Académique Documents
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1
Planescraft (First PLAYTEST) 2
Design
Brakk
Additional Design
Foghorn, Morgenstern
Design Review
Glimmerrat, Morgenstern
Editing
Brakk
Art
Brakk, Clone-Artist, Domigorgon
Proofreading
Arntuuri, Vanya
Play Testers
Arntuuri, Biz’zare, Vanya
© 2010 Planescraft
3
Chapter 1: Hero Favors
Creating a Character Magic Items
Origin Chapter 5: Organizations
Species Anarchs
Specialty Athar
Class Believers of the Source
Chaos Jester (Master Class) Bleak Cabal
Deathbringer (Master Class) Brotherhood of Glory
Defiler (Master Class) Converts
Entropy Champion (Master Class) Dispossessed
Esoteric Disciple (Master Class) Doomguard
Etherfarer (Master Class) Dustmen
Hawkshaw (Master Class) Fated
Hoister (Master Class) Fraternity of Order
Imaner (Master Class) Free League
Insane Wing Custodian (Master Class) Guardians
Jink Clerk (Master Class) Harmonium
Justiciar (Master Class) Incanterium
Loopholes Bureau Administrator (Master Mathematicians
Class) Mercykillers
Master of the 5 Senses (Master Class) Merkhants
Master Mediator (Master Class) Mind’s Eye
Mindbender (Master Class) Opposition
Planar Ranger (Master Class) Order of the Planes-Militant
Proselyte (Master Class) Revolutionary League
Riven (Master Class) Ring-givers
Chapter 2: Lore Sign of One
Feats Society of Sensation
Basic Combat Feats Sodkillers
Melee Combat Feats Sons of Mercy
Ranged Combat Feats Transcendent Order
Unarmed Combat Feats Verdant Guild
Chance Feats Xaositects
Covert Feats Zactars
Gear Feats Chapter 6: Foes
Skill Feats NPC Qualities
Species Feats Rogue Templates
Spellcasting Feats Bestiary
Style Feats Monster Templates
Terrain Feats AD&D Conversions
Chapter 3: Grimoire Chapter 7: Planes
Alphabetical List of Spells Running a Planescraft Campaign
Chapter 4: Forge Campaign Qualities
Goods Paths
Armor Diseases
Weapons The Planes
Bows Traits
Inner Planes
Creating a Character
Planescraft character creation follows all
the guidelines as they are laid out in Fantasy
Craft and expands upon them with additional
options.
Species
Planescraft features 9 playable species, in
addition to those already presented in Fantasy
Craft.
Aasimar
You are an aasimar, a plane-touched
creature with both mortal and celestial heritage.
You are beautiful, with serene and calm features
and an inner radiance that shines through.
You prefer to blend in with your
neighbors and form no independent societies.
Because of your upright and moral life you
are regarded as a troublemaker in most places,
except for the Upper Planes. Tieflings resent you
because you lived a better life than they could.
Unlike other outsiders, you age and must eat.
Common Personality Traits: Noble,
honest, courageous, suspicious, honorable,
Chapter 1: Hero 7
Bariaur -2 Dexterity, -2 Wisdom
You are a bariaur, native to the rolling Female
hills and woods of Ysgard where your kin • Attributes: +2 Intelligence, +2
wanders the lands in flocks, searching of Wisdom, -2 Strength, -2 Dexterity
troublemakers. When a vile foe is located, you
charge into glorious battle. Genasi
Standing roughly half a foot taller than You are a genasi, a plane-touched
a human, you are centaur-like, with the lower descendant of a union between a mortal
body of a ram, sleek brown or golden fur and and a genie (or rarely some other elemental
cloven hooves. Your upper body is humanlike, creature). This elemental heritage cannot be
powerfully muscled and sporting a pair of ram denied and everyone knows you’re something
horns atop the head. more. You usually display personality traits
You are a carefree creature, with almost relative to your elemental nature – fire genasi
no place to call a permanent home. Although are hot tempered and quick, while light genasi
you usually congregate in herds, from time are intense and egocentric.
to time you come to cities out of curiosity or Your kind is very rare and thus others
business. Unlike other outsiders, you age and are more distrustful, especially on the Outer
must eat. Planes which are so far removed from the
Common Personality Traits: Inner Planes. However, genasi also display
Wanderlust, carefree, brave, persistent, hatred towards all other genasi, not just
stubborn, joyful, frivolous those of opposing element, so it is extremely
Common Physical Traits: Ram horns, unlikely to encounter two or more together.
goat-like body, muscled, curly mane Unlike other outsiders, a genasi ages and
Example Names: Bjassi, Geir, Hisapore, must eat.
Jek, Karris, Meg, Severin, Surefoot, Sven Common Personality Traits:
Splinter Race Feats: Battering-Horn Straightforward, determined, mysterious, self-
(“mettle-horn”). Unless you choose this you are centered, self-reliant, misunderstood
a “small-horn”. Common Physical Traits: Intense
Type: Medium quadruped fey outsider gaze, radiant appearance, expressive features
with a Reach 1. Your maximum Wounds equal Example Names: Genasi generally
your Constitution score. take Human names.
Splinter Race Feats: Elemental
• Base Speed: 40 ft. Heritage (wind duke, stone prince, flame lord,
• Darkvision I: You ignore the effects of dim or sea king). Unless you choose this you are a
and faint light. “genie blood”.
• Enlightened Athletics: Your maximum Type: Medium bipedal folk with a
Athletics rank increases to your Career Reach 1. Your maximum Wounds equal your
Level + 5. Only the highest bonus from Constitution score.
any single enlightened ability may apply
to each skill. • Base Speed: 30 ft.
• Fatal Falls: You suffer 1 additional • Reviled: The Disposition of non-genasi
damage per die from falling and the decrease by 10.
damage gains the keen (20) quality. Air
• Improved Stability: You’re considered 1 • Attributes: +2 Dexterity, +2
Size category larger for carrying capacity, Intelligence, -2 Wisdom, -2 Charisma
Trample attacks, and resisting Bull Rush • Keen Sight: Your visual range
and Trip attempts so long as you are increments are equal to your Wisdom
standing firmly on the ground and not score × 50 ft. You also ignore range
climbing, flying, or riding. penalties from the 2nd and 4th range
• Iron Gut: You gain a +2 insight bonus increments while you’re Aiming.
with saves against disease and poisons. • Light Sleeper: Sleeping is never a
• Restricted Actions: Break Fall, Climb, and Terminal Situation for you.
Tumble checks you make are considered • Natural Spell: Once per scene, you may
untrained (see Fantasy Craft page 63). cast Levitate.
Male • No Pain: You ignore the first fatigued
• Attributes: +2 Strength, +2 Constitution, or shaken condition you gain in each
Chapter 1: Hero 9
Githzerai (anarch). Unless you choose this you are a
You are a githzerai, a member of a race “githzerai”.
that inhabits the plane of Limbo. You resemble Type: Medium bipedal folk with a
a human, but your people are thinner and taller. Reach 1. Your maximum Wounds equal your
Your features are sharp and your eyes range in Constitution score.
color from gray to catlike yellow.
Your mysterious kin hate githyanki • Attributes: +2 Dexterity, +2
and brain fiends, and use every opportunity Intelligence, -2 Strength, -2 Wisdom
to hinder their plans. Although not a • Base Speed: 30 ft.
warmongering race, your people take great • Agile Defense: Your base Defense
measures to secure themselves from harm. increases by 1.
Common Personality Traits: • Always Ready: You may always act
Mysterious, measured, watchful, serious, close- during surprise rounds.
mouthed, independent, stubborn • Darkvision I: You ignore the effects of
Common Physical Traits: Dark eyes, dim and faint light.
yellowish skin, long face, thin • Enlightened Notice: Your maximum
Example Names: Amak, Dak’kon, Notice rank increases to your Career
Karan, Kii’na, Slig, T’shaa Level + 5. Only the highest bonus
Splinter Race Feats: Primeval Heritage from any single enlightened ability
may apply to each skill.
• No Pain: You ignore the first fatigued
or shaken condition you gain in each
scene.
Nathri
You are a nathri, a native of the
Ethereal Plane. You are a short humanoid
with dark greenish skin and long black hair.
Nathri clans roam the farthest Deep
Ethereal, raiding demiplanes for food and
other goods. Your culture is divided into
two castes: warriors and rogues. Your people
are looked upon as thieves, scavengers, and
vermin.
Common Personality Traits: Fierce,
greedy, independent, nomadic, savage,
secretive
Common Physical Traits: Yellow
eyes, greenish skin, pointed ears, black hair,
barbed right hand
Example Names: Fek
Splinter Race Feats: None. You are a
“nathri”.
Type: Small bipedal folk with a
Reach 1. Your maximum Wounds equal your
Constitution score x 2/3 (rounded up).
• Attributes: +2 Dexterity, +2
Constitution, +2 Wisdom, -2
Strength, -2 Intelligence, -2 Charisma
• Base Speed: 50 ft.
• Enlightened Stealth: Your maximum
Stealth rank increases to your Career
Level + 5. Only the highest bonus
from any single enlightened ability
may apply to each skill.
Chapter 1: Hero 11
with sinister and angry features and a wicked radiance that shines through.
You are often persecuted and feared throughout the planes. You live as an outcast from an early age—as soon as your
heritage shows itself—which contributes to your bitter outlook on life. You keep others at a distance, often compensating
for their loss with cruelty or depravity. You are very slow to trust others and always wary of a friend suddenly becoming an
enemy. Unlike other outsiders, you age and must eat.
Common Personality Traits: Nosy, shifty, quick temper, uncivilized, individualistic, lonely
Common Physical Traits: Small horns, hooves, scales, tail, wicked gleam
Example Names: Tieflings generally take Human names.
