Professional Documents
Culture Documents
Character Creation
Combat Rules
Step By Step 5
Races 7
Character Classes 15
Attributes 19
Background & Social Class 21
Descriptor Classes 25
Language 34
Time 49
Distance in Combat 49
Order of Combat 49
Initiative Checks 49
Attack Rolls 50
Defense Rolls 50
Escalation 51
Combat Maneuvers 51
Zero Health Points 52
Combat Advantages 52
Combat Disadvantages 52
Combat Tactics 53
Other Rules 53-54
Equipment
Starting Equipment 36
Starting Money 36
Currency 36
Encumbrance 36
Armor 37
Shields 37
Small Melee Weapons 38
One Handed Melee Weapons 39
Two Handed Melee Weapons 39
Pole Arms 40
Ranged Weapons 41
Range & Reload 41
Adventuring Equipment 42
Food & Lodging 42
Transport 43
Potions 43
Poisons & Herbs 44
Magic
Spellcasters 55
Minor Spells 56
Major Spells 59
Divination 62
Elemental 63
Heal 64
Holy 65
Illusions 66
Nature 67
Necromancy 68
Protection 69
Summoning 70
Unholy 71
Rituals & Miracles 72
Other Magics 74
Basic Rules
Skill Tests 46
Advantage/Disadvantage 47
Luck Points 48
Rest & Healing 48
Appendices
Appendix I - III 76
Credits
Game Design, Text, & Layout by D.S.Myers
Cover Art by Jack Holliday
Interior Art by: Jack Holliday (p8, 35, 45), Gary Dupuis (p3, 20, 29, 31, 72, 73, 75),
Matt Morrow (p18, 26, 47, 50, 52, 56), Ryan Rhodes (p24), Jacob Blackmon (p27, 44,
58), Michael Scotta (p33), Carlos Torreblanca (p43), some images used with
permission from Abandoned Arts (p4), Publisher's Choice Quality Stock Art Rick
Hershey / Fat Goblin Games (p6, 13, 14, 15, 16, 17, 30, 37, 38, 39, 40, 41, 48, 54, 55)
A big thanks and love you to my wife, Darcy and the kids (Raven, Keegan, & Poet) for
playing tabletop games with me and listening to me talk about all of the useless
information I have stored in my head.
Also thanks to Jack Holliday for the awesome cover art, Bryan Sisk for listening to me as I
bounce ideas around my skull, my late 80s/early 90s gaming group (Russell Ward, Ryan
Sweet, Jason Mathes, & anyone else that sat at that old kitchen table upstairs at Mom and
Pop Ward's)... and to Gary Gygax who paved the way for me to escape to fantasy worlds
through my teen years.
Though not an OSR game, Havenshield RPG owes a debt to all of that community and the
games it has created for paving the way for simpler, streamlined systems.
As a player and GM of many tabletop RPG's over the years this game owes a debt to all of the
games that influenced it, but most importantly the world's oldest fantasy roleplaying game.
...and thank you for your interest in this little DIY project.
Upcoming releases include The Havenshield GMs Handbook
and The Havenshield Setting Guide.
Introduction
table shows the standard abbreviations
for dice calculations and a brief
explanation, these abbreviations are
mostly used to show the amount of
Damage a character or monster can
deliver.
Dice Abbreviations
max
Basic Rules
The Basic Mechanic is Roll 2d6+
Attribute (+ sometimes additional
modifiers) to meet or beat a Diculty
Number, Skill Test or Saving Throw.
Advantage/Disadvantage: Roll 3d6 for
Advantage add the highest two die & for
Disadvantage add the lowest two die &
then add any modifiers (Attribute or
additional).
Dice: Havenshield uses only d6.
Dice Abbreviations: The following
AP armor points
Game Abbreviations
STR strength
DEX dexterity
STA stamina
PER perception
KNO knowledge
SOC social
COM combat
SKI skills
MAG magic
GM game master
PC player character
NPC non-player character
DEF defense
INI initiative
HD hit dice
HP health points
XP experience points
DN diculty number
ST Skill Test or Saving Throw
gp gold piece
sp silver piece
cp copper piece
Character Creation
Step By Step
To create a character do the following in
order.
1. Choose a Race
2. Choose a Class
3. Roll Attributes
4. Roll Social Class & Backgrounds
5. Equip Your Character
6. For Mages see the chapter on
Magic
7. Calculate DEF, INI, AP, HP, HD,
name, etc
Beginning HP.
3- Roll Attributes (p19-20)
Roll all 6 of your General
Attributes (Remember to roll
with Advantage for Primary
Attributes). Write these down on
your note paper.
Calculate your Class Attribute (p.
20) or for 1st level characters just
write 1 in that box on your
character sheet.
Adjust all Attributes by your Race
and write these on your character
sheet. Check the upper right hand
corner box of that Attribute to
indicate a Primary Attribute.
4- Roll Social Class and Background
(p21-23)
Write your Social Class,
Background, Parents, &
Hometown on your character
sheet.
5- Equip Your Character (36-44)
On your chracter sheet write
down your Classes Starting
Equipment (p36).
Roll for your starting money
(p36). Buy any remaining
equipment you wish with your
starting funds and write it on
your character sheet.
Figure Encumbrance (p36-37).
Races
The Havenshield Players Handbook
includes 6 Fantasy races for Player
Characters to choose from. Two of the
Races include sub-races and also rules for
half-race characters. When choosing a
race the top section (bullet points) apply
to all characters of that race & then roll
on that Races Table for additional
bonuses.
Dwarves
Stoneborn Dwarf
The Stoneborn consider themselves the
True Dwarven people and although
generally friendly to their surface kin,
they do not really consider them
Dwarves anymore. They look on them as
outcasts and 'unworthy'. Stoneborn are
often pale in complexion with an earthy
stone-like undertone to their skin. Their
beards are immaculately cared for and
can become white (but most often gray)
with advancing age. Wide of chest and
calloused of hands, the Stoneborn have
many traditions that would be foreign to
the outside world. Stoneborn women are
unbearded but rarely seen by anyone
other than other Stoneborn. Women are
highly prized amongst the people but
family lines are traced thru the male
lineage. The Stoneborn are generally
unafraid of magic itself but do not take
kindly to Mages.
