


to the same degree as the Valenar or Aereni.
Their half-elven descendents, the Khoravar,
have merged with the human community.
Elves do not sleep; instead an elf meditates in a
deep trance 4 hours a day. While trancing they
dream, although they do this more as a mental
exercise than letting the mind fly freely.
Elves usually stand about 1.50 meters tall,
weighing in average 40 kg. Elves mature at 110
and can live to be 700 years old
Elves
Dice
STR 2D6+3
CON 1D6+4
SIZ
3D6
INT
2D6+6
POW 3D6
DEX 3D6+6
CHA 3D6
Movement: 10

Average
10
8
11
13
11
17
11

Traits: Night sight, Excellent Hearing, Excellent


Sight, +10% to Sing, cannot be put to sleep.

GNOMES
Gnomes are small humanoids, standing around
1m tall and weighing around 20 kg. Their skin
colour ranges from dark tan to woody brown,
their hair is fair, and their eyes can be any
shade of blue. They usually live to be about 350
year old, although cases of 500 years have been
seen.
Gnomes are among the most inquisitive of
races. They seek knowledge in all its forms and
tend to careers which allow them to fulfil this
thirst: bards, historians, alchemists and
librarians, as well as spies.
Because of this drive, gnomish society is a
complex network of gossip and intrigues,
which would drive most other races mad, but is
the bread and butter of gnomish life.

Gnomes
Dice
STR 3D6
CON 3D6+3
SIZ
1D6+4
INT
2D6+6
POW 3D6
DEX 3D6
CHA 3D6
Movement: 7

Average
11
14
8
13
11
11
11

Traits: Night sight, Excellent Hearing, +5% to


Evade, Perception and Stealth
Natural spells: A natural affinity and cultural
heritage makes gnomes able to manipulate
magic naturally. A gnome can at will spend one
magic point to either create a low sound,
glowing lights (which she can move around),
lift up to kg of material, chill, heat or flavour
materials. This effect last at most 15 minutes
(spend additional MP to keep going). These
effects are generally not appropriate for use in
battle. The gnomes use these natural spells to
tease and trick those around them.

GOBLINS
A goblin stands about a metre tall and weigh
around 20 kg. Its eyes are usually dull and
glazed, varying in colour from red to yellow
just as their skin do; usually all members of a
single tribe are about the same colour. Goblins
wear clothing of dark leather, tending toward
drab, soiled-looking colours. Goblins have a
shorter lifespan than humans, maturing quickly
but usually only living to be 50 or 60 years old.
Goblins and their cousins (Bugbears and
Hobgoblins) ruled the mighty Dhakaani Empire
spanning across Khorvaire nearly 30.000 years
ago. Now a pale shadow of their former glory,
most goblins either live in the Goblinoid
Society of Darguun or are eking out an
existence in the underbellies of the Cities of
Khorvaire, especially in Sharn.
Goblins
Dice
STR 3D6
CON 3D6
SIZ
2D6+3
INT
2D6+6
POW 2D6+6
DEX 3D6+6
CHA 2D6
Movement: 7

Average
11
11
10
13
13
17
7

Traits: Dark sight, +10% to Stealth.

HALF-ELVES
Half-elf are one of the common races. They
descend from elves and humans but have since
become a new unique race, distinct from both
their elven and human ancestors. Half-elves
refer to themselves as Khoravar and are found
throughout the continent; they are not
concentrated within a specific geographic
region.
Many half-elves simply fit into the society they
live in, culturally interchangeable from humans
and not even forming communities of their
own. However, some half-elves do form unified

societies and some even speak of a future for a


half-elven nation which most however cannot
see a reason for, as racial communities within a
nation is one thing, but another nation is quite
another.
Half-elves fit in well in Khorvarian society,
getting along with most races naturally and not
having problems conforming to Khorvarian
culture.
Half-Elves stand about as tall as humans, but
tend to be slimmer and more graceful, albeit
not much. They mature at around age 20 and
they live longer than humans, often reaching
120 years of age or more.
Half-elves
Dice
STR 3D6
CON 3D6
SIZ
2D6+6
INT
2D6+6
POW 3D6
DEX 2D6+6
CHA 3D6
Movement: 8

Average
11
11
13
13
11
13
11

Traits: Night sight, +5% to Perception and Sing

HALF-ORCS
The half-orcs are originally progeny of human
and orc procreation, though half-orcs can mate
with either species and create half-orc children
and the half-orcs have now evolved into a
separate race that breeds true.
Half-orcs occupy a border in society. Although
orcs are recognized as a civilized race under
the Galifar Code of Justice they are none-theless looked down upon by the more civilized
races and the half-orc inherits enough of their
savagery to discomfort many by their sheer
presence, though the human ancestry in them
craves social structure and comforts.
Half-orcs are fairly rare in Eberron though the
half-orcs of House Tharashk in The Shadow

Marches have developed a society of their own


fuelled by their knack for tracking things down,
most notably dragonshards.

Traits: Excellent Hearing, +10% to Athletics,


Evade and Stealth.

Half-orcs are roughly as tall as humans, though


built more compactly, and they live about as
long. Their skin is a greyish colour and they
sport sloping forehead, jutting jaws, prominent
teeth and coarse body hair.

The hobgoblins of Eberron originated in


Khorvaire. They are called the ghaal'dar, or
"mighty people", in their own tongue. They are
a clever, strong and disciplined race with
perhaps a tendency to cruelty. Their
intelligence and strength, as well as their
organizational skills make them the natural
leaders of the goblinoid races.

Half-orcs
Dice
STR 4D6
CON 2D6+6
SIZ
2D6+6
INT
3D6
POW 2D6+3
DEX 3D6
CHA 2D6
Movement: 8

Average
14
13
13
11
10
11
7

Traits: Dark sight

HALFLINGS
The Halfling of Eberron varies from nomadic
dinosaur riding barbarians to wily urban
merchants and professionals. With the broad
expanse of the Talenta Plains, the shelter of
urban havens spread across Khorvaire and the
potency of House Jorasco and House Ghallanda
the halflings are as pervasive as any other
racial group across Khorvaire.
Halflings stand less than 1 metre in height and
usually weigh around 15 kg. They mature in
the early twenties and generally can live to be
around 150 years old.
Halflings

Dice
STR
3D6
CON
2D6+6
SIZ
1D6+3
INT
2D6+6
POW
3D6
DEX
3D6+6
CHA
3D6
Movement: 7

10

Average
11
13
7
13
11
17
11

HOBGOBLINS

The hobgoblins of Eberron have a keen artistic


and crafting sense and are expert stonemasons
and weapon and armorsmiths, with the
Dhakaani rivalling even the dwarf clans of the
Mror Holds in skill. The hobgoblins are also
excellent miners and their byeshk mines
during the height of the Dhakaani Empire made
it possible to make weapons capable of holding
back their many enemies.
They are now the warriors and leaders of the
nation of Darguun, a nation of goblinoids
where they try to recreate the past glories of
their Dhakaani Empire.
Hobgoblins stand around the same height as
humans, but a broader and more densely built.
They live slightly shorter than humans;
although they live to die of old age.

Hobgoblins
STR
CON
SIZ
INT
POW
DEX
CHA
Movement: 8

Dice
3D6
3D6+3
2D6+6
3D6
3D6
3D6+3
2D6+2

Average
11
14
13
11
11
14
9

Traits: Dark sight, +10% to Stealth.


Uncivilised: Hobgoblins have a hard time
fitting into human society, more so than
goblins. As Darguun shows, they even have a
hard time building a society of their own. As
such they receive 20 less skill points at
character creation than usually (i.e. only 230),
due to lesser parental and cultural influence.

KALASHTAR
The kalashtar are a compound race:
incorporeal entities from the alien plane of Dal
Quor, the Region of Dreams, merged with
human bodies and spirits to form a distinct
species. They were once a minority among the
quori, the native race of Dal Quor, hunted and
persecuted for their religious beliefs.
The Kalashtar are quori who, fleeing
persecution, transformed their physical forms
into psychic projections that allowed them to
enter the Material Plane and merge in a willing
partnership with humans.
As a true merge of human hosts and quori
spirits, the kalashtar possess keen intellects,
but are not ruled by logic. They seek the
perfection of their minds and spirits, often to
the exclusion of any physical pursuits. They are
generally warm and compassionate, but their
manners and ways of thinking are alien to the
native races of Eberron. They are more
interested in psionics than in the magic that
pervades Khorvaire, and often lace their
discourse with esoteric terms.

The kalashtar appear very similar to humans,


but have a grace and elegance that makes them
appear almost too beautiful. They are slightly
taller than the average human, and their faces
have a slight angularity that sets them apart
from the human norm, but their deviation from
average only makes them seem more
attractive.
Kalashtar

Dice
STR
3D6
CON
3D6
SIZ
2D6+6
INT
2D6+6
POW
3D6
DEX
3D6
CHA
3D6
Movement: 8

Average
11
11
13
13
11
11
11

Traits: Slippery mind, Naturally psychic


Mindlink: Most kalashtar have the ability to
forge links to a subject mind within 10 metres
which must be sentient and self-aware. The
bond can only be established if the subject is
willing. The kalashtar and subject can
communicate over the connection. Range is
irrelevant when the bond has been established
and the bond lasts for one round per POW of
the kalashtar and can include up to half POW
subjects. All subjects can communicate with
each other.
Creating a bond costs 1 magic point. The link
can be maintained continuously by spending
extra MPs.

11

SHIFTERS
Shifters, also known as the weretouched have
both humans and lycanthropes among their
distant ancestors. Shifters posses just a small
portion of their forefathers' shape-shifting
abilities: They cannot transform wholly into an
animal but can instead shift parts of their body
to become animal-like for short periods of time.
In 832 YK the Church of the Silver Flame led an
inquisition to wipe out all lycanthropes in
Khorvaire, Shifters included. The inquisition
lasted fifty years, killing most lycanthropes and
driving the survivors deep into the Eldeen
Reaches where they remain to this day.
Shifters are generally accepted in the nations of
Khorvaire, though some might take personal
exception to them. They look profoundly
human, except for their beastly hair growth,
animal like facial features and cat-like reflexes
and speed.
Shifters
Dice
STR
3D6
CON
3D6
SIZ
2D6+6
INT
3D6
POW
3D6
DEX
3D6+6
CHA
2D6+2
Movement: 10

Average
11
11
13
11
11
17
9

Traits: Night sight, +10% to Athletics.


Unwelcome: Shifters have a hard time fitting
into society without posing as other races, as
most people feel disquieted around shifters. As
such they receive 20 less skill points at
character creation than usually (i.e. only 230),
due to lesser parental and cultural influence.
Shifting: A shifter can enter a state called
shifting, when he takes on the aspect of his
lycanthrope heritage. Shifting takes a few
seconds (instant in combat) and transforms the
body of the shifter temporarily, depending on
12

this chosen shifter trait (see below). Shifting


costs 3 magic points and lasts for a number of
combat rounds equal to CON, and can be
maintained by spending further magic points.
The effect when shifting depends on the shifter
trait selected.
Since shifting can be hard for the body; if the
shifter fails any fatigue tests due to activity
while in shifter form, he immediately
transforms back to his natural form. In addition
due to the strain on the body, he takes an extra
level of fatigue. So, if failing a fatigue test would
normally cause him to become winded it will
instead causes him to become tired.
Shifter Traits: At character creation the shifter
must choose one of the following special traits:
Beasthide: While shifting a beasthide shifter
gains a natural armour bonus of 2 AP to all
locations. This natural armour stacks with any
armour the shifter may be wearing, but does
not impede the wearers strike rank, skill
checks or ENC limit.
Cliffwalk: While shifting a cliffwalk shifter
gains +2 to DEX and +40% to Athletics checks
when climbing and climbs half his movement
as a combat action instead of only a quarter.
Dreamsight:
While shifting a dreamsight
shifter gains +2 to POW and the ability to
communicate with some appropriate animals
(GMs discretion). He should also gain
appropriate bonuses to social checks involving
animals (calming a frightened horse for
example).
Gorebrute: While shifting a gorebrute shifter
gains powerful horns that are great for
charging (but too cumbersome to use as other
weapons). This increases his damage modifier
when charging a further step, so a gorebrute
shifter with a damage modifier with +1D2
would get a modifier of +1D6 (to +1D4 from
charge and to +1D6 from horns). Furthermore

the gorebrute shifter receives a severe


punishment (usually -40% or -60%) for any
social interaction skill check attempted while
in this form.
Longstride: While shifting a longstride shifter
gains +2 to DEX and +2 metres to his
movement.
Longtooth / Razorclaw: The shifter grows
either a pair or long fangs or sharp claws which
can be used as weapons. Regardless the shifter
uses his unarmed skill to make attacks, and the
new weapons deals either 1D6 damage (the
fangs) or 1D3 (the claws), furthermore the
claws counts as formidable natural weapons
and as dual wielding. Furthermore the shifter
receives a severe punishment (usually -40% or
-60%) for any social interaction skill check
attempted while in this form.
Swiftwing: While shifting a swiftwing shifters
arms rapidly grow large flaps of skin,
resembling bats wings. This grants him a fly
movement of 6 metres.
Truedive: While shifting a truedive shifter
gains +2 to CON and grows webbed skin
between fingers and toes. This grants him a
swim movement of 8 metres and a +60% to all
swim checks.
Wildhunt: While shifting a wildhunt shifter
gains +2 to CON and a highly enhanced sense of
smell. This gives her a +30% to perception
checks involving scent or smell.

WARFORGED
The warforged (or just forged) are a race of
living constructs created by House Cannith to
serve as soldiers in the Last War. With the
signing of the Treaty of Thronehold they have
been recognized as sentient beings and given
freedom. Ever since then they try to fit in into a
world that apparently has no further use for
them.

They need no sleep, cannot tire and are built


armoured. The warforged were made to fight
in the Last War, and they continue to fulfil their
purpose with distinction. Now that the war has
ended the warforged try to adapt to the
relative era of peace. The warforged have a
range of personalities equal to those of other
sentient beings, but most tend to sway towards
discipline and clear command lines, and they
generally have a hard time understanding
leeway and humour.
Not all warforged were directly built as
frontline troops. Some were made as scouts,
assassins or bodyguards. Some were massproduced and rushed through trained, while
others are manually designed for a single
purpose alone. Many of these warforged
remain in the employ of House Cannith to this
day, though they now have the blessing or
curse of choice.
Warforged
Dice
STR
3D6+3
CON
3D6+3
SIZ
2D6+6
INT
3D6
POW
2D6+2
DEX
2D6+6
CHA
2D6+2
Movement: 8

Average
14
14
13
11
9
13
9

Traits: Formidable Natural Weapons.


Natural Armour: Warforged bodies are built
as armour and as such they always count as
wearing armour granting AP to all locations,
and they cannot wear armour on top of this.
What AP bonus is granted is determined by the
original purpose of the Warforged (choose one
at character creation):
Regular: This Warforged was built for varying
jobs on the battlefield and at camp. His natural
armour consists of metal plates, but does not
cover all essential parts, and so he has a

13

armour bonus of 3 AP. This armour gives an


armour penalty as usual.
Scout: This Warforged was outfitted as a scout
and has such been outfitted with mithral
armour, for average protection combined with
speed, stealth and gracefulness. The Warforged
armour bonus is 3 AP and does not interfere
with his skills for stealth, sleight, climb and
swim etc.; it does however still interfere with
his strike rank (-5). This outfit cost 30 of the
skill points received at start due to the extra
training this Warforged has gone through to
move fluently in his armour.
Warrior: This Warforged was built as a
frontline fighter with heavy assault in mind.
The Warforged is therefore outfitted with an
adamantine alloy body, with grants it a
stunning 7 AP. This results in an Armour
Penalty of -9. This outfit cost 30 of the skill
points received at start due to the extra
training this Warforged has gone through to
fight effectively in his armour. Note that even
though the armour penalty would usually mean
the warforged cannot climb, it will always have
a climbing movement of at least 2 (except if his
climbing speed is ruined by other sources, such
as encumbrance).

Remember that the warforged consists


of metals, rare wood and artificial
fibres. Therefore he will react
differently to attacks that are normally
just an annoyance, like magical rust or
metal shaping. Indeed many nations of
Khorvaire have during the last war
developed weapons specifically for use
against enemy warforged.

Built to fight:

Made of metal: A warforged does not


heal naturally over time, only by
repairs. Magical healing has a soothing
effect on a warforged, but does not heal
any HP. Instead a caster must use spells
that repair objects, such as the common
magic spell Repair, the sorcery spell
Form/Set or any similar effect. A
warforged cannot be healed by first aid;
instead a character healing a warforged
may use any relevant skill1 instead, to
similar effect as first aid would have on
an organic creature. Other than this the
warforged is rules-wise affected by
wounds,
damage
and
combat
manoeuvres as any organic.

Non-breather: Warforged are immune


to poison, sleep, paralysis, and any
similar effect such as fatigue or nausea.
A warforged does not need to eat, sleep
or breathe he can partake in meals if
he wishes to (although the food is
magically removed at no gain),
including potions (which have an effect
as normal), although some potions
might not work on him - use your best
judgement.

Military Training: Warforged do not


have a childhood and a long learning
process, and as such they do not gain all
the benefits from the culture they
chose. They only gain Combat Styles
and Starting Money from their culture.
Regardless of the culture they chose,
they receive the following:
Common Skill bonuses:
+10 % to Athletics Brawn
Resilience.

and

Advanced Skills:
Lore(Military) +30%
Mechanism as First aid and Craft(Smith) as
medicine are obvious examples. Use common sense
here.
1

14

CHAPTER 3 CULTURES
For some culture packages I have given races
that are not appropriate for the specific
package. This is often because the race does

not exist in the culture, but as always you as a


DM can decide that the character represents a
very special case.

AERENAL
Only appropriate for elves
The elves of Aerenal, the island state south of
Khorvaire, are a distant and strange people to
many in Khorvaire. They have a long and proud
history, but are very secluded. Except for a
single port city, all of the islands are off limits
to foreign visitors. They guard their culture,
their heritage - and their dead.
The elves of Aerenal worship no metaphysical
deity. Instead, they worship their ancestors
whose deeds freed them from being slaves to
the giants, millennia ago. Indeed, they have
created their own deity through magic and
belief - The Undying Court.
Common Skill Bonus
Combat Styles
All aerenal adventurers Aerenal
adventurers
gain the following bonuses: choose two combat
styles from the following
+50% to Culture(Aerenal) and gain +10% to each:
and Lore(Aerenal)
+20 Influence and Dance
1H Sword, Dagger, Bow,
Rapier, Spear, Polearm,
Sling, Spear & Shield

The Undying Court is a collection of the most


gifted and influential elves that have lived
through the long history of their elves - kept
alive through positive magic, that keeps them
in a undying state. The Undying Court act as
their ruling body o government - relying on all
the accumulated experiences and magical
power of generations of worthies.
Not undead - indeed the Aereni despise all
undead - and retaining all their free will and
morals, the undying exists in every level of
Aereni society. From simple bodyguards to the
near deity-powerful members of the Undying
Court. Worship of their worthy ancestors are
central to
Advanced Skills
Starting Money
All
Aereni
gain
the Aereni begin the
following advanced skills:
game
with
4D6x70
silver
Courtesy
+20%, pieces
Language(Elven) + 50%,
Language(Common) + 30%
In addition they choose two
advanced skill from the
following:
Art(Any),
Boating,
Craft(Any), Language(Any),
Lore(Any),
Track,
Play
Instrument,
Survival,
Shiphandling

15

AUNDAIR
Aundair is one of the original five nations,
located in the north of Khorvaire, near Scion
Sound.
Aundair is a nation with a long history for
knowledge and agriculture. Indeed, the nation
contains the most respected arcane university
in the world - Arcanix. Many Aundairians are
well educated, cultured and very well
formulated. Fairhaven is the capital and the
largest city of the nation. Most of the populace
live on the country.

Common Skill Bonus


Combat Styles
All aundairian adventurers Aundairian adventurers
gain the following bonuses: choose two combat
styles from the following
+30% to Culture(Aundair) and gain +10% to each:
and Lore(Aundair)
+10% to Dance, Ride, 2H Spear, 2H Sword,
Evaluate and Insight
Bow, Crossbow, Dagger,
Polearm, Rapier, Spear
and Shield, Spear, Sword
and Shield

Other than its extensive educational system


and universities, Aundair is primarily an
agricultural country. They have next to no
industry and their exports consists mostly of
wine and cheese.
During the war, Aundairs primarily fought
Thrane and Karrnath, except for the civil war
tearing the Eldeen Reaches from their rule.
Their army primarily consists of elite units of
magic/wand users, aerial cavalry and knights.

Advanced Skills
Starting Money
All aundairians gain the Aundairians begin
following advanced skills:
the game with
4D6x50
silver
Language(Common) + 50%, pieces
Courtesy
In addition they choose two
advanced skill from the
following:
Art(Any),
Craft(Any),
Language(Any), Lore(Any),
Play Instrument, Teaching

16

BRELAND
Breland is the most populous of the original
five nations, and is arising as the industrial and
economic heavy weight of the continent. It has
an extensive industry, a strong professional
army and a large population.
The metropolis of Sharn, the largest city on
Khorvaire, lies in Breland and is responsible for
a large part of the nation's industrial output.
The capital of Wroat is also a large city, with
many manufactories and craftsmen.
The people of Breland are very varied. Many
still live in the villages of the country, either as
craftsmen or farmers or in the extensive
forests. However, a growing number of people
are moving to the cities, especially since many
Common Skill Bonus
Combat Styles
All brelish adventurers Brelish
adventurers
gain the following bonuses: choose two combat
styles from the following
+30% to Culture(Breland) and gain +10% to each:
and Lore(Breland)
+15% to Evaluate, Influence 2H Spear, 2H Sword,
and Insight
Bow, Crossbow, Dagger,
Polearm, Rapier, Spear
and Shield, Spear, Sword
and Shield

have lost next to everything in the war and


seek to start anew. As such, no true stereotype
of the Brelish people exists.
Breland is however often very contained in
itself and during most of the war both the
leadership and people of Breland was very
hesitant to 'become entangled in foreign
affairs'. Only during the last decades of the war,
did Breland truly start awakening the truly
immense economic resources at its disposal,
and started its ascendancy.

Advanced Skills
Starting Money
All
brelish
gain
the Brelish begin the
following advanced skills:
game
with
4D6x50
silver
Language(Common) + 50% pieces
Streetwise OR survival,
In addition they choose two
advanced skill from the
following:
Art(Any),
Craft(Any),
Commerce, Language(Any),
Lore(Any),
Mechanisms,
Play Instrument,

17

CYRE, DESTROYED
Cyre was the jewel of the Kingdom of Galifar
before The Last War split the five nations. It
was a proud nation, its produce and art very
sought after in the other nations. It was the
queen of Cyre, Mishann, who was to inherit the
throne when King Jarot died of old age. As such
the Cyrans were some of the first to taste the
bitterness of the war - and being surrounded
by Karrnath, Thrane and Breland, Cyre bore the
brunt of much of the fighting.
It all ended on 20 Olarune (February) 994 YK,
now named the day of mourning. A terrible and
unknown magical event erupted from within
Cyre, killing all, unleashing powerful magic,
Common Skill Bonus
Combat Styles
All cyran adventurers gain Cyran
adventurers
the following bonuses:
choose two combat
styles from the following
+30% to Culture(Cyre) and and gain +10% to each:
Lore(Cyre)
Pick any nation and gain a 2H Spear, 2H Sword,
+10% to Culture(nation) Bow, Crossbow, Dagger,
and Lore(nation)
Polearm, Rapier, Spear
+15% to Dance, Resilience and Shield, Spear, Sword
and Persistence
and Shield

changing the laws of nature and destroying the


Jewel of Galifar forever.
Now, a thick heavy mists hangs over what was
once Cyre, almost following the old borders.
Within, true horrors are found - bodies will not
decay, spells have taken a life of their own and
monsters too weird to imagine stalk the thick
mist.
Most of the survivors of Cyre have been
accepted by Breland, and now either lives in
the refugee district of Sharn or in the city of
New Cyre, founded in Breland with permission
from the King.
Advanced Skills
Starting Money
All
cyrans
gain
the Cyrans begin the
following advanced skills:
game
with
4D6x30
silver
Language(Common) + 50% pieces
15% to any one advanced
skill known2
In addition they choose two
advanced skill from the
following:
Art(Any),
Craft(Any),
Language(Any), Lore(Any),
Mechanisms,
Play
Instrument, Survival,

Can be either an advance skill gained from culture or purchased for free skill points.

18

DARGUUN
Only appropriate for goblins and hobgoblins.
Darguun is the newly recognised goblinoid
nation, forged from the ashes of war in
imitation of the ancient Dhakaani empire of the
goblinoids.
The country was created when many of the
mercenary armies of goblinoids fighting on the
southern frontier, united behind a single
leader, a fearsome hobgoblin named Haruuc.
They rebelled against their former masters and
their contracts with House Deneith, and
declared the nation of Darguun in former Cyran
lands.

quickly recognised the nation as sovereign and


formed relations with it. The nation kept
supplying mercenaries to the other five
nations, and thus earned some income.
The nation was formally recognised in the treat
of Thronehold, that ended the war. The new
nation seems poised to keep the peace with its
neighbours and accept the influence from the
dragonmarked houses, to gain the benefits of
civilisations. However, there can be no doubt
that in the long term Darguun can only exists as
a means of reclaiming the old continent
goblinoid empire of the Dhakaani.

As the attempts (one by Breland) to crush this


new nation was repelled, the other five nations
Common Skill Bonus
Combat Styles
All darguun adventurers Darguunian adventurers
gain the following bonuses: choose two combat
styles from the following
+30% to Culture(Darguun) and gain +10% to each:
and Lore(Darguun)
+10% to Athletics, Brawn, 2H Axe, 2H Hammer, 2H
Perception,
Resilience, Spear, Axe and Shield,
Stealth and Unarmed
Bow, Crossbow, Dagger,
Spear and Shield, Sword
and Shield

Advanced Skills
Starting Money
All darguuni gain the Darguuni
begin
following advanced skills:
the game with
4D6x30
silver
Language(Goblin) + 50%
pieces
Language(Common) + 10%
In addition they choose two
advanced skill from the
following:
Language(Any),
Mechanisms,
Play
Instrument, Survival, Track

19

THE ELDEEN REACHES


The Eldeen Reaches are the wild and huge
expanses of land and forests, to the west of
Aundair. Having been an Aundairian colony for
many years, the settlers and forest creatures of
the reaches decided that it was time for
independence, when Aundair could no longer
protect its borders from foreign insurgence.

The inhabitants of The Eldeen Reaches are a


peculiar lot. Shifters, humans, dwarfs and elves
live together in seeming balance with centaurs,
satyrs and other forest spirits. The settlers who
came originally from Aundair have embraced
the druidic traditions of the land, and thus live
in partnership with the creatures of the forest.

This lead to a bloody guerrilla war, where


Aundairan forays where ambushed by
centaurs, dryads and the settlers - and the
troops in turn brutally cut down civilians in the
fear of them being hiding insurgents.

The Eldeen Reaches have a very low population


when comparing its extensive size to other
nations. Most of the country is made out of wild
and untamed forests, with scattered towns and
agricultural areas. Its main exports are
agricultural products, which House Orien
transport over the extreme distances to the
markets of Khorvaire.

Many of the Aundarians commanders


responsible have since the war been brought to
justice for war crimes, but relations between
the former brother nations is still cool at best.
Common Skill Bonus
Combat Styles
All eldeenian adventurers Eldeenian adventurers
gain the following bonuses: choose two combat
styles from the following
+30% to Culture(Eldeen and gain +10% to each:
Reaches) and Lore(Eldeen
Reaches)
1H Axe, 1H Hammer, 1H
+10%
to
Athletics, Spear, 2H Axe, 2H
Perception, Resilience and Hammer, 2H Spear, Axe
Stealth
and
Shield,
Bow,
Crossbow, Dagger, sling,
Spear and Shield, Sword
and Shield

20

Advanced Skills
Starting Money
All eldeenians gain the Eldeeni begin the
following advanced skills:
game
with
4D6x40
silver
Language(Common) + 50% pieces
Survival
In addition they choose two
advanced skill from the
following:
Craft(Any), Language(Any),
Lore(Agriculture),
Play
Instrument, Track

KARRNATH
Karrnath is one of the original five nations, and
has a very mixed reputation among the other
nations, and is at some level even morally at
war with itself.
The Karrns have a long tradition for discipline,
militarisms and for getting things done. When
the war started it had the largest, best trained
and equipped army of all the nations. However,
several years of famine quickly depleted the
Karrns ability to fight outside its borders, and
the once stoic and powerful nation was
besieged by Cyre form the South and Aundair
from the west. This desperation led to the
Karrnathian procedure of using the bodies of
their own and enemies as undead in their
armies... an act that did not prove popular with
the other nations, and with many inhabitants
too - especially the tradition and honour bound
members of the Karrnathi military and many of
the clerical class, who saw undead as
abominations.

the nation with the largest tradition for the


Blood of Vol. Even though many members of
this religion are merely commoners who accept
the inevitability of death and power of eternal
life and blood, this made it easier for the
country to go through the transformation it did
in the war.
Now that the war is over and the undead
legions outlawed and disbanded, Karrnath is
struggling to find its place in the new world.
More than any other nation, Karrnath seems
dedicated to making this peace last and most
building relations to the other nations - as the
leadership of Karrnath has not forgotten the
hardships of the population in the endless
stream of invasions.
However, Karrnath remains ever vigilant. It has
forged an alliance with the halflings of the
Talenta Plains and established forts in their
country, to safeguard the plains and their
southern border against Valenar Raids.

Even though Karrnath, as all the other nations


except Thrane, is primarily inhabited by
followers of the sovereign hosts, Karrnath is
Common Skill Bonus
All
karrnathian
adventurers
gain
the
following bonuses:

Combat Styles
Karrnathian
adventurers choose two
combat styles from the
following
and
gain
+30% to Culture(Karrnath) +15% to each:
and Lore(Karrnath)
+10% to Evaluate, Athletics, 2H Axe, 2H Spear, 2H
Sword, Axe and Shield, Bow,
Brawn and Unarmed
Crossbow, Dagger, Polearm,
Rapier, Spear and Shield,
Spear, Sword and Shield

Advanced Skills
Starting Money
All karrnathians gain the Karrnathians
following advanced skills:
begin the game
with
4D6x50
Language(Common) + 50% silver pieces
In addition they choose two
advanced skill from the
following:
Art(Any), Boating, Craft(Any),
Language(Any), Lore(Any)

21

THE LHAZAAR PRINCIPALITIES


The Lhazaar principalities take their name
from Lhazaar - the explorer who led humans to
Khorvaire from Sarlona some four thousand
years ago.

Common Skill Bonus


Combat Styles
All lhazaarian adventurers Lhazaarian adventurers
gain the following bonuses: choose two combat
styles from the following
+30% to Culture(Lhazaar and gain +10% to each:
Principalities)
and
Lore(Lhazaar
1H Sword, 2H Spear,
Principalities)
Blowgun, Bow, Crossbow,
+10% to Athletics, Evaluate Dagger, Polearm, Rapier,
and Slight
Sling, Spear, Staff

Nowadays the Lhazaar principalities are a


divided people, living with no central
leadership in petty princedoms in the north
easternmost end of Khorvaire. They are superb
traders, sailors ... and pirates.

Advanced Skills
Starting Money
All lhazaarians gain the Lhazaarians begin
following advanced skills:
the game with
4D6x50
silver
Language(Common) + 50%, pieces
Boating, Shiphandling
In addition they choose two
advanced skill from the
following:
Art(Any),
Craft(Any),
Language(Any), Lore(Any),
Play Instrument

THE MROR HOLDS


Only appropriate for dwarves
The Mror holds is the dwarven nation,
consisting of almost-sovereign clans, found in
the north eastern mountains east of Karrnath.
Until well into the last war it was a part of
Karrnath, but they used the opportunity to
Common Skill Bonus
Combat Styles
All mrorian adventurers Mrorian
adventurers
gain the following bonuses: choose two combat
styles from the following
+30% to Culture(Mror and gain +10% to each:
Holds)
and
Lore(Mror
Holds)
2H Axe, 2H Hammer, Axe,
+15 to Evaluate and Axe and shield, Crossbow,
Influence
Hammer, Hammer &
+10% to Brawn and Shield, Polearm
Resilience

22

claim independence. The Mror Holds are


responsible for a lot of the mining powering
the industries of Khorvaire, as well as highquality manufacture. House Kundarak also has
its headquarters in the Mror Holds, from where
it adjusts prices and finance across all of
Khorvaire.
Advanced Skills
All mrorians gain the
following advanced skills:
Language(Dwarven) + 50%
Language(Common) + 20%
Commerce
In addition they choose two
advanced skill from the
following:
Art(Any),
Craft(Any),
Language(Any), Lore(Any),
Mechanisms,
Play
Instrument,
Streetwise,
Survival

Starting Money
Mrorians
begin
the game with
4D6x70
silver
pieces

THE TALENTA PLAINS


Only appropriate for halflings
The Talenta Plain is the large, grassy plain that
stretches south of Karrnath, down to Valenar,
between the former Cyre and the Endworld
Mountains.
These plains are inhabited by the Talenta
tribes. A people of nomadic halflings, riding
and flying their domesticated dinosaurs.
These nomadic tribes live off the land and their
herds of animals. The Talenta export or import
Common Skill Bonus
Combat Styles
All talentan adventurers Talentan
adventurers
gain the following bonuses: choose two combat
styles from the following
+30% to Culture(Talenta and gain +10% to each:
Plains) and Lore(Talenta
Plains)
2H sword, 2H Spear,
+30% to Ride
Talenta Boomerang, 1H
+10%
to
Athletics, sword3, Sword & Shield,
Perception and Stealth
Talenta Sharrash, 1H
Spear, Staff

next to nothing, and even though the plains are


beautiful many people view the area as
barbaric.
The people of talenta are hardy and live life by
simple traditions of family, honour and warrior
traditions. It is common for young halflings to
leave the plains in search of adventure,
returning home to start a family when they
have stories and exploits to tell of. As such,
there is an ample supply of Halfling
mercenaries about.
Advanced Skills
Starting Money
All talentans gain the Talentans begin
following advanced skills:
the game with
4D6x40
silver
Language(Halfling) + 50%,
pieces
Language(Common) + 20%
Survival
In addition they choose two
advanced skill from the
following:
Art(Any),
Craft(Any),
Language(Any), Lore(Any),
Play Instrument

1H Sword combat style is also applicable to the Talenta Tangat.