Splinter Race Feats: Demonic Heritage (abyssal blood), Devilish Heritage (hellish blood), Fiendish Heritage (furnace
blood). Unless you choose one of these you are a “vile blood”.
Type: Medium bipedal folk outsider with a Reach 1. Your maximum Wounds equal your Constitution score.
Floating Favored Gear Attribute training (Int/Cha), flashy, inquisitive mind, practiced ride
Sorcerer (Mechanical
Wings)
Forest Charm Binding Attribute training (Int/Wis), broad learning, contagion sense, free hint, sharp mind
Maiden Basics
Gish Sword Basics Glory-bound, practiced spellcasting, sharp mind
Githwarrior Greatsword Basics Attribute training (Str/Con), commissioned, extra proficiency (any 3)
Great-Hoof Mobility Basics Agile defense +1, decisive, fast, trackless step
Great-Horn Charging Basics Attribute training (Str/Con), crunch!, practiced tactics, stand together
Hinterland Basic Skill Animal empathy, bow hunter, bow proficiency, camouflage, trackless step
Bandit Mastery
(Horseman)
Meadow Pathfinder Basics Heroism, paired skills (Notice and Search), trap sense
Maiden
Mountebank Well-Rounded Attribute training (Int/Cha), flashy, linguist, practiced prestidigitation
Philosopher Extra Contact Attribute training (Int/Wis), broad learning, paired skills (Investigate and Impress),
sharp mind
Planewalker Pathfinder Basics Celebrated, charming, free hint, inquisitive mind, origin skill
Psion The Gift Attribute training (Wis/Cha), beguiling, inquisitive mind, paired skills (Resolve and
Spellcasting)
Tout Extra Contact Charming, free hint, linguist, practiced haggle, trackless step
Tribe Mother The Extra Mile Attribute training (Wis/Cha), encouragement, noble blood, paired skills (Medicine
and Survival)
Warlock Double Cast Attribute training (Int/Wis), encouragement, practiced spellcasting, terrifying look
Wild Mage Spell Conversion Mix-up, paired skills (Investigate and Spellcasting), wild magic
(any single)
Zerth Spell Library Attribute training (Str/Wis), encouragement, field medicine, practiced spellcasting
Chapter 1: Hero 13
Planescraft (First PLAYTEST) 14
Specialty • Scribe's Kit: You are always considered
Planescraft features 21 new Specialties, to have a scribe’s kit (see Fantasy Craft
in addition to those already presented in page 159).
Fantasy Craft. • Sharp Mind: You gain 1 additional skill
point per level.
Abyssal Warrior
You have spent too much time fighting Collector
for the tanar’ri and now the baatezu want to put You live off the dead, collecting the
you in the dead-book. bodies and turning them to the Dustmen for
Requirements: Alignment (Chaos, Non- some quick money.
• Bonus Feat: Repartee Basics
Good) (see Fantasy Craft page 61) • Contagion Sense: You may roll twice
• Bonus Feat: Charging Basics when making Fortitude saves
• Contagion Sense: You may roll twice when prompted by disease and poison,
making Fortitude saves prompted by keeping the result you prefer.
disease and poison, keeping the result • Trackless Step: The DCs of Tracking
you prefer. checks to follow your trail increase by
• Crunch!: Your Strength-based damage 10.
rolls inflict 1 additional damage. • Trap Sense: You may roll twice when
• Terrifying Look: The Will save DCs of making Reflex saves prompted by
stress damage you inflict increase by 4. security devices and traps, keeping the
• Unbreakable: Each time you suffer result you prefer.
attribute impairment, it decreases by 1
(minimum 0). Floating Sorcerer
Up, up and away!
City Watch Requirements: Alignment (Air) (see
You are a dedicated city watch officer. Fantasy Craft page 61)
• Bonus Feat: Basic Skill Mastery (Officer) • Bonus Feat: Favored Gear (Mechanical
• Commissioned: You may purchase Military Wings)
Renown for 20 Reputation per rank (see • Attribute Training: The lower of your
Fantasy Craft page 187). Intelligence or Charisma scores
• Paired Skills: Each time you gain 1 or increases by 1 (your choice if a tie).
more ranks in the Intimidate skill, you Apply this bonus after any modifiers
gain equal ranks in the Investigate skill. from your Species.
This may not increase your Investigate • Flashy: Your Panache rises by 2.
skill beyond its maximum rank. • Inquisitive Mind: You gain 2 additional
• Practiced Tactics: If you spend an action Interests.
die to boost a Tactics check and it still • Practiced Ride: If you spend an action
fails, you gain the die back after the die to boost a Ride check and it still
action is resolved. Against multiple fails, you gain the die back after the
targets you only regain the die if the action is resolved. Against multiple
check fails against all of them. targets you only regain the die if the
check fails against all of them.
Clerk
When asked, you like to say that being Forest Maiden
buried within piles of administrative As a skogaur, you have been taught the
papers all day has its merits as well… and secrets of Yggradrasil, the World Ash.
you can prove it too. Requirements: Bariaur (Female)
• Bonus Feat: Mark • Bonus Feat: Charm Binding Basics
• Inscription Focus: You gain the Crafting • Attribute Training: The lower of
skill’s Inscription focus. your Intelligence or Wisdom scores
• Paired Skills: Each time you gain 1 or increases by 1 (your choice if a tie).
more ranks in the Crafting skill, you gain Apply this bonus after any modifiers
equal ranks in the Investigate skill. This from your Species.
may not increase your Investigate skill • Broad Learning: You gain 2 additional
beyond its maximum rank. Studies (see Fantasy Craft page 61).
Chapter 1: Hero 15
• Contagion Sense: You may roll twice when feet.
making Fortitude saves prompted by • Trackless Step: The DCs of Tracking
disease and poison, keeping the result checks to follow your trail increase by
you prefer. 10.
• Free Hint: Once per session, you may
request a free hint from the GM. If he Great-Horn
refuses, you gain 1 bonus action die. Trained to stand against giants, the
• Sharp Mind: You gain 1 additional skill strong otgar gather into hunting parties and
point per level. track them down.
Requirements: Bariaur (Male)
Gish • Bonus Feat: Charging Basics
You are called gish, meaning “skilled” and • Attribute Training: The lower of your
are trained in both fighting and magic use. Strength or Constitution scores
Requirements: Githyanki increases by 1 (your choice if a tie).
• Bonus Feat: Sword Basics Apply this bonus after any modifiers
• Glory-Bound: You may purchase Heroic from your Species.
Renown for 20 Reputation per rank (see • Crunch!: Your Strength-based damage
Fantasy Craft page 187). rolls inflict 1 additional damage.
• Practiced Spellcasting: If you spend an • Practiced Tactics: If you spend an action
action die to boost a Spellcasting check die to boost a Tactics check and it still
and it still fails, you gain the die back fails, you gain the die back after the
after the action is resolved. Against action is resolved. Against multiple
multiple targets you only regain the die if targets you only regain the die if the
the check fails against all of them. check fails against all of them.
• Sharp Mind: You gain 1 additional skill • Stand Together: You gain a +2 morale
point per level. bonus to Defense and all saves when at
least 2 adjacent characters share your
Githwarrior Species.
You are a tough warrior, destined to
become a supreme leader with the help of your Hinterland Bandit
silver sword. You raid merchant caravans and
Requirements: Githyanki waylaying travelers who make their way
• Bonus Feat: Greatsword Basics across the Outlands.
• Attribute Training: The lower of your • Bonus Feat: Basic Skill Mastery
Strength or Constitution scores increases (Horseman)
by 1 (your choice if a tie). Apply this • Animal Empathy: The Dispositions of
bonus after any modifiers from your non-adversary animals increase by 5.
Species or Talent. • Bow Hunter: You inflict 2 additional
• Commissioned: You may purchase Military damage on standard characters with a
Renown for 20 Reputation per rank (see bow.
Fantasy Craft page 187). • Bow Proficiency: You gain the Bow
• Extra Proficiency: You gain 3 additional proficiency.
proficiencies or tricks. • Camouflage: Choose a terrain: aquatic,
arctic, caverns/mountains, desert,
Great-Hoof forest/jungle, indoors/settled, plains, or
As a spirg, the fastest of the herd, you swamp. You gain a +5 gear bonus with
travel through the tribe’s land, carrying news of Blend checks while in that terrain.
impending danger or a message from neighbor • Trackless Step: The DCs of Tracking
tribe. checks to follow your trail increase by
Requirements: Bariaur (Male) 10.
• Bonus Feat: Mobility Basics
• Agile Defense: Your base Defense increases Meadow Maiden
by 1. The jatila are the bravest in the herd,
• Decisive: You gain a +5 bonus with always on the lookout for troublemakers.
Initiative. Requirements: Bariaur (Female)
• Fast: Your Ground Speed increases by 10 • Bonus Feat: Pathfinder Basics
Mountebank Psion
You travel down the road, performing You tap the power of the mind and
dubious tricks on fairs and avoiding the body to manifest your mental desires.
disgruntled militiamen… but all hardships are • Bonus Feat: The Gift
forgotten once the customers start jiggling coins. • Attribute Training: The lower of your
• Bonus Feat: Well-Rounded Wisdom or Charisma scores increases
• Attribute Training: The lower of your by 1 (your choice if a tie). Apply this
Intelligence or Charisma scores increases bonus after any modifiers from your
by 1 (your choice if a tie). Apply this Species.
bonus after any modifiers from your • Beguiling: When you successfully
Species. Taunt a character, you may decline
• Flashy: Your Panache rises by 2. the standard result to have your target
• Linguist: You gain 2 additional Languages become fixated on you for 1d6 rounds.
(see Fantasy Craft page 61). Special characters and villains may
• Practiced Prestidigitation: If you spend an spend 1 action die to cancel this effect
action die to boost a Prestidigitation and become immune to this ability
check and it still fails, you gain the die for the rest of the scene. If you gain
back after the action is resolved. Against this benefit from multiple sources,
multiple targets you only regain the die if you may also damage the target once
the check fails against all of them. without interrupting his fixation (you
may do this only once, no matter how
Philosopher many times you gain the benefit).