Add 1 to STA
size M
Move: 8+DEX
Darkvision
Magic Resistance
Stoneborn cannot be Mages
Stoneborn make all checks at
Disadvantage in sunlight or in any wide
open area on the surface of the world
(whether day or night)
Stoneborn are proficient in the use of
all axes and hammers regardless of
Character Class
Starting Languages: Dwarvish (speak/
read/write)
Stoneborn Dwarf
Add 1 to STA
size M
Move: 8+DEX
Darkvision
Sun Dwarves may not be Mages
Sun Dwarves are proficient in all
axes and hammers regardless of
Character Class
Starting Languages: Dwarvish (speak/
read/write) & the local regional human
language (speak)
6 +1 STR
Sun Dwarf
Most Dwarves encountered are Sun
Dwarves, physically identical to
Stoneborn Dwarves but often with a
deeper, more tan skin coloration, Sun
Dwarves are those who by choice (or
sometimes by exile) leave the Dwarven
clanholds to either make a living as
traders, smiths, or sometimes
Sun Dwarf
Elves
Add 1 to SOC
size M
Move: 12+DEX
Lowlight Vision
Adunaic Elves cannot be truly
resurrected
Adunaic are proficient with all bows
and swords regardless of Character
Class
Starting Languages: Elven (Speak,
Read, Write) & the local Human
regional tongue (Speak)
Add 1 to DEX
size M
Move: 12+DEX
Lowlight Vision
Tawarwaith Elves cannot be truly
resurrected
Tawarwaith are proficient with all bows
and spears regardless of Character
Class
Starting Languages: Elven (Speak,
Read, Write) & either the local Human
regional tongue (for those in more
human controlled areas) or Sylvan (for
those native to the heavily wooded
kingdoms of Elves). Languages p34.
Adunaic Elf
1 +1 DEX
2 extra +1 SOC
3 additional language
4 minor magical item
5 +1 PER
6 +1 KNO
Tawarwaith Elf
2 extra +1 DEX
3 additional language
4 minor magical item
5 +1 PER
6 +1 STA
10
Add 1 to KNO
size S
Move: 8+DEX
Darkvision
All Gnomes (regardless of Character
Class) can never have HD above 1d6 +
STA
All Gnomes regardless of Character
Class or armor restrictions can cast the
following Minor Spells as a caster of
1/2 his level. Detect Magic, Disguise,
Hide, Magic Hand, Minor Illusions.
A Gnome may only cast a number of
spells per day equal to his level before
requiring a Long Rest.
Starting Languages: Sylvan (Speak,
Read, Write) and one additional spoken
language (p34).
1d6
Gnomes
Gnome
2 extra +1 KNO
3 additional language
4 minor magical item
5 +1 DEX
6 +1 PER
11
Halflings
1 +1 KNO
2 extra +1 DEX
3 additional language
4 minor magical item
Halflings
5 +1 SOC
6 +1 PER
Humans
Add 1 to DEX
size S
Move: 8+DEX
Halflings are proficient in using farm
tools and improvised weapons and take
no damage penalty for using them
(doing regular class damage instead).
All Halflings (regardless of Character
Class) gain Advantage on all Stealth or
Hiding based checks.
Halflings may never have higher HD
than 1d6+STA no matter the Character
Class.
Starting Language: Halflings have no
native tongue and Speak, Read, Write
the local language of Humans.
12
no +2)
size M
Move: 10+DEX
Starting Languages: Humans can
generally speak the local human
regional language and depending on
Social Class, Background or Character
Class can Read & Write it. For every
two points of KNO add an additional
spoken language (p34).
Roll Once on this Table
1d6
Human
13
Orcs
1d6
Orc
add 2 to STR
subtract 1 from SOC
size M
Move: 10+DEX
Darkvision
Orcs are trained in the use of all
weapons regardless of Character Class
Starting Languages: Orcs Speak a
guttural and rough form of Elven (they
can communicate with Elves and vice
versa but do have their own slang words,
accent, etc) & those Orcs raised in or
near human settlements will often speak
the local Human
regional language
Half Races
14
Character Classes
Havenshield has 3 beginning Character
Classes to choose from, each Class is
listed in the following format (with
explanations).
Class Damage
max
Special
Class Special Abilities are listed here.
15
Warrior
Fighter, Soldier,
Mercenary, Guard...
All encompass the
battle hardened
Warrior.
Rogue
Primary Attributes: DEX & Choose 2nd
Class Attribute: SKI (Skills)
Beginning HP: 3d6+STA
HD: 1d6+STA
Damage: H (unarmed/improvised: L)
Weapons & Armor: All swords, bows,
daggers, clubs; All leather armors and
light shield
Special
Pinpoint Attack: If Rogues DEX is
higher than either the opponents DEX
(for NPCS) or HD (for monsters)
increase the damage done by one
Escalation step (H to 2, L to H, etc) for
melee attacks with any one handed
weapon.
Language: All Rogues add Cant as an
additional language regardless of Race
or other factors.
Thief, Pickpocket,
Smuggler, Scoundrel...
those who live one
step ahead of the law.
This is the Rogue.
17
Mage
Magician, Sorcerer,
Shaman, Priest...
those who harness
divine or arcane
magical arts, this is
the Mage.
18
Art by Matt Morrow
Attributes
Havenshield uses 6 General Attributes
and 3 Class Attributes. The General
Attributes are Strength (STR), Dexterity
(DEX), Stamina (STA), Perception
(PER), Knowledge (KNO), Social
(SOC), and the Class Attributes are
Combat (COM), Skills (SKI) & Magic
(MAG).
2d6 Roll
Attribute
-1
3-4
5-7
8-9
10-11
12
Class Attributes
Class Attributes are additional
bonuses added to checks that are
associated with the Character's Class,
such as hitting someone with a sword for
Warriors, Casting Spells for Mages, or
picking someone's pocket for Rogue's.
Class Attributes are not rolled for and
increase as Characters Level up.
General Attributes
STR (Strength) is a measurement of the
physical power and might of a character.
DEX (Dexterity) is a measurement of the
speed and agility of a character.
STA (Stamina) is a measurement of the
physical fortitude and endurance of a
character.
PER (Perception) is a measurement of
the alertness and awareness of a
character.
KNO (Knowledge) is a measurement of
the mental intelligence and learning of a
character.
SOC (Social) is a measurement of the
charm and personality of a character.
19
Attribute
2-3
4-5
6-7
8-9
10
Primary Attributes
Primary Attributes grant Advantage on all
Skill Tests that are associated with that
Attribute. All characters begin the game
with 2 Primary Abilities. One that is tied
to the Characters Class and a 2nd of the
player's choice. Once characters reach
5th level they gain a 3rd Primary
Attribute of their choice. You can
indicate which Attributes are Primary by
checking the box in the upper righthand
corner of the Attribute's box on the
Character Sheet.
20
1. bandit
2. barbarian
3. beggar
4. branded criminal
5. brothel worker
6. con-artist
7. defrocked priest
8. exile
9. farmer
10. fence
11. fisherman
12. fortune teller
13. fugitive
14. gambler
15. gardener
16. grave digger
17. grave robber
18. heretic
19. hermit
20. hunter
21. laborer
22. miner
23. mountain man
24. mugger
25. outlaw
26. pickpocket
27. poacher
28. pilgrim
29. pirate
30. quarry worker
31. ratcatcher
32. servant
33. shepherd
34.freed slave
Social Class
3-9
10-16
Middle Class/
Freeman
17
Gentry
18
Noble
21
30. innkeeper
31. locksmith
32. mercenary
33. musician
34. navigator
35. painter
36. priest
37. rope maker
38. scout
39. sculptor
40. shipwright
41. singer
42. slave trader
43. soldier
44. spy
45. student
46. tailor
47. teacher
48. temple guard
49. tracker
50. vintner
2. architect
3. armorer
4. artisan
5. baker
6. barber
7. blacksmith
8. bodyguard
9. bookbinder
10. brewer
11. butcher
12. caravan guide
13. carpenter
14. cartographer
15. cartwright
16. city guardsman
17. clerk
18. cooper
19. cultist
20. dentist
21. dock Master
22. engineer
23. explorer
24. farmer
25. fence
26. gamekeeper
27. glass blower
28. grocer
29. herbalist
Gentry/Noble
1. brothel owner
2. cat burglar
3. courtier
4. diplomat
5. doctor
6. explorer
7. government ocial
8. historian
9. merchant
10. money lender
11. priest
12. slave trader
13. spice merchant
14. student
15.tax collector
22
Parents/Hometown
Level
XP Needed
20xp
50xp
90xp
140xp
200xp
270xp
350xp
450xp
10
600xp
Leveling Up
Roll HD and add that total to your
Health Points
Gain 1 LP (Luck Point)
On even numbered levels roll to check
for increases in your Primary Attributes
(see note on Raising Primary Attributes
next page).