23

THRANE
Not appropriate for shifters, half-orcs, goblins or
hobgoblins.
Thrane is another of the original five nations.
Since the revolution in 914 YK it has been a
theocracy ruled by the Church of The Silver
Flame. Other religions exists in the country, but
the flame is by far the most widespread.
Thrane is a very rural and religiously devoted
country. Even those not following the tenets of
the flame, are still often more pious and
devoted than is ordinary in the other nations.
Most people in Thrane live in the country, and
agriculture and religious products make up
most of the commerce.
Common Skill Bonus
Combat Styles
All thranian adventurers Thranians adventurers
gain the following bonuses: choose two combat
styles from the following
+30% to Culture(Thrane) and gain +10% to each:
and Lore(Thrane)
+10% to Athletics, Brawn 2H Hammer, 2H Spear,
Ride and Persistence
2H
Sword,
Bow,
Crossbow,
Dagger,
Hammer and Shield,
Polearm, Rapier, Spear
and Shield, Spear, Sword
and Shield

24

Thrane has a reputation for being rural and the


people for being rednecks. During the war, not
a few war crimes were committed by religious
extremists, and the fact that Thrane relied on a
hardly trained army of levied conscripts, who
often got carried away doing their 'holy duty'.
That said, there are many people in Thrane
worthy of respect. The country breeds some
devout clerics, both of the flame and of the host
- who are often compassionate healers,
counsellors and preachers. Some of the most
beloved art pieces in Khorvaire has been
created by devout artists from Thrane. The
country also boasts some of the best heroes
fighting against the forces of evil in all of
Khorvaire.
Advanced Skills
Starting Money
All thranians gain the Thranians begin
following advanced skills:
the game with
4D6x40
silver
Language(Common) + 50% pieces
Lore(The Silver Flame)
In addition they choose two
advanced skill from the
following:
Art(Any),
Craft(Any),
Language(Any), Lore(Any),
Play Instrument

VALENAR
Only appropriate for elves and half-elves. If using
for a human from Valenar, use Cyre instead.

they can bring them no greater honour than


through battle.

Valenar is an elven nation in the former


southern Cyre. The elves worked as
mercenaries for Cyre during the last war, but in
956 YK they declared a sovereign nation on
what they perceived as ancestral ground, as an
elven colony had been in the area some 10.000
years earlier.

The Valenar are more an army than a nation.


The former cyran peasants still work the land,
under new masters and the Valenar don't care
much for trade. For the elves, the last war is not
over - as war is their way of life. They regularly
make forays into Talenta, Q'Barra and
occasionally as north as Karrnath.

The Valenar honour and revere their ancestors,


as all elves. However, instead of revering the
undying court, the elves of Aerenal try to
imitate their ancestors by deeds and through
song and story. As the ancestors they revere
are the ones who freed the elves from slavery,

The Valenar are cavalrymen, scouts, light


infantry and above all, deadly. They enjoy
fighting, the hunt and they enjoy to sport with
their prey. They always seek worthy
opponents, so that they can honour their
ancestors through battle.

Common Skill Bonus


Combat Styles
All valenari adventurers Valenari
adventurers
gain the following bonuses: choose two combat
styles from the following
+50% to Culture(Valenar) and gain +20% to each:
and Lore(Valenar)
+30% to ride
1H Sword, 2H Spear , 2H
+5% to Athletics, Brawn, Sword, Bow, Dagger,
Dance,
Perception, Javelin, Sword & Shield,
Resilience, and Stealth
Sling, Spear, Spear &
Shield, Staff, Valenar
Double Scimitar4

Advanced Skills
Starting Money
All valenari gain the Valenari begin the
following advanced skills:
game
with
4D6x50
silver
Language(Elven) + 50%
pieces
Language(Common) +30%
or
4D6x5
silver
In addition they choose one pieces
and
a
advanced skill from the Valenar
Riding
following:
Horse, plus a
saddle, and feed
Art(Any), Craft(Armourer, for two days.
Blacksmith, Fletcher or
Leatherworker),
Language(Any), Lore(Any),
Play Instrument

Can be used with the 1H Sword and Sword and Shield combat style. However, creatures trained in the
Valenar Double Scimitar weapon style can use the weapon in wondrous ways. See Chapter 8 - Equipment.
4

25

ZILARGO
Zilargo is the country of the gnomes. It gained
independence from Breland early in The Last
War, but without bloodshed. They retain close
ties with Breland and the gnomes, who stayed
neutral in the conflict, supplied Breland with
their wondrous elemental weapons. At a cost of
course.
The gnomes of Zilargo enjoy nothing better
than gossip and have taken this to extremes in
a society where information is the most valued
commodity, and surveillance and tight
information-control is used to keep their
society almost free of any criminal activity.

Common Skill Bonus


Combat Styles
All zilargonian adventurers Zilargonian adventurers
gain the following bonuses: choose two combat
styles from the following
+30% to Culture(Zilargo) and gain +10% to each:
and Lore(Zilargo)
+20% to Evaluate and 2H
Hammer,
Bow,
Influence
Crossbow,
Hammer,
+15% to Insight
Gnomish
Hooked
Hammer,
Polearm,
Rapier, 1H Sword, Sword
& Shield, Spear, Spear &
Shield

26

Zilargo has a great mining industry and are also


the prime manufacturers of elementally
powered vehicles. Indeed, the airships,
lightning coaches and elemental galleons are a
product of the joining of Zilargo know-how and
Cannith ingenuity. Zilargo remains a nation
with great exports of elementally powered
items and high-quality products - while also
containing the greatest resource reserves
outside the Mror Holds.

Advanced Skills
Starting Money
All zilargonians gain the Zilargonians begin
following advanced skills:
the game with
4D6x50
silver
Courtesy,
pieces
Language(Gnomish) + 50%
Language(Common) +30%
In addition they choose two
advanced skill from the
following:
Art(Any),
Boating,
Commerce,
Craft(Any),
Language(Any), Lore(Any),
Mechanisms, Oratory, Play
Instrument Shiphandling

CHAPTER 4 HANDLING CLASSES


This chapter will introduce new professions to
properly model the style and feel of Eberron.

ARTIFICERS
To properly model artificers, two new
advanced skills are introduced. They can be
obtained just like any other magical skill can
normally. These are described in Chapter 5
Skills.
Most artificers supplement their magical
knowledge by learning common magic on the
side. This is well as it gives them a pool of
common magic to supplement their knowledge
of spells. It is much rarer for a artificer to learn
sorcery or divine magic, as the time investment
takes too much from their studies of the Art of
Artifice.

DRAGONMARKS
To properly model dragonmarks, a new
advance skill is introduced Dragonmark(Mark),
which is covered in Chapter 5 - Skills. This
advanced skill can only be taken with the GMs
permission, cannot be learned through training
and the character must be related by blood to
the appropriate house in some way (and must
thus be of appropriate race). The skill still uses
up 10 skill points as normal for an advanced
skill.

OTHER CLASSES
In this section we explore how to model some
of the classes of D&D in Legend terms instead,
mainly through professions. This is purely a
section of advice and ideas, and can be omitted
or changed without giving problems to other
parts of this book.
If you are converting a character, an NPC from
a published adventure for example, to Legend
Eberron, you can use these guidelines. Most of
these are represented by a profession in the
end of the chapter.

BARDS
Bards are persons who roam the cities or
countryside of Khorvaire, telling tales, singing
songs and always collecting new material.
Bards can be created using the Bard profession
in the core book. Many also augment their
abilities by learning common magic and some
even Sorcery. Some of the common magic
spells introduced in Chapter 10 Magic, is
specifically tailored to bards and their magic
through song.

CLERICS
As Clerics in Eberron are less stationary than
normal clerics, travelling or fighting more than
tending to a single temple for long, most clerics
will strive to become High Lords. A few
however become High Priests late in their lives,
to tend to the wellbeing of a flock and the
education of a new generation of worshippers.
A cleric will usually have a complement of
divine spells and also a broad knowledge of
common magic.

DRUIDS
Druids will be a member of the divine cult for
the druidic sects or more rarely Arawai or
Balinor, as well as having a wide range of
different skills. Druids will usually invoke both
divine magic and nature-related common
magic. Most druids will have an animal
companion.

MAGEWRIGHTS
Magewrights are artisans and craftsmen who
use a limited number of common magic spells
like Armoursmiths Boon or Arcane Mark to do
their work. Most of these spells are taught by
the Tinkers Guild and Fabricators Guild, but a
few independent expert craftsmen also utilise
magic in their work.

27

PALADINS

SORCERERS

Paladins are the combat-oriented warriors of


the religions. Paladins will usually be divine
low-ranking cult members, initiates or acolytes,
with high skill levels in combat skills. Paladins
will usually be members of the cult of Dol
Arrah, Dol Dorn, Boldrei or The Silver Flame.
Paladins rarely strive to attain the rank of High
Lord and almost never the rank of High Priest.
A paladin will usually have a small selection of
divine and common magic spells.

In this system, D&D sorcerers functions just as


wizards, except that they use their CHA for any
purposes where an ordinary wizard would use
INT. So CHA limits the number of spells they
can memorise, serves as base for their
Sorcery(Grimoire) etc.

PSIONIC CLASSES
See Chapter 11 Psionics, on how to use
psionic characters.

WIZARDS
The wizards of Eberron are sorcerers in normal
Legend terms. However, use the additional
rules described in Chapter 10 Magic. Most
wizards also learn common magic, to allow for
simpler spells for lesser problems.

RANGERS
Rangers will be lay-members or low-ranking
divine cult members, usually initiates or
acolytes, in the druidic sects or more rarely, the
cults of Arawai or Balinor. Most rangers will
have an animal companion.

NEW PROFESSIONS
Profession

Cultural
Background

Airship Sailor

Aundair,
Athletics
+10%,
Breland, Cyre, Lore(Own)
+5%,
Karrnath,
Resilience +5%,
Thrane

Artificer

Aundair,
Evaluate+5%,
Breland, Cyre, Persistence +5%
Karrnath,
Mror Holds,
Thrane,
Zilargo

Bard

28

All

Common Skill Bonus

Culture(Own) +10%,
Dance
+10%,
Influence
+5%,
Lore(Regional) +10,
Perception
+5%,
Sing +20%, Sleight
+5%

Advanced Skills

Magic

Select Two
Culture(Other),
Language(Other),
Lore(Other country),
Pilot
Lore(Any)
Artifice, Use Magic
Device

Play Instrument,
Select Two
Courtesy,
Culture(Other),
Language(Other),
Lore(History),
Lore(Nobility),
Lore(Other Region)

Common Magic
Start
with
6
magnitudes worth
of Common Magic.
Common Magic
Start
with
6
magnitudes worth
of Common Magic.
Or
Pick an additional
advanced skill

Cleric

Druid

Inquisitive

Magewright

Paladin

Psion/Wilder

All

All

Influence + 5%, Lore(Any),


Resilience
+5%, Lore(Religion)
Persistence +5%
Select One
Receive
a
+5% Lore(History),
bonus to a combat Lore(The
Planes),
style appropriate to Lore(Nobility),
your religion or cult. Oratory,
Teaching,
Language(Any)

Lore(Theology),
Pact(Cult or God)

First Aid+5%,
Lore(Religion),
Influence
+5%, Survival
Lore(Regional)+5%,
Persistence +5%,
Select one
Healing, Lore(Any),
Survival

Lore(Theology),
Pact(Cult or God)

Aundair,
Persistence +5%,
Breland, Cyre, Perception +10%
Karrnath,
Mror Holds,
Thrane,
Zilargo

Lore(Any), Streetwise

Aundair,
Breland, Cyre,
Karrnath,
Mror Holds,
Thrane,
Zilargo
Aundair,
Breland, Cyre,
Karrnath,
Mror Holds,
Thrane,
Zilargo

Craft(Any)

All

Evaluate+20%,
Influence+5%,
Persistence +5%,

Common Magic
Start
with
6
magnitudes worth
of Common Magic.

Common Magic
Start
with
6
magnitudes worth
of Common Magic.

Select two
Courtesy,
Disguise,
Language(Other),
Mechanisms
Use Magic Device

Select one
Craft(Other),
Engineering,

Athletics
+5%, Lore(Religion)
Brawn
+5%,
Resilience +5%,
Persistence +5%,

Lore(Theology),
Pact(Cult or God)

Pick two Combat


Style appropriate to
your culture and
receive a +10%
bonus.
Insight
+10%, Select two5
Persistence +10%
Lore(Any),
Meditation,
Psychic Power(Any),
Teaching,

Start
with
6
magnitudes worth
of Common Magic.

Common Magic

Psychic Power(Any) must be taken at least once and can be taken multiple times.

29

Psychic Warrior

All

Brawn
+5%, Psychic Power (any)
Resilience
+5%,
Persistence
+5%,
Unarmed +5%
Pick any two Combat
Styles appropriate to
your
culture,
receiving +10% to
both.

Wizard/Sorcerer All

Insight
+5%, Lore(Arcane)
Lore(Regional) +5%,
Persistence +10%
Select one
Lore(History),
Lore(The
Planes),
Lore(Dungeoneering),
Lore(Religion)
Select one
Lore(Any),
Meditation,
Teaching

Manipulation,
Sorcery(Grimoire)
Sorcery(Grimoire)
Common Magic
Start
with
6
magnitudes worth
of Common Magic.
Start with a total
of 6 sorcery spells

Remove the following original RQ2 professions: Alchemist, Bard, Shaman, Priest, Witch, and Sorcerer

30

CHAPTER 5 SKILLS
This chapter introduces a number of new skills
and clarifications or extensions on existing
skills. These are either to extent the game
system to include things such as dragonmarks
or artifice, but also to make an easier
conversion from d20 skill to Legend skills.
Note that some of the clarifications or
extensions here are merely idea or notes which
the Eberron universe does not rely on, and they
can thus be easily omitted if you so wish (an
example of this, is the new clarification or the
Lore skill).

Artifice (INTx2)

check (a critical halves the time). If the check is


passed the Artificer learns what spell is carried
within, the strength of the effect, how many
charges are left etc.
Lastly, an artificer can also dismantle any
permanent magic item they come across. This
requires roughly an hour of work and an
artifice check. If successful the Magic Points
invested in the magic item are added
temporarily (cannot exceed maximum) to the
artificers own MP and the item is destroyed. If
the creator of the magic item used his own
magic points for creating the item, they return
at a rate of one per week.

Artifice is the measure of an artificers


knowledge of the foundations of magic and
how to implement them in the world. This skill
affects the ability of the artificer to make
enchanted items, to attune or dismantle
existing items.

Since the MP are only added temporarily, this


means that once they are spent they do not
return. An Artificer can decide whether to use
his own MP or any temporary ones when
casting a spell or creating a magic item.
Temporary MP disappear if not used, at a rate
of 1 per 2 days.

The true strength of an artificer however, is


their skill in creating magic items. The process
of creation magic items in Eberron is described
in Chapter 9 Magic Items.

Note that if the item was created by the


Artificer himself, then the MP are of course
returned as permanent MP .

Artificers excel at creating magic items, and


they can even create them without using their
own magic points as fuel. Artificers have a
craft reserve which is the amount of magical
power they can manage to draw out of the
world to use. The craft reserve is equal one per
20% of the artifice skill (round up). When
points are spent from the craft reserve, they
return after 1D10+3 days regardless of
whether the created item is still intact or not.
Craft reserve can only be used when creating
temporary magic items. When an Artificer
decides to create permanent items, he must use
his own MP as usual.
An artificer can also identify the properties of a
magic item, by spending 1D6*30 minutes
examining it and succeeding on an artifice

Example: Elida has just returned from an


adventure where she found a ring of Babel,
which she has no interest in. She thus dismantles
it to gain its magic points. She spends five hours
on it and thus qualifies for the haste modifier of
+40% which she adds to her artifice skill of 62%
for a total of 102%. She makes the roll and
therefore gains 1 point of temporary MP.
Normally her MP is 12, but she has spent 4
creating items. This means that with the MP
from the Ring of Babel, her MP will be at 9 but
once she spends the temporary MP on creating a
magic item or casting a spell it disappears.

Lore (INTx2)

31

This skill is extended with some very specific


knowledge areas, most which are introduced to
ease the categorisation of knowledge.
Skill
Arcane

Dungeoneering
Law

Nobility

Religion

The Planes

Examples of use
Arcane
Symbols,
Magical creatures,
Magical
history,
Identify scrolls, etc.
Aberrations, Khyber,
Oozes,
Natural
Dungeons, etc.
Knowledge
of
permits, House Sivis
practise,
accords,
royal decrees etc.
Noble houses, the
Dragonmark houses
and their insignias,
Noble traditions etc.
Broad knowledge of
many religions, their
dogma and symbols.
Grants no ability for
divine magic.
Knowledge of the
thirteen other planes,
Manifest zones, etc.

Sorcery (Grimoire) (INTx2)


Wizards and Sorcerers in Eberron are very
different from sorcerers in normal Legend.
Armour is cumbersome and interferes with the
delicate gestures necessary for spellcasting. To
reflect this, the Sorcery(Grimoire) skill is
altered.
Sorcery is now affected by how much armour
the character is wearing. A character wearing
armour receives a penalty to all his
Sorcery(Grimoire) skill, which equals the total
armour penalty times ten. So a person wearing
full body hard leather (armour penalty 3)
would receive a -30% on his Sorcery(Grimoire)
skills.

Summon (INT+CHA)

This magical advanced skill is described on p


47 of SpellCom, of the Wraith Recon setting. I
cannot include the rules here for copyright
reasons.
Note that unlike in SpellCom not all creatures
summoned are demonic in nature. Some are
devils, some are celestials and some are
magical creatures from Thelanis, such as
dryads, satyrs or magical animals. They are not
necessarily inherently malicious or dangerous.
If you do not posses SpellCom, you can either
use common sense in deciding what creatures
can be summoned or simply not use
summoning it is not central to the Eberron
setting.

Pilot (INT+CON)

Pilot works just as shiphandling does, but for


Airships instead. Many ordinary chores are
similar, and as such a character can use pilot on
ships and shiphandling on airships, albeit with
only half skill value.

Use Magic Device (INT+CHA)


Use Magic Device is the ability to cheat magic
items into reacting toward you differently. The
uses of this skill are abundant, and up to the
GMs decisions. Examples include using magic
items not usable by your race, avoiding wards
set against you and so on.
However, the skill is mostly used to give noncasters the ability to use magic items that
require a magic using skill commonly wands.
A character with this skill can make a normal
(+0%) Use Magic Device check to appear as a
person with the correct Magic Skill, when
trying to activate a magic item. Note that other
restrictions (such as needing to know what
spell is contained in a scroll) does still apply.

Dragonmark(Specific mark) (POW)

32

This skill reflects that the character in question


has a dragonmark of some specific type. The
dragonmark gives the bearer the ability to
naturally cast spells, of either common or
divine magic or sorcery.

Spell strength
Least
Lesser
Greater

There are three strengths of dragonmarks


normally achieved: least, lesser and greater.
What size of dragonmark you have depends on
your skill level in this skill. Having a
dragonmark normally also gives a bonus to a
specific skill, due to inherent talent. If this
bonus is to an advanced skill, the bonus is only
applicable if the character already has this
advanced skill.

Casting dragonmarked spells is pretty simple.


Casting time is determined from the original
type of the spell (as described under common,
divine and sorcery). The character wishing to
cast the spell, tests against his Dragonmarked
skill.

USING DRAGONMARKS
A higher dragonmark gives additional spells in
a progressive manner, as described in the table
below together with strength of marks.
Skill level
01-40
41-85

Strength
Least
Lesser

86+

Greater

Spells known
1 Least spell
1 Lesser spell,
2 least spells
1 Greater spell,
2 lesser spells,
3 least spells

Note that a greater strength of Dragonmarks


exists, called Sibery. These marks are very
powerful, very rare (currently seven living
bearers are known) and usually take up space
on most of the owners body. Rules are not
introduced here for Siberys marks, as they
should be extremely rare and special so it is
left up to the GMs discretion.

MAGIC POINT COST


Using a dragonmark costs Magic Points as
other spells. Regardless of the normal cost of
the spell, the cost is determined by the strength
of the spell.

Magic Point Cost


2
4
6

CASTING DRAGONMARK SPELLS

If he fumbles the spell does not work but still


costs full magic points.
If he fails the spell does not work but still costs
one magic point.
If he succeeds: The spell is cast successful and
costs magic points.
If the result is a critical success: The spell
works and does not costs any magic points,
unless it is a spell of greater strength in which
case it costs magic points regardless.
When a dragonmark is used to cast a spell, it
glows with an inner light during the casting
process. Other than this there is no visible
effect, unless the spell itself generates a sound,
light or similar affects that will allow other
creatures to detect it. So if the dragonmark is
covered, a spell can with no problem be cast
from hiding without revealing the caster.
The casting time of spells is determined by the
kind of magic they are emulating, and can thus
vary from spell to spell. The casting of
dragonmarked spells are applicable tests to use
the hasten modifiers on page 31 of the Core
Rulebook. So a dragonmarked character can
take a longer time to cast a spell and thus make
it almost certain to succeed.

33

DETERMINING EFFECT
How the spells work, differ slightly depending
on whether it is a common, divine or sorcery
spell, as described below. For all types
however,
the
caster
substitutes
his
Dragonmark skill level for common magic,
Lore(Specific Theology) and Sorcery(Grimoire)
for determining any effects.

Common
The magnitude of the spell is determined by
the casters dragonmark skill. The maximum
magnitude the spell can be cast with is one
tenth of the casters dragonmarked Skill (round
up). The caster can choose to cast at a lower
specific magnitude if desired. Other than this
the spell function precisely as other common
magic spells of its type.
Example: Ari, a character with a lesser Mark of
Detection attempts to cast Detect Gold. Her
Dragonmarked(Detection) skill is 53%, so the
spell can be cast with a magnitude of 1 to 6.

Divine
The magnitude of the spell is determined by
the casters dragonmark skill. The maximum
magnitude the spell can be cast with is one
tenth of the casters dragonmarked Skill. The
caster can choose to cast at a lower specific
magnitude if desired. Furthermore some spells
have different effects depending on the cult
rank of the caster, for these, use the following
table:
Spell strength Acts as cult rank
Least
Initiate
Lesser
Acolyte
Greater
Rune Lord
If a dragonmark spell is a divine spell only
available to higher cult ranks, then the acting
cult rank is the minimal possible to allow for
the spell.
Example: Taris, a character with a greater Mark
of Storm attempts to cast Call Winds. His

34

Dragonmarked (Storm) skill is 103%, the spell


will can cast with magnitude of 1 to 11. Since the
effect of Call Winds depends on the rank of the
caster, for this casting Taris counts as a Rune
Lord which allows him to call forth gales.

Sorcery
Dragonmark spells who are sorcery spells, are
casts as if the dragonmarked character had a
sorcery(Grimoire) and Manipulation skill equal
to his dragonmarked skill. Regardless of how
many manipulations are used, the spell costs
no additional magic points to cast.
Example: Taris now wants to control the winds
he has just called forth. He casts Animate(Air) to
mould the winds to his will. As his
Dragonmarked(Storm) skill is 103% he can casts
the Animate(Air) spells with up to 11
manipulation points! He chooses to spend 5
points in duration and 6 points in increasing
magnitude.
A dragonmarked spell emulating a sorcery
spell can be combined with any other sorcery
spell known from the dragonmark, as well as
any sorcery spell the character knows from
studying sorcery. However, if this is the case
the character must cast the sorcery spell as
normal (with full cost of magic points for
manipulation) and then combine it with the
dragonmarked spell (a combination which
itself is free). In other words, when combining
a dragonmarked spell with a learned sorcery
spell the dragonmarked spell will always be the
spell to combine with, not the original.
Example: Taris is also a sorcerer. He is
participating in some fine manoeuvring of air, as
part of a house Lyrandar competition in Sharn.
He therefore wishes to use his Form/Set(Air)
spell, which he has learned through sorcery, to
allow fine manipulation in using his
Animate(Air) spell from his dragonmark. Taris
has to cast the Form/Set spell first and then
combine it with Animate(Air).

His manipulation skill of 87% allows him to use


9 points of manipulation, which he puts in range
and duration except for one which he uses to
combine with his Animate(Air) skill from his
dragonmark. This costs him 3 magic points (1 as
base, 1 from manipulating range, 1 for
manipulating duration) (plus 4 magic points
from activating his dragonmark) since the spell
he combined with was a dragonmarked spell.
Had he combined with another of his learned
sorcery spells, the costs would have been 4. Taris
succeeds in making a fine display using the
wind and autumn leaves to make intricate
patterns in the sky and thus impresses the local
house leadership.

HANDLING

THE DRAGONMARKS

Least: Heal(C), Endurance(C), Cauterise(C); +10%


to First aid and Healing.

In this section we explore the different spells


each dragonmark gives access to.

DETECTION
House
Medani

Mark
Half-elf

Least: Bearing witness(C), Detect Magic(C),


Detect Poison(C); +10% to Perception.
Lesser: Second sight(C), Detect (Choose one)(C).
Greater: Mystic Vision(S)

FINDING
House
Tharashk

Mark
Half-orc, Human

Least: Sense(Choose one)(S), Detect Magic(C),


Detect(Choose one)(C); +10% to Perception
Lesser: Locate(SC) (automatically combined
with Project(Sight)(S)), Clear Path(C).
Greater: Mystic Vision(S).

House
Vadalis

Mark
Human

Least:
Beast Call(C), Endurance(C), Detect
Species (Choose one); +10% to First Aid,
Influence and Insight when handling animals.
Lesser: Dominate(Any Animal less than INT
3)(S), Bestial Enhancement(C)
Greater: Enhance Size(S)

HEALING
House
Jorasco

Mark
Halfling

Lesser: Restoration(S), Treat Wounds(S), Cure


Disease/Poison(D)
Greater: Heal Body(D)

HOSPITALITY
House
Ghallanda

Mark
Halfling

Least: Purify food(E), Becalm(S), Warmth(C) (can


be cast on others by touch); +10% to Influence,
Craft(Cook) and Courtesy.
Lesser: Create food(E), Chefs Boon(E), Shelter(E)
Greater: Feast(E).

MAKING
House
Cannith

Mark
Human

Least:
Repair(C), Armoursmiths Boon(C),
Ignite(C); +10% to Craft(any).
Lesser: Animate(Metal)(S), Animate(Wood)(S)
Greater: Form/Set(Metal)(S)

35

PASSAGE

STORM

House
Orien

Mark
Human

House
Lyrandar

Mark
Half-elf

Least: Mobility(C), Slow(C), Clear path(C); +10%


to survival.

Least: Ebb and Flow(D), Fog(D), Chill(C), Clear


Skies(D); +10% to Athletics.

Lesser: Haste(S), Fly(S)

Lesser: Animate(Air)(S), Rain(D)

Greater: Teleport(S)

Greater: Call Winds(D)

SCRIBING

WARDING

House
Sivis

Mark
Gnome

House
Kundarak

Least: Understanding(C), Arcane Mark(E), Magic


Pen(E); +10% to all skill checks revolving
translations, deciphering, decryption and so on.
Lesser: Transcribe(SP), Secret script(E)
Message(SC)

Greater:
with Locate(SC)).

Mark
Dwarf

Least: Abacus(C), Freeze(E), Golden Tongue(C);


+10% to Evaluate.
Lesser: Meld(P), Veil(SC)
Greater: Alarm(SC)

(automatically combined

SENTINEL
House
Deneith

Mark
Human

Least: Protection(C), Alter Target(D), Parry(C);


+10% to Insight.
Lesser: Attract(S), Shield(D)
Greater: Damage Resistance(S)

SHADOW
House
Phiarlan
Thuranni

Mark
Elf
Elf

Least:
Entertainers Smile(C), Darkwall(C),
Bandits Cloak(C), Illusion(D) (self-only); +10% to
Streetwise. +10% to Perception when
gathering information.
Lesser: Project(Sight)(S), Intuition(S), Illusion(D)
Greater: Project(Sight & Hearing)(S) (can
project both senses at once).

36

HANDLING DRAGONMARKS
Dragonmarks have a large effect on how the
character is viewed by the people of
Khorvaire. Dragonmarked characters who
are also member of a House (which most is)
will be treated with respect and care by
their equals - and caution by their lessers.
Characters who are a member of a house
should receive some appropriate amount of
money or items at game start, to represent
them being wealthier than the average
person you can decide to treat them as of
the Noble profession if you so wish,
although this of course depends on their
status within the house most
Dragonmarked members never get above
the middle class, held down by their own
incompetence, scheming rivals or simply
desires for other things.

ANIMAL COMPANIONS
Animal companions and pets are animals
trained by humans to fulfil a role, such as a
hunting dogs or trained hawks. Animal
companions can be ordinary animals, as with
the examples above, or supernatural creatures
as many companions of druids or rangers will
be.

TRICKS
The defining aspect of animal companions
compared to ordinary animals, is that they can
learn tricks. An animal can learn a number of
tricks equal its INT, and teaching an animal a
Trick
Roll around
Sit / Stay
Attack (pointing at target)
Hold Opponent
Stop / Halt attack
Chase / Sick

trick usually takes 1D6+1 days and a successful


routine Craft(Animal Handler) check or a hard
(-40%) Influence check. In some cases the
Teaching skill may be applicable.
Tricks are always fairly general, so you can tell
your attack dog to attack an opponent, but it is
up to the dogs own fighting skill to choose to
bull rush the opponent instead of simply biting
him (GMs discretion). Players should not have
total control over how their pets act, even
though they will mostly act on their initiative
count in battle. A trick can be next to anything,
but use the following guidelines:

Example
Entertain onlookers by making a dog roll around
Make your bear stay outside the cave to guard the area
Make the bear attack a specific target. Can also be ordered in general
Make your dog trip an opponent and make him stay in the area
Stop whatever the animal is doing
Follow a fleeing enemy

Animals will usually obey their master when


outside of combat, but in the stress of a melee
and with the danger of physical damage
animals might misinterpret or ignore orders. If
there is a chance the animal can misunderstand
what is meant or simply not realise the order
was aimed at itself, the animal should pass a
simple (+20%) Insight test. I leave situations
when animals may decide not to follow orders
to the GMs Discretion.
Animal
companions
should
receive
improvement rolls once in a while, to reflect
their ability to learn. The trainer of the animal
should decide at what skill to use the rolls on.

37

CHAPTER 6 RELIGIONS
RELIGIONS
Cults are not as central to Eberron as it is to
Glorantha. In this, cults are merely a descriptor
of the religions, determining available spells
and skills. Myths are scarce, and are mostly
shared by all religions. The gods of Eberron are
distant or non-existing, religion being a matter
of faith and not certainty.
Use the cult rank requirements on p 148 of the
Core Rulebook for rank status in these
religions. For the relevant cults, alternative
names or requirements will be mentioned.
One very important thing to note about
Eberron religions is that the Pact skill does not
give a bond to an actual god, as the gods of
Eberron are vague or perhaps non-existing.
The pact skill merely reflects a characters
ability to channel divine magic, and in no way
ensures a specific set of morals or behaviour.
Priests can be as corrupt or non-believing as
they wish - and many are - without it affecting
their pact.
The spells giving in this chapter are the general
spells a specific cult has. Individual
practitioners may developed their own spells
or receive rare ones as a sign of status. This is
always handled by the GM.

THE SOVEREIGN HOST


The Sovereign Host is composed of nine gods
but they formerly numbered thirteen before
the casting out of four members of the Dark Six.
The Traveller and the Shadow are not
members of the Sovereign Host. The Shadow is
the literal shadow of Aureon, while the
Traveller seems to have come from someplace
else.
The Sovereign Host does not have an afterlife
that promises paradise to followers. Instead, it
is believed that all souls go to Dolurrh the
38

Plane of the Dead regardless of their virtue in


life, where they will eventually fade into
nothingness. Instead they worship the gods to
thank them for their time on Eberron, and to
make their time in the world better.
The Sovereign Host is a great deal more
tolerant of other religions than the militant
followers of the Silver Flame. Worshipers of the
Sovereign Host believe that all other deities are
(mis)interpretations
or
corruptions
of
members of the Host or the Dark Six. In spite of
this, certain militant sects like those of Dol
Arrah or Dol Dorn have no problem with forced
conversion.
STRUCTURE
The organisation and structure of the
individual faiths in the Sovereign Host are very
similar and will be described overall for the
whole pantheon. The pantheon does not have
one unified leadership, but instead has large
temples around Khorvaire (usually within one
country) around which religious life for that
region center.
Note that one can rise quite high in the
hierarchy of The Sovereign Hosts and never
even gain access to divine spells. Many highranking priests are more politicians or lore
masters than true embodiments of their god.
As such, the pact skill is not a requirement for
high cult rank.
COMMON MEMBERS (VASSALS)
Vassals have no specific duties to the church
they belong to, although they are ordinarily
expected to regularly attend service. Moreover
they are expected to donate to their church, but
the amount varies according to the local priest
or temple leadership.

PIOUS MEMBERS (ACOLYTES)

HIGH PRIEST

Due to the decentralized structure of the


church, there are very few requirements to
becoming an acolyte. In small local temples any
willing can become an acolyte, in the large
cities it requires application to a seminary with
high demands to either skill or pocket.

High Priests are the priests and clerics who


continue to strengthen their pact and cult skills
beyond what is expected from their status and
rank.

Not all pious members have a pact, but they


need to have at least five cult skills at 30% or
higher.
FERVENT MEMBERS (PRIESTS, CLERICS OR PALADINS)
Priests
Priests are the most numerous of the ordained
members of the church. They rarely have a pact
to utilise divine magic, instead their duties are
to perform rituals, holy day rites, prayer
service, to give counsel to the faithful and be
charitable and helpful to their local community.

High Priests are usually also High Priests in


the formal sense, i.e. the leader of a large
congregation in a major city. However, being in
this category means they also have a strong
pact and able divine magic.
5 cult skills at 75% minimum, minimum 5
dedicated POW.
HIGH LORD
High Lord is not a formal title within the
church, but merely a catch-all group of the
clerics and paladins that continue to improve
their pact and cult skills instead of focussing on
inter-church political status or rank.

Note that an influential priest might hold a seat


of power and formally be called High Priests
but still belong to this category, or even lower
if he has no pact, when it comes to determining
divine magic spells.

Most High Lords will be travelling clerics or


paladins, not directly affiliated with one single
church or temple. They are still expected to
donate most of their surplus income to local
churches or deserving causes.

Five cult skills at a minimum of 50%

5 cult skills at 80% minimum, minimum 4


dedicated POW.

Clerics
Clerics are the normal divine-magic wielding
Five cult skills at 50% minimum, minimum 3
dedicated POW.
Paladins
Five cult skills at 50% minimum, one of which
must be a combat style, minimum 1 dedicated
POW.

39

ARAWAI

AUREON

The Sovereign of
Life
and
Love
Arawai is revered
by rangers, druids,
farmers, sailors and
any who value
fertility and good
weather.

The Sovereign
of Law and
Lore, Aureon
is the patron
of wizards and
a
figure
venerated by
scholars and
librarians. He is the god of magic as a tool for
mortals to use. Although all members of the
Host are considered equal it is typically written
that the Host follows Aureons guidance due to
his vast wisdom.

She is the sister of


Balinor and the
Devourer. She is
also the mother of the Fury, as a result of her
rape by the Devourer. She is portrayed as
either a half-elf, a halfling or a human and has
even been portrayed as a bronze dragon.

Cult Skills
Culture
(Own),
First
Aid,
Healing,
Lore(Farming), Ride, Sing, Survival, Swim,
Track

Magic
Common Magic: Cauterise, Clear Path, Heal,
Light, Protection
Divine Magic: Absorption, Bless Crops, Blessing,
Cure Disease/Poison, Heal Body, Heal Mind,
Heal Wound, Meditate, Restoration(E), Speak
with Animals(E), Spirit block

40

Aureon is the brother of Onatar and the


husband of Boldrei. Aureon is portrayed as a
gnome or human wizard and occasionally as a
blue dragon.