On the Planes, philosophy isn’t just a • Inquisitive Mind: You gain 2 additional
fact of life – it›s a way of life. Interests.
• Bonus Feat: Extra Contact • Paired Skills: Each time you gain 1 or
• Attribute Training: The lower of your more ranks in the Resolve skill, you
Intelligence or Wisdom scores increases gain equal ranks in the Spellcasting
by 1 (your choice if a tie). Apply this skill. This may not increase your
bonus after any modifiers from your Spellcasting skill beyond its maximum
Species. rank.
• Broad Learning: You gain 2 additional
Studies (see Fantasy Craft page 61). Tout
• Paired Skills: Each time you gain 1 or You are a professional guide, knowing
more ranks in the Investigate skill, you the ins and outs of planar cities.
gain equal ranks in the Impress skill. • Bonus Feat: Extra Contact
This may not increase your Impress skill • Charming: Once per session, you may
beyond its maximum rank. improve the Disposition of any 1 non-
• Sharp Mind: You gain 1 additional skill adversary NPC by 5.
point per level. • Free Hint: Once per session, you may
request a free hint from the GM. If he
Planewalker refuses, you gain 1 bonus action die.
Walking the Planes has brought out the • Linguist: You gain 2 additional
best in you. Languages (see Fantasy Craft page 61).
Chapter 1: Hero 17
• Practiced Haggle: If you spend an action Wild Mage
die to boost a Haggle check and it still You are definitively not sure what
fails, you gain the die back after the you’re doing… but it seemed to work so far!
action is resolved. Against multiple • Bonus Feat: Any single Spell Conversion
targets you only regain the die if the feat.
check fails against all of them. • Mix-Up: You gain the Mix-Up trick (see
• Trackless Step: The DCs of Tracking Fantasy Craft page 221).
checks to follow your trail increase by 10.
• Paired Skills: Each time you gain 1 or
more ranks in the Investigate skill, you
Tribe Mother gain equal ranks in the Spellcasting
You are a wise murstam, educated to
skill. This may not increase your
become a midwife or teacher in your herd.
Spellcasting skill beyond its maximum
Requirements: Bariaur (Female)
rank.
• Bonus Feat: The Extra Mile
• Attribute Training: The lower of your • Wild Magic: The Sorcery (Wild Magic)
Wisdom or Charisma scores increases by campaign quality is in effect all the
1 (your choice if a tie). Apply this bonus time for you (see Fantasy Craft page
after any modifiers from your Species. 326).
• Encouragement: Once per scene, you may
speak to 1 of your teammates for 1 Zerth
minute to grant them a +1 morale bonus You preserve the memory of
with saving throws until the end of the Zerthimon through religious teachings,
current scene. martial skill, and arcane lore.
• Noble Blood: You may purchase Noble Requirements: Githzerai, Alignment
Renown for 20 Reputation per rank (see (Zerthimon) (see Fantasy Craft page 61)
Fantasy Craft page 187). • Bonus Feat: Spell Library
Paired Skills: Each time you gain 1 or • Attribute Training: The lower of your
more ranks in the Survival skill, you gain Strength or Wisdom scores increases
equal ranks in the Medicine skill. This by 1 (your choice if a tie). Apply this
may not increase your Medicine skill bonus after any modifiers from your
beyond its maximum rank. Species.
• Encouragement: Once per scene, you
Warlock may speak to 1 of your teammates for
To you, the magic’s just another tool or 1 minute to grant them a +1 morale
weapon… usually the later. bonus with saving throws until the end
Requirements: Githyanki of the current scene.
• Bonus Feat: Double Cast • Field Medicine: You are always
• Attribute Training: The lower of your considered to have a doctor’s bag (see
Intelligence or Wisdom scores increases Fantasy Craft page 159).
by 1 (your choice if a tie). Apply this • Practiced Spellcasting: If you spend an
bonus after any modifiers from your action die to boost a Spellcasting check
Species. and it still fails, you gain the die back
• Encouragement: Once per scene, you may after the action is resolved. Against
speak to 1 of your teammates for 1 multiple targets you only regain the die
minute to grant them a +1 morale bonus if the check fails against all of them.
with saving throws until the end of the
current scene.
• Practiced Spellcasting: If you spend an
action die to boost a Spellcasting check
and it still fails, you gain the die back
after the action is resolved. Against
multiple targets you only regain the die if
the check fails against all of them.
• Terrifying Look: The Will save DCs of
stress damage you inflict increase by 4.
Class Features
Requirements: Alignment (Xaositects),
Babble feat, Impress 10+ ranks
Favored Attributes: Charisma
Class Skills: Acrobatics, Athletics, Bluff,
Chapter 1: Hero 19
Deathbringer (Master) and those with 0 or less Wound Points are
not considered alive). You may also detect
anomalies within living beings (such as an
“Mess with the True Death unnaturally long lifespan or lingering effects
and mess with me.” - mantra of of being raised/resurrected.)
Smite Living: At Level 2, when you
the deathbringer Juq Too-Cruel spend and roll an action die to boost damage
against a living opponent, you may replace
For some Dustmen, death
the action die’s result with 1/2 your Career
cannot come too quickly. Release from
Level (rounded up). This may not cause the
this False Life is a best thing one can
die to explode.
ask for. Those that constantly cheat
Graveyard Tales: At Level 3, you may
Death and escape its grasp with magic
spend an action die to converse with a dead
and unnatural vile pacts are watched
creature or the owner of someone’s remains.
carefully. The Deathbringers are a
Possess Undead: At Level 4, you
group of Dustmen assassins, specially
may “push” your will into an NPC with the
trained in attacking anything that lives.
Undead Type with a TL lower than your
They spend so much time among the
Career Level. Unwilling targets may resist
dead that they willingly and slowly
with a Will save (DC 10 + your Class Level
abandon the “False Life” and embrace
+ your Cha mod). If you succeed, your own
undeath. At least until their time to
body becomes mindless and starts losing 1
leave comes.
vitality point per round. Death of your own
or the host’s body is traumatic and you lose
Party Role: Combatant /
all the remaining action dice for the session.
Specialist. You are both feared and
If your host’s body is destroyed and your
respected with a reason. You may not be
own body is gone, you’re forever lost in the
able to do a lot among non-living, but
Negative Energy Plane.
where there is an opportunity for death,
Mantra of the Dead: At Level 5,
there you are.
you may gain temporarily the Ghostly or
Vampiric Template (your choice) for a number
Class Features of rounds (minimum 1) per session equal to
Requirements: Alignment your Career Level + Wisdom modifier. The
(Dustmen), Heroic Renown track rank duration needs not be consecutive and can be
5+, BAB 6+, Necromimesis feat spent as you want.
Favored Attribute: Wisdom,
Charisma, Strength
Class Skills: Athletics, Blend,
Defiler (Master)
Disguise, Medicine, Notice, Ride,
Search, Sneak “The shadow of my passing
Skill Points: 4 + Int modifier
per level
blinds the faithful leaving them
Vitality: 12 + Con modifier open and vulnerable.” - a defiler
per level
If there’s one thing Athars love, it’s
Class Abilities when they prove that the almighty gods aren’t
Path of Death: At Level 1 and all that mighty. Defilers are specially trained
4, you take a step in Path of Death. If you’ve agents that are able to punch a Power and
already completed this Path, you may instead get away with it most of the time. Sure, their
take a Step along any of the other Dustmen blows aren’t powerful enough to topple down
Paths (Darkness, Quietus, Spirits). Mount Olympus or bring about Ragnarok but
Detect Living: At Level 1, you can they do count when there›s lots of them. It
make a Medicine check (DC 15) within Close is no wonder then that the Athar are eagerly
Quarters and know whether any NPCs are alive introducing their most promising members
or not (those with Undead and Construct Types into the ranks of Defilers. This is a tough job
Class Abilities
Favored Power: At Level 1 and 4,
choose one deity / pantheon. Your threat range
increases by 2 when attacking and making
Notice, Sense Motive, and Survival checks
targeting standard characters whose Alignment
consists of the chosen deity / pantheon.
Inquisitive Mind: At Level 1, you gain 2
additional Interests.
Chapter 1: Hero 21
Entropy Champion per 5 points of difference between the result
and the DC.
(Master) Path of Destruction: At Levels 1
and 4, you take a Step along the Path of
“Utterly obliterated? Was that a Destruction. If you’ve already completed this
Path, you may instead take a Step along any
threat, little Doomguard?“ - one of the other Doomguard Paths (Strength,
angry and soon-to-be dead yugoloth War).
Smite the Frail: At Level 2, when
The entropy champion represents you spend and roll an action die to boost
a Doomguard’s ultimate dedication to the damage against an opponent with a lower
cause. Through intense training and devotion, Constitution score, you may replace the
the champion becomes one with entropy. All action die’s result with 1/2 your Career Level
champions are given specific goals to pursue by (rounded up). This may not cause the die to
their Doomlord, which they will accomplish or explode.
perish in the attempt. Entropy Blade: After a week of fasting
and purification your Doomlord peels away
Party Role: Combatant. You are an a layer of your skin equal to the surface area
extension of entropy, a tool of your Doomlord’s of the weapon to be made and forges the skin
will. You use all your abilities to further the directly into the new weapon. At Level 3,
cause of the faction and increase the speed rate
choose a sword with a final value of 200s or
at which the multiverse is falling apart, along
less; including all upgrades (see Fantasy Craft
with its inhabitants. Those that stand in your
179). The sword gains an essence of your
way become familiar with astounding violence
you are capable of displaying. choice with a Reputation cost of 15 or less
(see Fantasy Craft 195). This sword may not
Class Features be sold or further modified, and if it is lost
Requirements: Miracles campaign or destroyed, it’s replaced at no cost at the
quality, Alignment (Doomguard), Con 13+, end of the next Downtime lasting 1 month or
Resolve 10+ ranks, Sword Basics feat more.