On odd numbered levels choose only
one of your four non-Primary
Attributes and raise it by 1 (no check
required).
At 3rd level choose a Descriptor
Class.
At 5th level choose a 3rd Attribute to
be a Primary Attribute.
At 9th level receive your Epic Power.
Once Character reaches 10th level
begin working towards Retirement
Goals (found in Havenshield GMs
Handbook).
23
Raising Primary
Attributes
On even number levels a
check is required to see if
your Primary Attributes
raise. To do this roll 2d6
and if either die is equal
to or higher than your
current Attribute increase
it by 1. Do this for each of
your Primary Attributes.
Attributes can be raised to
a maximum of 6 (with 1
exception, Orcs, can raise
their STR to 7 at level 6 or
above by rolling a 6 on the
check if they already
possess a STR of 6).
ex. Boris the Warrior has a
Strength of 3 and a Constitution
of 5 at 5th Level. When Boris
reaches 6th Level he first rolls
2d6 for his STR and gets a 1 & a
5, since 5 is greater than his
current STR, his STR Attribute
increase by one point to 4. He
again rolls 2d6, this time for his
Constitution Attribute. He rolls a
2 and another 2. Since neither is
equal to or higher than his
current CON of 5 his Attribute
score does not increase at 6th
Level. But he will be able to try
again at 8th level.
24
Descriptor Classes
At 3rd level a player may choose a
Descriptor Class, but there may be times
when you may not meet the
Requirements for any of the available
Descriptor Classes (or may be
uninterested in the ones you do qualify
for) for your Character Class. In
that case you are allowed to continue
gaining levels and XP as normal and if
and when the character meets the
requirements of the Descriptor Class
they like they may take that Descriptor at
anytime the character levels up.
Barbarian
Guardian
Knight
Monk
Paladin
Ranger
Barbarian
Guardian
Warrior Descriptor
Classes
25
Knight
Requirements: STR 2 SOC 2, must
acquire Heavy Plate, Sword & a mount.
- Once per month a Knight can call
upon other members of his Knightly
Order to aid in quests. The number of
Knights that come to his aid is equal
to the Knights level.
- Once per encounter a Knight may
reroll any one failed Attack, Defense,
or Skill Test.
- At 4th Level a Knight retains the
services of a Squire (a 1st Level
Warrior).
26
Monk
Paladin
27
Ranger
Assassin
Rogue Descriptor
Classes
Bard
Assassin
Bard
Scout
Spy
Thief
Treasure Hunter
28
Scout
Spy
Requirements: KNO 2, PER 3
- Once per day a Spy can reroll any
failed attempt at spying (PER Skill
Tests)
- A spy can Disguise himself (as per the
Minor Spell) a number of times equal
to his level. He does so as a caster of
29
Treasure Hunter
Requirements: SOC 2, KNO 3
- A Treasure Hunter can choose to not
roll for gained Treasure a number of
times per day equal to his level,
instead taking the maximum amount
of Treasure that was possible (i.e. instead
of rolling 3d6x10sp gaining the
maximum instead...180sp).
- A Treasure Hunter can gather
information on any known treasure
location. This takes up to 1d6 days and
costs 1d6x10gp per day.
- Treasure Hunters are masters at
disabling Traps. When rolling Skill
Tests to disarm a trap the Treasure
Hunter doubles his SKI Attribute as a
bonus to the roll.
- Epic Power: Once per day a Treasure
Hunter may Detect Treasure, this is a
spell like ability similar to Detect
Magic. It reaches up to 50 yds per
character level and gives the Treasure
Hunter a gut feeling of not only what
the treasure is but where it is. This
ability shows the most valuable object
within the area of eect whether
hidden by magic, secret doors, etc.
Thief
Requirements: DEX 3, PER 2
- A Thief can reroll one failed Skill Test,
Attack Roll, or Defense Roll per day.
- A Thief can choose to not roll for
gained Treasure a number of times per
day equal to his level, instead taking
the maximum amount of Treasure
that was possible (i.e. instead of rolling
3d6x10sp gaining the maximum
instead...180sp).
- Once per day a Thief can choose to
automatically evade any pursuers.
- Epic Power: Once per encounter a
Thief can do an Epic Pinpoint Attack,
this attack is similar to the Rogue's
Pinpoint Attack but does double the
normal damage and ignores all of the
targets AP.
30
Mage Descriptor
Classes
Alchemist
Arcanist
Cleric
Druid
Mystic
Priest
Alchemist
Requirements: KNO 4
- An Alchemist can make potions and
poisons, see Equipment chapter for
more.
- Once per day an Alchemist can reroll
any failed Skill Test involving the
manufacture of poisons or potions.
- An Alchemist gains Advantage on any
Skill Test or Saving Throw when
dealing with the eects of any known
poison or potion.
- Epic Power: An Alchemist gains the
ability to create almost any known
potion or poison with almost any
available materials. MacGyver style.
Arcanist
- An Arcanist chooses one Major Spell
School as his favored School. When
casting spells of that School an
Arcanist does so as if he was a Mage of
2 levels higher (this cannot allow the
Mage to cast above level 10).
- When making Saving Throws or Skill
Tests to resist the eects of any Spell
or Spell Like ability within the chosen
School the Arcanist always does so at
Advantage.
- With time and study an Arcanist can
develop new spells in his chosen
School, discuss your ideas with the
GM on developing new spells. The cost
of such endeavors is 3d6x1000 sp and
takes 3d6 months. The development of
a new spell may require very rare
31
Druid
Requirements: KNO 3, PER 3, Must
have Nature School and one of the
following 5, Divination, Elemental,
Heal, Holy & Protection.
- A Druid can wear leather armors
(regular or heavy) with no penalty to
casting rolls. He also gains proficiency
in any weapons solely constructed in
wood (stas, clubs) and does H
damage with such weapons.
- A Druid may only have or gain access
to the following Schools: Divination,
Elemental, Heal, Holy, Nature &
Protection
- A Druid can cast any Nature School
spell as a caster of 2 levels higher if the
Druid is in a woodland environment
(cannot be higher than level 10).
