Professional Documents
Culture Documents
Credits
Contents
AUTHOR
Introduction
Dan True
CO-AUTHOR
Chapter 2 Races
Chapter 3 Cultures
15
27
Chapter 5 Skills
31
Chapter 6 Religions
38
54
Dan True
Chapter 8 Equipment
55
65
Chapter 10 Magic
79
Chapter 11 Psionics
95
TEST PLAY
Nickie Khnel,
Malte Lund Adamsen
Nikolaj Foli Nielsen
Emilie Poulsen
ILLUSTRATIONS
Nickie Khnel
102
145
Index
146
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!
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.
Slang
Copper Crowns
Silver Sovereigns
Golden Galifars
Platinum Dragons
Abbreviation
CP
SP
GC
PP
Worth
5 LB
10 CP / 50 LB
20 SP / 200 CP
5 GC / 100 SP
MAGIC
SPIRITS
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.
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
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
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
Average
14
17
8
13
11
10
7
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
Average
10
8
11
13
11
17
11
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
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
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
Average
11
11
13
13
11
13
11
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
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
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
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
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.
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
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
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.
Average
14
14
13
11
9
13
9
13
Built to fight:
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
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
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.
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
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
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.
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
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.
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
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
22
Starting Money
Mrorians
begin
the game with
4D6x70
silver
pieces
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
VALENAR
Only appropriate for elves and half-elves. If using
for a human from Valenar, use Cyre instead.
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.
26
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
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
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
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
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)
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)
Lore (INTx2)
31
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.
Summon (INT+CHA)
Pilot (INT+CON)
32
Spell strength
Least
Lesser
Greater
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
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
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).
HANDLING
THE DRAGONMARKS
DETECTION
House
Medani
Mark
Half-elf
FINDING
House
Tharashk
Mark
Half-orc, Human
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
HOSPITALITY
House
Ghallanda
Mark
Halfling
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
Greater: Teleport(S)
SCRIBING
WARDING
House
Sivis
Mark
Gnome
House
Kundarak
Greater:
with Locate(SC)).
Mark
Dwarf
(automatically combined
SENTINEL
House
Deneith
Mark
Human
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
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
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.
HIGH PRIEST
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.
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
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.
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)
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
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.
Cult Skills
Cult Skills
Combat
Style(Any
Spear),
Courtesy,
Culture(Own), Influence, Insight, Oratory,
Persistence, Unarmed
Magic
42
Magic
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.
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
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
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.
Mechanisms,
Common
Magic:
Armoursmiths
Boon,
Bladesharp, Detect Coal, Detect Gold, Detect
Iron, Detect Silver, Firearrow, Fireblade, Ignite,
Masons Boon, Repair, Warmth
Cult Skills
Craft(Any),
Engineering,
Lore(Alchemy)
Magic
44
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.
Cult Skills
Cult Skills
Magic
Magic
Common
Magic:
Entertainers
Fanaticism, Heal, Thunders Voice
Smile,
45
THE KEEPER
THE MOCKERY
The Sovereign of
Betrayal
and
Bloodshed,
The
Mockery represents
dishonourable
combat and unjust
war.
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
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
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.
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
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
47
OTHER RELIGIONS
Many other religions exists in Eberron. The
largest will be detailed in this section.
HIGH PRIEST
High Priests
49
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.
Cult Skills
Culture(Own),
Lore(Any)
50
Influence,
Insight,
Stealth,
Magic
Magic
Cult Skills
Various from cult to cult
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
52
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
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
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.
55
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
56
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
Cost multiplier
x16
x6
x8
x8
x5
x14
x5
57
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.
Cost
ENC
Item
Mounts and Related Gear
Cost
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
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
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
59
CLOTHING
Darkweave: Grants the user a +20% bonus to
Stealth checks in shadowy or dark conditions.
60
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.
61
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
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.
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
64
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.
65
Hours to enchant
1
4
9
16
25
36
49
64
81
100
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
flat
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.
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
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
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
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
Circle of Sound
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
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.
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 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 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
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: 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
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
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)
79
Continual Flame
Instant, Magnitude 4
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.
Magnitude
1,
80
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
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
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
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.