Favored Attributes: Constitution, Sword Mastery: At Level 4, you gain
Wisdom the Sword Mastery feat.
Class Skills: Athletics, Crafting, Crumble to Dust: Reality itself
Intimidate, Notice, Resolve, Prestidigitation, has trouble standing up to your inexorable
Search, Tactics presence. At Level 5, you gain a stance.
Skill Points: 4 + Int modifier per level Entropic Miasma (Stance): Once per
Vitality: 12 + Con modifier per level round as a half action you may emit a pulse of
divine damage equal to your ranks in Resolve
Table 1.5: The Entropy Champion
Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +1 +1 +0 +2 +0 +1 +0 +1 Crumble to ashes,
path of destruction
2 +2 +2 +0 +3 +1 +1 +0 +2 Smite the frail
3 +3 +2 +1 +3 +1 +2 +1 +3 Entropy blade
4 +4 +2 +1 +4 +2 +2 +1 +3 Path of destruction,
Sword Mastery
5 +5 +3 +1 +4 +2 +3 +1 +4 Crumble to dust
CLASS ABILITIES
Crumble to Ashes: At Level 1, when a
piece of scenery or an object fails a damage save
against your actions, it fails 1 additional save
Class Abilities
“No, I don’t have a spell for you. Circle of Power I: At Level 1, you
This magic works only for me.” - an may cast Level 1 and lower spells you know.
Esoteric Healing: At Level 1, you can
honest esoteric disciple heal yourself by spending spell points. 1 spell
point heals 4 points of damage.
If there’s anything a Fated sets his eyes
Esoteric Vigor: At Level 2, you can
on, you can bet that it will surely be exploited in
increase one attribute score (up to your
one way or the other, as long as the Taker is the
Class Level + your Intelligence modifier) by
only one that benefits from it. In this case magic
spending and equal amount of spell points
is exploited to enhance, support, rebuild and
once per combat.
heal its user... and no one else. Esoteric disciples
Esoteric Defense: At Level 3, you can
are mages that train themselves into getting the
increase your Defense (up to your Class Level
most out of their personalized spells and magic.
+ your Intelligence modifier) by spending
Although one cannot expect from a Taker to
an equal amount of spell points once per
give, none will deny his value as a self-sufficient
combat.
ally.
Esoteric Treatment: At Level 4,
Party Role: Combatant / Solver. You you can heal your attribute impairments
are a solitary adventurer, with abilities to help (up to your Class Level + your Intelligence
you solve problems all by yourself. There might modifier) by spending an equal amount of
actually be one thing you need, and that’s spell points.
a witness who will spread the tales of your Circle of Power II: At Level 4, you
legendary accomplishments. may cast Level 2 and lower spells you know.
Class Features
Requirements: Sorcery campaign quality,
Alignment (Fated), Spellcasting 10+ ranks,
spellbook must contain only Personal range
spells
Favored Attributes: Intelligence,
Chapter 1: Hero 23
Esoteric Spell Defense: At Level 5, you Favored Attributes: Intelligence,
can gain spell defense NPC quality (up to your Wisdom
Class Level + your Intelligence modifier) by Class Skills: Acrobatics, Athletics,
spending 5 spell points for each grade once per Haggle, Investigate, Medicine, Notice,
combat. Resolve, Ride, Survival, Tactics
Skill Points: 6 + Int modifier per level
Vitality: 9 + Con modifier per level
Etherfarer (Master)
CLASS ABILITIES
“He dreamt the big dream and it Ethereal Mastery: At Level 1, while
on the Ethereal Plane, you gain a bonus
sucked him right in. No one has starting action dice equal to your Intelligence
modifier. When somewhere else, you decrease
ever seen or heard of him ever a number of action dice equal to your
since. Who knows whose dreams Intelligence modifier.
Path of Travel: At Levels 1 and 4, you
he is part of now.” -old Burrowbeard take a Step along the Path of Travel.
True Gaze: At Level 2, you gain
The etherfarer is expert in taking natural spell (See Invisible).
advantage of the special environments native Reach Beyond: At Level 3, your
to the Ethereal Plane. It is an ideal occupation attacks affect incorporeal targets.
for those characters who plan to spend any Hazard Knight: At Level 4, you gain
significant time upon the Ethereal. Etherfarers the Hazard Knight feat (see page 50).
exist as a significant subset of the Etherfaring Spiritual Manifestation: At Level 5,
Society, a group of individuals that make their you gain the Spirit Type.
homes permanently upon the Ethereal Plane,
and so have developed many new methods and
skills for navigating and surviving the ethereal Hawkshaw
mists.
“There’s more to this than it
Party Role: Combatant/Solver. You are
a consummate expert in conditions, dangers, seems. Or so it seems. We better
and opportunities within the misty reaches of
the Ethereal Plane. You make a good trader
get one of our brain-box officers
and guide for any that seek to travel across the down here.” -a Harmonium officer at
Ethereal to a distant interplanar destination. On hard work
the other hand, you make a terrible foe against
those who oppose you in your own intangible Hardheads didn’t exactly put “literacy”
domain. on their list of must-have requirements for
Class Features
Requirements: Int 9+, Wis 12+, Heroic
Renown track rank 5+
Chapter 1: Hero 25
Party Role: Specialist. You use your action (see Fantasy Craft page 160).
abilities to quickly inflict massive amounts Raze to the Ground: At Level 5, all
of damage to a particular area. You can easily objects you attack automatically fail a number
focus on those large scale tasks as well as of saves equal to your Class Level + your
more personal ones - such as nasty traps Intelligence modifier (minimum 1).
incomprehensible even to modrons.
Imaner
Class Features
Requirements: Alignment
(Revolutionary League), Anarchist’s Cookbook “Honest truth! He was the
feat, Crafting 6+ ranks, Prestidigitation 6+ strongest man in all of Pelion
ranks
Favored Attributes: Intelligence, until he crossed paths with one
Charisma, Dexterity of those Minder mages. They’re
Class Skills: Acrobatics, Blend,
Bluff, Crafting, Disguise, Intimidate, Notice, tougher to break than a baatezu
Prestidigitation, Search, Sense Motive, Sneak, contract!” -Lacus, fresh off the Pelion’s
Tactics
shores
Skill Points: 8 + Int modifier per level
Vitality: 6 + Con modifier per level Sodkillers love their motto - might
makes right - and so do Sodkillers mages.
Class Abilities Trained to use magic in order to enhance
Path of Destruction: At Level 1 and 4, their physical strength, they are a refreshing
you take a Step in Path of Destruction. If you’ve alternative to a common mage that likes to
already completed this Path, you may instead stay out there far away when things get close
take a Step along any of the other Revolutionary and personal. An imaner can surprise anyone
League Paths (Chaos, Darkness, Deceit, that expects a physically weak spellcaster in
Secrets). close combat. Actually, that might just be the
Traps Expertise: At Level 1, the DC of thing imaners expect from their foes. A path
traps you set is 10 + 1/2 your Career Level + littered by broken teeth and smashed armors
your Intelligence modifier. that follow in their trail supports that claim.
Explosive Resistance: At Level 2, you
gain Explosive Resistance equal to 3 times your Party Role: Combatant / Backer. You
Class Level. are at the front, right next to fighters and
Bolthole: At Level 3, once per session monks. You might not be the best long term
choice for such a role but your few punches
you may designate a hiding place with a
are those significant ones that count.
Reputation cost of 10 or lower (see Fantasy Craft
page 192). This place can be freely occupied
during the session.
Chapter 1: Hero 27
Class Abilities your companionship. Others will gladly invite
Danger Sense: At Level 1, you can act you to stick with them as long as possible.
in a surprise round by succeeding at a Sense
Motive check opposed by your target’s Bluff roll Class Features
(if there are more targets, roll for that one with Requirements: Alignment (Free
the most Bluff ranks). League), Basic Skill Mastery (Trader), Haggle
Wrestling Basics: At Level 1, you gain 10+ ranks
the Wrestling Basics feat (see Fantasy Craft page Favored Attributes: Wisdom,
93). Charisma
I See You: At Level 2, you may select Class Skills: Bluff, Crafting, Haggle,
one target within sight range. That target cannot Impress, Investigate, Notice, Ride, Search,
become hidden or invisible to you. Sense Motive, Survival
Methods of Defiance: At Level 3, you Skill Points: 6 + Int modifier per level
may “suppress” (see Fantasy Craft page 112) a Vitality: 9 + Con modifier per level
spell effect within Close Quarters by spending
an action die. The effect remains suppressed for Class Abilities
1 round per Class Level. Ready for Trade: At Level 1 and 4,
Wrestling Mastery: At Level 4, you gain you gain a Gear feat of your choice that you
the Wrestling Mastery feat (see Fantasy Craft page qualify for.
94). Prodigal Haggle: At Level 1, you gain
Unimpressed: At Level 4, you cannot be the Prodigal (Haggle) feat.
affected by Impress checks and Charm spells. Pocketful of Change: At Level 2, each
Spiritbreaker: At Level 5, you are time you gain silver pieces you add your Class
considered one Size category larger for purposes Level as a bonus percentage to that amount
of Grapple checks. Also, you may gain the (round up).
following Grapple benefit (see Fantasy Craft page Swap Prizes: At Level 3, you
219): may swap 1 prize per scene at the nearby
Great Blackout (Grapple benefit): The marketplace for a prize with equal or lower
winner forces the opponent to become helpless. Reputation Cost.
Old Fox: At Level 4, you may reroll a
Jink Clerk (Master) successful Haggle check with a +5 bonus.