- Epic Power: Once per day a Druid can
change into an Elemental of his
choosing, this lasts for a number of
minutes equal to character level.
Cleric
Requirements: STR 3, SOC 2, must be a
Religious Mage and have any two of the
following Schools: Heal, Holy,
Protection.
- A Cleric can wear armor up to Heavy
Mail armor without a penalty to
Casting Rolls & gains proficiency in all
bludgeoning weapons and his Class
Damage increases to H (L unarmed/
improvised).
- A Cleric can only have access to the
following Schools: Divination, Heal,
Holy, Protection
- A Cleric may Rebuke a number of
Undead or Demons equal to his level
in HD plus 1d6 a number of times per
day equal to the Clerics MAG
attribute.
- Epic Power: Once per encounter a
Cleric can choose on a successful hit to
Smite his opponent. As long as the
Cleric is of greater HD than the target
the target is immediately dead. If the
target is of equal or greater HD this
attack does double max damage and
ignores AP.
Mystic
Requirements: STA 3, KNO 3
- A Mystic can do damage while
unarmed of H.
- A Mystic has a number of Armor
Points (AP) equal to his MAG
Attribute as long as the Mystic is
unarmored. This is considered Natural
armor and any attempt to wear regular
armors negates its eect.
- Once per lunar cycle a Mystic may
32
Priest
Requirements: KNO 3, SOC 3,
must have 2 of the following
Schools Divination, Healing, Holy &
Protection
- While on Holy Ground a Priest
never loses Magic Usage Points,
casts spells of Healing, Holy &
Protection Schools as a caster of 2
levels higher (cannot be above level
10), and automatically succeeds in
spellcasting attempts of the above 3
Arcana (no Spellcasting Roll
required).
- A Priest may Rebuke a number of
Undead or Demons equal to his
level in HD plus 1d6 a number of
times per day equal to the Priests
MAG attribute. While on Holy
Ground this power increases to a
number of HD equal to the Priests
level x 2 +2d6.
- Once per lunar cycle (month) a
Priest may call upon his god to
perform a Miracle. Miracles are
explained in the chapter on Magic:
33
Languages
Auran- The language of air-based
creatures.
Celestial- The language of the Heavens
and its servants. Used in solitary prayer
by the Priests and Clerics of faith.
Draconic- The language of dragons. It is
also the language of magic incantations
used by mages (and they gain it as a
bonus language in Havenshield
campaigns).
Aelthanir- The spoken and written
language of ancient humans.
Ignan- The language of fire-based
creatures.
R'leyhian- The language of aberrations
and priests of dark, unnamable gods.
Sylvan- The language of fey creatures
including brownies, fairies, nymphs,
satyrs, and more. It is also the language
of Gnomes.
Terran- The language of earth-based
creatures.
Human Languages
Havenshield does not assume a
worldwide human trade language
(Common, etc) but instead assumes all
humans local to an area will share a
language. If you wish to use a common
worldwide language feel free to do so, or
just use a local human regional language
for major countries and dierent human
cultures.
Other Languages
Cant- The language of thieves,
smugglers and the savvier or urban poor.
Dwarvish- The language of all dwarves.
Elvish- Spoken by the Elves, Orcs, and
me human forest tribes.
Giant- Spoken by Giants, Ogres, and
Trolls.
Goblin- Spoken by Goblins and their ilk.
Vairndun (The Dark Tongue)- A
spoken language used by most dwellers
of the Underground Kingdoms.
Sylvan- The tongue of Gnomes, this
language is also the primary language of
all fey creatures.
Other Languages
Although the above is not a complete list
of languages in the known world, it is a
good base of starter languages. Your GM
may have other languages available based
on their campaign world.
Ancient Languages
Aquan- The language of waterbased
creatures including mermen.
34
35
Equipment
Starting Equipment
Warrior: any 2 melee weapons and
either a shield or ranged weapon. Any
armor up to Heavy Mail. Backpack, week
of water and rations.
Rogue: any 1 melee weapon and one
ranged weapon. Light or Heavy Leather.
Thieves Tools, Backpack, week of water
and rations.
Mage: 1 weapon, Spell or Prayer book,
Holy Symbol or Arcane Device,
Backpack, week of water and rations.
Gentry/Noble: Those characters of the
Gentry or Noble Social Classes will start
o with either a weapon or armor of Fine
make along with a good riding horse, fine
clothing, and any small purchase items
(10sp or less) that they wish to carry.
Starting Money
Lower Class/Peasant: 1d6sp
Middle Class/Freeman: 1d6x10sp
Gentry/Noble: 3d6x10sp (anyone of
these Social Classes will receive a
monthly allowance of their initial money
roll)
Currency
Silver pieces (sp) are the basic coinage of
Havenshield. Silvers are worth 10
coppers and 10 silvers equals 1 gold.
Copper pieces (cp) are worth 1/10th of a
silver or 1/100th of a gold.
Gold pieces (gp) are worth 10 silvers or
100 coppers.
For every 500 coins a character carries
add one to their Encumbrance.
Encumbrance
Encumbrance is the amount of weight, in
items a character can carry without
penalty. Havenshield uses a fairly simple
Encumbrance system, a character can
carry up to 20 items plus your STR if you
have a backpack or 10 plus your STR
without a backpack. If you are carrying
more than your Encumbrance you do all
physical Skill Tests, Attack Rolls &
Defense Rolls at Disadvantage.
Some large items may count as more
than one Encumbrance and some small
items may count as less, but as a general
rule every item on your person counts
against your maximum Encumbrance.
36
Armor
AP
Penalty
Cost
Light
Leather
20sp
Heavy
Leather
40sp
Light Mail
80sp
Heavy
Mail
150sp
Light
Plate
300sp
Heavy
Plate
600sp
Armor
Each Armor is listed including it's Armor
Points (AP), it's Penalty & it's cost.
AP: Armor Points are deducted from all
physical damage done to the armor's
wearer.
i.e. Boris the Unwielding is wearing Light
Plate armor when he is ambushed by the
Goblin Chief Utaa. Utaa attacks Boris and
Boris fails his Defense Roll and is struck by
the Goblins scimitar for 5 points of
damage. Because of Boris's Light Plate
Armor (AP 5) his armor repels the blow
and he takes no damage.
37
Shields
type
DEF
bonus
Penalty
Cost
Light
10sp
Medium
Heavy
name
Attk
Dmg
Cost
Short
Sword
DEX
STR
10sp
25sp
50sp
Knife
DEX
PER
1sp
Small
Club
STR
STR
1sp
Dagger
DEX
PER
2sp
Hand Axe
STR
STR
5sp
Spike
Gauntlet
STR
STR
5sp
38
Attk
Dmg
Cost
Bastard
Sword
(one
handed)
STR
STR
100sp
Battle Axe
STR
STR
70sp
Club
STR
STR
2sp
Long
Sword
STR
STR
90sp
Mace
STR
STR
40sp
Morning
Star
STR
STR
50sp
Rapier
DEX
PER
80sp
Spear
STR
PER
10sp
Staff
DEX
STR
5sp
Warhamm
er
STR
STR
60sp
Attk
Dmg
Cost
Bastard
Sword
(two
handed)
STR
STR
100sp
Claymore
STR
STR
180sp
Two
Handed
Axe
STR
STR
140sp
Two
Handed
Sword
STR
STR
150sp
Two
Handed
Spear
STR
PER
20sp
Quarterst
aff
DEX
STR
10sp
39
Polearms
-Polearms
automatically go
first in Initiative for
the 1st Round of
Combat (roll
Initiative Check
anyway and starting
on the 2nd Combat Round
you will go in that order).