Cult Skills
Common Magic, Culture(Any), Language(Any),
Lore(Any), Perception, Persistence, Teaching

Magic
Common Magic: Countermagic, Countermagic
Shield, Fate, Detect Magic, Light, Mindspeech,
Second Sight
Divine Magic: Absorption, Amplify, Consecrate,
Dismiss Magic, Heal Mind, Mindlink,
Summon(E), Speak with Dead(E)

BALINOR

BOLDREI

The Sovereign
of Horn and
Hunt, Balinor
embodies the
hunt
and
nature
amongst
the
gods of the
Sovereign Host.
Revered by rangers, druids and barbarians
alike, Balinor represents the embodiment of
nature and taking what is needed from the
bounty of nature.

The Sovereign
of Hall and
Hearth,
Boldrei is the
goddess
of
hearth
and
home standing
watch over the
individual
homes, as well
as
the
community at large. When the savage wild
presses against the safety of community
Boldrei is there to protect it. Together with
Aureon they form the core of the typical
Vassals worship since most of their daily life
revolves around the home and knowledge.

The brother of Arawai and the Devourer


Balinor is usually portrayed as a burly human,
although occasionally he is drawn as a crude
but good natured half-orc and even more
uncommon, a stalking green dragon.

Cult Skills
Athletics,
Brawn,
Combat
Style(Bow),
Perception, Resilience, Stealth, Survival, Track

Magic
Common Magic: Beast Call, Becalm, Clear Path,
Coordination, Endurance
Divine Magic: Beast Form(Stag or Reindeer),
Rain, True(Battleaxe)

The wife of Aureon, Boldrei is typically


portrayed as a commoner of any race or a
copper dragon protectively brooding over a
nest of eggs.

Cult Skills
Brawn, Combat Style(Spear), Culture(Own),
First Aid, Resilience, Unarmed

Magic
Common Magic: Becalm, Detect Evil, Heal,
Light, Protection, Strength, Vigour
Divine Magic: Blessing, Consecrate, Cure
Disease/Poison, Heal Body, Peaceful Rest(N),
Sanctify(E) , True(Spear)

41

DOL ARRAH

DOL DORN

The Sovereign of
Sun
and
Sacrifice,
Dol
Arrah is the
light, not only of
the sun, but also
of the good
aspects of a
mortals
soul.
Many
Vassals
see her as important as Aureon and Boldrei in
the formation of a community, and believe that
if more of their number recognized that their
faith would be much brighter.

The Sovereign
of Strength and
Steel, Dol Dorn
embodies the
conflict of good
over evil.

The patron of paladins, diplomats and all who


seek justice as well as explorers who bring light
to dark and forgotten places Dol Arrah
oversees all those who fight with wisdom as
well as weapons. She also provides the light
needed for Arawai's harvest.

The patron of
any who fight
for a living
such
as
fighters,
gladiators, or
athletes Dol Dorn leads the rest of the
Sovereign Host into battle. It was he, it is
written, who purged the Dark Six from
amongst their ranks long ago. Dol Dorn
despises those who would shed blood for greed
or power, but blesses those forced into combat
by the hands of a despotic ruler honouring
their sense of duty.

Often portrayed as a human or half-elf knight


shining with holy radiance and occasionally as
a red dragon perched atop a cloud. Dol Arrah is
the sister of Dol Dorn and the Mockery.

Often depicted as a heavily muscled human,


dwarf, or half-orc and occasionally as a
powerful silver dragon Dol Dorn is the brother
of Dol Arrah and the Mockery.

Cult Skills

Cult Skills

Combat
Style(Any
Spear),
Courtesy,
Culture(Own), Influence, Insight, Oratory,
Persistence, Unarmed

Athletics, Brawn, Combat Style(Any), Evade,


Resilience, Ride, Unarmed

Magic

Common Magic: Bladesharp, Coordination,


Detect
Evil,
Endurance,
Fanaticism,
Multimissile,
Parry,
Pierce,
Protection,
Strength, Vigour

Common Magic: Bearing witness, Detect Evil,


Glamour, Golden Tongue, Heal, Light, Parry,
Pierce, Protection, Strength, Vigour
Divine Magic: Blessing, Bright Weapon(N),
Courage(N), Crumble(N), Deadlock(N), Flame
Strike(E), Sanctify(E) ,Sunspear

42

Magic

Divine Magic: Blessing, Channel Strength,


Shield, Sureshot, True(Longsword)

KOL KORRAN

OLLADRA

The Sovereign
of World and
Wealth,
Kol
Korran is the
only
second
generation
member of the
Sovereign
Host; which is
fitting
since
trade
and
commerce only come into play once the other
elements of civilization have been established.

The Sovereign of
Feast and Fortune,
Olladra is a fickle
goddess of luck and
good fortune. She is
often also perceived
as goddess of good
health.

Kol Korran is the patron of traders and


merchants, though rogues and thieves also
worship his darker aspects. Though loyal to the
Host, Kol Korran frequently schemes and lays
plots to enrich himself, often at the expense of
other members of the Host.
Kol Korran is the son of Olladra and Onatar and
is often depicted as a cheerful, fat human or
dwarf and occasionally as a white dragon
laying atop a pile of ice blue gems.

Cult Skills
Commerce, Courtesy, Evaluate,
Insight, Perception, Sleight

Influence,

Magic
Common Magic: Abacus, Bearing Witness,
Glamour, Golden Tongue
Divine Magic: Aphrodisiac, Blessing, Illusion,
Laughter, Soul Sight

Often revered when


things are going well
and reviled when
things are not Olladra is worshiped by bards,
rogues, gamblers, merchants and any who seek
good fortune. Even her most devout Vassals
cannot come to grips with why she chooses to
bless or curse on a whim.
Olladra is the wife of Onatar and the mother of
Kol Korran and the Keeper. She is often
depicted as a young halfling and sometimes as
an elderly human and even rarer still, a black
dragon.

Cult Skills
Dance, Influence, Insight, Lore(Regional),
Lore(Cooking), Perception, Stealth

Magic
Common Magic: Bearing Witness, Chefs Boon,
Entertainers Smile, Fate, Glamour, Golden
Tongue, Heal, Lucky, Purify food
Divine Magic: Blessing, Bless Crops, Cure
Disease/Poison, Heal Body, Heal Mind, Heal
Wound, Regenerate Limb, Restoration(E),

43

THE DARK SIX

ONATAR
The Sovereign
of Forge and
Flame, Onatar
is revered by
smiths,
craftsmen,
artificers,
dwarves and
even a small
portion of warforged.
Wizards and Psions tied closely to the forces of
fire also revere Onatar. It is he who introduced
tools and weapons to the mortal races and
continues to encourage people to improve
upon them. Legend also states that it was he
who gave fire to the mortals to help them
through the cold winters.
He is the husband of Olladra and the father of
Kol Korran and the Keeper. Onatar is often
portrayed as dwarven smith and occasionally
as a brass dragon.

The Dark Six is a


pantheon of six
gods cast out of
the Sovereign Host
during the Schism.
Though individual
deities
are
typically singled
out
and
worshiped, a few
(especially
schismatics) worship the whole of the
disparate deities. The Dark Six represent evil,
destruction and other insidious forces of
civilization and nature and members of the
pantheon are worshiped by only the most
debased of the civilized races and monsters.
The holy texts of the Dark Six show them
scheming and plotting against the Sovereign
Host at every turn and followers of the Dark Six
typically scheme against vassals of the
Sovereign Host.

Mechanisms,

An exception is The Traveller, who is normally


counted as a part of the Dark Six, but is really
not affiliated with evil or with the other gods at
all.

Common
Magic:
Armoursmiths
Boon,
Bladesharp, Detect Coal, Detect Gold, Detect
Iron, Detect Silver, Firearrow, Fireblade, Ignite,
Masons Boon, Repair, Warmth

Some believe that the Dark Six were originally


Dhakaani gods, which the humans adopted as a
counter to the gods of the Sovereign Host,
belief in which they brought with them from
Sarlona.

Cult Skills
Craft(Any),
Engineering,
Lore(Alchemy)

Magic

Divine Magic: Blessing, Burn Undead(N),


Channel Strength, Sunspear, True(Great
Hammer)

44

Most the Dark Six have no official cults and


central structure. As such, cult rank and divine
spell gain depends on the individual and his
abilities, the local sect and the favours of his
immediate superiors. Normal cult rank and
requirements should be handled very liberally.

THE DEVOURER

THE FURY

The Sovereign of
Wave and Whelm,
The
Devourer
represents the raw
destructive power
of
nature.
The
Devourer lords over
the deep and as
such sailors of all
walks of life often
pay him lip service
for safe voyages. Aquatic races such as
sahuagin and lizardfolk also revere the
Devourer.

The Sovereign
of Rage and
Ruin, The Fury
represents
passion driven
to
extremes,
seen in her
conception at
the rape of
Arawai by her
father The Devourer.

Brother of Arawai and Balinor, the Devourer


raped his sister Arawai and fathered The Fury.
The Devourer is portrayed as a human or
merfolk with seaweed in his hair and beard, a
sahuagin, an enormous shark or a dragon
turtle.

Cult Skills

A patron to any who let their passions drive


their motivations, she watches over barbarians
everywhere as well as artisans, craftsmen and
bards. A number of intelligent monstrous races
worship her as well.
Daughter of Arawai and The Devourer, the
Fury is portrayed as a half-elf, drow or a
snakelike wyrm of Khyber.

Cult Skills

Boating, Brawn, Persistence, Survival, Sleight,


Swim

Art, Craft(Any), Influence, Insight, Gambling,


Seduction

Magic

Magic

Common Magic: Bestial Enhancement, Chill,


Detect(Water), Frostbite, Heal, Ignite, Light,
Skybolt, Water Breath
Divine Magic: Breathe Water, Call Winds, Crash
of Thunder, Dismiss Elemental, Ebb and Flow,
Elemental Summoning, Fog, Lightning Strike,
Rain

Common
Magic:
Entertainers
Fanaticism, Heal, Thunders Voice

Smile,

Divine Magic: Aphrodisiac, Berserk, Channel


Strength, Fear, Madness

45

THE KEEPER

THE MOCKERY

The Sovereign of Death and


Decay, The Keeper represents
greed and gluttony, the inverse
of his brother Kol Korran's focus
on
material
wealth
and
generosity. He is seen as the
hunger in the dark, grabbing
hold of anyone straying too far
from the light.

The Sovereign of
Betrayal
and
Bloodshed,
The
Mockery represents
dishonourable
combat and unjust
war.

He alone is able to waylay dead


souls on their way to Dolurrh
and it is said that once in the
Keeper's clutches, a soul may
never escape. Because of his association with
souls and the afterlife he has become almost
the default deity of religious necromancers
across Eberron.
He is the son of Onatar and Olladra and the
brother of Kol Korran. The Keeper is often
portrayed as gaunt or grossly fat human, a lich
or ghoul or sometimes a skeletal dragon.

Cult Skills
Commerce, Evaluate, Influence, Lore(Undead),
Lore(The Planes), Sleight,

Magic
Common Magic: Darkwall, Detect(Enemy),
Extinguish, Hand of Death, Heal, Sanctify(E)
,Slow, Spirit Bane
Divine Magic: Absorption, Behold (can be used
in owned undead), Doom, Fear, Dismiss Magic,
Heal, Sever Spirit, Soul Sight, Speak with
Dead(E), Spirit Block
Add to the above any appropriate necromancy
spells from the Necromantic Arts sourcebook.
Which spells are allowed vary between local
groups, but most are available.

46

His worshippers include assassins, rogues and


evil warriors. He is known in some circles as
The Betrayer and was once a member of the
triumvirate of combat deities; his betrayal lead
to his flaying and banishment from the
Sovereign Host.
The brother of Dol Arrah and Dol Dorn, the
Mockery is portrayed as a ghastly human
warrior with the skin stripped from his body,
cloaked in the skins of his enemies, and
sometimes as a half-fiend red dragon.

Cult Skills
Athletics, Brawn, Combat Style(Any), Evade,
Resilience, Ride, Unarmed

Magic
Common Magic: Bladesharp, Coordination,
Endurance, Fanaticism, Multimissile, Parry,
Pierce, Protection, Strength, Vigour
Divine Magic: Channel Strength, Disarm, Doom,
Fear,
Sanctify(E),Soul
Sight,
Summon(E),
True(Sickle)

THE SHADOW

THE TRAVELER

The Sovereign of Magic and


Mayhem, The Shadow is the
literal shadow of Aureon that
attained sentience and godhood
as a price paid by Aureon for
arcane knowledge.

The Sovereign of
Chaos and Charm,
The Traveler is
unique in that it
is not related to
any of the other
members of the
Sovereign Host or
the Dark Six. He is
also said to be the only deity who walks the
face of Eberron, but his many changing forms
allow him to evade recognition.

A god of corruption, ambition


and dark magic, the Shadow is
the patron of evil spellcasters
and many monstrous races
throughout Droaam and beyond.
Legend says if the Shadow and
Aureon were reunited the age of
civilized peoples would come to
an end.
Typically depicted as a shadow, occasionally he
is portrayed as a shadow dragon.

Cult Skills
Common Magic, Culture(Any), Language(Any),
Lore(Any), Perception, Persistence, Teaching

Magic
Common Magic: Countermagic, Countermagic
Shield, Fate, Detect Magic, Light, Mindspeech,
Second Sight
Divine Magic: Absorption, Amplify, Behold,
Dismiss Elemental, Dismiss Magic, Elemental
Summoning, Mindlink

The Traveler is the patron of all those who


embrace change including changelings, shifters,
dopplegangers and lycanthropes. The Traveler
is known as the Giver of Gifts, but a famous
proverb states: "beware the gifts of the
Traveler".
Some artificers secretly worship the Traveler,
due to his governance over artifice.

Cult Skills
Art, Artifice, Craft(Any), Courtesy, Sleight,
Stealth

Magic
Common Magic: Armoursmiths Boon, Bandits
Cloak, Bearing Witness, Boon of Lasting Night,
Darkwall, Fate, Heal, Mobility, Push/Pull,
Speedart, Understanding
Divine Magic:
Illusion

Aphrodisiac, Disarm, Eclipse,

47

OTHER RELIGIONS
Many other religions exists in Eberron. The
largest will be detailed in this section.

THE SILVER FLAME


The Silver Flame is the
quintessentially
pure
abstract
entity
of
goodness
and
law.
Closely associated with
Tira Miron the Voice of
the Silver Flame, all
those
wishing
to
communicate with the
flame
must
speak
through Tira for the
purity of the flame is too
great for any ordinary
mortal to hope to achieve.
The Church of the Silver Flame follows the
direction of the Silver Flame and focus
primarily on eradicating supernatural forms of
evil across Khorvaire and beyond.
The faith of the Silver Flame is the dominant
religion of Thrane, although it is present in
many other nations of Khorvaire. The Diet of
Cardinals, the governing body of the Church,
resides in Thrane. As do the Keeper of The
Flame, currently the eleven-year old girl Jaela
Daran who is the selected speaker for the
flame, and acts as the intermediary link
between the Voice and the Diet.
STRUCTURE
The Church of the Silver Flame has a rigid
hierarchy formed from four formal orders.
These orders are supplemented by various
smaller brotherhoods and branches.
The Order of Ministers: This order includes
the standard priests. They lead services at local
temples, act as community leaders and conduct
48

research and liturgical debate, or serve in


Thranes military. Most members of this order
have no pact and divine magic, focusing on lore
and tradition over magic.
The Order of Templars: These are the true
warriors of the church. They might be temple
guards crusaders against evil creatures,
wandering adventurers in search of wrongs to
right or soldiers in the armies of Thrane. Not a
majority of the Templars has a pact, but the
order holds a significant number of paladins
with access to divine magic.
The Order of Friars: In the argot of the Silver
Flame, friars are priests who serve a
missionary purpose and they are often called
Priest Errant by the Ministers. Rather than
being assigned a specific region or community,
friars travel from land to land, bringing the
light of the Flame into dark places and
converting all who seem receptive. A higher
number of this order has access to divine
magic, but it is still not a majority.
Within each of these three orders, members
from all cult ranks can be found, albeit with
varying titles. The order below is of a different
ranking though.
The Council of Cardinals: This order is higher
in ranking than the others, and its members are
drawn from the top brass of the others. This
order represents the officials, who handle the
governance, administration and research of the
Church. The governing body of the church, The
Diet of Cardinals, draws its members from this
order.
COMMON MEMBERS (PURIFIED)
The purified are the ordinary worshippers of
the faith. Most are born into the faith, but some
choose it as they see the unfairness in the
world, and wish to make it better.

They are expected to be virtuous, to uphold


good and justice and to root out evil wherever
it exists. Most ordinary people however, are
not martially inclined and will merely attend
services and report evil if it finds it.
PIOUS MEMBERS (ACOLYTE/SEMINARIAN)
Due to the more rigid structure of the Silver
Flame, compared to the Sovereign Host, strict
rules exists for entering the church by
becoming an Acolyte or Seminarian. A person
must study under a priest or at a seminar, to be
taught the basic skills and dogma to hold this
position the training can vary from a few
months to years, depending on the individual,
the position and the teacher.
Already at this stage the acolytes have been
inducted into one of the three orders.
Beginning members of the Order of The Friars
are sometimes called Pilgrims as well.

Five cult skills at a minimum of 50%


Templar / Paladin
The Templars and Paladins make up this
ranking. The vast majority are simply Templars,
and wield no divine magic. The ones with both
martial focus and divine magic are called
Paladins and the vast majority of the Silver
Flame Paladins serve in this order and at this
ranking.
Five cult skills at 50% minimum, one of which
must be a combat style.
Friar / Cleric
The Friars or Priest Errant more often carry a
pact and divine magic. The large majority
however, does not. The ones who do are most
often called Clerics instead Friars.
Five cult skills at 50% minimum

Most Pious Members does not have a pact, but


they need to have at least five cult skills at 30%
or higher.

HIGH PRIEST

FERVENT MEMBERS (MINISTER, TEMPLAR OR FRIAR)

High Priest is no formal title in the Church of


The Silver Flame. A high priests is a nonmartially aligned Cleric, most often from the
Order of Ministers or Friars, who definitely
wield divine magic. They most likely act as
heads for large congregations, in one of the
major cities or perhaps even serves as a
Cardinal.

At this point the purified have gained the rank


of Priest, regardless of to which order they
belong even though Priest is mostly though of
as ministers. The overwhelming majority of the
church never reach this high.
Minister / Priest
Ministers will often be granted a position
within a church or temple from which they will
serve the community and the church. Later on
in life they may be given responsibility for the
church or temple, or perhaps even rise to
become bishop, archbishop or cardinal.
The vast majority of ministers wield no divine
magic, as those who wield this power often
either become Templars or Friars, or quickly
rise higher in the hierarchy.

High Priests

5 cult skills at 75% minimum, minimum 5


dedicated POW.
HIGH LORD
High Lord is not a formal title in the Church of
The Silver Flame. Instead it is a rank used to
categorise those martially-oriented clerics or
paladins who evolve their pact enough to reach
this stage. They are most often at the forefront
of investigations or purges, rooting our evil.

49

5 cult skills at 80% minimum, minimum 4


dedicated POW.

Cult Skills
Athletics, Brawn, Culture(Own), Lore(Any),
Perception, Persistence, Resilience, Unarmed

Magic
Common Magic: Bladesharp,
,
Detect(Shapechanger), Detect(Undead),
,
Fanaticism, Firearrow, Fireblade, Heal,
Mobility, Protection, Strength, Vigour
Divine Magic: Bright Weapon(N), Consecrate,
Courage(N), Cure Disease/Poison, Crumble(N),
Deadlock(N), Flame Strike(E), Gleam, Heal
Wound, Peaceful Rest(N), Restoration(E),
Sanctify(E), Scramble Magic(N), Sunspear
In addition to these, many of The Silver Flame
may have many more of the anti-undead spells
from Necromantic Arts.

THE BLOOD OF VOL


Look not to the skies, nor the depths below, nor
even the distant past or future. Seek the divine
within, for the blood is the life, and in its call can
be heard the promise of eternal life. One has but
to listen.
The Blood of Vol is a
religious
cult
fascinated with blood
and power of the
Divinity Within. It is an
ancient
religion
dedicated
to
the
meaning of blood, the
mysteries of heredity,
death, and the undead.
Most of its members, called seekers by
themselves, believe that blood is the source of
life and that undeath provides immortality and
a path to divinity. Most of its member dont
dabble in necromancy or venerate undead.
Ordinary practitioners of The Blood of Vol is
characterised by venerating the Divinity Within
i.e. the power, energy and drive within each
individual.
Seekers believe that traditional faith is a selfindulgent conceit, a means for small minds and
even smaller souls to come to terms with the
true nature of existence. In a world as
unforgiving as Eberron, the only faith that is
not misplaced is faith in oneself and ones own
capabilities. The Divinity Within grants the
power to shape reality, not some outside force.
The religion is mostly practiced within
Karrnath. Outside of Karrnath it is mostly
judged as a necromancy cult, especially
because of the bad reputation of Karrnath.

Cult Skills
Culture(Own),
Lore(Any)

50

Influence,

Insight,

Stealth,

Magic

Magic

Common Magic: Boon of Lasting Night, Chill,


Darkwall, Demoralise, Hand of Death, Heal,
Slow

Magic also varies greatly from cult to cult, but


here is a natural spell selection.

Divine Magic: Absorption, Behold, Consecrate,


Dismiss Magic, Eclipse, Fear, Fog, Sanctify(E),
Sever Spirit, Soul Sight
Add to the above any appropriate necromancy
spells from the Necromantic Arts sourcebook.
Which spells are allowed vary between local
groups, but most are available.

THE CULTS OF THE DRAGON BELOW


The Cult(s) of the
Dragon Below have
existed since the
beginning of time
in one form or
another.
There
have always been
those, who chose to
worship
the
Dragon
Below
(Khyber) in order to gain power or in hopes of
some dark promise fulfilled. In modern times,
cultists seek to release beings (e.g. daelkyr,
rakshasa rajahs, or demons) or gain power
from those same beings through sacrifice or
devotion.
Worship of the Cults of the Dragon Below is
strongest in the western regions of Khorvaire,
especially the Shadow Marches. These regions
suffered most during the Daelkyr War, and
bear the greatest scars from that ancient
conflict, physically and psychologically.
Most cultists practice in secret as society at
large shuns such worship. The cults are illegal
in all of the five nations.

Cult Skills
Various from cult to cult

Common Magic: Befuddle, Boon of Lasting


Knight, Darkwall, Demoralise, Detect Enemy,
Detect Good, Disruption, Heal, Mindspeech
Divine Magic: Aphrodisiac, Berserk, Madness,
Mindblast, Mindlink, Reflection

THE DRUIDIC SECTS


The Druidic Sects are a collection of very
different sects, who all venerate nature and the
balance of the world. They have the same
origin and all build on the principle of balance
between the three progenitor entities: Siberys,
Eberron and Khyber. They stand vigil in
defence of Eberron against extraplanar threats,
such as that posed from extraplanar creatures.
Most druids come from the Eldeen Reaches,
where their animistic religion is the dominant
faith. Others are found anywhere that natures
spirit is strong, from the craggy mountains that
house the Mror Holds to the fetid swamps of
the Shadow Marches.

Cult Skills
Athletics, First Aid, Lore(The Planes), Stealth,
Swim, Survival, Track

Magic
Some of the sects may have variations on this
spell selection.
Common Magic: Beast call, Cauterise, Clear
Path, Detect Magic, Detect Animal, Endurance,
Heal, Light, Vigour, Water Breath
Divine Magic: Beast Form(Choose one Animal),
Bless Crops, Breathe Water, Call Winds, Clear
Skies, Cure Disease/Poison, Dismiss Elemental,
Evergreen, Fog, Heal Wound, Meditate, Rain,
Soul Sight, Speak with Animals(E), Speak with
Plants(E)

51

KEEPERS OF THE PAST (VALENAR)


All elves in Eberron descend from the elven
slaves that escaped XenDrik and the rule of the
giants some forty thousand years ago. During
this slave revolt, many elves fought and died
and the veneration for these heroes that gave
their life for their people, sparked the elven
tradition of ancestor worship.
Although the elves of Valenar severed
themselves from Aerenal millennia ago, those
warrior folk still retain much of their relatives
religious belief. Rather than venerating the
undying ancestors of Shae Cairdal, they
worship patron ancestors and seek to emulate
them through brave deeds and great
accomplishments.
When an elf is born, the Keepers of the Past
read the signs to determine the patron
ancestor that will guide the elf through life. It is
the duty of the child to honour and emulate this
particular ancestor, though he should also
strive to bring glory to his entire family.
When coming of age, the elf receives a Zaelshin,
an amulet bearing the sigil of the elfs patron
ancestor, and many young elves take to
wearing a Zaelta. The Zaelta or spirit mask, is a
veil that covers the lower face. It is intended to
help the wearer submerge his identity in that
of his ancestor.
Many elves can share the same patron
ancestor. This leads to competition among the
elves as each strives to be the perfect
embodiment of the common patron.
Since there are few permanent temples to the
Keepers of The Past and Valenar divine users
are often on campaign there exist some
alternative procedures for regaining divine
magic. When a Valenar elf would need to return
to the temple, he can instead get in touch with
his ancestors where he is. By spending a night
honouring the ancestors with song, dance and

52

recreations the Valenar elf may regain spells as


if in a temple.
COMMON MEMBERS
Next to all Valenar elves are common members
of this cult, unless they for some reason have
forsaken their entire culture and religion. As
such the only requirements is culture and
veneration.
PIOUS MEMBERS
5 cult skills at 40% minimum, Ride at 50%
minimum.
FERVENT MEMBERS
5 cult skills at 60% minimum, minimum 3
dedicated POW.
HIGH PRIEST (SIYAL MARRAIN)
The Siyal Marrain, or Horse Watchers (in the
common Galifaran tongue), are a Valenarian
druidic order charged with keeping the
Valenarian steeds. The steeds are believed by
the elves to be the descendants of elven
warriors who fought against the Su'lat League
to free the elven people from slavery, but were
cursed to remain in the equine forms they had
taken to carry their comrades into battle. As
such the Siyal Marrain protects them, pair them
with young Valenar elves and often take their
form or speak with them through magical
means.
Ride at 90% minimum, Survival at 80%, 4
other cult skills at 70%. Minimum of 4
Dedicated POW. Must have a strong bond to
nature and animals.
HIGH LORD (KEEPER OF THE PAST)
The lords of the cult are the keepers of the past,
the traditions of the Valenar. They themselves
have proven their close relationship to their
ancestor and their accomplishment. To become
a Keeper of The Past, the elf must have

emulated their guidance ancestors deeds and


behaviour in some great way, either by taking a
decade-long journey or by performing some
great deed in battle.
One cult combat style at 90%, 5 other cult skills
at 70%.. Minimum of 4 Dedicated POW. Must
have performed great ancestor-emulating
deed.

Cult Skills
Athletics,
Combat
Style(Bow),
Combat
Style(Valenar Double Scimitar), Combat
Style(Scimitar), Dance, Lore(Ancestors), Ride,
Resilience, Sing, Survival

Magic
Common Magic: Bandits Cloak, Beast Call,
Bladesharp, Coordination, Detect (water),
Endurance, Heal, Mobility, Multimissile,
Divine Magic: Alter Target, Beast Form(Horse),
Behold, Berserk, Blessing, Speak with
Animals(E), True (Valenar Double Scimitar),

53

CHAPTER 7 HEROIC ABILITIES


These heroic abilities can be added to the ones
presented in the Core Rulebook, to help create
the heroic and action-oriented characters that
are inherit for Eberron.
The author can only recommend the reader to
seek out the Heroic Abilities found at the
Legend Wiki, as they also provide a good
addition to the ones in the core rulebook.

Anti-Magic Resolve
Requirements: CON 16 or higher, POW 14 or
higher.
Hero Points: 12
Duration: One skill test
The character is able to withstand offensive
magic, through sheer physical and mental force
of will. The character can always passively
choose to resist a spell using resilience or
persistence, instead of evade albeit at -20%
to the skill.
In addition he can invoke this ability when
failing a test of resilience or persistence to
avoid the effects of a spell. He can immediately
reroll the failed test, however the second result
stands (cannot be rerolled again). Using this
ability immediately causes one level of fatigue.

Unbind
Requirements: INT 18 or higher, Artifice at
110% or higher
Hero Points: 12
Duration: One attack
Invoked whilst touching (in some cases making
an unarmed attack) a warforged or an
enchanted item, this power unbinds magical
webs and destroy enchantments. The caster
and the target make opposed rolls of Artifice
vs. Persistence or Effect (whichever is higher).
If the target fails the resilience check, it
immediately unbinds. An enchanted item

54

becomes mundane; a warforged falls to the


ground in pieces, dead.
Regardless of the result of the opposed test, the
artificer gains 1 level of fatigue.
Note that extremely powerful (and thus
complex) magic items should be left immune to
this effect, as their complexity does not allow
the Artificer to quickly unbind the magical
threads holding the enchantment.
Alternatively, one could allow this by the
Artificer spending longer time on the
unbinding, but with a chance of the unbinding
resulting in a magical explosion.

Quick Attack
Requirements: DEX 16 or higher, Evade 90%
or higher
Hero Points: 10
Duration: One attack
The character is extremely nimble and able to
quickly gain his balance. When invoking this
ability the character can use this SR to attack,
even though he would normally not be allowed
to do so from an earlier Evade roll or
Overextend opponent Combat Manoeuvre.

CHAPTER 8 EQUIPMENT
In this chapter we discuss various armour,
weapons, equipment and services available to
adventurers in the world of Eberron. In general
you can use any item found in Core Rulebook
and Arms & Equipment, although some items
are clearly too Bronze-Age to be applicable to
all cultures. Items presented here are either
altered versions of standard equipment, or new
equipment that only exists in Eberron.

ARMOUR
New prices, encumbrances and armour types
have been introduced to better fit the highmedieval world of Eberron. Armour is much
Armour
Soft Leather
Hard Leather
Linen
Ringmail
Scalemail
Chainmail
Half plate
Full plate

AP
1
2
2
3
4
5
6
8

more common, and often industrially massproduced, and so the original prices in Legend
does not fit.

Cost in Silver pr. Hit location


25
40
60
100
150
175
250
350

Soft Leather: Armour made from leather or


directly from animal hides. Mostly only used by
primitives
or
desperate,
was
more
sophisticated armour exists offering the same
balance between protection and weight.
Hard Leather: Made from hardened leather,
and much more used in civilised areas than soft
leather, as it can be easily formed, painted and
in other ways made look stylish. Many noble
sons delight in wearing fanciful leather armour,
to appear masculine and warrior-like, even
though they have never seen combat.
Linen: Made from multiple layers of linen,
often with wool in-between, this armour
provides a good amount of protection
compared to the price. Many peasant soldiers

ENC pr. Hit location


1
2
1
2
2
3
3
4

or archers wear armour like this, to take the


brunt of the damage. However, due to the
material, linen armour is prone to additional
wearer, tear and damage.
Ringmail: Simple, mass-produced armour of
chains sewn onto a leather jerkin. This type or
armour is slightly cheaper than the real deal,
but is quickly going out of use as The Last
War created better techniques for massproducing true Chainmail. The Ringmail is also
harder to maintain due to the leather parts, as
they must occasionally be changed and cured
with leather-oil.
Scalemail: A favourite among guard personnel,
the common soldiery and adventurers,

55

scalemail offers a good balance between


protection and weight.

joints, but offers larger flexibility and less


weight. Half plate is expensive and almost
exclusively worn by bodyguards, officers and
nobles. Good examples of this are plate helmets
with most of their face uncovered, arm bracers
and breastplates.

Chainmail: In the heavier end of available


armours, chainmail is also a favourite among
professional soldiers, guards and officers,
chainmail offers excellent protection against
damage.

Full Plate: Full plate is truly heavy, expensive


and protective. It covers every part of the
location, with advanced layer-plates and pieces
of chainmail to cover up flexible joints and
critical sections. Good examples of this are fullsuits of Plate and whole-covering helmets.

Half Plate: Half plate is non-connected plate


armour, which might be worn by itself or in
conjunction with other armour. Half plate does
not cover as much as full plate, especially in the

CLOSE COMBAT WEAPONS


Weapon

Category

Damage

STR/DEX

Size

Reach

Combat Manoeuvres

ENC

AP/HP

COST

Valenar
Double
Scimitar
Sharrash

2H

1D8

7/14

6/12

2H
1H

1D10
1D4+1

9/12
8/10

L
S

M
M

300
SP

4/8

Tangat

1H

1D8+1

6/12

Bleed, Impale,
Sunder(2H-mode
only)
Bleed,
Impale,
Entangle
Bleed, Impale

4/8

250
SP
250
SP

Valenar Double Scimitar: The Valenar Double


Scimitar is a very special weapon two-handed
weapon. A person can use it with any sword
combat style as a normal scimitar, albeit with a
-10% to parry rolls due to the awkward second
blade.
However, a person with training in the specific
weapon style can use the weapon to its full
potential. He does not receive the parry penalty
and the weapon can then be used in one of two
different modes, which can be changed
between instantly:
The bearer can either fight with all the benefits
of having two weapons (i.e. +1 CA) because the
bearer can spin the blade around quickly for
multiple attacks. If using it like this, the Double
Scimitar has the top row of statistics.

56

Alternatively the weapon can be used with


devastating force as an ordinary two-handed
weapon. If using it like this, the Double Scimitar
has the bottom row of statistics.
Sharrash: Because of the curved blade of the
Talenta Sharrash, it is ideal for tripping
opponents. When using a Sharrash for a trip
combat manoeuvre, the target receives a -10%
to their evade skill for the opposed roll.
Tangat: The Talenta Tangat is a short Polearm,
similar to a glaive but for mounted stabbing
instead of chopping.

RANGED WEAPONS
Weapon

Damag
e

Damage
Modifier

Range

Load

STR/DEX

Size

Combat
Manoeuvre

ENC

AP/HP

COST

Boomerang,
Talenta
Boomerang,
XenDrik
Elven Bow

1D3+2

40m

5/11

Stun Location

2/4

25 SP

1D3+3

30m

5/13

3/6

25 SP

1D8

200 m

9/14

Stun Location,
Bleed
Impale

3/7

300 SP

Boomerang, Talenta: The ordinary returning


boomerang used by the halflings of the talenta
plains. When using the boomerang for ranged
attacks, the boomerang will return to its user
on his first initiative count on the subsequent
combat round. To catch the boomerang the
user must spend a Combat Action to catch it, by
succeeding on a test against his Talenta
Boomerang weapon skill. If he fail this catch
check the boomerang lands d5 meters away.
Boomerang,
XenDrik:
The
XenDrik
boomerang is an exotic weapon used by the
Drow. It can be used for ranged attacks, and
will return to the bearer. It works just as the
Talenta boomerang described above.

Elven Bow: A longbow mainly used by the


elves of Aerenal and Valenar. It is in many ways
similar to the human longbow, but relies on
grace and dexterity rather than brute force.
Through its advanced and delicate design, it is
able to launch arrow with deadly force. It can
be used from horseback. This weapon is so
precise it grants a +10% bonus to any ranged
attacks made with it.
The price reflects the price for a newly-created
elven character. If sought after in an ordinary
Khorvarian city by a non-elf, it will cost
significantly more.

NEW ARMOUR MATERIALS


Armour
Adamantine
Bronzewood
Darkleaf
Flametouched Iron
Leafweave
Mithral
Targath

Craft skill Modifier


-20%
+5%
-20%A
-10%
-20% A
-10%
-10%

Cost multiplier
x16
x6
x8
x8
x5
x14
x5

AThis requires Craft(Alchemy) as well as Craft(Wood Smith).