Master Trader: At Level 5, you sell
non-magic items at their full market price and
“She can pull off the best restore full Reputation when selling magic
deals from Merkhants and get items.
Chapter 1: Hero 29
Higher Laws: You are bonded with you don’t play by the rules and have great
a target. At Level 1, once per scene you may freedom because of that.
select a target and discern its general location,
regardless of the distance or their location. Also, Class Features
when you deal damage to your target within Requirements: Sorcery campaign
Melee Range or Close Quarters you deal extra quality, Alignment (Fraternity of Order),
damage equal to your Class Level. Crafting Focus (inscription) feat, Crafting
Feat: At Levels 2 and 4, you may choose 10+ ranks, Spellcasting 5+ ranks
one Chance or Terrain feat or a feat with the Favored Attributes: Intelligence
Alignment (Mercykillers) prerequisite that you Caster: Each level in this class
qualify for.
increases your Casting Level by 1.
Devoted: At Levels 2 and 4, you gain an
Class Skills: Crafting, Haggle,
insight bonus to skill checks of any 3 class skills
Investigate, Notice, Prestidigitation, Resolve,
(your choice) equal to your Class Level.
Notorious: At Level 4, when you are not Ride, Search, Spellcasting, Sense Motive
disguised you may reroll any Intimidate and Skill Points: 6 + Int modifier per level
Impress rolls and keep the better result. Also, Vitality: 9 + Con modifier per level
any special character with a Threat Level lower
than your Career Level takes a penalty on attack Class Abilities
rolls equal to your Military Renown track rank. Path of Knowledge: At Level 1 and
Warrant: At Level 5, you may create a 4, you take a step in Path of Knowledge. If
warrant, which upon reading aloud within Close you’ve already completed this Path, you may
Quarters, requires the target to make a Will save instead take a Step along any of the other
(DC 15 + Class Level + your number of feats Fraternity of Order Paths (Order, Protection,
with Alignment (Mercykillers) prerequisite) or Secrets).
become helpless for 5d4 rounds. Reading requires Scribing Basics: At Level 1, you gain
a full round action. the Scribing Basics feat.
Loophole: At Level 2 and 4, you
Loopholes Bureau gain knowledge of any one loophole. Create
Administrator (Master) a magic item “loophole” with an essence or
charm of 10 or less Reputation cost.
Circle of Power I: At Level 3, you
“Ow, he beat me to it! That should may cast Level 1 and lower spells you know.
Rulesbreaker: At Level 5, you
have been my loophole. I was may ignore any one feat or expert class
so close!” - a sad Loopholes Bureau prerequisite.
administrator
Master of the 5 Senses
One of the many Guvner offices is
the Loopholes Bureau in Sigil. Tasked with a
mission to find and describe loopholes in all
“No sensory stone experience
existing laws, it is no wonder it attracts all can even come close to this.” -
sorts of opportunistic Guvners. The Bureau›s
knowledge is valuable to anyone, but only the
master of the 5 Senses holding a lecture at
Guvners can really exploit it. An administrator the Civic Festhall
is a typical loopholes investigator, always
examining a loophole, and on the lookout It is often overlooked that the Sensates
for a new, better one. This might cause some rely on their five main senses to experience
competition among fellow administrators but the wonders of existence. Sure, everybody else
it›s all for the greater truth and knowledge. does it, but some Sensates manage to take it
a step further and expand that which Mother
Party Role: Specialist. Depending on Nature gave them. Masters of the 5 senses
the personal loopholes you have discovered, you are Sensates which have absolute control over
can either be a team or solo player. In any case, their body and mind. They are able to sense
things beyond what is considered normal for
Class Abilities
Prodigal Notice: At Level 1, you gain
the Prodigal (Notice) feat (see Fantasy Craft page
99).
Improved Sense: At Level 1 and 4, you
gain the improved sense NPC quality (see Fantasy
Craft page 234).
Chapter 1: Hero 31
Basic Skill Mas- Master Mediator (Master) abilities tied to it (such as Path powers, feats,
tery (Negotia- and Class Abilities) will immediately make
you lose the temporary Alignment.
tor) “We fight with words, not swords.” True Lies: At Level 1 and 4, you take
You can choose a new - a master mediator to his clueless pupils a Step in either the Path of Deceit or the
Basic Skill Mastery skill Path of Order (your choice). If you’ve already
pair. One of the common positions a Cipher completed these Paths, you may instead take
often finds himself in is that of a negotiator. a Step along any of the other Transcendent
Negotiator: Bluff & They’re quick to act and think, firmly hold to Order Paths (Discipline, Harmony, Spirits,
Sense Motive a nonbiased worldview and can understand Travel).
conflicting sides rather well. Among other Inquisitive Mind: At Level 2, you
things, the Great Gymnasium is a school for gain 2 additional Interests.
master mediators. There’s plenty to do in Sigil Marksman: At Level 3, you may use
with conflicting factions, and even more out the Mark feat twice per character per scene
there on the Planes. A master mediator’s job (see Fantasy Craft page 108).
never seems to be done, but at least you can Offer That Cannot Be Refused: At
count on the Ciphers to work on it. Level 4, once per scene you may force your
opponent to reroll an opposed Bluff, Sense
Party Role: Talker / Specialist. You use Motive, or Resolve check and take the worst
your abilities to avoid any bloodshed. Regardless result.
of how many sides are involved, you can handle Uneasy Truce: At Level 5, the
the situation which makes you all the more Disposition of those within Close Quarters
valuable to any party. shifts towards Neutral by 1 point per your
Charisma modifier (minimum 1) per round.
Class Features
Requirements: Alignment (Transcendent Mindbender (Master)
Order), Heroic Renown track rank 4+,
Charisma 13+, Impress 6+ ranks, Sense Motive
6+ ranks, Basic Skill Mastery (Negotiator) feat, “The slave attacked you? That
Mark feat would not have happened to
Favored Attributes: Charisma,
Intelligence, Wisdom me. No sir, certainly not.” - two
Class Skills: Blend, Bluff, Haggle, mindbenders discussing their trade
Impress, Intimidate, Investigate, Notice,
Resolve, Ride, Sense Motive With Signers, it’s all about themselves.
Skill Points: 6 + Int modifier per level While they believe that everyone else is there
Vitality: 9 + Con modifier per level because they imagined them, some of them
Class Abilities
Together as One: At Level 1, you may
temporarily change Alignment once per session.
You retain your old Alignment but using any
Chapter 1: Hero 33
tested at the same time. blindsight NPC quality (see Fantasy Craft page
231).
Party Role: Combatant. Wherever your Impossible Escape: At Level 5, you
party goes, you’ll be able to contribute. Your can escape from an ongoing conflict with a
abilities reflect your experiences as a planar successful Tactics check (DC = highest TL in
traveler that is a stranger to no plane. encounter). The GM may rule out the chance
for escape if a party has nowhere to go.
Class Features
Requirements: Alignment (Mind›s Eye), Proselyte (Master)
BAB 7+, Survival 10+ ranks
Favored Attributes: Dexterity
Class Skills: Acrobatics, Athletics, “I know you’ll never forgive me
Crafting, Medicine, Notice, Ride, Search, Sneak,
Survival, Tactics
for what I have done to you but...
Skill Points: 6 + Int modifier per level at least try to have some faith in
Vitality: 9 + Con modifier per level
me now.” - a proselyte to his victim
Class Abilities Many are surprised to hear that
Favored Alignment: At Level 1 and proselytes are recruited from the ranks of
4, choose one Alignment. Your threat range former convicts. It is a rare sight when a
increases by 2 when attacking and making murderer of thief decides to switch sides and
Notice, Sense Motive, and Survival checks starts working for the law. Proselytes are full-
targeting standard characters whose Alignment fledged members of the Sons of Mercy that
choices consists of the chosen Alignment. You have abandoned the way of crime. They are
may choose an additional Alignment at Class trying to redeem themselves in the eyes and
Level 4. hearts of others, hoping to do it right this
Path of Travel: At Level 1 and 4, you time. Everybody deserves a second chance
take a Step in Path of Travel. If you’ve already - or at least that’s what the Sons of Mercy
completed this Path, you may instead take a preach.
Step along any of the other Mind’s Eye Paths
(Knowledge, Spirits, Wilderness). Party Role: Backer / Combatant. You
Elemental Hail: At Level 2, you may roll combine your criminal expertise with that of
an action die to imbue a number of arrows equal a noble fighter. Old tricks, new tricks - as long
to your roll. You can apply any of the following as it gets the offendant inside the cell.
effects to individual or all arrows.
Class Features
• Chaos: The arrow deals Aligned (Chaos) Requirements: Alignment (Sons of
damage and baffles the target. Mercy)
• Fire: The arrow deals fire damage. Favored Attributes: Dexterity,
• Gouging: The arrow gains keen (10) Strength, Wisdom
quality. Class Skills: Acrobatics, Athletics,
• Ice: The arrow deals cold damage. Bluff, Disguise, Notice, Search, Sense Motive,
• Illuminated: The arrow deals divine Sneak, Survival, Tactics
damage. Skill Points: 6 + Int modifier per level
• Lightning: The arrow deals lightning Vitality: 9 + Con modifier per level
damage.
• Ruling: The arrow deals Aligned (Order) Class Abilities
damage and stuns the target. Ward of Order: At level 1, you may
• Venerated: The arrow deals Aligned assemble a ward of Order which forces all
(Good) damage and shakes the target. creatures of opposite Alignment to flee
• Vile: The arrow deals Aligned (Evil) outside the Close Quarters unless they
damage and enrages the target. succeed at a Will save (DC 10 + 1/2 your
Career Level + your Charisma modifier). The
Inner Sight: At Level 3, you gain the
Chapter 1: Hero 35
feat isn’t easy to master as there are dangers of
identity loss and madness (or so the chant goes).