Attk: The Attribute the
weapon adds to Attack
Rolls.
Dmg: The Attribute added
to a characters Damage.
40
name
Attk
Dmg
Cost
Glaive
STR
STR
60sp
Halberd
STR
STR
70sp
Military
Fork
STR
STR
40sp
Military
Spear
STR
PER
30sp
Ranged Weapons
Name
Attk
Dmg
Cost
Compou
nd Bow
DEX
STR
300sp
Crossbo
w
DEX
PER
60sp
Hand
Crossbo
w
DEX
PER
100sp
Short
Bow
DEX
PER
25sp
Long
Bow
DEX
PER
60sp
Throwin
g Axe
STR
Throwin
g Knife
DEX
STR
Throwin
g Spear
STR
STR
STR
Range
Reload
Compound
Bow
40
full action
Crossbow
45
full action
Hand
Crossbow
20
fast action
Short Bow
24
fast action
5sp
Long Bow
40
fast action
10sp
Throwing
Axe
must retrieve
Throwing
Knife
must retrieve
Throwing
Spear
12
must retrieve
10sp
41
Adventuring Equipment
Listed by Name and Cost.
Name
Cost
25sp
Rations, Dry
7sp
Name
Cost
Rope, Hemp
1sp
Backpack
4sp
Rope, Silk
50sp
Bedroll
2sp
Sack, Large
1sp
Belt Pouch
1sp
Sack , Small
2cp
15sp
Saddle, Pack
10sp
20sp
Saddle, Riding
50sp
5sp
1sp
Saddlebags
Candles
100sp
1sp
Tent, Large
Chalk
10sp
10sp
Tent, Small
Glass Bottle
50sp
5sp
Thieves Tools
Glass Vial
3sp
5sp
Tinderbox
Grappling Hook
6sp
50sp
Torches
Holy Symbol
1sp
20sp
Whetstone
Holy Water
5sp
8sp
Whistle
Ink, per jar
20sp
Wineskin/
Waterskin
1sp
Iron Spikes
Ladder, 10ft
10sp
Winter Blanket
2sp
Lantern
40sp
Lantern Oil
10sp
Map case
10sp
Mirror, small
75sp
Oil, flask
15sp
Padlock, 2 keys
100sp
Paper
10sp
Pole, 10 ft
2sp
Quill
1sp
42
type
cost
Ale (Pint)
2cp
Ale (Pitcher)
1sp
Lodging (week)
5sp
Lodging (night)
1sp
Meal at Inn
5cp
Wine, bottle
2sp
Transport
Potions
type
enc.
cost
type
cost
animal food
(daily)
5cp
Healing, Minor
50sp
Healing
100sp
Cart
200
100sp
Healing, Major
150sp
Boar, Riding
60
250sp
Magic Usage
1750sp
Dog, Riding
40
100sp
Horse
80
75sp
Mule
120
30sp
Pony
50
30sp
Wagon
600
200sp
Warhorse
90
250sp
43
cost
Larathia Petal
110sp
Boneshiver
Assassin's Tongue
Darkbrew
44
45
Basic Rules
Basic Skill Tests
Difficulty Numbers
Difficulty
Difficulty Number
Easy
Average
Hard
11
Very Hard
14
Near Impossible
19+
46
Saving Throws
Havenshield does not use traditional
'Saving Throws' instead a Skill Test
against the monster, magic, poison, trap,
etc is used in its place.
47
Luck Points
Chase Rules
Chases in the game, whether the ones
being chased or the ones doing the
chasing, are determined by Skill Tests.
The GM determines the Diculty
Number (DN) of the opposing group
based on the creatures size and MOVE
(basically 7+MOVE added to a +/- based
on Size).
48
Combat Rules
Time in Combat
Order of Combat
Full Actions
Melee Attack
Ranged Attack
Cast 1 Minor Spell
Cast 1 Major Spell
Run up to your Move x2
Fast Actions
switch weapons
move to somewhere within half of your
Move
take a potion
Health Surge (Warriors)
6. GM rolls Escalation
Repeat 1 and 3-6 until Combat is over
Free Actions
ready a potion
Distance in Combat
Initiative Check
49
Defense Rolls
When being attacked PCs roll
2d6+Defense to defend themselves.
Their Defense bonus is calculated by
DEX and modified by things like Shield
Bonuses. The roll must meet or exceed
the Monster or NPCs Attack Number. If
successful the player takes no damage.
If the roll is unsuccessful, damage is
calculated by the GM based on the
Monsters Damage statistic. Sometimes
Defense Rolls can have Advantage or
Disadvantage based on circumstances.
On unsuccessful Defense Rolls of double
1's the GM can determine the Battle
Bonus the opponent takes against the
character.
Attack Rolls
When PCs attack they roll 2d6+ their
attack modifier (based on STR ability for
most melee weapons and DEX for most
ranged weapons, Warriors also add their
COM attribute to this), Monsters have a
Defense Number, if the attack roll is at
the Defense Number or above the attack
is successful and damage is calculated
based on the PCs class damage + STR
for most melee weapons or + PER for
most smaller melee weapons and ranged
attacks. Sometimes Attacks can have
Advantage or Disadvantage based on
circumstances. Rolling double 6's on
attack rolls creates a Battle Bonus (see
p51 for more).
50
Art by Matt Morrow
Escalation Rolls
At the end of every round the GM rolls
1d6 and if that number is at or below the
current round the combat steps up on
the Escalation Table. Round counts start
over at every Escalation. Escalation
represents not so much as combatants
dishing out more damage but battle
fatigue, changing conditions and the
brutality of longer combats.
Escalation Table
previous damage
escalates to
max
max
max+L
max+L
max+H
max+H
max+2
max+2
double max
double max
fatal blows
Battle Bonus
When successful attack rolls are made
and the 2d6 are double 6's the attacker
can choose to do a Battle Bonus. Consult
the following list for options.
-Initiative Seize- The player can move
51
ROLL 1D6
1. The PC is dead, really dead.
Depending on the time that has passed
and the presence of a Healer the PC may
be able to benefit from a You're Not Dead
Yet Spell.
52
Art by Matt Morrow
Disadvantages
Combat Tactics
Defensive Fighting
Gain Advantage to Defense Rolls but
take Disadvantage on Attack Rolls that
round.
Full Attack
Gain Advantage on Attack Rolls that
round at the cost of a Disadvantage to
Defense.
-Weapon Sizes-
-Target is stunned
-Combat Disadvantages-Attacking while in deep fog/smoke/etc
-Attacking a creature more than two
Sizes smaller than you
53
54
Magic
Magic in Havenshield is split into 3
distinct areas, Minor Spells, Major
Spells, and Rituals.
