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Hello.

This is just a draft (and not a direct translation per se) of the book on this link:
https://lojajambo.com.br/rpg/rpg-3det/manual-3dt-alpha-edicao-revisada-digital/
Manual do aventureiro coming next:
https://lojajambo.com.br/rpg/rpg-3det/manual-do-aventureiro-alpha-frete-gratis/

If youre interested in the 3D&T lineup, check this link:


https://lojajambo.com.br/secao/rpg/rpg-3det/

English is not my native language and sorry for any problems this might cause to you.
Use the comments if you want to help with spell-checking, suggestions or anything else.

03/22/2016
=================

All spells done!

Ive been working a lot this week and the translation is going slower due to th at.
If you have any questions about anything, feel free to open a chat with me here at Google Docs.

03/30/2016
=====================
19/04/2016

Almost there
==============
11/08/2016

Its been awhile, hasnt it?

I've been through a lot recently and couldn't check this document as much as I wanted to (too much work piled
up). Fortunately, I'm getting the work done and I'll get back to this. It seems I'm missing the power scale
chapter...I'll see what I can do!

Updates on the Power Scale chapter, if anyone is still checking this. Should get it done by the end of the week
and then...look at something else for the future. Manual do Aventureiro makes me shudder...lol.

Should get a discord account up any of these days...in case anyone is interested in ask ing questions or
something like that. Might even get a group going
====================================================
CHAPTER 1 - HERO!

Features

The most important part of your character. They range from 0 to 5 and can go even higher if the cha racter is
powerful enough. Basically, they tell you what you can do. They are:

Strength (Fora)
Strength is the feature that measures your capacity to lift, push and pull things. It is the feature you use to
determine melee damage in general with punches, kicks, melee weapons and such.

Strength is added to skill in order to calculate attack power.

Skill (Habilidade)
The most important feature. Skill is the feature that measures your agility, speed and, depending on the situation,
the intelligence of the character. Someone with 0 points in skill is just a common person in the world.

Skill is added to Strength/Firepower in order to calculate your attack power (more on combat).

Resistance (Resistncia)
Resistance is the feature that measures your characters resilience. It determines your base HP/MP and is useful
in situations where you need to avoid harmful effects like curses, poisons and your endurance.

Base rule: Each point in Resistance = 5 HP/5 MP

Armor (Armadura)
Armor measures your characters defense. Despite its name, it doesnt necessarily mean a piece of armor is
protecting your character. It might be a shield, energy field, a sword being used to parry an attack, etc.

Armor is added to Skill in order to calculate your defense power.

Firepower (Poder de Fogo)

Firepower measures your characters offense in long range.

Like Strength, Firepower is added to Skill to calculate your attack power.

Health Points (PVs)


The characters health bar.

HP = Resistance X 5

Magic Points (PMs)


The characters fuel for special powers and magic.

MP = Resistance x 5

Advantages and Disadvantages


Advantages are special powers your character possess. Disadvantages are flaws.

Advantages are obtained with points, that means, instead of spending points in features you can use them to
obtain advantages.

Disadvantages are acquired in to net more points to spend in something else. More on that later.
Expertises
Expertise is a different kind of advantage. Each expertise is a group of knowledges, things your character do
besides fighting. They cant be used in combat, but are useful in other situations. There are eleven expertises:
Animals, Art, Crime, Language, Investigation, Machines, Manipulation, Medicine, Science, Sport, and Survival
(More on its chapter).

Magic
Some advantages allow a character to use magic. Magic is a different kind of power and it will be explained later.

There are three types of magic: White Magic, Elemental Magic and Black Magic.

Creating a character:

First, ask the game master what kind of game he/she wants. Maybe it is a game with newbie
adventurers...maybe it is a game with heroes of the realm. This will determine the initial score: the amount of
points you have to create your character.

- Common Person (0-4 points): Youre a regular person with no battle ability at all. Can have a maximum
of two advantages and one -1 advantage. This isnt recommended for new players.

- Novice (5 points) - Youre a wannabe hero at the beginning of your career. Typical score used to begin
medieval adventures. Limit of disadvantage: -3

- Fighter (7 points) - You have experience as an adventurer. Limit of disadvantage: -4

- Champion (10 points) - You are a veteran adventurer with a lot of victories under your belt! Limit of
disadvantage: -5

- Legend (12 point) - You have your place among the best heroes in the world. The maximum score
available for starting characters. Limit of disadvantages: -6

Lets say the GM wants a Novice game. You get 5 points to distribute in features/advantages. If you get a -3
value on disadvantages, you get 3 extra points to distribute in features/advantages!

Starting money: 1d x 100 coins. Some advantages get you (or deduce you) coins.

- Inoffensive Appearance: +1d x 50


- Good fame: +1d x 50
- Clericalism or Paladin: +2d x 100
- Patron: +2d x 100
- Supporters: +1d x 10
- Any Expertise: +2d x 100
- Any specialization: +1d x 50
- Haunted/Curse: -1d x 10
- Honor code - hero: -1d x10
- Honor Code: honesty: -1d x 10
- Uncultured: -1d x 100
- Insane: -1d x 50
- Bad fame: -1d x 100
- Monstrous: -1d x 10
- Wealthy Ignore everyelse mentioend and roll 1d x 100,000,000

Money cannot buy anything that could represent an advantage.


Chapter 2 - Checks and numbers

Regular checks
Whenever the Game Master asks for a check, roll a d6: if the result is smaller or equal the tested feature, you
pass. Else, you fail. A 6 is ALWAYS a failure.

Example: GM asks you for an Skill check to unlock a treasure chest and your Skill is 3. Youd need to roll 3 or
less on a d6 to succeed.

Bonus and penalties

Some things are easier to do than others.

A bonus is a value you add temporarily to a feature at the moment of a check. Penalty is the opposite: you
subtract a feature temporarily due to some kind of problem your character is having at the moment of the check

Easy Tasks: +2~+4 bonus


Normal Tasks: +1~0 bonus
Difficult Tasks: -1~-3 penalty

Health and Magic Points

As mentioned before, Health Point is the characters health bar and magic point, the character s fuel for magic
and special power.

Main rule to determine how much you have: HP/MP = Resistance x 5. If your Resistance is 1, your character has
1 HP/MP.

HP drops when you take damage and recovers when you rest, drink potions, receive heal magic, etc.

MP drops when you cast magic, use special powers (advantages), etc. Like HP, you recover MP with potions,
rest, some magics (Like Magic Steal), etc.

Losing Health
A person thats lost HP is injured, wounded or maybe bleeding (depending on the source of damage). If the HP
drops to 0, this person is unconscious.

Near Death
Certain abilities are only able to be used when a character is in great danger. This state is called Near Death
and reflects the capacity a character has to realize great feats only when he/she is very wounded.

A character is on Near Death whenever his/her HP equal or below his/her Resistance Feature.

Example: A Character with 4 points in Resistance is Near Death when his HP drops to 4 or below. The
minimum necessary to be considered on Near Death status is 5 HP. Even if you have, lets say, 10 points in
Resistance, you need 5 or less HP at the moment to be considered on Near Death.

Death
If a characters HP drops to 0, the GM will decide whether the character is dead o r just unconscious. Generally,
attacks like punches, kicks and such leave a person unconscious. Shots, explosions and magic, though, can kill.

General rule: The protagonists are rendered unconscious automatically whenever they drop to 0 HP.

Warning: Any damage done against an opponent with 0 HP might kill him automatically.

Death Check
If a characters HP drops to 0, the GM will decide the characters destiny or roll a d6 and check this table.

1- Very weak: The character is still conscious. The character can speak, see and listen to what is happening on
his/her surroundings, but...thats all. He/she is too weak to move, fight, cast magic or do anything else that uses
MP (Extra Energy is the exception in this case). The character can recover 1 HP on a suc cessful Medicine check
(made by someone else, of course).
2 and 3 - Unconscious: The character is unconscious, but not that wounded. It can recover 1 HP after an hour of
rest or with a medicine check.
4 and 5 - Almost dead: The character is so wounded that will die in 2d6 turns. A successful medicine check can
lengthen that time to 1d6 hours but after that, no more Medicine checks can be made. The only way to save an
Almost Dead character is with magic. Commented [1]: 2d6 turns and 1d6 hours, what's the
6 - Dead: Well, nothing you can do here. Resurrection or create another Character if youre a PC. duration of a turn? or how many turns are 1 hr?
Commented [2]: This gets mentioned on the combat
chapter.
Commented [3]: Let's say 1 minute is equal to 10
turns. If you get in a timeframe of hours...you can forget
the combat you're in. lol
Constant Punishment

After a Death Check and after checking how you are through the death check table, you stay with 0 HP. But each
attack you receive after that, you need to roll on the death check again. If roll something better than the last
result, keep the last result. If you roll something worse than the last result, keep the newest result.

Example: The heroine just had her HP drop to 0 after the big bad guys attack and the GM asks for a death
check. The heroine rolls a 2 and is unconscious. The Bad Guy wants her dead, though, and attacks her again.
She rolls a 1. She is still Unconscious. One more attack and she rolls a 5 and is now Almost Dead.

Magic Points
MP drops every time you cast magic or use some kind of special power. Unlike HP, if your MP drops to 0, nothing
happens to your character.

Recovering HP and MP

8 hours of rest = Full recover


2 hours of rest = The character recovers Resistance x 1 HP/MP.
0 HP - Check the Death Check section

Resting on a dangerous location (wilderness, dungeons, etc.)


8 hours of rest = The character recovers Resistance x 1 HP/MP.

A person with 0 HP cannot recover MP unless he/she gets 1 HP.


Chapter 3 - Advantages and Disadvantages!

Advantages are extra powers a character may get. They are not needed: a 3D&T character can be made without
advantages and work perfectly in the game. However, a player rarely resists the opportunity to customize his/her
character with at least two or three advantages

Like features, an advantage costs Points: the better, the most expensive it is. Some advantages have variable
costs.

Most advantages requires MP in order to activate, even if you arent a magic user.

While advantages are qualities and special powers a character may possess, disadvantages is the opposite: they
are flaws. Why would I get disadvantages? First, not everyone is perfect and second: you get points to use on
features and advantages if you get disadvantages.

Advantages

Acceleration (+1 point)


You run faster. You add +1 to your skill to pursuit, escape and dodge checks.

If you spend 1 MP, you can use it during combat: you get one extra movement per turn. That means you can
move twice before attacking, move three times, etc.

Once you spend 1 MP, Acceleration lasts for the entire fight. Imagine Megaman using his dash on MMX 1 -8...

Adapter (+1 point)

This advantage allows you to modify the type of damage of your Strength/Firepower without penalties (More on
the Combat Chapter).

Ally (+1 point)

Youve got an ally, companion or whatever that you can count on. The ally is an npc controlled by you but the
master can interfere depending on the situation or if he/she thinks the ally shouldnt do something (maybe it is not
his nature, etc.)

You can build the ally, but the GM will give the approval. Allies are made with a Score rating below yours. Lets
say a Legend character gets an ally. His/her ally will be created as a Champion character. For every additional
point spent on this advantage, your ally is more powerful.

Your ally improves when you do, but you do not gain XP from your allies victories. Your ally also doesnt gain XP.

Alchemist (+1 point)

Imagine Full Metal Alchemist. You draw a magic circle or something before you cast a magic/use a special power
in order to empower your skill.

Drawing a magic circle spends a turn and if you suffer damage while youre drawing, the drawing fails. If youre
successful, the next magic/special powers costs half MP to use (rounded up)

You can draw on any surface. You need to announce the special power/magic you want to empower the moment
you begin drawing. You cant prepare drawings before hand: they must be made at the moment.

Someone trained in magic (someone that has Black, White or Elemental Magic) that sees your diagram will know
what youre about to cast.
Inoffensive Appearance (+1 point)

For some reason, you dont look dangerous. Maybe you look weak, maybe youre the token loli, etc. You pick the
reason. Besides the obvious benefits, like entering places without raising suspicion, Inoffensive Appearance also
helps in combat! You will surprise your opponent, getting an extra action before the first turn of a combat. This
trick doesnt work against someone who has seen you fighting before or twice against the same person.

You cant have Inoffensive Appearance and Monstrous at the same time.

Arcane (+4 points)

You have a powerful aptitude to magic. You can use White, Elemental and Black magic as if youve bought the
three of them!

Area, Battle (Battle Area) (+2 points)

You transport yourself and one or more creatures to another dimension, temporarily. Of course, you get benefits
in that dimension. No one else can interfere in the fight while you are in the battle area.

The maximum number of people you can drag to the battle area is equal to your Skill Feature and they must be
on the range of your Fire Power. You cannot transport a target that has greater Resistance than your Skill if they
are unwilling, and they can interfere with your ability to bring friends.

To activate Battle Area, you must spend 2 MP. To maintain it active, you must spend 2 MP per turn and you can
hold it for a number of turns equal your Skill feature.

The area can have one of these three effects, which you choose when you use this ability:
- Skill +1, Armor +2. Your special attacks dont spend MP.
- Strength or Fire Power +2, Armor +2
- You can cast magics by spending only half of your MP.

You cant escape from a battle area. It ceases to exist the moment the person who used the advantage is
knocked out or it expires.

Time runs faster inside this battle dimension. To those not involved, only 1 turn was spent in the Battle Area,
regardless of how long you were in there..

Arena (+1 point)

Pick an environment. You get Skill +2 while fighting on this environment.

- Water (Beach, ships, rain, water surface, below water)


- Sky (Aerial Combat: Only works if your opponent flies)
- Cities (Streets, roof, rooftops, corridors, stairs)
- Wilderness (Deserts, forests, mountains, swamps)
- Subterranean (Caves, dungeons, sewers)
- An unique place in the world (maybe a base of operations)

Armor, Extra (Extra Armor) (Special)

You are more resistant against a certain type of damage. Your armor doubles against that type of damage.

Lets say you have Extra Armor: Cold, Skill 4 and Armor 3. If you get targeted by a ray of frost your defense
power will be 4+ (3x2)= 10. Can only be obtained through campaigns (such as gaining a magic item) or unique
advantages. The types of extra armor are:
- Strength. Any damage done with Strength. (Melee)
- Firepower. Any damage done with FP (Ranged)
- Magic. Any damage done by spells, including magic weapons, but not other special attacks that spend
MP).
- Slashing, piercing, crushing.
- Fire, Cold, Electric, Chemical, Sonic.

Attack, Special (+1 point or more)

Every hero knows a technique to deal higher damage in a fight. Spend 1 MP and you can add +1 to your
Strength or Firepower. Everybody has that maneuver, so you dont need to spend a point on that. Commented [4]: is this mentioned later on char
creation?
The advantage Special Attack, however, is a better version of that maneuver. Spend 1 MP to add +2 to your
Commented [5]: The first time it's mentioned is on the
Strength or Firepower (Choose which one it applies to when you first gain this advantage).
advantage. I'll create an extra section later on combat
chapter with Maneuvers.
You can spend more or less points on this advantage to give it more powers or weaknesses. The minimum cost
to obtain this advantage is 1 point and the minimum MP cost is 1. Commented [6]: _Marked as resolved_
Commented [7]: _Re-opened_
- Wide (+2 points, +2 MP): Fp attacks only. If you want, every single creature on the attack range are hit
by this attack (including allies and maybe even you!). You can avoid a number of specific targets equal
to your Fp value;

- Slow (-1 point): Fp attacks only. The target receives Sk+2 on his/her dodge check;
- Paralysing (+1 point, +1 MP): Besides damage, this attack works like the advantage paralysis (Check
the Paralysis advantage and its MP cost);

- Penetrating (+1 point, +1 MP): Target gets a -2 penalty on his/her A during the Defense Power step;

- Dangerous (+1 point, +1 MP): You can crit on a 5 and 6 on your dice roll;

- Near Death (-2 points, -1 MP): Can only be used while youre Near Death;

- Powerful (+1 point, +1 MP): If you score a critical hit, your St or Fp is multiplied by 3 (instead of 2);

- Precise (+1 point): Target gets a -2 penalty on his/her H during the Defense Power Step;

- Guided (+1 point): Fp attacks only. Target gets a -2 Sk on his/her H Dodge check.

Higher levels of Special Attack can be bought for one point each. Each level gives an additional +2 to Str or FP.
You can only have 10 levels of Special Attack, and you can only go above the first level through gained XP.

Attack, Multiple (+1 point)

You can deliver more than one Strength attack per turn. Each strike (the first included) costs 1 MP. So lets say
you want to attack twice in one turn: you spend 2 MP for that. The maximum number of attacks you can perform
in one turn is equal to your Skill feature value.

The enemy rolls a defense power for each one of these attacks. Likewise, the attacker has to roll attack power for
each one of these attacks.

Good fame (+1 point)

For some reason, youre respected by other heroes and adventurers and common people as well. Maybe youre
known for your fighting style, a remarkable deed, your appearance, etc.

Being famous can bring you advantages in certain occasions but...it comes with problems. It will be harder to go
unnoticed, for an example. If you have a Weak Point, EVERYONE will know about it.
Clericalism (+1 point)

Youre a cleric, druid or shaman, serving a superior entity. Because you work for them, you get to use certain
divine magic other casters cant.

This advantage doesnt make you cast magic on its own. You will still need White, Elemental or Black Magic for
that. However, with Clericalism, you can cast magic with the Prerequisite: Clericalism tag.

As a bonus, this advantage lets you begin the game with three extra spells, besides the default ones! The Game
master chooses them.

Deflection (+1 point)

Youre better at blocking Firepower damage. Spend 2 MP whenever youre defending against a Firepower Attack.
Double the Skill value on this Defense Power roll.

Deflection counts as a dodge. That means you can use it a number of times equal your skill value per turn.

Elementalist (+1 point)

Pick a type of elemental magic (Water, Air, Fire, Earth or Spirit). You spend half MP (rounded up) needed to cast
magic of the chosen type. You can buy this advantage multiple times.

Extra Energy (+1~2 points)

Spend 2 MP to recover all of your HP. It takes one turn to use this and youre considered Helpless while you
concentrate on it. If you receive any damage while concentrating, the advantage fails and you waste your turn.

There are two levels. For one point, you can only use this while on Near Death. 2 points, whenever you feel like
it. Extra energy only heals you (duh) and only cures damage, not disease, poison, or the like.

Vital Energy (+2 points)

You can use HP instead MP to fuel your special power/magic on a rate of 2 HP per 1 MP.

Familiar (+1 point)

You have a litte magic creature that shares abilities with you. Its like a weak Partner that evolves with you. Each
point you obtain in game with experience is also obtained by the familiar. Both the conjurer and familiar are have
Natural Link as well. Only White/Elemental/Black magic users can acquire this advantage. You cant have more
than one familiar at any given moment.

- Chameleon: St0, Sk0, R1, A0, Fp0, Invisibility.

- Raven (or any kind of bird): St0, Sk1, R0, A0, Fp0, Flight

- Cat: St0, Sk2, R0, A0, Fp0, Special Senses (Hearing, Smell, Vision).

- Dog/Wolf: St1, Sk1, R1, A0, Fp0, Special Senses (Hearing, Smell)

- Monkey: St0, Sk1, R1, A0, Fp0, Arena (Wilderness)

- Frog: St0, Sk0, R1, A0, Fp0, Arena (Water)

- Serpent: St0, Sk1, R0, A0, Fp0, Paralysis

A Familiar costs 10 XP to acquire after character creation. If it dies, it can be replaced by paying 5 MP for the
same type or 10 MP for a different one. The Familiars stats and abilities are added to yours.
Alternative Form (+2 points each)

You can change your form and powers. Each form is treated like a new character with the same score you have
at the moment. The disadvantages (maybe), expertises and known spells are the same on every form, however. Commented [8]: This mean if you have a 12 point char
with alternative form you can reasign the 12 points on
Important: Each of your Alternate Forms MUST spend points for your other forms. So, if you had 3 forms, each of your stats and advantages for the new form but the
your forms would have to pay 6 points as a tax. disadvantages etc. keep the same

It takes one movement to change your form. The change will never raise your current HP but it can decrease it if
the new form has less Resistance than the other form.

Geniality (+1 point)

Youre a genious. Add +2 to your Skill value to any expertise you own or in any Skill check of expertises you do
NOT know.
With the right resources and this advantage, with the game masters approval, you can create something above
the technical level of your world (like creating a steam engine on medieval worlds, etc.)

Immortal (+1 or 2 point)

For some reason, you cannot die. To be honest, you can die, but wont stay dead for that long...Something you
have or some unknown force wont let you visit the Dead Realm and you will get back to the living (with 1 HP and
1 MP).

For 1 point, you will resurrect in days, weeks or months. (basically, come back next week, Steve, well see you in
the next adventure).
For 2 points, you will resurrect after the combat or after the dangerous situation is over.

In any of the cases, you lose all the exp obtained in that adventure.

Enemy (+1 point each)

Youre trained in combat against a certain type of creature. Choose one of these: humanoids, youkai (undead
included) or constructs. Add +2 to your Skill Value during combat and expertise checks whenever the enemy is
involved.

The game master can ban this advantage, for an example, in a world in which only humans ex ist.

Invisibility (+2 points)

As the name implies, you turn yourself invisible! Outside combats, this advantage reduces the difficulty of stealth
checks.

During combats, your opponents gets a -1 penalty to Skill to hit you in melee and -3 for ranged attacks and dodge
checks. (Coincidentally enough, these are the same penalties when someone is blind.)

Characters with the right Special Senses do not suffer a penalty to skill in melee and are only at -2 for ranged and
dodge.

Invisibility costs 1 MP to activate and 1 MP per turn to sustain it.

Invulnerability (Special)

Youre practically immune to a certain type of damage. When you receive an attack with that element, after the
Defense Power roll, divide the damage by 10 (rounded down). Can only be obtained through campaign or as a
member of certain races.
Natural Link (+1 point)

You have a special link with your ally. You two were destined to each other since birth. Only characters with Ally
can acquire Natural Link.
Inside the same visual field, you can notice each others thoughts and can communicate without any signal and
words. Outside visual field, you can feel general emotions, but you will always know in which direction and
distance your ally is.

When you command your ally, he can use any advantage you own.

As a side effect, whenever you ally is harmed, you suffer the same damage.

White Magic (+2 points)

You can cast holy magic. More on the magic chapter.

Elemental Magic (+2 points)

You can cast elemental magic (Air, Water, Fire, Earth and Spirit). More on the magic chapter.

Black Magic (+2 points)

You can cast black magic. More on the magic chapter.

Irresistible Magic (+1~3 points)

Enemies have a harder time resisting your spells.

+1 point: The victim suffers a -1 penalty on its R check


+2 points: The victim suffers a -2 penalty on its R check
+3 points: The victim suffers a -3 penalty on its R check

Elastic Members (+1 point)

You can stretch your arms, legs or tentacles even further than normal or you can violate the space -time and open
a mini-dimensional door in which you can carry your arms to great lengths...you know the deal.

Your Strength attacks get the same range of a FP (Firepower) attack, however, the attack is always considered
as a Strength attack. Use the Strength value to calculate the range of your attack instead of Firepower.

Extra Members (+2 point each)

You have numerous members, legs, tails, tentacles...Example: If you spend 3 points, you can have three more
arms!

Besides the obvious utility of holding more objects at the same time, each Extra Member allows you to make an
additional attack per turn. This attack has an Attack Power (AP) of AP = St + 1d or AP = Fp + 1d.

If you dont like the idea of using an additional attack, you can use your extra member to block: DP (Defense
Power)+1 till the next turn. The bonuses stack: Three extra arms = +3 on your DP.

Any character that acquires this Advantage gets Special Model and Monstrous automatically (and dont get any
points for them).

Enhanced Memory (+2 points)


Your memory is flawless. You can remember everything linked to your five senses and NEVER forget
anything...ever.

Your Enhanced Memory can record new knowledges. If you see someone using an Expertise, you can learn how
to use it and use it as if you own it. You cant keep more than one Expertise that way at the same time - to learn a
new Expertise, you need to delete the previous one.

Players with that advantage do not need to make checks to learn new magics.

Mentor (+1 point)

You still keep contact with the person whos taught you about your powers, spells, etc.

Even if your mentor is dead, in moments of hardship you can remember an important lesson, receive a telepathic
message, etc.

Spellcasters with this advantage start the game with three extra spells (this stack with the spells obtained with
Clericalism and Patron). The game master picks them.

Paladin (+1 point)

Youre a sacred warrior! A soldier bestowed with power by the gods, guided by honor and loyalty. Unlike
characters with Clericalism, those with Paladin ALWAYS fight for a good cause.

Paladins receive a +1 on R checks. A paladin can cast Magic Heal and Detect Evil spells even i f he/she doesnt
have any magic advantage. Some spells can only be cast with this advantage.

Every single paladin follows these honor codes: Hero and Honesty (and dont receive any points for them).
Paladins cant into Black magic.

Paralysis (+1 point)

You have the power to paralyze the target temporarily. Spend 2 MP and make a regular attack.

If your AP beats the opponents DP, the attack wont deal any damage, but will force the target to make a R
check. If the target fails, hes paralyzed and helpless, unable to move, dodge, speak or cast spells.

Paralysis duration depends on the amount of MP spent. 2 turns for 2 MP (minimum permitted), 3 turns for 3 MP,
etc.

Any damage inflicted to the victim breaks the paralysis.

Partner (+1 point each)

This advantage must be used in tandem with Ally (without ally, you cannot get this advantage). Besides being
someone you can trust, a partner is someone who works perfectly with you during combat. When you fight
together with your partner, the sync is so perfect it looks like youre fighting as one!

When you fight together, you act only once per turn, but you combine your highest features and advantages.

Example:
Player 1: St 0; Sk 3, R 2, A 2, Fp 1; Multiple Attack
Player 2: St 3, Sk 1, R 4, A 1, Fp 0, Special Attack
Partner Mode: St 3, Sk 3, R 4, A 2, Fp 1, Multiple Attack, Special Attack.
If the duo gets harmed, the damage is shared equally between the two. (Fighting with a Partner (or Familiar
(Or) is the only time you are allowed to outnumber an opponent and get XP for it.)

Patron (+1 point)

Some kind of big organization, corporation, government or powerful NPC helps you...within certain limits. The
patron can offer you transport, gear and information to its employee. A patron can help you and se nd
reinforcements in moments of need.

You can, at any time, spend 1 MP to summon your patron. The exact form of this help is up to the game master
- maybe you find a secret weapon on your pocket, remember some kind of hidden maneuver, finds a
conveniently parked vehicle just waiting for your escape, etc. Sometimes, depending on the circumstances, help
is impossible.

Having a patron means you need to be loyal and follow orders. There are times you will have to fulfill mission for
your patron.

For spellcasters, this advantage gets you 3 extra spells during creation. Your game master picks them.