Adamantine: Armour made from adamantine


alloy adds +2 to their AP without affecting ENC.
Adamantine armour is almost always of
superior quality (included in cost), and will
thus have one or more Enhancement (see p 28.
Of Arms & Equipment).
Bronzewood: Items made of bronzewood
reduce their ENC with 1. Armour made of
bronzewood does not give a penalty to stealth
checks when hiding in woodland areas.

Darkleaf: Alchemically cured pieces of


darkwood, darkleaf can only be used for items
with metal plates, such as scale mail, plate or
brigandines. Darkleaf armour offers the same
protection as normal armour, but at -2 ENC.
Flametouched Iron: Flametouched armour
grants a +10% bonus to Persistence and
Resilience checks made to avoid effects caused
by outsiders, such as fiends, Quori or Demons.

57

Leafweave: Leafweave armour can be of types


using leather or textile such as linen.
Leafweave armour always has an ENC of 0.
Mithral: Armour made from mithral alloy has 2 ENC to a minimum of 1. Mithral armour is
almost always of superior quality (included in
cost), and will thus have one or more
Enhancement (see p 28. Of Arms &
Equipment).

Targath: Targath has a natural affinity for


items enchanted with healing magic, giving
them an extra magnitude of power. A character
carrying an item made of Targath receives a
+10% bonus on Resilience checks to resist
disease. Armour made of Targath has -1 AP.

NEW WEAPON MATERIALS


New and interesting materials for weapons to be made of.
Material or Item
Adamantine
Bronzewood
Byeshk
Cold Iron
Densewood
Flametouched Iron
Mithral
Riedran Crysteel
Targath

Craft skill Modifier


-20%
+5%
-20%
-10%
-10%
-10%
-10%
-10%

Adamantine: Weapons made from an


adamantine alloy add +2 to their HP. In
addition they ignore 3 AP of any item or
armour theyre damaging. An Adamantine item
is almost always of superior quality (included
in cost), and will thus have one or more
Enhancement (see p 28. of Arms & Equipment).
Bronzewood: Items made of bronzewood
reduce their ENC with 1.
Byeshk: All items of byeshk increase their ENC
with 1. Weapons made from byeshk increases
their damage by 1 and HP by 2. However due to
the increased weight, a person using one
receives a -5% to parry rolls.
Cold Iron: Weapons of Cold Iron increase their
HP and AP by 2. Furthermore Cold Iron
bypasses the natural armour of many fey,
demons and devils.

58

Cost multiplier
x16
x6
x14
x3
x3
x8
x14
x12
x5
Densewood: Densewood is tougher than
normal wood, and attempts to break wooden
items made from densewood are at a -20%. A
shield made from densewood, receives a +2 AP
and +2 HP.
Flametouched Iron: Flametouched weapons
ignore the natural armour of outsiders, such as
Demons, Quori and the like.
Mithral: A weapon made from a mithral alloy
has -2 ENC, to a minimum of 1. A Mithral item
is almost always of superior quality (included
in cost), and will thus have one or more
Enhancement (see p 28. of Arms & Equipment).
Riedran Crysteel: Weapons made of crysteel,
when wielded by a character with the Psionic
skill, adds +1 to its damage for every tenth of
the characters Psionics skill.

Targath: Targath has a natural affinity for


items enchanted with healing magic, giving
them an extra magnitude of power. A character
carrying an item made of Targath receives a
+10% bonus on Resilience checks to resist
disease. Items made of Targath have -1 AP and

GOODS AND SERVICES


These prices and descriptions only clarify rule
purposes for the original items in Eberron
Campaign Setting.

-1 Hp. Furthermore weapons made of Targath


bypass the natural armour of any Deathless
creature, such as the undying court of Aerenal.
Item
Special Substances and Items

Cost

ENC

Item
Mounts and Related Gear

Cost

Acidic Fire (Flask)


Alchemists Frost (Flask)
Alchemists Spark(Flask)
Noxious Smokestick
Tanglefoot Bag

40 SP
40 SP
40 SP
20 SP
40 SP

Clawfoot
Glidewing
Magebred Animal
Valenar Riding Horse
Valenar War Horse

700 SP
100 GC
x2
800 SP
100 GC

Tools and Skill kits


Glyphbook
Holy Symbol, Flametouched Iron
Inquisitives Kit
Warforged Repair Kit

Services and Spellcasting


100 SP
600 SP
200 SP
150 SP

1
1
3
4

Clothing, Darkweave
Clothing, Glamerweave

+100 SP
+100 SP

Documents
Arcane Signet Ring
Identification Papers, standard
Identification Papers, portrait
Letter of Credit
Letter of Marque
Travelling Papers

200 SP
2 SP
10 SP
Special
500 SP
5 CP

.
.
.

70 SP
30 SP
2 SP

Clothing

Food, Drink and Lodging


Feast (Per person)
Magical Meal (Per person)
Meals, House Ghallanda (per day)

Hireling, Dragonmarked
House Cannith: Repair
House Jorasco: First aid
House Jorasco: Medical Care
House Jorasco: Magical Healing
House Jorasco: Restoration
House Jorasco: Cure Dis./Poison
House Kundarak: Banking
House Kundarak: Freeze
House Kundarak: Meld
House Kundarak: Veil
House Lyrandar Airship
House Lyrandar Galleon
House Orien: Coach/Caravan
House Orien: Lightning Rail
House Orien: Mail Service
House Orien: Teleport
House Sivis: Arcane Mark
House Sivis: Message station
House Sivis: Translation
House Sivis: Secret Script
House Sivis: Message
Skycoach, in-city

15 SP pr. day
5 SP
5 CP
10 CP pr. day
10 SP pr. HP
20 SP pr. stat
100 SP
Varies
100 SP
100 SP
5 GC pr. day
1 SP pr. mile6
5 CP pr. mile
3 CP pr. mile
5 CP pr. mile
1 CP pr.50miles
10 SP pr. mile
5 SP
5 SP pr. page
2 SP pr. page
75 SP
125 SP
4 CP pr. mile

1 Mile = 1.5 km for ease of use.

59

SPECIAL SUBSTANCES AND ITEMS


Acidic Fire: Acidic fire is a substance that
burns when it comes in contact with the air. A
location hit by acidic fire will burn as though a
small fire (dealing 1D6 damage per round) for
1D3+2 rounds, unless extinguished.
Alchemists Frost: Similar to alchemist fire,
dealing cold damage instead.
Alchemists Spark: Similar to alchemist fire,
but dealing 1D10 electricity damage for one
round only.
Noxious Smokestick: Works just like Flash
Powder (p. 8 of Arms & Equipment). In addition
to the smoke, anyone within 5 meters who fails
a Resilience check is Nauseated (p 56 of the
Core Rulebook).
Tanglefoot Bag: This bag bursts on impact,
covering the target in sticky goo, which
becomes tough and resilient upon exposure to
air. The target receives -40% to all skill check
requiring use of hands, arms or fine
manipulation.

TOOLS AND SKILL KITS


Glyphbook: Grants a +20% bonus to any
Language checks regarding ancient XenDrik
languages.
Holy Symbol, Flametouched Iron: When the
wearer of this holy symbol casts the Crumble(N)
spell, the target undead receives a -20% to its
Resilience check.
Inquisitives Kit: Gives an +20% bonus to all
relevant tests when investigating an area, such
as a crime scene.
Warforged Repair Kit: Grants a +10% bonus
to any relevant Craft check when repairing a
warforged.

CLOTHING
Darkweave: Grants the user a +20% bonus to
Stealth checks in shadowy or dark conditions.

60

Glamerweave: Grants a +20% bonus to


Influence checks due to the impressive
material. This of course varies greatly on the
situation some might not like your fancy
clothes.

DOCUMENTS
Arcane Signet Ring: Contains an Arcane
Mark(E) that identifies the correct identity of
the wearer.
Some cheaper models do not contain an arcane
mark, but are still ornate and costs 100 SP
instead.
Identification Papers, standard: See the
Eberron Campaign Guide.
Identification Papers, portrait: See the
Eberron Campaign Guide.
Letter of Credit: See the Eberron Campaign
Setting.
Letter of Marque: See the Eberron Campaign
Setting.
Travelling Papers: See the Eberron Campaign
Setting.

FOOD, DRINK AND LODGING


Feast: A very high-quality meal prepared by
the Feast(E) and Chefs Boon(E) spell.
Magical Meal: A medium to high-quality meal
prepared with the Chefs Boon(E) spell.

MOUNTS AND RELATED GEAR


Clawfoot: See Section 9 Monsters and NPCs.
Can ordinarily only be bought in the Talenta
Plains, and then only rarely to non-halflings.
Glidewing: See Section 9 Monsters and NPCs.
Can ordinarily only be bought in the Talenta
Plains, and then only rarely to non-halflings.
Magebred Animal: See Section 9 Monsters
and NPCs.

Valenar Riding Horse: Can ordinarily not be


bought. Should one attain such a horse
however, this is the price it would fetch on the
open market.

The following services are for

House Kundarak: Banking Service: Having


House Kundarak take valuables into
safekeeping. The price depends hugely on
quality, importance, danger for thieves and
length of keeping. Ordinary banking, such as
keeping savings, will usually cost 2 SP a month.
Keeping a familys heirlooms, with proper
insurance in case of theft can costs many GC a
month and storing a valuable artefact might
costs hundreds of GC. Whatever needs to be
stored and whatever your budget - Kundarak
can take care of it.

Hireling, Dragonmarked: Daily use of a heir


possessing a Least Dragonmark, performing
related services.

House Kundarak: Freeze: Having house


Kundarak secure an area with the Freeze(P)
spell.

House Cannith: Repair: Having House Cannith


magically repair an item. Usually only used on
weapons of high quality or importance. The
artificers use a combination of magic and
knowledge to repair the item in question.

House Kundarak: Meld: Having house


Kundarak secure an area with the Meld(P) spell.

Valenar War Horse: Can ordinarily not be


bought. Should one attain such a horse
however, this is the price it would fetch on the
open market.

SERVICES AND SPELLCASTING

House Jorasco: First aid: This represents


ordinary first aid, performed either in a House
Jorasco house of healing or at visitations by a
Jorasco envoy. This can also represent ordinary
health-checks, sick-visits at home and likewise.
It is normally not performed by a
Dragonmarked heir.
House Jorasco: Medical Care: Represents
long-term medical care, such as recovering
from a disease or recuperating after a major
wound, with little or no magic involved.
House Jorasco: Magical Healing: This
represents magical healing, with any
combination of the magical healing available to
house Jorasco. The price is per hit point, to
represent how badly injured the patient is.
House Jorasco: Restoration: This represents
magical restoration of lost physical or mental
capabilities.
House Jorasco: Cure Disease/Poison:
Magical removal of diseases or poison within
substances or patients.

House Kundarak: Nondetection: Having


house Kundarak secure a person or area with
the Nondetection(SP) spell. Usually this means
moving into a room at a House Kundarak
enclave where the spell is continuously cast.
However House Kundarak can be open to other
locations, which will usually cost five times the
price.
House Lyrandar Airship: Buying passage on a
House Lyrandar Airship covering the main
passages between large cities. Hiring for a nonstandard journey will cost significantly more. A
few airships are owned by the nations
governments and privateers, but most are in
the hands of House Lyrandar.
An airship can travel up to 30 km per hour
through clear skies. A ship using Animate(Air)
to lessen air drag, can add 10 km per hour on
top of that for the duration of the spell.
House Lyrandar Galleon: Buying passage on a
House Lyrandar Galleon covering the main
passages between ports. Hiring for a nonstandard journey will cost significantly more.
An airship can travel up to 30 km per hour
across calm water.

61

House Orien Coach/Caravan: A House Orien


Coach travels along the House Orien trade
routes. They maintain a speed of 8 km per
hour.
House Orien caravans moves goods and
passengers almost everywhere large towns or
cities exists. Caravans maintain a speed of 25
km/day.
House Orien Lightning Rail: House Orien
Lightning Rails travel along rail lines of
conductor stones. Lightning rails travel 45 km
per hour.
House Orien: Teleport: Having a House Orien
heir cast teleport(S) for you.
House Sivis: Arcane Mark: Having House Sivis
mark a document with an Arcane Mark(E).
House Sivis Translation: Having House Sivis
translate a document, regardless of the
language. House Sivis guarantees the content of
the translation will not be recorded.
House Sivis: Secret Script: Having House Sivis
hide a document with a Secret Script(E).
House Sivis: Sending: Having House Sivis send
a message to a person anywhere, via
Message(SC).
Skycoach, in-city: Buying passage on a
Skycoach. Skycoaches are only available in very
large cities and only widely in use in Sharn.

TRADE
Sometimes adventurous souls decide to settle
down, to start a business or earn money in the
side by transporting and selling goods where
they would be headed anyway.

Coinage
The coins used in Eberron weight around 10
grams and have a diameter of roughly 35 mm.
They do not consist entirely of the metal they
represent, with a percentage varying from coin

62

to coin. Many coins are from before the last


war, being minted in Galifar. Newer coins are
also abundant, being minted within each nation
and bearing their emblem. All nations however,
continue using the old Galifar values for coins,
especially because of the influence from the
dragonmarked houses, who do not wish for too
varied national currencies.

Trade Goods
Use the table below for prices of general trade
goods and resources.
Goods
Foodstuff
Wheat
Flour
Hay

Measure

Price

1 kg
1 kg
1 kg

1 CP
2 CP
CP

Metals
Iron Ore
Wrought Iron
Weapon Iron
Steel
Lead
Copper
Tin
Bronze
Cold Iron
Targath
Silver
Gold
Mithral
Adamantine
Platinum

1 kg
1 kg
1 kg
1 kg
1 kg
1 kg
1 kg
1 kg
1 kg
1 kg
1 kg
1 kg
1 kg
1 kg
1 kg

10 SP
25 SP
40 SP
160 SP
30 CP
16 SP
40 SP
60 SP
100 SP
200 SP
200 SP
200 GC
230 GC
280 GC
200 PP

Wood
Bronzewood, timber
Darkleaf, timber
Densewood, timber

1 kg
1 kg
1 kg

100 SP
130 SP
100 SP

Dragonshards
Eberron, Least
Eberron, Lesser
Eberron, Greater
Siberys, Least
Siberys, Lesser
Siberys, Greater
Khyber, Least
Khyber, Lesser
Khyber, Large

50 SP
150 SP
300+ SP
200 SP
1.500 SP
4.000+ SP
600 SP
1.300 SP
4.000+ SP

Metals
Adamantine: The price given for adamantine
here, is the price for a pure ingot. When used in
crafting, adamantine is almost always used as
an alloy, where only slightly less than half the
metal consists of adamantine. Pure adamantine
itself would be both too heavy, but also too
brittle, to use for weapons. Use the x16 price
modifier for items consisting of adamantine
alloy given above. Remember that this modifier
includes the added price for high-quality, as
adamantine items tends to be of.
Copper/Silver/Gold: These represent the
pure state of the metals. Usually when sold, the
seller will specify the purity of the material,
which can range tremendously. This is in
contrast to the price modifier of x12 given in
Arms & Equipment, which is a gold alloy not
pure gold.
Iron Ore: These are collections of dirt, stone or
other materials holding a large quantity of iron
ore. They need to be burned in a furnace, so
that the iron can be extracted from the ore. 1
Kg of iron ore usually yields kg of suitable
iron to be used to make wrought iron. As this
depends much on iron-percentage in the ore,
the DM may wish to randomise this if large
quantities are produced.
Mithral: The price given here are for pure
mithral ingots. When used in crafting mithral is
almost always used as an allow, where roughly
half of the material actually consists of mithral.

This is because mithral in itself has the same


qualities as iron, and thus needs to be
tempered with carbon and steel to avoid being
either too bendy or brittle. Use the x14 price
modifier for items consisting of mithral alloy
given above. Remember that this modifier
includes the added price for high-quality, as
mithral items tends to be of.
Steel: True high-carbon steel, manufactured in
a temperature-controlled furnace. The effects
of steel are described in Arms & Equipment.
Weapon Iron: Usually called mild steel, it is
actually a steel-alloy, merely one with a much
lower carbon-percentage than true steel and
much easier to make with current technology.
It is suitable for making long blades, such as
swords, or armour and often also used for
making tools or decorative items because of its
durability and ability to be polished to be shiny.
Most weapons are per default made from this
material and all price modifiers are calculated
from this one.
Wrought Iron: Wrought iron is the basic black
iron used in many lesser iron manufactures. It
is used for making horseshoes, eating knifes,
axes, spears, arrowheads, and so on. It is not
suitable for making armour or weapons such as
swords. Long blades would break due to the
brittleness of wrought iron.

Dragonshards
Sizes: Least dragonshards are used on many
magic items, such as Everburning lanterns and
some permanent wands. Greater shards are
very rare and used for very powerful magic
items. The Airships and Lightning rails both
need greater Khyber shards to function.
Category
Least
Lesser
Greater

Avg. Length
6-15 cm.
15-29 cm
30+ cm

63

The price for a Dragonshard varies greatly in


accordance to its size. The prices given in the
table averages for an ordinary one of its size. So
a lesser shard with a length of 15 cm, will cost
closer to 100 SP than the 150 SP normally
given for a shard of that size.
Eberron: Eberron dragonshards, also called
bloodstones, are found encased in geode like
stone shellsegg-shaped rocks perhaps a foot
across. These stone shells usually lie just below
the surface of the ground, covered by 2 to 10
feet of dirt and sediment, but always above the
bedrock layer. Since Eberron dragonshards are
not found buried within rock, most shard fields
are in lowlands, as opposed to mountains or
rocky barrens.
Khyber: While Siberys shards are the most
rare variety of Dragonshard, Khyber shards are
the most hazardous to obtain. Nevertheless,
prospectors and members of the Finders Guild
send expedition after expedition to find the
Khyber shards that fuel so much of the industry
of Khorvaire. Lightning rails and airships have
transformed the economy of the Five Nations,
and elemental forges increase the output of
many of Khorvaires smiths and craftsmen. As a
result, many organizations pay handsomely for
these dragonshards, making the expeditions
profitableprovided shard hunters make it
back alive.
Siberys: Siberys dragonshards fall from the
Ring of Siberys, littering much of equatorial
Eberron. Nearly all Siberys shards came from
Xendrik, harvested from the jungles around

64

Stormreach as that city grew. Eventually, the


relatively civilized region around the city was
picked clean of most dragonshards, and now
most shards are primarily found deep within
the wilds of Xendrik.

CHAPTER 9 MAGIC ITEMS


IN GENERAL
Magic items are important in the world of
Eberron, and certain iconic items are very
important for the feel of the setting. In this
section we will explore a small number of both
classical D&D magic items and Eberron items,
converted for use with Legend. Note that unlike
in normal Legend, there is no recharge time
between uses on Magic Items in Eberron thus
ignore the rules for Magic Items presented in
Arms & Equipment.
All prices in this chapter are very loose
guidelines. Acquiring a permanent magic item
should always be an achievement in itself,
either making it oneself, bargaining for hours
with an old hag or conquering it from a fallen
nemesis.
Even though artificers can make permanent
items, they find that temporary items are
better for business as the customer must
return later for more and they do not need to
use their own MP. As a result of this, it is hard
to purchase permanent items, especially items
of healing and enhancing. House Cannith
especially has been central to spread the use of
potions and wands, over permanent items.

THESE RULES
The rules for creating magic items
represent the Authors original work, but
are heavily influenced by the rules found in
Wraith Recon and SpellCom, although there
are key differences.
Please give due credit to Mongoose
Publishing, especially Pete Nash the
author of the above mentioned books.

CREATING MAGIC ITEMS


Magic items are created by persons with the
Artifice
advanced
skill
or
through
Sorcery(Grimoire) or Pac, using the creation
rules given below. In the following, the skill
used to create the item is just termed the
Creators Skill.

Magic items usually need special substances,


often expensive, to bind the magic to an item.
For lesser magic items this is represented as a
cost in Silver Pieces, as the substances are
usually readily available in cities. For powerful
magic items, there is also be needed at least
one substances which is hard to get, requiring
effort in searching and negotiating, possibly
requiring an entire adventure to obtain.
Use the following tables to determine
enchantment costs. The prices given are the
investment by the maker to create the item,
who will usually sell it at 1.5 to 5 times this
value, depending on the market. These prices
are for permanent items only.
Enchantment Cost for Permanent Items
Total Magic Points
Cost to enchant
200
2
450
3
800
4
1.250
5
1.800 + special substance
6
2.450 + special substance
7
3.200 + special substance
8
4.050 + special substance
9
10
5.000 + special substance
Example special substances: large Dragonshards,
rare sorts of wood, dragon scales, ancient creation
schematic or focus items. The item should be
appropriate for the kind of magic.

65

The time to create a permanent magic item is


given in the table below. For temporary
magical items, you should halve this time.
Enchantment Times
Total Magic Points
1
2
3
4
5
6
7
8
9
10

Hours to enchant
1
4
9
16
25
36
49
64
81
100

To create a magic item holding a spell, the


caster must either:
Know either Common Magic or Sorcery and
know all spells wished to be enchanted into
the item or have them readily available
through allies.
Or
Have the Artifice advanced skill
If the magic can be resisted, it is the Creators
Skill at the time of creation which is used as the
opposed casting roll.
The creator must also decide on whether to
create a temporary magic item, or a permanent
one.

Temporary Items
A temporary item is an item with one or more
charges. When these charges have been used,
the magic item is rendered useless and the
magic points are returned to the creator when
he next regains magic points. There are two
main types of temporary items:
One-use items, such as potions, pills, oils,
scrolls or powders.

66

Multiple-use items, such as wands or any


other item the creator wishes to create.
There are a number of general mediums, which
confer special abilities or restrictions on
temporary items. These are listed here:
Potions: A potion, draught, pill, powder, oil or
cake is a single-use item which can be activated
by anyone. Activation is by applying it or
eating/drinking it (as appropriate). Potions can
never be used more than once.
Creating a potion costs 15 Silver Pieces per
Magic Point invested in the creation, used on
ingredients able to contain the magic. A potion
cannot hold a spell with more than 4 invested
MP.
The creator must have a suitable workspace for
brewing, boiling and applying magic to the
ingredients.
There are some restrictions on what spells can
be put into potions, use common sense as to
what is applicable to your style of game.
Scrolls: A scroll is a piece of paper, containing
a spell. The spell can be activated by spending
1 Combat Actions (plus 1 to open it if it is not
already open) but only by a person with a
Sorcery(Grimoire) skill who also knows what
spell is contained in the scroll.
To find out what spell is contained, requires a
successful Lore(Arcane) check unless of course
the person has been told the nature of the spell.
Scrolls can only ever hold 1 use of an item, but
in exchange they are much cheaper to create.
Creating a scroll costs 10 SP per Magic Point
invested in the creation, used on high quality
paper and ink. For spells costing more than 5
MP, the cost is 20 SP per MP.
The creator must have a suitable
workspace for writing the arcane script.

flat

Wands: Wands and staffs are the most


commonly used multiple-use temporary item.
Wands are made from wood and applied with
alchemical oils, rare wood, metal or bone
sensitive to the appropriate magic it holds (e.g.
Livewood for healing wands). This very specific
creation allows the wand to hold more charges
than would else be possible. A wand always
have 5 times as many charges as would
otherwise be the case for the enchanted item
(so if a Artificer makes a wand with 10 charges,
then the wand has 50 charges).
A wand is activated by spending 1 and CA can
only be activated by a character with the
matching magic skill or artifice, as the spell
contained (so a wand containing a sorcery
spell, can be activated by any person with any
Sorcery(Grimoire) or the artifice skill). Note
that the Use Magic Device advanced skill allows
persons to use items against this restriction.
Creating a wand costs 75 Silver Pieces per
Magic Point invested in the creation. A wand
cannot hold a spell with more than 5 invested
MP.
The creator must have a suitable workspace for
carving the wood and applying chemicals.
It is rare to see temporary items which are not
of these categories, and therefore they are left
to the GMs discretion. Their price would be
higher though, as the above are tried and
proven methods of creating those items.

Permanent items
Permanent items can be of three distinct types:
Items that magically alter themselves (A
Magic bow)
Items that magically alters the wearer (A
belt of Strength)
Items that cast spells on others (A Blessing
Font)

THE PROCESS
The Artifice skill allows the creation of magical
items, which can be either permanent or
temporary.
Wizard/Sorcerers
and
Clerics/Priests can also create magic item,
although they do it far rarer.

Common Magic Enchantments


Common magic is the easiest to enchant, but
also the ones with the weakest effects. To
represent this, when enchanting common
magic spell you only pay 75% of the price in
Silver Pieces.
To create the magic item, the creator must
decide what spell should be enchanted into the
item, and decide whether it should be a
temporary or permanent item.
The cost in magic points of a common magic
spell, differs whether it is a temporary or
permanent item. Permanent item costs 1 Magic
Point per Magnitude, where temporary items
costs 1 Magic Point per 2 Magnitude. You
cannot create a permanent item with less than
Magnitude 2, as the magic is too weak and
diffuse to bind to material properly.
If a temporary item, the caster can give the
item one charge per tenth of his Creator Skill,
so a creator with 47% Common Magic can
create an item with 5 charges.
No common magic item can have a continuous
effect - They are always only activated. When
activated they function just as if the common
spell had been cast at that time.
Common magic items can be both permanent
and temporary, although the latter is by far the
most common.
Permanent common magic items need time to
recharge after use. After using a permanent
common magic item, it will take 5 minutes
before the item can be activated again.

67

Sorcery Enchantments
Sorcery enchantments are magic items
containing sorcery spells. To create the magic
item, the creator first chooses the spell(s) he
wishes the magic item to contain and which
Manipulations should be applied to the spells
effect. Determine the strength of the spell and
the available number of manipulation points
from
the
creators
Sorcery(Grimoire),
Manipulation or Artifice skill (using Artifice
instead of both Sorcery(Grimoire) and
Manipulation).
The creator must also decide how powerful the
item should be. The effect of the item is
determined by the Creators skill, but he can
choose to create less powerful items than able
to. He can also choose lower effects for any
combined spells, so he could enchant an item
with an Actuate spell at effect 70% and an
Animate spell at effect 30%. Each effect count
separately towards MP investment on the table
to the right.
If the item is a temporary one, the caster must
also add a number of charges. Charges can be
added by spending manipulation points at a
cost of 1 charge per 1 Manipulation. If no
manipulation points are spent on charges, the
magic item has only one. Note that some kind
of temporary items cannot have more than one
charge, such as potions or scrolls.
Example: Elida is trying to create a Wand of
Enhance(STR). Elidas Artifice skill is 62%, so she
can manipulate the Sorcery enchantment with 7
manipulation points. She chooses to put 2 into
Targets, 1 into Duration and the remaining 4
she spends on charges ending up giving her a
temporary magic item with 8 charges (2 times
4). Since she created a Wand, the actual number
of Charges will be 40,
The cost in magic points to create a sorcery
enchantment is determined by many factors, as
additional magic can be needed to fuel greater

68

spells or permanent the item. Determine the


cost by using the table below:
Base Cost:
The amount of Magic Points the spell(s) would
normally require to cast.
Addition Costs:
Permanent item
+1
Each Effect > 40%
+1
Each Effect > 70%
+1 (in addition)
Each Effect > 99%
+1 (in addition)
Strong spell
+x
Strong spell: A clarifications that these are guidelines.
A player might come up with a very strong
combination, that the rules could not have foreseen
and the GM can then place any arbitrary MP cost to
this item.

Example: Elida now needs to determine how


many magic points the item will cost to create.
The spell would normally take 3 Magic Points to
cast, and she decides on a full effect of her
Artifice of 62, so that adds another Magic Point
to the Cost. The Wand of Enhance(STR) ends up
costing 4 magic points to create.
This cost in magic points can be provided from
an Artifice Craft Reserve, the Creators magic
points (either from POW) or other sources.
When all things have been decided, the creator
must succeeded on a relevant check, of either
Sorcery(Grimoire) or Artifice. Remember that
this check is subject to the Haste modifiers
described in the core rulebook.
A critical success reduces the investment in
Magic Points by one (to a minimum of one).
A failure means that the enchantment failed,
but the creator can try again after the creation
time has expired (so if it would take 9 hours to
create a magic item, the creator can try again
after 9 hours).
A fumble means the same as a failure, except
that the creator also ruins 25% of the materials
(in effect heightening the cost by 25% silver

pieces) special substances are never ruined in


this way.
The Combine manipulation can be used to
create complex magic items, containing more
than one spell. However if any of the combined
spells have the Concentration or Resistance
trait, then the whole spell gains the
Concentration or Resistance trait.
Permanent
enchantments
with
the
Autonomous trait are continuous effects, and
will always give the benefit or disadvantage
unto anyone who wears it. Unless for specific
items, the effect ceases the moment you are not
in contact with the item anymore. If the magic
is dispelled by a powerful enough spell, the
magic item resumes working after 2D10
rounds of recharging unless of course the
dispelling magic is still active to suppress the
effect.
Permanent
enchantments
with
the
Concentration trait are inactive until activated,
either by speaking a command word or
concentrating on the item. The GM should take
into account that items may be activated by
accident, in tense situations, magic or by simple
bad luck. Carrying your Staff of Wrack (Fire)
around in your pocket is a bad idea.

UNSUITED SPELLS
Some spells are for various reason not
reasonable in permanent items, either for game
balance reasons or for style/oddity. If a
character is taking great pains to research or
experiment to create items holding these
spells, the GM could allow them by his
discretion but it should be in some way so
that it is not abused and drives the story
forward.

Sorcery
Shapechange
Teleport

EXAMPLE MAGIC ITEMS


Here are given a number of example magic
items, some of iconic or generic types. The
price given here may vary tremendously with
the seller, the quality etc.
If a character succeeds in buying a magic item
for lower the ordinary costs, there is a chance
the item may be of severely low quality. For
instance a Healing Potion might only heal 1d4
instead of 4, or a ring of protection might set
out after deflecting damage.
Many of the items presented here has boosted
magnitude, even when characters would
themselves choose to go cheap and save the
money. The reason is that any proper magic
item creator will wish to have a reputation for
stability and not for magic items that set out as
soon as they meet a dispel. When selling items
to ensure people's survival - it is rarely a good
idea to go for discount.

GENERAL ITEMS
Here are some examples of specific items, I
have focussed on items which cannot readily
be made using the rules in Arms and
Equipment, either because they have a
continuous effect or because a spell does not
exist to model it.

Amulet of Health
Effect: Enhance(CON)(S) 30%
Magnitude: 4
Range: Wearer
Duration: Permanent
Description:
This amulet is mostly made of Targath and
imbued with healing magic. The amulet gives a
+10% to resist disease as per usual for Targath
items and in addition it enhances the bearers
ability to withstand damage and disease. The
wearers CON is increased by +6.
Cost to Create: 600 SP
Cost to Purchase: 1.200 SP

69

Artificers Goggles

Belt of Giant's Strength

Effect: Mystic Vision(S) 60%


Magnitude: 1
Range: 75 m
Duration: Permanent
Description:
These goggles appear quite special, with a
myriad of small lenses, crystals and other
gizmos attached everywhere. They allow the
wearer to gouge the abilities of magical items
and spells as though by a Mystic Vision(S) spell
out to its range. Furthermore, due to the
myriad view lenses and other helpful effects
these goggles implement, any artificer using
these when creating enchanted items gain a
+10% bonus to the check to see whether they
succeed. Some versions of these goggles also
include an enchantment giving the wearer the
Night Sight trait.
Cost to Create: 800 SP (+300 for night sight)
Cost to Purchase: 1.600 SP (+400 for night
sight)

Effect: Enhance(STR)(S) 30%


Magnitude: 4
Range: Wearer
Duration: Permanent
Description:
The wearers STR is increased by +6.
Cost to Create: 450 SP
Cost to Purchase: 900 SP

Artificers Tunic
Effect: Special
Magnitude: 8
Range: Wearer
Duration: Permanent
Description:
This lightly armoured & hooded leafweave
tunic contains rare metal threads, small gems
and golden studs all of materials and form
focussed to channelling magic. An artificer
casting a common magic spell on himself, while
wearing such a tunic can do so in half the
ordinary time. It provides 2 AP to the chest,
arms and abdomen, & head (when the hood is
on) without any armour penalty.
Cost to Create: 900 SP
Cost to Purchase: 1.500 SP

70

Blast Disk
Effect: Special
Magnitude: 4
Range: 5 m
Duration: Instant
Uses: 1 mine
Description:
Developed during the last war, a blast disk is a
metal disk holding a one-use spell capable of
dealing much damage. When placed, blast disks
are often covered with dirt to conceal them
(Difficult Perception check), but more
expensive models have concealing magic
imbued, making them almost impossible to
spot (very hard perception check). When a
blast disk is subject to a sufficient downward
force (such as a foot stepping on it) the disk
explodes with a slight delay, damaging all
persons within range. Each creature in the area
takes 2D8 damage to two random hit locations.
A successful Difficult (-20) evade check can be
used to avoid the damage.
Cost to Create: 100 SP (+50 for concealing
magic)
Cost to Purchase: 200 SP (+100 for concealing
magic)

Cloak of Displacement
Effect: Special
Magnitude: 6
Range: Wearer
Duration: Permanent
Description:
This cloak is made from the hide of a displacer
beast. When worn the bearer will seem to shift
quickly between multiple locations nearby,
appearing blurry and distorted. The effect is
that the enemy is unsure as to the wearers

true location, and a hit on the wearer might hit


empty air (20% chance). The effect is very
unnerving, and people find it very rude to wear
one at social gatherings and the like.
Cost to Create: 450 SP
Cost to Purchase: 800 SP

manifest zone). Other than this, it works


exactly as a Ring of Slow Fall as described
below.
Cost to Create: 30 SP
Cost to Purchase: 50 SP

Circle of Sound

Effect: Conjure(SC) 30% & Tag(SC) 30%


Magnitude: 4
Range: Wearer
Duration: Permanent
Description:
This glove, usually of leather or metal, has the
ability to store items within it. When holding
an item the wearer can activate the glove
which will store whatever item is held if its
not too large. Only one item can be stored in
the glove at a time. At any time the wearer can
then bring back the stored item. Both storing
and returning an item it takes up a CA.

Effect: Message(SC) 40%


Magnitude: 1
Range: 400 m
Duration: Permanent
Description:
Often found as earpieces, glasses, rings or
monocles these items come in connected sets
of two to six (more exists, but are rare). A
wearer can whisper to the item, and the
message will be heard by anyone wearing a
connected item within range. The sets are
connected when forged, and only reforging or
very strong magic can alter to what set a ring
belongs.
Cost to Create: 200 SP per ring
Cost to Purchase: 400 SP per ring

Cloak of Resistance
Effect: Special
Magnitude: 5
Range: Wearer
Duration: Permanent
Description:
This magical cloak adds +15% to all
Persistence or Resilience checks.
Cost to Create: 450 SP
Cost to Purchase: 900 SP

Feather Token
Effect: Slow Fall(E)
Magnitude: 1
Range: Wearer
Duration: Instant
Uses: 1
Description:
Made to function on the extra energies of flying
magic present in Sharn, a feather token is a
cheap alternative to a Ring of Slow Fall. It
works only once, it needs to be activated by the
owner and it only works in Sharn (due to the

Glove of Storing

The item can store an item up to SIZ 3 or in


weapon terms, a weapon with a reach of Long
or less.
Cost to Create: 800 SP
Cost to Purchase: 1.600 SP

Goggles of Nightvision
Effect: Enhance(Sight)(S) 40%
Magnitude: 6
Range: Wearer
Duration: Permanent
Description:
This pair of goggles (sometimes incorporates
as eyes for warforged) allows the wearer to see
in darkness, as though having the Dark Sight
trait.
Cost to Create: 450 SP
Cost to Purchase: 900 SP

71

Homunculus

Map of Voyage

Effect: Special
Magnitude: Description:
A homunculus is a small construct artificers
use to help them in their work, like an
assistant. Artificers usually fashion their own
ones and they are hard to buy as a result of this
the price reflects cost of construction.
Homunculi can look like whatever the artificer
want it to be, although they can have a
maximum SIZ of 2.