55
Minor Spells
Magic Blast
Magic Hand
Minor Heal
Minor Illusion
Read Magic
Resist
Shield
Thunder
True Strike
Ward
Spellcasting Rolls
Some Minor Spells require Spellcasting
Rolls. A Spellcasting Roll is 2d6 + KNO
( & + MAG for Mages). This number
must meet or exceed the Creature's
Magical Defense Number or NPCs
Defense Number.
56
57
written codes).
Resist: This spell grants
Advantage to any ST roll
against the casters chosen
subject. (i.e. player casts
Resist and chooses Fire, any ST
made to resist the eects of Fire
is done so at Advantage). This
eect lasts until the end of
the encounter.
Shield: Grants a +1
Defense against melee and
ranged attacks until the end
of the encounter. Can be
cast on self or others.
Thunder: This spell creates
the sound of deafening
Thunder aimed at one
target. On a successful
Spellcasting Roll this spell
stuns the target for 1
round.
Minor Illusion: Minor Illusions can not
force those seeing it into any action they
would not normally take, but they can be
used to distract creatures. The illusions
casts with this spell can only eect 1
sense (an illusions of a turkey leg on a
plate would be visible but have no smell,
etc).
58
Major Spells
dierent color for the Usage Check. Whether
the casting is successful or not, rolling a 1 on
the Usage Check die reduces the Mages Magic
Usage by 1. Remember to leave the dice lay if
its a damage causing spell.
59
MAG
single target
area effect
max
max+L
max
max+H
max+L
max+2
max+H
Holy Symbols
Arcane Devices
Arcane Devices such as staves & wands
are used by Arcane Spellcasters instead
of smaller and costless material
components (some spells and almost all
rituals do require materials of set cost
and those do have to be paid for or found
and are expended most times, check the
spell listing for those). An Arcane Device
can be most anything the player chooses
to use, if an Arcane Caster loses his
device or if it is destroyed they will make
all Spellcasting Rolls at disadvantage
60
61
Divination
Know Thy Omens and Heed Them
DN: 9
Desc: Casting this spell allows the caster
to see slightly into the future. During
combat the caster , as long as he can
speak, can forewarn his allies of their
oppositions next move. This results in
the casters allies (& self) receiving both
Attack Roll and Defense Roll bonuses
for a number of rounds equal to the
casters level. The amount of the bonus is
equal to the casters MAG Attribute.
Crit: Because sometimes the fickle finger
of fate likes to play overly cruel tricks a
critical misfiring of this spell results in a
double of the opposite. The player and
his allies take a penalty to their Attack
and Defense Rolls equal to the casters
MAG Attribute... & this lasts for the
entire Encounter. If the players escape
they can however take a Short Rest to
negate the eects of the spell.
62
Elemental
When choosing this School the mage
must specify which of the 4 elements
(Earth, Air, Fire, Water). A Mage can
take additional Elemental Schools when
gaining access to new Schools (4th and
8th level).
Elemental Blast
DN: targets DEF
Desc: This attack hits a single target
with elemental damage (ignores Armor
Points) on a successful Spellcasting
attack roll (2d6+KNO+MAG must be
over targets DEF).
Crit: The blast hits a randomly chosen
ally for the same damage. If this attack
kills the ally and he cannot be revived
from death there is a 2 in 6 chance the
ally will return as a vengeful spirit within
1d6 nights.
Summon Element
DN: 10
Desc: Summons an Elemental (of the
Mages chosen element) of HD equal to
the casters level. This Elemental will
assist the caster until the end of the
encounter (for combats) or 2d6 hours in
non-combat duties.
Crit: Summons a Greater Elemental of a
dierent element than the casters chosen
element. This Greater Elemental will be
immediately hostile to the Mage and his
party.
Elemental Storm
DN: targets DEF
Desc: This attack causes area eect
damage to a number of creatures equal to
the casters level (caster chooses targets).
i.e a 3rd level Mage (MAG 2) can attack 3
creatures for damage.
Crit: The storm centers on the caster and
radiates out to anyone Near causing the
maximum damage to all in the area
including the caster. The caster will fall
unconscious for a number of rounds
equal to the damage caused to him.
Elemental Armor
DN: 8
Desc: When cast upon self the Mage
gains a number of Armor Points equal
to his MAG Attribute. These AP last
until the end of the encounter. This
armor is made from the casters chosen
element but does no damage to the
caster or other objects, creatures or
things (i.e. Fire armor will not burn down a
tent etc).
Crit: The caster takes Disadvantage on
all rolls for the remainder of the
Encounter as the armor grows beneath
instead of over his skin. This will cause
63
done.
Heal
Heal (touch)
DN: 8
Desc: The Mage heals self or one target
Single Target+MAG in HP by touching
the target. The location of the touch will
have a minor blue glow in the shape of
the casters hand for a number or minutes
equal to the level of caster.
Crit: When cast on self, the Mage still
receives the healing but a random ally
within 10 yards loses the same amount
of HP. When cast on another the target of
the spell will heal normally (2d6+MAG
per caster level) but will be temporarily
blind for a number of hours equal to the
casters level.
Cure
DN: Varies
Desc: The caster attempts to cure a
disease, poison, malady, psychosis, etc. in
the target of the spell. The DN is
determined by the GM based on the
targets aiction. In some cases the
recipient of the spell may need to make a
STA Skill Test (ST), and in failure may
die.
Crit: The recipient of the spell dies.
There is a 1 in 6 chance the dead will
return in the form of a ghost within 1-3
days. Whether it is vengeful or not will
depend on the circumstances of it's
death.
Mass Heal
DN: 9
Desc: The Mage picks a number of allies
(can include self) up to his caster level
anywhere within 5 yards per caster level
and heals them Area Eect+Level. This
spell does create a glowing light in the
area of eect when cast (a soft blue light
radiating in a circle on the ground from
the caster out to the maximum area of
eect).
Crit: Instead of the soft blue glow a
reddish bright hue will envelop all of
those within the maximum area of eect
centered on the caster. All within that
range (caster included) will be damaged
Area Eect+Level and the smell of
sulfur will remain in the targets noses for
a number of hours equal to the damage
64
Holy
Weapon of Faith
DN: 8
Desc: Once cast this spell creates a
divine weapon of the characters
choosing. This weapon does the casters
single target damage (+KNO) to any
creature or NPC it hits (up one on the
table if the creature is undead). This
weapon lasts until the end of the
encounter unless dispelled by the caster.
Crit: The spell works as it normally
would but the caster must make a ST 10
(STA) roll every round until the end of
the encounter or suer from apocalyptic
visions that result in the character
becoming maniacally insane for 1d6 days.
The character cannot dispel the weapon
until the end of the encounter.
Blessings Bestowed
DN: 9
Desc: The caster and his allies receive a
bonus on Attack and Defense Rolls for
a number of rounds equal to the casters
level. This bonus is equal to the casters
MAG Attribute. This spell is often
accompanied by the sound of trumpets
from the heavens themselves.
Crit: A Demon takes notice of you. Fear.