Hidden Power (+1 point)

You are more powerful than you appear to be. During combats and certain emergencies (depending on the game
master), you can manifest your hidden power.

You can spend 2 MP to add +1 to a feature. You can spend a maximum of 5 MP to distribute +5 points to your
features or pick a specific feature at the moment you acquire this advantage. You will be restricted to it but you
can spend 10 MP!

Hidden power cannot be activated in non-dangerous situations or before a fight. Besides that, you need to spend
a turn for each +2 you spend. Example: Lets say you want St + 2 and A + 3, you need to spend 10 MPs and 5
turns for that.

You cant do anything while you concentrate on your hidden power and youre considered Helpless. Getting
damaged while concentrating breaks the concentration.

Once activated, the hidden power lasts for the entire encounter. If at any moment your HP drops to 0, Hidden
power is deactivated.

Extra Magic Points (+1 point each)

You get 10 more MP for each point spent on this advantage. For spell testing, speed, and other situations, you
treat your MP as though you didnt have this advantage.

Example: A character with 3 points in R and 1 point in this advantage has 25 MP.

Extra Health Points (+1 point each)

Same as Extra Magic points, but for HP.

Possession (+2 points)

You can possess the body of an intelligent being. For that to work, the victim needs t o be unconscious - be it
sleeping or knocked out after a battle.

While youre possessing the victim, you have the Features, HP, physical advantages and disadvantages of the
body. MP, Expertises, knowledge and moral values (like honor codes) arent affect ed; you keep yours, not the
victims.
To use this power, you need to spend an amount of MP equal to the victims R. If the victim has some kind of
bonus to his/her R (like Magic Resistance), add that bonus to the MP cost. Example: You want to possess a
target with 4 points in R and Magic Resistance. You need to spend 6 MP at the moment of possession and 6 MP
after each hour spent on the possession.

You cannot possess someone with a value in R greater than your Sk.

Reflection (+2 points)

Like Deflection, but you reflect the Fp attack to the opponent instead of just deflecting it, using the original AP.

Regeneration (+3 points)

You recover 1 HP per turn. Death checks are different for you.

1- Very Weak: You recover 1 HP on your next turn and get back to action...unless you receive constant
punishment.
2~3 - Unconscious: You recover 1 HP and your consciousness in 1 minute, 10 turns or immediately with a +2
medicine check.
4~5 - Almost dead: You recover 1 HP in 8 hours.
6 - Dead: You return to the living in a few days, weeks or months as if you have the Immortal advantage (and
dont get exp on that adventure).

Unlike a true immortal, a character with Regeneration can die definitely if he/she suffers a total collapse. This
happens if the character in question suffers a damage equal to his/her current HPx10 or Rx10 (whichever is
higher) in the same turn. Example: a person with 15 HP needs to suffer 150 HP damage in one turn to die. A
person with 1 HP and 3 points in R needs to suffer 30 HP dam age in one turn to die.

Magic Resistance (+1 point)

You are more resistant to magic effects than normal...excluding damage. Every Time an advantage or spell
makes you roll a R check to avoid its effect (Like Paralysis, Silence, Blindness, etc.) add +2 t o your check.

Magic resistance doesnt work against poison, diseases and special powers a creature might possess (like
Petrifying Gaze from a Medusa): it only works against advantages and spells.

Magic Heal and other healing spells work like always against you.

Wealth (+2 points)

Like Patron, but better because you dont have to follow orders from anyone. Money isnt an issue: you can pay
for travels, hire teams and purchase any non-magic gear available.

You can, at any moment, spend 1 MP to summon your wealth. The exact form of how your money is going to
help you is up to the game master - maybe you see an opportunity to bribe someone or contract a band of
mercenaries that were always there. Sometimes, depending on the circumstances, help is impo ssible.

You can never use Wealth to acquire something that simulates an Advantage or removes a disadvantage.

Special Senses (+1~2 points)

You have heightened senses. If you spend 1 point, pick three from the list below. If you spend 2 points, you get
everything.

- Hearing: You can hear very low and distant sounds.


- Smell: You have chemical sensors capable of smelling as good as a pointer (dog breed)
- Infrared vision: you can see the heat of things. You can easily spot warm -blooded creatures. You have
darkvision, but only if there arent any intense heat sources around (flames, big engines)...
- Radar: You have darkvision and can sense everything around you, shapes and objects (but you cant
distinguish colors), on all directions (even if you wear a blindfold, for an example)
- See the invisible: You...can see the invisible (wow). The advantage and invisibility spell are useless
against you. Warning: Radar, Infrared vision and others special senses cant see invisible things.
- Vision: You can see even further!.
- X-ray Vision: You can see through doors and walls, except those made of lead or other kinds of magic
materials.

Separation (+2 points)

Spend 4 MP. You can summon a copy of yourself with -1 on every feature (it affects the HP/MP of the copy, as
the penalty reduces R). The penalties do not stack (Example: If you summon 4 clones spending 16 MP, every
copy will have -1 on its features, not -4).

HP/MP wise, consider the clones have the same ammount of HP/MP you have (after you use the advantage, of
course) before reducing them due to the drop on R. Your clones CANNOT create more clones of themselves.

If you or any of your clones drops to 0 HP, the advantage deactivates (and every clone around disappears). You
can have a number of clones equal to your Resistance.

Telepathy (+1 point)

This advantage has the following uses:

- Read thoughts: You receive a +2 bonus to Sk when you use Expertises to obtain information from the
target (Interrogation, Intimidation, Smooth Talk);
- Evaluate combat power!: You find out the enemy values on his/her features, advantages and
disadvantages;
- Reveal Treasure: You find out if the enemy is carrying something important.
- Predict movements: You get +1 on your initiative and Dodge checks against that target. It lasts fo r the
entire encounter.

Each time you use Telepathy (one of the options of that list), you spend 2 PMs. You dont spend a movement or
action when you use Telepathy, but you can only use it once per turn.

Telepathy only works against living targets and against targets with a R value smaller than your Sk value.

Teleport (+2 points)

You are capable of disappearing from one spot and reappearing in another spot. Teleporting to places you can
see dont need any checks. Places you cant see, however, you got to make a Sk check. If you fail, nothing
happens. If you succeed, you appear at the place you wanted to get. You cant carry anyone else with you and
only your personal belongings teleport with you.

The maximum distance you can travel with this advantage is equal to you Sk x 10 m.

Each use of Teleport costs 1 MP and it is considered as a movement.

Charged Shot (+1 point)

Imagine Megaman charging his buster shot. You can concentrate your energy to deliver a powerful shot...or
concentrate before you throw a dagger, etc. Commented [9]: Kame hame ha mf!

Spend 2 MP and one turn concentrating. You are considered Helpless while concentrating and the concentration
will break if you get damaged (you lose the MP spent as well). On the next turn, make a Fp attack. Double the Fp
for that attack.
Example: Someone with Fp 4 and Sk 3 uses Charged Shot. On his next turn, his/her attack power will be:
(4x2)+3= 11!

Multiple Shot (+2 points)

Like Multiple Attack, but for Firepower.

Energy Touch (+1 point each)

You can transmit energy through your skin in a powerful energy charge, damaging everyone around you in melee
range (even your allies!). The attack power of this advantage is equal to Armor +1 d for each MP spent. Example:
Someone with A 3 spends 3 MP on this advantage and deals AP = 3+ 3d to everyone around him/her in melee
range!

The maximum amount of MP you can spend on each use of this advantage is equal to your A value . You can
customize the type of damage of this advantage (more on the combat chapter).

This advantage counts as an attack.

Supporters (+1 point)

You have fans, and they inspire you while you fight!

Besides following you like pests and being annoying (depending on your fan base), during combats, when you
have supporters rooting for you (and booing the opponent), you get a bonus of +1 to your Sk and the opponent
gets a -1 on his/her Sk (if he/she fails on a R check).

You receive these benefits whenever there are supporters around (or maybe the opponent has many haters).
Supporters arent always present (They wont follow you while you dungeon crawl to defeat the great ancient red
dragon, for an example).

Flight (+2 points)

You can fly. The higher your Skill value is, the better is your flight ability.

Sk 1 - You can levitate a bit and hit a speed of 10 m/s


Sk 2- You can levitate even more and hit a speed of 20 m/s
Sk 3 - You can really fly with a speed of 40 m/s.

Double this speed for each extra point in Sk. 80 m/s for Sk 4, 160 m/s for Sk 5

You can try to achieve a speed above your limit, that is, if you succeed on a Skill check (-1 penalty for each Sk
point above yours). If you fail, you fall and suffer 1d damage for each 10 m you were above ground.

Shaman (+1 point)

You have a great link with the spirit world. You can interact with ghosts and other incorporeal entities and you can
even attack them (or get attacked by them) freely. You can also See the Invisib le as if youve got that special
sense.

==================================================================

Disadvantages

Special Environment (-1 point)


You are dependant on your environment of origin, be it a body of water, arctic climate or other kind of terrain that
isnt that common in your campaign.

You can stay away from your environment a number of your days equal your R; when this time expires, you lose
1 point of St and R per day (your HP/MP drops with the drop on R) until they both get to 0 bu t you wont die.

To recover the points in St and R, you need to spend at least 24 hours in your environment. Or, if you really want
to hurry up, you can go to your environment and spend 1 Experience point to recover your points in St and R
instantly.

Example: A mermaid outside of a body of water.

Haunted (-2 points)

Theres some kind of apparition, ghost or specter haunting you. Maybe its someone whose life you snuffed or
someone telling you that you are the only person that can help him/her!. No one else can see that being
besides you and it will stop whenever it is satisfied or tired.

Whenever you enter a combat, the game master rolls a dice. On a 4, 5 and 6, the ghost appears to torment you
and you suffer a penalty of -1 to all of your features till it leaves. A haunted spellcaster has the MP cost of his
spells doubled!

This disadvantage can be a disease, trauma or a kind of bug (for constructs). Depending on the game master,
the ghost can appear in other occasions.

Battery (-1 point)

You have an energy reserve that keeps you active: 2 hours per point of R. When this limit runs out, you begin
losing 1 point of St and R per hour (your HP/MP drops with the drop on R). If your St and R hits 0, you
shutdown for 1d hours, until your battery recharges. The recharge is only possible with absolute rest.

Honor Code (-1 point each)

You follow a rigid code of conduct that hinders you from doing (or not doing) something.

- First law of Asimov: Never inflict harm on a human or, by omission, allow a human to suffer harm;

- Second law of Asimov: Always follow the orders of human beings, except when these orders conflict
with another code you follow;

- Hunter code: Never kill (battle or hunt when necessary, but never kill) cubs, nestlings, etc. or pregnant
females of any species. Never leave a hunted prey. Always choose as an opponent the most dangerous
creature on sight.

- Gentleman code: Never attack a woman (or female of any species), even if youre attacked, and dont
let your companions attack her. Always heed the call of a woman;

- Combat code: Never attack a helpless opponent or outnumber him/her;


- Defeat code: Never let anyone capture you and never accept defeat. If your HP drops to 0 (only in
situations of 1 x 1, fair fight) or you get captured (any situation), you must take your own life.

- Gratitude code: Whenever someone saves your life (or the life of someone dear to you), you stay under
the service of this person till you repay the favor (by saving the persons life);

- Hero code: Always fulfill your word, always protect anybody or any creature weaker than you, never
reject a request of help;
- Honesty code: Never steal, cheat, lie or disobey the local laws, and dont let your companions do any of
those;

- Redemption code: Never attack if youre not provoked, always accept a request of surrender, always
spare opponents with 0 HP.

Every Time you violate one of your honor codes, you receive a -1 experience point penalty at the end of the
adventure. Each violation = 1 Exp point.

The maximum amount of honor codes you can have is 4.

Disability (0 ~ -2 points)

- Bad hearing (0 points): You suffer a penalty of -1 to Sk checks to find hidden enemies. If you acquire
Special Senses: Hearing, your hearing gets to normal, but you dont get the effects from the
advantage;

- Blind (-2 points): You suffer a penalty of -1 to Sk to make melee attacks and -3 for ranged attacks and
dodge checks (If you have Special Senses: Hearing or Radar you get no penalty on melee and -1 to
Ranged and dodge checks);

- Mute (-1 point): You have problems with communication, except with people involved on your
advantages/disadvantage. Expertise checks that involve social actions (Art, Manipulation, Investigation,
Crime and others, when they require communication with someone else) are always considered to be
Difficult;

- No olfaction (0 points): You cant feel the smell or taste of anything. In some situations, this can be
useful (the pestilent gas of a trog has no effect on you), but can put you in danger (you cant, for an
example, smell something burning). To you, every food tastes the same (nothing). Besides the
appearance, you cant tell if a food is rotten. On the other hand, youre rarely hungry, because you can
eat things that would make the stomach of an ostrich spin. Special Senses: Sm ell is canceled by this
disadvantage;

- Deaf (-1 point): You suffer a -1 penalty to Sk on checks to perceive hidden enemies (in some situations,
if you cant see, checks wont be allowed: you just fail). You can read the lip of someone if you get the
Expertise Language, Investigation or the Lip Reading Specialization (more on the Expertises Chapter)
or the magic with the same name. Special Senses: Radar and Hearing are canceled by this
disadvantage;

- Visual impairment (0 points): You suffer a -1 penalty to Sk on checks to perceive hidden enemies and -1
penalty to Sk on ranged attacks and dodge checks. Special Senses: Vision restores your vision to
normal, but you dont get the benefits of the advantage...

Dependency (-2 points)

You need something rare, forbidden or inhuman to keep existing - with that being something that involves the
death of other human beings or some kind of heinous crime.

This dependency may be nice or not, but you need to satisfy it every day. If you dont, you will suffer a cumulative
-1 penalty to R (your HP/MP drops with the drop on R). If your R hits 0, you will have 1 HP and one day left. If
you dont satisfy your dependency, you die. The moment you satisfy your dependency, your R goes back to
normal.

This disadvantage is more recommended to npc villains, not players.

Devotion (-1 point)


You are devoted to a sacred duty, oath, a great mission or a deep obsession. Your life is dedicated just to fulfill
that duty and nothing else matters.

A character with devotion rarely strays from his/her objective and when that happens, the character suffers a -1
to all features.

You cant cheese your devotion with something like: Gotta defeat all my opponents! or Fight to prove my
worth!. Finishing an adventure cannot be considered as a devotion.

Object of Power (-1 point)

You cannot cast spells without an special object to channel your power. Maybe its a wand, a staff, a sacred
amulet for clerics and paladins, a musical instrument for bards, etc. If you lo se, drop or stay away from this object
for any reason, you cant cast spells at all.

Whenever you suffer damage, make a Sk check. If you fail, you drop your item. It takes one turn to recover it.

The object of power isnt something rare: if you lose it, you can find, purchase or even improvise one easily. If
you use a broken or improvised object of power, the MP costs of your spells are doubled.

Fury (-1 point)

Every Time you suffer damage or get irritated for whatever reasons (depending on the Game master), roll a R
check. If you fail, you enter in some kind of frenzy and attack the source of your anger ASAP.

While youre on fury you dont think clearly: you dont dodge, cast spells or use any advantage that costs MP.

Fury only ends when you or your opponents gets knocked out or your opponent flees. When the frenzy ends, you
get tired, suffering a -1 penalty to every feature for one hour. If you enter in fury again before the one hour period
expires, the penalties stack.

Uncultured (-1 point)

You are...not smart. Characters with this disadvantage dont know how to read or if they know, reading is hard for
them and they have a harder time communicating with anyone else...except their Mentors, Partners, Allies,
Helpless Protected, Patron or another character represented by an advantage or disadvantage: they can
understand them!

Insane (0 ~ -3 points)

You are crazy. After 2 minutes of conversation no one believes or trust you.
There are many forms of insanity. Some arent that dangerous and dont give any points because of that. These
ones are here because can be acquired over the length of the campaign, by magic effects, curses or special
powers from certain creatures.
All forms of insanity can be overcomed temporarily with a -3 R check (or a normal check, depending on the
description of the insanity), but the game master can only authorize this under extreme conditions. Despite the
insanity, the basic effect of no one believes you is always present, even if your problem isnt that obvious: the
way you talk is weird and suspicious. Only characters related to advantages/disadvantages believe in you.
Sometimes.

Some forms of insanity are identical to other disadvantages. Again, this happens because these problems can be
acquired over the length of the campaign.
- Kleptomaniac (-1 point): You steal things you dont need, not because of their value, but because they
look...interesting. Every Time a chance to steal something pops up, succeed on a R check to keep your
urges in check. A kleptomaniac never returns the fruits of his/her stealings to the owner and will fight to
avoid this outcome.

- Compulsive (-1 point): Theres something you need to do constantly, at least once per hour: take a
shower, wash your clothing, bite your nails, eat lasagnasomething that lasts 1d minutes. If you pass
more than one hour neglecting your compulsion, you must make a R check per turn. In case of failure,
you drop everything youre doing (even fighting!) to satisfy your compulsion. You cant have as a
compulsion something you do while fighting.

- Deranged (-1 point): Same as uncultured.

- Depressing (-2 points): Same as Haunted.

- Dual Personality (0 points): ts like Alternative Form, but even the disadvantages, expertise and known
magics change! Its exaggerated, yes. You totally change. However, this isnt under your control. Once
per hour or whenever youre in danger (up to the Game master), roll a dice: on a 4, 5 and 6 you
changed to your other personality. A personality doesnt know what the other one does. Sometimes,
they arent even aware of each other!

- Distracted (0 points): You have difficult to concentrate on something you dont care (anything that is not
your devotion, dependency, honor code). You suffer an extra penalty of -1 (that stacks with everything
else) in any checks you do involving something you dont care for. Commented [10]: i'm being annoying, i'll check back
tonight
- Fantasy (-1 point): You believe you are someone you arent, or that you can do something you re not
Commented [11]: Okay! o7
capable of doing (Im a mage! I can fly! Im the king of this kingdom!). You talk about yourself all the time
to show everyone how great you are.

- Phobia (-1~-3 points): You have terribly afraid of something. Every Time youre exposed to the source of
your fear, make a R check. If you fail, you panic and bail out ASAP (like youre under the effect of the
Panic Spell). The value of the phobia depends on the source of fear: -1 to something uncommon that
you can find 25% of the time (High places, foreigners, insects, water, blood, dead people); -2 for
something common, that you can find 50% of the time (Darkness, enclosed spaces, animals); -3 for
something you can find almost every time (people, vehicles, open spaces, loud noises, wind, electronic
gadgets, music)

- Fury (-1 point): Like the disadvantage

- Hysterical (-2 points): Like Haunted, except you laugh or cry like a madman.

- Homicidal (-2 points): You need to kill a human, semi-human or humanoid every 1d days. If you dont
murder someone in that timeframe, make a R check each hour; a failure means you will try to attack the
first person you find (This isnt recommended to players)

- Megalomaniac (-1 point): You think youre invincible, immortal, someone destined to realize a great
deed - and thing nobody else can stop you. You ignore frequently dangers that can kill you. You never
reject a challenge, never surrender, never flee and always fight till death.

- Liar (-1 point): You never tell the truth, even when you want or you life depends on it. With a R check,
you can suppress the urge to lie momentarily and say the truth to your friends. The master does this
check in secret, that way even the players dont know if the character is telling the truth.

- Obsessive (-1 point): Like devotion.

- Paranoid (-1 point): You dont believe in anyone, not even in your friends. You never ask and never
accept any help (no, not even this healing magic or heal potion). You cant rest or sleep well. You
recover your HP/MP as if you were on an inappropriate place (that m eans a value equals to your R)
- Somnambulism (0 points): Each time you sleep, roll a dice: on a 4, 5 and 6 you start walking while you
sleep. You cant fight, but wake up if you suffer any damage.

- Suicidal (0 points): You dont care about your life. Even though youre a coward that wont end your own
life, you always seek for opportunities to find your demise - challenging powerful enemies, doing things
without thinking, taking unnecessary risks. You can be Suicidal and Immortal (dont expect to get any
exp, though)

Interference (0 point)

You emit an interference field that impairs the circuit of certain gadgets.

Not a single radio message can be sent or received on your surroundings (10m for eac h point of HP your
character has at the moment). Because of that, its impossible to enter in contact with your Ally, Mentor or Patron.
Adapter, Enhanced Memory and Special Senses dont work inside that area. This disadvantage can be used as
an advantage against your enemies...

Magic Interference (0 point)

You emit an anti-magic aura that impairs the use of spells in your vicinity.

Every Time a spell is cast in a radius of 10m centered on you, the game master secretly rolls a dice: on a 1 or 2,
the spell fails but the MP is spent.

Any spellcaster is capable of feeling a bad sensation due to this aura and pinpoint the source. A spellcaster can
spend one more MP on each of his/her casts to ignore your aura.

Bad fame (-1 point)

The opposite of good fame. Maybe youre an ex-criminal, someone humiliated publicly, someone who has failed
on a very important mission, a member of a hated race...whatever your reason is, nobody trusts you.

You are always under suspicion. People have a harder time trusting you and your presence in a group will get
everyone else under suspicion, too. If a crime is found on a region youre in, youre probably going to get charged
of that crime even if you didnt do anything wrong.

Curse (-1~ 2 points)

You have been the victim of a curse that annoys you every single day. Nothing you do will remove the curse; it
always come back somehow. The curse can be invented by the player but the Game master will decide its nature
and effects.

- Mild (-1 point): The curse is irritating or embarrassing, but will never bring penalties. For an example,
you can transform into a girl when you are soaked with cold water and turns back to normal when you
are soaked with hot water...

- Grave (-2 points): Something that puts your life in danger. For an example, you transform into a puppy,
cat or pig when youre soaked with water (and all your features drop to 0)

A Curse can be removed with the Curse Healing spell, cast by a powerful cleric. Be certain, though, that the cleric
will ask for compensation: be it a LOT of money or a mission

In certain medieval settings and primitive cultures, being deficient or insane is considered a curse. Rule -wise, a
disability or insanity can be considered a curse. An evil mage, for an example, can cast Dark Curse to make you
blind and later, you can get someone to heal you with Curse Healing. This is up to the game master.

Special Model (-1 point)


For some reason, your body is different. Bigger, smaller, members on the wrong places...youre different
compared to the human standard. Because of that, you cant use weapons, clothing, gears, machines and
vehicles projected to humans - only those made specifically for you. The opposite applies: things made
specifically to you cant be used by other characters.

If you obtain this disadvantage due to being a member of a certain race (check unique advantages), then you will
be able to use designed exclusively to your race.

Monstrous (-1 point)

The opposite of Inoffensive Appearance. Your appearance is nauseating and scary. You cant walk through the
street like a normal person: people will get scared or furious.

The reason for your appearance can vary. Anyhow, if you can easily disguise a monstrous feature with, for an
example, a piece of clothing (red edgy eyes, demon tail, etc.) its not considered monstrous at all. If you have a
natural power to disguise your monstrous appearance, you cant get this disadvantage as well.

Limited Ammo (-1 point)

A person with Fp has unlimited ammo, but not in this case. Your weapon has a limit of bullets equal to your Fp x
3. After you expend your ammo, you need to purchase or produce more. You need to have at least one point in
Fp to get this disadvantage.

On some settings, the Game master can give this disadvantage to everyone to induce realism. Of course, no
one get points for that.

Shameful Power (0 ~ -1 point)

Every Time you use an advantage that costs MP or cast a spell, something strange happens.

- Pleasant (-1 point): Your spell comes with music, pleasant visual illusions like a rain of petals, flock of
birds, colored explosions, your nations flag, etc. Its so pretty that...your target receives a bonus of +1
on A and R to resist that;

- Embarrassing (-1 point): Your magic requires shameful acts. You need to chant something
embarrassing (I summon the floral power of aunt Gertrudes!) and perform humiliating choreography.
To beautiful adventurers, this involves dances and magic effects that reveals her nudity. Because of
that, your spell/advantage has Attack Power -1;

- Exaggerated (-1 point): You take a while to cast your magic/power because you need to perform an
elaborated choreography and add certain special effects, like fantastic projections with illusions and a
theme music. Everything is so impressive, but slow as hell. The target receives a bonus of +1 on his/her
R and +1 on dodge checks against ranged attack/magic;

- Hentai (0 point): Youve learned your magic/power with someone without shame (or you dont have
shame). When you succeed on an attack or magic against the target, the targets clothing disappears for
an instant - maybe the clothing gets transparent or just disappears. This even happens with positive
effects (thats why your friends avoid your healing magics). Someone nude must do a R check. In
case of failure, the target gets embarrassed and suffers a penalty of -1 to Sk for a turn. This effect
doesnt affect the targets armor (it remains there) or monsters and mechas (they dont wear anything, to
be honest). If the magic or attack fails, the user is the one that gets naked!

Vindictive Power (-1 point)

Everytime you cast a spell or use an advantage that costs MP, you lose 1 HP.

Weak Point (-1 point)


You or your fighting technique has a weakness. An opponent that knows of your weak point can exploit it, getting
a +1 on Sk whenever the person in question fights you.

You can try to discern the weak point of a fighter when you see him/her in action. Make a Sk check while you
watch the fight: if successful, and if he/she has a weak point, you will find it - and get a +1 to your Sk when you
fight him/her.

If you have Good/Bad Fame, EVERYONE knows your weak point.

Helpless Protected (-1 point)

Theres someone you must protect anyway you can. This person is always on the sights of villains and you must
protect that person with your life. Having this disadvantage will get you at risk, villains can (and trust, they will)
use them to blackmail you.

Your concentration during fights will be thwarted if the person you must protect is in danger, kidnapped or very
wounded: in these situations, you get a penalty of -1 to your Sk till you save that person. If that person dies, you
lose a point of Sk PERMANENTLY. You can have more than one Helpless Protected, but th e penalties stack.
Two of them in danger gives you a -2 penalty in Sk, for an example.

Power Restriction (-1 ~ -3 points)

Its harder to use your powers under certain conditions, approved by the game master. When this condition is
present, you spend double the MP to use advantages/spells.

- Uncommon (-1 point): It doesnt happen everyday, but you will meet it 25% of the time. Cant use
powers/magic well while youre soaked, during a certain phase of the moon, during a certain season,
etc.

- Common (-2 points): You will find this condition everyday, 50% of the time. Night/Day, against animals,
against youkai or every humanoid...

- Very common (-3 points): This condition happens always, almost. Your magic doesnt work well if
someone is looking at you, doesnt work well against living targets, etc.

In some cases, like seasons or moon phases, the game master can roll a dice to ascertain the possibility of the
event happening or just decide in secret.

Vulnerability (Special)

The opposite of Extra Armor. Your armor is considered 0 (yeah) whenever you are hit with a type of damage
youre vulnerable. Can only be obtained through the campaign or with unique advantages.

==================================================================
Unique Advantages

Imagine races in fantasy settings. These are unique advantages. Each of them represent a race and a character
can only have ONE unique advantage at a given moment.

