Professional Documents
Culture Documents
Table of Contents
Introduction
Chapter 1 - Characters
Character Creation Options
Class Options
Cleric
Elven Mage
Backgrounds
Dwarf
Elf
Halfling
Human
New Focuses & Talents
Specializations
Chapter 2 - Gear
Armor
Weapons
Adventuring Equipment
Chapter 3 - Magic
Magical Actions
Spell List
New Spells
Ritual Magic
Rituals
Magic Items
Durability of Magic Items
Magical Services
Chapter 4 - Setting Overview
The Known World
Splintered Alphatia
Darokin
Daro Burgher
Master Trader
Five Shires, The
Knight Hero
Glantri
Belcadiz Elf
Settled Ethengarian
Ierendi
Ierendi Pirate
Hin Pirate
Karameikos
Minrothad Guilds, The
Water Elf
Merchant Prince
The Northern Reaches
Vestland
Soderfjord Jarldoms
Ostland
Rockhome
Thyatis
Ylaruam
Ylari Alasiyan
The Extant Regions
Aengmor
Atruaghin Clans, The
Broken Lands
Ethengar Khanate
Central Brun
Northern Brun
Heldannic Territories
Wendar
Savage Coast
Chapter 5 - The Immortals
Popular Immortals
Local Immortals
Dark Immortals
Chapter 6 - Rewards
Treasure
Magic Items
Temporary Items
Permanent Items
Armor
Weapons
Wands, Staves and Rings
Wondrous Items
Art Credits
Appendices
House Rules
Bestiary - A Handful of Adversaries
Ghoul
Goblin Skirmisher
Goblin Chief
Goblin Skulker
Hill Giant
Kobold Ambusher
Kobold Witch
Ogre
Orc
Wolf
Languages of the Known World
Conversion Notes
Character Sheet
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Introduction
Theres always just been something beyond
nostalgia that has drawn me back to the
Mystara setting time after time. I went
through phases of obsession, racking up a
collection of box sets for Dark Sun,
Planescape, Ravenloft, and even fan favorite
Al-Qadim, but it is the Known World that I
have eagerly wanted to play more times than
not, whether as a game master or a player.
Chapter 1 - Characters
Ethos
Class Options
Regarding classes, Mystara needs a few class
modifications or insertions to feel right to me.
Clerics, holy warriors who channel power into
spells, and Elven mages who can cast in melee
while wearing armor.
Furthermore, there needed to be a clear divide
between divine magic and arcane magic.
Magical healing has always been the province of
divine magic in Mystara, and clerics also had
the bulk of buff and debuff spells.
Mages: Be certain to check the Spell List in
Chapter 3 - Magic. Many spells from the Dragon
Age Players Guide are now exclusive to Clerics.
Others may have changed School.
After looking at clerics, I then looked at Rakes,
Elves and a few other classes from the
gazetteers. I decided that some of them didnt
need creation notes. After all, you can interpret
a backstab as a precision strike, thus, Rakes are
just rogues. Given new information about
Dragon Age Set 2, I retooled elves as a
Specialization, and did the same with Paladins,
and several other class progressions.
Then I turned my attention to Mystics and
decided that I wasnt going to detail them right
now. Some of these classes will likely depend on
Cleric
The Cleric is a spellcasting champion of an
Ethos or a particular Immortal. They use the
power of the world itself to produce their
miracles, and unlike mages are not affected by
the strain of casting in armor. They also have
access to spells of generally different effect.
LEVEL 2
Signature Weapon: You gain training in a
weapon group associated with your Immortals
favored weapon, or local ethical tradition. If
your tradition uses a Bludgeon or Staff weapon
you gain a Focus for that particular weapon
group instead to reflect your devotionally
motivated training. This signature weapon
functions as a holy symbol when brandished.
PRIMARY ABILITIES
Communication, Cunning, and Willpower
SECONDARY ABILITIES
Constitution, Dexterity, Magic, Perception, and
Strength
STARTING HEALTH
25 + Constitution + 1d6
WEAPON GROUPS
Bludgeons, Brawling, Staves
LEVEL 3
New Talent: You become a novice in a new
talent or gain a degree in a talent you already
have.
CLASS POWERS
Clerics gain the following powers at the
specified level.
LEVEL 4
New Spell: You gain one new spell.
Stunt Bonus: You can gather your faith to protect
yourself while casting. You can perform the
Mana Shield spell stunt for 2 stunt points instead
of the usual 3.
LEVEL 1
Clerical Training: This is the most important of
the Cleric's powers. It allows a cleric to cast
clerical spells, that are the stand out feature of
the class. Choose Light, Shadow or neither when
you make your character. Light clerics receive
Heal, Rebuke and 2 other spells from the
clerical spells list. Shadow receive Control
Undead, Drain Life and 2 other spells from the
clerical spells list. An aspected cleric may not
normally select a spell from the opposite list.
Those who choose neither may choose any 3
LEVEL 5
New Talent: You become a novice in a new
talent or gain a degree in a talent you already
have.
LEVEL 6
New Specialization: You may choose one
specialization for your class. You gain the novice
degree of its specialization talent.
LEVEL 7
New Ability Focus: You now gain one of the
following ability focuses:
Communication (Persuasion),
Cunning (Religious Lore), or
Willpower (Self-Discipline)
LEVEL 8
New Specialization
Talent: You gain the journeyman
degree in the specialization
talent you gained at level 6.
Potent Channeler: You may use
the Puissant Casting spell stunt
for one less stunt point, with a
minimum cost of 1.
LEVEL 9
New Talent: You become a
novice in a new talent or gain a degree
in a talent you already have.
LEVEL 10
New Specialization Talent: You gain the
master degree in the specialization talent
you gained at level 6.
New Spell: You gain one new spell.
Cleric Talents
The following Talents are also Cleric talents.
Armor Training
Command
Weapon and Shield Style
Clerics may take all Universal talents, (that is
ones that list Mage, Rogue, Warrior as a
requirement).
Backgrounds
Elven Mages
Option
Because characters have to have specific
background hooks to even be eligible for these
Specializations, the GM may offer some
concessions before level 6.
Novice Foresters ignore 1 pt of Strain, and
deal full damage when wielding a heavy
blade or bow.
Novice Bladesingers have 5 mana, and
can perform the Cantrip,
Counterspell and Detect Magic
actions. The warrior must choose his
eventual Bladesinger Magic schools now
to cast cantrips. When they become 6th
Level, they gain an additional 5+ Magic
+ 1d6 mana points.
Dwarf
Rockhome Denwarf
Dwarves, or denwarf as they call
themselves, are from Rockhome but
have spread slowly throughout the
continent, such that there is a dwarven
enclave or merchants delegation in every
major city in the Known World. Denwarf
clerics are subtle and disguise
themselves as warriors among outsiders,
making exceptions only to openly heal
the sick and dying who are dwarfriends
or have done a great service to the
denwarf.
Rockhome Emigres
Dwarves who have emigrated to foreign lands,
have slightly different upbringings and often
wish to make a name for themselves among
their own enclave or colony, as well as among
the races around themselves.
Playing a Rockhome Emigres
If you choose to play a Rockhome Emigres,
modify your character as follows:
Add 1 to your Constitution ability.
Pick one of the following ability focuses:
Constitution (Stamina) or Communication
(Bargaining)
You have Dark Vision, which allows you to see
up to 30 yards in darkness without a light
source.
You are Magic Resistant. You must add +2 to
any Constitution or Willpower resistance test
versus arcane spells, magical diseases, magical
breath weapons etc. Furthermore, you may not
choose to fail such a test. Lastly, a dwarf mage
must subtract 2 from all arcane spellcasting
checks.
You can speak and read Dengar, (dwarven),
and a local human tongue.
Your Speed is equal to 8 + Dexterity (minus
armor penalty if applicable).
Choose a class. You can play cleric, rogue or
warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.
Rockhome Denwarf
2d6 Benefit
2
+1 Willpower
3-4
Focus: Willpower (Courage)
5
Weapon Group: Axes*
6
Focus: Constitution (Drinking)
7-8
+1 Cunning
9
Focus: Cunning (Engineering)
10-11 Focus: Strength (Smithing)
12
+1 Strength
*
If the class you choose provides this
already, you can take the focus: Strength (Axes)
instead.
Rockhome Emigres
2d6 Benefit
2
+1 Cunning
3-4
Focus: Willpower (Self-Discipline)
5
Focus: Strength (Smithing)
6
Focus: Strength (Axes)
7-8
+1 Willpower
9
Focus: Cunning (Evaluation)
10-11 Focus: Cunning (Engineering)
12
+1 Strength
Elf
7-8
+1 Communication
9
Focus: Dexterity (Stealth)
10-11 Weapon Group: Bows**
12
+1 Perception
*
If your class already provides this, you
gain Focus: Strength (Heavy Blades) instead.
**
If your class already provides this, you
gain Focus: Dexterity (Bows) instead.
Clan Elf
Some Elves still live in the traditional style that is
characteristic of lost Alfheim. Called alfund, or
more commonly forest elves, they refer to
themselves as Clan Elves because each group
traces their community founding to an
individual in ancient times. Clan Elves revere
Trees of Life, and live a somewhat isolated
existence. However, there are only a few
remaining Trees of Life, and those who keep the
traditions in the wilds are often more withdrawn
and xenophobic to intruders. The elves of Clan
Ellerovyn (Glantri), Clan Callarii (Karameikos),
and the Alfheim refugees living in the wilds are
prime examples of Clan Elves. These elves have
fair hair and skin, but are not as pale as most
sylvan elves.
City Elf
City Elves are those who have lived among other
races long enough to adapt. This background
covers young Alfheim refugees growing to
adulthood in Darokin, the sheltered remnants of
the Shiye-Lawr who escaped the sinking
continent of Alphatia, and Elves who have long
consider themselves citizens of large human
cities throughout the Known World. Physically
city elves are indistinguishable from clan elves.
City Elf
2d6 Benefit
2
+1 Perception
3-4
Focus: Dexterity (Calligraphy)
5
Focus: Cunning (Cultural Lore)
6
Focus: Perception (Searching)
7-8
+1 Dexterity
Clan Elf
2d6 Benefit
2
+1 Dexterity
3-4
Weapon Group: Heavy Blades*
5
Focus: Cunning (Natural Lore)
6
Focus: Perception (Tracking)
10
9
Focus: Communication (Etiquette)
10-11 Weapon Group: Spears*
12
+1 Strength
If your class already provides this, you gain
Focus: Strength (Spears) instead.
9
Focus: Perception (Empathy)
10-11 Focus: Cunning (Historical Lore)
12
+1 Cunning
Sylvan Elf
Sylvan elves are those who have retained the
original elven culture once possessed by the
legendary realm of grunland. They have a clan
culture as well, but sylvan elves practice a life of
harmony within nature, but not one tied to it.
They settle where they please and protect their
borders, but they do not plant Trees of Life,
focusing their magics instead on more all
inclusive endeavors. The elves of Wendar (Clan
Geffronell), as well as Clan Verdier of
Minrothad, Clan Trueflower of the Isle of Dawn,
Clan Vyalia of Thyatis and Karameikos and Clan
Graakhalia of Sind follow this tradition. Sylvan
elves possess pale skin, and light colored hair
with red being the darkest color normally seen.
Half-Elf
Half-Elves are the somewhat rare offspring of a
union between human and elf.
The majority of half-elves in the Known World
are born in Thyatis, where the elven population
has long lived in harmony in the area. A new
group is growing in Darokin after the fall of
Alfeim and the resulting diaspora leading to
Elves entrenching themselves as Darokinian
refugees and close neighbors of the humans.
The next most common concentration of halfelves exist in kingdoms like Karameikos that
have established elven enclaves with friendly
histories, and among the Shiye-Lawr, who have
encouraged the inclusion of more children to
their ranks from all sources, not just fey partners.
Halfling
The hin, termed halflings by other races at
times, hail from all over, as they have no formal
countries of their own. After arriving in Brun
from Davania, they tried country building, only
to have their homes invaded and their people
enslaved. They would free themselves and some
other conqueror would appear, until the last
time, when they were conquered by orcs. They
made a discovery in the mines they were
condemned to, and rose up from slavery to
remove their oppressors and many scattered to
the winds.
Sylvan Elf
2d6 Benefit
2
+1 Cunning
3-4
Focus: Cunning (Natural Lore)
5
Focus: Cunning (Arcane Lore)
6
Focus: Perception (Tracking)
7-8
+1 Perception
11
Settled Hin
2d6 Benefit
2
+1 Communication
3-4
Focus: Communication (Persuasion)
5
Focus: Dexterity (Initiative)
6
Focus: Willpower (Courage)
7-8
+1 Willpower
9
Focus: Perception (Hearing)
10-11 Focus: Strength (Climbing)
12
+1 Perception
Wandering Hin
The most commonly encountered hin are
the nomadic family groups that
travel everywhere by land, or
by river boat throughout the
Known World. The curious
nature of these people, love
for mischief and the cultural
deemphasis of property
sometimes leads to things
disappearing in their wake. These
hin actually consider it
noteworthy if a target can be
tricked into giving up value for
dross, but arent above
appropriating things they need or
want in other ways. Wandering
hin are seen as curiosities, hard
working drifters who can help out
for a time, and plagues to order.
It all depends on what the
last hin to visit got up to.
Settled Hin
Settled hin, of which those of the Five Shires are
the pre-eminent example, tend to be just as
curious as their nomadic cousins, but they also
more industrious and likely to fight for what
belongs to them. Rather than seeing possessions
as mere tools, or a measure of the owners
cleverness in acquiring something from the big
people, they consider them an indicator of hard
work and accomplishment.
12
Human
Wandering Hin
2d6 Benefit
2
+1 Perception
3-4
Focus: Communication (Deception)
5
Focus: Cunning (Evaluation)
6
Focus: Dexterity (Legerdemain)
7-8
+1 Constitution
9
Focus: Dexterity (Thrown)
10-11 Focus: Constitution (Stamina)
+1 Communication
12
13
Cypri
Alphatians
Pure Alphatian
These Alphatians have very pale skin, and often
black hair. Their eye colors are often black, blue
or violet. These Alphatians were born on the
mainland and settled in the outskirts of the old
empire, or simply fled there now that the
continent is gone. Historically they have been
uninterested in mingling with other races and
their class-based society Is proof of this. All pure
alphatians have an easy time learning magic, as
it is literally within their blood.
Cypri Alphatian
2d6 Roll Benefit
2
+1 Perception
3-4
Focus: Dexterity (Light Blade)
5
Focus: Cunning (Navigation)
6
Focus: Cunning (Historical Lore)
7-8
+1 Constitution
9
Focus: Communication (Etiquette)
10-11
Focus: Communication (Persuasion)
12
+1 Cunning
Pure Alphatian
2d6 Roll Benefit
2
+1 Communication
3-4
Focus: Dexterity (Calligraphy)
5
Focus: Cunning (Historical Lore)
6
Focus: Dexterity (Light Blade)
7-8
+1 Cunning
9
Focus: Willpower (Self-Discipline)
10-11
Focus: Cunning (Research)
12
+1 Dexterity
Heldanner
The people of the northern reaches and beyond
are a strong, resilient race of humans. They have
pale skin and bright colored hair, having more
blondes and red-heads than dark haired people
amongst them. They are a self-reliant people
with a history of raiding others to supplement
their meager survival. Because of this lifestyle,
the study of magic has traditionally been
deemed the craft of the cowardly and weak.
Magic traditionally has done nothing to eek
crops from the harsh land, and little to bring
14
Thyatian
2d6 Roll
2
3-4
5
6
7-8
9
10-11
12
Benefit
+1 Cunning
Focus: Communication (Deception)
Focus: Willpower (Self-Discipline)
Focus: Dexterity (Light Blade)
+1 Perception
Focus: Perception (Empathy)
Focus: Cunning (Historical Lore)
+1 Strength
Traladaran
The Traladarans, descendants of the native
Traldar tribe of legend, tend to be fairly small
(men average 5 feet, 9 inches, and women 5
feet, 3 inches) and light of build. Their
complexions are pale, their eyes brown, and
their hair dark (deep brown to black). They are a
hardy people, and self-reliant.