Effect: Locate(E) & Project(Sight)(S) 40%+


Magnitude: 1
Range: Whole Map
Duration: Permanent
Description:
This enchanted map is ideal for a sorcerer to
travel. When a person touches an area on the
map, an image of the area touched will appear
in the persons mind. The image will be of the
area at the time of drawing, not with any
changes since then. The image is sufficient for a
caster to treat the location as in direct
observation for a teleport spell although the
spell must still have sufficient range to reach
the area. Note that depending on the scale of
the map, it may be hard to find specific
locations especially at maps over nations or
continents.
Cost to Create: 1.250
Cost to Purchase: 2.000 SP
This price is for a regional/national map.
Continent spanning maps will cost much more.

Homunculi can speak whatever language the


creator knows and wishes it to speak, and it
can follow advanced instructions along with
simple artificing assignments. It lacks true freewill and never takes initiative by itself. It is
worthless in combat.
An artificer with a homunculi assistant to help
with the process, receives a +10% bonus to any
Artifice check made to create magic items.
Cost to Create: 600 SP

Immovable Rod
Effect: Actuate(SC) 99% & Trigger 20%
Magnitude: 6
Range: Itself
Duration: Permanent by trigger
Description:
This 30 centimetre-long ivory rod has a button
at one end. When activated, the rod will remain
at its position in space, regardless of the force
applied to it. So for instance, using two of these
the user can create a ladder in mid air. When
the button is pressed again, it deactivates.
Cost to Create: 1.250 SP
Cost to Purchase: 2.500 SP

72

Ring of Slow Fall


Effect: Slow Fall(E) & Delay 30%
Magnitude: 1
Range: Wearer
Duration: Permanent
Description:
This ring holds a variant of the Slow Fall(E)
spell, with conditions to only work when
falling. When the character is falling
(characterised by high speed and a specific
type of adrenalin rush) the ring activates.
When activated the bearer of the ring will slow
to a falling speed of 2 metres per second. When
nearing the earth the ring slows further,
allowing the bearer to land safely on his legs.
Remember that, as all common magic items,
the ring has a recharge time of 5 minutes
making two continuous falls risky.
Cost to Create: 450 SP
Cost to Purchase: 900 SP

Ring of Protection
Effect: Toughen(SC) 40% or 60%
Magnitude: 6
Range: Wearer
Duration: Permanent
Description:
This ring continuously affects the caster with a
Toughen(SC) spell, granting magical AP to all
locations. Remember that on locations with AP
from other sources, the AP from this ring must
be overcome it to be effective in other words,
it does not stack.
The AP is halved against damage from nonmagical sources.
Cost to Create: 4 AP: 450 SP/6 AP: 800 SP
Cost to Purchase: 4 AP: 900 SP/6 AP: 1.600 SP

Ring of Spell Storing


Effect: Delay(SC) 70%
Magnitude: 8
Range: Wearer
Duration: Permanent
Description:
This ring holds a large gemstone and allows the
wearer to cast a Sorcery or Common magic
spell into it. When a spell is cast into the gem, it
is stored until released by the wearer of the
ring (only a Mystic Vision(S) or Soul Sight(D)
spell can reveal the spell contained within).
Manipulations and magnitude is determined by
the caster, when the spell is stored - although
the wearer of the ring decides who to target.
The MP used to store the spell return as normal
after casting the spell. If the ring is suppressed
by a dispelling effect the stored spell is lost.
Cost to Create: 800 SP
Cost to Purchase: 1.600 SP

Ring of Wizardry
Effect: Enhance(INT) & Enhance(POW)(S) 30%
Magnitude: 6
Range: Wearer
Duration: Permanent
Description:
This ring enhances the INT and POW of the
wearer by +6 each.
Cost to Create: 800 SP
Cost to Purchase: 1.600 SP

POTIONS
Healing Potion
Effect: Heal 4
Magnitude: 4
Range: Applied person
Duration: Instant
Uses: 1 draught worth of liquid
Description:
This common healing potion heals 4 Hit Points
when imbibed. It heals the most damaged
location first. It cannot reattach or regrow
severed limbs or heal a maimed one.
Cost to Create: 45 SP
Cost to Purchase: 90 SP

Mana Potion
Effect: Meditate
Magnitude: 4
Range: Applied person
Duration: Instant
Uses: 1 draught worth of liquid
Description:
This coveted potion instantly grants the user 4
magic points, to a total of his normal maximum.
However, due to the nature of the ingredients,
the wearer cannot benefit from more than one
mana potion within a 12 hour period.
Cost to Create: 60 SP
Cost to Purchase: 120 SP

73

Oil of Magic Weapon

Potion of Resist Energy(Energy Type)

Effect: Bladesharp-similar effect


Magnitude: 2
Range: Applied item
Duration: Instant
Uses: 1 application worth of oil
Description:
When this oil is applied to a weapon, it hardens
and enhances the properties of the weapon.
For 1 hour the oil will stick to the weapon, after
which the magic will fade and the oil start to
peel off. As long as the oil is on the weapon, the
weapon deals +2 DMG and the damage of the
weapon counts as magical.
Cost to Create: 30 SP
Cost to Purchase: 60 SP

Effect: Special
Magnitude: 4
Range: Applied item
Duration: Instant
Uses: 1 draught worth of liquid
Description:
When imbibed, this potion will form a magical
shield around the person. The shield will
protect fully against the first 10 damage
sustained from the specific energy type the
damage is simple ignored. After 10 damage has
been sustained, the shield will wear off and the
effect will be over.
Cost to Create: 50 SP
Cost to Purchase: 100 SP

Oil of Repair

Potion of Heroism

Effect: Repair 4
Magnitude: 4
Range: Applied item
Duration: Instant
Uses: 1 application worth of oil
Description:
Invented during the war to quickly repair
damaged warforged in units without artificers,
this oil contains the common spell Repair at
magnitude 4.
Cost to Create: 60 SP
Cost to Purchase: 100 SP

Effect: Special
Magnitude: 6
Range: Applied person
Duration: 30 minutes
Uses: 1 draught worth of liquid
Description:
For the duration, this potion grants the
creature a +5% morale bonus to all combatoriented skills, such as combat styles and
resilience, persistence & evade.
Cost to Create: 45 SP
Cost to Purchase: 90 SP

Potion of Action

Potion of Jump

Effect: Enhance(Dex) 60% & Enhance(Int)60%


Magnitude: 1
Range: Applied person
Duration: 15 minutes
Uses: 1 draught worth of liquid
Description:
For the duration this potion grants the imbiber
+12 DEX and +12 INT, effectively granting +2
CA, a +12% bonus to melee combat styles and
+24% bonus to ranged combat styles.
Cost to Create: 60 SP
Cost to Purchase: 120 SP

Effect: Actuate
Magnitude: 7
Range: Applied item
Duration: 5 minutes
Uses: 1 draught worth of liquid
Description:
This potion allows the user to jump and leap
much greater distances. Multiply the heights
and lengths a character can jump (p 36 of the
Core Rulebook) by 10.
Cost to Create: 45 SP
Cost to Purchase: 90 SP

74

Wand of Heal

WANDS
Lightning Wand

Effect: Heal 4
Magnitude: 4
Range: Touch
Duration: Instant
Uses: 15 charges
Description:
This wand heals 4 HP to the touch location
when activated. It is a stable at Houses of
Healing, among adventurers and high-profile
army and watch units.
Cost to Create: 300 SP
Cost to Purchase: 600 SP

Effect: Wrack(Lightning) 90%


Magnitude: 8
Range: 15 m
Duration: Instant
Uses: 15 charges
Description:
This wand is a stable of adventuring artificers
and the so called wands - magic using troops.
When firing the wand, the target can resist
using Evade or be hit by the lightning. The
wand deals 1D10 lightning damage.
Cost to Create: 300 SP
Cost to Purchase: 600 SP

Wand of Dispel Magic


Effect: Neutralise Magic 70%
Magnitude: 1
Range: 15 m
Duration: 15 minutes
Uses: 15 charges
Description:
This wand is usually made from wood or bone,
carrying a small crystal at its top. It is ordinary
carried by many spellcasters, law enforcement
or army strike teams and sometimes also by
law enforcement officers. In addition to these,
they are also often in the hands of adventurers,
inquisitives, high-profile thieves etc.
Cost to Create: 225 SP
Cost to Purchase: 450 SP

75

DRAGONSHARD ITEMS
SIBERYS
Coming soon

EBERRON
More Coming soon

Everbright Lantern
Effect: Glow(S) 40%
Magnitude: 1
Range: Wearer
Duration: Permanent
Description:
An Everbright lantern is a lantern often used
for street lightning on main roads of major
cities. It provides clear illumination for a 4
metres radius.
Cost to Create: 200 SP
Cost to Purchase: 250 SP

KHYBER
Coming soon

76

WARFORGED COMPONENTS
The variations on warforged do not end with
their armour or design purpose. Many
warforged are upgraded with further
components, some even custom made, to give
greater versatility in their abilities. In this
section we will explore a small number of the
possibilities of components.
Most of these opponents are either placed on
top of the surface or wired directly into the
warforged counterpart to the nervous system.
Not all of them are magical items. The
warforged can only have one embedded in its
chest at one time.
Some of these items, such as the armblade, can
be created by any blacksmith. Others, suh as a
final
messenger,
require
not
only
craftsmanship and ability to enchant such as
Artifice, but also knowledge of the anatomy
and workings of warforged. This is represented
by the knowledge Lore(Warforged), which
precious few have since so many of the
warforged-specialised
Cannith
artificers
perished in the Day of Mourning.
Armblade: This is a blade attached to an arm
of a warforged, by means of magical locking
and delicate mechanisms. It functions as any
other blade of its type, except the blade cannot
be forced from the warforged, and it thus
cannot be disarmed. Furthermore if the
warforged decides to receive a charge, he
increases his damage modifier by one on the
attack he receives against the charger.
It requires 2 CA to attach or detach an
armblade. Of course other versions exist, such
as axes or mauls.
Cost to Create: +75 SP
Cost to Purchase: +150 SP

Disk of Energy Resistance: This component is


embedded in the chest of the warforged and
grants protection against a certain type of
damage: acid, cold, electricity, fire or sonic. Any
type of resilience or persistence check made to
avoid damage from the specific source receive
a +10% bonus.
Cost to Create: 300 SP
Cost to Purchase: 600 SP
Essence of the Scout: This component is
embedded in the chest of the warforged and
bestows its magic of Stealth to the warforged.
The warforged receives a +10% bonus to his
Stealth and Sleight checks. Price: 400 SP
Cost to Create: 300 SP
Cost to Purchase: 600 SP
Final Messenger: Embedded into the chest of
a warforged, a final messenger is a small
construct able to fly and bear messages. It can
hold a mental image and a message of up to 25
words, and are able to fly for 8 hours before
requiring recharge. A warforged with a final
messenger can instantly imprint it with image
and message and send it to a comrade or
specific location. It requires another warforged
or specialised equipment or magic to review
the message and image inside.
If a warforged is killed, the final messenger will
automatically release itself and bear a message
either to the last person the warforged thought
of, or a predetermined master. Other than
carrying messages, final messengers cannot be
used for anything meaningful.
Cost to Create: 400 SP
Cost to Purchase: 800 SP
Hidden Blade: This is a hidden blade, which
can be activated or deactivated by thought by
the warforged in next to no time. It is hidden in
the arm and appears right above the knuckles
when activated. In all other regards it is an
ordinary shortsword.
Cost to Create: 150 SP
Cost to Purchase: 300 SP
77

Wand Sheath: This sheath is embedded in the


forearm of a warforged, clearly visible as it
adds a cylinder on top of the skin of the
warforged. This sheath can be used to place a
wand inside, which cannot be removed until all
charges are expended in which case it is
rejected from the sheath.
A warforged with a wand sheath can activate
the wand and thus the spell held within by
thought alone and it requires one CA, but can
otherwise be used while doing other activity
(grappling for example). The spell will
originate from the hand on the arm.
Cost to Create: 300 SP
Cost to Purchase: 600 SP

78

CHAPTER 10 MAGIC
Bardic Music
Instant, Magnitude 1, Trigger

COMMON MAGIC
Almost all spellcasters in Eberron know
Common Magic, and use it to bolster their more
specialised effects. In addition to these many
characters who would otherwise not be
spellcasters use Common Magic Bards and
Artificers are a good example.

NEW SPELLS
Arcane Mark
Instant, Magnitude 1, Trigger
This spell allows the caster to inscribe a mark
into a surface. The mark consists of arcane
power and is only visible to the naked eye if the
caster wishes it to be. The mark is revealed by
spells that can be used to view magic, such as
Second Sight or Mystic Vision. The mark is
identifiable as if it was made of ink, though the
marks are often much more intricate and
harder to replicate.
The arcane mark persists until dispelled or
removed by other spells.
Blinding Light
Instant, Magnitude 2, Range,
Resist(Persistence)

This spell shoots a blinding light towards a


target. The target must resist or lose the next
1d3 CA.
Blink
Instant, Magnitude 2, Range
When casting this spell the caster disappears
and reappears with all his worn possessions on
a chosen point anywhere within range of the
spell. This spell can transport him through
walls and other obstacles, but in no way
ensures that the destination is safe.

When casting this spell, the caster temporarily


gets the ability to enhance the next spell he
casts, to affect a greater number of people.
After the casting of this spell, the spell lies
dormant until the caster cast spell of any type,
with either the Duration or Instant trait. When
that happens, the caster must succeed on a Play
Instrument or Sing check, in which case the
newly casted spell is enhanced. The spell can
now affect a number of people equal to one
tenth of the caster Play Instrument or Sing skill
(depending on which was used to cast the
spell), without additional cost in magic points.
Restrictions such as Ranged or Touch still
applies as normal and there must be a clear
way of sound to travel from you to the target.
Example: Jun, a half-elf Bard, casts Bardic Music
before her party enters a possibly-dangerous
room, this costs her 2 magic points. When they
enter they find the room holds 4 goblins which
are not overly happy to see them. On her first
strike rank Jun decides to cast Demoralise 2, and
use her Bardic Music cast earlier to enhance it.
Her Sing skill is 78%, and she succeeds on the
check, singing a heroic ballad of a Breland Hero
who was a slayer of Goblins, weaving her music
into the song. Thus her demoralise spell can
affect up to 8 targets, but the cost is still only 2
magic points as normal for a Demoralise 2.
Chefs Boon
Instant, Magnitude 1, Progressive, Trigger
This spell grants the caster a +10% bonus per
point of Magnitude to his next Craft check
involving any food-related work, such as
preparing a meal, decorating a cake or
preparing foodstuff for long-term storage
without spoiling.

79

Continual Flame
Instant, Magnitude 4

Creatures eating a portion of enhanced food,


gets the following benefits:

This spell summons forth a permanent magical


flame which binds to a torch, lantern or similar
suitable object. The flame illuminates as much
as an ordinary torch or lantern, without
generating heat, using oxygen or extinguishing
from lack fuel or heat. The flame is
extinguished temporarily by spells creating
magical darkness or dispelling magical effects.
Casting
this
spell
requires
components worth a total of 50 SP.

material

Create Food
Instant, Magnitude 1, Progressive, Trigger
This spell creates 1 KG food substance and 1 L
Water (1 KG) pr point of magnitude. 1 KG of the
food should be enough to sustain a humansized consumer for a 24-hour period. The
caster must provide the containers. The food
created is nourishing and healthy but doesnt
taste of anything. The caster can make the food
look like he wants, but it takes a successful
Craft(Cook) check to make the attempt look
inviting.
The food decays shortly after the 24 hour
period.
Feast
Instant, Magnitude 3, Progressive, Touch
This spell enhances high-quality food to an
extreme and otherworldly quality and infuses
it with positive and beneficial magic. It
enhances both food and drink and will also
neutralise any poison or (most) harmful magic
in the food. The spell can enhance roughly
enough food for one humanoid creature per
point of magnitude.

Lose all levels of fatigue and any feeling


of sickness & illness.
Receives a +10% bonus to all skill test
in the next 12 hours due to general
wellbeing.

The food used must contain some of a number


of expensive ingredients, and the food will
therefore usually be of very high quality.
Heroism
Duration 5, Magnitude 1, Touch
The target receives a +5% bonus to all combatoriented skills, such as combat styles,
persistence, resilience & evade.
Inspire Competence
Concentration,
Ranged,
Progressive

Magnitude

1,

This spell allows the caster to inspire others


around him, using magic and music in a
powerful combination to give his friends and
allies an additional edge in combat.
The caster has to continue making music in
some way, through the whole time this spell
remains active. This can mean dancing and
chanting, singing, playing an instrument etc. If
the music is halted for more than 1 round, the
spell ceases. If a subject cannot hear the music
for more than 1 round (going deaf, a silence
spell etc) then the subject is no longer under
the benefit of this spell.
Each turn on his first SR, the caster must
succeed on a Play Instrument or Sing check. If
he succeeds, this he may give out his Combat
Actions to allies within range of the spell. If he
fails, the spell has no effect this round, but
continuous the next.
He can give at most one combat action per ally,
and at most the number of Combat Actions of

80

the Magnitude of the spell. If he wishes to be


able to parry, evade or some such he must keep
some of his combat actions for himself. Note
that combat actions gained from two weapons
cannot be given to others.
Note that the allowed 1 round breaks, allows
the caster to stop playing, move, defend or
attack for 1 round and then cast the spell again.
This is heavy on Magic Points, but allows the
caster to take some active role in the fight.
Example: Elida, Scythe and Jun are facing down
two Darguun Mercenaries, who took offense to
some of Scythes comments in a bar. Jun decides
to cast Inspire Competence, as she is not armed
and armoured for combat, but she still wishes to
lend a hand. She casts Inspire Competence at
Magnitude 2 and can thus give a Combat Action
to each of her friends, keeping her last for
herself. Had she had more allies than two, she
would have had to choose who to give the
combat actions too or cast the spell at a higher
Magnitude.
Magic Missile
Instant, Magnitude 1, Progressive, Ranged,
Resist(Evade)
This spell conjures one magical missile per
magnitude of the spell and sends them flying
towards foes. Each missile can be directed to a
specific target within range (so you can split
the missiles between multiple targets) the
missiles always hit.
Each missile deals 1D4+1 magical damage to a
chosen hit location. Armour Points are effective
as normal against this damage.
Creative uses of this spell include cutting ropes
or smashing specific items such as glasses or
lanterns etc.

Magic Pen
Duration 60, Magnitude 1, Trigger
This spell is cast on a pen or similar object, and
the caster can for the duration control it
mentally without much effort. The caster can
write text himself while this spell is active, but
he cannot make the pen create new text
without concentrating on what to write. It can
however be told to copy existing content or in
very broad terms write or draw text. He could
write an essay while letting the pen copy
another text or draw an image of a Hobgoblin
but if he wanted to use this spell to write an
essay he would have to dictate to the pen what
to write.
This spell can be used on other objects or
similar size and weight as a pen, such as
peeling oranges or carving wood but the exact
uses are left for the GMs discretion.
Preserve
Instant, Magnitude 1, Progressive, Trigger
This spell preserves any organic matter from
decaying for one day per magnitude of the spell
after which it can be further kept from
decaying by recasting the spell. The spell can
affect up to roughly 30 kg of matter per point of
magnitude.
The spell is mostly used to keep food from
decaying when on expeditions, or during
transport to large population centres.
Purify food
Instant, Magnitude 1, Progressive, Trigger
This spell can purify an amount of organic
matter up to 1 KG per point of Magnitude. All
fungus and other effects of decay are
completely removed from the target matter,
and it freshens up to appear (and taste) almost
new again. The spell does not create new food
though, so a beef that is completely decayed
will simple disintegrate.

81

Resistance
Duration 5, Magnitude 1, Progressive, Touch

Shelter
Instant, Magnitude 2, Progressive

The target receives a +5% bonus per point of


Magnitude, to all Persistence and Resilience
checks.

This spell creates shelter by raising mud and


soil to form a simple round or square hut. The
hut is about a meter high and covers an area of
3 square metres per point of magnitude.

Rust
Instant, Magnitude 1, Progressive, Touch
This spell causes an amount of metal to oxidise
(rust on iron or steel) from the casters touch.
This gives 1 point of damage per point of
magnitude to the target item, or in other terms
it ruins 1 KG of metal per point of magnitude.
Note: Some metals can hardly oxidise, such as
silver, gold or platinum.
Secret script
Instant, Magnitude 1, Progressive, Trigger
This spell allows the caster to hide the content
of one page (average size, adjust accordingly)
per point of magnitude. When casting the spell
the caster sets a password and a time period.
When speaking the password to the script, it
reverts back to its original content for the time
period. The caster can choose some of the
following ways to hide the content:
Change: Make the text appears as something
else, a picture, different text or something
third.
Hide: Make the script appear as a blank page
A Detect Magic spell shows that magic has been
used, but does not reveal the content. A Mystic
Vision spell reveal the content if it is strong
enough to reveal the attributes of the item.
This spell stays in effect until the item is
destroyed or the magic dispelled. An artificer
can change the password and time period, if he
knows the original password by attuning the
item as normal.

82

Of course the spell can be used to create things


other than shelter, as decided by the caster.
This is up to the GMs discretion exactly what
the spell can be used for.
Slow fall
Duration 5, Magnitude 2, Touch, Trigger
This spell creates a ward around the target,
which will trigger if the target achieves a speed
above 10 metres per second (36 km/h). When
it triggers it greatly increases air resistance
around the target, resulting in the target
slowing drastically down and then continues at
a maximum speed of about 2 meters per
second (a bit higher than walking speed). This
effect continues until the duration is up or until
the caster dismisses the spell.
The obvious use of this is spell is to avoid the
dangers of falling. However it can also be used
to slow enemies, give a nasty surprise to
mounted foes and so on.
Spider Climb
Duration 5, Magnitude 2, Touch
For the duration of this spell, the target
receives the ability to easily scale walls or
other obstacles. The target receives a +60%
bonus to climbing any climbable surface, such
as a wall or cliff. The spell does not grant the
target the ability to scale completely smooth
surfaces such as a wall of perfect glass or a wall
of magical force it merely enhances the
targets own ability to cling on.
In addition, while this spell is active the
climbing movement of the target cannot fall
below 2 meters, regardless of armour worn.

DIVINE
In Eberron divine magic is not the holy power
granted from the gods it is in many other
settings. Instead, it is a varying magical system,
albeit the faithful are convinced its origin is the
gods.
Divine magic however is not only the domain of
priests and clerics. Many of the Dragonmarks
grants abilities otherwise reserved for divine
magic and the Artificers are able to replicate
divine spells just as easily as Common or
Sorcery spells. This means that magic items
performing healing or other commonly-divine
tasks are abundant, which is good since the
religions of Eberron are not keen on selling the
blessing or their god to outsiders or nonbelievers.

NEW SPELLS
Doom
Duration 15, Ranged, Rank Initiate,
Resist(Persistence)
This spell affects a number of targets up to or
equal to its magnitude. Each target takes a
-10% penalty to all skill tests and loses any
positive damage modifier it may have.
Flame Strike
Instant, Ranged, Rank Acolyte
This spell covers a circular area from a point
within range specified by the caster. It covers 1
meter per point of magnitude in any direction
from the point. This area is bathed in flame and
each creature within it takes 1D6 damage to all
locations immersed within the area. This
damage counts as both magical and fire
damage.

Plane Shift
Instant, Rank Rune Lord/Priest
Plane Shift allows the believer to move 1
creature per magnitude and any held/carried
items to another Plane of existence. A plane is
reached by concentrating on the specific plane
and location when casting the spell. The spell
will try to place the caster on a secure, flat
surface. This might be impossible; the Astral
Plane is a good example of this, in which case
the travellers will be placed in an arbitrary
spot.
Precision when casting this spell is near
impossible. The caster makes a Very Hard (60%) Lore(The Planes) check. If the result is a
critical, he appears exactly where intended. If a
success, he appears 2d10 km away from the
location. If a failure he will appear 5d100 km
away. If a fumble, he can appear any distance
away from his objective.
This spell is not inherently studied by any
church or cult. When it is used, it is mostly used
by high-ranking divine spell casters who have
researched the spell themselves.
Restoration
Concentration, Rank Acolyte, Touch
This spell restores characteristic damage. The
spell restored one point of lost characteristic
per point of magnitude, and it takes 1 minute of
concentration per point. A characteristic can
naturally not be healed above its original value.
Sanctify
Duration 60, Rank Acolyte
The caster imbues any weapon with the holy
power of their god, regardless of the moral
perspective of their chosen deity.
The weapon will then be stronger against
outsiders of a type aligned against the religion.
It will deal +2 damage and bypass the natural
armour bonus of the creatures in question.

83

For example a Paladin of the Silver Flame


might cast this spell on his sword and it will
work better against Demons and Devils. Vice
versa a Demon worshipper might cast it and it
will work better against Angels.
Speak with Animals
Duration 60, Rank Initiate
You can comprehend and communicate with
animals. Since most animals do not have clear
communication, the conversation takes place
using their understanding of the world and
using primitive sounds, feelings and concepts
rather than precise language.
As an example, birds might be able to tell you
that something unnatural is in the but the
birds can in no way tell you the name of the
monster or the amount of days since it arrived
as they have no concept of either.
Speak with Animals
Duration 60, Rank Initiate
This spell works just as Speak with Animals,
just with plants instead. Note that the sensory
abilities and world-view of plants and trees are
radically different from animals and
humanoids so the GM should take care to
present any information in a suitable,
entangled and alien way.

Speak with Dead


Duration 10, Rank Acolyte, Touch
You grant the semblance of life and intellect to
a corpse, allowing it to answer several
questions that you put to it. You may ask one
question per magnitude of the spell. Unasked
questions are wasted if the duration expires.
The corpses knowledge is limited to what the
creature knew during life, including the
languages it spoke (if any). Answers are usually
brief, cryptic, or repetitive. If the creature in life
was morally opposed to you for example
being your archenemy or a person you just
murdered - the corpse gets a Persistence check
to resist the spell as if it were alive.
If the corpse has been subject to speak with
dead within the past week, the new spell fails.
You can cast this spell on a corpse that has
been deceased for any amount of time, but the
body must be mostly intact to be able to
respond. A damaged corpse may be able to give
partial answers or partially correct answers,
but it must at least have a mouth in order to
speak at all.
This spell does not let you actually speak to the
person (whose soul has departed). It instead
draws on the imprinted knowledge stored in
the corpse. The partially animated body retains
the imprint of the soul that once inhabited it,
and thus it can speak with all the knowledge
that the creature had while alive. The corpse,
however, cannot learn new information.
This spell does not affect a corpse that has been
turned into an undead creature.

84

Summon
Duration 15, Rank Acolyte
This spell allows the caster to dismiss and call
forth a creature previously summoned with the
Summon magical skill.
When having summoned a creature and bound
it to your will, you can dismiss it back to an
extraplanar hideout where it will remain until
you cast this spell. The creature will quickly
regain its strength and power in this
extraplanar hideout. Being there in a full day
will bring it back to full HP, MP etc.
When this spell is cast, it summons forth a
number of your creatures up to the magnitude
of the spell if you lose, the spell fails. They
appear anywhere within range and sight and
remain until killed or throughout the duration
of the spell. When the spell ceases, the
creatures return to their extraplanar hiding
place, ready to be summoned forth once more.
You can at any point dismiss this spell and then
allow the creature to remain in the world as
per normal but then you wont be able to
summon it at will with this spell.

85

SORCERY
In Eberron magic is more of an academic
discipline than a secret and mysterious art. The
results of this are twofold: First, grimoires
often contain more spells than in a standard
Legend game. Secondly, grimoires tend to be
placed in tomes or scrolls (for singular spells),
often to be sold at universities or wizard
academies. However, some old and powerful
spells might only be contained in forgotten
grimoires: ancient and forgotten or lost tablets
in the ruins of XenDrik.

ACCESS TO GRIMOIRES AND SPELLS


Ordinary grimoires and Spells are not as
guarded as in a normal Legend game and can
often be obtained through purchasing books.
When wishing to learn a new Grimoire, follow
the rules on p 129 of the Core Rulebook. Often,
the grimoire will be found in an extensive tome
outlying the principles and theories of that
chosen area of magical expertise although
you can also hire private tutors or take courses
on a university or academy. The Grimoire tome
or course will usually include one spell from
the Grimoire, in addition to the theory in itself
of course books with more spells can be
found at additional cost. A tome containing a
Grimoire and a single spell costs 1.000 SP.
When wishing to learn a new spell from a
Grimoire the caster already has access to, it is
also done by purchasing a tome containing the
relevant spells. A tome typically holds 1-3
spells, although large and extensive tomes
holding whole Grimoires do exist. A tome
containing spells costs 500 SP per spell
included.
Remember that these prices are very loose and
will wary wildly, as magical tomes are a very
focussed market. The price will depend a lot on
the location and reputation of the shop and so
will the final quality of the tome and the

86

availability of the spells. Some mass-produced


tomes containing spells may even have so
many errors that the character suffers a skill
penalty to the Grimoire when casting that spell
- it is wise to get spells from proper suppliers.

GRIMOIRES
These are some of the most general grimoires,
often called The Schools of Magic, which are
known or studied by many. Many lesser or
more specialised Grimoires exists, some with
powerful spells that only a few individuals
know of.
Note that even though a spell appears in one of
these grimoires, it does not mean it is an
accepted spell without limitations. Enchanters
might learn to manipulate the human mind, but
to do so in daily life carry restriction and
punishment by the law of The Five Nations,
under the Code of Galifar.

Abjuration
Spells that protect, block, or banish. An
abjuration specialist is called an abjurer.
Abjuration:
Abjure(Substance/Process)(S),
Alarm(SC),
(S)
(S)
Attract(Harm) ,
Banish ,
Castback(S),
Dimensional
Anchor(E),
Encompass(SC),
Neutralise Magic(S), Protective Ward(S), Spell
Resistance(S), Spirit Resistance(S), Veil(SC),
Wall(SC)

Conjuration

Spells that bring creatures or materials to the


caster. A conjuration specialist is called a
conjurer.

Scythe(SC), Trigger(SC),
Electricity, Fire)(S)

Conjuration:

Spells that alter perception or create false


images. An illusion specialist is called an
illusionist.

Black
Tentacles(E),
Conjure(SC),
(E)
(E)
Create(Substance) , Fog Cloud ,
,
(SC)
(E)
Gather(Substance) , Glitterdust , Orb of
(Energy)(E), Portal(SC), Recall(SC), Re-index(SC),
Restoration(S),
Repulse(Substance)(SC),
Retrieval(SC), Summon(E), Tag(SC), Teleport(S),
Trigger(SC), Wall(SC)

Divination
Spells that reveal information. A divination
specialist is called a diviner.
Divination:
Deduce(SC),
Locate(SC),
Prognosticate(SC),
Project(Sense)(S), Recollect(SC), Sense(Object or
Substance)(S), Translate(SC)

Enchantment
Spells that imbue the recipient with some
property or grant the caster power over
another being. An enchantment specialist is
called an enchanter.
Enchantment:
Charm(Species)(E),
Diminish(CHA, INT,
(S)
POW) ,
Dominate(Species)(S),
Holdfast(S),
Mindrape(SC),
Subvert(SC),
Telethesia(SC),
(S)
Telepathy

Evocation
Spells that manipulate energy or create
something from nothing. An evocation
specialist is called an evoker.
Evocation:
Airburst(Energy)(SC),
Animate(Acid,
Cold,
(E)
Electricity, Fire) , Change(Temperature)(E),
Create(Electricity,
Acid)(E),
Darkness(E),
Farther(SC), Glow(S), Message(SC), Reload(SC),

Wrack(Acid,

Cold,

Illusion

Illusion:
Conceal(SC),
Enthral(All)(SC),
Intuition(S),
Invisibility(E), Measure(SC), Mirror Image(E),
Mystic Vision(S), Obscure(SC), Phantom(Sense)(S),
Projection(SC), Reveal(SC), Silence(SC)

Necromancy
Spells that manipulate, create, or destroy life or
life force. A necromancy specialist is called a
necromancer.
Necromancy:
Blind(SC), Torment(SC), Diminish(STR, CON,
DEX)(S), Dominate(Undead)(S),
Dominate(Spirit)(S), Palsy(S), Smother(S), Tap(S)
And appropriate spells from Necromantic Arts.

Transmutation
Spells that transform the recipient physically
or change its properties in a more subtle way. A
transmutation specialist is called a transmuter.
Transmutation:
Actuate(SC),
Animate(Substance)(S),
Change(Temperature)(E),
Decode(SC),
Diminish(SIZ)(S),
Duplicate(SC),
Encode(SC),
(S)
(S)
Enhance(Characteristic) , Fly , Form/Set(S),
Gaseous
Form(E),
Haste(S),
Hinder(S),
Puncture(SC), Record(SC), Shapechange(Species
to
Species)(S),
Sketch(SC),
Telekinesis(E),
(SC),
(SC)
Toughen
Transcribe ,
Trigger(SC),
Unburden(SC)

87

UNKNOWN SPELLS
Some ordinary spells are not ordinarily known
in the world of Eberron, these are listed here.
Some of these might however be known by
extremely powerful entities, such as Fiends or
Dragons.

Sorcery
Regenerate(S)
Treat Wounds(S)
Damage Enhancement(S)
Damage Resistance(S)

PRESTIDIGITATION
Aside from all the spells a Wizard/Sorcerer
knows, they should all be allowed to perform
simple magical tricks without a deduction in
their MP. Examples of this is:
-

Create small lights of varying colour.


Clean, soil or colour small objects
Slowly lift or move small objects
Slightly chill, heat or flavour small
objects

Use your common sense in deciding what can


be done as minor tricks. These effects are never
able to make any significant advantage, such as
disturbing a concentrating spellcaster or any
other combat oriented task.

88

NEW SPELLS
Black Tentacles
Autonomous/Concentration, Resist(Evade)
This spell creates a number of tentacles equal
the Target Manipulation force themselves up
through whatever surface the caster is
standing on. They can appear anywhere within
range and sight.
The spell is autonomous, but the caster needs
to concentrate to control the tentacles
effectively. Each CA the caster concentrates;
the tentacles receive a CA to act with. If the
caster is not concentrating the tentacles will
not act, but will maintain any hold or specific
position they have been commanded e.g.
blocking a window or holding an enemy
grappled. But they will not continue attacking a
free enemy for example.
If the caster fails a concentration check while
concentrating, the spell will cease, as per
normal for concentration spells.
The length (and thus reach) of each tentacle is
m for each 10% of the casters
Sorcery(Grimoire) skill. They cannot be used
for fine manipulation such as picking a lock.
They use the casters Sorcery(Grimoire) skill for
any physical-oriented activity, such as Brawn
or Grapple and all resist skill checks. Other
more general-purpose applications may
require the use of the casters own appropriate
skill, such as steering a moving cart with a
tentacle.