Each unique advantage comes with a set of advantages/disadvantages and features. You get ALL of th em just
by paying the cost (sometimes you get points for getting that advantage) of the unique advantage

The unique advantages are classified in six big groups:

- Humans;
- Semi-human: Dwarf, Elf, Dark Elf, Gnome, Halfling, Half elf, Half orc;
- Humanoids: Alien, Amphibian, Centaur, Goblin, Kemono, Half Dragon, Minotaur, Ogre, Troglodyte;
- Youkai: Angel, Demon, Fairy, Lycanthrope, Half abyssal, Half Celestial, Half Genie;
- Constructs: Android, Cyborg, Golem, Mecha, Half-golem, Nanomorph, Psychotronic Robot;
- Undead: Skeleton, Ghost, Mummy, Vampire, Zombie.
========================
First Group
Human (Default)

The default race if you or you Game Master dont care about races in your setting. You dont get any bonuses (or
penalties) for being a human.
========================
Semi-human

Human-like beings on a fantasy setting (imagine D&D).


Dwarf (+1 point)
Special Sense: Infrared;
Magic Resistance;
+1 on R checks (combos with Magic resistance);
Enemy: Orcs, goblinoids and trolls. +1 Skill when fighting against them.

Elf (2 point)
Sk +1;
Special Sense: Vision;
AP+1 whenever you fight with a sword or bow, that means your type of damage must
be customized to Strength (Slashing) and/or Firepower (Piercing);
Aptitude to Elemental Magic - This advantage costs one point for elves.

Dark Elf (+2 points)


Sk +1;
Special Sense: Infrared;
Magic Resistance;
Magic: Pick one of the two: Black or White magic. You get the advantage;
Weak Point: Daylight; Under the daylight, dark elves get a -1 penalty to EVERY
feature and must spend twice the MP to cast a spell.

Gnome (+2 points)


Sk +1;
Geniality;
Special Sense: Smell
Small Wishes: Gnomes can cast Small wishes even if they dont have a magic
advantage;
Special Model.

Halfling (+1 point)


Sk +1, Fp +1;
Aptitude to Crime: The crime Expertise costs 1 point for halflings;
Special Model

Half elf (0 point)


Special Sense: Vision
Aptitude to Art and Manipulation: Both of these Expertises cost 1 point each for Half
elves.

Half orc (0 point)


St +1;
Special Sense: Infrared;
Bad fame;
Forbidden Advantages: Half-orcs CANNOT spend points on the following advantages
- Geniality or Enhanced Memory.
=============================
Humanoids

Members of other races that remind humans: they have a head, torso, two arm s, two legs

Alien (+2 points)


+1 in one Feature: Up to the player;
Extra armor (one energy): Up to the player;
Bonus advantage: An alien get an advantage that costs 1 point for free or can use that
point to acquire a 2 point advantage for 1 point;
Uncultured;

Amphibian (0 point)
R+1;
Swimming specialization;
Special Sense: Radar (Under water bodies, only);
Special Environment: Water environments;
Vulnerability: Fire.

Centaur (+1 point)


St+1;
Sk+1 only to situation involving running, pursuit and escapes (but not dodges)
Taurus combat: In combat, Centaurs can forgo their regular attack action to attack
twice with his/her forearms (heels), each attack with an AP = St + 1d (no Sk included);
Special model.

Goblin (-1 point)


+1 on R checks;
Special Sense: Infrared
Crime aptitude: Goblins can spend 1 point to obtain the Crime Expertise instead of 2;
Bad fame;
Lack of magic aptitude: To goblins, magic advantages (White, black and elemental)
costs 3 points each. However, if the goblin has Clericalism, White Magic has the
default value (2 points).
Kemono (+1 point)
Humans with animal ears and tail(s) (yeah)

Sk +1;
Special Senses: Pick two of the following - Vision, Hearing and smell

Half Dragon (+4 points)


Human like beings with dragon blood coursing through his/her veins.

Arcane
Invulnerability (one type of energy, depending on your father);

Minotaur (0 point)
St+2, R+1;
Labyrinthic Mind: Minotaurs never get lost on labyrinths. When they walk through
dungeons, corridors or structures like that, they keep a map on their minds and
never get lost. This doesnt work on forest, swamps or other kinds of terrain.;
Honor Code: Combat;
Bad fame;
Phobia: High places

Ogre (+2 points)


St+3, R+3;
Special Model;
Uncultured;
Bad fame, monstrous;
Forbidden Advantages: Geniality, Enhanced Memory and any magic advantage;

Troglodyte (+2 points)


St+1, A+1;
Special Senses: Infrared;
Camouflage: Trogs make stealth checks as if they had the Stealth specialization;
Pestilent Attack: Spend 2 MP. You can expel an oil with a horrendous smell to all
creatures in melee range and they must perform a R check. Failure means a penalty
of -1 to St for the rest of the encounter. Creatures with Special Sense: Smell fail
automatically. If the creature succeed on the check, its immune to pestilent attack
from any trog for 24 hours.
Monstrous
Vulnerability: Fire

===============================
Youkai!
Angel (+2 points)
Good fame;
Special Senses: Infrared, Vision and See the Invisible;
Invulnerability: Electricity and Sonic (sound, air currents... not the blue hedgehog)...
Aptitude to flight: Flight costs 1 point for Angels;
Aptitude to White Magic: White Magic costs 1 point for Angels;
Planar Teleportation: Angels can cast this spell freely, even if they dont have the
magic advantage for it, spending the regular cost of MP, except when theyre stuck on
their plane of origin (see curse);
Curse: Every angel killed/destroyed on a plane besides his/her own, gets banished
back to his/her plane of origin for some time - 30 days or 1000 years (up to the game
master). If an angel gets destroyed/killed on his/her origin, he/she disappears forever
and cannot be resurrected (except with a Wish).
Vulnerability: Fire

Demon (+1 point)


Special Senses: Infrared, Smell and See the Invisible
Invulnerability: Fire
Aptitude to flight: Flight costs 1 point for Demons;
Aptitude to Black Magic: Black Magic costs 1 point for Angels;
Planar Teleportation: Demons can cast this spell freely, even if they dont have the
magic advantage for it, spending the regular cost of MP, except when theyre stuck on
their plane of origin (see curse);
Bad Fame;
Curse: Every demon killed/destroyed on a plane besides his/her own, gets banished
back to his/her plane of origin for some time - 30 days or 1000 years (up to the game
master). If a demon gets destroyed/killed on his/her origin, he/she disappears forever
and cannot be resurrected (except with a Wish).
Vulnerability: Electricity and Sonic (Sound!)

Fairy (+3 points)


Sk+1;
Inoffensive Appearance;
Flight (You can forgo that and say youre a wingless fairy: In which case, it costs 1
point to be a fairy)
Magic: Fairies get White or Black Magic (player choice) and Elemental Magic for free.
Hold the fucking phone
Special Model (You can say youre a human-sized and forgo this disadvantage.
However you dont get the Sk+1 of the unique advantage)
Vulnerability: Magic;
Forbidden Advantages: Magic Resistance and Monstrous.

Lycanthrope (0 point)
Animal Power: St+1 and A+1 that gets doubled on the Beast Form. On Beast Form,
the lycanthrope gets 2 special senses (up to the player), but the lycanthrope suffers
from Special Model, Monstrous and Vulnerability: Silver and Magic;
Transformation: Unfortunately, a lycanthrope transformation isnt under his/her
control. Discuss with your Game Master the condition you need to fulfill in order to
transform. Examples: Fury (You transform whenever your Fury disadvantage
activates) or during Full Moons (classic).

Half Abyssal (+2 points)


Half demons...watch for the edge.
Special Senses: Infrared, Smell and See the Invisible;
Extra armor: Fire;
Aptitude to Flight: Flight costs 1 point for Half Abyssals;
Aptitude to Black Magic: Black Magic costs 1 point for Half Abyssals;
Vulnerability: Electricity and Sonic

Half Celestial (+2 points)


Half angels...
Special Senses: Infrared, Vision and See the Invisible;
Extra Armor: Electricity and Sonic;
Aptitude to Flight: Flight cost 1 point for Half Celestials;
Aptitude to White Magic: White magic costs 1 point for Half Celestials;
Vulnerability: Fire;

Half Genie (+4 points)


Arcane;
Extra Armor (one energy type);
Aptitude to Flight: Flight costs 1 point for Half Genies;
Wishes: When you cast a magic at the request of someone else, spend half the cost
on MP.
Honor Code: Gratitude

===============================
Constructs:
Every construct has the following traits:

- Immunities: Constructs dont need to eat, drink or sleep. They are immune to poisons, diseases , spells
that affects minds and anything else that only works on living beings.
- Repairs: Constructs can only recover HP with the help of someone with the Machines Expertise. A
successful Sk check restores 1 HP in 30 minutes. Depending on your game master, someone with
Machines can repair a construct in 8 hours without any checks. Even if a construct is destructed,
someone can just repair it again. Constructs dont receive exp on an adventure t hey die;
- Magic: Constructs cant get White, Black and Elemental Magic (with the exception of half -golems);

Android (+1 point)


Human Appearance: You can forgo that and get an appearance that screams to
everyone else youre not human (reduce the cost of the unique advantage in one
point);
Human Soul: Some androids are so perfect that they have true emotions. Some dont
even know theyre androids! These androids can be affected by spells and powers
that affect minds. Reduce one point in the unique advantage if you pick this).

Cyborg (0 point)
Living Construct: Since cyborgs are built with organic matter, too, half of their HP pool
can be recovered with rest (rounded up). Youre still immune to spells that affect living
beings;
Organic Brain: If you pick this, you will be affected by mind powers and spells and the
unique advantage will get a -1 cost.

Golem (+3 points)


Immunity: Besides the regular immunity, golems are extremely resistant to magic.
They get Extra Armor to every damaging spell and they ALWAYS succeed on R
checks against any other spells;
Camouflage: Golems can disguise themselves as sculptures, statues, etc. They can
do Stealth checks as if they had the specialization;
Monstrous.

Mecha (0 point)
Aptitude to Alternative Form: For mechas, this advantage costs one point;
Special Model.

Half Golem (+1 point)


Living Construct: Half of their HP pool can be recovered with rest (rounded up). Youre
still immune to spells that affect living beings;
Organic Brain: Half golems are affected by mind powers and spells;
Magic: Pick one of the magic advantages: Black, White or Elemental Magic;
Insane: Pick one -1 Insanity.

Nanomorph (+3 points)


Doppelganger: Nanomorphs can assume the appearance of any person or object
roughly their size;
Adapter: Nanomorphs can customize their St attacks with Slashing, Blunt or Piercing
at will;
Elastic Members;
Bonuses in Expertises: +2 on checks involving Crime and Machines;
Regeneration: They recover 1 HP per turn and if they drop to 0 HP, they recover 1 HP
in 1dx10 minutes. They can only be stopped by being sealed (freezing, paralysis,
prison), continuous damage (drowned in a tank with acid) or total collapse;
Aptitude to Separation: This advantage costs one point for Nanomorphs

Psychotronic Robot (-2 points)


Honor codes: First and second law of Asimov
Third law of Asimov: a robot must protect its own existence, as long as this protection
does not conflict with the honor codes it already has.

===============================
Undead!
Every undead has the following traits:
- Immunity: Undeads dont need to drink, eat or sleep. They are immune to poisons, diseases and spells
that target the mind and anything else that only works on living beings. However, they can be affected
by spells like Control or Banish Undead.
- Special Senses: Infrared;
- Negative Energy: Undeads cant be healed with Medicine, spells, potions or healing items (they deal
damage INSTEAD!). They can only recover HP with rest or with the magic Heal for the Dead (yup,
necromancy). Undead cant be resurrected, except with a Wish;
- Devotion or Dependency: Every undead has a reason to stay in this world. Maybe something like:
Serve my summoner! or Revenge against the person who killed me. Dependency are things like
blood for Vampires, souls or braaaaaains! They are explained in each case.

Skeleton (0 point)
Invulnerability: Cold;
Extra Armor: Slashing and Piercing;
Devotion: Follow my master!, generally.
Uncultured: Almost every skeleton is silent, totally mute. Those capable of speaking
do that with a high-pitched and hoarse voice (and spend one point to forgo this
disadvantage);
Monstrous: They cant impersonate a human, even with disguises.

Ghost (+3 points)


Incorporeal: Ghosts are immune to every form of physical damage and energy. They
can only be damaged by magic or by attacks done by a shaman or other incorporeal
creature. Likewise, ghosts cant use their St and Fp to interact the physical world.
They can only touch shaman or other incorporeal beings;
Immortal;
Panic: Ghosts can cast this spell as if they had it.
Aptitude to Invisibility: This costs one point for ghosts.
Aptitude to Possession:This costs one point for ghosts.
Devotion: A ghost is stuck to this world for love, anger, revenge or reasons that even
he/she cant understand, on a never ending mission...

Mummy (+3 points)


Extra Armor: everything but fire and magic;
Putrid Touch: Whenever a mummy hits someone with a claw attack (St), besides
damage, the victim should succeed on a R check. If the victim fails, they catch a
disease that reduces every feature by one. This disease is a -1 Curse and only affect
living beings. Creatures with R superior to the mummys Sk are immune;
Panic: Mummies can cast this spell as if they had it
Special Environment: their tomb.
Vampire (-1 point)
Dependency: Blood...or something else depending on the lore of your world (human
parts, souls);
Curse: When exposed to sunlight, vampires lose 1 HP per turn until they turn to
ashes. 1 HP per minute on cloudy days or if the vampire in questions is heavily
clothed;
Mist form (+1 point): While on this form, vampires can fly as if they had Flight and Sk 1
and are incorporeal (check ghosts);
Alternative forms (+1 point each):
Wolf: St1, Sk2, R2, A1, Fp0, Special Senses: Smell and Hearing
Giant Bat: St0, Sk3, R1, A0, Fp0, Flight, Special Senses: Radar
Immortal (+1 point): Whenever the vampire is destroyed, he/she reappears on his/her
tomb or somewhere else;
Invulnerability (+3 points): Everything but fire and magic;
Aptitude to black magic: This advantage costs one point for vampires;
Monstrous (-1 point);
Phobia (-1 point): Garlic smell, holy water, fire or any religious symbols;
Vulnerability: Chemical (-1 point)

Zombie (-2 points)


Dependency: Braaaaaaains...or something else like hearts
Slow: -2 on initiative and dodge checks. Get Acceleration to forgo these effects...but
you dont get the regular effects of the advantage as well;
Uncultured: Spend one point to forgo this flaw;
Monstrous: Spend one point to forgo this flaw...somewhat.
Chapter 4 - Expertises!

You cant solve everything with explosions! Thats when Expertises can save your day!

How can I be an expert?

Expertises are considered to be different kinds of advantages (They are written on the advantage section of your
character sheet).

Each Expertise represents a group of knowledge, things you character knows besides fighting. There arent any
Expertises associated with weapons and combat: even though some can be used to attack (kinda), they will
NEVER have any effect on a characters battle statistics.No effect on Attack Power...no effect on Defense Power.

There are eleven expertises: Animals, Art, Science, Crime, Sport, Language, Investigation, Manipulation,
Machines, Medicine and Survival.

Each Expertise costs 2 points.

Complete expertise

So you want to pick an expertise. There are two options. The first of them is to get the complete (full) expertise
for two points.

Its kinda expensive but you become an expert in that area. If you get Machines, for example, you know how to
drive, operate, built and repair practically every kind of machine, gadgets or vehicles. If you get Languages, you
will be fluent in almost every language (the main ones of your settings) and will be able to find your way in every
other language (Hmm...this looks like Japanese. I think this means)

Specialization

Maybe you dont want to know EVERYTHING! Maybe you dont want to drive or operate, but just build and
repairs things, like...a real person (heh).

For one point, you pick three specializations from any tree instead of the complete expertise.

Expertise checks

Easy tasks: Characters with the right Expertise/Specialization are automatically successful. Those wh o dont, Sk -
1;

Average tasks: Characters with the right Expertise/Specialization get a +1 to Sk. Those who dont, Sk -3;

Hard tasks: Characters with the right Expertise/Specialization get a -2 to Sk. Those who dont fail automatically.

Expertise (and Specialization )List

Animals
You know how to handle animals, avoid dangerous animals and even tame them (but if you want to get a trained
animal as a battle partner,, you gotta purchase Ally). In fantasy settings, you can speak with animals if you have
this Expertise. Depending on your game master, this can also be used to speak with monsters and other
creatures.

Tame
Riding
Treatment
Training
Veterinary

Art

Youve got talent for arts. You know how to sing, dance, draw, paint, make sculptures, play any musical
instrument...

Acting
Falsification
Photography
Musical Instruments
Prestidigitation
Redaction
Other specializations: Sing, Culinarian, Dance, Drawing, Painting, Jewelry...

Science

You are very knowledgeable about sciences, even the most obscure ones...

Astronomy
Biology
Forbidden Sciences
Geography
History
Meteorology
Psychology
Other specialization: Literature, Genetics, Criminalistics, Anthropology, Ecology

Crime

You are a thief, spy or some other kind of criminal. Ask the game master to see if this is available for players.

Traps
Burglary
Encryption
Disguise
Falsification
Stealth
Intimidation
Sleight of hand
Tracking
Sports

You know how to play sports. This Expertise wont affect your capability in combat, even when you fight as a
martial artist...etc.

Acrobatics
Alpinism
Archery
Running
Games
Diving
Swimming
Driving
Other specializations: Any other sport out there, really

Languages

You are polyglot. You know the main languages of your setting and learn others easily, even the most obscure
ones. If you dont have this expertise, you will only know the most common language of your setting and, if youre
from a non-human race, you know your race tongue. Characters with this Expertise dont need any checks to
learn new spells.

Morse Code
Encryption
Lip reading
Sign Language
Other specializations: Portuguese, English, Italian, French, Spanish...]

Investigation

You are a cop, detective or secret agent and know investigation techniques. You know how to track someone,
find clues, disguise yourself, set bombs...etc.

Traps
Burglary
Encryption
Disguise
Falsification
Questioning
Intimidation
Lip reading
Tracking

Machines

Youre good with machines and computers. You can build, repair, operate, drive...

Traps
Computers
Driving
Electronics
Engineering
Mechanics

Manipulation

Youre good at manipulating people.

Hypnosis
Questioning
Smooth Talk
Intimidation
Seduction

Medicine
You can spot diseases patients may have, treat them, perform surgeries...

Surgery
Diagnosis
First Aid
Psychiatry
Veterinary

Survival

You can survive on wild environment. You know how to hunt, fishing, tracking...etc. Each type of region counts as
a specialization.

Alpinism
Traps
Archery
Stealth
Meteorology
Navigation
Fishing
Tracking
Other specializations: check the advantage Arena. Pick one of those regions.

Effects of advantages/disadvantages on Expertises/Specialization

Some advantages/disadvantages can affect expertises/specializations. Here are some examples:

Inoffensive Appearance: +1 to Smooth Talk and Seduction


Arena, Special Environment: +2 to Survival at the chosen environment
Gentleman Code: +1 to Seduction
Honesty Code: -2 to Manipulation
Good Fame: +1 to Smooth Talk and Seduction, -2 to Questioning and Intimidation
Geniality: +2 to every Expertise
Uncultured: -3 to every Expertise, but Animals, Sports and Survival
Insane: -2 to Manipulation
Bad Fame: +1 to Intimidation and Questioning, -1 to Smooth Talk and Seduction
Monstrous: +1 to Intimidation and Questioning, -2 to Smooth Talk and Seduction
Chapter 5 - Yet more rules and combat!

Dices

3D&T uses d6s, only, so whenever we say d it means a d6.


When a number appears before the d (not what youre thinking), it indicates the amount of times the dice
needs to be rolled and the values rolled need to be added up. Example: 3d means you roll 3 dices and if you get,
lets say, 3, 4 and 5, you add them up (12!).

Whenever a mathematical sign appears after the d, add or subtract the value after the dice roll. Example: 3d+2
and you get 3, 4 and 5. Final result is 14! Keep in mind that you will never get a negative value and 0. Example:
1d-3 and you roll an 1, your result will be 1 (not -2)

Checks

Whenever the Game Master asks for a check, roll a d6: if the result is smaller or equal the tested feature, you
pass. Else, you fail. A 6 is ALWAYS a failure. The bonuses/penalties you get on the checks are the following:

Easy Tasks: +2~+4 bonus


Normal Tasks: +1~0 bonus
Difficult Tasks: -1~-3 penalty

Turn

A turn is a way to track time in a RPG. Simple put, turns are here to make you know whenever its your time to
act.

Most used in combats, a turn doesnt have an exactly value in real time (though the book sometimes use 6s as a
turn so...consider that). The most important thing is a turn begins at the initiative of the first character who acts
and ends after the initiative of the last character.

On your initiative, you can perform one action and one movement::

- Action: Attacking and casting spells are considered to be actions. Using an advantage that costs MP
isnt an action, unless the advantage in question is part of an attack (Like Special Attack). Some
advantages and maneuvers like Multiple Attack and Multiple Shot let you do various attacks in one
action - not various actions. You cant use those advantages to cast multiple spells, for example.

- Movement: A movement is almost anything that isnt attacking or casting spells. In one turn, you can
move at full speed (check the next section) and perform an action. You can do this in any order you wish
(Attack first, move later). You can forgo your action and move twice in a turn. Some non-aggressive
actions can be used as a movement, like swapping a weapon, drink a potion, give an item to an ally,
open or close a door, enter or leave a vehicle...the game master decides which actions are
movements. The advantage Acceleration gives you an extra movement (NOT an extra action per turn.
That means you can move twice and attack or move three times in a turn.

- Dodge: Dodging isnt considered a move neither an action, but a reaction. You will perform this (or not)
as an reaction to some event (normally when youre being attacked). Certain defensive advantages, like
Deflection and Reflection, are treated as Dodges. You dont need to wait for your initiative to dodge -
this is the one type of action you can perform on someone elses initiative. However, you can only
perform (or try to) dodge a number of times equal your Sk value per turn.
- Full turn: Certain advantages, maneuvers and magics, like Alchemist, Extra Energy and Hidden Power
need an entire turn to activate (sometimes even more). You begin this at your initiative and, while youre
at it, you cant perform any actions or movements till your next turn.

- Simple actions: Some actions are too easy, almost automatic, like dropping an item youre holding. You
can do those and still use move on your turn (basically, free actions).

Movement
- Normal speed: Sk x 10 km/h or R x 10 km/h, whichever is smaller. A character can travel 6 hours at this
speed. After that, the character must make a R check with a cumulative penalty of -1 for each extra hour
of travelling. On failure, the character stops and must take an one hour rest. Characters with Sk0 or R0
travel at 5 km/h.

- Full speed: During combats, characters move at Sk x 10m per turn. Bonuses from advantages like
Acceleration (+1) and Teleport (+2) increase that speed. A character can run 30 mins at this speed.
After that, the character must make a R check with a cumulative penalty of -1 for each extra 30 mins of
running. On failure, the character drops exhausted for 1d hours. Characters with Sk0 have a full speed
of 5m per turn.

- Swimming: Half of Normal Speed. Sk+1 if you have the right expertises (Sports, Survival or Swimming
specialization). Amphibians swim at normal speed.

- Climbing: of your normal speed. Sk+1 if you have the right expertises (Sports, Survival or Alpinism
specialization).

- Flight: Same as normal speed. Check the Flight Advantage.

- Falling: Check the flight advantage.

- Some characters, like undeads, disconsider R and rest on movements. In those cases, determine their
speed with Sk. They dont need to do R checks to keep moving.

Hardships
- Breathing: You can hold your breath for R x 5 minutes during rests or at normal speed; 1 turn per point
in R during combats or situations of great physical effort. After this time expires, you begin to lose one
HP per turn till you die.

- Hunger and Starvation: You can ignore food and drinks for R x Days. After that, your R drops by 1 per
day (with your HP/MP). If you get to 0 HP and dont eat or drink, you will day on the next day.

- Sleep: R x 12 hours. After that, you must succeed on a R check with a cumulative penalty of -1 per extra
hour. If you fail, you sleep on the spot for 2d hours. Characters with R0 roll their checks as if they had
R1.

Combat

- Step 1: Initiative

Each person involved in the fight roll a dice and add his/her Sk value to it (Advantages like Teleport and
Acceleration help on this step). Those with a higher initiative count act first. In case of draws, the one with the
highest Sk value act first. If even like this theres a draw, these fighters act at the same time . This check is only
made once and kept till the end of the fight.

- Step 2: Attack Power (AP)

The character choose his/her target and perform his attack or maneuver, on his initiative.
Attack power is:

AP = St+Sk+1d (For Melee) or AP = Fp+Sk+1d (ranged).

The player must say what he/she is going to use before the dice roll (Strength or Firepower).

- Step 3: Defense Power (DP)

The victim will then check his DP.

DP = Sk+A+1d.

The damage the victim will receive is equal to AP - DP. If the DP is higher than the AP, no damage is inflicted.

- Step 4

The second highest on the initiative count acts now.. After everyone finishes their initiative, the turn ends and a
new one begin. Go back to step 1.

Dodge

During the Step 3: Defense Power, the victim can try a dodge. To dodge, the character must win a Sk check. This
Sk has a penalty equal to the attackers Sk. Example: If the attacker has Sk 2, the penalty is -2.

Sometimes dodges arent possible. On the previous case, the victim cant dodge at all if his/her value on Sk is 2
or below. (2-2 = 0 or 2-1= -1, no dodge).

A character can try to dodge a number of times equal to Sk per turn. Some advantages like Acceleration and
Teleport give bonuses to this test. Blind penalties apply here, as well.

WARNING: If you attempt a dodge and fail, your DP becomes:

DP = A+1d (yeah, you spent your Sk on that failed dodge attempt).

Critical Hit

Every Time you roll a 6 at Step 2: AP or Step 3: DP, you will get a critical hit! Double your St/Fp on the AP step or
A on the DP step.

On a crit:

AP = (St/Fp x 2) + Sk + 6
DP = (A x 2) + Sk + 6

If for some reason your St/Fp/A has already been doubled, multiply it by 3 instead (no, not x4).

Example: Lets say you have Special Attack (Powerful) and Charged Shot and roll a crit!

AP = (Fp x 4) + Sk + 6 (x2 due to charged shot, x3 due to crit, x4 due to Special Attack: Powerful and so on)

Helpless target and surprised target

Someone helpless or surprised has the following DP:

DP = A (no Skill, no Dice, just the A value).


Use Stealth to get closer to someone without being noticed (Crime, Investigation, Survival or Stealth
Specialization). Roll a Stealth Check. Easy whenever youre in a good spot (hanging on trees, at night, etc),
Average on regular situations and Hard on situations like open terrain, broad daylight. If you botch this up, your
victim spots you.