Heldanner Clansman
2d6 Roll Benefit
2
+1 Willpower
3-4
Focus: Strength (Axes)
5
Focus: Cunning (Navigation)
6
Focus: Constitution (Rowing)
7-8
+1 Constitution
9
Focus: Strength (Bludgeons)
10-11
Focus: Constitution (Drinking)
12
+1 Cunning
Playing a Traladaran
If you choose to play a traladaran, modify your
character as follows:
Add 1 to your Constitution ability.
Pick one of the following ability focuses:
Constitution (Stamina) or Willpower (Courage)
You can speak and read a human tongue
(Traladaran, Thyatian, or Alphatian).
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.
Thyatian
Thyatians are men with a light olive skin tone,
hair ranging from light to dark brown and eyes
usually brown in coloration, with blue not being
uncommon. They tend be of average height and
solid build. Wide brows and prominent noses
are common. Thyatians are found all over the
Known World, but originate from the Empire of
Thyatis.
Playing a Thyatian
If you choose to play a thyatian, modify your
character as follows:
Add 1 to your Communication ability.
Pick one of the following ability focuses:
Communication (Etiquette) or Cunning
(Military Lore)
You can speak and read Thyatian.
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
Traladaran
2d6 Roll
2
3-4
5
6
7-8
9
Handling)
10-11
12
15
Benefit
+1 Cunning
Focus: Communication (Bargaining)
Focus: Cunning (Religious Lore)
Focus: Willpower (Faith)
+1 Willpower
Focus: Communication (Animal
Focus: Cunning (Engineering)
+1 Communication
New Talents
Light Magic
Commune Magic
Classes: Cleric
Requirement: You must have the Magic (Light)
focus.
Your command of the Light shines through you
like a beacon.
Novice: You are charismatically persuasive to
people unswayed by dark emotions. If you speak
for a minimum of 5 minutes, you gain a +1
bonus to all Communication (Persuasion) checks
made against people who are not dedicated to
darkness or evil.
Journeyman: Your connection to the Light is
strong. When you cast a Light spell, its cost in
mana points is reduced by 1, to a minimum of 1.
You also gain one new Light spell.
Master: You can project an aura of divine
energies about your melee weapon with an
Activate action. This does +2 damage to the next
target hit by that weapon, dealing an additional
d6 of damage to supernatural creatures
vulnerable to radiant damage. This aura fades
after the damage is dealt, but you may spend 1
mana point to deal extra damage to the second
target of a Lightning Strike or Dual Strike stunt.
You also gain one new Light spell.
Classes: Cleric
Requirement: You must have the Magic
(Commune) focus.
You have learned to discern omens with ease.
Novice: You can sense portents that others
dismiss. When events of great significance to
your character's deepest desires and primary
goals occur, you get a feeling about it. The GM
must describe this feeling by stating at least a
one-word mood (unease, relief, or confusion),
and the goal or desire so affected.
Journeyman: Your knowledge of Commune
magic is deep. When you cast a Commune
spell, its cost in mana points is reduced by 1, to
a minimum of 1. You also gain one new
Commune spell.
Master: You gain knowledge of imminent
danger, with a +2 to Perception tests to avoid
surprise and backstab attempts targeted at you.
You may also re-roll a failed Perception test
linked to avoiding an armed trap, but you must
accept the second roll. You also gain one new
Commune spell.
Divination Magic
Classes: Mage
Requirement: You must have the Magic
(Divination) focus.
You have mastered the keys to arcane
information gathering.
Novice: You can see things hidden to most with
ease. You can sense the general presence of
invisible creatures and objects, and see at night
with eyes equivalent to a cat. You only take
darkness penalties to actions in no light.
Miracle Magic
Classes: Cleric
Requirement: You must have the Magic (Miracle)
focus.
Your strength in the performance of miracles is
staggering.
Novice: You can summon a glowing, incorporeal
holy symbol which appears about your person at
will. It glows gently, providing illumination like
dim moonlight in a 10 yard radius. This symbol
always manifests in the same location (in your
16
Specializations
The rules for specializations are introduced in
Dragon Age Set 2. In preparation for that, and
given the generous pre-release information, I
have developed the following specializations
that are appropriate for a high fantasy campaign
such as Mystara. The following specializations
from Set 2 are appropriate for this game.
Assassin: Trained killers are common throughout
the civilized regions of the Known World. Some
commit murder, others are monster hunters.
Bard: Throughout the world there are musicians
with an adventurers traits.
Shadow Magic
Classes: Cleric
Requirement: You must have the Magic
(Shadow) focus.
Your power is steeped in the Dark forces of the
divine.
Novice: You have a condemning stare and a
menacing aura about you at all times. When you
use the Intimidation ability focus you can
choose to use Willpower or Communication
instead of your Strength. You also suffer less
penalties in dim or dark conditions. Your
penalties are 1 point less severe.
Journeyman: You have attained a oneness with
shadow that allows you to efficiently produce its
effects. When you cast a Shadow spell, its cost
in mana points is reduced by 1, to a minimum of
1. You also gain one new Shadow spell.
Master: Your presence brims with misfortune for
others. Anyone or anything making an opposed
roll against you suffers a -1 penalty. You also
gain one new Shadow spell.
New Specializations
Bladesinger
Warrior Specialization
17
Bladesinger Talent
Class: Warrior
Requirement: You must have Strength and Magic
3 or higher and be trained by Elves.
You have learned the mystic warrior tradition of the
Elves, gaining magic and the ability to weave magic
and skill into a potent offensive mix.
Faithspeaker
Cleric specialization
Forester
Mage Specialization
Faithspeaker Talent
Class: Cleric
Requirement: You must have Communication
and Willpower 3 or higher.
Forester Talent
Class: Mage
Requirement: You must have Dexterity and
Magic 3 or higher and be trained by Elves.
18
Loremaster
Mage Specialization
Holy Beacon
Cleric specialization
19
Loremaster Talent
Class: Mage
Requirement: You must have Cunning and
Magic 3 or higher.
You have learned to apply knowledge in
unconventional ways, aiding in your spellcasting and
problem solving.
Paladin
Warrior Specialization
Paladin Talent
Class: Warrior
Requirement: You must have Strength and
Willpower 3 or higher.
You have dedicated yourself to a Clerical Order as a
strong protector and learned many divine powers.
20
Ranger
Ruin Raider
Rogue Specialization
Rogue Specialization
Ranger Talent
Ruin Raider Talent
Class: Rogue
Requirement: You must have Constitution and
Dexterity 3 or higher.
Class: Rogue
Requirement: You must have Cunning and
Dexterity 3 or higher
Novice:
If you fail a Dexterity (Lock
Novi
Picking) or Dexterity (Traps) test, you may
Pick
roll again but must keep the second result.
Jour
Journeyman:
You can use The Upper
Ha stunt for 3 SP instead of 4.
Hand
Ma
Master:
You can attempt to find a
cr
criminal
element contact with a
su
successful
Communication
(Inv
(Investigation)
test. The GM will set the
TN based on how fast you need to make
contact, and the level of civilization where
cont
you are lo
looking. The contact will be neutral
towards you,
yo and will even hear you out if he
has reason to dislike you, but he has no loyalty
towards you
yo until you prove yourself useful to
him. You are also able to improvise any
necessary tool required to perform the Lock
Picking, aand Traps Dexterity focuses without
penalties.
Warmage
Warmag
Specialization
Mage Speci
Many mages
mag seek power, and the strongest of
these often perform on the battlefield as
warmages
warmages. A warmage summons incredible
arcane energies
ene
every time he engages in a
contest of life and death, crushing his foes
with magical power, deflecting incoming
dama and affecting foes in larger groups
damage
or further away. In short, he commands
th shape of the battlefield.
the
21
Warmage Talent
Class: Mage
Requirement: You must have Dexterity and
Magic 3 or higher.
The epitome of the battlefield mage, you can go toe
to toe with other mages or skirmish groups and
triumph.
Warpriest
Cleric Specialization
Warpriest Talent
Class: Cleric
Requirements: You must have Strength and
Willpower 3 or higher.
Weapon Master
Warrior Specialization
22
Chapter 2 - Equipment
Thrown Group
Bola: A cord with two heavy weights on each
end, designed to be swung overhead and
released to wrap around and club the target.
Bolas used in the normal way deal static damage
of 1d6, but usually entangle targets. Targets hit
by bolas must make a Dexterity (Acrobatics) test
versus TN 10+the users Dexterity (Thrown) or
become entangled. The Strength (Might) or
Dexterity (Legerdemain) TN to free oneself from
Currency
Currency in D&D and thus Mystara has a
different scale, all costs presented are tuned to
the scale in the Dragon Age rules. Translate 1 gp
from printed D&D texts into 100 coppers before
using it with these costs. From coppers you can
convert to silvers or gold on the 100 coppers = 1
silver and 100 silver equals 1 gold scale of
Dragon Age.
Weapons
Weapon
Armor Penalty
Cost
Scale Mail
-2
50 sp
Laminar
-3
60 sp
Cost
Flail
1d6+1#
10 sp
Heavy Flail
1d6+4#
18 sp
Armor
mo
Armor Rating
Min. Str
Armor
Damage
16 sp
7 sp
80 cp
24 sp
18 sp
12 sp
17 sp
15 sp
26 sp
4 sp
Bow Group
Hand Crossbow: A small mechanized bow with
a trigger in the grip. Some hand crossbows are
collapsible, or capable of being assembled with
a few rounds of action.
Miss
Missile
Weapon
ap
Ranges
an
Weapon
Short
Long
Reload
Blowgun
4 yards
8 yards
Minor Action
Bola
8 yards
Hand
Crossbow
Sling
23
Spears Group
Great Lance: An extremely long war lance, that
must be used two handed on foot or with a
mount on the barding of the charger.
Halberd: A halberd is a long weapon with a
broad axehead with a spike on the top, and a
hook on the back used for both thrusting and
chopping at opponents. The axe head and hook
aid in disarming enemies, and the stout shaft
keeps foes at a distance.
Jousting Lance: A long wooden weapon meant
to be used from horseback, with a built-in guard
near the haft and a blunted end. It deals 1d6
damage if the guard end is used as a club.
Poleaxe: A two-handed weapon consisting of an
axehead on the end of a long pole, they are
often used as chopping weapons but are also
good at disarming opponents.
Trident: A long piercing weapon with three
barbed points instead of a single spearhead.
They are hard to remove once thrust into an
opponent.
Any subject that takes damage from a trident
strike is grappled. If the grappled opponent
breaks free the trident is torn from the users
grasp or the opponent is ripped free, taking
damage. Anyone that removes a trident without
making a TN 12 Cunning (Healing) check
causes the skewered creature an additional 1d6
damage.
War Lance: A lance that comes to a point, and
sometimes made of iron rather than wood. These
weapons are meant to pierce or buffet
opponents on the field of war. It deals 1d6
damage if the guard end is used as a club.
Adventuring Equipment
Grappling Hook: A 3 or 4 pronged hook made
to be attached to rope and swung up to catch on
limbs, walls etc.
Holy Water: A vial of water blessed by an
experienced cleric as a weapon against
Supernatural Creatures (deals 1d6 damage)
Mirror: Made of polished brass or steel, a mirror
can be used to look around corners, examine
suspicious rooms, and fight creatures with gaze
attacks.
Ritual Ink: This ink is used to transcribe rituals, it
is water proof once it dries, and has metallic
flakes in it to allow it to readable in even poor
lighting.
Adventurers Gaar
Unique Weapons
Blowgun: A Blowgun is a hollow pipe, often
made from bamboo, which is used to blow a
dart at a target. It is not a weapon in the
traditional sense and requires a Perception
(Blowgun) test to hit the target. Half the targets
Armor Rating (rounded down) adds to their
Defense for the purpose of determining a hit. It
24
Gear
Cost
Grappling Hook
24 sp
Holy Water
35 sp
Mirror
7 sp
Ritual Ink
20 sp
Chapter 3 - Magic
increase the opponents Difficulty. They are
limited in how much mana they can spend to
their own Magic rating.
Cantrip
Mages can expend a single Mana point as a
minor action to produce a minor effect in line
with spells they already know. This is much like
starting a small fire in the hand after learning the
Primal Magic talent. There is no Magic roll
required, but the effect cannot be more useful
than handling a simple chore for the mage, and
the effect ends if the mage ceases concentration,
is distracted, hurt, or casts a spell. It can be used
to perform, so a mage could use a Cantrip
action with a Communication (Perform) check.
Spells
Detect Magic
Unknown or Uncommon Spells
Counterspell
Mages can attempt to spoil a spell as it is cast by
a fellow arcane caster. This is a free action, and
must be declared before the final effects of the
casters spell are known, including whether he
or she succeeded in the casting.
First, the mage makes a Magic test (with any
applicable specialization) versus the opponent's
Spell Difficulty + 3. If this roll succeeds, the
mage can spend mana on a 1 for 1 basis to
25
Light
Noxious Cloud
Plant Growth
Rock Armor*
Summon Creature
Summon Swarm
Divine Spells
Commune School
Common Tongue
Find the Path
Query
Sense Ideology
Telepathy
Divination School
Arcane Eye
Hear Thoughts
Query
Reveal
Telepathy
Light School
Divine Weapon
Fervor
Greater Rebuke
Heroic Aura
Heroic Offense
Immolate
Light
Rebuke
Entropy School
Daze
Drain Life
Horror
Illusion
Invisibility
Obscuring Darkness
Paralyze
Phantasm
Sleep
Weakness
Miracle School
Corruption
Dispel Magic
Earthquake
Group Heal
Heal
Invigorate
Paralyze
Purification
Rock Armor
Spell Shield
Primal School
Cone of Cold
Earthquake
Fireball
Flame Blast
Gust of Wind
Ice Storm
Lightning
Shards
Shock
Stonefist
Winters Grasp
Shadow School
Control Undead
Daze
Drain Life
Horror
Negative Burst
Negative Flow
Obscuring Darkness
Vulnerability Hex
Weakness
Spirit School
Arcane Bolt
Arcane Shield
Charm Being
Control Undead
Dispel Magic
Fly
Levitate
Spell Shield
Arcane Spells
Creation School
Beastform
Beastform Curse
Cat Eyes
Haste
Heroic Aura
Heroic Offense
26
Beastform Curse
Magic School: Creation
Spell Type: Attack; Mana Cost: 6 MP
Casting Time: Major Action
Target Number: 15
Test: Willpower (Self-Discipline) vs. Spellpower
Requirement: Creation Magic (Journeyman)
You select a target within 6 yards and transform
it. The target must succeed at a Willpower (SelfDiscipline) test versus your Spellpower or be
transformed into an animal form you are familiar
with. You have no limitations in choice of form,
but it does not alter the creature
subtype. The target adopts the
physical abilities, Speed, physical
powers and attacks of the animal
form, but keeps its Health total. If the
creature possessed a natural armor
ra
rating
they retain the best of half their
Ar
Armor
Rating (rounded normally) or
the new form's Armor Rating. The target
is inc
incapable of speech while so
transf
transformed
but may communicate in
other ways, such as writing in the dust
with a paw. This spell lasts indefinitely,
and must be cast again to reverse the
spell
sp or it must be dispelled via ritual.
Those
under this spells effects radiate
Th
altera
alteration
magic.
Beastform
Magic School: Creation
Spell Type: Enhancement; Mana Cost: 4-6 MP
Casting Time: Major Action
Target Number: variable (10 + Constitution)
onstitution)
Test: None
Requirement: Creation Magic (Novice)
Novice)
You exchange your form for that of a
natural creature. After a brief period
od
of concentration and intonation of
the correct words you shift
immediately into the desired
shape. You can become any
animal species you have
previously seen before, but you
always assume the same
appearance when in this form,
including markings in fur, featherss or
scales. When wearing the form of the animal
your Constitution, Dexterity and Strength scores
are replaced by those of the animal. You gain all
powers the animal has and lose all of your own
27
Cat Eyes
Magic School: Creation
Spell Type: Enhancement; Mana Cost: 1 MP
Casting Time: Minor Acton
Target Number: 11
Test: None
You grant a being you can touch the eyes of a
cat, transforming their pupils and granting them
night vision. The target character ignores 2
points of penalties due to lighting conditions.