86
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
Scythe(SC), Trigger(SC),
Electricity, Fire)(S)
Conjuration:
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:
-
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.
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
Dimensional Anchor
Autonomous, Resist(Persistence)
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
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
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
Electricity
Fire
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)
93
94
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
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
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,
Psychokinesis
Lift
(POW+INT)
97
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
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)
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)
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.
99
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)
Size Reach
0-50%
1d3
51-100%
1d4
101-150%
1d6
151%+
1d8
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
51-100%
101-150%
101
NEW TRAITS
102
103
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
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
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
-
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
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
Weapons
106
Size
S
M
H
AP/HP
5/7
5/7
5/8
5/9
5/6
5/6
5/7
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
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
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
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
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
Combat Styles
Claws 80%
Weapons
Type
Claws
Size
M
Reach
M
Damage
1D6+1D4
AP/HP
As for Arm
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
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
Combat Styles
Weapons
Size
M
Reach
S
Damage
1D4
AP/HP
As for Arm
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
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
Size
S
Reach
T
Damage
1D6-1D2
Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head
Combat Styles
Weapons
AP/HP
As for Arm
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.
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
Size
L
M
Reach
VL
S
Damage
AP/HP
1D8+1D6+1 4/10
1D4+1D6
As for Arm
114
Polearm 80%
Unarmed 80%
Weapons
Combat Notes
Hell Hound
Combat Notes
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
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
Combat Styles
Weapons
Size
M
M
Reach
T
M
Damage
1D8+1D4
1D3+1D4
AP/HP
As for head
As for Arm
115
Imp
Combat Notes
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
Reach
T
Damage
1D3-1D6
116
AP/HP
As for Arm
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.
Combat Notes
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
Reach
T
S
S
-
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
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
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
Damage
1D3+0
AP/HP
As for Arm
119
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.
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
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
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
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
Weapons
Type
Tentacles
Size
M
Reach
M
Damage
1D4+1D2
AP/HP
As for Head
123
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
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
Weapons
124
Size
M
L
H
AP/HP
2/4
2/4
6/5
6/6
6/3
6/3
5/4
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
Combat Styles
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.
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.
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
-
AP/HP
2/30
3
-
126
Hit Locations
Body
Movement
Strike Rank
3m
+8
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
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
AP/HP
As for Arm
127
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
Combat Styles
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
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
-
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
Combat Styles
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
Combat Styles
Weapons
Type
Axe
Size
E
Reach
VL
Maul
VL
Damage AP/HP
2D8+2D6 As for
Arm
2D8+2D6 As for
Arm
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
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
Hit Locations
Right Leg
Left Leg
Abdomen
Chest
Right Arm
Left Arm
Head
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
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
1H Hammer 45%
Type
Heavy Mace
Value
11
10
11
16
14
13
14
Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank
Weapons
Size
L
Reach
L
Damage
1D8+2
AP/HP
3/10
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
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
Rapier 45%
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
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
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
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
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
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
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
Weapons
Type
Shortspear
Mace
Kite Shield
136
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
3
+0
13
10m
+10
Combat Styles
Rapier 65%
Crossbow 65%
Type
Rapier
Hand Crossbow
Value
Combat Actions
Damage Modifier
Magic Points
Movement
Strike Rank
Weapons
Size
M
M
Reach
L
-
Damage
1D8
1D4
AP/HP
3/8
3/4
Range
50
137
PRIEST / MINISTER
Combat Notes
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
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
Combat Styles
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.
Combat Notes
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
Combat Styles
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
Combat Notes
STR
CON
SIZ
INT
POW
DEX
CHA
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
Combat Styles
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
3
+1D2
9
8m
+4
142
Size
M
L
H
AP/HP
7/6
7/6
7/7
7/8
7/5
7/5
7/6
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
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
Quarterstaff 40%
Sorcery Spells:
Abjuration:
Abjure(Substance/Process)
(S)
Castback , Neutralise Magic(S)
(S),
Alarm(SC)
Weapons
Type
Quarterstaff
Size
M
Reach
L
Damage
1D8-1D2
AP/HP
4/8
143
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
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.
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.
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