Even if the attacker succeeds on his/her Stealth Check, the victim can roll a check to notice you. Sk -3 if the
attacker made an easy check, Sk-1 on a normal check or Sk +1 on a hard check. If the victim succeeds, he/she
is now aware and, even if they dont see you, they arent considered Helpless.

Surprise attacks are considered a coward tactic: characters with Honor Code Combat, Hero or Honesty will never
resort to such vile tactic!

Multiple Attack

Normally, you can only attack once per turn. However, if you want to attack more than once, use this maneuver
and deduce -2 to Sk for every attack made (including the first). So someone with St2 and Sk4 can make two
attacks with an AP = 2 + 2 + 1d each. If that someone wants to make three attacks, AP 2 + 0 + 1d. You cant
make extra attacks if your Sk gets below 0 due to penalties. That way, someone with Sk0 or Sk1 can never make
an extra attack, and so on.

Characters with the advantages Multiple Attack or Multiple Attack ignore this rule (check the advantages)...or
they can opt to not spend MP and use this maneuver.

Focused Attack

Although not that common mid fight, any character can waste some time focusing on his next attack. For each
turn spent focusing, add +1 to your St/Fp for your next AP and any other advantages that increase AP. That
means you can spend one turn and use Special Attack to get +3 on your St for your next attack. You can focus a
number of turns equal to your R value.

You cant store your focus. If you spend 3 turns focusing and opt to not attack or focus more, you lose the
concentration and need to start from 0 again. You cant do anything else while you focus and due to that, youre
Helpless (and if you get damaged, you lose the concentration)..

Commanding an ally

If youre a mecha pilot, Pokmon Trainer, Master at the Holy Grail War or a shaman controllin g spirits, you can
order them making them perform better at fights! Whenever you command an Ally, the Ally will use your Sk
instead of his/hers (unless the Allys Sk is higher).

You can use your own actions to order your ally around. In a turn, you can:

Move and make your ally perform an action;


Make an action and make your ally move around. Like driving a vehicle while shooting;
Make your ally move and make an action (you cant do anything else);
Perform your actions and movement as usual while letting the ally do whatever he/she wants
(the ally wont get your Sk value, because youre not ordering him/her);

- Forced Order: In an extreme situation, you can spend 1 EXP to compel your ally to do something
against his/her wishes. After the danger passes, you are at risk of losing your allyExample:

Kiritsugu - Destroy the grail, saber!


Saber - Nope.
Kiritsugu - (GM, I spend 1 EXP point)

- Acceleration: You cant use your Acceleration to make an ally perform an extra movement (unless both
of you have Natural Link). You can, however, use an extra movement (Make your ally move and make
an action...and then use Acceleration to move yourself);
- Natural Link: If you have this advantage, your ally can use whatever battle advantages you own. If
youre a spellcaster, your ally can cast spells, too. However, the ally uses his/her MP pool.

Escape

If you attempt to escape mid fight, you get vulnerable for an entire turn, till your next initiative and can be attacked
without a possibility to counterattack. After that, you escape.

If you have Crime, Survival or the Stealth specialization, you can escape instantly (the opponent wont be able to
hit you). Make a Sk check. On a success, you escape. The difficulty of the check depends on the Sk value of
your opponents. Easy if the Highest Sk on the enemy side is below yours, Average if equal and Hard if superior.

Experience-wise, escaping from a combat is considered a defeat (and you get a -1 exp penalty at the end of the
adventure for that).

You can use this maneuver to save your partners. You can only remove partners from the fight if they allow it, are
helpless or with 0 HP.

Combos

You can combine various advantages and maneuvers to deliver heavy blows, IF you can pay the MP cost and
other requirements for all the advantages/maneuvers involved.
Special Attack + Multiple Attack/Shot: You can make multiple special attacks by paying 2 MP for each of
them. (1 Point per multiple attack, plus 1 point for each special attack, thus 2 MP per attack). If desired,
you could mix normal attacks with special attacks, thus paying 1 point per normal attack and 2 per SA.
Special Attack + Focused Attack: When focusing your attack, you could use a Special Attack instead.
You pay the price for the SA when you use it AFTER focusing.
Multiple Attack/Shot + Focused Attack/Charge Shot: Doesnt work. Stop being a bloody munchkin.
Paralyze + Special Attack: You get a bonus from the Special Attack in order to cause paralysis. But, it
still wont do damage.
Focused Attack + Charge Shot: These work together. For example, you can spend some turns focusing
and then use a charge shot turn (spending MP to do so) before unleashing your attack.
Battle Arena, Area, Hidden Power: Works with each other and other bonuses. Rad.
Multipliers. Some effects cause Features such as Firepower, Strength, and Armor to be doubled. Each
instance of double beyond the first adds 1 to the multipler. Basically, double, triple, quadruple, etc.
Nonbos. Attacks like th Centaur special attack cannot be increased by adva ntages or maneuvers.

Limited Ammo

Check the Limited Ammo disadvantage.

Range of firepower

Normally, Fp can be used to hit anything as long as you can see the target. But, for realism, the game master can
determine a maximum range for ranged attacks.

For Fp1, the maximum range is 10m. Double that value for each extra point on Fp (20m to Fp2, 40m to Fp3, 80m
to Fp4). A character with Elastic Members uses the same math, but using St instead of Fp.

When the attack exceeds the maximum range, you get a penalty of -1 to Fp. Example: You have Fp4 and want to
hit a target more than 80m away from you. Your Fp is now 3. This doesnt work for Elastic Members (You just
cant stretch anymore).

Energy Collision
Imagine Gokus Kamehameha colliding with Vegetas Final Flash.
Sometimes you cant dodge a Fp attack. Sometimes youre bound or you need to protect someone. Whatever
your reasons in, you can use the Energy Collision maneuver to botch an opponents Fp attack. Make a Sk check.
If you succeed, perform a Fp attack and compare it with your opponents AP. If your opponents AP is higher,
your opponent hits you. If yours is higher, you hit the opponent instead.

In any of the cases, the person on the receiving end is considered Surprised (or helpless) and cant use
deflection/reflection.

Heroic Sacrifice
Sometimes there are no way out of a fight and you have to sacrifice your life for the greater good (or you just
want to see your opponent down that badly). Whatever your reasons is, this maneuver lets you perform a last
and extremely powerful attack as a last resort. You raise a scale (more on Power Scales) and deliver your last
attack (the opponent can attempt to dodge this and defend this, if possible). Whatever the outcome is, you die
after this last hit. If youre immortal or a construct, you can use this but...can only be brought back with magic.

Types of damage

Damage is damage. If you have Fp 5, it doesnt matter if youre using a bazooka, stones or trained butterflies.
Your attack power will always be 5 (your fp) + Sk + 1d. However, you can pick the type of damage. Example: If
youre a warrior with a sword and a bow, your St can be Slashing and Fp, piercing. If youre a monk that fights
bare-handed and throws fireballs with your hands, your St can be Blunt and Fp, Fire. Customizing your St/Fp
doesnt spend points. Pick one type of damage to St and Fp at character creation. Those are your fort es

Types of physical damage:

- Slashing: Blades or sharp objects. Swords, axes, claws


- Piercing: Firearms or pointy objects. Spears, daggers, arrows, darts
- Blunt: Weapons without sharp ends or the force of an explosion. Punches, kicks, maces, hammers

Types of energy damage:

- Fire: Flamethrower, fireballs, laser beam, incendiary grenades...


- Cold: Frost ray, snowballs, ice storm...
- Electric: Thunderbolt, shocks...
- Chemical: Acid, smoke, poison, toxins...
- Sonic: Supersonic shockwaves, wind, musical spells...

Swapping weapons

So you want to change your type of damage. What if a warrior drops his sword (slashing) and picks up a spear
(piercing)?

Yes, thats allowed. However, this comes with a cost. Using a type of damage youre not proficient with ( are not
the ones chosen at character creation) gives a penalty of -1 to your St/Fp.

Extra Weapons

As an optional rule, you can carry a number of weapons equal to your St value. You still suffer the penalty for
carrying something youre not proficient with.

Adapter: Characters with this advantage do not suffer any penalty when they change their type of damage.

Whats the point of this rule?


Consider the following situation. Shounen Hero is dungeon crawling with the sword given to him by the village
blacksmith. He then finds himself ambushed by two Skeletons! With his sword (slashing) hes gonna have a hard
time fighting the skeletons with Extra Armor: Slashing and Piercing

Now our Shounen Hero is dungeon crawling yet again. This time, with a Flaming sw ord (fire)! He finds his mark,
an Alraune that has Vulnerability:Fire. Too bad for the Alraune: her armor is 0 against the flaming sword

Yet again our Shounen Hero marches towards the demon kings castle. At the throne room, he draws his Flaming
Sword (Fire), pointing it menacingly towards the demon that doesnt even flinch. Of course the demon wont
flinch, hes got Invulnerability: Fire

Conflicts

- Extra Armor + Vulnerability: These two cancel out each other. Lets say your half celestial (Thats got
Extra Armor: Electric and Sonic and Vulnerability: Fire) is hit by the exotic spell Flaming Thunderbolt
(Fire and Electric damage at the same time). Your extra armor and vulnerability cancel each o ut and you
roll A normally

- Vulnerability + Invulnerability: These stack. Lets say a demon (that is invulnerable to Fire and
vulnerable to Electric) is targeted by the Flaming Thunderbolt. The damage is divided by 10 and then
the rest of damage ignores the demons A..

- Extra Armor + Invulnerability: These stack. If a character has Extra armor: fire and invulnerable to
electric and is targeted by the famous Flaming Thunderbolt, the damage received is divided by ten and
his A doubles.

Magic damage

Magic is a special type of damage. Even if a character can produce electricity with his bare hands, this isnt
considered magic at all. Its just electricity damage. Thats a problem, though, since some enemies suffer
damage only when hit with magic damage.

A character cannot customize his St or Fp to magic at character creation. Magic damage is dealt only with magic
or magic items.

- Magic Weapons: Damages dealt by magic weapons belong to two types of damage at the same time.
The natural type of the weapon (Physical or energy) plus magic type. That way, a Magic Sword will deal
Slashing and Magic Damage. The weapon of your shounen hero, for example, would deal Slashing, Fire
and Magic damage! Weapons under the effects of spells (Like damage increase) are considere d to be
magic, as well.

Chapter 6 - MAGIC!
(Thanks for the help, anon! PS: In red because I havent checked it yet)

Who can cast magic?


Anyone with the advantages White Magic, Black Magic or Elemental magic.

Spells can be learned at schools, temples, guilds (the advantages Clericalism, Mentor and Patron let you begin
the game with three extra magics).

The most powerful spells cost a lot of MP, so the true power of a spellcaster is gauged by his MP.

Initial spells: Every spellcaster knows the following spells: Magic Attack, Dispel Magic, Detect Magic, Magic
Strength, Small Wishes and Magic Protection. They will be marked with a * at the spell list.
Learning new spell: You need to know its summoning words. Only seeing someone else casting it isnt enough,
because the summoning words are whispered (however, the spell Lip reading let you find these words while a
spellcaster conjure it).

To learn a new spell, you need to hear it at least once and make a -3 Sk check. If you fail, you get a +1 bonus on
the following attempts when you listen to the same spell again. If you have Enhanced Memory or the Expertise
Language, you automatically succeed on that check. Also, you need to spend 1 EXP per spell you wish to learn
(you only pay this after you succeed on the last check). After that, if you satisfy its prerequisites, youre ready to
cast it!

Schools

This is the magic advantage you need to be able to conjure a spell: White magic, Black magic or Elemental
magic.

If you have elemental magic, you can cast any magic from that school, regardless of the subtype they belong to:
water, air, fire, earth and spirit.

Many spells, like Magic Attack, belong to more than one school. You dont need to have all the magic advantages
mentioned to cast that spell, only one is enough. However, certain spells like Wish requires you to have
proficiency in 2 or more schools.

If two schools are separated by or, you need only one of them in order to cast the spell. But if two schools are
separated by and, the spell can only be conjured if you have all of them.

Exigences: besides the magic advantage, some spells can also require advantages like clericalism or paladin.
Example: Almost all healing spells can only be conjured by those with Clericalism.

Costs

Whenever you cast a spell, a spellcaster spends MP. Each spell has a different MP cost you need to spend in
order to cast it (and maintain it, sometimes).

- Resisting a spell: The majority of spells that dont inflict direct damage lets the victim make a R check to
avoid it. The attacker loses the MP spent the moment he/she casts the spell, even if the target
manages to resist.. A spellcaster will know if the target resisted or didnt resist his/her spell.
- Half the cost: Some advantages and items halve the MP cost of spells. These conditions DO NOT
STACK. Example: someone with Elementalist casting spells on his Battle Area wont reduce the cost of
his magic to , but to half.
- Permanent MP: some spells, like Wish, forces the caster to sacrifice a certain number of MP
PERMANENTLY. As the name implies, MP lost like this are gone forever. The caster can get more MP
the regular way (with R and Extra Magic Points). Spells like these arent affected b y advantages that
manipulate the MP cost. The spellcaster needs to spend the integral cost, always.

Range

This is the maximum distance the spell can travel. Instant and Sustainable spells dissipate the moment the target
leaves the area of effect. Permanent spells must be made within this area, but after that a spellcaster can leave
without breaking the spell effect.

Even if the spell has a range of long, the spellcaster must keep visual contact to the point or the creature he/she
wants to target. Advantages like Special Senses: Sight can help with that.

Range and area of effect arent the same thing: Neos Slippery Terrain has a long range (50m), but affects an
area of 1m per diamater per spent MP.

Spells hit automatically, without any checks on the mage part, unless the description says otherwise.
- Self: these spell affects the spellcaster, only
- Touch: the spellcaster needs to touch the target. To touch someone against his/her will, the spellcaster
must perform a Stregth attack. This attack doesnt inflict damage, but if the spellcasters AP beats the
targets DP, the target is hit by the spell. Against this attack, the enemy doesnt add his/her A to the
DP.

- Short: 10m
- Long: 50m
- Sight: the spell can travel a maximum distance equal to what the spellcaster can see, be it through
his/her own eyes or through a crystal ball.

Duration

- Instant: these spells act at the spellcasters initiative. Like Explosion, that explodes, inflict damage and
disappears (err, the damage remains!). MP spent with spells like these can be recovered as soon as the
caster is able to;

- Sustainable: these spells remain active for as long as the spellcaster wishes to keep his/her MP there.
Once conjured, the spellcaster is free to conjure anything else, as long as he/she has the MP to spend.
Some spells, like Megalon and Electric Armor, are sustainable for a set time. After that, the caster must
spend more MP if he/she wishes to keep the spell active. Example: A caster with 10 MP casts Reach (2
MP). Hes know with 8 MP and is free to cast anything else, but the 2 MP are stuck with the spell Reach
until it gets deactivated. Even if the drinks a potion to recover MP, it wont get to 10 because the 2 MP
are stuck, so his maximum MP is 8 till he deactivates reach.

- Permanent: Permanent spells, act at the targets initiative and then keep active forever (or till it gets
dispelled). Like instant spells, the MP spent can be recovered at the first opportunity. Some spells will
- say permanent till dispelled, this means the spell will last untill it gets interrupted somehow. The most
common method for that is with Dispel Magic.

No spell can stack with itself. A creature that is under the effect of a sustainable or permanent spell is temporarily
immune to the same spell - even if it is conjured by other caster. This means you cant target yourself with
Megalon more than once to increase your size, or stack bonuses from Damage Increases coming from multiple
sources.

Spell List

- Acordar (Wake up)


School: Elemental (spirit)
Cost: 1 or 5 MP per creature (see below)
Range: Long;
Duration: instant

This spell serves to awaken slumbering creatures, including those that cannot be woken up by normal means
(like victims of the Sleep spell).. This use consumes 1 MP per creature. Wak ing a victim of the Comma Spell
costs 5 MP.

- Ao Alcance da Mo (Reach)
School: Elemental (water or earth) or Black
Cost: 2 MP
Range: Self
Duration: Sustainable
This spell reproduces the same effect of Elastic Members (in fact, a character who has the advantage will never
need this magic). With it the magician can prdouce magic hands made of water, stone or shadow that increases
your hand-to-hand combat range.
Besides the obvious utility for ranged attacks, this magic is also excellent to cast other spells that work only to the
touch.
- O Amor Incontestvel de Raviollius (Raviolliuss Undisputed Love)
School: White or Elemental (spirit)
Cost: 2 MP
Range: Long;
Duration: Sustainable

Despite his great power, Raviollius was a peaceful magician. Devoted to the study of non -violent spells, able to
incapacitate enemies without hurting or killing - but almost always humiliating! Thus, his name is often included in
the title of many non-lethal spells.
The Undisputed Love was the first magic created by Raviollius. Any creature struck by it must make a R test; if it
fails, it will fall in love madly for the first creature to put its eyes! A victim in this state cannot make any attack
against the loved one, and wont allow it to be attacked (as if he had a Code of Honor). However, if it receives
any attack (even if it does not suffer damage), the spell will be canceled.
The GM can apply modifiers in the resistance check, according to the situation (+1 for an enemy; -1 for a friend
or colleague; -2 for someone who was already a romantic interest towards the victim). Undead and characters
with some Devotion or Helpless Protected are immune to this spell.
In asexual animals or certain unintelligent creatures, the effect can be different: the victim considers the loved
one as his mother!

- Amphibian
School: Elemental (air or water)
Cost: 1 MP per creature
Range: Short
Duration: Sustainable
This spell allows a creature to move and breathe freely in fresh or salt water (but not other liquids). She does not
need expertise to swim and can move in the water with the same speed it would have on land (normally without
this magic, a character in the water moves at half the normal speed). Launched on an aquatic creature, the magic
has the opposite effect, allowing it to breathe on land.

- Nimbs Annoyance
School: Elemental (Air)
Cost: 1 MP per turn
Range: Short;
Duration: Sustainable
This spell is certainly hostile, but more annoying than dangerous. It creates a small swarm formed by creatures or
objects that the victim sees as the most annoying things possible around the target - if the victim hates insects,
the swarm will be made of insects; if the victim hates olives, the swarm will be flying olives; if it hates a a specific
person, miniature versions of that person will appear around the victim, and so on.
The swarm attacks once per turn with AP = 1d. In addition to an efficient distraction, this is also a fun way to
discover someone aversions.

- Luigis Horrifying Gas


School: Elemental (Air)
Cost: 1 MP per creature
Range: Short;
Duration: 1d minutes
Created by Lucky Luigi, the famous personal bard of the King of Valkaria, this weak and harmless magic only
serves to bring laughter and embarrassment.
The target is entitled to a resistance test. If it fails ... well, it begins to emit sound flatulence for the following
minutes. This does not cause any damage or penalty, only constraints!

- Allihannas Weapon
School: Elemental (water or earth)
Cost: 2 MP up to 10 MP per turn
Range: Self
Duration: Sustainable
Very common among druids, this spell sprouts any weapon (sword, ax, spear, bow and arrow ...) from the
ground, at the choice of the caster. Made of wood, liana and sharp thorns. It is considered magic, and ads a
bonus to St or FP (casters choice) equal to half of the MP spent (10 is the limit). For example, a spellcaster can
spend 4 MP and invoke a weapon that provides AP +2.
The bonus stacks with any other bonuses the caster may have. So if you have St2 and skill 2 and spends 8 MP
for Allihannas Weapon, your final AP is 9 (not 5).
Allihannas Weapon is more difficult to be invoked in sterile places without vegetation: in rocky, dry, urban or
cursed land (like houses and haunted cemeteries), the cost in MP is doubled. If carried to this type of terrain, the
weapon still retains its normal damage, but will no longer be magical.

- Allihannas Armor
School: Elemental (water or earth)
Cost: 2MP up to 10 MP per turn
Range: Self
Duration: Sustainable
Also common among druids, this spell allows you to sprout an armor made of wood and lianas from the ground,
which curls up on the magician's body. It provides armor bonus equal to half the MP spent up to a limit of DP +5..
For example, a spellcaster can spend 4 MP and invoke an armor that offers AP +2..
The bonus stacks with any bonuses the caster may have. So if you have A3 and Sk 2 and spend 10 MP for
Allihannas Armor, your DP will be 10 (not 5). Furthermore, your armor is now magic. As the Allihannas Weap on
spell, this spell costs twice as much MP to be cast and maintained in sterile terrain.

- Electrical Armor
School: Elemental (Air)
Cost: 2 MP up to 10 MP per turn
Range: Self
Duration: Sustainable
This spell reproduces the effect of Energy Touch, with electrical damage. Thanks to it the magician can produce
an electrical charge with AF = A + 1d for each 2 MP spent. Example: a magician who choses to spend 4 MP
when conjuring this magic can attack with AF = A + 2d. Skill is not included.
The electric charge is an automatic attack per turn against all creatures at hand-to-hand combat range. These
qualities make the Electric Armor great to protect against a large number of attackers.

- Extra armor
School: all
Cost: 1 to 3 MP per turn (see below)
Range: Short;
Duration: Sustainable
While active, this spell reproduces on one or more creatures the effect of one of the various types of the
advantage Extra Armor. If you cast Extra Armor: Strength on a creature, for example, its armor will be doubled
against any attack based on strength.
Each Extra Armor corresponds to a different magic. So if you know the magic words for Extra Armor: Cold, this is
the only type that you can cast until you learn other types.
In addition, this spell also exists in different versions for each school. For example, there is an Extra Armor:
Chemical at the White Magic School, another in the Black Magic School and a third at the Elemental School. A
White Magic caster cannot cast the other two versions, even if it knows their summoning words .
Each Extra Armor has its own MP cost: Slashing, Piercing or Blunt: 1 MP per turn. Fire, Cold, Electrical,
Chemical or Sonic: 2 MP per turn. Magic, Strength or Firepower: 3 MP per turn. The last three types are
considered rare.

- Spiritual armor
School: Elemental (spirit)
Cost: 5 MP
Range: Self
Duration: Sustainable
This spell fully protects the mind of the magician against spiritual effects: while Spiritual Armor is active, the
caster will not be affected by any magic of the Elemental (spirit) school. The Telepathy advantage will not work
against him.
Powerful mages use this spell together with permanence to gain full and constant immunity against spiritual
attacks.

- Harpoon
School: Black
Cost: 15 MP
Range: Long;
Duration: instant
A shock wave in the form of a harpoon is released at supersonic speed, in general destroying the target with
AP = Sk + 6d.

- Asphyxia
School: Elemental (Air) or Black
Cost: 2 MP
Range: Short;
Duration: Sustainable
Cast against a creature, this spell requires a resistance test; in a failure, the victim cannot breathe.
A victim of asphyxia can hold its breath for R*5 minutes if resting or normal speed; or one turn per point of
resistance if you are in combat or doing a great physical effort. Afterwards, you start to lose 1 HP per turn.
This spell has no effect against creatures that do not need to breathe, like golems or undead.

- Magic Attack *
School: all
Cost: 1 to 5 MP
Range: Long;
Duration: instant
This is the simplest and most obvious way to cause damage using magic - all schools, even White Magic, can
cause damage. You can shoot flames, liquid jets, biting wind, meteors, light beams, dark claws ...
The exact type of attack depends on the magician's imagination. With the Elemental School (earth), fo r example,
you can attack with a meteor shower, a stone wall, a huge monolith or a giant rocky hand. The visual effect may
change, but there is a limit: the magic will always cause damage equal to 1 for each MP spent up to to 5. So if
you spend two MP, your meteor / wall / Monolith / stone hand will result in AP + 2.
A magic attack works in a similar way to a normal attack; Your Attack Strength is the result of its Sk + 1d + MP
spent.. You can use this spell for both hand-to-hand attacks (like St) and for ranged attacks (FP, but respecting
the maximum range of the spell). The damage of this attack can be divided between different targets, up to the
limit of a target for each MP spent. 3 PMs you can strike up to three different targets and cause Sk + 1d + 1 i n
each. The attack is simultaneous, but each target requires a separate roll. distant targets have the right to dodge.
This spell is simple, known by all beginners spellcaster; numerous other spells allow a much higher damage for
the same cost in MP.

- Vibratory attack
School: Elemental (Air)
Cost: 10 MP
Range: Short;
Duration: instant
Emits vibration waves through the target, destroying it. Works like a small, concentrated earthquake, with AP =
Sk + 5d. Since the effect of the spell does not spread, it is considered good to open holes in ceilings and walls.

- Vorpal attack
School: White or Elemental (Air)
Cost: 1 MP per turn
Range: Short;
Duration: Sustainable
The effect of this rare magic is similar to Damage Increase, but does not increase the damage itse lf. Instead, it
turns a weapon or common attack into a vorpal attack - that is, able to decapitate the enemy and kill him with one
blow!
Whenever a character under the influence of this spell (the magician himself or somebody else) gets a Critical Hit
and wins against the victims DP, the victim must immediately make an armor check: in a failure, will have his
head cut off. See more details about vorpal weapons in the "Magic Objects" chapter..

- Damage Increase
School: all
Cost: 1 to 5 MP per turn
Range: Short;
Duration: Sustainable
Instead of causing direct damage, this spell can be used to increase another source of damage. You can, say,
create a sword of fire to increase your strength (or a colleagues strength). The increase is equal to the spent MP,
up to 5 MPs. Moreover, the damage is regarded as magical.
So you can spend 2 PMs per turn and turn into stone the fists of your dwarf friend who had St 3; he will now have
St5. But if you spend 5 MP (the maximum possible), the dwarfs hands have a fantastic S t of 8.

- Mystic Barrier
School: White
Cost: 1 to 5 MP per turn
Range: Self
Duration: Sustainable
Creates a magical barrier the size of a shield, which offers an armor bonus equal to A + 3 for each MP spent.
However, this barrier only works against attacks generated by magic.

- Wind Barrier
School: Elemental (Air)
Cost: 5 or more MP per target per turn
Range: Short;
Duration: Sustainable
This powerful and popular defensive magic creates a wind barrier that provides the affected creatures a bonus of
+10 in DP. The cost in MP is for every creature protected by barrier - For 5 MP the magic only affects the caster;
increase the cost +5 MP for each affected creature beyond the magician himself.
This spell is effective when cast by various wizards at the same time, because their defensive strength is greatly
increased (DP + 10 for each involved magician beyond the first). Some wizards would be able to protect a group
of a real cataclysm. The only problem is that concentration must be kept to maintain the effect, mak ing it
impossible to cast other spells or perform any other actions during that period.

- Fireball
School: Elemental (Fire)
Cost: 1 to 10 MP
Range: Long;
Duration: instant
A fireball appears in the hands of the caster and can be launched against a target, e xploding and hitting
everything and everyone in a 5m radius with AP = Sk + 1d + MP spent. It should be used with caution, since it
affects a large area and can cause fires. It is the most popular offensive magic, and being able to launch it is one
of the prerequisites if you want to be considered a full wizard.