Holy Shield
DN: 10
Desc: This spell creates a dome like
shield around the caster and a number of
allies up to the casters level. This shield
has a number of Armor Points equal to
65
Illusions
True Illusion
DN: 10
Desc: The caster weaves magics into
major illusions, the strength of this
illusion is based on the casters level. This
illusion is indistinguishable from reality
and lasts thru an entire encounter in
combat or until it is dispelled. More
permanent Illusions may be cast outside
of combat by performing a ritual casting
(1 hour and 100sp per caster level).
Crit: The illusion becomes for all intents
and purposes real and possibly hostile.
Apparition
DN: 8
Desc: An apparition is a large scale
illusion of harm, it can take the form of
whatever the caster wishes (acid rain,
dragon, etc). The spell eects a number
of chosen creatures up to the casters
level and causes area eect penetrating
damage to those eected.
Crit: On a critically failed roll the casters
chosen illusion manifests in a much
dierent form. It is hostile to the caster
and his allies. It is also real.
Force Vision
DN: targets DEF
Desc: The caster forces horrific visions
into the opponents head. These visions
cause real damage (single target+KNO)
to the recipient of the spell. The caster
can determine the specifics of the vision.
Crit: The caster and the recipients
minds become switched until a Miracle
or major Cure can be found.
Invisibility
DN: 10
Desc: The caster gains the ability to
remain invisible or visible at will for up
to a number of rounds equal to the
casters level. This spell can also be used
to create multiple illusions of oneself in
an area close to the caster. A number of
these equal to the casters level can be
created and lasts the same amount of
time as the invisibility. A caster gains
66
Awaken Tree
DN: 11
Desc: This spell causes a chosen nearby
tree to Awaken. An Awakened Tree can
communicate with the caster sharing
information on its local area, including
things like who has recently passed by,
etc. An Awakened Tree can also assist in
combat and will do so as long as the
opposition is not a natural forest
dwelling animal. For statistics on
Awakened Trees have your GM get the
information from Monsters & Creatures
in the Havenshield GMs Handbook.
Crit: The tree is awake... It's a Demonic
Awakened Tree. Even the GM feels you
may wish to run.
Nature
Call Animals
DN: 8
Desc: Summons a number of natural
local animals of up to HD equal to the
casters level. The kind and type of animal
is up to the caster. These animals will
assist the caster until the end of the
encounter or for 2d6 hours in noncombat situations. The caster may form
small telepathic like links with the
creatures to gain visual and audible
information (i.e. using a hawk to get a
visual of the nearby area from the sky,
etc).
Crit: The chosen animals still arrive.
They just happen to be being pursued by
something worse... much worse.
Ensnaring Roots
DN: 10 (or targets DEF)
Desc: This area eect spell can either
trap a number of creatures up to the
casters level (compare your Spellcasting
Roll to the monsters Defense, if met or
exceeded the opponents are considered
trapped for 2d6 rounds) or it can cause
damage to the same number of creatures.
The damage caused is area eect and
ignores Armor Points.
Crit: An area equal to 5 yds per caster
level begins to split, centered on the
caster. These splits begin leaking a
poisonous gas. Any in its area take area
eect damage and must make a DN 12
ST (STA) roll to avoid unconsciousness.
This unconsciousness lasts for 2d6
rounds.
Animal Form
DN: 9
Desc: The caster takes the form of a
natural animal of his choosing up to the
same HD as the casters level. While in
animal form the caster gains the attacks
of the animal chosen and any other
abilities (flight, etc). This lasts thru an
encounter or up to 1 hour per caster level
in non-combat situations unless
dispelled by the caster.
Crit: The casting works as normal but
the eects last much longer, up to 1d6
months. The eects can be dispelled with
a DN 14 Cure Spell cast by another Mage
or healed by Miracle.
67
Necromancy
Dead Speech
DN: 9
Desc: This spell allows the caster to fill
one targets head with the language of the
dead. Hearing the dead speak causes
temporary insanity within moments as
the swirl of dead fills the conscious mind
of the target. Targets are allowed a DN 7
(+ casters KNO and MAG) ST (PER) to
withstand the eects. Failure indicates
the target will go into an insane rage for
a number of rounds equal to the casters
level and fall unconscious afterward for
1d6 hours.
Crit: A specific and powerful being from
the land of the dead possesses the caster
and finishes whatever it had left
unfinished in it's life. When the being
has completed it's task the caster must
make a ST 11 (STA) check or fall dead.
Corpses Hand
DN: targets DEF
Desc: The touch of cold death. On a
successful Spellcasting Roll against the
targets DEF the necromancer touches the
flesh of the target. This attack does
single target damage and ignores the
targets Armor Points.
Crit: The hand of the caster is
permanently imbued with the power of
death. This power cannot be blocked by
gloves or gauntlets. Those touched must
make a ST (STA) with a DN equal to
7+ the casters level or perish. The hand
retains this power even after the casters
death and can only be cured by Miracle.
68
Protection
Wall
DN: 10
Desc: This spell created an invisible wall
anywhere within 30 yards of the caster.
This wall can be either flat, box shaped,
or domed. The wall will have a number
of HP equal to 10 times the casters level.
Once the HP reach 0 the wall is
destroyed. While in or behind a wall no
creature, person, melee or ranged
weapon, spell, fire, etc can pass thru it in
either direction. While the wall is up the
caster must concentrate on its presence,
doing no more than minor movement or
talking.
Crit: The energy expended by the spell
coalesces into a spinning ball that throws
spheres of raw magic at two random
targets per round(determined by the
GM) for 1d6 rounds. These spheres do
the casters single target damage and
ignore Armor Points.
Force Barrier
DN: 10
Desc: This spell forces a number of
chosen targets up to the casters level
backwards by 5 yards. This blast of
power does area eect damage. This spell
cannot work on any creature of 2 size
classes over the casters.
Crit: The energy created by this spell
implodes upon itself, creating a small
temporary worm hole to another
dimension. You can go thru it. Things
from the other side can also go thru it. It
lasts 1d6 minutes before it explodes
doing area eect damage to everyone
within 10 yards.
Safe Passage
DN: 9
Desc: This spell allows the caster and
allies to safely pass thru any areas
undetected for a number of minutes up
to the casters level. This spell cannot be
used in overly crowded areas but can get
them past guard towers and the like.
Crit: The caster becomes the most
visible person in any situation for a
number of minutes equal to the casters
level. Any hostile creatures will zero in
their attacks on the caster.
Be Still Child
DN: targets DEF
Desc: This spell temporarily paralyzes
any creature of a HD equal to or less
than the casters level. On a successful
Spellcasting Roll vs the targets
Defense the caster touches the creature.
It will freeze in its current position for a
number of rounds equal to the casters
MAG Attribute.
Crit: The creature shatters, instantly
dying, sending shards flying in all
directions. Anyone within 10 yards takes
69
Summoning
Bring Forth
DN: 8
Desc: The Spellcaster summons most
any tool, weapon, or minor equipment.
The item is real and will last until the
end of an encounter unless dismissed or
for a number of minutes equal to the
casters level.