This spell lasts for half an hour.
Charm Being
Magic School: Spirit
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 12
Test: Willpower (Self-Discipline) vs. Spellpower
You may target a single creature within 6 yards.
This target must succeed at a Willpower (SelfDsicipline) test versus your Spellpower or
automatically comes to believe he or she owes
you his or her loyalty. This spell does not
overcome any language barriers that exist
between you and the subject. An affected
subject must honor all reasonable requests and
will protect the caster according to their own
personality. If you betray this trust the subject
immediately breaks the spell. Attacking the
subject, attacking something/someone they hold
dear, or making a request against everything
they stand for breaks trust. Targets that break free
realize they have been ensorcelled, and may
take appropriate actions.
Cone of Cold
Magic School: Primal
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 12
Test: Dexterity (Acrobatics) vs. Spellpower
Requirement: Winter's Grasp or Primal Magic
(Novice)
You project a cone of bone-chilling frost that is 8
yards long and 3 yards wide. Creatures caught in
the chilling blast must succeed at a Dexterity
(Acrobatics) test versus your Spellpower or take
2d6 + Magic penetrating damage. For a number
of rounds equal to the Dragon Die, affected
characters take 1d6 penetrating damage and
suffer a -3 penalty to Speed. If the test succeeds
the target takes penetrating damage equal to 1d6
+ Magic, but is unaffected by the ongoing chill.
Targets killed by Cone of Cold are frozen solid.
Control Undead
Common Tongue
Magic School: Commune
Spell Type: Enhancement; Mana Cost: 3 MP
28
Divine Weapon
Magic School: Light
Spell Type: Enhancement; Mana Cost: 2-3 MP
Casting Time: Major Action
Target Number: 12
Test: None
Requirement: Light Magic (Novice)
You create a version of your orders signature
weapon made of radiant energy. It has the same
properties as a real weapon, but missile
weapons load ammunition as soon they are
fired, and thrown weapons automatically return
to your hand after each attack. It deals the
normal damage for a weapon of its type, but
instead of adding your Strength, it adds your
Willpower in penetrating Radiant damage. The
weapon lasts for 1 minute (4 rounds), but you
may extend it another minute by spending
another mana point.
Corruption
Magic School: Miracle
Spell Type: Attack; Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 14
Test: None
Requirement: Miracle Magic (Journeyman)
You can summon up the divine force to lace
edible food, potable liquid or garments with a
poison or disease that you are previously aware
of through first hand observation. This change is
permanent and can only be reversed through
extensive testing and alchemy, or the
Purification spell. The poison or disease
manifests as a normal example of the type, and
may not be a magical poison or disease. You are
not immune to the conjured vitriol, and if the
disease spreads through the air, or physical
contact, you may become infected.
Fervor
Magic School: Light
Spell Type: Enhancement; Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12
Test: None
Willing friendly targets within a 5 yard radius of
the caster gain a fervor that propels them
through battle. This spell provides +1 bonus to
Defense, +1 bonus to attack rolls, and a +2
bonus to Willpower checks. These bonuses do
not stack with other Miracle spells. This spell
lasts for the total of 3 plus the value of the
Dragon Die in rounds.
Dispel Magic
Magic School: Miracle / Spirit
Requirement: None
29
Fireball
Group Heal
Gust of Wind
Magic School: Primal
Spell Type: Defense; Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 13
Test: Strength (Might) vs. Spellpower
You summon up a mighty blast of wind that
bowls enemies over. Every other round,
beginning on the round you cast the spell, a
blast of wind surges forward. Enemies within 6
yards must make a successful Strength (Might)
test versus your Spellpower or be pushed 2 yards
away from you and knocked prone. You can
maintain this spell by spending 1 MP at the
beginning of each turn and using an Activate
action. For twice the initial Mana Cost the wind
is constant throughout the duration.
Greater Rebuke
Magic School: Light
Spell Type: Attack; Mana Cost: 9 MP
Casting Time: Major Action
Target Number: 15
Test: Willpower (Morale) vs. Spellpower
Requirement: Rebuke
You summon the power of radiant energy and
flare it at nearby supernatural creatures. All
supernatural creatures within 6 yards radius of
the caster must succeed at a Willpower (Morale)
test versus your Spellpower or be affected by
radiant energy. Targets that fail this test must
break off combat and run. This is a magical
compulsion that overrides Howling Madness or
similar powers. All affected creatures take
2d6+Magic in radiant penetrating damage.
Undead that fail the Willpower test by more
than 5, take double damage. Target creatures
that make their Willpower check take only
1d6+3 penetrating damage, and are unaffected
by rebuke effects for the rest of the encounter.
Fly
Magic School: Spirit
Spell Type: Utility; Mana Cost: 6+ MP
Casting Time: Major Action
Target Number: 14
Test: None
Requirement: Spirit Magic (Novice)
You, or a willing target you can touch, gains the
ability to fly. When flying the character's
movement Speed is equal to 10 + your Magic
(Spirit) ability plus focus. This spell lasts for half
an hour, and may be extended by another half
hour of duration for an additional 2 mana
points. You can take a minor action to move or
hover, or a major action to move twice as far or
30
Haste
Ice Storm
Hear Thoughts
Magic School: Divination
Spell Type: Enhancement; Mana Cost: 1+ MP
Casting Time: Minor Action
Target Number: 12
Test: Willpower (Self-Discipline) vs. Spellpower
You can hear the thoughts of one creature within
20 yards of you. The targeted being must
succeed at Willpower (Self-Discipline) test
versus your Spellpower or you hear everything
they think about until the end of the next turn.
Once initiated the spell may be maintained for 1
mana point per round. The spell does not
translate words or sounds, but it does show
images of anything the being imagines. Use of
this spell on a subject you are bargaining with,
persuading or otherwise interacting with may
provide a significant bonus.
Illusion
Magic School: Entropy
Spell Type: Utility; Mana Cost: 3-9 MP
Casting Time: Minor Action
Target Number: 14
Test: Perception (Seeing) vs. Spellpower
Requirement: Entropy Magic (Journeyman)
You can cover a square area equal to your
Magic in yards on each side with an illusion.
This effect can also be centered on a being or
object as long as the subject fits within your
affected area. You and any allies you designate
are immune to the illusion. Anyone immune to
the illusion may choose to interact with the
illusion by making a Communication
(Deception) to fool onlookers.
When subjects arrive within 40 yards of the area
they must succeed at a Perception (Seeing) test
versus your Spellpower or they fully believe the
illusion. However, seeing the illusion for what it
is does not dispel it to the same degree as those
who were designated at casting time. Anything
obscured by the illusion is still obscured to the
point that it cannot be accurately determined
how big it is, or what it truly is.
Heroic Aura
Magic School: Creation / Light
Requirement: None
Horror
Magic School: Entropy / Shadow
Requirement: Entropy Magic (Novice) or
Shadow Magic (Novice)
31
Invisibility
Magic School: Entropy
Spell Type: Defense; Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 14
Test: None
Requirement: Entropy (Novice)
You layer magic over yourself or a willing target,
arget,
making them invisible as long as nothing pierces
ierces
the aura. This invisibility is absolute, but it does
nothing to affect hearing, smell or other
senses. As this spell affects vision, the detect
ct
magic action will only reveal the presence
of the invisible character, not their form or
location. Enemies aware of your presence can
attack you, and certain spells or supernatural
abilities will reveal you. Any sudden movement
(attacking, being successfully hit by an attack,
running, etc. cancels the spell. This spell
otherwise lasts for an hour.
Immolate
Magic School: Miracle
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 12
Test: Willpower (Faith) vs. Spellpower
Requirement: Miracle Magic (Novice)
You call on your connection to power to force a
single target within 20 yards to spark into flame.
The target must succeed at a Willpower (Faith)
test versus your Spellpower or suffer 1d6 of
radiant penetrating damage and 2d6 fire
damage. The target also lights aflame, taking 1d6
Invigorate
Magic School: Light
Requirement: Light Magic (Novice)
Levitate
Requirement: Spirit Magic (Novice)
32
Light
Negative Flow
Negative Burst
Magic School: Entropy / Shadow
Spell Type: Attack; Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12
Test: Constitution (Stamina) vs Spellpower
You create an arc of necrotic energy that sweeps
forward to lance through a cone shaped space 5
yards long and 3 yards wide. All targets in the
area must succeed at a Constitution (Stamina)
test versus your Spellpower or suffer 1d6+Magic
penetrating damage. All living creatures feel
sickly after the attack and suffer a -1 penalty to
all actions until the beginning of your next turn.
Note, this spell heals undead by the same
amount rather than harming them.
Noxious Cloud
Magic School: Creation
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 13
Test: Constitution (Stamina) vs. Spellpower
Requirement: Creation Magic (Journeyman)
You create a cloud of noxious odors that fills an
area with radius equal to your Magic ability in
yards. This cloud ignores all but the strongest
winds. You can move the cloud 2 yards with a
Minor action each round. The cloud is heavy
and will sink into any area of lower elevation.
You may end the spell early as a free action,
causing it to diminish in radius by 2 yards each
round until gone. All air-breathing creatures
caught in the cloud must succeed at a
Constitution (Stamina) test versus your
Spellpower or suffer 2d6 + Magic in penetrating
damage each round, and a -2 penalty to all
actions. Those who make the resistance test each
round only suffer -1 penalty to all actions and
take 2 penetrating damage. Noxious Cloud lasts
for 1 minute (4 rounds).
33
Obscuring Darkness
Magic School: Entropy / Shadow
Spell Type: Attack; Mana Cost: 1 MP
Casting Time: Minor Action
Target Number: 10
Test: None
You create a 10 yard radius globe of darkness
that you can center anywhere within 15 yards of
your present location. The darkness is
considered total, but you can see as if it were
merely dim lighting, suffering a -1 to your tests.
Paralyze
Magic School: Entropy / Shadow
Requirement: Entropy Magic (Journeyman) or
Shadow Magic (Journeyman)
Petrify
Magic School: Creation
Spell Type: Attack; Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 13
Test: Constitution (Stamina) vs. Spellpower
Requirement: Creation Magic (Journeyman)
You can slowly but surely turn a single target
within twice your Magic ability in yards to
immobile stone. The target must succeed at a
Constitution (Stamina) test versus your
Spellpower or gain a number of stone tokens
dependent upon your Dragon Die result. On a
result of 3 or less, the target is afflicted with one
stone token. On a result of 4 or 5, the target is
afflicted with two tokens. On a result of 6, the
target is afflicted with three tokens. Each token
serves as a -1 penalty to Dexterity for the
creature. If the target ever has a number of
tokens equal to or greater than its Constitution, it
turns permanently into stone. Tokens disappear
at a rate of one token per 10 minutes.
Plant Growth
Magic School: Creation
Spell Type: Enhancement; Mana Cost: 2
Casting Time: Major Action
Target Number: 12
Test: None (Strength (Might) vs. Spellpower)
You cause an explosion of plant growth in the
immediate area. You can cause brambles, vines,
and bushes to grow four months worth in a few
seconds inside a square area with sides equal to
your Magic ability in yards. Anyone caught
inside the zone must succeed at a Dexterity
(Acrobatics) test versus TN 13 or be trapped.
Anyone trapped must succeed at a Strength
Phantasm
Magic School: Entropy
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 14
Test: Willpower (Self-Discipline) vs Spellpower
You can create an illusionary beast or damaging
hazard no bigger in size than a circle with a
radius equal to your Magic ability in yards. The
34
Purification
Magic School: Miracle
Spell Type: Defense; Mana Cost: 3 MP
Casting Time: Minor Action
Target Number: 14
Test: None
Requirement: Miracle Magic (Novice)
You can remove impurities from food, water, and
environmental sources. This includes the effects
of poison or disease if the source is not naturally
poisonous or disease ridden. Each source must
be purified individually, although an entire table
full of food and drink can be purified at once. If
a source is both poisoned and disease ridden,
one casting of this spell removes the poison first,
and a second casting will remove disease. In this
case you know that further impurity remains.
Reveal
Magic School: Divination
Spell Type: Utility; Mana Cost: 3 MP
Casting Time: Minor Action
Target Number: 12
Test: None
You can create a magically heightened
awareness of your immediate surroundings that
can show you the hidden. A willing target,
yourself or someone you can touch, enters this
state which lasts for 6 plus the value of the
Dragon Die in rounds. While so affected, the
subject gains a +2 bonus to Perception
(Searching) checks, and +2 to all opposed
checks made against Communication
(Deception), and Communication (Disguise).
You also gain a +2 to any roll to sense invisible
targets or see through illusions. If you succeed
you can see the target clearly.
Query
Magic School: Commune / Divination
Spell Type: Utility; Mana Cost: 6 MP
Casting Time: 1 minute
Target Number: 13
Test: None
You can ask greater powers a number of yes or
no questions equal to half your Magic ability
(rounded down). The powers will give you a
truthful answer to each question, based on the
current situation when asked. You can ask your
questions any time during which the spell is
active, you need not ask them all at once, but
any unasked questions are lost when the spell
ends. Query lasts for a number of minutes equal
to your Magic ability.
Sense Ideology
Magic School: Commune
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 12
Test: Willpower (Self-Discipline) vs. Spellpower
You can sense whether people are generally
supportive of, against or not interested in your
moral stance and ideology. You can pick a single
target within 5 yards. The target must succeed at
a Willpower (Self-Discipline) test versus your
Spellpower or you gain valuable insights about
their moral stance. The game master must tell
you whether they support, are indifferent to, or
Rebuke
Magic School: Light
Spell Type: Attack; Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 13
Test: Willpower (Morale) vs. Spellpower
35
Shards
Summon Swarm
Sleep
Magic School: Entropy
Spell Type: Attack; Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 13
Test: Willpower (Self-Discipline) vs. Spellpower
You overcome a group of subjects with lethargy
and sleep. All enemy targets in an area 3 yards
in radius within twice your Magic in yards
distance must succeed at a Willpower (SelfDiscipline) test versus your Spellpower or
become affected. Those who fail to resist
immediately fall into a magical sleep, from
which they can only be woken if they take 3 or
more damage in a single blow. They remain
asleep for your Magic ability in rounds, with a
minimum of 1 round. Even those who succeed
at resisting the spell are somewhat affected, as
they suffer a -2 penalty to Dexterity for the same
time period.
Telepathy
Magic School: Commune / Divination
Spell Type: Utility; Mana Cost: 4 MP
Target Number: 10
Test: Willpower (Self-Discipline) vs. Spellpower
You create a magical linkage between yourself
and a familiar being. The other party can be
anywhere, but the spell fails if they are on
another world or plane. Targets that are
unwilling to be contacted must fail at a
Willpower (Self-Discipline) test versus your
Spellpower for the spell to work. While the spell
is in effect you can communicate fluently,
ignoring language barriers. Telepathy lasts for
one minute (4 rounds) and may be extended an
another minute by spending an additional mana
point. Unwilling targets get a new resistance test
with each extension.