- Mud Ball
School: Elemental (Ground)
Cost: 1 MP
Range: Short;
Duration: instant
This spell produces balls of muddy and malodorous matter. Each ball attacks with AP = 1d and ignores the
target's armor. A victim who has won his FD does not suffer real damage, but gets dirty and smelly (is considered
Monstrous) for one hour, or until it cleans itself.
The magic produces an amount of balls equal to the caster's Sk (or less, your choice). For this rea son, a
magician can invoke the mud balls just to show off. The balls can be directed against different targets, or against
a given target to add a larger AP (three balls attacking together means AP = 3d, for instance).
- Wind Ball
School: Elemental (Air)
Cost: 8 MP
Range: Long;
Duration: instant
Creates a powerful wind, shooting it against the target attacking with AP = Sk + 4d. Furthermore, all victims up to
6m from the point of impact (including the caster himself/herself, if in range) must succeed in a st rength check, or
are thrown away (at a distance equal to the final AP in meters ) and suffer an extra damage of 1d because of the
fall. So its use - especially in the presence of allies - requires caution.

- Explosive Spheres
School: Elemental (Fire)
Cost: 1 MP
Range: Short;
Duration: instant
The spell creates, around a creature, numerous light spheres that explode spreading flames.
The Explosive Balls are visually impressive, but the real damage is small (AP = 1d + 2). The flames only cause
minor burns. Useful only to scare unintelligent beings, or divert attention from the enemy.

- Aerial Bomb
School: Elemental (Air)
Cost: 1 to 10 MP
Range: Long;
Duration: instant
Creates a ball of compact air that explodes in the desired place. It allows you to attack a target with AP = Sk + 1d
+ MP spent, or defend against an attack until your next turn with DP = Sk + A + 1d + MP spent. This spell actually
causes little damage and was created as a protection to deflect things like arrows and offensive spells. However,
it is considered optimal for beginners.

- Light Bomb
School: Elemental (Fire)
Cost: 1 to 5 MP
Range: Long;
Duration: instant
This spell creates a blast of light that attacks all creatures in a 3m radius with AP = Sk + MP spent. The light does
not affect inanimate objects, making it the perfect spell to shoot down enemies without destroying their
belongings or damage the surrounding area.

- Earth Bomb
School: Elemental (Earth)
Cost: 10 MP
Range: Long;
Duration: instant
This spell explodes a stretch of rock, earth or sand under the target, generating a concentrated shock wave (AP
= Sk + 15). It can only be used in natural soil.

- Wind Bomb
School: Elemental (Air)
Cost: 1 to 10 MP
Range: Long;
Duration: instant
By launching this spell, the wizard first increases the air pressure in the area and then releases it. The resulting
wind blows away anything in front of the magician, not even large trees can resist the blow. The ma gic does not
cause direct damage, but pushes with strength equal to the MP spent.
Creatures up to 50m from the wizard must be successful in a strength check. In case of failure, they are thrown at
a distance equal to the spent MP in meters, suffering 1d in damage.
- Spirit Glow
School: Elemental (spirit)
Cost: 10 MP
Range: Long;
Duration: instant
This spell casts a wave of blue light against a target, with AP = Sk + 3d. When it causes damage, in addition to
losing hit points, the victim also loses the same amount of Magic Points.

- Explosive Glow
School: Elemental (Fire)
Cost: 25 MP
Range: Long;
Duration: instant
One of the most powerful fire spells, Explosive Glow creates a ball of light next to the target that explodes in blue
and white flames, attacking with AP = 10d and ignoring any armor.

- Black hole
School: Black
Requirements: Clericalism
Cost: 60 MP
Range: see below;
Duration: 3 turns
Fortunately, few conjurers in the world have the power to invoke this terrible magic. Legend has it that it was
created by Vlannytic, a former high priest of Tenebra, who met his death by invoking the fury of his goddess.
When cast, this spell creates a powerful vacuum able to suck everything and everyone within range (including the
wizard himself!). All creatures up to 90m must make an St check or be pulled 30 meters closer to the black hole.
Someone who is already 30m or less and fails the check is sucked forever. The check suffers a -3 penalty if the
creature is within 30m, - 2 if it is within 60m, or -1 within 90m. For objects, make an armor check with the same
penalties. The black hole lasts three turns.
The fate of things and creatures sucked into the black hole is unknown, since they never return. A few scholars
suggest that the victims can be sent to the other worlds. In fact, the clerics of Tenebra believe this spell opens a
portal to the place where goddess lives, and dream one day to accomplish thi s journey ...

- Staff to snake
School: Elemental (Earth) or Black
Cost: 2 MP
Range: Short
Duration: Sustainable

This spells transform a staff, wand, tree branch or other similar object into a snake under your control. The snake
has St0, Sk3. R1, A0, Fp0; if it hits an attack it wont deal immediate damage, but the victim must make a R
check. On a failure, the victim is now Poisoned, with a -1 to all his/her features and losing 1 HP per turn till death
or till cured. The poison can be stopped with a Medicine check (Sk+1) or any other cure spell (used for this
purpose, it doesnt recover HP; only stops the poison from spreading).

- Dispel Magic
School: All
Cost: Twice the original cost in MP (see below)
Range: Short
Duration: Permanent

The cost in MP is equal to twice the MP spent on the original spell. Of course the spellcaster wont know the
exact MP spent by the original caster; its just a situation of taking risks. Even if the dispel fails, the caster who
attempted it loses the spent MP. Its not necessary that both casters belong to the same scholl. Any school can
dispel spells from any school.
Spells with Duration:Permanent cant be dispelled, unless stated otherwise (Permanent till dispelled).

- Higher Dispel
School: White
Cost: the original cost in MP (see below)
Range: Short
Duration: Permanent

Like Dispel Magic, but the cost in MP is equal the MP spent on the original spell (not twice).

- The Siren Song


School: Elemental (spirit) (but see below)
Cost: 2 MP per creature
Range: Long
Duration: Sustainable

The most common and known domination spell. This affects creatures in range that are listening to the caster.
The victim must make a R+1 check. In a failure, while the spell lasts, it accepts almost everything the caster says
as reasonable suggestions.
There are limits to the influence the caster has over the victim. The victim can never be persuaded into doing
something that damages him/herself, people the victims care fore; and will never go against his/her own honor
codes, devotions, Helpless Protected...things like faith and objectives. If the victim suffers any attack or damage,
the spell is canceled.
Any character with Art or Manipulation can cast this spell paying the regular cost in MP, even if they dont have
any magic advantages.

- Blindness
School: White or Black
Cost: 3 MP
Range: Long
Duration: Permanent till dispelled

Launched directly against a creatures eyes, this spell can obfuscate (white) or obscure (black) its sight. The
victim must make a R check. On a failure, its now Blind (Check Disability: Blind on disadvantages).
Dispel Magic, Full Cure, Curse Cure, Wish or Blindness (from the opposing school) can dispel this effect.
Creatures with Special Senses: Infrared, See the Invisible, Vision, X-ray are affected by this spell. However,
creatures that do not depend on vision - like bats or characters with Radar - are immune.

- Freezing rain
School: Elemental (Water)
Cost: 10 MP or more (see below)
Range: Self
Duration: Permanent till dispelled

This spell creates, above the caster, a floating sphere of ice that showers ice splinters on everyone below,
including the caster (a circle with 10m of diameter with its center at the point the caster used this spell per 10 MP
spent). Everyone on the area suffer a AP = 3d attack per turn.
The effect is permanent and the caster doesnt have power over this phenomenon. This sphere can be dispelled
with Dispel Magic or a fire-based spell with a minimum cost of 10 MP.

- Warm rain
School: Elemental (Water or Fire)
Cost: 0 MP
Range: Self
Duration: Sustainable

This spell creates a small and recomfortable rain of warm water. Its a great spell to use when you want to take a
shower or recover from a cold.
This can only be conjured on enclosed spaces and is maintained as long as the caster keeps intoning its
summoning words (that resemble childish elven songs). For some reason, this spell cant be used to help with
thirst or suppress flames.
- Coma
School: Elemental (Spirit) and Black
Cost: 20 MP
Range: Touch
Duration: Permanent till dispelled

If the victim is touched, it must make a -1 R check. On a failure, HP drops to 0 and the victim falls, unconscious.
Alive, but on a state of freezing.
Under the effect of coma, the victim doesnt age and after a year most diseases, poisons and curses vanish. For
this reason, some spellcaster cast this on themselves as a last resort in order to preserve their lives. Its said that
a lot of powerful necromancers are hidden in coma, waiting for someone or some event to wake them up.
A victim of this magic cannot be waken up by mundane ways, even if he/she gets damaged. Only Wake up,
Dispel Magic or Wish can break the coma. Creatures with a R value above the casters Sk are immune to this.

- Khalmyrs order
School: Elemental (Spirit)
Cost: 4 MP
Range: Short
Duration: Instant

You pronounce a word of order to the target and he/she will try to obey the best possible way. Here are the
options:

Come: the victim moves towards the caster at maximum speed for a turn, ignoring all his/her other actions
Drop: the victim drops whatever he/she is holding
Fall: the victim falls on the ground, staying there for 1 turn. The victim can act normally, but suffers the ade quate
penalties for that.
Flee: The victim moves away from the caster at maximum speed for one turn, ignoring all his/her other actions.
Stop: The victim stays put for one turn. It cant perform any other action, but its not considered helpless.

- Mend
School: Elemental (Earth)
Cost: 1 MP or more (see below)
Range: Short
Duration: Instant

This spell repairs small cracks on objects (but doesnt straigthen objects). Used on metallic objects, this spell will
weld the links on a necklace, chain, or a knife, as long as there is only one crack. Used on wood or ceramic
objects, various cracks can be fixed in a way that makes the items look like new. A hole in a bag or clothing are
completely fixed.
This can be used to repair constructs (1 MP per HP).

- Mental Counterattack
School: Elemental (Spirit)
Cost: 10 MP
Range: Self
Duration: Sustainable

Like Spiritual Armor, but with a plus. Besides protecting the casters mind against mental effects, this blasts the
opponents mind with an automatic counterattack. Every time someone attempts to use an Elemental (Spirit) spell
against someone using this, that someone must make a R check. On a failure, it loses 1d HP that ignores DP. If
that someone drops to 0 HP due to this spell, he/she is now in coma.

- Control Undead
School: Black
Cost: 2 MP per undead
Range: Long
Duration: Permanent till dispelled

The victim makes a R check. On a failure, the victim is now totally under the casters control, reduced to a puppet
that can only follow simple orders like Attack, Follow, Lift or things like that. An undead ordered to attack will
remain at it untill it gets destroyed or is ordered to stop. This spell doesnt work against regular corpses: only
undeads (to create undeads from corpses, check Create Undead).
Any Undead with a R value equal or higher than the casters Sk is immune against this spell.
Any undead that cannot be banished cannot be controlled as well.
This goes without saying: on almost every setting controlling undead is an evil act. Druids, paladins and anyone
else with Honor Code: Hero are forbidden from using this spell, and cant allow a companion to do so.

- Elemental Body
School: Elemental (all)
Requirements:
Cost: 20 MP
Range: Self
Duration: Sustainable

The caster can transform his/her body completely in an element - Water, Air, fire, earth or spiritual matter. In
these forms, you don't need to breath, is immune to any kind of poison or diseasess and is Invulnerable to
physical attacks or energy attacks.
You can also be hurt by energy based damange of an element the opposite of yours (Example: Fire and Cold)
and is also susceptible to other forms of attack that do not inflict damage, like paralysis, blindness, mind control
and others.

Each school can generate an Elemental Body with different properties for a higher cost in MP.

Water - The caster transforms into water, capable of passing through the smallest cracks. For 25 MP, you can
regenerate 1 HP each 2 turns. For 30 MP, you can regenerate 1 HP per turn.

Air - The casters transforms into mist or smoke (visible), capable of penetrating any place that isn't hermetically
closed. For 25 MP, you can fly as if you had Flight. For 30 MP, you can transform into pure air, rendering yourself
invisible.

Spirit - The caster transforms into an incorporeal being immune to any physical damage or energy, but is
incapable of using his/her own St or Fp to interact with the physical world. You can only touch other incorporeal
beings and shamans. For 25 MP, you can render yourself invisible. For 35 MP, you keep your immunity, but can
affect the physical world at will.

Fire - the casters transforms into fire, capable of burning something on touch (your Strength AP gets a +1). For
25 MP, you can fly as if you had Flight. For 35 MP, you can lauch fire blasts from your hands with Fp 5.

Earth - The casters transforms into a rocky, but slow being that's very hard to hurt. While on this form, you are
slow (can do one action per turn) but you have Extra Armor to every attack (mag ic attacks and spells included!).
For 30 MP, you get temporarily a bonus of +2 to your St. For 35 MP, a bonus of +4 to St.

- Vladislavs Floating Skull


School: Black
Cost: 3 MP
Range: Long
Duration: Instant

You launch a spooky human skull surrounded by dark magic from your hands that explodes on contact, dealing
AP = H+2d that ignores the A on your target's DP, unless your target has Extra Armor: Magic.

- Create Swamp
School: Elemental (Water or Earth) or Black
Cost: 1 MP or more (see below)
Range: Long
Duration: Permanent

This spell affects a circular area, 1m of diameter per MP spent, turning it into a swamp. The caster can also opt to
affect different areas each one with 1m of diameter (1 MP each).

The muddy ground makes walking through it difficult, imposing a -1 penalty to St and Sk for melee attacks and
dodges. Very useful in combats against warriors that rely too much on brute strength. This doesn't work against
creatures with flight, obviously.

- Create wind
School: Elemental (Air)
Cost: 1 to 5 MP per turn
Range: Long
Duration: Sustainable

This spells blows a strong wind before the caster, preventing someone from approaching. This gale offers a
bonus to DP equal to the MP spent on the spell.

- Create undead
School: Black
Cost: 1 to 5 MP
Range: Long
Duration: Sustainable

This is a variation of Magic Creature (see the next spell). Instead of creating a creature from pure energy, you
launch this spell on a corpse: it won't come back to life but will stand and obey your orders.

Rule-wise, a corpse works like magic creature - you have a number of points to distribute in its features equal to
the MP spent on the spell. There are superior and supreme versions of this spell that works like the superior and
supreme versions of magic creature.

An undead has no intelligence, but obeys simple orders like follow, protect, attack. In combats, it fights till it gets
destroyed (or banished). Undeads created through this magic can be banished or controlled by other people
(Control Undead).

- Magic creature
School: All
Cost: 1 to 5 MP
Range: Long
Duration: Sustainable

Pure magic can be used to create creatures: fire imp, stone statues, light birds...anything you can think off.

The power of this spell depends on the MP spent on it. Spending 4 MP means you can distribute 4 points on the
features of your summoned creature. You can't make a creature with 0 points. The creature has no mind of its
own; it needs to be controlled by the caster (who can't do anything else besides controlling the creature - no
actions at all). You also can't swap the creature's feature at will; you will need to cast the spell again. The caster
can hear and see through his/her creature (as long as the creature doesn't move outside the maximum range).

The following extra powers can be added to the creature by spending more MP at its creation: Acceleration (+1
MP), Innofensive Appearance (+1 MP), Flight (+1 MP), Special Senses (+1 MP each). Extra power can exceed
the normal limit of 5 MP.

Magic creatures have the same immunities a construct has.

- Superior Magic Creature


School: All
Requirements:
Cost: 2 to 10 MP
Range: Long
Duration: Sustainable

Like magic creature, but more efficient: each 2 MP spent count as 3 points for features. That means if you spend
10 MP (the maximum allowed) you can distribute 15 points in its features. The cost for extra powers continue the
same.

- Supreme Magic Creature


School: All
Cost: 1 to 10 MP
Range: Long
Duration: Sustainable

Like magic creature, but way more efficient: each MP spent count as 2 points for features.

- Magic Cure
School: White
Requirements: Clericalism
Cost: 2 MP per 1d HP or 4 MP for the other effects (see below)
Range: Touch
Duration: Instant

For each 2 MP spent, you heal 1d HP (You can use this to heal yourself, as well).

Besides healing HP, Magic Cure can also be used to cure afflictions like diseases, poisons, blindness or
paralysis - except those that state otherwise. When used this way, Magic Cure costs 4 MP and doesn't heal HP.

Used against undeads, this causes damage instead of healing. Use Cure the Dead if you want to heal an undead
being.

- Superior Magic Cure


School: White
Requirements: Clericalism, Honor Code (First Law of Asimov, Honesty or Hero)
Cost: 1 MP per 1d HP (see below)
Range: Touch
Duration: Instant

Like Magic Cure, but heals 1d per MP spent.

- Curse Cure
School: White
Requirements: Clericalism, Honor Code (First Law of Asimov, Honesty or Hero)
Cost: 10 MP
Range: Touch
Duration: Instant

This powerful spell heals aflictions immune against other forms of cure, like lycanthropy, petrification, magic
aging and other curses - except death. Any disease that can be healed by Full Heal can also be healed with this
spell. However, this spell doesnt recover HP.

For a higher cost in MP, this spell can be used to remove a Curse (disadvantage and the spell Shadow Curse)
forever. The cost depends on the gravity of the affliction: 20 MP for a 0 Curse, 40 MP for a -1, 60 MP for a -2 and
80 MP for a -3.
- Cure for Evil
School: White
Cost: 4 MP
Range: Touch
Duration: Instant

This spell dispels the evil in the heart of a creature, making it an ally of the caster - or, at least, it isnt an enemy
anymore. This also dispels the effect of Sirens Song and Marionette, becoming a very useful spell to save
humans controlled by vilains. In some cases, it can bring some villains to redemption, with a limited margin of
success.

Cure for evil doesnt allow checks to resist, but only affects helpless creatures and it doesnt work against targets
with a R superior to the casters Sk.

- Cure the Dead


School: Black
Cost: 2 MP per 1d HP (see below)
Range: Touch
Duration: Instant

Like Magic cure, but for undead targets. There is also a Superior Cure the Dead (1 MP heals 1d).

- Full Cure
School: White
Requirements: Clericalism, Honor Code (First Law of Asimov, Honesty or Hero)
Cost: 10 or 20 MP (see below)
Range: Touch
Duration: Instant

This spell recovers all the HP of a creature.

Like Magic Cure, this can also heal poisons, diseases, blindness or paralysis, except those that state otherwise.
Some powerful afflictions can only be dispelled with this spell. Used this way, this spell costs 20 MP and doesnt
recover any HP.

Used against an undead, this spell forces a R check. On a failure, the undead HP drops to 0.

- Darts of Agony
School: Elemental (Water)
Cost: 5 MP
Range: Short
Duration: Instant

The caster attacks with numerous small darts of ice, with an AP = Sk + 1d. If the target receives any damage,
he/she feels a lot of pain and suffers a penalty of -1 to R till the end of the combat.

- Wish
School: White, Elemental and Black (the spellcaster needs to get all the schools)
Requirements: Arcane or Clericalism
Cost: 5 Permanent MP
Range: Unlimited
Duration: Permanent

One of the most powerful spells in the existence. By sacrificing 5 MP, the caster can make a miracle.

Among other things, a wish can be used for:


Bring a creature back to life
Dispel any disease, spell or curse
Raise one feature by 1, except R, till a maximum of 5 (If you want to increase a feature from 5
to 6, you need to spend 3 wishes!)
Ask for resources or magic items with a maximum value of 10 EXP
Mimic any spell in existence, even if you dont know it and dont fulfil any requirement needeed
(and spending half the cost in MP)
Transform a creature into another, making it get a new unique advantage (and losing the other
it had), without changing the creatures score
Get a +1 advantage (except Extra Magic Points). If you want to get more expensive
advantages, you need to spend more Wishes (1 point = 1 wish)
Remove a -1 Disadvantage. If you want to remove more expensive disadvantages, you need to
spend more Wishes (1 point = 1 wish)
A wish can never be used for:

Ask something that challenges the Gods will (up to the game master), altering drastically the
world.
Ask for someones death
Ask for more Wishes (heh)

- Faint
School: White, Elemental (Spirit) or Black
Cost: 2 MP or more per creature (see below)
Range: Long
Duration: See below

The target must make a +1 R check. On a failure, he/she loses consciousness.

Despite being versatile, this spell is very weak. It lasts 2 min for each 2 MP spent. Someone unconscious wake
up automatically if he/she gets damaged.

Undeads, constructs and any other creates that arent alive are immune to this. Targets with a R valu e greater
than the casters Sk are immune to this.

- Unlock
School: White
Cost: 1 MP
Range: Touch
Duration: Instant

This simple spell opens closed locks. Even a door closed by the Lock spell will be unlocked by this.

- Spirit Destruction
School: Elemental (Spirit)
Cost: 40 MP
Range: Short
Duration: Instant

The strongest spiritual spell, this spell involves a victim in a blue-white light, destroying his/her soul, not only
killing the target, but also destroying his/her soul (blocking Ressurection). Only a wish can bring a victim from this
back to the living.

The victim can make a -3 R check to avoid this. Targets with a R value greater than the casters Sk are immune
to this. This only affects creatures with a soul (it doesnt affect constructs but undead are vulnerable to it).
- Dodge Shots
School: White or Elemental (Air)
Cost: 1 to 5 MP
Range: Self
Duration: Sustainable

While this spell is kept active, the user becomes extremely hard to be hit by ranged weapons. An air barrier
around the caster protects him/her from arrows, daggers and any other throw/ranged weapons.

Rule-wise, any ranged attack targeting the caster will have its AP reduced by -1 per MP spent on the spell.

This spells only works against mundane attacks (spells and magic attacks bypass the barrier).

- Detect Magic*
School: All
Cost: 1 MP
Range: Long
Duration: Sustainable

This basic spell allows the caster to see a shining spark emitted by any object, creature or place under the effect
of magic.

It doesnt work against supernatural beings (undeads, mages, dragons) but works against any creatures that
are, at the moment, under the effect of a spell - like a girl under the effect of a mind controlling spell, a mage
surrounded by an invisible shield or creatures under the effect of invisibility (but not creatures with Invisibility as a
natural ability). Magic Illusions can also be detected by this method.

- Detect Evil
School: White
Cost: 1 MP or 5 MP (see below)
Range: Self
Duration: Sustainable

This spell allows the caster to feel evil (from intelligent creatures that have the intention, declared or not, to harm
or cause you prejudice) in a range of 10m. The revealed information depends on the time spent analysing an
area or creature.

1 turn: presence or absence of malice


2 turns: the number of evil auras in the area and the intensity of the most powerful evil aura
(normally the evil creature with the highest score)
3 turns: the intensity and location of every aura. If this aura isnt on the casts line of vision, the
caster discovers its direction, but not the precise location

Animals, traps, poisons and other potential risks arent evil (despite being dangerous), and this spell isnt capable
of detecting them.

Detect Evil can find if whether an item is cursed or not by spending 5 MP (it doesnt explain the curse, however).

You can spend a new area each turn. This spell doesnt pass through barriers that exceed 90cm of wood or
earth, 30cm of stone, 2,5cm of a common metal or a sheet of lead.

- Total Domination
School: White, Elemental and Black (the spellcaster needs to get all the schools)
Cost: 40 MP
Range: Short
Duration: Permanent till dispelled
The most powerful mind control spell in the existence and fortunately, not too many people around have enough
power to handle it.

The victim makes a -3 R check. On a failure, it becomes the casters slave, incapable of disobeying any order
from the caster and capable of sacrificing his/her life to save the caster. Anything that the victim cared for or was
doesnt matter anymore, be it devotions, helpless protected, honor codes or anything else.

- Random Encounter
School: Black
Cost: 4 MP
Range: 10km
Duration: Instant

This spell summons a group of aggressive existing creatures in the region (up to the Game Master), that
immediately attacks the caster and his/her allies. The creatures appear in 1d minutes.

- Weaken Magic
School: White
Cost: 10 MP
Range: Self
Duration: Sustainable

An enormous luminous circle is drawn on the ground, delimiting a circular area with 10m of radius, centered on
the caster. Casting any spells on this area (except White Magic) costs two times the MP.

- Thunder swarm
School: White or Elemental (Air)
Cost: 4 MP
Range: Long
Duration: Instant

With this spell, the casters lauches from his/her hand a sonic boom, that travels toward the target like small
rotating luminous blades.

This attack has an AP = Sk + 2d and ignores the A on the targets DP, unless the target has Extra Armor: Magic:
in this case, the armor works like normal (it doesnt double).

- Alephs Eruption
School: Elemental (Fire or Earth)
Cost: 5 MP
Range: Long
Duration: Instant

This opens a hole in the ground, below the opponent, that spews molten lava with AP = Sk + 2d. nd ignores the A
on the targets DP, unless the target has Extra Armor: Magic or Fire: in this case, the armor works like normal (it
doesnt double).

- Valkyrias escape
School: White or Black
Cost: 1 MP per 4 creatures
Range: Short
Duration: Instant

Cast on the interior of a dungeon or ruin, this spell transports the caster and his/her allies back to the entrance.
This spell doesnt work to flee from a prison or other locked places - this works only when the way back is free
from any obstacles. This spell doesnt work if the caster doesnt know the point of entrance (example: the caster
was brought to the dungeon unconscious).
This spell only affects voluntary creatures. You cannot bring someone against his/her will - no R check needed.

- Banish Undead
School: White or Elemental (Spirit)
Requirements: Clericalism
Cost: 1 MP per undead
Range: Short
Duration: Permanent

Most of the clerics have the power to banish undead with this spell. When the clerici ntones his/her prayers, the
undeads on his line of sight must make a R check: on a failure the undead attempts to flee and will never disturb
the cleric again.

The greater the Sk of the cleric is, the better are the chances of him/her succeeding on this spell. If the R of the
undead is lower than the Clerics Sk, this difference will be applied as a penalty on the R check. That way, a
skeleton with R3 attempting to resist a Sk5 cleric, must make a -2 R check. If this difference is 4 or greater, the
undead cant make any checks: the banish succeeds automatically.

Any Undead with a R value higher than the casters Sk is immune against this spell.
Some powerful undeads can never be banished.

- Darkness
School: Black
Cost: 2 MP
Range: Short
Duration: Permanent till dispelled

This spell makes an object touched by the caster irradiate darkness in a radius of 6m. Not even creatures with
Special Senses: Vision, Infrared, See the Invisible or X-ray can see anything in that area (the other special
senses still work, though). Normal sources of light (like torches or candles) dont work in this area.

When this spell is cast on a small object, this object can be stored (on a pocket, for example) in order to interrupt
again. Revelating the object will resume the Darkness again.