Charm(Species)
Autonomous, Resist(Persistence)
This spell alters how one or more creatures of
the specific species view you.
The target(s) change their perception of you
and people immediately associated with you
(such as party members) to view you as an old
friend. Naturally the subject will be a bit
confused as to the exact relation and situation,
but the overall result will still be a much more
cooperative subject.
When the spell duration is over, the target will
no longer have friendly feelings and will
remember the duration as blurry and not
significant.
If the persistence check is successful the
target(s) is not aware that someone is fiddling
with his/their mind, unless they know enough
about magic to discern the signs of mindaffecting spells.
If the spell is used on a creature with an
attitude of hostile or directly aggressive (such
as a foe in a battle) the spell will tend to make
them more merciful towards you, should you
surrender or should they defeat you but it is
too subtle to make them friendly.

The tentacles have 1 HP per 10%


Sorcery(Grimoire) of the caster, and an equal
amount of natural armour. The natural armour
is bypassed by magical damage.

89

Change(Temperature)
Autonomous, Resist(Evade)
This spell controls the flow of energy, changing
the temperature of an area or object, either
heating them or cooling them usually by
heating or cooling the oxygen in the air.
The temperature can be manipulated
anywhere within range and sight.
The amount of heat or cold generated depends
on the skill of the sorcerer:
Skill
Effect
<30%
Flame/Chill
31%-60%
Large Flame/Cold
61%-90%
Small Fire/Intense Cold
91-130%
Large Fire/Freezing
130%+
Inferno/Intensely Freezing
Refer to the rules on p 58 of the Core Rulebook
for effects of these energy concentrations. Note
that in some situations this very specific use of
the Change spells might not be appropriate
for example if the caster wishes to heat and
cool an area to create a gushing wind between
them, the GM will have to do some ruling about
the effects.
The heat generated can be split up to a
maximum of locations equal to the target
manipulations. For each new location added
the effect of each location drops one level.
Example:
Taris
decides
to
use
the
Change(Temperature) spell to damage his
enemies. His Sorcery(Grimoire skill) is 135% so
he can make an Inferno-level temperature on an
area. He is fighting a numerous group of goblins
and would thus like more than one fire. He
decides to manipulate Targets to 2, and
therefore he creates 2 Large Fires instead of 1
Inferno. He then combines the Change spell with
Animate(Fire) to allow him to move the flaming
balls of heated oxygen around.

90

If the temperature change appears within 1


meter of a living target, the target can resist via
Evade to escape being frozen or burned.
There exist other more exotic versions of this
spell, albeit they are exceedingly rare and left
to the GMs discretion. These could include
changing the strength of an acid, the local
humidity of the air or even the flow of time
itself.
Create(Substance)
Autonomous
This spell creates an amount of the specific
substance, which appears in the hands of the
caster and persists until the end of the
duration. There are many versions of this spell,
based on different substances, such as metal,
wood, fire, water etc.
The spell creates an amount of matter equal to
1 SIZ or 1/3 cubic meter (333 litres) per 10%
Sorcery(Grimoire).
In itself the matter created is just some raw
form, but the spell can be combined with other
spells to give it form or force, such as Animate
or Form/Set. For instance, the caster can
combine Create(Metal) with Form/Set (Metal)
to make a sword take form in his hands, or
Create(Web) and Animate(Web) to throw a
sticky web onto an area.
As the matter appears from the hands of the
caster, it can be unwise to create too much of
some dangerous substances. For instance, if a
caster wishes to create acid, creating the full
amount of acid will properly call for some sort
of hard test, to avoid hurting his hands. If he
limits himself to a small amount, he can
manage it more easily.
Note that the matter disappears at the end of
the duration, crumbling into dust, vaporising or
just vanishing. For example, if created water is
imbibed, the recipient will be thirsty again at

the end of the duration as the water in his body


disappears.

Dimensional Anchor
Autonomous, Resist(Persistence)

The target manipulation allow the caster to


create more than one object.

For the duration of the spell, the targets are


barred from any extradimensional travel. This
includes spells such as Blink(E), Teleport(S) and
Plane shift(E). This also blocks the effect of such
magic items.

Example: A sorcerer with create(Metal) and a


Sorcery skill of 50% can create an object with
SIZ 5. With the target manipulation he can
instead create Target objects with a combined
SIZ of 5.
Darkness
Autonomous, Resist(Evade)
This spell causes an area to be plunged in
magical darkness that not even Dark Sight can
see through. Sorcerers can darken a space of up
to 1 metre radius for every 10% of their
Sorcery(Grimoire) skill.
The Darkness is able to counter spells that
produce light equal to or less than its
Magnitude. However, if the light-giving spell is
centred upon an animate creature, then the
target may resist using its evade skill.
Delay
Autonomous
This spell is usually only used as a combination
spell. It delays the effect of any spell cast, to a
specific point in time or until a specific events
occurs both within the duration. So for
instance, a caster could cast a Fly spell
combined with Delay on a bucket of water, and
then specify it to activate 10 seconds later or
a wrack spell on the floor and then specify it to
activate when people walk over the area.
You dont have to specify targets at casting, but
the number of targets remain. For instance the
wrack spell from above will affect the creatures
activating it, but will still only affect the same
number of targets as specified when casting.

Fog Cloud
Autonomous
This spell creates a thick cloud of fog which
distort vision and other senses. Sorcerers can
create fog filling a space of up to 1 metre radius
for every 10% of their Sorcery(Grimoire) skill.
The cloud obscures all sight beyond two meters
and halves all perception tests from other
senses. Furthermore they must succeed on an
opposed persistence check or halve their
movement rate because they cannot see where
theyre placing their feet.
Gaseous Form
Autonomous
This spell turns the target(s) and all their
belongings into a insubstantial, misty, and
translucent form for the duration. While
gaseous they cannot attack, cast spells,
manipulate objects or communicate and they
move with a fly speed of 4 meters per second
although winds can significantly affect this
both ways. They can pass through very small
passages without effort.
The gaseous form has a natural armour bonus
of 10, to reflect their insubstantial nature.
Magical damage affects them as normal and
bypasses this natural armour.

91

Glitterdust
Autonomous

teleported to a predetermined destination if


the glyph was combined with Teleport.

Glitterdust affects a circular area with a radius


of the Target Manipulation times 2 in metres,
centred on a point within range and visible to
the caster. In this area sparkling dust appears
and whirls gently around. Any creature in the
area is affected, and there is no way to resist
being affected. The dust will land on creatures
in the area and stick to them for the duration of
the spell, giving them a -40% penalty to all hide
checks, since they sparkle and glitter. This also
means any invisible creature will be clearly
outlined by the Glitterdust.

The glyphs are hard to notice, depending on


the surface of course. Usually it will take
meticulous searching of an area to safely find
the glyphs without triggering the effect.

Any creature in the area will have its sight


severely hindered. They cannot attack for the
first 1D3 CA after the spell is cast, because their
eyes needs to adjust. Furthermore the creature
receives a -30% penalty to all checks requiring
sight (attack, parry, evade, athletics etc.). This
penalty ceases as soon as the creature leaves
the glitterdust covered area.

Invisibility
Autonomous, Resist(Persistence)

Glyph of Warding
Autonomous
This spell requires the use of the Combine
manipulation and can be combined with any
appropriate spell (GMs discretion). When
completed the Glyph creates an area of
protection with a radius of up to 1 metre per
10% of the casters Sorcery(Grimoire) skill.
Casting the spell requires that the glyphs be
inscribed into a solid surface. It cannot be
moved once cast, although the surface can be. If
inscribed upon a chest or other container, it
will trigger when people enter the container
(usually with their hands). When casting the
spell the caster chooses a password.
When creatures enter the area they must speak
the password or be the targets of the spell cast
as the combined element. For example the ones
entering the Glyphed area could be damaged if
the ward was combined with wrack or
92

The spell remains until the end of its duration,


until dispelled or until broken - a Difficult (20%) sleight check is sufficient to safely brake
the glyphs without triggering the spell. Failure
means the glyph is broken but the effect is
triggered and a fumble means that the glyph is
not destroyed and the effect is triggered.

This spell weaves a magical field around the


target(s), bending light to make the target(s)
and all carried items invisible to sight. The field
will extend about 20 centimetres from the
body of the invisible creature, but will
compensate to cover items such as a large
backpack or a sword in hand. Light of all wave
lengths are bended this way, so the target is
completely invisible also to animals with
infrared sight or anything similar.
The magical field is near-on perfect, but not
completely. When interacting with items
outside of the field (such as picking up a
weapon or opening a door) the field might
temporarily cover only a part of the object until
the field compensates. This can result in
onlookers discovering an invisible creature
because they for a moment can see half a
sword hovering in the air or the handle of a
door disappearing. The spell does not stop the
making of noise or footprints.
The target is only invisible, so spells such as
Detect X or abilities such as earth sense will
still yield results. A Mystic Vision spell allows
the caster to see the invisible creatures, albeit

vaguely, if the spell has high enough power to


yield its attributes.

concentration check while concentrating, the


spell ceases instantly.

The spell can be resisted with Persistence if the


target is unwilling.

Energy Type
Acid

Effect
Splashes the location in strong
acid. Se p 54 for effects.
Remember that a splash of
acid persist only for a single
round.

Cold

Deals 1D4 damage to the


location, and covers it in frost
for 1D3 combat rounds. The
target takes a -10% penalty to
all skill checks per location
covered in frost.

Electricity

Deals 1D4 damage to the


locations. The target is
numbed and shocked for 1D3
combat rounds, which results
in a loss of 1 CA for the
duration.

Fire

Instantly receive damage as


from a wrack spell on the
specified hit location

Mirror Image
Autonomous
This spell produces a number of copies of the
caster, equal to the target manipulation. They
can appear anywhere within sight and range of
the spell, albeit appearing close tends to
confuse enemies the most.
Each copy is insubstantial, illusionary and
performs the same actions as the caster, albeit
with no sound or odour and they may apply
small changes in the actions. For example, if the
caster moves, all copies will move but not
necessarily in the same direction. If a copy is
attacked or applied force in other ways, it will
immediately cease to exist.
Unlike the Phantom spell these copies are not
just sensory stimulations and can thus be seen
by anyone viewing them.
Orb of (Energy)
Autonomous/Concentration (special),
Resist(Evade)

There are several discrete types of this spell,


with different effect. They do however all act
the same way, but with varying effects. This
spell summons forth a single magical orb of the
specified energy type. The orb can appear
anywhere within range and sight. The spell is
autonomous, but the wizard must concentrate
on controlling the orb.
The orb has a movement speed of metre per
10% Sorcery(Grimoire) in metres per CA. Each
CA the caster concentrates on the Orb, he can
move the Orb around in straight lines any
creature touched (random hit location) by the
orb takes the effect described below unless
they resist by evading. If the caster fails a

The non-damage effect from being hit with an


orb more than once is not cumulative.
Note that the target manipulation has no effect
on this spell.
Plane Shift
Concentration, Resist(Persistence)
Plane Shift allows the caster to move his
targets and any held/carried items to another
Plane of existence. A plane is reached by
concentrating on the specific plane and
location when casting the spell. The spell will
try to place the caster on a secure, flat surface.
This might be impossible; the Astral Plane is a
good example of this, in which case the
travellers will be put down in an arbitrary spot.

93

Precision when casting this spell is near


impossible. The caster makes a Very Hard (60%) Sorcery(Grimoire) check. If the result is a
critical, he appears exactly where intended. If a
success, he appears 2d10 km away from the
location. If a failure he will appear 5d100 km
away. If a fumble, he can appear any distance
away from his objective.
Summon
Autonomous
This spell allows the caster to dismiss and call
forth a creature previously summoned with the
Summon magical skill. When having
summoned a creature and bound it to your will,
you can dismiss it back to an extraplanar
hideout where it will remain until you cast this
spell. The creature will quickly regain its
strength and power in this extraplanar hideout.
Being there in a full day will bring it back to full
HP, MP etc.
When this spell is cast you must succeed on an
opposed Persistence check against the
creature(s), unless they willingly decide to be
summoned. If you win, the spell summons forth
a number of your creatures up to the target
manipulation if you lose, the spell fails. They
appear anywhere within range and sight and
remain until killed or throughout the duration
of the spell. When the spell ceases, the
creatures return to their extraplanar hiding
place, ready to be summoned forth once more.
Telekinesis
Concentration
The caster enables himself to manipulate
objects at distance for the duration of the spell.
On every CA the caster can act through
telekinesis on any object or creature within
range and sight. This can be used for a large
number of purposes, but the uses in combat
can roughly be split in three distinct ways of
usage:

94

Sustained Force: A sustained force moves or


holds in place an object weighing no more than
10 kg per 10% Sorcery(Grimoire) up to 8
metres per round. A creature can negate the
effect on an object it possesses with a
successful opposed Brawn check vs. The
casters Sorcery(Grimoire).
Combat Manoeuvre: Treat this as normal melee
attack (which can be parried or evaded as
normal here representing the effort to avoid
the effect instead of a direct parry) using the
casters Sorcery(Grimoire) skill as combat style.
The attack does not directly deal any damage,
but it can generate Combat Manoeuvres
(except those directly dealing damage) as
normal, albeit the target cannot retaliate. For
the effect of Combat Manoeuvres that rely on
damage (such as Bash Opponent) use a
theoretical damage of 1d4 per 10%
Sorcery(Grimoire).
Violent Thrust: Alternatively, the energy of the
spell can be released all at once. Using the spell
in this way ends the spell. You can affect a
number of man-sized creatures or objects
equal to 10% of your Sorcery(Grimoire). Each
creature affected is violently thrown 1D3
meters in a random direction and ends prone.
The affected creatures can avoid this effect on a
successful opposed check using Brawn or
Athletics vs. The casters Sorcery(Grimoire).
Note that the target manipulation has no effect
on this spell.

CHAPTER 11 PSIONICS
Some think wizards draw their power from the
mind. Well, those poor fools havent witnessed
true power - Limar, Wilder
This chapter introduces Psionic powers to
Legend.
Those who practice magic often draw their
power from ancient runes or from the gods.
Psionics claim that this is in vain: they believe
there is much untapped power within the mind
that can be used more easily, and which you
have a more ready supply off than the power
you draw from distant gods. They claim, that
while the power of the ancient forces of the
spirits and the gods are diminishing, the power
of the mind is ever expanding.
It was a famous Erudite, Geothar who
expressed it best: the more I know, the less I
know Depicting that whenever his mind
seemed to grasp the new powers he acquired,
the more powers he would find existed in total.
It was in truth him that formalized the psionics
into their groups. The Psions, The Wilders and
The Erudites.
Wilders are Psionics who have never been
taught their powers, their talents have evolved
naturally and just spring into existence, often
during puberty. It is theorized that wilders are
re-incarnations of Psions or Erudites who
remember but a spark of their power, but this
is often just regarded as a wild guess as an
explanation of why some develop their powers
and others dont. Most people can in fact never
learn psionic powers; they are referred to as
blanks by Psionics. Ordinary people are often
regarded by them like a shepherd regards a
flock of sheep or as unknowing children.
Psions are Psionics who are taught their power.
Most psionics start out as wilders who get
discovered, and are taught to control their

powers and use them for different tasks. Psions


usually take disciples who have powers
matching their own powers, but in theory you
could train anybody since the principles of
unlocking the powers is the same, meditation,
practice and discovery of the self are the prime
ways of teaching a Psion.
The Erudites have long since gone extinct; their
powers are only recognized in legends and
myths of the modern day psionics. They were
the true lords of psychic power, matched only
in power by the mightiest wizards and the
prophets of the gods. They are often regarded
as Super-Psions, which is why this chapter will
not deal with them, as they are outside the
scope of the normal game.

The Mechanics:
Psychic Power (Specific Power) is introduced
as a new advanced skill to represent psionics. It
is not one skill but many, each depicting their
own special power. Often the starting score of
the power is INT+POW, but some use other
attributes instead. When using the teaching
skill to teach psychic powers, the mentor needs
not have the specific psychic power at 20%
above his apprentice: any Psychic power skill
will suffice. This is because the mental
disciplines are much similar between powers,
regardless of the effect f the power.
Even though psychic powers are multiple skills,
they still interact. A Psionic character adds his
critical score of his Psychic power to all powers
with a lower score than that when using the
powers. Up to the higher psychic power of the
two, start doing this from highest to lowest
power.
Example: Melkior is a honed old master Psion; he
has three Psychic power skills: Psychic Power
(Telepathy) at 95%, Psychic Power (Psycho

95

conductivity) at 65%, and Psychic Power


(Psychokinesis) at 45%. First he adds 9% to both
Psycho conductivity and Psychokinesis bring
them to 74% and 54% respectively, and then he
adds 7% to Psychokinesis bringing it to 61 %.)

POWER POINTS
After each complete rest of at least 8 hours, a
Psionic regains all his Power Points. A psionic
has Power Points equal to his int. A Psionic can
use no more than one Power Point per combat
round, unless something else is noted.

Manifesting a Power
Using a psychic power is termed manifesting it.
First you will have to choose which of the
effects you want to manifest - Almost all
powers have three different effects.
Then you pay the amount of combat actions
specified to manifest that power, most powers
only use a single combat action, but some use
none and some many.
Then you choose which targets to use the
power on, unless otherwise noted all targets
must be chosen when the power is manifested.
You then pay 1 Power Point, and roll your
manifesting roll which is a test of your Psychic
Power(Specific Power) skill:
If the roll is a critical success you do not expend
the Power Point and the Psychic power takes
effect as normal.
If the roll is successful the power takes effect as
described under the specific power.
If it is failed, the power fails to manifest and
you still expend the power point.
If the roll is a critical failure, the power fails to
manifest, you still lose the power point, and
you cannot manifest the same Psychic power
for one hour.

96

PSIONIC FOCUS
Instead of manifesting the power directly, you
may focus an aspect of a power in your mind as
a combat action effectively storing it until
later. You make the Psychic Power roll just as
you would if manifesting it; and you use the
Power point at once when you focus the aspect.
At any time while having an aspect focused,
you can use one combat action to either
manifest it or remove it from your focus,
without regaining your power point. You
cannot use any other powers while having a
power focussed.
The power stays focused until you sleep (or
whatever
your
species
does
when
recuperating). If you choose to focus on
another power while focused, you lose the
power you were focusing on, without regaining
the power point.
Example: Damriel a Psychic Warrior using the
Corpus Control power wants to be sure to
activate his Muscle Mastery once he gets into
combat in the cave system he is about to venture
into, as he assumes that there is danger. He
focuses on his Muscle Mastery aspect of the
Psychic Power, and rolls a Psychic Power (corpus
control) check. He succeeds and spends one
power point. He then walks into the cave,
adventuring for hours until he finally meets a
group of angry kobolds about to attack him. He
uses a single combat action to manifest his
power, increasing his size and strength by 5
each, and since he already rolled for it, he need
not roll again.

POWER LIST
Each power has a number of aspects (usually
three), which are different ways the power can
be
used.

Telepathy (POW+CHA)
Feel the presence
With this aspect you search for the minds of
living creatures; you immediately get a sense of
how many living creatures are within a number
of meters equal to your Psychic Power
(telepathy) skill. You also sense which
direction and how far away they are, much like
a Radar reading. More than 3 meters of stone
or 25cm of lead blocks this power, so it is
possible you cannot feel the presence of
someone. If the targets know they are being
detected (which would be very odd, but could
happen), they get to oppose with a persistence
roll.

Communicate
You throw your mind into a target and
communicate with him, this is the most basic
aspect of telepathy. You can communicate with
him for one combat round per point of psychic
power (telepathy) you have, and he can
respond in this timeframe as well. You can
communicate with any target you can see, or
with any target of which you have a bodily part,
such as a hair, or a nail, as long as the target is
within a number of miles equal to your Psychic
power (telepathy) skill. Since these are
thoughts being projected Language is not a
barrier. Although intelligence might be,
especially if you target is non-sentient,
speaking to it might make no sense at all. If the
target doesnt wish to communicate with you, it
can resist with a Persistence roll.

See me not
By manipulating the minds of the creatures
around you slightly you make them unable to
perceive you. This power is very potent,

effectually making you invisible to all creatures


with an INT of 3 or greater for a number of
minutes equal to your critical score of your
Psychic power (telepathy). Since this is not
actual invisibility, things that perceive you but
have no mind dont care, and if some magic
object worked like a camera, it would still
record you fooling around. However targets
that can be affected by this power will not
perceive you in any way, not even by smell or
sound, since they can simply not fathom that
you are there, nor will they notice the
footprints you might be leaving until this
power is finished. Hurting any living creature
immediately ends this power.

Psychokinesis
Lift

(POW+INT)

You create a sustained telekinetic force with


your mind. This power can be sustained for as
long as you have power points, at the cost of
one power point per combat round.
You can move an object weighing up to 1kg per
point of Psychic power (Psychokinesis), an
object in the possession of a creature can be
resisted with either Brawn, or the appropriate
combat style for that object. Each combat
round you can move the object a distance in
meters equal to the critical score of your
Psychic Power (Psychokinesis) (divide by 10).
An object can be telekinetically manipulated as
if with one hand. For example, a lever or rope
can be pulled, a key can be turned, an object
rotated, and so on, if the force required is
within the weight limitation. You might even be
able to untie simple knots; though delicate
activities such as these require a Psychic Power
(a Psychokinesis check).
The range of this power equals your Psychic
power (psychokinesis) in meters. This power
usually moves things too slowly to cause
damage, but damage can be caused by

97

dropping something from a great height, in


which case it can be opposed by evade.

Combat Manoeuvre
With this power you perform a combat
manoeuvre with your telekinetic power. You
attack with a roll of Psychic Power
(psychokinesis) following the rules for attack
and parry as normal, though your target
doesnt expend a Combat action to parry this
attack.
If you win, you can perform Combat
Manoeuvres as per the normal rules (1 Per
degree of success over him).
If you fail, nothing happens; he cannot perform
a defensive combat manoeuvre against you.
You cannot use combat manoeuvres requiring
a special weapon, such as bleed, except for stun
location. Note that this ability deals no damage,
if damage is called for in the combat
manoeuvre, Roll 1d4 per point of Critical Score
(divide
by
10)
in
Psychic
Power
(Psychokinesis). It still deals no damage, but
combat manoeuvres such as stun location get
their duration from this. With disarm, count
your strength as being twice the critical score
of your psychic power (psychokinesis).
This version of the power last for one combat
round per Power Point, and can be used with
every combat action while active.

Fling
With this version of the power, you
immediately fling one object per point of your
critical score in Psychic Power (Psychokinesis)
at one or multiple targets. If the objects would
realistically deal damage when thrown at an
opponent,
use
your
Psychic
Power
(psychokinesis) to hit, each object can only hit
one target, each object can weigh no more in
enc than your critical score in Psychic Power
(psychokinesis), these attacks count as missile
attacks and so can only be parried by shields,
98

but evaded as normal. Multiple objects thrown


at the same target use the same roll to hit and
parry (it takes only one combat action to parry
multiple objects), but roll damage and apply
armour points separately. A weapon deals the
relevant damage weapon damage, but an object
of other composition deals 1d4 Point of
damage per full 3enc. Objects weighing less
than 3 enc deals only 1 damage.

Mind Control (POW+CHA)


Shield Mind
You channel the power to protect your mind,
for an amount of minutes equal to your Psychic
Power (Mind Control) Skill, you are immune to
anything affecting your mind. You protect from
mind reading effects, things that control you
(like the dominate (species)) and similarities.

Mind Puppet
You subtly control the mind of an enemy. He
can resist with his Persistence. If he doesn't
succeed in resisting, you can control his next
number of combat actions equal to the critical
score of your Psychic Power (Mind Control)
skill (Psychic Power (Mind Control) skill
divided by 10), he will take no suicidal actions,
like jumping off a bridge, but fighting off large
monsters, or attacking his loved ones is fair
game, the DM has the final say.

Cerebral Meltdown
You blast the minds of your enemies with
brain melting force, all enemies within a
number of meters equal to your POW, have to
resist with Persistence, or suffer 1d6 points of
damage to the head, ignoring armour.

Temporal
Time Hop

Mastery

(INT+POW)

By bending time and folding space, you


immediately move your body a number of
meters equal to the critical score of your
Psychic Power (temporal mastery) + 1d10 in a
certain direction. If you end up inside a solid
object, you are shunted to the nearest surface,
and suffer 1 point of damage to every location,
for each meter you were into that object. This
damage ignores armour.

Sudden age
Speeding up time for your target, you
immediately age it. This aspect has a different
effect on living things and unliving things, in
either case it can affect one target per point of
critical score in your psychic power (temporal
mastery), within up to a range of the same
number
of
meters.
On unliving targets and non-sentient plants
this power makes it immediately a number of
years older equal to the critical score of your
Psychic power (temporal mastery). A small
sapling might grow into a huge tree in a split
second, or a lock might go old and be brittle.
On living targets they must immediately resist
with a resilience roll, if failed, they lose 1d4
points of Strength, DEX and CON.
No matter what target it affects a number of
minutes equal to the critical score of your
Psychic Power (Temporal Mastery) skill, time
seems to catch up and these changes wear off,
the tree reverts to a sapling, and the man who
felt old before feels a brush of youth and health
in him again.

Temporal Acceleration
You immediately make your mind react faster,
for a number of combat rounds equal to the
critical score of your Psychic Power (Temporal
Mastery), you get one extra combat action each
round.

Psycho
conductivity
Magnetism

(INT+POW)

By conducting the electricity you command in


circular loops, you transform a metal object
into a powerful magnet. The magnet has
enough power to attract one kilogram of Iron
or steel per point of your Psychic power
(Psycho conductivity), and will attract such
objects at an acceleration of 5 meters per
combat round, per combat round. (First round
it will move 5 meters towards the magnet, then
it will move 10, then 15 and so on and so forth),
within a range equal to your Psychic power
(psycho conductivity) in meters. This power
lasts for a number of rounds equal to your
POW. If you attempt to snatch weapons from
somebodys hands with this power, they can
resist with their appropriate combat style, any
other attended object is resisted with Brawn
rolls. Only mostly iron or steel weapons (such
as swords, but not axes or spears) can be
snatched.

Lightning Bolts
This power causes a sizzling bolt of lightning to
streak from your hand towards the target. The
bolt can be evaded with an opposed evade roll.
If not, the spell will cause 3D6 damage to a
specified Hit Location. Natural and worn
armour offers no protection against this
damage but magical protection does. The range
of this power is the critical score of your
Psychic Power (psycho conductivity) in meters.

Walk through walls


By making the electric currents flowing
through you vibrate at extreme speed, you get
the ability to walk through walls, no thicker
than your Psychic Power (psycho conductivity)
skill in centimetres. This power lasts for one
combat round per critical score in your psychic
power (psycho conductivity)

99

Corpus Control (CON+INT)

(Am considering a non-combat appliance of


this power, like share pain, but not sure
whether I want it)

Regeneration
by channelling this version of the power you
immediately heal yourself. At every one of your
own combat actions for the duration of this
power, you heal 1 hit point to all locations. This
power lasts for a number of combat actions
equal to the critical score of your Psychic
Power (Corpus Control) skill.

Muscle Mastery
By channelling this power, you immediately
increase both your SIZ and your STR Score by a
number equal to your critical score in Psychic
Power (Corpus Control). For a number of
Minutes equal to your critical score in Psychic
Power (Corpus Control).

Keep on going
Your body keeps on going, through the hardest
deserts or the toughest fights, nothing stop the
freight train that is you. For the duration of this
power, you suffer no ill effects from fatigue,
serious wounds, or the combat manoeuvres:
Bleed, Impale, Stun Location and Overextend
opponent, in addition, you do not need to eat,
sleep, or even breathe. This power lasts for a
number of minutes equal to your psychic
power (corpus control).

The
Claws

Beast

within

(STR+INT)

You immediately grow claws based on your


Psychic Power (the beast within) skill. The
claws counts as formidable natural weapons
and as dual wielding and thus grants an extra
CA.
Psychic
Power Claw
(the
Beast Damage
within) skill

Size Reach

0-50%

1d3

51-100%

1d4

101-150%

1d6

151%+

1d8

If you already have claws, find the place in the


table where the starting damage for your claws
are listed, and add the average of the psychic
power you need to have to that bonus (if you
already have claws that deal 1d8 damage, add
88% to your psychic power (the beast within)
to
calculate
your
new
damage).
The claws are formidable natural weapons, and
can be used to parry with, their size and reach
is listed in the table.

Enhanced Senses
For the duration of this power, you add your
Psychic Power (the beast within) skill to your
perception skill, in addition you gain the ability
to track people by scent, giving you a +20%
modifier to any track and survival rolls you
make. Furthermore you gain the trait Night
Sight, if you already have night sight, you gain
the Dark sight trait. This power lasts for a
number of minutes equal to your Psychic
power (the beast within)

100

Scaly hide

Your skin toughens and grows scales, not


unlike those of a dragon. This aspect cannot be
stacked with armour, so if you are wearing
armour, either your armour or your skin will
take effect, whichever is higher. However if one
of those gets sundered, you have the other to
protect yourself. For a number of minutes
equal to the critical score of your Psychic
Power (the beast within) you get a number of
armour points as described by the table below:
Psychic Power (the Beast Armour
within) skill
Points
0-50%

51-100%

101-150%

151% and more

101

CHAPTER 12 FRIENDS, FOES AND PERILS


In this chapter we will explore some converted
foes, NPCs and other dangers adventurers
might discover on their travels.

to incapacitate, kill or destroy a construct you


need to disable or ruin the chest, abdomen or
head location.

NEW TRAITS

Deathless: This is one of the deathless of


Aerenal. Where an undead is kept walking by
necromantic and evil magic, Deathless are
imbued with positive life-magic. Deathless
receive Dark Vision, immunity to poison, sleep,
paralysis disease and mind-affecting effects.

Celestial: Celestials are outsiders from the


planes of Irian and Syrania. As such they
receive some abilities tied to their origin:
All celestials have Dark sight out to
50 meters.
Ignores the first 5 damage
sustained each round from Acid,
Cold and Electricity sources.
Most celestials have a natural
armour bonus. This bonus is
negated by weapons blessed with
the Sanctify(E) spell. Since this
natural armour comes from innate
resistance to earthly matter, it
cannot be bypassed by the bypass
armour CM.
Celestials have a continuous effect
on them as from a Spell Resistance
sorcery spell. The amount of
magnitude it block is noted in the
creature description.
If a celestial have the Formidable
Natural Weapons trait, then their
natural weapons count as under the
effect of a Sanctify(E) spell against
fiends.
Construct: This creature is made of metal and
wood, and brought to sentience by magic. It is
immune to anything an ordinary hunk of metal
is, including poison, disease, fatigue, mindaffecting spells and so on. Use your best
judgment. Furthermore a serious wound
disables a location, a major wound ruins it. But

102

Demon: Creatures with this trait are Fiends


that are demonic in nature, hailing from
Khyber though some have taken residence in
other planes - and as such receive certain
benefits. Demons are:
Immunity to all damage from
electricity and all effects of poison.
They ignore the first 5 damage
sustained each round from Acid,
Cold and Fire sources.
All Demons can cast the Mindlink(D)
divine spell at will.
Most demons have a natural
armour bonus from their demonic
nature. This natural armour is
negated by weapons made of Cold
Iron and weapons blessed with the
Sanctify(E) spell. Since this natural
armour
comes
from
innate
resistance to earthly matter, it
cannot be bypassed by the bypass
armour CM.
If a demon have the Formidable
Natural Weapons trait, then their
natural weapons count as under the
effect of a Sanctify(E) spell against
devils and celestials.

Devil: Creatures with this trait are Fiends that


are devilish in nature, coming from the depths
of Khyber, and as such receive certain benefits.
Demons are:
Immunity to all damage from fire
and all effects of poison.
They ignore the first 5 damage
sustained each round from Acid and
Cold sources.
All devils have the Dark Sight Trait.
This ability even works in magically
created darkness.
All Demons can cast the Mindlink(D)
divine spell at will.
Most devils have a natural armour
bonus. This natural armour is
negated by weapons made of or
covered in Silver and weapons
blessed with the Sanctify(E) spell.
Since this natural armour comes
from innate resistance to earthly
matter, it cannot be bypassed by
the bypass armour CM.
If a devil have the Formidable
Natural Weapons trait, then their
natural weapons count as under the
effect of a Sanctify(E) spell against
demons and celestials.
Excellent Hearing: A creature with this trait
gains +10 to perception tests involving hearing,
due to keen ears.
Excellent Sight: A creature with this trait gains
+10 to perception tests involving sight, due to
keen sight.

Imbued: See p. 45 in Necromantic Arts.


Free-Willed: See p. 45 in Necromantic Arts.
Naturally Psychic: A creature with this trait
adds +2 to its Psychic Power points.
Outsider: Outsiders are celestials, demons or
spirits from other planes, not necessarily
malicious. They do not need to eat or sleep.
Furthermore, they do not have a soul their
mind and body are one. As a result they are
completely immune to all spells affecting the
soul, such as Resurrect, Sever Spirit, Soul Sight
etc. They often have a natural armour bonus,
which is negated by weapons made of
Flametouched Iron.
Slippery mind: The creature has a mind hard
to understand. When trying to resist mindaffecting spells or abilities, the creature gains a
+10 bonus to the relevant test (usually
Persistence).
Spell Resistance X: Creatures with this trait
have the ability to continuously be under the
effect of a Spell Resistance(S) spell, negating
incoming spells up to magnitude X. The
creature can turn this effect off at will if they
wish to do so.
Tongues: A creature with this ability can speak
and understand all languages in existence.
Water Dependent: This creature is a watery
creature. It can manage to be out of water for a
number of hours equal to half its CON. After
this the creature must be submerged in water
for at least half an hour, or suffer the effects of
drowning.
Water Sense: This works just as Earth sense,
except it only works in watery conditions.

103

MONSTERS AND ANIMALS


Many challenges adventurers meet are
monsters or wild animals. This section will
present a number of iconic or important
creatures for the adventurers to face, capture
or ally with.

decimate troop concentrations with their


innate power and powerful rays.

BEHOLDER
The Beholder is aberration - an intelligent,
highly aggressive, cunning and dangerous
nightmare of an opponent. They hail from
Xoriat, the Plane of Madness, where they were
brought from by the Daelkyr and their invasion
of Eberron. They were used as lieutenants of
their armies and as living siege engines, able to
STR
CON
SIZ
INT
POW
DEX
CHA

Dice
3D6
3D6
1D6+18
2D6+12
2D6+10
3D6
2D6+10

Combat Actions
Magic Points
Movement
Strike Rank
Damage Modifier

Nowadays most Beholders are found deep


within Khyber, where they carve out small
realms of their own and fight amongst
themselves and the other inhabitants of
Khyber. Rarely however, a Beholder reaches
the surfaces or through other means contact
cells on the surface. They then quickly setup
local Cults of the Dragon Below, who they use
for their own agenda or for attempts to release
their ancient Xoriat masters, the Daelkyr.