Summon Creature
Magic School: Creation
Spell Type: Utility; Mana Cost: 4
Casting Time: Major Action
Target Number: 13
Test: Willpower (Self-Discipline) vs Spellpower
Requirement: Creation Magic (Journeyman)
You can name a creature of a broad type, and
the GM tests Willpower (Self-Discipline) versus
your Spellpower to determine if you bring a
creature within half a miles distance to your
36
Ritual Magic
Divine Rituals
Commune School
Dowsing
Forbiddance
Object History
Scrying
Spirit Tracking
Truth-Hearing
Vision
Light School
Consecration
Endure
Summon Outsider
Miracle School
Boon
Control Weather
Cure Ailment
Gate Spell
Pass Obstacle
Raise Dead
Remove Magic
Shelter
Shadow School
Animate Dead
Desecration
Spirit Wrack
Summon Outsider
Arcane Rituals
Creation School
Endure
Summon Outsider
Water Breathing
Divination School
Dowsing
Object History
Scrying
Spirit Tracking
Vision
Entropy School
Animate Dead
Gate Spell
Pass Obstacle
37
Primal School
Control Weather
Element Sculpting
Shelter
Spirit School
Arcane Lock
Forbiddance
Knock
Magic Circle
Remove Magic
Spirit Wrack
Ward of Warning
Undead
TN
Zombie
10
Mana Cost
(Total)
2 (6)
Skeleton
11
3 (9)
Wight
12
4 (12)
Shade
13
5 (15)
Vampire
14
6 (18)
Ritual Descriptions
Arcane Lock
Magic School: Spirit
Ritual Type: Utility; Mana Cost: 2 MP (10 total)
Casting Time: Minor Action
Target Number: 10; Threshold: 15
Test: None
Value: 150 sp
The Arcane Lock is a ritual designed to
p
create a phantom
force that holds a
do window, or other opening
portal, door,
that has a covering closed. It does not
significant improve the durability of the
significantly
door, or the frame, but it does provide a
slight bonus in the form of 2 Armor Rating
fo the affected
affect object. When the ritual is
for
numb of individuals may be named
cast, a number
eq
equal
to tthe Mages Magic times 2. These
individu can open the door without
individuals
addition effort. Anybody not initially
additional
design
designated
must overcome a Strength
(Might test versus the Mages
(M
(Might)
Spellp
Spellpower.
By default this rituals
effect last for a month. If a valuable
effects
gems
gemstone
is sacrificed when casting
sp
the spell,
the lock is permanent.
Animate Dead
Magic School: Entropy / Shadow
Ritual Type: Utility; Mana Cost: Varies
Casting Time: Ten Minutes
inutes
Target Number: Varies;
ies; Threshold: 10
Test: none
Value: 15 gp
Casters use this ritual to create undead
soldiers. When successful
cessful the
undead created are
permanently created and
posed to
permanently predisposed
follow all orders the caster
st as
presents to them. Just
ndead
with the Control Undead
ders
spell, the casters orders
essly
are interpreted flawlessly
o
and without regard to
uiring
language barrier requiring
on per
instead a minor action
rn
order (without concern
d
for how many undead
are ordered at once).
empt
The caster may attempt
to animate multiple
undead at once, each
ch
body beyond the first
raises the Mana Cost
his
by 1 on each roll. This
sed
ritual may only be used
Boon
Magic
Ma
School: Miracle
Ritual
Ritu Type: Utility; Mana Cost: 2
MP (10 total)
Casting
Cast
Time: Major Action
Target
Targ Number: 13; Threshold: 15
Test:
Test None
Value:
Va
75 sp
You
Yo make an appeal to the higher
38
Control Weather
Magic School: Primal
Ritual Type: Utility; Mana Cost: 2 MP (10 total)
Casting Time: Ten Minutes
Target Number: 13; Threshold: 15
Test: None
Value: 3 gp
You can use this ritual to shape and direct the
weather in an area with radius equal to your
Magic in miles. The effects of this ritual are
always centered on the location you perform it
at. You can choose any natural weather
conditional normally possible in the area for the
given time of year. The weather forms within 8
hours of your casting, so generally only limited
changes are possible. You can alter prevailing
temperature by about 20 degrees, and cause it to
begin or cease to precipitate. You can cause an
overcast sky to clear, or darken to storm
conditions, or similarly make a clear day into a
cloudy one, or a dark sky more calm.
Consecration
Magic School: Light
Ritual Type: Enhancement; Mana Cost: 2 MP (6
total)
Casting Time: Major Action
Target Number: 10; Threshold: 10
Test: None*
Value: 2 gp
Consecration applies a holy aura to an area,
with various effects. If consecrating previously
unconsecrated ground, then the area becomes
holy. If consecrating a desecrated area, it simply
becomes normal, effectively defeating that
previous ritual. Consecration affects a radius
equal to 20 times the clerics Magic ability + 1
in yards, e.g. a Cleric with Magic 2 can
consecrate an area 60 yards in radius.
Consecration is permanent until desecrated via
the ritual or major instances of profane activity.
Cure Ailment
Magic School: Miracle
Ritual Type: Utility; Mana Cost: 2 MP (6 total)
Casting Time: One Minute
Target Number: Varies; Threshold: 10
Test: None
Value: 175 sp
Cure Ailment allows the cleric to remove
poison, a disease, or detrimental condition from
a single person. The effects are immediate, but
only one ailment is removed per casting. Also, if
the ritual fails, it cannot be tried again for a day.
The TN for the ritual is equal to the Poisons
39
Dowsing
Magic School: Commune / Divination
Ritual Type: Utility; Mana Cost: 2 MP (4 total)
Casting Time: 1 Minute
Target Number: 12; Threshold: 5
Test: None
Value: 75 sp
This ritual finds the nearest example or
specimen of a broad type, such as the nearest
predatory mammal, or nearest specimen of a
specific animal type such as brown bear, nearest
humanoid of a certain race, nearest source of
water, etc. Any outwardly observable trait,
regardless of whether a normal human can
determine the trait, is a valid search criteria.
Traits that can only be determined by knowledge
of a subject or its actions are invalid criteria. This
includes training, whether something is
poisonous, etc. The ritual forms a map in the
casters head, and he is kept abreast of the
subjects location even as it moves. It may also
be used to briefly locate all targets that match a
similar broad type within half a mile of the
caster.
Desecration
Magic School: Shadow
Ritual Type: Enhancement; Mana Cost: 2 MP (6
total)
Casting Time: Major Action
Target Number: 10; Threshold: 10
Test: None*
Value: 2 gp
Desecration suffuses an area with necrotic
energy, a feeling of unholiness or dread. If
desecrating previously consecrated ground, then
the area becomes normal, effectively defeating
the previous ritual. If desecrating unconsecrated
ground, the area becomes unholy in minutes.
Desecration affects a radius equal to 20 times
the clerics Magic ability + 1 in yards, e.g. a
Cleric with Magic 3 can desecrate an area 80
yards in radius. Desecration is semi-permanent,
dissipating over decades unless consecrated via
the ritual, although ongoing profane activity will
keep the desecrated status alive.
Element Sculpting
1) Desecration provides the following bonuses
to any creature allied with the beliefs of the
casting cleric:
Gain an additional +1 Health whenever they
heal.
+2 to Willpower (Courage) tests.
40
Endure
Magic School: Creation / Light
Ritual Type: Defense; Mana Cost: 3 MP (9 total)
Casting Time: Major Action
Target Number: 11; Threshold: 10
Test: None
Value: 1 gp
You can perform Endure to make a group of
willing subjects within your Magic in yards
resistant to a single form of unusual harm.
Choose cold, heat, electricity, acid, or poison.
For the one hour duration of the ritual, each
character is immune to normal damage and
discomfort caused by the chosen source. Each
affected character also takes half damage from
magical or exceptional examples of that source.
Gate Spell
Magic School: Entropy / Miracle
Ritual Type: Utility; Mana Cost: 5 MP
Casting Time: 1 Minute
Target Number: 14; Threshold: Varies
Test: None
Value: 50 gp
You use the ritual to magically link a prepared
gate to another location far away. This location
may be a prepared gate on the same world,
another world, another plane. For additional
time and expenditure of mana, the destination
can be an unprepared landing location, as long
as it Is known in detail to the caster. The gate
opens a vertical hole in space through which
people can pass if the prepared gateway is
vertically oriented, or simply transports everyone
standing upon it if horizontal. A vertical gate, or
open doorway can remain open for up to one
minute per point of the casters Magic ability, but
it closes as soon as the caster wills it.
Destination
Same Continent
Threshol
d
5
Same World
10
Another World
15
Other Plane
20
+5
Knock
Forbiddance
41
Pass Obstacle
Magic School: Entropy / Miracle
Ritual Type: Utility; Mana Cost: 3 MP (6 total)
Casting Time: Major Action
Target Number: 14; Threshold: 5
Test: none
Value: 3 gp
This ritual allows you to pass immaterially
through any barrier. You can bring a number of
beings and their possessions with you equal to
twice your Magic ability, but they must all be in
physical contact with one another and with you.
This effect lasts until you have all passed the
wall or obstruction and then immediately
ceases. If you would end up in a dangerous
environment, you can turn back as long as your
entire body has not entered the open space. You
can attempt a Perception (Seeing) test in order to
avoid materializing in a closed water, or an acid
filled space for example.
Magic Circle
Magic School: Spirit
Ritual Type: Defense; Mana Cost: 3 MP (9 total)
Casting Time: Major Action
Target Number: 11; Threshold: 10
Test: None
Value: 80 sp
When you perform this ritual you name a type of
creature, and upon the conclusion of the
casting, that creature type is barred from
approaching the warded area. Magic Circle
affects a circular area 4 yards in radius.
Creatures of the chosen type, either undead,
dragons, beasts or other supernatural creatures
(outsiders), are unable to cross the line
represented by the circle. Those inside the circle
are also given a +3 Defense bonus versus any
direct attack of such a creature, with area attacks
being deflected around the perimeter. The magic
circle unfortunately does nothing to thwart
indirect attacks, or gaze based powers.
Raise Dead
Magic School: Miracle
Ritual Type: Utility; Mana Cost: 7 MP (35 total)
Casting Time: 1 Minute
Target Number: 15; Threshold: 15
Test: None
Value: 75 gp
This ritual reaches across the void and pulls the
spirit of a being back into his or her body, heals
their most grievous wounds and breathes life
back into him or her. This is not only a difficult
ritual to perform, but it is costly to the caster in
terms of mana. The caster is required to have the
body of the being being raised, for the being to
have died before his or her time, and to at least
know their common name. When successful the
ritual leaves the being alive, with a single health
point, and a -1 penalty to all actions that lasts
for a month of game time.
Object History
Magic School: Commune / Divination
Ritual Type: Utility; Mana Cost: 2 MP (4 total)
Casting Time: One Minute
Target Number: 14; Threshold: 5
Test: none
Value: 65 sp
For a number of minutes equal to twice your
Magic ability, you can handle objects and
experience past events central to them. Each
42
noticeable, requiring
quiring only a TN 17
Perception (Seeing)
Seeing) test to
notice. The scrying
rying sensor is
incorporeal to most damage,
but magic will destroy it
it upon
contact.
Remove Magic
Magic School: Miracle / Spirit
Ritual Type: Utility; Mana Cost: 2 MP
Casting Time: Major Action
Target Number: 12; Threshold: Effect TN + 5
Test: None
Value: 5 gp
With this ritual it is possible to dispel an
indefinite duration magical effect or curse. The
Threshold is equal to the Spellpower or Effect's
TN plus 5. If the caster fails two ritual tests in a
row the ritual is ruined, and must be begun
anew. However, you may only attempt the ritual
once per day per target spell/ritual.
Shelter
Magic School: Miracle / Primal
Ritual Type: Utility; Mana Cost: 1 MP (3 total)
Casting Time: One Minute
Target Number: 12; Threshold: 10
Test: None
Value: 250 sp
You create a shimmering dome of force, up to 6
yards across and up to 3 yards high at the center.
The atmosphere within the dome is cool, dry,
and comfortable, regardless of the weather and
conditions outside. Precipitation and debris are
kept outside the dome, and you can control the
light level inside from shade to as bright as a
lantern. The shelter lasts for up to 12 hours, or
until you dismiss it. You can maintain a number
of shelters equal to your Willpower ability at
once, but each additional shelter raises the
Target Number by 2.
Scrying
Magic School: Commune / Divination
Ritual Type: Utility; Mana Cost: 3 MP (9 total)
Casting Time: 10 Minutes
Target Number: 11; Threshold: 10
Test: None
Value: 9 gp
You can spy upon any locale you are familiar
with, or can name. In the case of sub-locations,
you need to be aware that they exist in order to
scry those locations. When you are forced to
name a location, the ritual will only observe one
location per casting. You and anyone in your
immediate vicinity may observe all events
currently transpiring at the target location, and
you can clearly hear and see as if you were
watching from a vantage point. This effect is
fairly unnoticeable, although creatures and
beings that can detect magic can detect this
ritual. However, when scrying upon locations in
other planes, the sensor is much more
Spirit Tracking
Magic School: Commune / Divination
Ritual Type: Utility; Mana Cost: 2 MP (4 total)
Casting Time: 1 Minute
Target Number: 12; Threshold: 5
Test: Willpower (Self-Discipline) vs. Spellpower
Value: 3 gp
You extend a multitude of strands of power and
awareness in order to find a specific person,
creature, or item which must succeed at a
Willpower (Self-Discipline) test or be
discovered. If this test fails the strand has
43
Spirit Wrack
Magic School: Shadow / Spirit
Ritual Type: Attack; Mana Cost: 3 MP (6 total)
Casting Time: Major Action
Target Number: 15; Threshold: 5
Test: Willpower (Self-Discipline) vs. Spellpower
Value: 10 gp
This ritual constricts the motion of a known
target and inflicts terrible pain when performed
in the beings presence. Spirit Wrack is effective
on intelligent undead, supernatural creatures
such as outsiders, dragons, and even people, but
to function on a physical entity native to the
plane of origin, you need a portion of the targets
body on hand as a component. The target must
succeed on a Willpower (Self-Discipline) test
against your Spellpower or it is held fast. Then
whenever you ask a question or make a
demand, it must succeed at another test or
answer your question, or capitulate to your
demand. While affected, the target cannot move
of its own accord, and feels like it is wrapped in
incredibly tight chains that burn its very core
each time you choose pain. Physical beings that
are released after an hour or more of being
tortured by this ritual are treated as being 2d6
Health away from 0, although it is all from pain
and exhaustion, not physical damage. Spirit
Wrack holds the victim trapped for up to 8
hours, although the caster must concentrate to
cause pain.
Summon Outsider
Magic School: Creation / Light / Shadow
Ritual Type: Utility; Mana Cost: 4 MP (12 total)
Casting Time: Ten Minutes
Target Number: 13; Threshold: 10
Test: Willpower (Self-Discipline) vs. Spellpower
Value: 45 sp
You use this ritual to summon a being from
another Plane. Each guidebook for this ritual
covers a specific type of entity, such as an
Elemental, versus an Aerial Servant or a Djinni
(all of which hail from the Plane of Air), or an
Archon or Malfera (which hail from outer
planes). The target specimen of the ritual must
make a Willpower (Self-Discipline) test versus
your Spellpower or immediately appear before
you. The summoned outsider must obey your
commands until the next sunrise or sunset,
whichever is furthest away, at which point it
returns automatically to its home plane. If it is
killed before the duration elapses, it returns alive
to its home plane. Intelligent outsiders can
attempt to bargain with you for longer periods of
44
Ward of Warning
Magic School: Spirit
Ritual Type: Defense; Mana Cost: 2 MP (6 total)
Casting Time: One Minute
Target Number: 10; Threshold: 10
Test: None
Value: 40 sp
This ritual once performed correctly sets up a
perimeter of either a circle 15 yards in radius, or
encompass a single structure and 2 yards
beyond its walls. Any threatening creature that
approaches the warded area immediately sets off
a warning that all beings who were safely inside
the ward can hear. The warning sound can be of
any type as long as it is not speech. Bells are the
most common, while wild animals, or trumpets
are equally known. This ritual detects murderous
intent, supernatural creatures, and rabid
animals. It wont detect a curious beast that isnt
planning to make the inhabitants into a meal,
and it wont detect a peaceful visitor who turns
violent given a reason once inside. Mindless
creatures that harm people by their very
existence however are detected, despite their
lack of harmful intent.
Truth-Hearing
Magic School: Commune
Ritual Type: Enhancement; Mana Cost: 1 MP (2
total)
Casting Time: Minor Action
Target Number: varies; Threshold: 5
Test: None
Value: 50 sp
You can perform this ritual on a target in your
immediate presence, but it affects yourself, and
for the duration of the effect you gain a subtle
signal whenever the target speaks the truth, and
a stronger signal whenever they tell the
complete truth as they know it. The Target
Number is equal to 10 plus the subjects
Willpower plus Self-Discipline focus. If you fail
two rolls in a row, the ritual fails. This ritual may
only be attempted once per week on the same
subject, and it lasts for half an hour.