- Explosion
School: Elemental (all) or Black
Cost: 2 MP per 1d of damage (see below)
Range: Long
Duration: Instant

- Fairy Servant
School: White or Elemental (Spirit)
Cost: 1 MP
Range: Long
Duration: Sustainable

This spell summons a little fairy made of green light, a forest spirit, capable of performing small tasks for the
caster. Routine tasks including collecting firewood, pick up fruits, fishing, feed a horse, etc.

The fairy isnt a true living creature, cannot fight and cannot resist any damage or effect that asks for a R check -
she will fail automatically and vanish. The fairy disappears if she leaves the spell area of effect.

- Smell Treasure
School: White or Elemental (Spirit)
Cost: 1 MP
Range: See below
Duration: Instant

This spell detects if there are any hidden treasures hidden in the area (dungeon or city), considering that
treasure is any item or portion of valuable items that arent being carried by anyone. This spell doesnt point to
the room or specific location of where the treasure is, value or its information; it just makes its presence known to
the caster.

- Fascination
School: White or Elemental (Spirit)
Cost: 10 MP
Range: Touch
Duration: Permanent till dispelled

Cast over a painting, sculpture, costume or other piece of art, this spell forces any observer to perform a +1 R
check. On a failure, the victim cant take his/her eyes off the object, totally entranced by its beauty.

The trance can be disrupted easily by inflicting damage to the victim or shaking him/her (Hey, man. Wake up!).
Undeads, constructs and beings with R3 or more are immune to this.

Despite looking inoffensive, this spell can be dangerous. Someone entranced by the enchanted object will remain
entranced for days, without eating, drinking or sleeping till death by starvation.

Theres a rarer version of this spell that can target a creature (the caster, only). The requirements, effects and
checks to resist are the same, but it only works on creatures from the opposing gender.

- Tenebras beasts
School: Black
Cost: 2 MP per turn
Range: Long
Duration: Sustainable

This spell summons 1d black beasts with St2, Sk2, R1, A1, Fp0. When they inflict damage, MP gets deducted
instead of HP.

Black beasts cant be damaged by anything except spells from the White, Elemental (Spirit) or Black schools.
They can, however, be affected by non-damaging spells.

- Poison Stings
School: Elemental (Water) or Black
Cost: 3 MP
Range: Short
Duration: Instant

The user launches from his fingers a storm of small darts that look like cactus needles, with an AP= Sk+2d. If the
caster beats the targets DP, the victim must make a -1 R check. On a failure, its now poisoned.

A poisoned victim suffers a penalty of -1 to all his/her features and begins losing 1 HP per turn till death or till it
gets cured. The poison can be stopped with a successful Sk+1 medicine check or any cure spell.

- Ice Thread
School: Elemental (Water)
Cost: 10 MP
Range: Short
Duration: Instant
When the caster touches a surface (wall, ground), ice threads spread rapidly through the touched place.
Anyone in contact with that surface in a range of 10m from the caster must succeed on a R check. On a failure,
victims turn into ice statues for 1d hours. Very good in corridors or enclosed spaces.

- Wind Arrow
School: Elemental (Air)
Cost: 0 MP
Range: Short
Duration: Instant

This simple spell creates a wind arrow. Its damage is small (AP=2), almost never capable of hurting anyone. Too
weak for effective combat, this is used to demonstrate hostility or break strings, etc.

- Miladys Perennial Flower A


School: White or Elemental (Water)
Cost: 0 MP
Range: Short
Duration: Permanent till dispelled

This spell makes a small and inoffensive geranium sprout. When plucked out, a new flower sprouts in the locati on
and so on indefinitely, that way, its impossible to remove the geranium through normal means. If a living creature
is the target of its spell, it must make a R check. On a failure, a cute and innofensive flower will sprout
somewhere in its body

The only way to remove this is with Magic Dispel, because of that mages use this spell to annoy non -mages that
underestimate their powers...or just to troll, really.

This spell cant be used to inflict any kind of damage, penalty or harm.

- Megalokks hunger
School: Black
Cost: 15 MP
Range: Short
Duration: Instant

This spell launchers 1d charges of magic energy with the format of insects that target anyone chosen by the
caster, as long as they are within the range of the spell. Creatures and objects hit by this are disintegrated
(FA=3d that ignores A on the DP).

- Magic Strength*
School: All
Cost: 2 to 10 MP
Range: Short
Duration: Sustainable

Any school can use magic to perform some kind of physical effort. You can create an arm made with rock, a fire
claw, a dark tentacle or anything else you can think of capable of lifting, pushing, attack or inflict damage.

No matter the kind of look you pick for this spell, its St value will be always equal to half the MP spent (10 Mp is
the limit). That way, someone spend 6 MP can create a water stream capable of lifting 2000 kg (St 3).

This spell was made for physical effort, not attacking. If you do use this as an attack, however, your AP will be
St+sk0+1d, no matter how much Sk you have.

- Beluhgas fury
School: Elemental (Water)
Cost: 30 MP
Range: Long
Duration: Instant

The most powerful ice spell known. An ice sphere appears between the hands of the caster and then its launched
against a creature, exploding anything and everything in a range of 10m from the point of impact with AP = 10d.
Any creatures reduced to 0 HP through this spell die automatically, transformed into ice statues (no Death
Checks allowed).

- Warriors fury
School: Elemental (Spirit)
Cost: 2 MP
Range: Short
Duration: Sustainable

This spell awakens a warriors fury on the target, increasing his/her combat capabilities. While under the effect of
this spell, the target fights better (Sk+1, St+1 and Fp+1), but cannot think clearly, attacking the first enemy on
sight. Besides that, the target will never attempt to dodge, cast spells or use any advantage that spends MP.

This spell can be used against an enemy to prevent him/her from using any powers he/she might have.
Creatures targeted by this against their will can make a R check to negate this effect.

This spell can only be used during combat situations. Though its sustainable, its effects end the moment the
combat is over. After the combat, the target is exhausted, suffering a penalty of -1 to all of his/her features for one
hour.

- Hynnins Stealth
School: White or Black
Cost: 1 MP
Range: Touch
Duration: Sustainable

This spells concedes a +2 to sk checks involving stealth to the caster or his/her ally. Besides that, even if the
target doesnt have the Stealth Specialization, he/she can attempt hard checks.

- Raviolliusstuttering
School: White or Elemental (Water or Air)
Cost: 2 MP
Range: Short
Duration: Sustainable

The target must make a R check. On a failure, it will be aflicted with a terrible stutter. However, if the victimi
succeeds, the caster will be the one afflicted with the stutter!

Someone under the effect of this spell cannot use Expertises that involves voice (Like manipulation). A caster
under the effect of this spell must perform a Sk check every time he/she attempts to cast a spell. On a failure, the
spell fails, but the MP needed to cast the spell isnt spent.

- Atavus claws
School: Elemental (Water or Earth)
Cost: 5 MP
Range: Short
Duration: Sustainable

Claws grow on the targets hands, giving him/her a +2 to St and changing his/her damage type to Slashing.

- Illusion
School: All
Cost: 1 MP or more (see below)
Range: Long
Duration: Sustainable

This spell creates fake images, based on things the caster has seen before. If the caster attempts to create
something he hasnt seen before, anyone can make a R check to avoid being tricked. The same rule applies to
situation where the images are absurd or out of place (a fish walking on two legs, a bird flying inside water, etc.)
The game master can apply modifiers to the checks.
Images created through this spell dont have an odor, dont emit any noises and cant deal damage. They ar ent
solid: any object can pass through an illusion.
Its possible to create simple and small illusions with 1 MP. The higher the amount of MP spent, the more
powerful the illusion is.

1 MP - An image the size of a small and immobile object, that can be held with one hand;
2 MP - An small image (and mobile) or an object up to 1m of diameter (immobile);
3 MP - Image up to 1m in diameter (mobile) or up to the size of a regular human (immobile);
4 MP - Image up to the size of a regular human (mobile) or a horse (immobile);
5 MP - Horse (mobile) or an elephant (immobile)
6 MP - Elephant (mobile) or dragon (immobile)
7 MP - Dragon (mobile) or an army (immobile)
8 MP - An army (mobile) or a village (immobile)
9 MP - A village (mobile!) or mountain (immobile)
10 MP - A moving mountain!

- Advanced Illusion
School: All
Cost: 2 MP or more (see below)
Range: long
Duration: sustainable

Like Illusion, but advanced illusions emit sound. The cost in MP is doubled, however.

- Full Illusion
School: All
Cost: 4 MP or more (see below)
Range: Long
Duration: Sustainable

Like Advanced Illusion, but better: its a solid image that can trick all the senses, even those with special senses.
Only in special cases R checks are permitted to not be tricked by a Full Illusion (up to the game master).

The Full Illusion is so perfect that it can inflict damage. If someone is damaged by an illusion, he/she can make a
R check. On a success, he/she notices the damage was fake. On a failure, he/she suffers regular damage (AP of
a full illusion is equal to MP spent on the spell +1d). Used against more than one target, the highest R among the
targets are used on the test. On a success, the entire attack fails. A creature reduced to 0 HP through illusion
damage suffers the effect of the spell Faint. After the creature wakes up, it will find out the damage was an
illusion after all.

Full Illusion costs 4 more times the cost in MP (use the list on Illusion to calculate the MP cost).

- Blurred Image
School: White or Black
Cost: Requirements: 3 MP
Range: Short
Duration: Sustainable

Used on a creature, this spell turns its images hard to see. Fighting against that creatures in question is hard: its
opponents suffer a -1 penalty to Sk to attacks and defenses.

Characters with Special Senses arent tricked by this spell and fight normally.
- Push
School: Elemental (Spirit)
Cost: 2 MP
Range: Short
Duration: Sustainable

This spell fills the target with motivation, courage and a bit of stupidity. The target is now capable of doing things
he/she wouldnt do - like declaring his/her fervorous love towards someone, challenge someone way stronger, tell
his/her boss to fuck off, etc. The target will throw the prudence out of the window.

The target can make a R check to avoid this. On a failure, while the spell lasts, the creature will get +1 on its
initiatives, but will suffer -1 to its A and R.

Any other effects depends on the target in question and its personal motivations.

- Ice Hell
School: White or Elemental (Water)
Cost: 5 MP
Range: Short
Duration: Instant

This spell lets the caster launch a salvo of ice darts, as sharp as knives and as cold as snowstorms. The AP is
Sk+2d and this attacks ignores the A on the targets DP. Additionally, if the target receives any damage due to
that spell, he/she must make a R check: on a failure, its now frozen and helpless for a turn, incapable of dodging,
attacking or casting a spell.

- Invisibility
School: All
Cost: 1 MP or more (see below)
Range: Short
Duration: Sustainable

This spells lets the caster turn a creature or object invisible. Invisible things can still be heard, smelled or noticed
by other means. See the Invisible (Special Sense) beats this spell.

Attacking an invisible creature imposes a penalty of Sk-1 on melee and Sk-3 on ranged attacks. If the invisible
creature attacks or casts a spell, the Invisibility breaks. Same can be said to receiving damage.

Check the Illusion table to see the cost in MP.

- Superior Invisibility
School: all
Cost: 2 MP or more (see below)
Range: Short
Duration: Sustainable

Like Invisibility, but more efficient and expensive (costs twice the cost of Invisibility). This spell doesnt break
when the target attacks, casts spells or is damaged.

- Dragon Summoning
School: See below
Cost: See below
Range: 100km
Duration: Instant
This rare spell lets a caster attract the attention of a certain dragon species, if its on the vicinity (in a radius of
100km). The chance of success is 1 in 1d6. On a failure, the spell fails and MP isnt spent. However, you cant
cast it again at the same place.
If theres an interested dragon in the area, it takes 2d turns to heed the call. The spell only awakens its curiosity:
in no way it gives the caster any control over the creature and doesnt warrants his/her safety when the creature
arrives

The dragon species summoned depends on the school used.

White Dragon (White Magic, 5 MP): St3, Sk3, R4, A4, Fp5 (cold), White Magic, Invulnerability: Cold
(magical and non-magical).

Black Dragon (Black Magic, 6 MP):St4, Sk4, R4, A5, Fp6 (chemical), Black Magic, Invulnerability: Black
Magic.

Green Dragon (Elemental[Earth], 7 MP): St4, Sk5, R5, A5, Fp6 (chemical), Elemental Magic (earth),
Invulnerability: Chemical (magical and non-magical).

Blue Dragon (Elemental[Air], 8 MP): St5, Sk5, R5, A6, Fp7 (Electric), Elemental Magic (Air),
Invulnerability: Electric and sonic(magical and non-magical).

Sea Dragon (Elemental[Water], 9 MP): St5, Sk6, R6, A6, Fp7 (chemical), Elemental Magic (Water),
Invulnerability: Chemical (magical and non-magical).

Red Dragon (Elemental[Fire], 10 MP): St6, Sk6, R7, A7, Fp8 (fire), Elemental Magic (Fire),
Invulnerability: Fire (magical and non-magical).

These stats are typical for adult dragons (the only this spell can summon). They can be adjusted by -2 for
broodlings, -1 to youngs, +1 to venerable till a +4 to ancient dragons.

Every dragon can make up to three attacks per turn: Two with claws (Strength ) and one with Bite (Strength +2).
They also have Flight, Special Senses (everything), Telepathy and know almost every single spell they can cast
on their respective schools. All dragons have the spell Panic as a natural ability, that can be used without a MP
cost.

Each dragon type corresponds to a different Summoning spell. If you know, for example, the words to summon a
red dragon, this is the only type of dragon you can summon (unless you learn the other versions).

Dragons are smart creatures and wont simply show up before an adventurer party armed to the teeth, waiting to
kill it! A dragon generally will use its special senses to survey the area from a safe distance, to see whether its a
trap or not, before they show up. However, every dragon has a Honor Code that can be its weak point, if the
adventurers can discover it.

- Elemental Summoning
School: Elemental (All)
Cost: 2 to 10 MP (see below)
Range: Long
Duration: Sustainable

Very similar to Magic Creature, this spell summons a magical being made of a single element. The difference is
that the elemental is a living creature.

Elementals are being permanently under the effect of Elemental Body (their element) with all the possible
abilities. Its features depend on the MP spent: 2 MP = 1 point in a feature (none of them can exceed 5).

Elementals are intelligent beings and dont need constant supervision by the summoner to fulfill its orders.
Unfortunately, an elemental dragged from its plane of origin has a wish to get back to its plane as soon as
possible. For that to happen, there are two options: fulfill its summoners bidding ASAP for its freedom or kill the
summoner, that breaks the spell and releases the elemental. Its very common to see elementals attacking the
summoner first and, if it doesnt deliver that much damage, it believes the summoner is too strong to be beaten
and follows his/her orders.

An elemental enslaved for a long period of time might seek revenge before going back home. However, there are
certain cases of elementals that became friends with the summoner and heed the summoners call whenever
he/she needs it.

Like Dragon Summoning, every elemental type corresponds to a single spell (if you know the words to summon a
water elemental, you can only summon water elementals). There are rarer versions of this spell capable of fusing
two schools to summon powerful elementals Magma: elementals (Fire+Air), Vacuum elementals (Black+Air), etc.
These elementals share the powers and immunities of both elements that compose them.

Spells and powers that cant affect constructs cant affect elementals, too.

- Superior Elemental Summoning


School: All
Cost: 2 to 10 MP
Range: Long
Duration: Sustainable

Like elemental summoning, but 1 MP = 1 point in a feature.

- Supreme Elemental Summoning


School: All
Cost: 2 to 10 MP
Range: Long
Duration: Sustainable

Like Superior Elemental Summoning, but 2 MP = 3 points in a feature!

- Invulnerability
School: All
Cost: 2 to 6 MP per turn (see below)
Range: Short
Duration: Sustainable

Each type of invulnerability corresponds to a different spell. So, if you know the magic words for Invulnerability:
fire, this is the only type of invulnerability you can cast.

Slashing, Piercing and Blunt: 2 MP per turn


Fire, Cold, Electric, Chemical, Sonic: 4 MP per turn
Magic, Strength, Firepower: 6 MP per turn.

- Hynnins tears
School: White
Cost: 3 MP
Range: Touch
Duration: Permanent till dispelled

This spell can target rooms, only. Once done, any thief in its interior will have its skill reduced: Crime checks or its
specializations are considered Hard. Only the most skillful thieves can work under these conditions!

- Wynnas tears
School: Black
Cost: 25 MP
Range: Touch
Duration: Permanent
The target must make a -3 R check. On a failure, it loses his/her ability to cast and learn spells (every single
magical advantage he/she possess is gone, permanently). Natural abilities that simulate spells aren't affected by
this.

To undo this spell, the target must purchase the lost magical advantages again.

- Water Blade
School: Elemental (Water) or Black
Cost: 10 MP
Range: Short
Duration: Sustainable

Creates a high pressurized water blade that has a range of 10m and attacks with AP= Sk+1d+10. This attack is
considered "Vorpal" (Check the chapter about magic objects).

This can only be cast near a big water body.

- Taludes Infalible Spear


School: White or Elemental (Fire)
Cost: 1 to 5 MP
Range: Long
Duration: Instant

This simple spell creates a luminous spear besides the caster that's promptly launched, exploding the moment it
hits its target with AP = 2 (the target is Helpless against this attack).

If needed, the caster can spend more MP to create additional spears. 3 MP = 3 Spears, up to 5(5 MP = 5
spears).

The spears can be launched toward different targets or against one target, getting a higher AP that way
(Example: 3 spears together against one target - AP = 6)

- Lip reading
School: White or Elemental (Air)
Cost: 1 MP
Range: Long
Duration: Sustainable

You can "hear" perfectly words spoken by anyone on your line of sight. BEsides its uses on espionage, this can
be used to learn the spells an enemy mage is casting, perfectly.

You can combo this with Special Senses to see even further, as long as the tar get is within the spell range.

Any character with Languages or Investigation can simulate this spell with a +1 Sk check.

- Atavuss Insanity
School: Black
Requirements: Insane (any kind)
Cost: 2 to 15 MP (see below)
Range: Touch
Duration: One day

This spell can only be cast by spell casters with Insanity.


The target must make a -1 R check. On a failure, it will get the Disadvantage Insanity for one day or till dispelled.
The exact type of Insanity is chosen by the game master and its gravity is governed by the amount of MP spent.

2 MP = 0 point Insanity
5 MP = -1 point Insanity
10 MP = -2 points Insanity
15 MP = -15 points Insanity

- Light
School: White or Elemental (Fire)
Cost: 1 MP
Range: Touch
Duration: Sustainable

This spell makes an object touched by the caster shine like a torch, illuminating an area with 6m of radius (and 6
more meters as dim light) from the point of origin. This distance is doubled for characters with Special Senses:
Vision.

The effect isn't mobile but can be launched against a mobile object, like the staff carried by the caster. This
doesn't work on areas covered with Magical Darkness.

- Taludes Silent Magic


School: Elemental (Air)
Cost: 1 MP
Range: Self
Duration: Sustainable

This spell allows the caster to cast spells without emitting any sounds. Even under the effect of silence, a caster
with this will cast his/her spells unhindered. The same happens under water, chained, etc.

This is one of the few spells that can be cast without uttering a single word (only with han d gestures; if you can't
move your hands, you can't cast this).

This blocks the Lip reading spell (huh).

- Dark Curse
School: Black
Cost: 5 to 15 Permanent MP
Range: Sight
Duration: Permanent

This powerful and terrible spell drains MP permanently from the caster. Due to that, this tends to be used only
during emergencies. This spells imposes a Curse (disadvantage) upon the target.

The power of the Curse depends on the spent MP.

5 MP for a 0 point Curse


10 MP for a -1 point Curse
15 MP for a -2 points Curse.

The victim can't do a R check to resist this. Besides Curse, the caster can inflict any Disadvantage, up to him/her.

The Curse can only be removed by Curse Cure or dispelled by the caster (if he/she feels like it). The caster won't
recover the spent MP on both cases.

- Battle March
School: Elemental (Spirit)
Cost: 2-10 MP per turn
Range: Short
Duration: Sustainable

This spell is commonly used by bards. Through a vibrant song, this spells fills the bard's allies with enthusiasm,
giving them a bonus of +1 on AP and DP for each 2 MP spent on the spell, while the spell lasts.

Unlike other spells that help allies, this spell affects all the creatures picked by the caster on his/her line of s ight,
without extra costs in MP. The bard must keep playing his/her instrument/singing and can't do anything else while
maintaining the spell.

- Bravery March
School: White or Elemental (Spirit)
Cost: 1 MP
Range: Short
Duration: Sustainable

While this spell lasts, this protects the caster's allies from any kind of fear effect, be it natural or magic (this blocks
and dispells the Panic spell immediately).

Like Battle March, this spell affects all the creatures picked by the caster on his/her line of sight, without extra
costs in MP. The bard must keep playing his/her instrument/singing and can't cast anything else while
maintaining the spell.
-

- Lost Magic
School: White or Elemental (Spirit)
Cost: 1 MP
Range: Touch
Duration: Permanent

The objective of this spell is to erase from the mind of a caster the knowledge on how to cast a spell. Besides
losing the spell, the target will NEVER be able to learn the spell in question again.

This spell only works against unconscious targets.

The caster must know the spell he/she wants to erase from the target's mind and the caster him/herself must
know its summoning words. Initial spells can't be erased by this spell.

- Marionette
School: Elemental (Earth) or Black
Requirements:
Cost: 10 MP per hour
Range: short
Duration: Sustainable

This powerful spell doesn't affect the victim's mind, but it affects the victim's body. The victim must make a -1 R
check. On a failure, his/her movements are now under the caster's whim.

The victim is aware of everything that happens on his/her surroundings, being capalbe of seeing, hearing and
talking with a certain effort (not enough to cast a spell, however). Despite that, the victim will only perform
movements the caster wishes for. The victim can be used to fight, use advantages and battle maneuvers,
move...anything that is capable of doing consciously.
The caster must keep eye contact on the victim in order to control his/her movements. If at any moment the eye
contact is broken, the caster won't be able to control the victim (that's now paralyzed on the ground, incapable of
moving untill the spell ends, is dispelled or the caster restabilishes eye contact).

If a victim under this spell is forced to make anything that violates a Hono r Code, he/she can perform a -1 R
check again. On a success, the spell is broken but the victim faints due to the trauma, with his/her HP now at 0.

- Dragon Slayer

School: Black
Cost: 30 MP
Range: Long
Duration: Instant

The caster launches from his/her hands a charge of explosive energy that hits a single target within 100m with
AP= H+2d+30, destroying everything on a 100m radius from the point of impact with AP = 20.

It takes two turns to cast this spell (that means this can only be cast at the end of the second turn - the caster
loses his initiative count). While casting, the caster is helpless and if attacked, interrupted or forced to do anything
else while concentrating, the spell fails (but no MP is lost on those cases).

- Megalon
School: Elemental (Water or Earth)
Cost: 3 MP per turn
Range: Touch
Duration: Sustainable

This spell makes a creature taller and stronger. Each 3 MP spent increases by 50% the target's height and speed
while conceding a bonus of +1 on St, R (HP included, but no extra MP! )and Fp. The target's belongings grow with
him/her.

- Mikron
School: Elemental (Water or Earth)
Cost: 5 MP
Range: Touch
Duration: Permanent till dispelled

The opposite of megalon. This spell makes a creature smaller and weaker. Each 5 MP spent reduces the
creature's height and speed by 50% while conceding a penalty of -1 to St, R (HP and MP included) and Fp. The
creature's belongings shrink with it.

Unlike Megalon, this spell is permanent. It can be dispelled or reversed with Megalon.

Creatures targeted by this spell against their will can make a R check to negate the effect.

- A moment of Tormenta
School: Black
Cost: 10 MP
Range: Self
Duration: Sustainable

Skipped for now.

- Swamp Monsters
School: Elemental (Water or Earth) or Black
Cost: 3 MP per troll
Range: short
Duration: sustainable

With this spell, the caster can summon, anywhere within the range of the spell, one or more trolls to fight for the
mage.

Trolls are humanoid creatures made of organic matter, claws, fangs and a high regeneration factor (they recover
2 HP per turn). Even if a troll has its HP reduced to 0, they will always regenerate and stand up as a complete
creature again. The only way to beat them is with Fire and chemical (acid), since they can't regenerate damages
of those types.

Trolls have St2, Sk2, R3, A1, Fp0. They attack three times per turn: two with its claws (AP=St+Sk+1d) and fang
(AP=St+Sk+1d+1). Trolls summoned by this spell appear on the same turner the spell was conjured, magically,
even if they don't exist in the region. They don't follow orders: They attack anyone on sight...except the caster. If
the battle ends, the spell is interrupted or there aren't any opponents in sight, they vanish.

- Stellar Death
School: White, Elemental and Black (the spellcaster must know all of them)
Requirements: Arcane
Cost: 5 permanent MP
Range: Long
Duration: Instant

When this spell is cast, one star in the sky vanishes (its absence will be noticed years later due to how light
works). All of its matter is converted into energy that blasts a target. It's AP is considered infinite. Anything
targeted by this spell is simply destroyed: be it a person, building, planet, an avatar, a minor god...there aren't
any R checks to resist this.

To cast this spell, the spell caster must spend 5 MP permanently. The target has total control over what he/she
wants destroyed - he/she can target a single creature, a mountain or a kingdom without affecting anything on the
target's surrounding. There are no need for checks to hit the target.

- Dream World
School: Elemental (Spirit)
Cost: 2 MP per target
Range: Long
Duration: sustainable for one hour (see below)

This spell is a different kind of illusion that affects the target's mind directly. The target believes he/she is living
another reality, totally under the caster's control.

Characters stuck on the Dream World believe with everything they have that are still in the real world. They keep
all their powers, features and spells (that can be altered or removed b y the caster). Despite being a powerful
experience, nothing that happens in the Dream World affects the real world; it's just a dream. Characters that die
in the Dream World wake up immediately, without any damage incurred in the real world.

Any damage suffered on the real world breaks this spell instantly. This spell can be sustained for one hour, but
since time in the dream world works diferently, a caster can make its victims believe that many years have
passed.

This spell works better if used against someone unconscious. Used against someone conscious, the target can
make a -1 R check to notice something is wrong and break the spell. Combats or encounters inside the dream
world don't award EXP.
- Energy Wall
School: Elemental (Spirit)
Cost: 4 MP or more per turn
Range: Short
Duration: Sustainable

This spell creates an indestructible barrier of invisible energy. If used to make a wall, this wall is 3m in width or
height per each 4 MP spent (that means the target can increase one of its dimensions with more MP, while the
other is kept at 3m). Used to make a sphere or semicircle, 4 MP are spent for each meter of radius.

Energy Wall is immune to any form of damage and isn't affected by any type of magic. An energy wall can't even
be crossed by incorporeal creatures. However, Dimensional Door and the Teleport spells can be used to cross
the wall.

Spells with AP can't affect the wall, but spells like Faint, Sleep or Paralysis can target opponents on the other
side of the wall.