Regardless of this, be warned that the next time
you meet a member of the Godsmen; you might,
in fact, meet three of them.
Class Features
Requirements: Alignment (Believers of
the Source), Wisdom 13+, Crafty Beginning
feat, Heroic Renown track rank 5+
Favored Attributes: Wisdom, Charisma
Class Skills: Athletics, Crafting, Haggle,
Impress, Investigate, Prestidigitation, Resolve,
Ride, Search, Survival
Skill Points: 6 + Int mod per level
Vitality: 9 + Con modifier per level
Class Abilities
Past Life: At Level 1 and 4, you select
a past life incarnation. Choose new Specialty,
Talent (if your Species is Human), Class
Levels, Skill ranks and 2 Feats that you meet
prerequisites for. Once per session, you may
spend an action die to impersonate that past
life incarnation. Any additional impersonations
per session cost another 3 action dice. Your past
life incarnation’s Career Level is equal to your
Career Level – 3.
Reincarnated Talents: At Level 1, you
gain the Reincarnated Talents feat (see page 48).
Path of the Source: At Level 2 and
4, you take a Step along any of the Believers
of the Source Paths (Beauty, Heroism, Metal,
Strength).
Bury the Past: At Level 3, once per
combat you may redirect a harmful effect to one
of your past life incarnations. This makes the
affected incarnation unavailable to you for the
remainder of the session.
Chained Souls: At Level 5, you can
switch between past life incarnations once per
day. Their Career Level is equal to your Career
Level – 1.
Chapter 2: Lore 39
Table 2.1: Organization Feats
Anarchs Athar Believers of the Source Bleak Cabal
Body Awareness (55) Defiant Interdiction (54) Crafty Beginning (44) Bad Feeling (54)
Formless World (55) Lily-Livered Stand (57) Master Smith (46) Belated Madness (43)
Ongoing Creation (56) Propaganda (56) Natural and Easy Going (56) Mind Gate (56)
Turn Sides (45) Unorthodox Believer (48) Reincarnated Talents (48) Nonsense (41)
Water Bug’s Caper (49) Wise Words (57) Self-Mastery (46) Primarius (48)
Brotherhood of Glory Converts Dispossessed Doomguard
Civilization is Unnatural (55) All Solutions (54) Backstabber’s Gratitude (45) Ruination Blow (41)
Evisceration Reed (43) Copycat (55) Betraying Luck (44) Sifting (48)
First Blood (38) Natural and Easy Going (56) Grudge Keeper (45) Wrecker Basics (42)
Fury (39) Solution’s Not That Bad (57) Masterplan (44) Wrecker Mastery (42)
Mass Rage (41) Something New (48) Rush Strike (45) Wrecker Supremacy (43)
Dustmen Fated Fraternity of Order Free League
Bad Feeling (54) Best Deal (45) All Solutions (54) Best Deal (45)
Ghost in the Shell (39) Destined for Greatness (42) Eternal Equation (47) Flying Colors (39)
Necromimesis (41) Lone Wolf (56) Orderly Pocket (54) Natural Rebel (41)
Thrive on Death (42) Silver Lining (45) Probability Manipulation (44) Self-Sufficient (42)
Zombie Crew (57) Trophy Hunter (57) Rotary Sidestep (58) Solo Player (57)
Guardians Harmonium Incanterium Mathematicians
Flawless Tactic (38) Flawless Tactic (38) Absorb Magic (53) All Solutions (54)
Lenient Wrath (39) Flying Colors (39) Arcane Heritage (53) Eternal Equation (47)
Martyr’s Strength (41) Phalanx Fighting (41) Arcane Legacy (53) Logical Operation (47)
Protecting Blow (41) Marauder’s Domain (39) Arcane Loop (53) No Time for Trivialities (47)
Sky Ally (57) Martial Lessons (39) Trinkets and Secrets (46) Rotary Sidestep (58)
Mercykillers Merkhants Mind’s Eye Opposition
All Out! (38) Bargain for Life (55) Full Experience (56) Counterbalance (45)
Bloody Merciless Justice (38) Best Deal (45) Lone Wolf (56) Flying Colors (39)
Cruel Wound (42) Machinations (56) Pressure Points (43) Natural Rebel (41)
Shift the Scales (44) Nose for Business (46) Revealing Sign (48) Protecting Blow (41)
Torturer’s Kiss (42) Utmost Urgency (57) Seen It All (56) War Claw (43)
Order of the Planes-Militant Revolutionary League Ring-givers Sign of One
Lenient Wrath (39) Anarchists’ Cookbook (45) Circled Feat (55) Egg of Creation (44)
Martyr’s Strength (41) Backstabber’s Gratitude (45) Eye for an Eye (38) Mind over Body (41)
Sky Ally (57) Life’s a Masquerade (47) Good Turn (44) One View – Many Worlds (56)
Protecting Blow (41) Masterplan (44) Turn Sides (45) Revealing Prediction (44)
Phalanx Fighting (41) Radical Solutions (48) Wise Words (57) Revealing Sign (48)
Society of Sensation Sodkillers Sons of Mercy Transcendent Order
Empathic Link (47) Body Count (38) All Out! (38) Equilibrium (55)
Evoke Déjà Vu (47) Cruel Wound (42) Lenient Wrath (39) Focused Mind (39)
Full Experience (56) Indomitable (39) Martyr’s Strength (41) Instant Response (39)
Heightened Sentiency (47) Marauder’s Domain (39) Plea for Mercy (41) Poised Skill Mastery (48)
Perceptual Experience (47) War Claw (43) Safe from Harm (42) Qui Vive (42)
Verdant Guild Xaositects Zactars All Organizations
Bestial Heritage (54) Babble (38) Defiant Interdiction (54) Favored (55)
Bestial Legacy (55) Betraying Luck (44) Focused Mind (39) New Step (54)
Call of the Wyld (47) Fight the Many (38) Puppetmaster (46)
Friends Forever (57) Random Theorem (44) Radical Solutions (48)
Menace Troop (57) Wild Residue (54) Safe from Harm (42)
Chapter 2: Lore 41
larger than you. Also, special characters you a stance.
kill die at 0 wound points and their bodies are Internal Bleeding (Stance): Whenever
destroyed at -15 wound points. you inflict the bleeding condition upon a
target, they suffer lethal damage from that
Qui Vive condition instead of subdual damage (see
You live ahead of everybody else. Fantasy Craft page 212). Also, the condition
Prerequisites: Alignment (Transcendent may only be eliminated with a successful
Order) Treatment check (see Fantasy Craft page 78).
Benefit: You gain always ready and
expertise (Athletics) (see Fantasy Craft pages 230 and
233). Also, once per combat if you act first in a
Melee Combat
surprise round, you may initiate a new surprise
round which occurs before the original surprise
Feats
Clashing blades with dangerous
round. You may do this a number of times per and exotic fencers is a trivial thing for
session equal to your starting action dice. planewalkers unless their foes have more than
one heart.
Safe from Harm
In times of great need, you are willing to Cruel Wound
sacrifice much more to keep your friends safe Your unforgettable attacks deliver pain
and sound. and disfigurement.
Prerequisites: Alignment (Sons of Prerequisites: Alignment
Mercy/Zactars) (Mercykillers/Sodkillers)
Benefit: You may spend a single action Benefit: Your melee attacks with
die to lend one of your save bonuses to an Edged weapons gain bleed. Also, you may
adjacent ally when he must make a saving inflict critical injuries at 20 damage (see
throw. Also, if he fails the saving throw, you may Fantasy Craft page 208).
absorb half damage (round up). You may use
this ability a number of times per session equal
to your starting action dice. Destined For Greatness
Even against overwhelming odds, your
heroic spirit rises above and endures.
Self-Sufficient Prerequisites: Alignment (Fated)
You get on your own just fine, and there’s Benefit: Your Legend increases by 2
something about it that unnerves others. and you gain a stance.
Prerequisites: Alignment (Free League) Last Stand (Stance): Each time a foe
Benefit: You gain an additional 5 vitality becomes adjacent to you, you may make a
points and your Prudence rises by 2. Also, you free attack action against him and take a free
gain a trick. 5 ft. step afterwards. If you hit, the attack
Shaken Beliefs (Threaten Trick): The deals 1/2 damage (round down).
target loses access to all feats with Alignment
prerequisite until the end of combat.
Wrecker Basics
You have learned a few tricks on how
Thrive On Death to break stuff.
Unlike all the others, you thrive on Prerequisites: Alignment
Death’s domain. (Doomguard)
Prerequisites: Alignment (Dustmen) Benefit: You may ignore the Strength
Benefit: Each time someone is reduced requirement of the massive quality, and you
to 0 wound points within Close Quarters you gain a stance.
gain a bonus d4 action die. Also, if you kill Shield-Breaker (Stance): Each time you
someone you may Refresh immediately as a free hit an opponent with a melee attack, one
action. piece of gear with the guard quality receives
one-half of the damage rolled (round up).
Torturer’s Kiss
You have spent lots of time in the Wrecker Mastery
Prison’s lightless dungeons dispensing justice to You excel at the one thing your faction
the guilty. promotes – breaking things apart.
Prerequisites: Alignment (Mercykillers) Prerequisites: Wrecker Basics
Benefit: You gain Stress Resistance 5 and Benefit: You are considered 1 Size
Chapter 2: Lore 43
result you prefer. If you gain two grim retreat Benefit: You may spend an action die
grades in a row, your Wisdom or Charisma (your to grant an ally within sight a bonus d4 action
choice) suffers 2d10 impairment in addition to die for the current scene. You may then ask
newly acquired madness (see page 112). Also, at the him for an action die in the same scene.
start of each combat you must spend an action
die or behave randomly during the combat Masterplan
as if under the effect of Insanity I spell (see Your plans cannot be foiled, your
Fantasy Craft page 134). While under this effect, schemes cannot be predicted.
once per round you may spend one action Prerequisites: Alignment
die to remove one of the following conditions (Revolutionary League/Dispossessed)
currently affecting you: baffled, enraged, fixated, Benefit: Once per scene you may
frightened, or shaken. spend 2 action dice to prevent opponents to
If the condition has multiple grades (i.e. activate critical effects with attack or skill
shaken II, baffled III, etc.) you may spend up to checks.
three action dice, removing the same number of
grades.