Water Breathing
Vision
Magic Items
There are many common and several iconic
magic items in the Known World. There are
magic weapons which aid in the slaying of
enemies, armors that have unusual properties in
addition to providing protection for the wearer,
rings that provide specific benefits, wands that
enhance a mages basic abilities of arcane lance
and spellcasting, and staves which enhance
45
Magical Services
Just like other skilled workers, you
ou
can pay a spellcaster money to obtain
btain
magical services and advice. The least
expensive proposition is buying a spell,
eping the
while the most expensive is keeping
caster on retainer. In the case of guild
mages or clerical orders, often thee fee is
paid or donated to the governing
organization rather than to the caster
directly.
Buying a spell
Paying for someone to cast a single
gle spell costs
pent.
5 silver pieces per mana point spent.
Buying a ritual
Hiring a spellcaster to perform a ritual for you
as a service costs 1/10th of the cost
ost to
purchase the ritual manual outright,
ght, plus 2
46
The New
Alphatian
Confederate
Empire
Ruler: Loose alliance
nce
of former Alphatian
colonies and
territories
Government: Various
us
monarchies and republics
epublics
Capital: No formal capital,
formal meetings occur
cur in each
country in a set pattern
tern
Languages: Alphatian
ian (official), Elven
(Shiye-Lawr dialect)
Thothia
fought back and
Th
after
afte bitter fighting reclaimed
several
seve formerly Alphatian
s
client states
on the Isle of Dawn.
yea since, the Alphatian
In the years
Empire, and Za
Zandor, were deposed, and
the NACE, or Splinte
Splintered Alphatia as some
nations refer to them, have managed to
stabilize and begin the difficult task of building a
workable society. Given their vast differences in
outlook, itself a holdover for how the Empire
allowed its client states to govern themselves,
this has proven to be a difficult task.
Common Races:
The common races of Alphatia are numerous,
including Alphatian humans, Nithian humans,
city elves, dwarves, halflings and other human
ethnicities.
History:
The New Alphatian Confederate Empire, also
known as the Alphatian League, or Splintered
47
Common Classes:
As overt magic users were afforded nobility
status in the Alphatian Empire, the most
prominent of adventurers were mages, followed
by clerics. With the current emphasis on
survival, and the loss of several academies in
every craft and guild, adventurers of more
mundane classes are now just as common, if not
more so, than their inherently magical
counterparts. The most prominent members of
society in the league are still mages and clerics,
but the rise of knights of the crown, as well as
well known sneak thieves has placed several
potent members of nearly every class in high
positions in society.
Common Races:
Common Classes:
There are members of every class from Darokin.
The primary darokin adventurer is one who
guards caravans, making warriors fairly
common. However, the occasional rogue or
mage is found wandering for Darokins interests.
Iconic Weapons
ns:
ns
Rapiers and other dueling weapons are
extremely popular in Darokin. Adventurers favor
a wide variety of weapons however because
their primary opponents are monsters and
raiding humanoids.
History:
Early on, this region was settled primarily by
orcs and human tribes. Not surprising, the orcs
were a constant nuisance. With the help of the
Alfheim elves, a human clan called Eastwind
came to begin uniting the humans while
claiming territory from the orcs. In the first
century AC, Ansel Darokin became the first of
the Eastwind kings. His dynasty was to end with
the death of his grandson in 87 AC. With no heir
to the throne, the humans were too disorganized
to fend off the vengeful orc hordes.
Daro
The Daro, descendants of traldar clans that
colonized the area millennia ago, tend to be
small and slight or stocky. Average height for
men is 5 feet, 9 inches and women is 5 feet, 4
inches. They have pale complexions, brown or
green eyes being the most common, and dark
hair is most common as well.
48
History:
Class: Any
Requirement: Cunning and Perception 3 or
more, must be from or trained in Darokin.
49
50
Common Races:
The only people native to this area are settled
hin, clan elves and traladaran humans. Other
races visit but rarely settle in.
Common Classes:
The majority of the hin adventurers are rogues
and warriors. There are also numerous clerics
and druids, and a handful of mages from the
Five Shires, but these are not nearly as common.
Heroes are often referred to as Knight Heroes or
Guardians. There are also many Hin Masters
(druids and their mentees) protecting the land
and the people from the wilderness.
Iconic Armor:
Chain, Scale and Leather armors are very
common.
Iconic Weapons:
Sling and short sword are the weapons most
closely associated with halfling adventurers.
51
Common Races:
Flaemish humans (use the Pure Alphatian
background), alphatian humans, ethengarian
humans, laterren humans (again use the Pure
Alphatian background), traladaran humans,
Belcadiz elves, and clan elves (the Erewan) all
make up the melting pot of Glantri. Dwarves
were persecuted here in the past, and a fair
amount of overt racism still exists. Thus, the
stout people rarely set foot inside the borders of
Glantri. Likewise, Halflings have been
discriminated against and kidnapped for
experimentation and will not often set foot
inside the countrys borders. Humans with rare
ancestries are also evidenced here, known as
Progeny.
History:
Several centuries ago, humans calling
themselves Flaemish settled the region now
known as Glantri, and built the city of Braejr.
About 300 years ago, as foreign settlers began
coming to the area in large numbers, frictions
between the Flaemish and the settlers escalated
gradually. Finally, the frictions exploded into
war.
During this time, an Alphatian wizard and
warlord named Halzunthram arrived and sided
with the coalition of settlers, preventing the
fragile coalition from being destroyed. The
region was divided into three provinces, ruled
over by a council. Halzunthram executed a
coup and took control of that council.
Common Classes:
Mages, warriors and rogues are extremely
common, with mages being the most prominent
of the three classes even if not the most
numerous. Clerics are disliked, and were
outlawe Rogues are more
originally outlawed.
common among the elves, specializing in
rapiers
wielding rapiers.
Belcadiz Elf
Belc
while
52
The Be
Belcadiz elves, being the first
non-hu
non-humans
to settle in the Glantri
region
region, and the first elves to live
there for a long period of time.
Over the long centuries since that
time the Elves witnessed the
time,
foun
founding
of the Principalities and
have been part of the country
ever since. Their culture is freeflowi and encapsulates a fiery
flowing
pass
passion, both in love and life and
t
in their
personal honor. Their
se
self-confidence
is often
mi
mistaken
for arrogance, and
th lust for life is mistaken
their
sh
for shortsightedness.
Most elves,
includ
including
the Erewan, consider the
Belc
Belcadiz
to be humanized
offs
offshoots that are not true-elves,
the majority of the Belcadiz
Belcadiz Elf
2d6 Benefit
2
+1 Cunning
3-4
Weapon Group: Dueling*
5
Focus: Strength (Jumping)
6
Focus: Perception (Empathy)
7-8
+1 Communication
9
Focus: Strength (Intimidation)
10-11 Focus: Constitution (Stamina)
12
+1 Perception
*
If your class already provides this, you
gain Focus: Dexterity (Dueling) or Dexterity
(Initiative) instead.
Settled Ethengarian
53
History:
Common Races:
Common Classes:
Rogues and warriors, particularly pirates are
prominent in Ierendi, although all are in
evidence. Particularly because the contest for
the kingship draws pirates of all stripe, and
mages and clerics can make excellent pirates
too.
Iconic Armor:
Light armor tends to be worn here due to the
climate, but stubborn warriors walk about in
mail armor, usually stolen and in poor
condition.
Ierendi Pirates
The Thyatian prisoners who settled in Ierendi
developed into a background of their own. They
have the same appearance and complexion of
Thyatians, but the lifestyle of the isles, and the
rough and tumble nature of the dominant
culture has led them to be very different in
capabilties.
54
Ierendi Pirate
2d6 Benefit
2
+1 Constitution
3-4
Focus: Perception (Seeing)
5
Focus: Strength (Climbing)
6
Focus: Constitution (Swimming)
7-8
+1 Dexterity
9
Weapon Group: Light Blades*
10-11 Focus: Cunning (Navigation)
12
+1 Perception
* If the class you choose provides this already,
you can take the focus Dexterity (Light Blades)
instead.
Hin Pirates
After hundreds of years facing starvation, and
subjugation at the hands of others, the hin of
Ierendi are of a markedly different stripe than
those on the mainland.
Hin Pirate
2d6 Benefit
2
+1 Strength
3-4
Focus: Strength (Climbing)
5
Focus: Cunning (Evaluation)
6
Focus: Constitution (Swimming)
7-8
+1 Constitution
9
Focus: Dexterity (Initiative)
10-11 Focus: Dexterity (Stealth)
12
+1 Perception
History:
According to local lore, centuries ago the region
was inhabited by a people known as the Traldar.
Living in city-states, they had no centralized
government. At some point, an invasion of
"beast-men" descended upon the region,
threatening to wipe out the human population.
55
Common Classes:
Clerics, mages, rogues, and warriors are widely
represented in Karameikos.
History:
The Alfasser, or Water Elves, claim to be the
original settlers of the Minrothad Isles. They say
they migrated to the area around the same time
as the cataclysm known as the Great Rain of
Fire, thousands of years ago.
Humans later came to the islands, bringing the
concepts of slavery, and the plague of
lycanthropy along with them. Over the years,
halfling slaves were introduced to the islands,
and were later freed with the help of the elves.
Dwarves, seeking refuge from the Years of
Infamy in Glantri, were lured to settle in
Minrothad by the trade guilds to provide fine
metalworking and similar crafts not found
previously. Now, all races are welcome in
Minrothad.
Common Races:
Traladaran humans make up the bulk of the
population, followed by hybrid TraladaranThyatian humans and thyatian
56
Common Races:
The most common groups are sylvan elves (the
Verdier) and water elves (the Meditor). There are
also groups of halflings, dwarves and various
human races present.
Common Classes:
The most common classes are rogue and
warrior, but all are in evidence.
Water Elf
2d6 Benefit
2
+1 Strength
3-4
Focus: Constitution (Stamina)
5
Focus: Perception (Hearing)
6
Weapon Group: Heavy Blades*
7-8
+1 Perception
9
Focus: Strength (Climbing)
10-11 Focus: Constitution (Swimming)
12
+1 Communication
*
If your class already provides this, you
gain Focus: Strength (Heavy Blades) instead.
Iconic Armor:
Leather armor is commonly worn by those who
wear armor, as metal armor is a detriment to
those needing to swim, and the captains and
merchant-princes set fashion trends in the
Guilds.
Iconic Weapons:
Swords are quite common, with nearly every
captain owning a long sword or a short sword,
even if they are not formally trained in its usage.
Water Elf
57
History:
This area was largely unsettled when Ostland
colonists arrived in the sixth century AC. They
found a harsh country threatened by trolls and
giants. The Ostlanders joined with the local
tribes to secure their frontiers from monstrous
attacks.
For over a century the Vestland colonies
remained under rule of Ostland kings. But
greedy demands for tribute and indifference to
requests for military aid against the trolls and
giants caused the jarls and freemen of Vestland
to declare independence from Ostland.
Ottar the Just, a descendant of Eirik Cnute, led
the Vestlanders in rebellion. Frustrated by the
formidable resistance of the rebels, King
Finnbogi of Ostland launched an ill-conceived
invasion. Denied supplies by Vestland raiders,
Finnbogi's campaign turned into a disaster at the
Battle of Bridleford, where the king and many of
his jarls were captured. The descendants of King
58
Common Races:
Heldanner humans, denwarf dwarves
Common Classes:
While warriors are romanticized, especially in
the homes of the jarls, all classes are present.
Furthermore, there is a formal school of magical
arts named Uppsala College, training the
uncommon mages who hail from this land.
History:
For the past three centuries this region has been
divided into a number of minor nations, each
ruled by a powerful clan. From time to time, one
jarl would overrun several neighboring
territories and proclaim himself king. The other
jarls would then get together and thoroughly
trounce the upstart.
Iconic Armor:
Chain mail is the height of status and protection
readily available in Vestland.
Iconic Weapons:
The sword is the iconic weapon of Vestland,
Common Races:
Heldanner humans, although Castellan has
many foreigners, especially dwarves.
Common Classes:
Warriors are paramount in the Jarldoms,
clerics are respected, and as a people they are
tolerant, although barely, of rogues and
mages.
Iconic Armor:
Chain mail and leather armor are ubiquitous in
Soderfjord, with chain being the choice of a true
warrior.
Iconic Weapons:
Axes, long swords, mauls, short swords, daggers,
and spears are common, with the sword being
59
Common Races:
Common Classes:
Heldanner humans
Iconic Armor:
Heavy leather hide and chain mail are the
traditional armors of this land, shields are also
common.
History:
Iconic Weapons:
60
Common Races:
Common Classes:
Warriors are most common, followed by clerics
and rogues. The former being respected but
fairly uncommon, and the latter being mostly
tolerated if they operate as anything but
courtiers or military scouts. Mages are highly
disdained amongst the culture, primarily
because of their inherent magic resistance
making it difficult for them to practice magic.
Iconic Armor:
Chain mail and plate are common, with magical
mail being the most iconic.
History:
Long ago atop Point Everast, the Immortal
Kagyar took a boulder and fashioned it into the
first dwarf. He called his creation Denwarf,
which means "Rockborn". Denwarf was the first
dwarf, and their first king as well.
Iconic Weapons:
Axes, mauls, and swords are common, with the
axe being the most iconic.
61
Common Races:
Common Classes:
Warriors, clerics, mages and rogues are all in
equal prominence in Thyatis. The emperors have
always been pragmatic, and although warriors
are romanticized as are the legions themselves,
those who serve the Empire or simply make a
name for themselves within it come from all
stripes. Druids are somewhat common in the
wilderness and spies are valued as well by all
levels of society.
History:
Long ago, three brother-kings led their tribes
from the southern continent, to the continent of
Brun. The kings were Thyatis, Kerendas and
Hattias, and the cities they built still bear their
names.
Iconic Armor:
Iconic Weapons:
The weapons of a legionnaire are the short
sword, the long sword, the throwing spear and
the spear. These are of iconic status, although
adventurers use every weapon known.
62
Common Classes:
Warriors, and rogues are most common but
clerics and mages are popular adventurers as
well. Mages who study fire magics and
necromancy are looked upon as evil, and not
tolerated. There is a group of desert hermits
known as dervishes, but they are somewhat rare.
All adventurers following the Way of the Warrior
are expected to know how to ride, and fight
effectively from horseback regardless of their
class.
History:
For centuries this area has been home to various
tribes of nomadic desert dwellers, and the hazar,
or "house-dwellers". These two factions often
fought for resources in the harsh environment.
This went on for many years.
The arrival of both Alphatian and Thyatian forces
interrupted the way of life for these nomadic
people, as both empires established colonies
and built cities in the area. The two great
empires also fought each other for control of the
region, sweeping aside the people of the
Alasiyan Desert. For centuries the scattered
tribes of nomads tried in vain to rid their lands of
the hated foreigners.
Then, about 200 years ago, came a prophet by
the name of Suleiman Al-Kalim. Al-Kalim was
able to unite the emirs of the various tribes into
a force to be reckoned with. Over the next few
decades, both the Thyatians and Alphatians were
driven out. The Confederated Tribes of the
Emirates of Ylaruam was founded. Al-Kalim
guided his people until his death 100 years ago.
He left behind a text called the Nahmeh, which
is the foundation of Ylari society.
Common Races:
Alasiyani are the most common and have set the
cultural norm for this nation. Nithians, makistani
63
Iconic Armor:
Iconic Weapons:
The scimitar (curved short sword), or the
falchion (a curved bastard sword), is the most
iconic weapon, but warriors are generally
expected to know how to use a spear, lance, and
a bow.
Ylari Alasiyan
Alasiyans are dark complected men with
sharp facial features. They tend to be tall and
have dark hair which is often worn shoulder
length, and sport neatly trimmed and closely
shorn facial hair. Many men pull their hair
back and cover their heads with a traditional
headwrap known as a keffiah.