- Blizzard
School: Elemental (water)
Cost: 5 MP
Range: Long
Duration: Sustainable

This spell conjures a snowstorm, that doesn't inflict real damage but hinders the mobility and vision in the
affected area greatly.

The snowstorm affects an area with a diameter of 30m, centered on the caster. Visibility is severely reduced: if
you attempt to attack anyone that isn't on melee range (1,5m), you're considered blind. The storm also blocks all
Special Senses.

The speed of everyone in the affected area is reduced in half. Creatures with Fl ight can only fly if they have St5
or more. Besides that, any non-magic flame is extinguished instantly (making this spell useful to contain fires).

- Hynnins fog
School: Elemental (Water)
Cost: 1 MP per turn
Range: Short
Duration: Sustainable

When this spell is conjured, a thick mist spreads from the caster till it covers an area with 10m of diameter.
Everyone (except the caster) is now considered blind.

- Sszzaas fog
School: Elemental (Water) or Black
Cost: 2 MP per turn
Range: Short
Duration: Sustainable

Like Hyninn's mist, but with an added poison effect (-1 HP per turn). The caster is susceptible to the poison effect
(unless he/she is immune to poison somehow...).

- Noble Mount
School: White or Elemental (Air)
Requirements:
Cost: 5 MP per gryphon
Range: Long
Duration: Sustainable

Powerful spell casters can use this spell to summon a gryphon with St2, Sk4, R3, A1, Fp0, Acceleration and
Flight. They attack three times per turn: 2 with claws (AP=St+Sk+1d-1) and beak (AP=St+Sk+1d).

This spell only works if there are gryphons in the region (1 on 1d6 chance of they appearing on any region that
aren`t their habitat). The gryphon appears in 1d turns and follows the summoner`s orders (it can be used as a
mount, for example). If ordered to fight, the gryphon obeys but leaves the moment the battle ends.

- Taludes Total Nullification


School: White or Black
Cost: 50 MP
Range: Touch
Duration: Permanent

This spell completely erases someone from existence. The target not only disappears, but everyone else that
knew him/her at some point in life forget about the target's existence. Only the gods/caster keep the memories
about the victim.

If the target succeeds on a -4 R check, it doesn't disappear but is driven insane, loses all powers and all the
memories about his/her past, exactly like the rest of the world. If the target is someone famous, his/her deeds
won't be undone, but no one will remember the responsible for those deeds.

There's no way to undo the Nullification due to the fact no one would have a motive for that. No one would be
able to remember anything about the person or object that needs to be restored.

- Wind waves
School: Elemental (Air)
Cost: 2 to 10 MP
Range: Long
Duration: Instant

This spell doesnt have a great attack power, but can be dangerous against the right opponents. This conjures
shock waves (one per 2 MP spent) made of wind, all of them launched against the victim at the same time from
all direction. Each one has an AP = Sk+1d.

The Wind Waves are invisible and due to that, the target is considered Helpless against them (unless the target
can see the wind waves somehow, be it through special senses: hearing, radar, see the invisible or something
else).

- Deal with the serpent


School: Elemental (Fire) or Black
Cost: 1 MP per dragoness (see below)
Range: long
Duration: Sustainable

One of the most risky summoning spells. This spell summons one or more lizard -women to fight for the caster.

They have St2, Sk3, R2, A0, Fp0, Arena (wilderness) and Extra HP x1. They appear magically at the same turn
the spell was cast, even if theyre not common in the region. Extremely wild, these creatures dont feel fear and
fight till death. However, they dont obey the caster: they attack anyone on sight, including the casters allies. If
there arent any targets when they are summoned, they attack the caster.
When the battle is over, the spell is broken or there arent any enemies around, the lizard -women leave.
However, if there are women among the defeated, they are taken as an offer ing to the lizard-women goddess...

- Panic
School: Elemental (Spirit) or Black
Cost: 2 MP per creature
Range: Long
Duration: Sustainable

The target must make a R check. On a failure, it gets scared and attempts to flee from the caster as fast as
possible. A victim in panic cant use any maneuver, advantage or spell that costs MP, unless those that help on
his/her escape, like Acceleration, Teleport

Panic lasts till the spell ends or the victim leaves the range of the spell (that can be hard on a pursuit ).
Characters or creatures immune to fear effects are immune to this.

Certain creatures have this as a natural ability.

- Paralysis
School: White or Black
Cost: 2 MP per creature
Range: short
Duration: Sustainable

The victim must make a R check. On a failure, its now paralyzed, incapable of speaking, moving or using any
spell or maneuver that costs MP. Someone paralyzed is considered Helpless. Attacking the victim (even if no
damage is inflicted) breaks the spell immediately.

This works against living beings, only. Creatures with a R value superior to the casters Sk are immune to this as
well.

- Marahs peace
School: White
Cost: 10 MP
Range: Long
Duration: Sustainable

This spell nullifies violent intentions from creatures on the affected area (up to 50m from the caster), normally
calming people and common animals. Its useful to stop riots, stampedes and similar problems, but this doesnt
work against people with strong reasons to fight, like a villain attacking the heroes, for example. This spells wo rks
only if the life or well being of those involved arent in immediate risk, and any attack or hostile act against the
affected creatures enrage them.

This spell dissipates ghosts and other weak immaterial creatures (R1 or R0) with bad intentions. Again st other
youkais, this enrages them instead.

Creatures with a R value superior to the casters Sk are immune to this.

- Small Wishes*
School: All
Cost: 0 MP
Range: Short
Duration: Sustainable or 1 hour (see below)

This spell allows the caster to realize a series of small and inoffensive tricks, that can be used to train or entertain
a crowd without spending a single MP.

Once cast, this spell makes small magic deeds that last for one hour. Examples:
Make small objects
Move something slowly as if you had St 0
Color, clean or smudge small objects (clothing included)
Heat, cool and/or flavor (but not produce) up to 500g of inanimate matter (food included)

The caster can give the appearance he/she wishes to the effect. Example: to lift the skirt of a girl, t he caster can
say he conjures a light breeze, a phantom hand, a small and translucent imp...

This magic can't be used to attack, inflict damage or disrupt the concentration of another caster. Objects created
by this spell look poorly made and artificial, incapable of fooling anyone. They are also fragile and can't be used
as tools or weapons. Any change done to a object (that isn't moving it, cleaning or dirtying it) lasts for one hour.

- Permanency
School: Elemental (Earth)
Cost: 1 to 5 Permanent MP (see below)
Range: Short
Duration: Permanent till dispelled

This is an important spell used to create magic objects, but it's also useful for a lot of other applications. This spell
is used to make a sustainable spell permanent, "releasing" the MP the caster spent on the sustainable spell. That
way, a caster can use Damage Increase on a sword (thus creating a fire sword, for example) and cast
Permanency on it and be able to recover the MP spent on the Damage Increase again while letting the sword
enchanted "permanently".

This can also be used to make magic creatures last longer, increase the duration of illusions or fixate a magic
effect on a creature. For example, a caster can cast magic detection on him/herself, soon after cast Permanency
and from now onwards, be able to use Magic Detection whenever he/she wishes.

Only sustainable spells can become permanent. The caster must sacrifice half of the total MP needed to cast the
sustainable spell permanently (rounded up). Permanency can be removed through Dispel Magic, but the
"canceler" must sacrifice his/her MP permanently for that.

The maximum amount of magical effects a body can take with Permanency is equal to its R value.

When used to make a magic item, the cost of this spell is always 1 MP, no matter the power of the item in
question. The Permanency on a magic item cannot be dispelled (More on the magic objects chapter!)

- Petrification
School: Elemental (Earth)
Cost: 20 MP
Range: Touch
Duration: Permanent till dispelled

With this spell, the caster needs to have visual contact (the victim must look at the target) or touch the target. In
both cases, the target must make a R check, on a failure, it's now petrified.

The petrified creature isn't dead: the petrification can be undone through potions, scrolls, Dispel Magic, Curse
Cure or Wish. The "statues" of petrified beings are almost indestructible, and can't be damaged by normal means
- only spells and magic attacks can damage a statue made by Petrification. However, if the statue suffers any
damage, as small as it may be, the creature will die instantly once reverted to normal (resurrection is there for
that...).

This spell works only against living beings. Any creature with a value in R greater than the caster's Sk is immune.
Some creatures like MEdusas and basilisks can cast this at will without spending a single MP on it. In this cases,
this spell is considered to be a natural ability and someone petrified this can can only be brought back to normal
with Wish or Curse Cure.

- Telepathic Power
School: Elemental (Spirit)
Cost: 5 MP
Range: Self
Duration: Sustainable

While this spell is sustained, the target has the Telepathy Advantage.

- Dimensional Door
School: Elemental (Spirit)
Cost: 5 MP
Range: Short
Duration: Instant

This spell teleports the caster (and any creatures he/she might be touching) instantly to somewhere else the
target can see in a radius up to 150m. This spell doesn't transport cargo, unless the cargo in question is being
carried by someone affected by this spell.

Once transported, the creatures can't act until their next turns. This spell doesn't let you appear inside solid
matter: if there isn't free space on the destiny, you will appear on the nearest empty space within the range of the
spell.

- Kobold plague
School: Elemental (Earth) or Black
Cost: 5 to 15 MP
Range: Short
Duration: Sustainable

This spell summons a group of kobolds (St1, Sk0, R0, A1, PdF1) somewhere within the range of the spell.

For each 5 MP spent on the spell, 1d kobolds are summoned up to 3d creatures (15 MP). They appear on the
same turn the spell was cast, magically, don't feel fear and fight till death. Unfortunately, they are uncontrollable:
they attack anyone in sight, including the caster's allies (they don't attack the caster).

When the battle ends or there aren't any opponents nearby, the kobolds disappear. As a sustainable spell, the
caster can opt to cease the spell whenever he/she wishes.

- Distant Presence
School: Elemental (spirit)
Cost: 1 to 10 MP per minute (see below)
Range: See below
Duration: Sustainable

This spell allows the caster to project a illusory image of him/herself through great distances. The image appears
before a person the caster knows and speak with the caster's voice.

The image is translucid and brilliant, easily recognizable as an illusion (no R checks needed). The spell doesn't
let the caster know the location of the target, neither see or hear it. This spell only works to send messages.

The cost is 1 MP per minute to receivers in the same world, 10 MP per minute to receivers in other worlds.
================
- Magic Protection*
School: All
Cost: 1 to 5 MP per turn
Range: Short
Duration: Sustainable

The caster uses magic to protect a creature, creating a fire barrier, stone arm or, shield made of solid light or
anything else.

The increase in armor is +1 per MP spent. This increase stacks with the target's natural A, but not with other
protection spells.

- Superior Magic Protection


School: White
Cost: 1 to 5 MP per turn
Range: Short
Duration: Sustainable

Like Magic Protection, but the increase on armor is +2 per MP spent.

- Protection against the Tormenta


School: White, Elemental (Fire) or Black
Cost: 2 MP
Range: Short
Duration: Sustainable

Might want to skip this as well.

- Superior Protection against the Tormenta


School: White
Cost: 4 MP
Range: Short
Duration: Sustainable

Skip?

- Disintegrating Beam
School: Elemental (Air) or Black
Cost: 10 to 50 MP
Range: Touch or Long
Duration: Instant

This spell destroys a creature or object completely, reducing it to nothingness. Only a Wish spell can revert
someone destroyed by this spell.

This spell can affect any material object, whose weight depends on the MP spent: each 10 MP spent lets this
spell disintegrate something or creatures that someone can lift with St 1 (example: 30 MP to disintegrate
someone/something up to 2000 kg). The caster can only attempt to integrate one object per spell.

Against creatures (living or not) the spell only works on touch and the target can make a R check to negate the
effect. Any creature with a value in R greater than the caster's Sk is immune.

Magic objects can be disintegrated by this spell only if they fail on a R5 check. Some artifacts are immune to this
effect.
This spell affects objects and creatures made of matter: it can't affect fire, electricity, magic and other kinds of
energy (you can, however, target the fuel of the energy). A zombie or skeleton can be targeted by this because
they have a solid body. Ghosts, shades, spirits and beings like that, however, are immune due to not having a
solid body.

- Spiritual Beam
School: Elemental (Spirit)
Cost: 10 MP
Range: Long
Duration: Instant

The caster launches from his/her hands a luminous spiraled beam with great destructive power, with an AP=6d.
Unfortunately the trajectory of the beam is irregular (the target gets a +2 on their dodge checks). For this reason,
it's common to see casters using this against helpless targets...

- Recovery
School: White
Cost: 5 MP, plus 1d PMs from the victim (see below)
Range: Long
Duration: Instant

Each use of this spell drains 1d HP of the caster to recover 1d HP to the target.

One of the few healing spells that can be used without Clericalism.

- Natural Recovery
School: White
Cost: 5 MP
Range: Touch
Duration: Sustainable

This spell works somewhat similar to the regular Recover Spell, but absorbs the magic energy in the environment
instead of the caster's life force. It takes longer to work (the target recovers 1 HP per turn) and the caster must
keep touching the target (without doing anything else) for the entire duration of the spell.

This spell works only on wild environments or populated environm ents (where there are many living beings
whose energy are "drained" for the spell). If this spell is used somewhere devoid of life (like cemetery, ruins,
deserts...), it drains an additional of 1 MP per turn from the caster.

- Reflexes
School: White or Black
Cost: 2 MP
Range: Self
Duration: Sustainable

This spell creates illusory copies of the caster, making it hard for enemies to target the caster. The illusions stay
near the caster and disappear once hit.

This spell creates 1d copies, that remain grouped up within 1,5m of the caster, that can blend with them, in a way
no one knows which one is the caster or an illusion

Enemies that attempt to target the caster under this spell have a chance to target an illusion instead (up to the
GM to decide how this works). Each illusion has a DP equal to the caster's Sk and any successful attack dispels
them.
The attacker must be capable of seeing the illusions in order to be fooled. That means if the caster is invisible or
the attacker closes his/her eyes, it can't be fooled by this spell (though he/she will have problems to see...check
blind/invisibility).

- Helenas Resistance
School: White or Elemental (Earth)
Cost: 2 MP per turn
Range: Touch
Duration: Sustainable

This spell targets common and non-magic objects, not bigger than a full suit of armor. While this spell is active,
the object is unbreakable through mundane means, only magic and magic weapons can break it.

Cast on an armor or shield wore by someone, this spell concedes Extra Armor: everything but magic and magic
weapons.

- Resurrection
School: White
Requirements: Clericalism
Cost: 1 permanent MP
Range: Touch
Duration: Instant

This powerful spell lets you bring back to life any creatures whose deaths were caused by non -natural means
(don't work on creatures who died because of old age, be it natural or magic). It doesn't matter how long the
target's been dead: as long as the caster has on its disposition a piece of the corpse (or at least the skull).
Creatures completely destroyed (lava, acid, disintegrating ray...) can't be brought back through this spell. When
this spell is used, the caster loses 1 MP permanently.

In order to be resurrected, the target must succeed on a +2 R check. The target then comes back to life with
100% of its HP/MP. Unfortunately, this spell doesn't work twice against the same person, even if it's used by
another cleric; however this creature can still be brought back by other means, like Wish.

Used against undead, the target must make a -2 R check. On a failure, it is destroyed completely.

- Wynnas Retribution
School: White
Cost: 4 MP per turn
Range: Self
Duration: Sustainable

While this spell is active, any spell that targets the caster is reflected against the conjurer (benefic spells
included!). The new target has the right to make any checks normally permitted to avoid the effect. Only spells
that have the caster as the target can be reflected (Area of effect spells can't be reflected, for example).

- Vectorius Shooting Rock


School: Elemental (Air or Earth)
Cost: 5 MP
Range: Short
Duration: Instant

A meteor falls from the sky towards the target with an AP=Sk+2d. The caster doesn't need to make any che ck to
hit, but the target can dodge with a -2 penalty. For obvious reasons, this can only be used in open spaces.
Any creature that loses half of its HP due to this spell is now stuck below the meteor, helpless, and needs one
turn and a St check to escape. On a failure, the turn is lost but the creature can make another check on the next
turn. No additional damage incurs in a failure.

- Magic Steal
School: Elemental (Spirit) or Black
Cost: 0 MP (see below)
Range: Touch
Duration: as long as the touch lasts (see below)

This spell lets the caster drain the magical energy of somebody through touch. The caster can steal up to 2MP
per turn (which are transfered to the caster's mp pool, never exceeding the maximum MP). The victim doesn't
have any right to make a R check to avoid this.

- Life Steal
School: Black
Cost: 1 MP per turn (see below)
Range: Touch
Duration: as long as the touch lasts (see below)

Like Magic Steal, but for HP instead. The caster spends 1 MP to drain 1d HP per turn.

- Heroic Sacrifice
School: White
Requirements: Paladin
Cost: 0 MP
Range: Self
Duration: 1d+2 turns

This spell can only be used when the paladin is on Near Death status. This spell recovers 100% of the paladin's
HP and concedes a bonus of +3 to St, Sk and A for 1d+2 turns. Once the 1d+2 turns are over, the paladin dies.

Paladins whose deaths were met through this spell can't be resurrected, not even through Wish (their lives were
sacrificed in honor to the Gods they serve and this offering can't be taken back).

- Marahs Sacrifice
School: White
Cost: 10 MP
Range: Short
Duration: Instant

This last resort spell drops the caster's HP to 0 (death check needed), while recovering the HP of all allies within
10m to 100%.

Cant be used if the caster cant stay with 0 Hp somehow (due to the effect of a spell, advantage)

- Sanity
School: White
Cost: 1 MP
Range: Touch
Duration: One hour

This spell removes the effect of Insanity (disadvantage) for one hour. It also dispels Atavus' Madness.

- Special Senses
School: White or Elemental (Air)
Cost: 2 MP
Range: Self
Duration: Sustainable

This spell allows the caster to simulate temporarily the effect of one Special Sense (Check the Advantage). While
this spell is active, the caster possess one Special Sense exactly as described, but can maintain only one at a
time.

Taludes Infallible Arrow


School: White or Elemental (air)
Range: Short
Duration: Instant

Modest version of the Talude's Infalible Spear. Instead of a spear, this spell creates a luminous bolt (like those
from crossbows) besides the caster that damages the target with AP=1. The target is considered helpless.

If you opt to spend MP on this spell, you can add one extra arrow per MP s pent (up to 5 arrows with 4 MP) that
can damage the same target for a higher AP (5 arrows on the same target = AP 5).

- Silence
School: White or Elemental (Air)
Cost: 2 to 10 MP
Range: Short
Duration: permanent till dispelled

This spell can target a place or a creature, but not objects. Used against a place, the spell has a radius of 3m per
2 MP spent (up to 15m for 10 MP). Inside this area it's impossible to produce or hear any sounds. Spells can't be
cast inside this area but people outside can target people inside this area with spells.

If used against a creature, this spell won't let it hear or speak anything, as well as making it devoid of sound. A
thief, for example, can use this spell to become totally silent (and depending on the situation, gettin g bonuses on
Crime and Investigation) but used against a caster, he/she won't be able to cast spells anymore.

If targeted against its own will, the creature can make a R+1 check to resist this.

- Arsenals Punch
School: Elemental (all)
Cost: 2 to 10 MP
Range: Short
Duration: Instant

The user attacks a target with AP = St+1d per 2 MP spent (up to St+5d if 10 MP are spent). Obviously, this works
on melee, only.

The target must make a St check: on failure, it will be launched back 1m per damage received ( the forced
movement won't deal extra damage, unless it results in a fall).

- Explosive Punches
School: Elemental (Fire)
Cost: 1 MP per turn
Range: Short
Duration: Sustainable
This spell creates numerous flame spheres that surrounds the victim, attacking and exploding with AP=1d once
per turn. Despite the reduced damage, the spheres ignore the target's armor and explode in a spectacle of
smoke and light. As an additional effect for the duration of the spell +1 turn, the target is surrounded by smoke
(it's considered Blind and people that target it suffer the same effect).

- Sleep
School: Elemental (Spirit)
Cost: 3 MP or more per creature (see below)
Range: Long
Duration: see below

A more powerful version of Faint. The target must make a +1 R check. On a failure, it's now sleeping. The spell
lasts one hour per 3 MP spent (and can be also dispelled). An unconscious creature wake up the moment it
receives any damage.

This only works against living beings. Creatures with a R value higher than the caster's Sk are immune to this
spell.

- Megalokks webs
School: Black
Cost: 2 MP per creature
Range: Short
Duration: Sustainable

This spell creates a net of sticky fibers. Creatures caught by this web are restrained and helpless. Attacking
someone restrained by this web doesn't restrain the attacker.

Targets of this spell can attempt a dodge. On a failure, the victim is restrained and can spend its turn attempting
to release itself with a successful St check.

This spell can also be used to block doors and passages up to 3m of diameter.

- Teleportation
School: White, Elemental (Air) or Black
Cost: 2 MP per creature or 50kg of load
Range: See below
Duration: Instant

This is the maximum power of magical transportation. The caster simply disappears and reappears somewhere
else.

This spell allows the caster to transport him/herself and a certain number of voluntary companions to anywhere
the caster has visited before. There's no distance limit, but the starting point and point of arrival must be in open
air (it doesn't work inside structures or dungeons) and in the same plane of existence.

A teleported creature against its will can make a R+1 check to resist the effect. It's not possible to teleport
someone into solid matter.

If the caster attempts to teleport somewhere he/she's never been to before, the margin of success is small (1 in
1d6): on a failure, the passengers reappear somewhere else, up to the GM.

- Vectorius Enhanced Teleportation


School: White, Elemental (Air) or Black
Cost: 3 MP per creature or 50kg of load
Range: See below
Duration: Instant

Like Teleportation, but better: the caster can know the destiny through observation (a crystal ball or other magical
means) or by touching something or someone that has been on the destiny before.

The caster can risk a teleportation through maps or descriptions of the place. The margin of success is small (1 in
1d6): on a failure, the passengers reappear somewhere else, up to the GM.

- Planar Teleportation
School: White, Elemental (Air) or Black
Cost: 5 MP per creature or 50kg of load
Range: See below
Duration: Instant

Like Teleportation, but this lets the caster travels between planes. If the caster attempts to teleport somewhere
he/she's never been to before, the margin of success is small (1 in 1d6): on a failure, the passengers reappear
somewhere else, up to the GM.

This spell can't be used to take the caster and his/her companions to the center of a plane where a God resides
and doesn't give the caster and his/her friends protection against the enviro nment they're attempting to teleport
to.

- Explosive Storm
School: Elemental (Fire)
Cost: 60 MP
Range: Long
Duration: Instant

The most powerful Fire spell known. When cast, one or more targets chosen by the caster are hit with up to 2d
annihilating light spheres, each one with the destructive power of explosive glow (AP=10d that ignores the
targets A).

- Earthquake
School: Elemental (Fire or Earth)
Cost: 4 to 40 MP
Range: Long
Duration: Instant

This spell is a more destructive version of Explosion that affects the soil.

The Earthquake has an AP = 2d+4 per 4 MP spent (4d+8 for 8 MP spent, for example). The damage reduces by
1d+2 for each 10m away from the point of impact (epicenter of the earthquake).

Targets that succeed on a "dodge" get a +1 in their DP to reduce the damage. Like explosion, you can't dodge
completely from an earthquake and it can catch a lot of targets at the same times. Flying or levitating creatures
are immune to this.

- Neos Slippery Terrain


School: Elemental (Water or Earth)
Requirements:
Cost: 1 MP or more
Range: Long
Duration: Sustainable
This irritating spell targets a circular area, with a diameter of 1m per MP spent. The caster can opt to affect
various smalls area with 1m of diameter each (by spending 1 MP per area).

Any creature fighting or moving on this area must make a -2 Sk check (or +1 sk check if it has Sports). On a
failure, the creature will fall and will be helpless till it gets up. Any attempt of getting up spends a movement and
another check.

Staying immobile and casting spells inside that area doesn't require any checks. Any creature with the Magic
Resistance Advantage can use that on the Sk check. Flying creatures are immune to this.

- Beluhgas Touch
School: Elemental (Water)
Cost: 2 to 10 MP
Range: Self
Duration: Instant

This spell, when cast, surrounds the caster's hand with infernal ice. The caster then attacks with AP = St+Sk+1d
per 2 MP spent (St+Sk+5d by spending 10 MP, for example). Melee range.

- The Touch of the Unicorn


School: White
Requirements: Animals, Honor Code (see below)
Cost: 4 MP
Range: Long
Duration: Sustainable

With this spell, you can summon an unicorn.

Unicorns have typically St2, Sk3, R3, A1, Fp0, Acceleration and Special Senses. They can cast Magic Cure and
any teleportation spell without spending MP for them. At the wilderness, they are skittish creatures, being almost
impossible to caught or approach one.

This spell only works if there are unicorns in the area, generally on remote forest where they live. The summoned
unicorn appears in 2d turns and can help people with cure magic and teleportation, but they will never participate
in combats and will flee if under aggression.

- Lock
School: White
Cost: 2 MP
Range: Touch
Duration: Permanent till dispelled

You lock magically things like windows, doors, drawers and chests. Items locked through this spell can't be
opened even with its key (but can be unlocked through other means, like lockpicking, the unlock spell,
destruction...). Doors without keyholes can be locked as if barred or blocked by something.

- Transformation
School: White, Elemental (Air or Earth) or Black
Cost: 5 to 40 MP
Range: Touch
Duration: Permanent till dispelled

Transformation isn't a single spell, but an enormous collection of them! There are thousands a nd thousands
different transformation spells used to transform a creature into other creatures or other objects. Transformation
spells into kobolds and goblins are fairly common while those that transform into dragons and other powerful
monsters are extremely rare.
Almost every single transformation spell has some characteristics in common. It's always necessary to touch the
target. The cost in MP depends on how hard it's to resist the spell.

5 MP: +3 R check. Creatures with R1 or more are immune.


10 MP: +2 R check. Creatures with R2 or more are immune.
15 MP: +1 R check. Creatures with R3 or more are immune.
20 MP: +0 R check. Creatures with R4 or more are immune.
25 MP: -1 R check. Creatures with R5 or more are immune.
30 MP: -2 R check. Creatures with R6 or more are immune.
40 MP: -3 R check. Creatures with R7 or more are immune.

Creatures transformed will have all their stats modified, no matter how good or bad they are. Almost all of their
advantages/disadvantages are lost, and they may get new ones. It's up to the GM to decide this.

Every single transformation spell is permanent till dispelled but can't be dispelled through Dispel Magic. This can
only be done with Wish or by finding the "weak point" of the spell. Every transformation spell (no except ion) has
one or more weak points, a simple act that dispel its effect. For example, a transformation in frog spell can be
dispelled with the kiss of a princess...Sometimes, the caster doesn't know the weak point of the spell.