Probability
Betraying Luck Manipulation
Just when they thought luck was on their You have learned to exploit the “kismet
side, you proved them wrong. theft” loophole.
Prerequisites: Alignment Prerequisites: Alignment (Fraternity
(Dispossessed/Xaositects) of Order)
Benefit: Once per opponent per combat Benefit: Once per combat, you may
you may redirect a successful hit against you spend an action die for free.
to an adjacent target. If no adjacent targets are
available you may spend an action die instead to Random Theorem
avoid the attack or two action dice to force the Your actions are based upon unproven
target to hit itself. and contradictory statements.
Prerequisites: Alignment (Xaositects)
Crafty Beginning Benefit: You may reroll one die roll per
With so many experiences traveling round. You must use the results of a second
around the universal ring of birth, death, and roll, even if they are worse. You may do this
rebirth it is no wonder you are getting better at a number of times per session equal to the
it all the time. number of Chance feats you have.
Prerequisites: Alignment (Believers of
the Source) Revealing Prediction
Benefit: When you Cheat Death you From your lips to gods’ ears.
may select a fate (see Fantasy Craft page 356) Prerequisites: Alignment (Sign of
instead of randomly determining it. Also, you One)
may spend double action dice when making Benefit: Once per NPC per adventure
Fortitude save for critical injuries (see Fantasy you may predict a single event. Depending on
Craft page 208). the nature and outcome of your prediction,
the NPC would gain or lose an action die (e.g.
Egg of Creation GM’s action dice are increased or decreased
Your powerful imagination is your for that NPC only).
greatest friend and worst enemy.
Prerequisites: Alignment (Sign of One) Shift the Scales
Benefit: Every odd scene you receive and When someone’s down on their luck,
every even scene you lose a number of bonus you may shift the scales of justice for them.
d4 action dice equal to the number of feats with Prerequisites: Alignment
Alignment (Sign of One) prerequisite that you (Mercykillers)
have. Benefit: You may temporarily lend one
of your Chance feats to an ally in the current
Good Turn scene. You cannot use that feat in the current
Fate is extremely kind towards your acts scene. Also, each time you are targeted by a
of graciousness. Chance feat you may spend an action die to
Prerequisites: Alignment (Ring-givers) negate its results.
Rush Strike
Your revenge might seem unplanned
or even rushed, but that is exactly what your
opponents weren’t expecting.
Prerequisites: Alignment
(Dispossessed)
Benefit: In the first round of combat,
you may spend one action die to boost
damage and roll it twice.
Turn Sides
Sometimes, you must use your
enemies’ own tools to defeat them.
Prerequisites: (Anarchs/Ring-givers)
Benefit: When a foe within your line
of sight receives a morale or insight bonus,
you also gain that bonus. However, this
bonus does not stack with other bonuses
provided by you or allies. Also, once per
combat you may spend an action die to
Covert Feats transfer one of your condition grades to an
The “alternate” approach might prove ally. The ally receives a bonus d4 action die.
better in most situations.
Chapter 2: Lore 45
controlling items crafted from karach – a pages 174 and 185) if applicable and will
shapeshifting metal imbued with Limbo’s raw operate for 3 more rounds before becoming
chaos matter. unusable again. Finally, you are always
Requirements: Wisdom 13+ considered to have a smith’s kit (see Fantasy
Benefit: You may spend an action die Craft page 160).
at the beginning of each scene to change an
existing or add a new lesser charm to a piece of Nose for Business
your equipment made out of karach material (see If it has any value you can profit from
pages 76 and 78). If you lend an item to someone it.
else or forgo to spend an action die at the start Prerequisites: Alignment (Merkhants)
of new scene the item reverts to its original Benefit: You may sell items at 125% of
state. their market value. Also, once per adventure
you may buy an item for 75% of its market
Karach Mastery value. Finally, if taken at level 1 you gain
Karach items become powerful physical double staring money.
objects in your hands.
Requirements: Karach Basics, Wisdom Puppetmaster
15+ Everything is prepared for the return
Benefit: You may spend an action die of the One True Being, the puppets are in
at the beginning of each scene to change an place and they are ready to play their parts.
existing or add a new lesser essence to a piece Prerequisites: Alignment (Zactars),
of your equipment made out of karach material Followers
(see pages 76 and 78). Also, when doing this you may Benefit: You may summon your
change the weapon type to any type in which followers once per adventure during a
you have forte. If you lend an item to someone Dramatic scene. Also, when you die, you may
else or forgo to spend an action die at the start Cheat Death with a fate grade (see Fantasy
of new scene the item reverts to its original Craft page 284) equal to the number of
state. followers you sacrifice.
Chapter 2: Lore 47
body of knowledge. results cannot exceed 20 and your error range
Prerequisites: Alignment (Society of doesn’t increase by 2 (see Fantasy Craft page
Sensation), improved sense NPC quality 63).
Benefit: You may add the total number
of feats with Alignment (Society of Sensation) Revealing Sign
prerequisite that you have as a bonus to your You cannot accept things to be
Knowledge checks. Also, you gain an additional something they are not.
Study. Prerequisites: Alignment (Mind’s
Eye/Sign of One)
Poised Skill Mastery Benefit: Once per scene, you may
By doing less at the appropriate time, make a Notice check in place of a Will
you actually do more. save. Your Notice check cannot exceed your
Prerequisites: Alignment (Transcendent maximum Will save.
Order), Basic Skill Mastery
Benefit: Choose one of your Basic Skill Sifting
Mastery feats. You may take 10 with both skills Ashes and dust reveal their darkest
when distracted, endangered and when making secrets in your hands.
opposed, cooperative, or team checks (see Prerequisites: Alignment
Fantasy Craft page 66). Finally, you cannot take (Doomguard)
10 if the GM determines that the element of Benefit: You gain Investigate as an
chance is unavoidable. Origin Skill. Also, you may make an Identify
check to sift through any physical remains,
Primarius revealing insightful information about original
Your superior healing techniques are target’s demise or origin.
imitated and carefully studied across the Planes.
Prerequisites: Alignment (Bleak Cabal) Identify Max. Information received
Benefit: You can perform a Heal Check age of
check on a number of targets equal to your Result remains
Intelligence modifier (minimum 2) at the same
time. Also, when someone recovers vitality or Up to 15 10 Origin of the remains
wound points with your help, they recover an Experience target’s last
additional amount equal to your staring action 16-24 500 5 minutes of existence
dice. through visual sense
Experience target’s last
Radical Solutions 5 minutes of existence
25+ 1,000
You will do everything it takes to win… through hearing, scent
no matter the consequences. and visual sense
Prerequisites: Alignment (Revolutionary
League/Zactars), Bluff 1+
Benefit: When you fail Influence, Something New
Persuade, Browbeat or Coerce check you may Your true strength lies in the ability to
immediately retry with a Lie check. You may do discard useless methods and try something
this a number of times per session equal to your new for a change.
starting action dice. Also, you gain a stance. Prerequisites: Alignment (Converts)
Casualties of War (Total Defense Stance): Benefit: You suffer a -5 penalty when
Any adjacent character provides partial cover you retry a failed skill check. However, if
and DR 2. Also, once per round when you take your skill check is of other type than the
damage you may spend an action die and apply one before, you gain a bonus to it equal to a
that damage to any adjacent target. number of feats with Alignment (Converts)
prerequisite that you have. Also, you gain
expertise (see Fantasy Craft page 233) for one
Reincarnated Talents skill of your choice.
You draw upon experiences from previous
lives and take the best course of action in any
situation. Unorthodox Believer
Prerequisites: Alignment (Believers of You deny the gods but place your faith
the Source) into the hands of the unknown.
Benefit: Your untrained skill check Prerequisites: Alignment (Athar,
Chapter 2: Lore 49
Gehenna have indelibly stained your family tree. Benefit: Once per scene you may
Prerequisites: Level 1 only spend an action die to make a special Survival
Benefit: The higher of your Intelligence check. You and up to 10 + your starting
or Charisma scores rises by 1, you gain Acid action dice allies can use this roll result as
Resistance 5, and gore II (see Fantasy Craft page your Fortitude and Reflex saves. Also, you
235). When taking the Basic Skill Mastery feat may reroll your Survival check once per
you have access to a new skill pair: Negotiator session.
(Bluff & Sense Motive). However, you’re also
an Outsider (see Fantasy Craft page 227) and are Hellraiser
vulnerable to various effects and potentially Being a fiend, you cause mayhem and
higher damage from some sources. carnage wherever you go.
Prerequisites: Githyanki or Tiefling
Fiendish Legacy Benefit: When you hit an adjacent
Your path may have once been paved target you may immediately take a free attack
with good intentions but they’ve clearly been against another adjacent target at a -2 penalty
forsaken. Another step and you’ll reveal your to attack roll. This attack deals half damage.
dark destiny to all – that of an umoloth. Also, when you score a critical hit, you may
Prerequisites: Human, Fiendish spend an additional action die to make the
Heritage target shaken.
Benefit: The lower of your Intelligence
or Charisma scores rises by 1, your Acid Holy Soul
Resistance increases to 10, and you gain Fire Your soul is irrevocably connected to
Resistance 10. the Upper Planes.