Ylari Alasiyan
2d6 Benefit
2
+1 Communication
3-4
Focus: Willpower (Faith)
5
Focus: Constitution (Stamina)
6
Focus: Dexterity (Riding)
7-8
+1 Constitution
9
Focus: Cunning (Historical Lore)
10-11Focus: Strength (Heavy Blades)
12
+1 Perception
History:
Aengmor is the name given the fallen kingdom
of Alfheim by the Shadow Elves who invaded
from below in AC 1007. Canolbarth forest has
been mutated by the Shadow Elves lack of care
and errant magic, which may or may not be
attributable to the Shadow Elves, into a dreary
and even more dangerous place.
The Shadow Elves have pushed Darokin almost
continually since securing Aengmors borders.
64
Common Races:
The only race common to Aengmor is the
Shadow Elf race.
Common Classes:
Shadow Elves are warriors, mages, rogues and
clerics (who are called shamans of rafiel) with
warriors being the most common. Almost all
shadow elf warriors become bladesingers when
they advance far enough.
Iconic Armor:
Shadow Elves tend to wear chain mail or leather
armor.
Iconic Weapons:
Swords, both long and short are favored among
the Shadow Elves. Crossbows and javelins are
favored over long bows, primarily as a hold-over
from underground life.
History:
65
Common Races:
Common Classes:
The most common classes among the tribes are
rogues and warriors. Druids and mages exist, but
are not nearly as common. None of these
classes tends to wear metal armor if they
originate in the Clans.
History:
For centuries, this region has been a haven for
orcs, goblins, trolls and other humanoid tribes.
There have been numerous conflicts between
the tribes and the surrounding human
populations, and among the tribes themselves.
In fact, orc armies are believed to have held
territory in the Five Shires, Ethengar, and the
Atruaghin lands in centuries past.
Iconic Armor:
Leather and hide armor and light shields are all
the natives have ready access to.
Iconic Weapons:
Two-handed Spear (horse clan), maul (bear
clan), Throwing Spear (turtle clan), short sword
(tiger clan, poison is common), short bow, battle
axe, and daggers.
Common Races:
Orcs, kobolds, gnolls, ogres and goblinoids of
all stripe dominate this land of bitter survival.
Common Classes:
The majority of humanoids here are warriors or
druids, termed shamans, with a smattering of
mages. The occasional rogue is birthed here as
well, but they are not valued.
Iconic Armor:
Leather and chain armors are the most common,
often being created by patching suits together
from fallen foes or skinning animals and sewing
hides.
66
History:
For centuries, these wind-swept steppe lands
have been home to nomadic horsemen. They
would follow their herds across the landscape in
search of grazing land. Often, this would lead to
fighting amongst the clans as each vied for rights
to the best of the grasslands.
Common Races:
Ethengar humans are the only people common
in this region.
Common Classes:
The majority of the horse warriors are warriors
or rogues, but there are druids, and mages as
well. Clerics are rare. The emphasis on riding,
and shooting from horseback leave most of the
fighting classes looking for that specialization in
armament and training.
67
Iconic Armors:
Lamellar armor (scale armor) is quite popular
here.
Iconic Weapons:
Hand axe, longspear, scimitar (a curved short
sword), short bow, and spear are all weapons of
the horse nomads.
Central Brun
To the west of Darokin, over the mountains, lies
a vast wasteland known as the Great Waste
which encompasses the Sind Desert. The
Rajahstan of Sind exists on the southeast edge of
the desert, southwest of Glantri and west of the
Atruaghin Clans along a great river, and has at
turns been a trading partner and foe to the
Known World nations.
History:
Up until 950 AC, the Heldann Freeholds were a
region more than a country, peopled by
primitive antalians organized in family units
rather than as feudal groupings or as a kingdom.
Nearly sixty years ago, knights from the island of
Hattias took the area by force. These men and
wome
women, too intolerant to remain in Thyatis,
sought out a promised land of their own as
reward for serving the immortal Vanya.
Northern Brun
To the north of even the Northern Reaches along
the coast and inland are many lands mostly
peopled by antalians. Some of these nations are
involved with the world stage, having been part
of the Alphatian
Empire, and
After es
establishing a foothold and solidifying their
grasp, the Knights turned their attentions to
other nations. They have begun a pogrom of
wo exploration and conquest, avoiding
world
some powers, influencing others and
atta
attacking
still others. The conflict with the
Et
Ethengarians
to the south is particularly
re
regular,
as the Heldannic Knights seek to
su
subjugate
the fierce nomads that for
68
Common Races:
Hattians (Thyatian humans) make up the ruling
class, the common people are antalians
(heldanner humans) but they are so oppressed
they barely resemble their brethren in the
Northern Reaches and throughout the North.
There are a few enclaves of dwarves, established
long ago as a colony by Rockhome, gnomes,
and halflings. None but the dwarves are treated
with respect and it is but grudging respect for
the dwarves.
Common Classes:
The knights are commonly Warriors or Clerics,
with an emphasis on warriors becoming
Paladins, but there are rogues and mages as
well. The native people may be of any class
except mage, and clerics must either worship
Vanya or hide their faith.
History:
Elves settled in these lands in the distant past,
struggling with the inhabitants of nearby
Denagoth, and more peaceful antalian
immigrants. Their history was a cycle of clashes
until the 2nd Century AC when the hero
Wendar, an elf with human ancestry, brought
forth the Elvenstar, a magical jewel. He founded
the Wendar League, an alliance of elves and
humans, around a city named after him. Over
time the kingdom grew up around the city. Next
the people allied with the Korrigans, Chevals
and Pegataurs, all fey peoples, which led to a
stronger nation.
n
Iconic Armor:
The Knights wear plate armor, while the
commoners tend to have hide or scale mail.
Iconic Weapons:
The Knights prefer standard weapons of war:
swords, axes, spears etc.
69
Common Races:
The people of this land are the Wendar elves,
and Antalian (heldanner) humans. There are also
many Alfheim elves in exile living here as
immigrants.
Common Classes:
Warriors, Rogues, Mages and Clerics are all
found in Wendar.
Iconic Armor:
Wendarians wear scale mail unless girding for
true war, as they have access to plate armor as
well.
Iconic Weapons:
The people of Wendar favor the spear and the
sword.
70
Immortal Traits
Immortals exist as disembodied energy that is
tied to an outer planar estate. When in this
condition they can scry without error bypassing
all interference any place on Mystara. Immortals
also obtain a vague sense of the general wellbeing of people they choose to watch. Lesser
and Greater Patrons have a link to their
empowered priests, enabling them to judge
actions and the need for action. Immortals may
choose to influence mortals in multiple ways,
most notably by sending a vision, causing an
omen, or sending an agent.
Popular Immortals
Some immortals are well known everywhere,
whether by their preferred name or not. These
immortals have wide-spread churches and
influence in numerous places throughout the
Known World.
Asterius
Greater Patron of Thought
Unaligned
Gender: Male
Sacred Weapon: Dagger
Symbol: The Moon
Asterius is the patron of thieves,
travelers, merchants, gamblers and
elegant speakers. He is concerned with
proper trade as well as the unlawful
movement of goods and money. He is worshipped
primarily in Darokin, but also in Thyatis and by a
majority of the Hin people, although not within the
Five Shires. His priests advocate fair play, as their
immortal admires the wit and daring required to
accomplish difficult thefts, but abhors the actions of
those who steal from the poor. His priests rarely stay
in one place and often serve as arbiters, translators,
moneychangers, diplomats and explorers.
71
Altruistic
Gender: Female
Sacred Weapon: Maul
Symbol: A large white stone encircled by a
serpent
Honorable
Gender: Male
Sacred Weapon: Greatsword
Symbol: a flaming wheel
Ixion is associated with the Sun and lifee
giving fire and has worshippers in everyy
corner of the world. He proposes a desire for piece
but harshness in war. His light also brings strength to
the weak and health to the injured, while rooting out
and destroying darkness and evil. He is known as
Tubak in Ethengar. Known as the father of centaurs,
many fey revere him as well.
Ilsundal
ves.
Kagyar is the patron of the denwarf dwarves.
He is a champion of law and proper action
n
and his clerics turn against those that seek to
corrupt society into evil. He also is the patron of the
forge and artisans and many craftsmen worship him.
72
Tarastia
Independent
Gender: Male
Sacred Weapon: Dagger
Symbol: A black spider
silhouette
Honorable
Gender: Female
Sacred Weapon: Battle Axe
Symbol: a Black headsman's axe
Harmonious
Gender: Female
Sacred Weapon: oaken club
Symbol: an oak leaf
Ordana is worshipped by those
concerned about nature, and by certain group
groups of fey
peoples, primarily the Minrothad clans. Among the
fey peoples, she is known as Thendara. She is often
revered by druids of all stripes, for her role as the
forest mother. Her role in the history of the fey
peoples says that she created them. Her followers
include hunters, farmers some gnomes and hin.
Local Immortals
These immortals have limited followings in the
Known World and may not even be known
about outside the place the faith originated.
Alternatively they are ancient and ubiquitous,
but have no influence across the greater part of
the Known World. There are many more
immortals of this class of notoriety.
73
Chardastes
Immortal of Time
Altruistic
Gender: Male
Sacred Weapon: Quarterstaff
Symbol: a bell
Immortal of Time
Unaligned
Gender: Male
Sacred Weapon: Scimitar
(short sword)
Symbol: A palm in the desert
with a moon rising behind it.
Diulanna
a, Patroness of Will
Immortal of Thought
Altruistic
Gender: Female
Sacred Weapon: Spear
Symbol: A spear thrust clean through a boulder
Alphatia
Immortal of Energy
Altruistic
Gender: Female
Sacred Weapon: Quarterstaff
Symbol: A glowing shield with paints dabbed on
it like an artists palette.
Eiryndul
Lesser Patron of Energy
Independent
Gender: Male
Sacred Weapon: Short Sword
Symbol: A white, smiling set of
teeth against a black background
Calitha Starbrow
Immortal of Time
Unaligned
Gender: Female
Sacred Weapon: Trident
Symbol: A giant pearl lying in nacre
74
Frey
Immortal of Thought
Altruistic
Gender: Male
Sacred Weapon: Greatsword
Symbol: An ice blue greatsword
a.
Frey is often paired with the Immortal Freyja.
He is the patron of the common antalians.
His clerics advocate that the people avoid
war when possible and fight intelligently
when it is unavoidable. Frey is also the
patron of love and friendship. Weapons are
banned inside his temples and bloodshed
inside is considered a strong offense.
Freyja
Noumena
Immortal of Thouht
Altruistic
Gender: Female
Sacred Weapon: Long Sword
Symbol: A Falcon
Harmonious
Gender: Male
Sacred Weapon: Short Sword
Symbol: A Game Board
Koryis
Immortal of Thought
Honorable
Gender: Male
Sacred Weapon: Longspear
Symbol: Silhouette of two
ravens facing with a mans
head between them as they
whisper in his ears
Honorable
Gender: Male
Sacred Weapon: mace
Symbol: a hand held palm outward
in a sign of peace.
Koryis is the patron of peace and
prosperity. He sponsors trade and the rule
le
of law in the interests of coexistence and progress. He
is primarily worshipped by surviving Alphatians,
especially in Norwold and Ochalea but has a strong
following in Darokin as well. Weapons and fighting
are considered heinous insults inside his holy places,
and peaceful negotiation is the preferred solution for
all conflicts.
75
Rathanos
Greater Patron of Energy
Unaligned
Gender: Male
Sacred Weapon: Great Club
Symbol: A burning sword
Petra
Immortal of Time
Honorable
Gender: Female
Sacred Weapon: Throwing Spear
Symbol: An owl embossed on a
circular shield
rans
Petra is highly revered by the Traladarans
in Karameikos as an ascended hero. She concerns
herself with wisdom, crafts, civilization and war so
her followers look to her for defense and civil justice.
Many fighters, judges and constables in Karameikos
worship Petra.
Altruistic
Gender: Male
Sacred Weapon: Maul
Symbol: a Maul
eans,
Protius is worshipped along coasts of oceans,
seas, lakes and rivers especially in Ierendi,
di,
the Northern Reaches, Thyatis, and Ylaruam.
am.
Despite this he shows little interest in the lives
of his landborn worshippers. Sea captains, sailors and
fishermen call for his aid. He is referred to as the
Spuming Nooga in the Northern Reaches.
Rad
Vanya
Unaligned
Gender: Male
Sacred Weapon: Mace
res
Symbol: 3 connected hemispheres
which form a triangle
Unaligned
Gender: Female
Sacred Weapon: Long Sword
Symbol: A vertical spear with two
short swords placed over it parallel to
each other.
76
Zirchev
Atzanteotl
Immortal of Energy
Unaligned
Gender: Male
Sacred Weapon: Long bow
Symbol: A hawk riding on the shoulders of a
wolf
Mercenary
Gender: Male
Sacred Weapon: Short sword
Symbol: Silhouette of a black,
winged viper
Dark Immortals
Dark Immortals, often called Evil Immortals, are
those that belong to the Sphere of Entropy, or
champion cultures or ideas at odds with the
prevailing civilizations in the Known World.
Some of them are alien, others indifferent to the
human-centric worldview, and others oppose all
life and would see chaos and destruction reign.
Just as there are many more local immortals,
there are many more dark immortals than those
listed here.
77
Hel
Masauwu
Mercenary
Gender: Female
Sacred Weapon: Mace
Symbol: A black throne with
human skulls atop the back
Mercenary
Gender: Male
Sacred Weapon: Short Sword
Symbol: a Y-shaped junction or fork
Masauwu is a corruptor, a tempter, a
diplomat out to obfuscate the actions of his
compatriots or have his enemies hand him
exactly what he desires. The clerics of Masauwu often
pretend to be clerics of other powers, or simple
diplomats. They offer to arbitrate matters or smooth
over relations, but they always end up using
subterfuge to create a bigger problem for at least one
side in the future.
78
Talitha
Greater Patron of Entropy
Cruel
Gender: Female
Sacred Weapon: Dagger
Symbol: A crying child
Talitha is worshipped through the
remnants of Alphatia as the patron
of greed, malice and theft. She has
no strictures for her clerics, but
prefers self-gratification, satisfying envy, theft and
murder to wholesale slaughter or simple deceit. In the
end, her followers strive to do things themselves,
rather than to trick others into doing them at their
command, and hear their names cursed if they
happen to be seen about their exploits.
79
Chapter 6 - Rewards
art pieces because they are more portable and
again, provide an aesthetic.
Treasure
Mystaran creatures that horde treasure tend to
do so with an eye to magic items, items of
exceptional quality, art pieces, gems and
coinage. Non-sentient creatures will only have
meager treasure unless they are attracted to
shiny things, as only the treasure on their victims
bodies will make it back to their lairs for
consumption. For this reason, unintelligent
undead never have any treasure because they
are too brainless to drag a corpse anywhere or
pick anything off of it, the same can be said of
brainless creatures like worms or oozes,
although the chance of finding treasure in giant
worm droppings is higher than nil.
Magic Items
Mages, Clerics, and artificers craft magic items
on an ongoing basis. The best craft the best
items, while the common practitioners craft the
common run of the mill variety. The value of
each item is listed, not because magic items are
only available for sale, but because it represents
a resale cost higher than the cost of creating the
item oneself in terms of materials. Often to
create a powerful magical item, extremely rare
materials are necessary. The variety present in
the average economic bazaar meant for the
nobility means that these values should be
considered averages.
Temporary Items
Imbibing a potion or putting on an ointment is
an Activate action. Utilizing two potions with
ongoing effects causes the character to become
sick for half an hour and both effects to cease.
The standard duration for a potion, unless
specifically listed, is between 1 and 2 hours.
Roll a d6, and multiply the result by 10 minutes.
That added to the base of one hour gives you the
duration. When sipping an unknown potion, the
feeling of the effect comes over the character for
80
Egg of Wonder
An Egg of Wonder is a potent magical item that
when thrown to the ground or otherwise
cracked by deliberate action births a beast that
obeys the every whim of the user. The magical
beast cannot speak, but will obey every verbal
command. The creature will exist for one hour.