Any transformation spell can be received voluntarily. In this case, someone normally immune to a transformation
spell due to his/her R value can be targeted by the spell if he/she allows it.

- Orc Transformation
School: White, Elemental (Air or Earth) or Black
Cost: 10 MP
Range: Touch
Duration: Permanent till dispelled

One of the most simple and common transformation spells. This spell transforms the target into a horrible orc.
Creatures with R2 or more are immune and people with R1 have a +2 on their R checks to resist this.

An orc has St2, Sk2, R2, A1, Fp 0. Advantages and disadvantages the target had before the transformations are
lost except Expertises, Honor codes, Devotion, Uncultured, Insane, Helpless Protected and others up to the
Game Master. Some like Ally, Mentor and Patron can be recovered...by convincing the right people of your true
identity! Clericalism can be kept if your god/goddess accepts orcs as clerics.

The weak point of this spell is simply showing a certain cactus flower to the target. Unfortunately, this cactu s
blooms on deserts two months per year...

- Other Transformation
School: White, Elemental (Air or Earth) or Black
Cost: 5 MP
Range: Touch
Duration: Permanent till dispelled

This spell is extremely useful as a disguise. She transforms a target into another person, with different aspect,
but doesn't affect their characteristics, advantages and disadvantages.

For example, a human spy can use this spell to transform into a beautiful woman, strong barbarian, an elf, a
dwarf or somebody different. However, no matter the form, he/she keeps the abilities.

Curiously, the new form can't be chosen and it is going to be the same for each person. For example, a female
elf magician can discover she is now a minotaur with this spell and this is gonna be her form whenever she uses
this spell again.
The new form doesn't concede any new advantage/disadvantage, even if they are part of unique advantages. For
example, if you turn into an elf, you don't get Sk+1 nor any advantages of the unique advantage. Even somethin g
more radical, like transforming into an Amphibian, won't let you breath underwater. However, you don't get the
disadvantages (in the case of amphibian, you don't get Special Environment: water bodies, for example).

Characters with Monstrous can't use this spell to negate the disadvantage: the other form will be monstrous as
well, but different. Same can be said for Inoffensive Appearance or Special Model.

This spell doesn't affect creatures with R2 or higher (except voluntarily, like on the majority of cases). People with
R1 can make a +2 R check to resist this. The weak point of this spell is a simple snap of fingers.

- Plum Pudding Transformation


School: White, Elemental (Air or Earth) or Black
Cost: 5 MP
Range: Touch
Duration: Permanent till Dispelled

This spell transforms the target into a small plum pudding!

Creatures with R1 or more are immune to this. People with R0 can make a +3 R check to resist this.

Any attempt to damage or eat the plum pudding undo the spell.

- Transport
School: All
Cost: 2 to 10 MP
Range: Short
Duration: Sustainable

The casters uses magic as a mean of transportation, be it riding the wind, riding a wave, riding a floating rock,
etc. This spell can transport the caster him/herself or other companions/objects, as long as th ey are in the range
of the spell.

With 2 MP, you can transport up to 100 kg (generally one person) up to 10m/s. Each 2 extra MP spent doubles
the weight OR speed.

This spell lets you levitate a bit over the ground...or above the water or other liquid sur face. If you want to fly,
check the Spell Flight.

- Ragnars troops
School: Elemental (Fire or Earth) or Black
Cost: 2 to 20 MP
Range: Long
Duration: Sustainable

This spell summons a small band of 1d-1 goblinoids to fight the caster's enemies.

2 MP: goblins (St0, Sk1, R1, A0, Fp0)


4 MP: goblins (St1, Sk1, R1, A1, Fp1)
8 MP: hobgoblins (St1, Sk1, R2, A1, Fp0)
12 MP: hobgoblins (St2, Sk2, R2, A2, Fp1)
16 MP: bugbears (St3, Sk2, R3, A2, Fp1)
20 MP: bugbears (St4, Sk3, R4, A3, Fp2)
The goblinoids appear instantly, don't feel fear and fight till death - they can't be controlled in anyway, however:
once summoned, they attack any creature on sight, except the caster. Once the battle ends, the spell is
interrupted or there aren't any opponents on sight, the goblins disappear.

- Tunnel
School: Elemental (Earth)
Cost: 2 MP or more (see below)
Range: Touch
Duration: Permanent till dispelled

By touching a surface, the caster can produce a tunnel with 3m of diameter and 3m of length for 2 MP spent. This
works only on natural terrain like earth or rock. It doesn't work against wood, metal, artificial structures or living
beings.

- Emptiness
School: Elemental (Spirit)
Cost: 20 MP
Range: Touch
Duration: Permanent

The target must make a -2 R check. On a failure, it will lose all the memories about itself and everything else, and
will lose almost all its powers, spells, advantages and disadvantages!

The victim loses all of its advantage/disadvantages immediately, except those related to its appearance
(Inoffensive Appearance, Extra Members, Monstrous...) or race (Elf, Goblin, Centaur...). Expertises and spells
are also lost, including initial spells. In truth, no advantage/disadvantages are lost, the victim simply doesn't
remember them. Some will return by themselves in due time. Mentors, patrons, allies, partners will find the victim
sooner or later (like enemies...). Good and Bad Fames will reappear soon, too. Others must be recovered by trial
and error. Every Time this advantage is needed, the player can (with the GM's permission) make an adequate
characteristic check to the situation. On a success, the victim recovers the advantage. This can only happen on
extreme emergencies: like someone with Flight falling from a building attempting to save itself from certain death.

Unfortunately for the victim, disadvantages come back way easily. Honor codes will resurface the moment you try
to violate them and Curses will appear the moment you least expect them.

A Wish can recover a victim's memory.

- Spiritual Wind
School: Elemental (Spirit)
Cost: 5 MP per turn
Range: Self
Duration: Sustainable

This spell creates a sobrenatural gust of wind surrounding the caster, who is the cent er of the phenomenon and
can't move while the spell lasts. Any creatures within 10m of the caster are attacked with AP=3d that damages
both HP and MP. Creatures within 3m of the caster aren't affected.

- Shed Water from Stone


School: Elemental (Water or Earth)
Cost: 2 MP
Range: Touch
Duration: Instant

This spell can only be cast under the daylight and generates enough water to satiate the thirst of six people.

- Glrienns Revenge
School: Black
Cost: 10 MP
Range: Short
Duration: Instant

This spell is used as a last resort, dropping the caster's HP to 0 (death check needed).

At the same time, all the opponents of the caster within 10m are hit by a storm of magical arrows with AP=3d (the
targets are considered helpless against this attack).

Any spell or special quality that impedes the caster from hitting 0 HP also impedes the spell from hitting any
opponent.

- Vision of the Recent Past


School: White
Cost: 1 MP or more
Range: Self
Duration: Instant

The caster can see images of the recent past from the place he/she is at the moment the spell is cast (or other
place, if the caster has access to Special Senses, a crystal ball...). The "range" is equal to one hour per MP
spent.

- Vision of the Remote Past


School: White
Cost: 2 MP or more
Range: Self
Duration: Instant

Like visions of the recent past, but better. 1 month per 2 MP spent.

- Flight
School: Elemental (Air)
Cost: 2 to 10 MP
Range: Standard
Duration: Sustainable

Like Transport, but better. The subjects of this spell fly!

However, it's more costy MP wise. With 2 MP, the caster can transport itself or up to 50kg up to 10m/s. For each
extra 2MP spent, double the weight OR speed.
Chapter 7 - Magic items!

How do I obtain them?

- Purchases: Each item has an exp cost. You can pay exp at character creation or later with exp obtained
from adventures.
- Finds: Magic items can be found on adventures: treasure chests, defeated enemies
- Manufacture: Magic items (except scrolls) can be made by someone with Alchemy. The character (or a
partner) must have one of these advantages: Clericalism, Patron or Wealth - this activity needs a temple
or laboratory in a good state. You cant make magic items during adventures. Only between them. If the
item isnt a scroll or potion, the Alchemist will need to know how to cast Permanency. Those items
requires 1 MP permanently for its manufacture. Also, the alchemist (and his partners...client) must pay
the exp cost of the item. You spend one day per exp point of the item (check its total cost).

Anon tip: On the exp section, the book says one exp point = 100 coins. That way, if your game master allows it,
the base price in coins of an item is EXP value * 100. This, of course, without considering rarity.

Healing items

These can be rare fruits, first aid kits, herbs, special foods - whatever your game master decides a healing item
should be on your setting. Using them count as a movement action (for combat purposes).

- Minor Heal (1 EXP): Restores 5 HP.


- Major Heal (3 EXP): Restores 10 HP.
- Full Heal (5 EXP): Restores HP to full..
- Minor Magic (3 EXP): Restores 5 MP.
- Major Magic (10 EXP): Restores 10 MP
- Full Magic (20 EXP): Restores MP to full.
- Minor Heal & Magic (5 EXP): Restores 5 HP/MP.
- Major Heal & Magic (15 EXP): Restores 10 HP/MP.
- Minor antidote (3 EXP): Heals poisons, diseases, blindness, paralisy and other bad effects that can be
healed with Magic Cure.
- Major antidote (10 EXP): Heal bad effects that can be healed with Full Cure.
- Full antidote (30 EXP): Heal bad effects that can be healed with Curse Cure.

Scrolls

A magic scroll is a piece of parchment, paper or papyrus (or anything else, like an enchanted computer CD)
with a spell stored within. To use a scroll, you must be a spellcaster or be successful on a Language check. If you
fail, nothing happens and you can try to use a scroll again later, spending other action.

When a magic scroll is activated, the spell manifests as if cast by a mage (and you dont need to spend MP for it).
After you read the words and the spell is cast, the scroll crumbles to dust. Sustainable magic cast by scrolls last 1
hour.

- Manufacture: the person manufacturing a scroll must have the Language expertise and must know the
magic he wants to write. Unfortunately, the process is slow - 30 days per point of MP needed to cast the
spell. If the spell costs permanent MP to be cast, consider 1 permanent MP to be 10 MP. So the Spell
Wish (that costs 5 Permanent MP to be cast) would have a manufacture time of 5 years.

- Cost: When available at the market, 1 EXP per MP needed to cast the spell. 20 MP scrolls are
extremely rare and almost never found on the market.
- Learning spells: A spellcaster can use a scroll to learn its spell instead, as long as he/she satisfy its
requisites. The scroll crumbles to dust after that.
Potions

Potions are substances in liquid form contained in glass bottles, flasks, etc. Each bottle contains one dose, that,
when consumed, realizes a spell effect like a scroll.

Unlike a scroll, you dont need to be a mage or have Languages to use potions. Just drink the m.

- Manufacture: Check manufacture at the beginning of this chapter.


- Cost: 1 EXP per MP needed to cast the spell.

Unlike scrolls, potions have a problem. If youre carrying potions and suffer any damage, roll a d6. On a 1, your
potions break. Besides that, watch out for fake potions! To identify a potion without consuming them, roll a Hard
Art, Science, Investigation or Medicine check. The check is considered average for someone with Special
Senses: Smell.

Magic Weapons

The type of items most sought by adventurers, due to its properties and the fact it deals the Magic type of
damage.

A magic weapon can come with any type of damage (Like a Flaming Sword: Slashing, Fire and Magic). Keep that
in mind in case you use a weapon youre not proficient with.

The features a magic weapon can have are the following (the same weapon can have different features):

- Magic Bonus (Variable): The most common power a magic weapon has. It gives the wearer a bonus on
St or Fp when being wielded.
+1: 10 EXP; +2: 30 EXP, +3: 50 EXP, +4: 70 EXP, +5: +100 EXP.
Example: A +1 Flaming Sword (Slash, Fire and Magic damage) increases your St by 1.

- Anti-enemy (10 EXP): When this weapon is wielded by someone with the advantage Enemy, it gets a +2
bonus against that type of creature. A +1 Flaming Sword wielded by someone with Enemy: Constructs
becomes +3 when the target is a construct.

- Murderer (20 EXP): If the wearer has the disadvantage Curse, this weapon gets a +2 bonus;

- Special Attack (5 EXP): Once per encounter, make a special attack that increases your St/Fp by 2,
without a MP cost;

- Spiritual (20 EXP): This weapon deals physical and spiritual damage. Apply the damage to MP as well
(Example: If you inflict 20 HP damage to an enemy, this enemy loses 20 MP as well);

- Scourge (5 EXP each): Pick a group of creatures from the following: Humans, semi-humans,
humanoids, youkai (undead included!) or constructs. Against creatures of the chosen type, the St/Fp of
the weapon increases by one. You can pick this multiple times.

- Sacred (30 EXP): When wielded by a Paladin (the advantage), this weapons becomes +2 or +3 against
Youkais (undead included!);

- Nimble (5 EXP): +2 to initiative roll;


- Poisoned (15 EXP): Whenever you score a critical hit, besides damage, the target must succeed on a R
check. On a failure, the target is now poisoned, losing 2 HP per turn until healed (with spells or an
antidote) or die. Constructs, undeads and creatures with Extra Armor/Invulnerability Chemical are
immune to this;

- Vorpal (30 EXP): Whenever you score a critical hit, besides damage, the target must succeed on a R
check. On a failure, the target is beheaded (instant death). Constructs, undeads (except vampires) and
creatures with a lot of heads (like hydras!) dont die instantly with this effect: they just suffer the regular
damage.

Magic Armors

An armor doesnt need to be a plate armor. Game-wise, armor is any protective suit. From the plate armor of a
medieval warrior to the frilly and colored dress of a magical girl, all of them follow the same rule.
A person cannot wear more than one magic armor at the same time.
A magic armor is uncomfortable, even if it doesnt look like one. Sleeping with one its the same as sleeping on
an inadequate place (An 8 hours rest recovers the same HP/MP of a two hours rest). You need one turn to don
your armor.

The following features are available for magic armors.

- Magic Bonus (Variable): Like the magic bonus for weapons, but for A instead of St/Fp. The most
common weapon a magic armor has.

+1: 10 EXP; +2: 30 EXP, +3: 50 EXP, +4: 70 EXP, +5: +100 EXP.

Example: A +2 Magic Armor gives a +2 to your A.

- Extra Armor (Variable): Like the advantage, this armor doubles the users A against a certain type of
damage.

Fire, Cold, Electric, Chemical or Sonic: 5 EXP each;


Slashing, Piercing or Blunt: 10 EXP each;
Strength, Firepower or Magic: 20 EXP each.

- Comfortable (5 EXP): Ignore the uncomfortable part (read above) of magic armors.

- Incorporeal (30 EXP): Once per day, you can activate this feature. For 10 mins, youre a s intangible as a
ghost (check the Incorporeal feature of the unique advantage: Ghost);

- Invulnerability (variable): Like the advantage, this armor divides by then the damage of a certain type of
attack.

Fire, Cold, Electric, Chemical or Sonic: 10 EXP each;


Slashing, Piercing or Blunt: 20 EXP each;
Strength, Firepower or Magic: 40 EXP each.

- Irresistible Magic (variable): Like the Advantage Irresistible Magic.

R -1: 10 EXP;
R-2: 20 EXP;
R-3: 30 EXP.

- Submarine (10 EXP): You can breath and move underwater with normal speed, like an amphibian;

- Energy Touch (5 EXP): Once per day, you can use this to deliver an Energy Touch attack with AP =
A+1d for each point you have (If you have armor 5, 5+5d). You dont spend MP for that. The type of
damage is chosen at the armor creation and cannot be changed;

- Flight (20 EXP): You can fly as if you had the Advantage Flight.

Accessories
Any personal item that isnt a scroll, potion, weapon, armor or mecha is an accessory. They range from jewelry to
shields and headwear.
A character can wear two accessories at the same time. Here are some examples:

- Ring of nullification (5 EXP): Pick a spell. Youre immune to it. Example: Ring of nullification: Petrification
makes you immune to the spell by the same name (you can, however, be petrified by other means, like
a medusas gaze);

- Ring of competence (15 EXP): Pick an expertise. You know it as if you were trained on it. If you know
the expertise already, get a +1 to its skill checks instead. The effects happ ens after 24 hours of use.

- Dragon ring (10 EXP each): Youre invulnerable to one of the following types of damage: cold, electric,
chemical or fire.

- Lenas ring (40 EXP): Youre immune to every non-magic disease/poisons and regenerate continually
as if you had the Advantage Regeneration. Needs 24 hours after equipped to start working.

- Crystal ball (10 EXP): The users acquires Special Senses: Infrared, Radar, See the Invisible, Vision and
X-ray.

- Marahs earrings (30 EXP): The wearer can only be attacked if the attacker succeeds on a R check. On
a failure, the attacker cant attack.

- Wynnas earrings (5 EXP each): +1 extra MP;

- Sea necklace (10 EXP): You can breath and move underwater with normal speed, like an amphibian;

- Crown of spiritual resistance (10 EXP): Get a +3 to your R checks against spells from the Elemental
(Spirit) school.

- Moon shield (20 EXP): Wearer can reflect Firepower attacks as if he/she had the Advantage Reflection.
Additionally, this works against any offensive spell that ignores the targets A (like Taludes Infallible
Spear);

- Lenas medallion (40 EXP): When the wearer drops to 0 HP, the medallion emits an aura of healing that
restores the wearers health to full. Once this effect is used, the medallion needs 24 hours to r echarge;

- Thyatiss medallion (10 EXP): When the wearer dies, this medallion resurrects the wearer on the
following turn with full HP. The medallion breaks after that.

- Wynnas medallion (60 EXP): The wearer spends half of the MP of any magic/special pow er he/she has;

Mechas
Rule-wise, a mecha is someone with the Unique Advantage Mecha. A player character can have a mecha as an
Ally (with the advantage, of course).

Common: In some settings, like Patlabor, mechas are common. Any player character, and any npcs with
Expertises own a Mecha Ally for free.

Restrict: Mechas are extremely common, but for military, sportive and special purposes, only. There can be
armies made of mechas (like Macross, gundam). Only player characters have them and must purchase them
like normal.

Rare: In some settings, like Evangelion or Magical Knights of Rayearth, mechas are rare. Only player characters
have them and must purchase them like normal.

Inexistent: In some settings, mechas dont exist or only appears in special occasions (like Dragon Ball Z, Naruto,
Saint Seiya, Death note). Mechas arent available to players in this case.
In some settings, there are mechas superior to other mechas (Like Gundam animes, Valvrave, Macross) . Use
the common and restrict rule, but the players and enemies mechas are one scale above (check power scale).

Cursed items

Some items (weapon, armors, accessories or even mechas) are cursed. When the item in question is worn, the
curse activates and the user, unfortunately, is now aware of it (maybe too late).

You cant remove a magic item on your own volition (it would be too easy). A cursed weapon flies to your hand
whenever an opportunity to fight appears and even if it gets dropped mid fight, you cant fight without it.

The only way to free yourself from a cursed item is with the spell Curse Cure. It breaks the bond between the
victim and the cursed item but the cursed item itself is still there, waiting for the next unfortunate soul

If you want to know before hand if an item is cursed or not, use the Detect evil magic (it only detects if the item is
cursed or not, not the exact nature of the curse).

Here are the features a cursed weapon may have:

- Magic penalty (special): the most common curse. The magic item reduces permanently on a feature
until removed.
-1: -10 EXP, -2: -20 EXP, -3: -30 EXP.
The same magic item can have penalties in more than of feature at the same time (Example: A R -1 and
Sk -2 magic item with a -30 EXP cost).
Warning: A magic item can net you a - value in a feature.

- Antilife (-30 EXP): The user cant recover HP through spells or items. Only with rest.

- Honored (-5 EXP): The weapon has a honor code. The user cant violate the code while using the item.

- Cursed (-5 or -10 EXP): The item imposes a -1 (if -5 EXP) or -2 (if -10 EXP) disadvantage on the user,
up to the game master (generally a curse).

- Furious: Like Scourge (check magic weapon features), the item gives AP (Attack power) + 1 to the
chosen group, but you suffer a -2 penalty to your AP against anyone that isnt from the group of
Scourge.
Chapter 8 - Power Scale!

3D&T is about tremendous and exaggerated power. Its about people stronger, more
resilient and impudent than common people. Its about heroes that explode giant monsters -
and half of the city theyre fighting in - without thinking about it at all.

Even with all this power, sometimes it isnt enough. The rules in this game accepts powerful
normal beings, like martial artists, street fighters, medieval adventurers, almost all super
heroes...but what about gods? Cosmic beings? The rules fail in those cases.

What can we do when a character with St 60 appears? Thats what we are going to solve in
this chapter (or attempt to)...
=========
Cost of over-heroic features

Recently created characters cant start the game with a feature above 5. Late in the game,
though, with enough experience points, a character can exceed this limit.

The cost to elevate a feature to 6 or more is higher than normal

1 up to 5 - 10 points of experience
6 up to 10 - 20 points of experience
11 up to 15 - 30 points of experience
16 up to 20 - 50 points of experience
Past 20 - 100 points of experience

That means if you want to raise your St 4 to 5, you need to spend 10 EXP. Later, if you want
to raise your St to 6, you will need to spend 20 EXP. 20 more exp to get St 7 from 6 and so
on...till you get to 10. After that, to increase from 10 to 11...30 exp

==========
Effects of over-heroic features!

St 6: You can lift up to 20 ton!


Sk6: Normal speed is 60 km/h, maximum speed of 60m/turn (200 km/h). If youve got
Levitation, normal speed is 120 km/h, maximum speed of 700 m/turn (mach 2 or twice the
speed of sound).
R6: Youre immune to all natural diseases
Fp 6: Your fire power is equivalent to you throwing 20 ton (around 10 cars)
St 10:You can lift up to 150 ton (the weight of a blue whale)!
Sk10: If youve got Levitation, normal speed is 1000 km/h, maximum speed of 10 km/turn
(Escape velocity: this is the minimum you need to reach the space). This is the maximum
speed possible in the earth atmosphere.
R10: Youre immune to all poisons and magical diseases (lycanthrophy, mummy disease)
Fp 10: You can destroy any construction or civil structure, not armored or prepared to
withstand that much damage.
Sk 15: Normal speed is 50000000 km/h (You can get to Mars in one hours, or Pluto orbit in
six weeks), maximum speed of 50000 km/turn
St 20: You can lift up to 20000 ton!
Sk 20: Normal speed is 1c (light speed. You can reach the sun in 8 mins, Pluto orbit in five
hours. Alpha Centaur in 4 years), maximum speed of 2c/turn.
R 20: Youre considered Immortal, even if you dont have that advantage.
Sk 30: Normal speed is 128c (Warp drive 6: cruise velocity for an intergalactic ship. Alpha
Centaur in 15 days, center of the galaxy in 9 months), maximum speed of 256c/turn (Warp
drive 7).
Fp 40: Capable of destroying a big asteroid (Ceres) or a small moon (Phoebes, Deimos)
R 50: You can regenerate, per turn, half of the HP you have now, or a minimum of 50 hp.
Fp 60: Capable of destroying a big moon (The Moon, Europe, Ganimedes, Calisto) or a
small planet (Mercury, Pluto)
R 100: You cant be destroyed. You will always be able to regenerate, unless your body
receives continues damage and is kept at 0 HP all the time (acid pool)
Fp 100: You can destroy a medium planet (Earth, Mars, Venus)
Fp 300: You can destroy a giant planet (Jupiter, Saturn, Neptune)
St 1000: You can lift up to 5 sixtillion ton (weight of the Earth). That is...if you have
somewhere to step on
Fp 1000: You can destroy a star
Chapter 9 - Game Master

Experience Points

At the end of an adventure (recommended), the game master will award the players with Experience points
(check the following table). General rule: 1-10 exp per adventure.

+1 EXP if the player is alive by the end of the adventure;


+1 EXP if the fulfilled the objectives of the adventure;
+1 EXP for each enemy defeated in a fair fight;
-1 EXP for each defeat in a fair fight;
-1 EXP for each dead or lost partner;
-1 EXP each time you ignore a Honor Code.
+? EXP for good roleplay;

Experience with victory!

Remember the general rule: +1 exp for each enemy defeated in a fair fight!

Fair fight

1x1, 2x2, 3x3. No surprise attacks (unless youre at war or extreme survival situation. Surprise attacks are fair
here). A character with Honor Code: Battle wont resort to dirty tricks...never!

Preparation!

If someone asks before a fight for some seconds to buff up (cast enhancement spells, focus his/her power,
whatever), its up to you to accept or not. If you accept, however, both sides cant attack each other till the
preparation ends. If you decide to break this rule (after you accepted it), you dont get EXP at this fight.

Ally

You dont receive exp points when an ally wins a battle, unless youve been ordering him/her the entire combat.

Separation

If you use this advantage, even if you make 17261732 copies of yourself, its still considered a fair fight.

Partner

Lets say you and your partner teams up to fight a single foe. If you use the partner advantage, you and your
partner count as one and...its considered a fair fight.

Weak enemies

If an enemy is made with half or less points compared to you, it doesnt award any exp at all. However, if the sum
of the points of various weak enemies are equal or greater than your character, its considered 1x1 a nd then, a
fair fight!

Strong enemies

If your party fights someone made with double the points of your partys average, its a fair fight.
If you defeat a strong enemy, check how many points spent in his/her creation comes from features and
advantages/disadvantages that affect combat. Divide by 10, rounded down, This is the amount of exp you get for
defeating that enemy in question.
If youre in a party and defeat a strong enemy, the player who dealt the last hit gets half of the exp (rounded up)
or a minimum of 2 exp. Everyone else gets 1 exp each.

Uses for exp!

Evolving your character: 10 EXP = 1 point. Use that point to increase features, build new
advantages, remove disadvantages (Example: You can use 1 point to remove one -1
disadvantage from your character);
Treasures: Exp points can be traded for money. 1 EXP = 100 coins;
Things Ive got out there: Exp points can represent items and objects you found out there.;
Maybe you needed that dragon hide to create that potion;
New spells: Spend 1 EXP to learn a new magic;
Automatic Success: Use 1 exp to obtain a 1 on a check or maximum result on a
damage/healing roll (example: 12 on 2d). You spend the exp BEFORE you make a roll, not
after. You cant use EXP to affect someones else check/damage or healing roll (unless you
have Natural Link with that person);
Do the impossible!: In certain cases, you cant make a check (maybe its a Sk -3 check and
your Sk is 2). You cant buy an automatic success in that case, but you can buy that and
get a +3 bonus on your check (using the same case, the Sk -3 check becomes a 0 check and
the Sk 2 can succeed if he/she rolls an 1 or 2);
Critical hit: You can spend 1 point to obtain a 6 on a AP/DP roll;
Astounding Recovery: You can spend 1 exp to recover 5 HP at any moment or 2 exp to
recover 54 MP;
Amazing magic!: You can spend 1 exp to cast a magic you dont know only once. You still need
to satisfy its requirements, however (and pay the MP cost)..

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