Average
11
11
21
19
17
11
17

4
17
8m
+11
+0

Combat Styles

1d20
1-10
11
12
13
14
15
16
17
18
19
20

Type
Bite
Eye Ray

104

Size
M
-

AP/HP
4/12
2/5
2/5
2/5
2/5
2/5
2/5
2/5
2/5
2/5
2/5

Traits: All-Around Vision, Antimagic Cone, Eye Ray,


Levitation,
Skills: Athletics 65%, Evade 65%, Natural Spell 50%,
Perception 95%, Persistence 95%, Resilience 75%, Stealth
75%, Lore(Arcane) 95%, Lore(The Planes) 95%

Bite 80%
Eye Ray 75%

Weapons

Hit Locations
Body
Eye Stalk 1
Eye Stalk 2
Eye Stalk 3
Eye Stalk 4
Eye Stalk 5
Eye Stalk 6
Eye Stalk 7
Eye Stalk 8
Eye Stalk 9
Eye Stalk 10

Reach
T
-

Damage
2D4
Special

AP/HP
As for Arm
-

All-Around Vision: Beholders turn quickly and


have eyes on all their stalks and can thus see
360 around them. They never receive a
penalty for being surrounded.

Charm(Monster) (2): The monstrous target is


affected as though by a Charm(E) spell. The
category is very broad and covers all living
monstrous creatures. See above.

Antimagic Cone: A Beholders central eye


continuously produces a 50 meter wide cone
with an effect similar to an Neutralise Magic(S)
spell. Each round this affects all active spells in
the area and all spells cast while within the
area. This also affects the Beholders own rays.
The spell has 1 point of magnitude per 10%
Natural Spell skill.

Sleep (3): The target immediately falls asleep if


they cannot resist.

The Beholder can turn of this effect by closing


its central eye. Note that it can still perceive the
world through its ten other eyes.
Levitation: The Beholder has no legs and
levitates from its inherent magical power. It
can turn around and even tilt without much
effort. Should the Beholder choose to, it can
also truly fly.
Eye Ray: Each of the ten small eyes can
produce a different magical ray, once per
round. Shooting these rays does not use up a
CA or MP and the Beholder can do it even when
it is acting in other ways.
The Beholder can only aim a maximum of three
stalks at one target without them getting in the
way of each other. All stalks can be pointed
upwards, so if the Beholder tilts all stalks can
fire at one target. Treat each ray as an ordinary
ranged attack. The spell-like effect is resisted
against the Beholders Natural Spell skill and
the rays have a magnitude of 10% of the
Natural Spell skill. The ray effects are:

Flesh to Stone (4): The target along with all


carries possessions are turned into a mindless,
inert statue. If the status is broken or damage
the subject will have similar damages if ever
returned to its original state. The Beholder
likes to use this ray against creatures with an
interesting appearance or who provide an
interesting challenge they then take the
statue back to their lair as decorations.
A sufficiently strong dispelling spell will turn
the creature and the possessions into flesh
again.
Disintegrate (5): A red ray of scorching energy
shoot out from the stalk. The hit location is
affected as though by a Hand of Death(C) spell.
Fear (6): The target is affected as by a Fear(D)
spell.
Slow (7): The target is affected as by a Hinder(S)
spell.
Inflict (8): The location hit is damaged as per a
Wrack(S) spell.
Sever Spirit (9): The target is affected as by a
Sever Spirit(D) spell.
Telekinesis (10): The Beholder can move
objects or creatures as per a Sustained Force
effect from a Telekinesis(E) spell.

Charm(Humanoids) (1): The humanoid target is


affected as though by a Charm(E) spell. The
Beholder usually uses this spell to disrupt
enemy formations, either by making the target
move away or run in the way of his allies.

105

BUGBEAR
The biggest and strongest of the goblinoids,
bugbears are more aggressive than their
smaller relatives.
At the height of the Dhakaani empire they
served as shock troops and bodyguards,
leaving the leadership role to the Hobgoblins.
Today, they are mostly found in Darguun or as
mercenaries, either through House Deneith or
House Tharashk.

STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+12
3D6+6
2D6+12
3D6
3D6
3D6
3D6

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Combat Notes

Bugbears prefer to ambush opponents


whenever possible. When hunting, they
normally send scouts ahead of the main group
that. Bugbear attacks are coordinated, and
their tactics are sound if not brilliant.
When serving in armies, they will often work in
conjunction with other goblinoids - Goblins as
scouts and spellcasters, Hobgoblins as leaders
and troops.

Average
19
16
19
11
11
11
11
2
+1D6
11
8m
+11

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Traits: Dark Sight


Skills: Athletics 50%, Brawn 70%, Evade 50%, Influence
25%, Perception 45%, Persistence 40%, Resilience 70%,
Stealth 25%, Track 45%

Hammer & Shield 60%


Unarmed 60%

Weapons

106

Size
S
M
H

AP/HP
5/7
5/7
5/8
5/9
5/6
5/6
5/7

Typical Armour: Tough Hide (AP 3), Hard Leather (AP 2)

Combat Styles

Type
Unarmed
Morningstar
Heater Shield

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

Reach
T
S
S

Damage
1D3+1D6
2D4+1D6
1D4+1D6

AP/HP
As for Arm
4/10
6/12

COUATLS
Couatls are enormous winged serpents with an
inherent ability for magic. They are ancient,
their history lost in the depths of The Age of
Demons although it is known that they descent
from Siberys, as do the Dragons.
The Couatls are extremely rare, as they lost
most of their race in their self-sacrifice to bind
the Rajahs the leaders of the Fiends of Khyber
in eternal prisons. Since then, the Couatls have
mostly been found in Argonessen, staying close
to their Draconic allies for mutual benefit. It
does happen though, that one searches the
other continents of Eberron for some unknown
agenda.
STR
CON
SIZ
INT
POW
DEX
CHA

Dice
3D6+6
3D6+6
3D6+24
3D6+6
3D6+24
3D6
3D6+24

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
17
17
35
17
35
11
35
4
+1D12
35
6m/20m
+21

Combat Styles
Bite 80%

Weapons
Type
Bite

1d20
1-4
5-9
10-13
14-17
18-20

Hit Locations
Tail
Body
Right Wing
Left Wing
Head

AP/HP
4/10
4/12
4/8
4/8
4/10

Typical Armour: Scales. No Armour Penalty


Traits: Dark Sight, Life Sense, Poison(Potent Snake Venom)
Night Sight
Skills: Athletics 85%, Common Magic 120%, Evade 85%,
Manipulation 120%, Persistence 43%, Resilience 43%,
Sorcery(Couatls) 120%, Stealth 55%
Spells: Couatls are the very embodiment of magical
creatures. They should know all sorcery and common magic
spells, though they might not make use of spells viewed as
evil or horrid.

Size
M

Reach
T

Damage
1D3+1D12

AP/HP
As for Head

107

DEMON
Demons are a whole class of creatures, coming
in many variations malicious creatures born
from the blood of Khyber at the beginning of
time, with a bred desire for ruling the world
and reshaping it in their own twisted
semblance of life. Together with the other
fiends, they ruled the world for millions of
years from the dawn of time. As such they treat
everyone in the world as their property and
especially hate Dragons and Couatls for their
ancient victory.
Demons usually keep to the depths of Khyber,
where they fight the devils, the Aberration of
Xoriat, the occasional explorer and any
unnamed and unknown horrors of the depths
of Khyber.
The Demons are known for their maliciousness
and chaotic way of life. At their best, demons
are unpredictable and sneaky, at their worst
they thirst for power, combat or inflicting
suffering.

108

Demons are however also occasionally found


on the surface of Eberron. In the Demon
Wastes, far to the north-east on Khorvaire,
Demons still roam free in a contained
semblance of their old empires.
In addition to this, they can be summoned, and
demonic cults sometimes do so when they
achieve the necessary knowledge and magical
power. They occasionally also make their own
way to the surface, either on missions from
their demonic overlords or sometimes just
being drawn by the lust for power or worship.
The demons found in this section, are very
limited compared to the full variety in
existence. Also, the demons here are the most
usual kind found amidst mortals..

Babau
Babau are the cunning and sneaky but
powerful assassins of the demons. They are
very careful and devious, and always form
cunning plans before doing anything (or at
least before combat). Babau sometimes work
with Succubi. Due to their horn, Babau are
sometimes known as the one-horned horror
and due to their colour, as the ebony death.

Combat Notes

Babaus are sneaky and sly. They attack the


most powerful foe first, hoping to eliminate the
true threats quickly and then toy with the rest.

STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+14
3D6+9
2D6+6
4D6
4D6
3D6+3
3D6+5

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

When ambushing their opponents, they make


excellent use of the combination their spells
and their attacks with their deadly claws.

Average
21
20
13
14
14
14
16
4
+1D4
13
8m
+13

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
4/7
4/7
4/8
4/9
4/6
4/6
4/7

Typical Armour: Demonic hide (AP 4), no armour penalty


Traits: Dark Sight, Demon, Formidable Natural
Weapons, Outsider, Protective Slime, Spell-like abilities
Spell Resistance 2
Skills: Athletics 60%, Evade 60%, Influence 25%,
Language(Abyssal) 70%, Language(Celestial) 70%,
,
Language(Draconic) 70%, Perception 75%, Persistence 65%,
Resilience 75%, Stealth 65%

Combat Styles
Claws 80%

Weapons
Type
Claws

Size
M

Reach
M

Protective Slime: A slimy red jelly covers the


Babaus skin. Treat this as Strong acid, which
affect all objects and creatures touching it.

Damage
1D6+1D4

AP/HP
As for Arm

Spell-like abilities: The Babau can cast the


following spells at a skill level of 90%. The MP
cost is as normal: Boon of Lasting Night 3(C),
Countermagic 4(C), Second Sight(C), Teleport(S)
(only on self and 25 kg of carried material, with
7 manipulation points. Does not need to see the
destination).
109

Succubus
A succubus (Succubi in plural) is a scheming
and sultry demon, who often seeks out men or
women of power and uses their powers of
charm and seduction to further their agenda.
Even though they are great actor, they are truly
malicious and evil-minded. They enjoy the hunt
in seducing otherwise unavailable persons and
savour the terror and mistrust they can inflict.
In its natural state, the succubus is in the shape
and form of a beautiful human woman with
demonic features, such as bat-like wings, tiny
horns, and/ or a tail. However, the succubus
may shape-shift into many forms. They often
appear in the guise of a human woman sans
demonic features.

Combat Notes

Succubi are not warriors. They flee combat


whenever they can. If forced to fight, they can
attack with their claws, but they prefer to turn
foes against one another. Succubi use their

STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+6
2D6+6
1D6+7
2D6+9
2D6+7
2D6+6
1D6+20

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
13
13
10
16
14
13
24
3
+0
13
8m / 12m
+13

Claws 80%

Type
Claws

110

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
6/6
6/6
6/7
6/8
6/5
6/5
6/6

Typical Armour: Demonic hide (AP 6), no armour penalty


Traits: Change Shape, Dark Sight, Demon, Energy Drain,
Fly, Formidable Natural Weapons, Outsider, Spell-like
abilities, Spell Resistance 4, Tongues
Skills: Athletics 60%, Evade 60%, Influence 95%, Lore(Pick
One) 90%, Lore(The Planes) 100%, Perception 85%,
Persistence 70%, Resilience 75%, Stealth 65%

Combat Styles

Weapons

change shape ability to assume humanoid


guise, and can maintain this deception
indefinitely. Their preferred tactic when
dealing with heroes is to feign friendship and
create an opportunity to be alone with one of
them, whereupon the succubus applies her lifedraining kiss. Succubi are not above taking on
the role of a damsel in distress when
encountered unexpectedly or within a
dungeon.

Size
M

Reach
S

Damage
1D4

AP/HP
As for Arm

Change Shape: A succubus can assume the


form of any humanoid creature with SIZ 3-24
without spending MP. This effect has eternal
duration, although Succubus enjoy losing their
disguise when attacking, to savour the terror in
their faces.
Energy Drain: A succubus drains energy from
a mortal it lures into some act of passion or by
simply planting a kiss on the victim (willing or
not). A kiss has two effects, the first is that the
victim must succeed on opposed Persistence
check or be compelled to continue kissing the
Succubus (as per a Dominate(S) spell) which
will also erase the memory of the negative
effects. The other effect is that the victim
temporarily receives a -5% to all skill checks
and 1 HP from each hit location. These effects
persist until healed by a Restoration(S)/(E) spell
or until 24 hours have passed.

Spell-like abilities: The Succubus can cast the


following spells at a skill level of 90%. The MP
cost is as normal: Charm(Monster)(E), Detect
Good 4(C), Dominate(Humanoid)(S), Intuition(S),
Teleport(S) (only on self and 25 kg of carried
material, with 10 manipulation points. Does
not need to see the destination).

111

Quasit
Quasits find their niche on the Material Plane
as advisers for powerful individuals and potent
spellcasters. Quasits crave power in all its
forms and always strive for more. By other
Demons, they are treated as petulant children.
On the Material Plane, Quasits allow their egos
to precede them, believing they are far more
powerful and influential than they really are.
Quasits are not much of a match physically for
any adult human, but they make up for it with a
deep cunning and healthy sense of selfpreservation.

Combat Notes

Although quasits thirst for victory and power


as other demons do, they are cowards at heart.

STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+1
3D6+9
1D6+1
2D6+3
2D6+5
1D6+13
2D6+3

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
8
10
5
10
10
17
10
3
-1D2
13
5m / 10m
+11

Claws 80%
Type
Claws

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

AP/HP
2/3
2/3
2/4
2/5
2/2
2/2
2/3

Typical Armour: Demonic hide (AP 2), no armour penalty


Traits: Alternate Form, Dark Sight, Demon, Fly, Formidable
Natural Weapons, Poison (Soul Palsy), Outsider, Spell-like
abilities,

Size
S

Reach
T

Damage
1D6-1D2

Alternate Form: A quasit can change its shape


at will, without spending MP. Each quasit
knows only one or two forms, neither of which
may be larger than SIZ 10. Common forms
include bat, monstrous centipede, toad and
wolf. The quasit has no poison in this form.
112

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

Skills: Athletics 65%, Evade 65%, Influence 25%


Language(Abyssal) 70%, Language(Celestial) 70%,
Language(Draconic) 70%, Perception 65%, Persistence 45%,
Resilience 45%, Stealth 75%

Combat Styles
Weapons

They typically attack from ambush, using their


alternate form ability and invisibility to get
within reach, then try to scuttle away. When
retreating, they use their cause fear ability to
deter pursuit.

AP/HP
As for Arm

Spell-like abilities: The Quasit can cast the


following spells at a skill level of 70%. The MP
cost is as normal: Detect Good 2(C), Detect
magic 2(C) Invisibility(E) (self only, 2
manipulation points), Fear (magnitude 1)(D),

DEVILS
Devils are fiends, spawn of Khyber and
malicious and evil of nature. Together with the
other fiends, they ruled the world for millions
of years from the dawn of time. As such they
treat everyone in the world as their property
and especially hate Dragons and Couatls for
their ancient victory.

existence. Also, the devils here are the most


usual kind found amidst mortals. Much larger
and more dreadful master of devils live deep in
Khyber, in unholy fortresses, biding their time.

Where demons are chaotic and unpredictable,


devils are the very embodiment of patience
and controlled, focused, pragmatic malice .
Powerful devils will form plans taking
millennia to accomplish, often using many links
of lesser devils as their servants and
lieutenants.
They are mostly found in the depths of Khyber,
although they sometimes make their way to the
surface on missions or as part of their own
agenda. They can also be summoned by
spellcasters, and many a cult has a devil at the
heart of it, offering advice and guiding its
efforts towards the completion of some great
unknown agenda.
For reasons unknown, many devils follow some
personal code of honour. Often respecting any
form of power, to the degree of saluting
powerful enemies before engaging. Some may
decide to recruit powerful mortals, others may
accept a personal duel against intruders. As
always, morality is never absolute and some
devils do not act in this way.
The devils found in this section, are very
limited compared to the full variety in

113

Barbazu
Also often called bearded devils, due to their
distinctive facial appearance, Barbazu are the
shock troops of the devil armies, often fighting
at the eternal battlefields of Shavarath. When
not engaged in infernal war, they often serve as
bodyguards for other devils or spellcasters
dabbling in summoning.

STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+10
2D6+10
2D6+11
2D6+2
2D6+3
2D6+10
2D6+3

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
17
17
18
9
10
17
10
3
+1D6
10
8m
+15

Combat Styles

Type
Glaive
Claws

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
4/7
4/7
4/8
4/9
4/6
4/6
4/7

Typical Armour: Demonic hide (AP4), no armour penalty


Traits: Battle Frenzy, Beard, Dark Sight, Demon,
Infernal Wound , Outsider, Spell-like abilities,
Spell Resistance 3

Size
L
M

Reach
VL
S

Damage
AP/HP
1D8+1D6+1 4/10
1D4+1D6
As for Arm

Battle Frenzy: At the cost of 4 MP, the barbazu


can work itself into a frenzy that last for 6
rounds. This frenzy grants it +2 HP to all
locations, +2 CA, increases its damage modifier
to +1d8 and gives +20% Persistence.
Beard: The barbazu can attempt an unarmed
attack to hit the enemy with its beard. If hit the
location suffers 1D6 damage and target must
succeed on a resilience check or be afflicted by
a disease called Devil's Chills (Onset time: 1D4
hours. Duration: Until resisted three times in a
row. Resistance time: Daily. Potency: 70.
Resistance: Resilience Conditions: lose 1d4 STR

114

Bearded devils are aggressive and love to fight.


They revel in their battle frenzy, spreading
mayhem among their foes.

Skills: Athletics 70%, Evade 65%, Influence 35%,


Language(Celestial) 70%, Language(Draconic) 70%, ,
Language(Infernal) 70%, Perception 65%, Persistence 50%,
Resilience 75%, Stealth 70%

Polearm 80%
Unarmed 80%

Weapons

Combat Notes

for each failed resistance. Restores when cured


at 1/day. Cure: Cure Disease(D)
Infernal Wound: Every wound inflicted by a
barbazu automatically causes the bleed combat
manoeuvre. In addition the wound does not
heal naturally and any caster attempting to
heal the wound magically must succeed on a
Persistence check or the spell fails.
Spell-like abilities: The barbazu can cast the
following spells at a skill level of 70. Teleport(S)
(only on self and 25 kg of carried material, with
7 manipulation points. Does not need to see the
destination).

Hell Hound

Combat Notes

Hell Hounds are the loyal servants of their


demonic overlords. They resemble large
hounds, often reaching 1 meters height and
weighing almost 60 kg. On the demonic
battlefields, the Hell Hounds are used to
disrupt formations. Outside of war they are
used as trackers and efficient guard dogs.

STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+10
2D6+10
2D6+3
6
2D6+3
2D6+6
-

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
17
17
10
6
10
13
2
+1D4
10
10m
+10

Bite 50%, Claws 60%

Type
Bite
Claws

1d20
1-2
3-4
5-7
8-10
11-13
14-16
17-20

Hit Locations
Right Hind Leg
Left Hind Leg
Hindquarters
Forequarters
Right Front leg
Left Front Leg
Head

AP/HP
4/6
4/6
4/7
4/7
4/6
4/6
4/6

Typical Armour: Demonic hide (AP 4), no armour penalty


Traits: Breath Attack, Dark Sight, Demon, Fiery Bite,
Formidable Natural Weapons, Outsider, Spell-like abilities,
Skills: Athletics 80%, Evade 60%,
Language(Infernal) 30% (can't speak), Perception 60%,
Persistence 45%, Resilience 60%, Stealth 55%, Track 70%

Combat Styles
Weapons

Hell hounds are efficient hunters. A favourite


pack tactic is to surround prey quietly, then
attack with one or two hounds, driving it
toward the rest with their fiery breath. If the
prey doesnt run, the pack closes in. Hell
hounds track fleeing prey relentlessly.

Size
M
M

Reach
T
M

Breath Attack: Once per round, at will and at


no MP cost a hellhound can spew fire from its
mouth. Treat this as a Dragon's Breath(C) spell
hitting any creature in a 45 cone 15 meters
deep. Can be resisted via Evade as per usual.

Damage
1D8+1D4
1D3+1D4

AP/HP
As for head
As for Arm

Fiery Bite: The hellhound's bite is aflame


dealing an extra 1d6 fire damage.

115

Imp

Combat Notes

Imps are devious little devils. Often found as


advisors to evil spellcasters they are the link
between mortals and devils that many
summoners begin by handling.
Imps often have agendas on their own though,
serving some darker master or plan. They often
study the arts of magic themselves,
supplementing their own abilities with that of
sorcery.
STR
CON
SIZ
INT
POW
DEX
CHA

Dice
1d3+2
1d3+2
1d3+1
2D6+7
2D6+7
1D6+13
2D6+7

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
4
4
3
14
14
17
14
3
-1D6
14
4m / 10m
+18

Combat Styles
Claws 40%, Poisonous Stinger 50

Weapons
Type
Claws

Size
S

1d20
1-2
3-4
5-8
9-11
12-14
15-16
17-18
19-20

Hit Locations
Right Leg
Left Leg
Body
Right Arm
Left Arm
Right Wing
Left Wing
Tail

AP/HP
3/2
3/2
3/3
3/1
3/1
3/1
3/2
3/2

Typical Armour: Demonic hide (AP 3), no armour penalty


Traits: Alternate Form, Dark Sight, Demon, Fly, Formidable
Natural Weapons, Poison(Soul Palsy), Outsider, Spell-like
abilities
Skills: Athletics 70%, Evade 90%, Influence 25%,
Language(Celestial) 90%, Language(Draconic) 90%,
Language(Infernal) 90%, Lore(Arcane) 70%, Lore(The
Planes) 70%, Perception 60%, Persistence 65%, Resilience
45%, Stealth 75%

Reach
T

Damage
1D3-1D6

Alternate Form: An imp can change its shape


at will, without spending MP. Each quasit
knows only one or two forms, neither of which
may be larger than SIZ 10. Common forms
include monstrous spider, raven, rat and small
boar.

116

Imps are craven, but not so timid as to pass up


an opportunity for a surprise attack using their
invisibility and alternate form ability. In its
natural form, an imp attacks with the wicked
stinger on its tail. It quickly flies out of reach if
a foe manages to strike back effectively.

AP/HP
As for Arm

Spell-like abilities: An imp can cast the


following spells at a skill level of 70%. The MP
cost is as normal: Detect Good 2(C), Detect
magic 2(C) Invisibility(E) (self only, 2
manipulation points), Dominate(Humanoid)(S),

DINOSAUR
Clawfoot
Use the entry for Velociraptor from Monster Coliseum.

Glidewing
Use the entry for Pteranodon from Monster Coliseum.

117

DOLGRIM
The dolgrims were created by the Daelkyr
during their invasion of Khorvaire and the
subsequent encounter with the Dhakaani, to
serve them as their rank-and-file infantry. A
dolgrim is essentially two goblins crushed into
one creature.

dolgrim will often converse with itself as


though carrying on a two-way conversation.

Combat Notes

An average dolgrim stands roughly 1.20 meters


tall and weigh 30 kg. Dolgrims have oily and
white skin, but they often tattoo themselves
with garish colours or disturbing images. It is
common practice to tattoo additional faces
each time an opponent is slain, in the belief that
doing this traps the soul and energy of the
fallen foe. Dolgrims typically wear dark leather
and drab gray clothes.

Dolgrims are bred to follow orders and seldom


make use of imaginative tactics on their own.
They are typically equipped with a shield and a
morningstar in their lower arms, and a light
crossbow and a spear in its upper arms.
Some dolgrims carry a greatsword instead of a
spear; once it has closed with an enemy, it
drops its crossbow and wields the greatsword
using both of its upper arms. Dolgrim archers
carry an extra light crossbow instead of a spear
or a greatsword.

A dolgrim has two brains fused into a single


mass. Although it has but a single personality, a
Dice
Average
STR
2D6+9
16
CON
3D6+6
11
SIZ
2D6+3
10
INT
1D6+4
8
POW
1D6+5
9
DEX
2D6+6
13
CHA
1D6+3
6
Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

4
+1D2
9
7m
+11/+8

Combat Styles
Hammer & Shield 60%, Crossbow 60%
Spear & Shield 60%

Weapons

Type
Shortspear
Morningstar
Heater Shield
Light Crossbow

Size
S
M
H
L

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Upper Arm
Right Lower Arm
Left Upper Arm
Left Lower Arm

AP/HP
4/5
4/5
2/6
2/7
4/4
4/4
4/4
4/4

Typical Armour: Hard Leather (AP 2), Natural Armour (AP2)


Ignored by Byeshk.
Traits: Dark Sight, Dual Consciousness
Skills:
Athletics
70%,
Brawn
50%,
Evade
50%,
Language(Undercommon) 50%, Language(Common) 16%,
Perception 45%, Persistence 70%, Resilience 60%, Stealth 55%

Reach
T
S
S
-

Dual Consciousness: A Dolgrims has two


brains, and this grants it the extra CA included

118

1d20
1-3
4-6
7-9
10-12
13-14
15-16
17-18
19-20

Damage
1D3+1D2
2D4+1D2
1D4+1D2
1D8

AP/HP
As for Arm
4/10
6/12
4/5

Range
100m

above. It is gives them +10% to all persistence


skill checks.

DRYAD
Dryads are exquisitely beautiful tree spirits
manifested in a symbiosis with trees. They are
found deep in forests around Khorvaire, but
especially in Aerenal and on the planes of
Thelanis and Lamannia.
A dryads delicate features are much like a
female elf s, though her flesh is like bark or fine
wood, and her hair is like a canopy of leaves
that changes colour with the seasons.
They are generally shy and solitary, although
sometimes aiding travellers and adventurers,
they are as much likely to simply hide and let
them pass through. Tales tell of Dryads taking a
fancy to especially handsome human or elf men
and charming them with their unnatural
beauty and their magic, but these may just be
stories. To many, Dryads remain a source of
both inspirational interest and dread of the
unknown powers of nature.
STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+1
3D6+9
1D6+1
2D6+3
2D6+5
1D6+13
2D6+18

Combat Actions
Damage Modifier
Magic Points
Movement
Rank

Shy, intelligent, and resolute, dryads are as


elusive as they are alluringthey avoid
physical combat and are rarely seen unless
they wish to be. If threatened, or in need of an
ally, a dryad uses their spells, attempting to
gain control of the attacker(s) who could help
the most against the rest. Any attack on her
tree, however, provokes the dryad into a
frenzied defence.

Average
10
11
12
14
18
19
25
3
+0
18
10m
+15

Combat Styles
Claws 80%

Weapons
Type
Claws

Combat Notes

Size
T

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
2/5
2/5
2/6
2/7
2/4
2/4
2/5

Typical Armour: Resilient Body (AP 2), no penalty. Ignored


by cold iron.
Traits: Night Sight, Tree Dependent, Spell-like abilities, Strike
Wild Empathy
Skills: Athletics 60%, Evade 65%, Influence 75%, Insight
70%, Language(Common) 90%, Language(Elven) 90%, ,
Language(Sylvan) 90%, Perception 75%, Persistence 65%,
Resilience 35%, Stealth 65%
Reach
T

Damage
1D3+0

AP/HP
As for Arm

(next page for traits)

119

Spell-like abilities: The Dryad can cast the


following spells at a skill level of 90%. The MP
cost is as normal: Charm(Humanoid)(E),
Dominate(Humanoid)(S), Fate 2(C), Speak with
Plants(E), Shapechange(Tree)(S) (self only)
Tree Dependent: Each dryad is mystically
bound to a single, enormous tree and must
never stray more than 300 meters from it. Any
who do become ill and die within 4d6 hours.
A dryad also ignores any penalties for moving
through heavy undergrowth and woodland.
Wild Empathy: Dryads are allies of the forest
and its animals. They have a supernatural
ability to handle and understand animals.

120

GNOLL
Gnoll are wild humanoids, common in Droaam
and in the large forests of Eberron. They are
hardy, strong and malicious to the bone. They
have the heads of hyenas and are covered in
thick, stiff fur.

That said, Gnolls have made an entrance on the


worlds mercenary markets, especially through
House Tharashk. They are also found in the
slum quarters of many large Eberron cities.

They enjoy playing with their prey, and are


especially fond of dining on sentient beings especially other humanoids - as they scream
more, a sound of which they are fond.

Gnolls are rarely found alone, always fighting


and hunting in packs. They will try to pick an
enemy apart by removing weak enemies first.

STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+6
3D6+6
1D6+12
3D6
3D6
3D6
3D6

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
13
16
15
11
11
14
11
3
+1D2
11
8m
+10

Combat Styles

Combat Notes

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
3/6
3/6
3/7
3/8
3/5
3/5
3/6

Typical Armour: Tough Hide(AP 1), Hard Leather(AP 2)


Traits: Dark Sight, Night Sight, Excellent Hearing
Skills: Athletics 50%, Evade 65%, Influence 25%, Perception
75%, Persistence 40%, Resilience 60%, Stealth 65%, Track
65%

Axe & Shield 50%


Unarmed 60%

Weapons

Type
Unarmed
Battleaxe
Heater Shield

Size
S
M
H

Reach
T
M
S

Damage
AP/HP
1D3+1D2
As for Arm
1D6+1+1D2 4/8
1D4+1D2
6/12

Range
-

121

ILLITHID
Illithids (often called Mindflayers) hail from
Xoriat, the realm of madness, and was brought
here with their invasion of Eberron. They
served as their most favoured servants, as
captains and schemers. After the gatekeepers
vanquished the invasion from the realm of
madness the Illithids withdrew with the
remaining Daelkyr and their creations to the
depths of Khyber. There they remain, scheming
and plotting amongst themselves and their
rivals, both furthering their own agendas and
at times those of their ancient masters.

Combat Notes

Illithids like to fight from a distance, using their


Psionic abilities and their thralls to destroy
enemies from afar. They will also rely on slaves
and servants to do much of their fighting for
them an Illithid will rarely be caught off
guard by an attack, as they are the master of
scheming and information.
STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+6
2D6+6
1D6+12
2D6+18
2D6+10
2D6+6
2D6+10

Combat Actions
Damage Modifier
Magic Points
Power Points
Movement
Strike Rank

Combat Styles

Tentacles/Unarmed 90%

122

Average
13
13
15
25
17
13
17
5
+1D2
17
25
8m
+18

If pressed into melee combat the Illithid will


defend itself with its tentacles, lashing out at
opponents. As soon as it sees an opportunity
for a safe target, by killing or disabling its allies,
it will lash unto its head and attempt to extract
its brain as feed.
1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
5/6
5/6
5/7
5/8
5/5
5/5
5/6

Typical Armour: Tough Hide (5 AP), no penalty. Byeshk


bypass this tough hide.
Traits: Dark Sight, Extract, Mind Blast, Naturally Psychic,
Night Sight, Telepathy, Tentacles,
Skills: Athletics 50%, Brawn 60%, Evade 70%,
Influence 85%, Insight 85%, Language(Common)
100%, Language(Daelkyr) 100%,
Language(Undercommon) 100%, Perception 75%,
Persistence 90%, Resilience 60%, Stealth 65%,
Psychic Power (Telepathy) 100%,
Psychic Power (Psychokinesis) 100%,
Psychic Power (Mind Control) 100%

Weapons
Type
Tentacles

Size
M

Reach
M

Damage
1D4+1D2

Extract: When the Illithid has succeeded on


attaching all four of its tentacles to a targets
head, it will as soon as possible spend a CA to
extract the opponents brain killing it
instantly.
Mind Blast: The Illithid can use this power at
will once a round, without using Power Points.
This power affects a cone-shaped area 20
metres long. Every creature in the area must
succeed on a Simple Persistence check or
forfeit the next 3d4 CA.
Psionics: In addition to its Psionic skills, the
Illithid can cast the following spells from innate
ability:

AP/HP
As for Head

Tentacles: The Illithid will attempt to establish


grapples with any creature that it desires to eat
usually if it is defeated or if its companions
cannot interfere.
The Illithid will make unarmed (Tentacles)
attacks and always choose to establish grapple
with one of its tentacles to the head if
possible, as it can then extract the targets
brain.
The -20% penalty to activity from being
grappled in the head is cumulative for each
tentacle.

Telepathy: Illithid can communicate


telepathically with any creature within 30
metres that has a language.

123

HORSE, VALENAR RIDING


STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+18
3D6+6
3D6+18
4
3D6
2D6+3
1D3

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
25
17
25
4
11
10
3
3
+1D10
11
20m
+9

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Hit Locations
Right Hind Left
Left Hind Leg
Abdomen
Chest
Right Front Leg
Left Front Leg
Head

AP/HP
2/9
2/9
2/10
2/10
2/9
2/9
2/9

Typical Armour: Hide. No Armour Penalty


Traits: None
Skills: Athletics 75%, Brawn 60%, Persistence 43%,
Resilience 61%, Survival 20%

Combat Styles
Kick 50%

Weapons
Type
Size
Reach
Damage
AP/HP
Unarmed
M
M
1D6+1D10 As for Leg
A valenar horse trained for heavy labour or war (which most are) have +4 STR and +4 CON.

KARRNATHI SKELETON
STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+6
1D6
2D6+6
3D6
1D6
3D6
1

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
13
4
13
11
4
11
1
2
+1D2
0
8m
+9

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Skills: Athletics 30%, Evade 45%, Perception 45%,


Persistence 35%, Resilience 50%,

Sword and Shield 60%


Bow 60%

Weapons

124

Size
M
L
H

AP/HP
2/4
2/4
6/5
6/6
6/3
6/3
5/4

Typical Armour: Alchemical Treatment (AP 2), Scalemail (AP


4, 3 Strike Rank Penalty)
Traits: Dark Sight, Imbued, Free-Willed, Night Sight

Combat Styles

Type
War Sword
Heater Shield
Longbow

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

Reach
M
S
-

Damage
1D8+1D2
1D4+1D2
1D8+1D2

AP/HP
9/7
6/12
4/7

Range

175m

KARRNATHI ZOMBIE
STR
CON
SIZ
INT
POW
DEX
CHA

Dice
3D6+12
1D6
2D6+6
3D6
1D6
1D6
1

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
23
4
13
11
4
4
1
2
+1D6
0
6m
+7

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
2/4
2/4
6/5
6/6
6/3
6/3
5/4

Typical Armour: Alchemical Treatment (AP 2), Scalemail (AP


4, 3 Strike Rank Penalty)
Traits: Dark Sight, Imbued, Free-Willed, Night Sight
Skills: Athletics 20%, Evade 25%, Perception 35%,
Persistence 35%, Resilience 40%,

Combat Styles

Sword and Shield 35%


Bow 35%

Weapons

Type
War Sword
Heater Shield
Longbow

Size
M
L
H

Reach
M
S
-

Damage
1D8+1D6
1D4+1D6
1D8+1D6

AP/HP
9/7
6/12
4/7

Range

175m

MAGEBRED ANIMAL
This is a template that can be combined with
any animal. It receives the following bonuses:
Excellent Learner: The animal gains +2 to INT.
Furthermore it is now much easier to train and
take directions than other animals of its type.
Excellent physique: The animal gains a +4 to
one of STR, CON, SIZE or DEX and +2 to the
rest.

Thick-Skinned breed: The animal gains a +2


from tough hide or natural armour. This stacks
with any armour points the animal may already
have.
Specific Breed: The animal gains a +10% bonus
to any one appropriate skill (Track for a
tracking dog or Brawn for a millers horse for
example).

Choose one of the following:


Swift Breed: The creature multiplies its main
form of movement by 1.25 (round up).