Eggs of wonder will not break by accident and
are nigh invulnerable in that context. It is
unknown what is inside the Egg until it breaks
open. If a magical beast emerges from the egg it
has all the powers of a real beast of its type
except that gaze attacks become touch based.
Value: 1 gp per egg
Potion of Agility
Animal
Boar
Giant Ferret
Black Bear
Draco Lizard
Wolf
Gorilla
10
Giant Eagle
11
Tiger
12
2d6
Potion of Delusion
Portable Spell
Ointment of Seeing
81
Value: 40 sp
Potion of Invisibility
Potion of Ethereality
Potion of Speech
Potion of Fortitude
Potion of Freedom
The person who imbibes this potion cannot be
affected by paralysis affects, whether
hether by the
spell Paralyze, or supernatural powers.
y test
Furthermore, he gains +2 to any
to escape a grapple or
bed
entanglement. When first imbibed
the character feels limber, but
restless.
Value: 65 sp
This ointm
ointment when applied to the palms
allows the character to move along walls
and
an
d ce
ceil
ceilings
ilings as If he were a spider. He
il
temporarily gains the Wall-crawling ability.
Value: 10 sp
Permanent Items
Potion of Healing
82
Cursed Items
There are many cursed items in the world. Some
are meant as red herrings to distract or punish
would-be thieves from making off with the
prized possessions of the crafters. Others are
designed expressly to sow chaos in the world by
cruel wizards and clerics. In some cases, items
acquire a curse. In much the same way that an
item can acquire power via the significance of
the events it was used in, sometimes an item can
become cursed if put to particularly nefarious
use or a powerful curse is laid upon it.
83
Magical Armor
Rank
Lesser Armor
Bonuses
Value
+1 Defense bonus
30x
50x
75x
200x
300x
500x
Greater Armor
Greater Armor has a Rank and also a special
power which may be used with an Activate
action. Each time it is used roll 1d6, and if the
result is a 1, then the armors power is expended
for the rest of the day. It still functions as a Lesser
Armor. This does not apply to powers that
specify they are always on.
Value: Greater Armor costs six (6) times as much
as the corresponding ranked Lesser Armor
Absorption: When affected by a Life Draining
attack, such as the Drain Life spell or the
Draining Touch or Draining Aura power, the
wearer only take half the normal damage. This
power is always on.
Ethereality: The wearer becomes ethereal and
remains so for up to one hour. The wearer may
use an Activate action to become normal or
tion. After this
ethereal throughout the duration.
oses this
duration expires the armor loses
power for the rest of the day.
Flight: The wearer who
activates this power gains a
Fly 12 movement rating.
Blessed Grace: The wearer of
this armor gains a +2 bonus to
Magical Weapons
Magical Weapons are some of the most
common items found or commissioned and
come in every type. They vary between Lesser,
Greater, and Intelligent. Intelligent weapons are
not covered in this volume, please reference
Adventures Afar.
Lesser Weapons
Less
Less
Lesser Weapons have the following traits,
the ranking of which is determined by
the GM.
Value: Lesser Weapons increase the
we
weapons value by a factor depending
on Rank.
84
Greater Weapons
Greater Weapons have a Rank and also a special
power which may be used with an Activate
action unless specified as always on.
Value: Greater Weapons cost five (5) times as
much as Lesser Weapons of corresponding rank.
Bane: A bane weapon earns an extra 2 stunt
points when its wearer rolls doubles against a
particular class of foe from this list: Beasts,
Dragons, Dwarves, Feyfolk (Elves and Fey
creatures), Giants, Goblinoids, Humans, Orcs,
Outsiders, Undead, Vermin (insects, arachnids,
centipedes, etc.) When the wielder uses this
weapon to perform the Lethal Blow or Mighty
Blow stunts against the appropriate foe, the extra
damage it deals is penetrating. These powers are
always in effect. The GM will determine what
foe the weapon is bane against when the
weapon is discovered.
Defender: A defender weapon can use its Attack
bonus normally, or give it to the wielder as a
Defense bonus as a free action. The weapon can
Rank
Bonuses
Value
+1 Attack bonus
25x
+1 Attack, +1 Damage
35x
+2 Attack, +1 Damage
50x
+2 Attack, +3 Damage
125
+3 Attack, +3 Damage
200x
+3 Attack, +5 Damage
400x
85
Value: 110 gp
Wand of Negation
Staff of Air
A magic staff aids in the use of certain spells,
and if intended for mages bolsters an arcane
lance. They also serve as magical weapons. All
staves are usable by all casters unless otherwise
noted.
Staff of Earth
Wand of Cold
Wand of Fire
This wand fuels castings of Flame Blast and
Fireball. Arcane Lances made with this wand
become fiery, dealing +4 damage to any targets
hit.
Value: 110 gp
Staff of Fire
This staff provides a +1 bonus to the casting and
Spellpower of Fire-based Primal spells. Any
arcane lance made with this staff deals +3
damage and sets the target on fire if the Dragon
Die is 5 or better. The bearer ignores 6 damage
from fire while holding the staff and the staff
flares into flame when striking targets for an
additional +3 fire damage.
Value: 800 gp
Wand of Illusion
This wand fuels castings of Daze and Phantasm.
Arcane Lances made with this wand become
elusive and hard to avoid, gaining a +2 to hit.
Value: 70 gp
86
Staff of Light
This staff provides a +1 bonus to the casting and
Spellpower of all Light spells. It can also create a
Light spell effect at will. The bearer ignores 2
damage from all magic while holding the staff
and the staff does an additional +2 penetrating
damage on a successful strike. This is a normal
staff to all but divine casters.
Value: 1800 gp
Staff of Wizardry
This staff provides a +1 bonus to the casting and
Spellpower of all Entropy and Spirit spells. Any
arcane lance made with this staff deals +2
penetrating damage and is highly flexible. The
bearer can use the Disarm stunt for 1 SP instead
of 2, or the Lightning Attack stunt for 2 SP
instead of 3 when making an arcane lance
attack. The bearer ignores 2 damage from all
magic while holding the staff and the staff deals
the bearers Magic ability in additional damage
on a successful strike. This is a normal staff to all
but arcane casters.
Value: 2000 gp
Staff of Miracles
This staff gives a +1 bonus to the casting and
Spellpower of all Miracle spells. The bearer
gains +1 Defense and deals +2 penetrating
damage when striking with this staff.
Value: 500 gp
Staff of Power
This staff provides a +1 bonus to the casting and
Spellpower of Fireball, Lightning and Ice Storm
spells. It can also create a Light or Levitate spell
effect at will. Lastly, the bearer deals +2
penetrating damage when striking targets. This is
a normal staff to all but arcane casters.
Value: 1200 gp
Staff of Shadows
Ring of Holiness
Staff of Water
This staff provides a +1 bonus to the casting and
Spellpower of Water or Cold based Primal
spells. Any arcane lance made with this staff is
forceful like a wave, and the user can use the
Knock Prone stunt for 1 SP instead of 2 when
making an arcane lance attack. The bearer
ignores 8 damage from cold/ice while holding
the staff and the staff freezes enemies it hits for
an additional +2 penetrating cold damage.
Value: 800 gp
Ring of Invisibility
The ring wearer can use an Activate action to
become invisible as per the spell Invisibility,
including the conditions for becoming visible
prematurely. After each invocation of the ring,
roll a d6. If the result is 1, the ring becomes inert
for the rest of the day.
Value: 200 gp
Staff of Withering
Ring of Protection
87
Wondrous Items
With the exception of rods, most wondrous
items are items of clothing, jewelry besides
rings or trinkets. All wondrous items are
considered durable, no matter their material
construction.
Ring of Spells
This ring provides 1 extra mana per character
Level to an arcane caster who wears it. The
wearer uses the rings mana points first when
casting spells each day, and once per day after
an 8 hour period of inactivity the ring regains its
mana points.
Value: 700 gp
Rods
A rod is a wondrous magical item that must be
carried or brandished to have effect. They can
also be used as weapons of the Bludgeons or
Staves group.
Ring of Seeing
Once per day the wearer of the ring can use an
Activate action to automatically cast the spell
Reveal upon him or herself.
Value: 220 gp
Amulet of Privacy
The wearer of this amulet may not be magically
observed. No magical effect of the Divination or
Commune schools that must directly affect a
target to glean information works on the wearer
when the wearer is the target. This extends to
magics such as Common Tongue which affects
the minds of the cleric and all listeners. This
does not stop the effect from occurring, but any
image or sound coming from the person of the
wearer is obfuscated.
Value: 350 gp
Bag of Devouring
A bag of devouring is a cursed bag of holding.
It functions like a bag of holding but has a
serious flaw. Anything held inside the bag for
more than a week has a chance of being
disintegrated by the bag itself. Roll 1d6 for each
stored item once per week, on a 1 the bag
consumes the item.
Value: 74 gp (apparent)
Bag of Holding
A bag of holding is a special transportation
device that can hold in other-dimensional space
any object small enough to pass through the
opening. Once it is holding 1000 lbs. worth of
goods it will not accept any more. Only
inanimate objects may be stored inside the bag
of holding, and things stored inside such a bag
are not affected by time. Food and drink do not
spoil, books do not decay, etc. The user can see
a mental picture of everything stored inside
when he inserts his hand inside the opening.
Value: 74 gp
Ring of Telekinesis
The ring wearer can use an Activate action to
move objects as if they were under the influence
of a Levitate spell. After each invocation of the
ring, roll a d6. If the result is 1, the ring becomes
inert for the rest of the day.
Value: 375 gp
88
Boots of Elvenkind
The wearer becomes as silent as the gentle wind
through the leaves as long as he keeps his
tongue and leaves little trace. Anyone making
Perception (Hearing) and Perception (Tracking)
tests versus the wearer suffers a -2 penalty.
Value: 25 gp
Broom of Flying
This broom can be invoked with an Activate
action. Once active it bears one individual and
one passenger aloft at a Speed of 20, (or Speed
15 with 2 persons onboard). It has excellent
maneuverability and the user is treated as a
flying creature with the ability to hover.
Value: 170 gp
Boots of Speed
The wearer of these boots adds +3 to his Speed.
If the wearer makes an Activate action, he gains
+5 to Constitution (Stamina) tests related to
running for a period of 12 hours, but he must
rest for an entire day afterwards to recover from
exhaustion.
Value: 60 gp
Circlet of Persuasion
This silver headband makes the wearer more
personable and charismatic. It gives the wearer a
+1 bonus on Communication (Persuasion) and
Communication (Seduction) tests.
Value: 45 gp
Cloak of Elvenkind
The wearer becomes
es expertly camouflaged
uts the hood over
when he or she puts
its their
their head and limits
nents making
movement. Opponents
Perception (Seeing)) tests versus
the wearer take a -3 penalty.
ndered void
This penalty is rendered
until the end of the
earer
encounter if the wearer
n.
uses a Major action.
Value: 25 gp
Crystal Ball
A crystal ball is a scrying implement. It
subtracts 1 from the
he mana cost of any
ination spell or ritual cast
Commune or Divination
using it. Furthermore, it allows the user to
surpass a single requirement, such as needing a
piece of the target to cast a ritual or spell, or
provides a +2 bonus to Spellpower.
Value: 200 gp
Bracers of Defense
The wearer of this item gains a Defense bonus
while they are worn. When discovered the GM
will determine the level of protection: +1, +2 or
+3.
Value: 40 gp, 160 gp or 360 gp
Brooch of Protection
Broo
The wearer
we
of this brooch gains
Defens against magic attack
Defense
while it is worn. The wearer gains
a +1 bonus
bon to overcome the
Spellpower of attacks
directed solely at his
person, and a +2 bonus to
Displacer Cloak
The wearer of a displacer cloak appears to be
standing slightly off to the side from where they
truly are. This works out to +2 Defense versus
ranged fire and a 1 in 6 chance that a melee
89
Drums of Panic
These kettle drums have no effect on those
within 7 yards when played, but anyone beyond
that but within earshot (about 40 yards) must
succeed at a Willpower (Morale) check versus
TN 13 or run away unable to return to the
location for 30 minutes.
Value: 300 gp
Flying Carpet
This device can be invoked using an Activate
action. Once active it will carry up to 600 lbs of
weight that is laid upon its surface through the
air with a Speed of 25. It may hover, but is not
any more maneuverable than a cart or carriage.
Value: 600 gp
Helm of Reading
The helm of reading enables the wearer to
comprehend any written word or symbol. This
occurs at all times, and although he cannot
necessarily identify the script, or reproduce the
letters elsewhere he comprehends the meaning
exactly and instantly.
Value: 135 gp
Helm of Telepathy
Headband of Intellect
Horn of Blasting
90
Rod of Cancellation
Medallion of ESP
When the wearer uses an Activate action to use
the Medallion, it casts Hear Thoughts upon the
wearer. The Spellpower of the device
ce
equals the crafters at the time of item
em
sed
creation. After the Medallion is used
ered
roll 1d6. On a 1, the item is rendered
inert for the rest of the day.
Value: 120 gp
Rod of Parrying
Ro
A rod of parrying can be used as a mace that
pr
provides
a +2 bonus to Hit and deals 2d6+3
da
damage.
However, when the user makes an
Ac
Activate action to use the rods power it provides
a +4 bonus to Defense against melee attacks
wh
when using the Defend action but a -3 penalty
to any other Major action. Deactivating the rods
po
power is a free action.
Value: 70 gp
Pouch of Security
d
A pouch of security that is activated
when put on ones person will make a loud plea
in the voice of its creator when it is stolen. It will
persist in this alarm for an hour, but it may be
silenced by the owner via a command word. The
only way to steal an activated pouch is to
temporarily or permanently remove its magical
enchantment. Note, if the pouch is given to
someone else freely or left lying out it
deactivates.
Value: 17 gp
Rope of Climbing
The rope of climbing is to all appearances a
normal 33 yard rope, but if someone holding it
uses an Activate action, it comes alive and will
scale up walls and secure itself to a handhold, or
tie area at the height of its full length. It does not
matter how sheer the surface is as long as there
is something for it to tie itself to. With a second
Activate action it will release itself.
Value: 40 gp
Quill of Copying
A quill of copying when activated will make an
exact copy of a document. It will work until the
length of the document is fully copied, or it runs
out of ink or paper. The two copies are
indistinguishable from one another, including
any blemishes the original has or any quirks or
tells in the handwriting or drawings, as long as
only one color of ink is used throughout. The
quill will wait for ten minutes if it runs out of ink
or paper, and if more supplies are not
forthcoming deactivates at that time. It can
resume with another activation.
Value: 20 gp
Scarab of Protection
This item has 2d6 charges when found, or 12 if
crafted. When the wearer of this scarab brooch
is the target of a curse, the scarab automatically
prevents them from being affected by the curse
for an entire encounter, and loses one charge.
When it is out of charges it becomes simply a
pleasant decorative item. It cannot be recharged
by any means short of a Wish.
Value: 180 gp
91
Art Credits
I must acknowledge and call attention to the
wonderful artists I have appropriated the work of
for this netbook. I did not ask permission to use
the art found herein, but could not fathom laying
out this entire document without art sprinkled
throughout. In some cases I do not know the
name of the original artist, but as far as I know
the work of the following is laid out amongst
these many pages.
Miguel Coimbra
Thomas L. Denmark
Dany Frolich
Randy Gallegos
Brian Hagan
Tim Hildebrandt
Jon Hodgson
Benjamin S. Hunter
Igor Kieryluk
Doug Kovacs
Dal Lago
Todd Lockwood
Howard Lyon
Angus McBride
Barry J Northern
William O'Connor
T. Jordan Peacock
Steve Prescott
Dave Stokes
Francis Tsai
Jun Wen
Sam Wood
Kieran Yanner
and of course
Larry Elmore
I am not making any attempt to obtain material
compensation for this work, and although I have
manipulated imagery to suit the project style I
have attempted to use each work in a way that
highlights its artistic strong points. If you are
impressed by any of the art in this book, please
search for these artists names yourself. Some are
92
Appendices
House Rules
Elevated Defense
New Stunts
Spell Stunts
5
Maximized Spell: You replace 1d6 in the
spell description with a result of 6. This may not
replace the Dragon Die in a casting roll if there
is anything else that can be replaced.