Crit: The item requested shows up...
But it's in the hands of something
that's going to be a bit pissed.
70
Unholy
Demon Warrior
DN: 8
Desc: The caster grows hooves, fangs,
horns, claws, a tail or whatever he
envisioned. This causes the Escalation of
an encounter to immediately raise by 1.
The caster can use the chosen demonic
trait as a weapon. This weapon does
single target damage and uses DEX for
Attack bonus and PER for Damage
bonus.
Crit: A celestial being has heard your call
to unholy powers. I'm sure it'll pay you a
visit soon.
Damnation
DN: 10
Desc: The caster curses another living
creature. This curse leaves a mark on the
target that only aberrations, devils,
demons and the like can see. The mark
will draw the attention of any nearby
demonic entity. The curse is permanent
unless dispelled by a more powerful
Mage. If a creature or person dies with
this curse still intact the being goes to
the Abyss.
Crit: A plague of locusts will follow the
caster until the next new moon.
Desecration
DN: 9
Desc: This spell creates an area of
unholy power. The caster creates an area
of unrelenting damage that extends from
5yd per level of the caster in radius.
Anyone within the area takes area eect
damage for every round they are in its
wake. This spell lasts until the end of the
encounter.
Crit: The caster must make a ST 13
(STA) roll or his breath becomes hellfire
for the next 1d6 rounds. This does 15
damage per round to the caster as his
throat and mouth burn away leaving just
a skulls grin.
Brimstone
DN: targets DEF
Desc: On a successful Spellcasting roll
vs. the targets Defense the caster hurls a
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Rituals
Casting Rituals
Ritual casting can be a deadly aair, not
only to the caster but those around him
and in some cases the world as a whole.
Rituals often involve huge expenses in
not only magics but rare materials, gems,
relics and the like. Many more
Rituals are found in the world
and can be discovered through
quests.
Each Ritual and how it is cast is
detailed in its listing.
List of Rituals
Plague
Resurrection
Plague Ritual
This destructive ritual can be
cast by a sole Mage of 8th level
or above. The casting takes 1d6
days and involves the death
sacrifice of 20 HD worth of
'sentient dream-capable beings'.
At the end of the casting the
Mage must make a successful
DN 13 Spellcasting Roll. Once
cast a demon of plague sweeps
across the land. The nature of
this plague is established
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Resurrection Ritual
This ritual may only be performed by 5
mages of 8th level or above. The material
cost for the spell is 10,000sp (very rare
herbs and a single dragon scale). The
person being brought back to life cannot
have been dead longer than 28 days.
All five participating mages must make a
DN 16 spellcasting roll and the creature
being brought back must make a ST 10
(STA). If any of the above fails the dead
character cannot be brought back to life.
Crit: If only 1 mage critically fails his
spellcasting roll the soul and conscience
of the dead becomes trapped inside the
body, yet cannot control or move it. This
soul will continue to grow angry as time
passes, eventually being able to
reanimate the corpse with its hatred
(1d6 years). On the rare occasion all 5
casters critically fail their casting rolls, a
Greater Demon will inhabit the corpse of
the creature, it will immediately rise and
try to kill the Mages involved in the
ritual, and after doing just that will
ravage the countryside until destroyed.
Monsters are listed in the following
format with explanations.
Miracles
Miracles are wondrous gifts from the
gods and spirits of the world that can be
petitioned for by the pious. Miracles can
cover quite a bit of ground from 'tear
down this tower' to 'help Danicus regrow
his missing arm'. Unlike most magics
Art by Gary Dupuis
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Other Magics
wish to increase their power by any
means. For every 10 Health Points taken
from "a being with a soul that possesses
the ability to dream" in a ritualistic
fashion the Spellcaster increases their
spellcasting rolls by 1 for the remainder
of a 24 hour period. For every death
caused by these rituals the Spellcaster
increases their Magic Usage Points by 1
for the next 24 hours.
Alchemy
Alchemy is the practice of making
potions. These potions can store the
eects of spells (such as an Alchemist
creating an Animal Form potion).
When creating potions an Alchemist
must spend 10sp per caster level and
spend 10 minutes per caster level
creating the potion. A DN roll against
the Spells DN is then required. If the
spellcasting is successful the potion is
imbued with the spells eects. When
someone imbibes the potion it's eects
are based on not only the spell cast into
the potion but the casters level that made
the potion.
Blood Magic
Practitioners call it "The Blighting Art"
but to most other Mages and those who
know it exists in the world they just call
it Blood Magic. Blood Magic is the art of
fueling spells and rituals with some life
force or another. Often times this can be
the sacrifice of ones enemies or even
taking life from the land itself.
Rune Magic
Rune Magic is the ancient tradition of
imbuing symbols with mystical energies.
These minor and major spell like eects
can be released from touching these
symbols or can be released from small
"Rune Stones" by a caster.
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Dice Abbreviations 3
Class Damage 15
Attributes 19
Social Class 21
XP Table 23
Diculty Numbers 46
Escalation Table 51
Out Of Action 52
Magic Damage & Healing 59
Equipment Tables
Armor 37
Shields 38
Small Melee Weapons 38
One Handed Melee 39
Two Handed Melee 39
Polearm 40
Ranged Weapon 41
Range & Reload 41
Adventuring Equipment 42
Food & Lodging 42
Transport 43
Potions 43
Poisons & Herbs 44
Race Tables
Stoneborn Dwarf 8
Surface Dwarf 8
Adunaic Elf 10
Tawarwaith Elf 10
Gnome 11
Halflings 12
Human 13
Orc 14
Coming Soon...
The Havenshield RPG GMs Handbook
Featuring rules on extended Chases,
more Rituals and Miracles, how to run a
'mostly diceless' game, a complete
bestiary of monsters both classic and
unique to the Havenshield RPG, along
with encounter tables, rules for handling
character death, cures and healings, and
retiring characters at 10th level. Magical
items, more poisons, potions, and herbs.
How to handle traveling by land, air, and
sea along with equipment lists for
seafaring vehicles. NPC creation rules,
awarding XP and more...
estimated release date Oct. 2016
The Havenshield Setting Guide
A complete setting book for the
Havenshield RPG. Featuring the
Kingdom of Havvengarde. It's religions,
population, Elven and Dwarven
Kingdoms, languages, trade, all major
cities and towns, magic organizations,
enemies, monstrous factions, ruins,
dungeons, calendar, seasons, the solar
system, and much, much more
estimated release date Dec. 2016
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single target
area effect
max
max+L
max
max+H
max+L
max+2
max+H
max
Out of Action
d6 Roll
Escalation Table-1
Result
Dead
Missing Limb
previous damage
escalates to
Severely Injured
Severely Beaten
Shaken
max
6+
Knocked Out
max
max+L
max+L
max+H
max+H
max+2
max+2
double max
20xp
double max
fatal blows
50xp
90xp
140xp
Difficulty Numbers
XP Needed
Difficulty
Difficulty Number
200xp
Easy
270xp
Average
350xp
Hard
11
450xp
Very Hard
14
10
600xp
Near Impossible
19+
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