125

OCHRE JELLY
Ochre Jelly is an amorphous creature that live
only to eat. They inhabit underground areas
throughout the world, scouring caverns, ruins,
and dungeons in search of organic matter
living or dead.

Ochre Jellies have no brain and no specific


sensory organs such as eyes. However, the
whole of its body picks up vibrations in air and
ground, which is the reason for its relatively
high perception skill.

Ochre jellies are typically quite large, often


more than 4 metres long. They can however
compress their bodies to fit into very small
cracks. A typical specimen weighs about 2.500
kg.

Combat Notes

STR
CON
SIZ
INT
POW
DEX
CHA

Dice
4D6+8
4D6+8
4D6+8
1
1
-

Combat Actions
Damage Modifier
Magic Points

Average
22
22
30
1
1
-

They tactics of the brainless jelly are pretty


straight forward. When it detects nearby
movement, it will move to investigate. When it
encounters prey it will always simply move
forward and seek to establish a grapple. It will
rarely defend itself much.
1d20
1-20

AP/HP
2/30

Typical Armour: Natural Armour 2 AP, no penalty.


Traits: Acid, Earth Sense, Engulf, Slime, Split
Skills: Athletics 65%, Perception 70%, Persistence 45%,
Resilience 75%, Stealth 70%, Unarmed 70%

3
-

Acid : The acid of a jelly is a concentrated acid,


dealing 1D6 damage each round. It will not
affect inorganic material, such as stone or
metal. This acid and damage is applied to each
grappled location each round dissolving the
victim to gather sustenance.
Slime: An ochre jelly is a brainless creature,
with a body made mostly of water. They are
immune to almost all combat manoeuvres
(DMs discretion) such as trip, stun location,
impale etc. and all mind-affecting spells.
In addition, weapons that primarily deal
damage through kinetic energy (e.g. hammers)
deal half damage to Ochre jellies. The jelly is
immune to electricity damage. The jelly is
destroyed when it reaches 0 hp, and is immune
to serious or major wounds.

126

Hit Locations
Body

Movement
Strike Rank

3m
+8

Split: When a weapon with an edge (e.g. sword


or axe) deals damage to an ochre jelly the
chopped-off HP stays alive as a new ochre jelly
with the cut-off HP. So if an adventurer deals 7
points of damage to an ochre jelly with a
sword, then the cut-off piece becomes a new
ochre jelly with 7 HP.
The new smaller ochre jelly has 2 CA, damage
modifier of 1D2, an unarmed skill of 50% and 1
SIZ for each HP. These are rough guidelines and
particularly large or small pieces should be
handled individually.
After a fight is over some of the pieces might
merge with the original jelly again, and others
might wander off on their own. An ochre jelly
with 2 or less HP left is destroyed instead of
split.

RAKSHASA (OUTSIDER)
STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+6
2D6+6
2D6+6
2D6+6
2D6+6
2D6+6
3D6+6

Average
13
13
13
13
13
13
17

Combat Actions

Damage Modifier
Magic Points
Movement
Strike Rank

+1D2
13
8m
+13

Combat Styles

Type
Unarmed

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
6/6
6/6
6/7
6/8
6/5
6/5
6/6

Typical Armour: Demonic Skin (AP 6), Formidable Natural


Weapons
Traits: Dark Sight, Minor Shapechange (see Changeling),
Night Sight, Outsider,
Skills: Athletics 35%, Common Magic 60%,
Influence 75%, Insight 60%, Manipulation 45% Oratory
90%, Perception 70%, Persistence 85%, Resilience 65%,
Sleight 50%, Sorcery(Rakshasa) 50%, Stealth 90%
Spells: Invisibility(E), Intuition,
Neutralise Magic, Mystic Vision, Tap, Wrack.
+ any appropriate common magic spells.

Unarmed 80%

Weapons

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Size
S

Reach
T

Damage
1D4+1D2

Detect Thoughts: A Rakshasa can at will use


the sorcery spell Intuition, without using
magic points and without having to take a

AP/HP
As for Arm

sorcery check. He uses his own Manipulation


skill for determining effects.

127

RAKSHASA, ZAKYA (OUTSIDER)


STR
CON
SIZ
INT
POW
DEX
CHA

Dice
4D6+6
4D6+6
2D6+6
2D6+6
3D6
5D6+6
3D6

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
20
20
13
13
11
24
11
4
+1D4
11
8m
+17

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
10/7
10/7
10/8
10/9
10/6
10/6
10/7

Typical Armour: Demonic Skin (AP 6), Scalemail (AP 4, -6


Strike Rank Penalty)
Traits: Dark Sight, Formidable Natural Weapons,
Minor Shapechange (see Changeling), Night Sight, Outsider
Skills: Athletics 70%, Influence 45%, Insight 40%,
Perception 60%, Persistence 85%, Resilience 55%, Stealth
80%

Combat Styles

Common Magic Spells: Bladesharp 1, Chill 1, Fanaticism 2,


Endurance 1, Strength 1

Sword & Shield 80%

Weapons

Type
Longsword
Kite Shield

128

Size
M
H

Reach
L
S

Damage
1D8+1D4
1D4+1D4

AP/HP
6/12
4/18

SAHUAGIN
STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+6
3D6
2D6+6
3D6
3D6
3D6
2D6+2

Average
13
11
13
11
11
11
9

Combat Actions
Damage Modifier
Magic Points

2
+1D2
11

Movement
Strike Rank

8m
+12

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
4/5
4/5
4/6
4/7
4/4
4/4
4/5

Typical Armour: Tough Scales (AP 4) No strike rank penalty.


Traits: Dark Sight, Night Sight, Speak with Sharks, Water
Sense, Water Dependent
Skills: Athletics 45%, Perception 45%, Persistence 35%,
Resilience 45%, Swim 95%,

Combat Styles
Crossbow 45%
Trident 50%

Weapons

Type
Heavy Crossbow
Trident

Size
H
M

Reach
L

Damage
1D10
1D8+1D2

AP/HP
4/8
4/10

Range
150m
-

Speak with Sharks: This creature can


communicate telepathically with sharks within
80 meters. However, since most sharks are not
very bright the communication is often limited
to simple commands or basic ideas such as
danger over there. Sahuagin often befriend
and train sharks.

129

UNDYING SOLDIER
STR
CON
SIZ
INT
POW
DEX
CHA

Dice
2D6+6
3D6+6
3D6
2D6+6
3D6
3D6+6
3D6

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
13
17
11
13
11
17
11
3
+0
11
10m
+5

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Typical Armour: Undead skin(AP 2), Good Quality Plate


(AP 6, - 9 Strike rank).
Traits: Dark Sight, Night Sight, Deathless
Skills: Athletics 45%, Perception 60%, Persistence 50%,
Resilience 45%

Combat Styles

Spear & Shield 60%


Sword & Shield 60%

Weapons

Type
Shortspear
Shortsword
Kite Shield

130

Size
M
M
H

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

Reach
L
S
S

Damage
1D8
1D6
1D4

AP/HP
4/5
6/8
4/18

AP/HP
8/6
8/6
8/7
8/8
8/5
8/5
8/6

WARFORGED TITAN
Dice
3D6+18
3D6+18
3D6+40
3
3D6
3D6
-

STR
CON
SIZ
INT
POW
DEX
CHA

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Average
29
29
41
3
11
11
3
+2D6
11
8m
+5

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
10/14
10/14
10/15
10/16
10/13
10/13
10/14

Typical Armour: Natural Armour Plates (AP 10, -14 to Strike


Rank)
Traits: Built-in Weapons, Construct, Night Sight, Trample
Skills: Athletics 90%, Brawn 120%, Persistence 90%,
Resilience 95%

Combat Styles

Axe & Maul 110%

Weapons
Type
Axe

Size
E

Reach
VL

Maul

VL

Damage AP/HP
2D8+2D6 As for
Arm
2D8+2D6 As for
Arm

Built-in Weapons: The axe and maul are built


into the creatures arms and it can thus never
be disarmed, lest it be from having an arm
chopped off.

131

SAMPLE NPCS
In this section we will present a number of
sample NPCs, which fulfil iconic roles in the
world of Eberron. They are designed with an
aim of providing typical examples of their
professions, race and status but remember,
your NPC will vary.

AIRSHIP CAPTAIN
This is a half-elf Airship captain, most likely of
House Lyrandar, a freelance freighter or a
pirate of the Lhazaar Principalities. He has the
least Dragonmark of Storm, which helps him
control the airship.
Airships are still fairly rare and have not
existed for more than 10 years or so. He most
likely has experience from a ship before the
invention of Airships, and has worked hard and
Male Half-Elf

STR
CON
SIZ
INT
POW
DEX
CHA

3
+0
11
8m
+13

1H Sword 65%

132

This Airship captain has most likely seen some


action in his time, but properly limited to bar
brawls and skirmishes against pirates or
raiders during the war.
He will be used to keeping his feet sure on
unstable deck and using all his options and
surroundings to his advantage. In combat he
will seek to either quickly eliminate his
opponent but not necessarily kill or escape.

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Combat Styles

Type
Scimitar

Combat Notes

Value
13
13
11
13
11
13
15

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Weapons

gotten his position through merit and


determination. He has most likely participated
in the war either on one of the few military
airships, or more likely as a hired freighter of
supplies and troops.

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

Typical Armour: None. If in military: Chainmail or Half-plate


Traits: Night Sight,
Skills: Athletics 80%, Brawn 50%, Commerce 60%,
Dragonmark(Storm) 35%, Evade 75%, Influence 60%,
Insight 60%, Lore(Own country) 55%, Lore(Other country)
45%, Navigation 80%, Perception 75%, Persistence 60%,
Pilot 80%, Resilience 65%, Stealth 45%
Dragonmark Spells: Clear Skies(D)

Size
M

AP/HP
0/5
0/5
0/6
0/7
0/4
0/4
0/5

Reach
M

Damage
1D8

AP/HP
6/10

ARTIFICER
This is a human artificer, most likely working
for House Cannith. You can easily add a
Dragonmark(Making) if he is a Cannith heir,
but he has been left without one to enable the
use of this NPC as one of the many non-Cannith
artificers.
Other employers could be the army, a Zilargo
Airship wharf, own his own shop or work as
Lightning Rail engineer for House Orien.

Combat Notes

This Artificer will not necessarily ever have


seen combat. It is possible though, as he could
easily have served as Siege Engineer during the
war or as a maintainer of a Warforged unit.
Male Human

STR
CON
SIZ
INT
POW
DEX
CHA

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20
3
+0
14
8m
+14/+11

Combat Styles

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
2/4
2/4
2/5
2/6
2/3
2/3
2/4

Typical Armour: Hard Leather (-3 Strike Rank)


Skills: Artifice 80%, Athletics 70%, Brawn 50%, Common
Magic 55%, Evaluate 55%, Perception 65%, Persistence
60%, Resilience 55%, Lore(Arcane) 70%, Lore(The Planes)
55%, Use Magic Device 75%
Common Spells: Abacus, Armoursmiths Boon 2, Bladesharp 2
Chill, Ignite, Repair 2, Second Sight

1H Hammer 45%

Type
Heavy Mace

A more martially experienced Artificer may


have more or different combat magic spells, to
better help him give allies and edge in combat.

Value
11
10
11
16
14
13
14

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Weapons

He is certainly no frontline fighter. If he is in


potential danger, he will most likely hire
bodyguards. If forced to fight however, he will
use every trick in his arsenal. This means he
will quickly analyse any situation with a
rational and scientific perspective and use his
surrounding creatively in conjunction with his
common magic spells. He is also likely to have a
myriad of trinkets and alchemical solutions on
him, all could potentially help him out of
dangerous situations.

Size
L

Reach
L

Damage
1D8+2

AP/HP
3/10

Other possessions: 3 smokesticks, 1 acidic fire, 1


tanglefoot bag, 1 Healing Potion, 1 Mana
Potion, 1 Wand of Dragons Breath (1d10+5
charges), 1 Wand of Detect Magic (1d10+5
charges)

133

BARD
This is a one of the many travelling bards that
frequent Khorvaire. She uses magic to enhance
her storytelling & musical performance. She
often joins groups of adventurers, where she
uses her magical ability to aid her allies, both in
and out of combat.
This sample is a female elf, an heir of House
Phiarlan or Thuranni. However, one can easily
remove the Dragonmark and the bard could be
of any race.
Female Elf

STR
CON
SIZ
INT
POW
DEX
CHA

Combat Notes

The bards in Khorvaire, are usually not very


combat oriented. Indeed most spend their time
travelling, entertaining and collection stories.
Those bards that do engage in combat, by
joining adventure parties for instance, will rely
on their magic to aid allies and disrupt
enemies. If they are forced into close combat,
most bards will rely on a swashbuckling and
dextrous
style
of
fighting.

Value
10
8
11
13
13
17
17

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20
3
+0
13
10m
+14/+12

Combat Styles

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

Typical Armour: Elaborate Hard Leather (-2 Strike Rank)


Traits: Night sight, Excellent Hearing, Excellent Sight,
cannot be put to sleep.
Skills: Athletics 60%, Brawn 35%, Common Magic 55%,
Courtesy 55%, Culture(Own) 90%, Dance 80%,
Dragonmark(Shadow) 35%, Evaluate 55%, Influence 75%,
Perception 65%, Persistence 55%, Resilience 50%,
Language(Common)
95%,
Language(Elven)
80%,
Lore(Regional) 80%, Lore(Other region) 70%, Lore(Other
region) 70%, Sing 90%, Sleight 50%, Streetwise 55%, Play
Instrument(Lute) 80%, Play Instrument(Flute) 80%
Common Spells: Bandits Cloak 2, Bardic Music 1,
Entertainers Smile 2, Demoralise 2, Fate 2, Glamour 2,
Inspire Competence 2

Rapier 45%

Dragonmark Spells: Illusion(D) (self only)

Weapons
Type
Rapier

134

AP/HP
2/4
2/4
2/5
2/6
2/3
2/3
0/4

Size
M

Reach
L

Damage
1D8

AP/HP
3/8

BOUNTY HUNTER
This Half-Orc is a typical House Tharashk
bounty hunter, a member of their Finders
Guild. He is hired on a case basis, to find and
bring back fugitives, runaway daughters or
personal enemies. He doesnt have many
qualms about breaking local law to apprehend
his mark, although he understands that he
needs to be able to return later and that he has
the reputation of the House to think about so
he will not directly interfere with local law
enforcements.

Combat Notes

The Tharashk bounty hunter works to


apprehend his target, usually through
intimidation, rarely kill it. He is a master of
finding his quarry and learning everything
possible about the current situation: he will not
Male Half-Orc

STR
CON
SIZ
INT
POW
DEX
CHA

3
+1D4
10
8m
+14/+8

Combat Styles

2H Axe 80%
Axe and Shield 65%
Bow 75%

Weapons

Type
Great Axe
Kite Shield
Hatchet
Longbow

When fighting he will have prepared by


researching the weaknesses of his target, and
acquiring weapons that match the situation. He
will likely acquire combat items such as
smokesticks and tanglefoot bags to handle
potential problems, such as spellcasters.
This specimen has many above-average
characteristics for a Half-Orc. This is because
House Tharashk only allows the best of its
members to be Bounty Hunters the rest are
used for finding minerals and especially
Dragonshard reservoirs.

1d20
1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

Value
16
16
15
13
10
13
11

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

rush blindly into anything and will rather


pursue his target to the end of Khorvaire than
strike unprepared.

Hit Locations
Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
AP/HP
2/7
2/7
5/8
5/9
5/6
5/6
2/7

Typical Armour: Chainmail and Hard Leather (-6 to SR)


Traits: Dark Sight
Skills: Athletics 70%, Brawn 70%, Dragonmark(Finding)
45%, Evade 45%, Influence 60%, Insight 55%, Perception
75%, Persistence 65%, Resilience 85%, Stealth 55%,
Streetwise 45%, Survival 45%,
Dragonmark Spells: Sense(Flesh and Bones)(S), Locate(SC)
(automatically combined with Project(Sight)(SC))

Size
H
H
S
H

Reach
L
S
S
-

Damage
1D12+2+1D4
1D4+1D4
1D6+1D4
1D8+1D4

AP/HP
4/10
10/18
3/6
2/7

Range
175m

135

CLERIC
This is a classical cleric of The Sovereign Host.
Instead of tending to a temple or church, as a
priest would, he is a travelling missionary, a
crusader against the forces of evil - mostly.
This sample is a Cleric of Boldrei, but by
changing the spells he could be of any religion.
This sample could also be extended with spells
from other gods from the pantheon, as they
frequently share spells.

Male Human

STR
CON
SIZ
INT
POW
DEX
CHA

Combat Notes

This cleric will rely heavily on his spells to


survive combat and aid his allies. He excels at
healing but can also be deadly with his spear
when threatened. Boldrei is the protector of
Home and Hearth, and therefore this cleric
often stands strongest when defending - if
nothing else, then for the moral certainty from
self defence.
.

Value
12
12
13
14
16 (6 dedicated)
11
12

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank
Cult Rank:

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

3
+0
10
8m
+13/+4
Acolyte

Combat Styles

Spear & Shield 65%


Hammer & Shield 60%
Unarmed 60%

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
6/5
6/5
6/6
6/7
6/4
6/4
6/5

Typical Armour: Half-Plate (-9 Strike Rank)


Traits: None
Skills: Athletics 60%, Brawn 55%, Common Magic 55%,
Courtesy 45%, Culture(Own) 80%, First Aid 60%, Influence
55%, Lore(Regional) 70%, Lore(History) 60%,
Lore(Balinor) 65%, Lore(Religion) 70%, Oratory 40%, Pact
35%, Perception 45%, Persistence 65%, Resilience 60%,
Sing 50%
Common Spells: Heal 2, Light 1, Protection 2, Strength 2

Weapons

Type
Shortspear
Mace
Kite Shield

136

Divine Spells: Cure Disease/Poison, Heal Body(x2), Peaceful


Rest(N), Sanctify(E), True(Spear)
Size
M
M
H

Reach
L
S
S

Damage
1D8+1
1D8
1D4

AP/HP
4/5
6/6
4/18

Combat Notes

INQUISITIVE
This is one of the Inquisitives that have
emerged in the metropolises of Khorvaire. She
could be working as a private detective, for the
law enforcements or perhaps even for one of
the large newspapers. Being a changeling helps
her immensely in her work, although she must
also often keep this secret from her clients or
be subject to prejudice.
The key to her work is investigation, knowing
the rhythm and pulse of the city and the
shadier places of her area. She could often be
both a blessing and at odds with local law
enforcements, especially the more corrupt of
them.

Female
Changeling

STR
CON
SIZ
INT
POW
DEX
CHA

1d20

Hit Locations

AP/HP

11
10
10
15
13
15
15

1-3
4-6
7-9
10-12
13-15
16-18
19-20

Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

2/4
2/4
2/5
2/6
2/3
2/3
0/4

Typical Armour: Leafweave armour (No penalty) worn under


clothes

3
+0
13
10m
+10

Traits: Minor Shapechange


Skills: Athletics 60%, Brawn 50%, Culture(Own) 75%, Courtesy
45%, Evade 65%, Influence 70%, Insight 80%, Lore(History)
50%, Lore(Regional) 90%, Lore(Other region) 70%, Lore(Other
region) 70%, Perception 85%, Persistence 60%, Resilience 65%,
Stealth 65%, Streetwise 85%, Use Magic Device 55%

Combat Styles
Rapier 65%
Crossbow 65%

Type
Rapier
Hand Crossbow

She will often have magical aids both for


combat and non-combat use. Wands of detect
spells, potions of invisibility or truth-serum for
instance, plus a few minor permanent magic or
extraordinary items to help with common
challenges, usually Darkweave cloaks or shoes
enchanted with Spider Climb(E).

Value

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

Weapons

The Inquisitive will rarely engage in open


combat, relying on either allies or her ability to
stay out of trouble. If it does come to open
combat however, she will continuously
examine her foe to try to discern more form
their clothes, combat styles or weapons. She
will rarely engage in brutal violence, but will
try to always keep her head level and the larger
picture in mind.

Size
M
M

Reach
L
-

Damage
1D8
1D4

AP/HP
3/8
3/4

Range
50

137

PRIEST / MINISTER

Combat Notes

This is typical priest of The Sovereign Host or a


Minister of the Silver Flame. She is most likely a
tender in a major temple or the head priest at a
smaller temple in a town or village. Regardless,
her responsibilities includes holding sermons,
maintaining the shrines and provide guidance
to their followers.

It is very unlikely that an ordinary priest will


engage in combat, just as it is unlikely an
ordinary person would. Her most likely
reaction to violence is to flee, and if flight is
impossible - to die with a prayer on her lips,
either to her god or her would-be killers.

She has no Pact skill and can cast no divine


magic. If working at a large temple, she will
have access to a few wands of integral spells
and use her Use Magic Device skill to use them.
Female Human

STR
CON
SIZ
INT
POW
DEX
CHA

Value
11
11
13
13
11
11
11

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank
Cult Rank:

138

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20
2
+0
11
8m
+13
Acolyte

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
0/5
0/5
0/6
0/7
0/4
0/4
0/5

Typical Armour: None


Traits: None
Skills: Athletics 40%, Brawn 25%, Culture(Own) 80%, Evade
25%, Lore(History) 40%, Lore(Nobility) 35%, Lore(Chosen
Deity) 80%, Lore(Religion) 70%, Perception 65%,
Persistence 40%, Resilience 30%, Use Magic Device 40%

Combat Notes

TALENTA HALFLING
This is a typical warrior of the Talenta
Halflings. He is could be a warrior of his clan,
defending the nomads against both the wild
and the Valenar raids, or perhaps a mercenary
or a member of the Talenta who has decided to
see the larger world and experience civilisation
first-hand.
If he is found in Talenta he is most likely riding
a Clawfoot or Glidewing. Outside of Talenta it
depends on his role whether or not he has
decided or been allowed to bring his mount.

Male Halfling

STR
CON
SIZ
INT
POW
DEX
CHA

The Talenta halflings are courageous huntergatherer who put great value in personal
honour, and ability. This does not mean
however that the Halflings do not fight as a
unit, they have learned that over the years, but
it does mean that each warrior will take great
pride in the function he has been given on the
battlefield.
The Halflings will usually use hit-and-run
attacks against any foe theyre not immediately
superior to. They will use their knowledge of
the land and their small stature to hide large
forces where no one would think it possible.
What the halflings lack in brute strength, they
make up for in cunning and their dinosaur
mounts who are in themselves dangerous
opponents.

Value
12
13
9
13
11
17
11

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20
3
+0
11
7m
+10/+8

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
0/5
0/5
2/6
2/7
2/4
2/4
0/5

Typical Armour: Linen (-2 Strike Rank)


Traits: Excellent Hearing
Skills: Athletics 80%, Brawn 50%, Evade 65%,
Perception 65%, Persistence 60%, Resilience 60%,
Ride 90%, Stealth 70%

Combat Styles

Tangat & Shield 80%


Boomerang 80%

Weapons
Type
Talenta Tangat
Fang Shield
Talenta Boomerang

Size
M
L
S

Reach
M
S
-

Damage
1D8+1
1D6
1D3+2+

AP/HP
4/8
8/12
4/10

Range
40

139

TOWN GUARD
This is a typical town guardsman, likely found
in any major town or city. His experience, way
of behaving and moralistic viewpoint will wary
greatly from person to person, but also very
much from town to town. If a guardsman in
Wroat, he is not likely to be completely
debased as such behaviour will not be
tolerated - if from Sharn, he will have a very
hard time if he is not corrupt in some degree or
another.

with criminals. They are however unlikely to


be willing to engage clearly high-competence
enemies, such as many adventurers, without
support from dedicated combat squads or
magical support squads (such as The
Blackened Book in Sharn).

Combat Notes

All town guardsmen patrol the streets in


groups of at least two, and each guardsman
carry a whistle, and each patrol always has at
least one bell with them. These are both used
to awake sleeping citizens for evacuation and
to summon help from nearby patrol.

This guardsman is trained for fighting, but not


for battle. His or her job is to keep the peace,
help investigators solve crime, protect public
buildings and occasionally engage in fights

Occasionally guardsmen will be sent out in


mounted patrols. These will usually quickly
cover ground on the main streets and be the
first reply in case a patrol is in trouble.

Human

STR
CON
SIZ
INT
POW
DEX
CHA

Value
13
13
13
12
11
12
10

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20
2
+1D2
11
8m
+13/+7

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

Typical Armour: Chainmail, leather greaves and plate


helm (-6 armour penalty)
Traits: None
Skills: Athletics 45%, Brawn 50%, Evade 45%,
Lore(Law) 35%, Perception 45%, Persistence 50%,
Resilience 50%, Ride 45%

Combat Styles

Spear & Shield 65%


Sword & Shield 65%
Crossbow 70%

Weapons

Type
Shortspear
Longsword
Kite Shield
Light Crossbow

140

Size
M
M
H
L

AP/HP
2/5
2/5
5/6
5/7
5/4
5/4
6/5

Reach
L
L
S
-

Damage
1D8+1D2+1
1D8+1D2
1D4 +1D2
1D8

AP/HP
4/5
8/12
4/18
4/7

Range
175

VALENAR ELF WARRIOR


This warrior is riding a Valenar Warhorse and
can often be found on the great plains of
Valenar, or fighting halflings in the Mournland
or on the Talenta Plain. The Valenar Warrior
has superior stats compared to an ordinary elf,
as the fighters of a society are often the most
physically capable.

Combat Notes

In open battle, Valenar warriors will normally


charge headlong into battle, sometimes using
spears for extra charging power until getting
stuck in melee. The Valenar fight courageously
and recklessly, but not stupidly - When met
with a truly dangerous opponent will they
usually hang back and weaken the enemy with
arrows.
Male Elf

STR
CON
SIZ
INT
POW
DEX
CHA

In nightly raids though, the Valenar use their


talent for stealth to remove guards and
sentinels at night. The Valenar enjoy playing
with their enemy, and will likely continue
preying on night sentinels for quite a while,
before finishing them off.
.

Value
13
10
13
13
11
17
11

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20
3
+1D2
11
10m
+10

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
4/5
4/5
4/6
4/7
2/4
2/4
2/5

Typical Armour: Scale mail and Linen (-5 Strike Rank)


Traits: Night sight, Excellent Hearing, Excellent Sight
Skills: Athletics 70%, Brawn 50%, Dance 45%,
Perception 75%, Persistence 60%, Resilience 65%,
Ride 90%, Stealth 65%

Combat Styles

Valenar Double Scimitar 80%


Sword and Shield 80%
2H Spear 65%
Bow 70%

Weapons

Type
Valenar Double Scimitar
Valenar Double Scimitar
Heater Shield
Longspear
Recurve Bow

Size
M
L
L
L
H

Reach
M
M
S
VL
-

Damage
1D8+1D2
1D10+1D2
1D4+1D2
1D10+1+1D2
1D8+1D2

AP/HP
6/12
6/12
6/12
4/10
4/8

Range
175

141

WARFORGED TROOPER
This is a warforged who fought during the last
war for one of the five nations. Now granted his
freedom he will probably be a soldier or
mercenary, an agent of the lord of blades or
Warforged

STR
CON
SIZ
INT
POW
DEX
CHA

Value
14
14
13
11
9
14
9

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

just a doorman in a tavern. His weapons will


vary greatly depending on which nation he
fought for or individual quirks he has collected
during years of fighting.
1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20

3
+1D2
9
8m
+4

Traits: Formidable Natural Weapons, Built to fight


Skills: Athletics 55%, Perception 65%, Persistence 45%,
Resilience 65%,

Sword and Shield 70%


2H Sword 60%
Type
Longsword 1H
Longsword 2H
Kite Shield

142

Size
M
L
H

AP/HP
7/6
7/6
7/7
7/8
7/5
7/5
7/6

Typical Armour: Warforged Skin (-9 strike rank)

Combat Styles

Weapons

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

Reach
L
L
S

Damage
AP/HP
1D8+1D2
6/12
1D10+1D2 6/12
1D4+1D2
4/18

WIZARD
This wizard is an example of an Eberron
human wizard. She is an Aundairian who has
studied at Arcanix. She is mostly a scholar and
focuses on theory; she can however be useful
on an adventure if she decides to bend her
powers to the purpose.
Female Human

STR
CON
SIZ
INT
POW
DEX
CHA

If she decide to adventure or put herself in


danger, she will usually be in possession of at
least a few minor magic items, such as scrolls,
potions or wands. It is also likely she will use
other items, such as alchemical substances to
give
her
an
edge
in
combat.

Value
9
11
11
16
16
12
10

Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank

1d20
1-3
4-6
7-9
10-12
13-15
16-18
19-20
3
-1D2
16
8m
+14

Combat Styles

Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head

AP/HP
0/5
0/5
0/6
0/7
0/4
0/4
0/5

Typical Armour: None (add Leafweave armour if wealthy).


Traits: None
Skills: Athletics 65%, Lore(History) 60%, Lore(Arcane) 60%
Perception 60%, Persistence 70%, Resilience 45%,
Sorcery(Abjuration) 75%, Sorcery(Enchantment) 55%,
Sorcery(Illusion) 50%
Common Spells: Abacus, Becalm, Boon of Lasting night,
Chill, Countermagic, Extinguish, Light, Protection, Push/Pull,
Second Sight

Quarterstaff 40%

Sorcery Spells:
Abjuration:
Abjure(Substance/Process)
(S)
Castback , Neutralise Magic(S)

(S),

Alarm(SC)

Enchantment: Charm(Species)(E), Holdfast(S), Subvert(SC),


Illusion: Mystic Vision(S), Obscure(SC), Phantom(Sight)(S)
Reveal(SC), Silence(SC)

Weapons
Type
Quarterstaff

Size
M

Reach
L

Damage
1D8-1D2

AP/HP
4/8

143

TRAPS & DANGERS


In this section we will explore some traps and
other non-monstrous challenges adventurers
may discover on their journeys.

MOLD
In a dungeons and caverns damp, dark
recesses, molds and fungi thrive. A form of
glistening organic sludge coats almost anything
that remains in the damp and dark for too long.
This kind of slime, though it might be repulsive,
is not dangerous.
Molds and fungi flourish in dark, cool, damp
places. While some are as inoffensive as the
normal dungeon slime, others are quite
dangerous. Mushrooms, puffballs, yeasts,
mildew, and other sorts of bulbous, fibrous, or
flat patches of fungi can be found throughout
most dungeons. They are usually inoffensive,
and some are even edible (though most are
unappealing or odd-tasting).
Here are some examples of the
dangerous types of molds and slime.

more

Green Slime
This dungeon peril is a dangerous variety of
normal slime. Green slime devours flesh and
organic materials on contact and is even
capable of dissolving metal. Bright green, wet,
and sticky, it clings to walls, floors, and ceilings
in patches, reproducing as it consumes organic
matter. It drops from walls and ceilings when it
detects movement (and possible food) below.
A single 5-foot square of green slime deals 1d6
points of CON damage per round while it
devours flesh. On the first round of contact, the
slime can be scraped off a creature (most likely
destroying the scraping device), but after that
it has stuck to the victim and must be frozen,
burned, or cut away (dealing damage to the
victim as well). Anything that deals cold or fire

144

damage, sunlight, or a spell that removes


diseases destroys a patch of green slime.
If the slime hits armour, wood or any other
non-organic surface it will deal 1D6 damage to
it per round, ignoring any AP. It will continue to
do this until it has dissolved its way through to
the other side.

Yellow Mold
If disturbed, a 5-foot square of this mold bursts
forth with a cloud of poisonous spores. All
within 3 metres of the mold are affected by its
poison. Fire quickly destroys yellow mold, and
sunlight renders it dormant.

Yellow Mold Spores

Application: Inhaled
Onset time: 1D3 combat rounds
Duration: 2D6 hours.
Resistance time: One resistance roll
Potency: 55
Resistance: Resilience
Conditions: The target feels weakened and for
the duration looses 2D6 points of CON.
Antidote/Cure: Cure Disease /Poison are
effective against this. There exists specific antivenom for this poison, but it is rare as yellow
mold are rarely encountered outside of
dungeons or caves.

Brown Mold
Brown mold feeds on warmth, drawing heat
from anything around it. It normally comes in
patches 5 feet in diameter, and the
temperature is always cold in a 10-metre
radius around it. Any location coming within 1
metre of the mold is instantly effected by its
heat-absorbing effect and takes 1D6 from
intense cold. Open fire brought within 2 metres
of brown mold causes it to instantly double in
size. Any cold damage dealt, such as from a
spell, will instantly destroy the mold.

CHAPTER 13 CONVERSIONS ON THE FLY


In this chapter, we look at how to convert D&D
monsters, items, characters and so on. Know
that this is not an exact method, as the two
systems differ in some fundamental aspects.
However, the following should provide useful if
you wish to convert your favourite d20
published adventure or magic item.
The key to this conversion is to cut away the
levels of D&D. Once everything in D&D has
been scaled down to level 1, conversion to
Legend is a lot easier. This is because there is
no direct conversion as long as the levels of
d20 are still there, because a DC 20 skill check
might be hard on level 1, but extremely easy on
level 15. In the following I have provided tables
where I have attempted to do this.
In the following sections replace LEVEL, with
the level/HD of the character, the appropriate
level of the adventure youre converting or the
DC at level 1:
<2
3-4
5-9
10-15
16-20
21-24
25-29
>30
Example: A GM is converting a published
adventure he has taken a fancy to. In the
adventure the characters encounter a door with
a lock which requires a DC 25 open lock check.
Since the adventure is for characters of 5th level.
Therefore he converts the 5th level DCs to 1st level
DCs by the formulae. The DC 25 would be
challenging, but not in any way impossible for a
5th level character and the appropriate DC is 255 = 20 for a 1st level. He consults the chart and
finds that he should call for a Difficult (-20%)
Mechanisms check when attempting to open the
lock.

level a magic item would usually be in use.


There is a lot of personal opinion in
determining this.

SKILL CHECKS
Levels are the key to skill checks. In D&D
players who focus on a skill get so many
bonuses in it that they can do things the rest of
the party would find impossible. Legend is a bit
more earthbound, and therefore we will
attempt to collapse the level system by the
following formulae.
To convert the difficulty of the skill check as it
would have been at level 1, simple withdraw
the level from the DC:

DC at Level 1 = DC - LEVEL
Then you can use the following table to find the
difficulty of the check in RQ terms:

Legend Difficulty:
Very Easy (+60%)
Easy (+40%)
Simple (+20%)
Routine (+0%)
Difficult (-20%)
Hard (-40%)
Very Hard (-60%)
Formidable (-80%)

145

INDEX
Aerenal;15
Animal Companions;37
Artificers;27
Aundair;16
Classes;27
Cyre;18
Darguun;19
Dragonmarks;27
Dragonshard;76
Dwarves;7
Enchantment;65
Goblins;9
Half-elf;9
Halflings;10
Half-Orcs;10
Heroic Abilities;54
Hobgoblins;10
Humans;6
Kalashtar;11
Kaarnath;21

146

Magic;79
Magic Items;65
materials;58
Pets;37
Professions;28
Psionics;95
Religions;38
Shifters;12
Spells;79;83;89
The Eldeen Reaches;20
The Lhazaar Principalities;22
The Mror Holds;22
The Talenta Plains;23
Thrane;24
Tricks;37
Use Magic Device;32
Valenar;25
Warforged;13
Warforged Components;77
Zilargo;26

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