Corrosive Damage
When a mage learns a spell that deals Fire
damage, he can instead designate that it deals
Corrosive damage. The element for Corrosive
spells is Water, so only items that enhance
Primal (Water) magic enhance these spells after
the change in designation. Whenever the mage
casts this spell it uses the new Elemental effect
and to use the spell with the original effect, the
mage must learn it as a separate spell.
Overland Movement
When not worrying about combat positioning
and maneuvering, all creatures can move at 3
times their listed speed (5 times if flying).
Multiply land Speed by 0.4 to get mph,
multiplying that base by 2 or 3 if the character is
jogging or running full-tilt.
Sonic Damage
When a mage learns the spells Gust of Wind,
Cone of Cold, Ice Storm, Daze, Paralyze or Mass
Paralyze, he can instead designate them as Sonic
effects instead of Air, Cold, or Mental. The
element for Sonic spells is Force, so only items
that enhance Spirit magic enhance these spells
after the change in designation. Whenever the
mage casts this spell it uses the new Elemental
effect and to use the spell with the original
effect, the mage must learn it as a separate spell.
Arcane Bolt
Supernatural Creatures
Throughout the book the term supernatural
creature is used. This is specifically different
from a classification of monster, which is a
catchall, and dragon or giant, which are tight
descriptors. A supernatural creature has the
planar, or undead descriptors, although select
Fey also count as supernatural creatures.
93
Subtype Descriptors
Aberrant: The creature is an alien creature that
can only have originated on some other plane,
through raw magic, or immortal influence. This
category includes things without organs, or
organs that don't make sense to scholars present
in the world. Aberrant can also refer to a
creature that was natural and has since been
mutated by magical means.
Draconic: The creature is a dragon or is related
closely to them. These are reptilian beasts with a
magical nature, and often with a breath weapon
or supernatural attack. Thinking creatures of this
type always speak Dragon as their common
language, but can learn others, even if they
cannot vocalize them.
Elemental: The creature is an outsider native to
one of the districts of the Elemental Plane. It is
inherently strong versus its native element and
weak to its polar opposite. Thinking creatures of
this type always speak Elemental Common as
their language, but can learn others, even if they
cannot vocalize them.
Fey: The creature is an outsider native to the
Dreamlands or a Prime Plane descendent of
such creatures, and is considered a fairy being.
Many fey have supernatural powers, but not all
particularly the prime plane natives.
Giant: The creature has abnormal size for its
type. True Giants, speak giantish, but have
dialects as well. Most true giants favor throwing
objects and weapons at targets, although some
Bestiary
A Handful of Adversaries
The Black Bear, Giant Rat, and the Giant Spider
from the Dragon Age Gamemasters Guide are
perfectly suitable without modification in a
Mystaran setting. The Hurlock makes a fine
Bugbear, and the Shade fits the Shadow well.
Below you will find statistics for Ghouls,
Goblins, Hill Giants, Kobolds, Ogres, Orcs, and
Wolves.
New Information
Origin
Adversaries have an origin which is meant to
give the GM hints about the type of creature and
its basic existence without denoting everything
in powers. It also serves as information regarding
spell or ritual susceptibility.
Beast: The creature is an animal, whether it has
magical origins, magical powers etc. it's still an
animal. It has no concept of language, and can
be trained via Animal Handling.
Construct: The creature is a created being.
Usually created by a spell or higher power, these
creatures are tireless, do not require sustenance
or air and generally loyal to their creators. They
94
in total darkness.
Dark Vision (-1 in light): The creature can
see perfectly in total darkness but suffers a
penalty to most actions in bright light.
Dark Vision X yards: The creature can see
perfectly out to a certain distance in total
darkness. Their vision dims within 10 yards
beyond the listed distance.
Night Vision: The creature lowers penalties by 1
in low light and night conditions.
Threat Class
Threat Class is an indicator used to determine a
rough party level danger. A group of 4 characters
of the appropriate level should have little trouble
facing down one or two threats in the
corresponding class. An equal group number
increases the class by one, being outnumbered 2
to 1 increases the threat by 2 grades. Thus, four
class E threats are a class D threat while eight
are a class C threat.
Descriptions
In most cases, thinking individuals will have
their ethos worded in their description. If such is
the case, the word will be italicized. Text that
applies to choices such as spells and post
combat effects are listed here as well. As much
as possible, each creatures natural habitat and
motivations will be included in the description.
95
Ghoul
Grade D
Undead Humanoid
Defense 13, AR 0
Health 30, Speed 10
Senses Dark Vision (-1 penalty)
-2 Communication
+4 Constitution (Stamina)
+1 Cunning
+2 Dexterity
+2 Magic
+0 Perception (Smelling)
+3 Strength (Claws, Intimidation)
+2 Willpower
Melee Bite +2 (1d3+3), Claws +5 (1d6+5)
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Brawling
Powers
Flesh Knitting: Ghouls gain Health equal to damage
dealt when they bite an incapacitated foe or corpse.
This will kill an unconscious enemy.
Howling Madness: Ghouls automatically pass any
Willpower (Morale) tests.
Touch Attack [Paralyze]: Any living non-fey creature
(includes Elves) must test Willpower (SelfDiscipline) : TN 12 or be paralyzed for 1d3 rounds.
Goblin Skirmisher
Grade E
Humanoid
Defense 12, AR 3
Health 17, Speed 9
Senses Dark Vision 30 yards
+0 Communication
+0 Constitution
+1 Cunning (Evaluation)
+1 Dexterity (Light Blades, Stealth)
+0 Magic
+2 Perception (Searching)
+1 Strength (Climbing)
+0 Willpower
Melee Dagger +3 (1d6+2)
Ranged Short Bow +1 (1d6+3, 16/32 yards)
Favored Stunts: Pierce Armor and Skirmish.
Weapon Groups: Bows, Brawling and Light Blades
Equipment: Dagger, Light Leather
96
Goblin Chief
Goblin Skulker
Grade E
Humanoid
Defense 13, AR 3
Health 17, Speed 10
Senses Dark Vision 30 yards
+0 Communication
+0 Constitution
+1 Cunning (Evaluation)
+2 Dexterity (Bows, Stealth)
+0 Magic
+2 Perception (Searching, Tracking)
+0 Strength (Climbing)
+1 Willpower
Melee Dagger +2 (1d6+1)
Ranged Short Bow +4 (1d6+3, 16/32 yards)
Favored Stunts: Pierce Armor and Seize the Initiative.
Weapon Groups: Bows, Brawling and Light Blades
Talents: Archery Style (N), Scouting (N)
Equipment: Dagger, Light Leather, Short Bow
Grade D
Humanoid
Defense 14, AR 4 (-1 penalty)
Health 25, Speed 9
Senses Dark Vision 30 yards
+2 Communication
+1 Constitution
+1 Cunning (Evaluation)
+2 Dexterity (Brawling, Stealth)
+0 Magic
+2 Perception (Searching)
+2 Strength (Climbing, Spears)
+2 Willpower (Morale)
Melee Dagger +2 (1d6+3)
Ranged Throwing Spear +4 (1d6+5, 8/16 yards)
Favored Stunts: Pierce Armor and Skirmish.
Weapon Groups: Brawling, Light Blades and Spears
Talents: Armor Training (N), Command (J)
Equipment: Throwing Spear, Dagger, Light Shield,
Heavy Leather
97
Hill Giant
limbs are thick and they cover their bodies with the
furs of bears and other large animals.
Grade C
Giant Humanoid
Defense 11, AR 7
Health 70, Speed 12
Senses Night Vision
+0 Communication
+5 Constitution (Stamina)
-1 Cunning
+1 Dexterity (Thrown)
+0 Magic
+2 Perception (Smelling)
+8 Strength (Intimidation, Might)
+3 Willpower
Melee Club +8 (3d6+8)
Ranged Rock +3 (2d6+8, 30/60 yards)
Favored Stunts: Dual Strike and Mighty Blow.
Weapon Groups: Brawling, Bludgeons and Thrown
weapons
Talents: Armor Training (N)
Equipment: Light Leather, Massive Club
98
Kobold Ambusher
Grade E
Humanoid
Defense 13, AR 2
Health 16, Speed 10
Senses Dark Vision 30 yards
+0 Communication
-1 Constitution
+1 Cunning
+2 Dexterity (Initiative, Traps)
+1 Magic
+1 Perception (Searching, Smelling)
+0 Strength (Spears)
-1 Willpower
Melee Bite +2 (1d6), Dagger +0 (1d6+1
(halved))
Ranged Throwing Spear +2 (1d6+3, 8/16
yards)
Favored Stunts: Defensive Stance and Seize
the Initiative.
Weapon Groups: Brawling and Spears
Equipment: Dagger, Throwing Spear
Kobolds are burrowing, reptilian humanoids of
small, lean stature. They are cowardly when
factors are against them, (especially numbers or
size and apparent power of opponents). They
set traps in their tunnels and use guerilla tactics
extensively. Because of their natural assets they
are never truly disarmed, but kobolds without an
advantage run at the earliest opportunity. Kobolds
ds
speak draconic, although they can learn other
languages.
Kobold Witch
Grade D
Humanoid
Defense 13, AR 2
Health 16, Mana 9, Speed 10
Senses Dark Vision 30 yards
+0 Communication
-1 Constitution
+1 Cunning
+2 Dexterity (Initiative)
+2 Magic (Arcane Lance)
+1 Perception (Smelling)
+0 Strength (Intimidation)
-1 Willpower
Melee Bite +2 (1d6), Dagger +2 (1d6+1 (halved))
Ranged Arcane Lance +4 (1d6+2, 16 yards)
Favored Stunts: Mana Shield and Skillful Casting.
Weapon Groups: Brawling and Light Blades
Powers
Spells (1): Arcane, Spellpower 12, 3 spells
Equipment: Dagger
99
Ogre
Grade D
Giant Humanoid
Defense 10, AR 6
Health 40, Speed 11
Senses Night Vision
+0 Communication
+4 Constitution
-1 Cunning
+0 Dexterity
+0 Magic
+0 Perception
+6 Strength
+1 Willpower
Melee Club +6 (1d6+9)
Favored Stunts: Knock Prone and Dual Strike.
Weapon Groups: Brawling and Bludgeons
Equipment: Light Leather, Two-Handed Club
Orc Warrior
Grade E
Humanoid
Defense 12, AR 4 (-1 penalty)
Health 22, Speed 10
Senses Night Vision
-1 Communication
+2 Constitution (Running)
+0 Cunning
+1 Dexterity (Brawling)
+0 Magic
+1 Perception (Searching)
+3 Strength (Axes)
+2 Willpower
Melee Battle Axe +5 (2d6+3), Dagger -1 (1d6+4
(halved))
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Axes, Brawling and Bludgeons
Talents: Armor Training (N), Weapon and Shield Style
yle
(N)
Equipment: Battle Axe, Heavy Leather
Orcs are savage humanoids that have greyish green
skin, big ears, large porcine noses, a lack of body hair
100
Wolf
Grade E
Beast
Defense 14, AR 0
Health 25, Speed 15
Senses Night Vision
+0 Communication
+2 Constitution (Running)
-1 Cunning
+3 Dexterity (Bite, Stealth)
+0 Magic
+2 Perception (Smelling, Tracking)
+2 Strength (Jumping)
+0 Willpower
Melee Bite +5 (1d6+2)
Favored Stunts: Knock Prone and Pack Tactics.
Pack Tactics: 2 SP, As part of a group, a wolf can
allow another wolf to attack the same target as a free
action if it is close enough to do so.
101
Conversion Notes
Original Dungeons & Dragons
Attributes into Abilities
3
4-5
6-8
9-11
12-14
15-17
18
-2
-1
0
1
2
3
4
Items
I have done a great deal of work converting many
items and item powers over to this game already, but
in general for the vast variety of weapons and armor
that appear in OD&D product, convert weapon
pluses into Ranks one to one. Convert armor pluses
into Ranks at the next highest rank, thus a +3 Armor
is a Rank 4 Armor.
Skills to Focuses
If a character has a D&D Skill, give them the
corresponding focus, otherwise give them any Focus
that makes sense.
Class
There are only four class choices available, so
convert any divine caster as a cleric, any arcane
caster as a mage, and any nimble fighter or character
with thief abilities as a rogue. All others are warriors.
Again this may vary; some halflings will be rogues
and some warriors, depending on how they fight.
Others vary simply because my world is different. For
example, Hin Masters and Treekeepers begin as
druids in my version of the setting.
-2
-1
0
1
2
3
4
5 and so on.
Skills to Focuses
Level
102
Class
The 3rd edition game follows the same advice here
with a few notes required. Rangers convert as rogues
if they are not front-line fighters, otherwise as
warriors. Bards convert as Rogues, and Monks
convert as Rogues or Fighters based on their fighting
style. This will be solved with the addition of the
Mystic class in a later volume. Ignore the spellcasting
abilities of part-time casters such as Paladins. Look at
the multi-classing breakdown to help determine any
specialization powers the character might have, but
ignore it for choosing the characters class.
Level
Convert the character level over directly. If an
NPC ally is a 14th level Fighter in D&D, they are
a 14th level Warrior in AGE. Again, characters
who should not be involved in fights shouldnt
have statistics. Give characters with levels above
20 extra focuses, Health, Mana points etc.
Follow the same process of choosing level up
benefits corresponding to the characters level.
Items
Because of the greater breadth of items available
in 3rd Edition, convert what you can by purpose
and ignore the rest. The rules for item pluses to
Ranks is the same here.
- Fin -
103
Name
Background
Age
Level
Class
Homeland
Experience Points
Gender
Speed
Defense
Armor
Rating
A.G.E.
Worn armor:
Armor Penalty:
Health
Communication
Magic
Constitution
Perception
Cunning
Strength
Dexterity
Willpower
Languages
Mana
Total
Weapon
Attack Roll
Total
Damage
Range
Gold
Silver
Copper
School
Mana
Cast Time
TN
Test
SP Cost
Puissant Casting
1-3
Skillful Casting
2[
Mighty Spell
2[
Mana Shield
3[
Fast Casting
4[
Imposing Spell
4[
Maximized Spell
5[
Spellpower
Spells
Name
Spell Stunts
Result
Stunts
Name
Type
SP cost
Name
Type
SP cost
Skirmish
Combat
1+
Efficient Search
Explore
2[
Stay Aware
Combat
Speedy Search
Explore
2[
Rapid Reload
Combat
Explore
3[
Knock Prone
Combat
2[
Explore
3[
Defensive Stance
Combat
2[
Explore
4[
Disarm
Combat
2[
Resources at Hand
Explore
4[
Mighty Blow
Combat
2[
With a Flourish
Explore
4[
Pierce Armor
Combat
2[
Bon Mot
Roleplay
Taunt
Combat
2[
Roleplay
Threaten
Combat
2[
Roleplay
2[
Lightning Attack
Combat
3[
Stunned Silence
Roleplay
2[
Dual Strike
Combat
4[
Flirt
Roleplay
3[
Combat
4[
Jest
Roleplay
3[
Lethal Blow
Combat
5[
Tower of Will
Roleplay
4[
Advantageous Positioning
Explore
Enrage
Roleplay
5[
Series
The Known World
Mystara, the Dungeons &
Dragons game world first
defined in the box set era,
returns for use with the
Adventure Game Engine in this
core supplement covering the
Known World and its environs.
Explore Karameikos frontier!
Ferret out intrigue in Glantri!
Fight for Thyatis!
Travel the world!
Everything you need to make
characters for the most common
Mystaran archetypes is
included, including a new class,
backgrounds, new talents,
specializations, new magic
spells & magic items, an
overview of the setting and a
small bestiary of beginning tier
to advanced foes.