You may choose to grow bat wings once Prerequisites: Alignment (Good),
you gain a level, acquiring winged flight 60 Aasimar
ft. (see Fantasy Craft page 227). If you do, your Benefit: You gain regenerate 2 on planes
starting action dice decrease by 1 and you grow with Alignment (Good) but must spend an
less caring for the wellbeing of others, suffering Action Die per session or become sickened on
a -5 penalty with Medicine checks. planes with Alignment (Evil). Also, you gain
DR 4/Aligned (Evil).
Fundamental Lore
The secrets of the elemental magic are Logic Change
revealed to you. Parts of your mind can quickly be
Prerequisites: Sorcery campaign quality, replaced with new information.
Genasi, Spellcasting 1+ Prerequisites: Unborn, Special
Benefit: Select one of the following Construction (Modron)
terms: Air, Aligned, Curse, Darkness, Earth, Fire, Benefit: Select one skill you aren’t
Ice, Light, Lightning, Silence, Sonic, and Water. trained with. Once per session, you may swap
When casting a spell with that term, you cast it it for one of your trained skills. Also, you gain
at +1 Casting Level. a Language of your choice.
Chapter 2: Lore 51
Planescraft (First PLAYTEST) 52
Spellward belongs to Gith.
No magic will ever come near you Prerequisites: Githyanki
again… in any form. Benefit: Your Action Dice increase by
Prerequisites: Sorcery campaign quality, one step (d4 becomes d6, d6 becomes d8,
Githzerai, Level 1 and d8 becomes d10). However, you do not
Benefit: You gain Spell Defense equal to gain Attribute Bonuses at Career Levels 8 and
10 + your Career Level + your starting action 16 (see Fantasy Craft page 27).
dice. This Spell Defense cannot be willingly
lowered and it applies against all spells targeted
at you and you may not keep magic items as
Spellcasting Feats
Some call if magic, but masters prefer
Prizes. to call it the Art.
Chapter 2: Lore 53
Defiant Interdiction Planar Magic
Your enemy’s slaves hold no power over You are adept at using magical flow of
you. a particular plane of existence.
Prerequisites: Sorcery campaign quality, Prerequisite: Sorcery campaign quality,
Alignment (Athar/Zactars) or Nethling Alignment, Int 13+, Wis 13+
Benefit: You gain Spell Defense 15 + Benefit: Select one plane of existence.
your Career Level + your starting action dice While on this plane, your Spellcasting checks
against targets with opposed Alignment. This gain a +2 bonus. Also, you may spend an
Spell Defense decreases to 0 in any deity’s action die to temporarily ignore Diminished
realm. and Suppressed Traits (see page 239) of a single
plane for 1 round.
Divine Sanction
Your being is filled with true belief which Wild Residue
no distances and obstacles can weaken. Your location spells temporarily leave a
Prerequisites: Divine Interdiction and wild zone area behind.
Miracles campaign qualities Prerequisites: Sorcery campaign
Benefit: You are unaffected by divine quality, Alignment (Chaos/Xaositects)
interdiction (see page 236). Benefit: The Area affected by your
spells becomes a wild magic zone. Within
Elemental Mastery its borders wild magic is in effect (see Fantasy
You have an exceptional mastery over the Craft page 236). Also, taking 10 or taking 20
principal forces behind your magic. is not possible in this area.
Prerequisites: Sorcery campaign quality,
Alignment, Spellcasting 1+
Benefit: Select one of the following
Style Feats
A planewalker’s charm could enrage a
terms: Air, Aligned, Curse, Darkness, Earth, Fire, benevolent celestial or pacify a raging demon.
Ice, Light, Lightning, Silence, Sonic, and Water.
When casting a spell with that term, you may
reroll your Spellcasting check taking the result All Solutions
you prefer. You may do this a number of times You like to have multiple backup plans
per session equal to your starting action dice. and then some more.
Prerequisites: Alignment
(Converts/Fraternity of
New Step Order/Mathematicians)
Your dedication to the principles of belief Benefit: You may ready a number of
has enlightened you. actions equal to your starting action dice.
Prerequisites: Miracles campaign quality, However, you become fatigued once any of set
Non-Priest, Non-Paladin, Alignment triggers occurs.
Benefit: You take a new Step along
one of your Paths. You may cast spells granted
by this Step with a minimum Casting Level Bad Feeling
(Fireball I is cast at Casting Level of 5). Anything that can go wrong will go
wrong.
Prerequisites: Alignment (Bleak
Orderly Pocket Cabal/Dustmen)
Your location spells temporarily subdue Benefit: You may take an extra Move
the wild zone. action during the surprise round even if
Prerequisites: Sorcery campaign quality, surprised. Also, if under a mind effect, the
Alignment (Fraternity of Order/Order) effects are delayed by 1 round.
Benefit: The Area affected by your
spells temporarily suppresses wild magic for the
current scene. Wild magic (see Fantasy Craft page Bestial Heritage
326) is not in effect within its border. Also, all Your wild side has taken control over
random rolls within it are made at their average your body and mind.
values: d4 is 2.5, d6 is 3.5, d8 is 4.5, d10 is 5.5, Prerequisites: Alignment (Verdant
d12 is 6.5, d20 is 10.5, and finally d100 is 50.5 Guild)
(round down final value). Benefit: You gain bite I, claw I,
feral (see Fantasy Craft page 233) and your
Charisma decreases by 3. However, you’re
Chapter 2: Lore 55
Full Experience characters you meet is improved by 5.
You always experience life (or unlife) to
its fullest. One View – Many Worlds
Prerequisites: Alignment (Mind’s All Signers acknowledge the one truth,
Eye/Society of Sensation) but there are many faces to it.
Benefit: Each time you gain Experience Prerequisites: Alignment (Sign of One)
Points you add your Wisdom modifier as a Benefit: If you fail a saving throw you may
bonus percentage to that amount (round up). spend an action die to halve the damage or
duration (your choice). If you succeed on a
Lone Wolf save you may halve the damage or duration
You’re at your best when no one’s without spending an action die. You may use
around. this feat a number of times per session equal
Prerequisites: Alignment (Fated/Mind’s to the number of feats with Alignment (Sign
Eye) or Nathri of One) prerequisite that you have.
Benefit: When no ally is within sight
you gain a bonus action die. If the ally shows up Ongoing Creation
before you use that die, you lose it. The life is ever-changing, always in
motion and never at rest… even in things that
Machinations only imitate it.
You are a master of crafty schemes and Prerequisites: Sorcery campaign
cunning plans for the accomplishment of a quality, Alignment (Anarchs)
sinister end. Benefit: Once per round you may
Prerequisites: Alignment (Merkhants) spend an action die to boost one of your
Benefit: You gain a bonus action die attributes. Also, you are able to discern sound
during a Dramatic scene. However, in a non- and vision from any Illusion spell that you
Dramatic scene you lose one action die. Also, have cast as if you were in its place.
you gain tricky (see Fantasy Craft page 235).
Pit Ally
Mechanoid Ally You have drawn the attention of a
You literally make friends. Lower Planes native.
Prerequisites: Alignment (Order), Prerequisites: Alignment (Evil)
Intelligence 13+ Benefit: You may apply the Infernal
Benefit: You may apply the Clockwork template (see Fantasy Craft page 290) to one
template (see Fantasy Craft page 287) to one NPC NPC ally.
ally.
Propaganda
Mind Gate Your blasphemous words can instill
Your mind is a powerful and a dangerous doubt and fear into the most faithful hearts.
thing that cannot be easily controlled. Prerequisites: Alignment (Athar)
Prerequisites: Alignment (Bleak Cabal), Benefit: For 1 round, one enemy
Iron Will of your choice loses all moral and insight
Benefit: You may roll a Will save instead bonuses and his attack and skill check error
of Fortitude or Reflex saves. You may do this ranges increase by 1. Also, once per combat
a number of times per session equal to your you may replace your Initiative Count with
starting action dice. Also, you gain a stance. a character of neutral or better Disposition
Breakdown (Stance): If you fail a Will save, within sight.
all adjacent foes take 1d6 points of damage.
Seen It All
Natural and Easy Going Your persistent quest for self-
Your nature makes you an accessible knowledge has broadened your views.
person so you easily make new friends. Prerequisites: Alignment (Mind’s
Prerequisites: Alignment (Believers of Eye)
the Source/Converts) Benefit: Choose two feats you don’t
Benefit: You may roll action dice for have but meet prerequisites for. Once per
Impress checks twice and keep the result scene, you may spend 2 action dice to
you prefer. Also, the Disposition of neutral temporarily gain those feats.
Chapter 2: Lore 57
Benefit: When you and your Animal
Partner attack the same target, you gain a +1
bonus to attack and damage. Also, you don’t
suffer a -4 penalty for firing into melee if your
Animal Partner’s one of the adjacent attackers
and you always know the general direction of
your Animal Partner when he is not in sight.
Finally, you gain a stance.
Wild Bunch (Stance): If both you and the
Animal Partner hit the same target in a round,
you gain a free attack action.
Rotary Sidestep
In three fluid and precise motions, you
exchange places with a confused bystander.
Prerequisites: Alignment (Fraternity of
Order/Mathematicians)
Benefit: You may spend an action die
to switch
places with
one adjacent
NPC. The
NPC becomes
baffled (see
Fantasy Craft
page 212).
Grimoire Levels
Saving Throw: Reflex negates
Unless noted otherwise,
magic that summons
Magic, also known as the Art, is used Effect: An acidic bolt showers an other beings can only
extensively but with care due to various planar opponent with its vile green acid. The target draw creatures from
conditions. Many clueless naively assumed that suffers 2d4 acid damage per round. the caster’s current
magic works everywhere the same. Refer to plane and any adjacent
Chapter 7 for information on these conditions. Airy Earth planes. For example,
The GM shouldn’t withhold that useful Level: 6 Conversion (Air, Earth) a caster from the
information from the players as long as their Casting Time: 1 half action Elemental Plane of Air
character are willing to look for it in the right Distance: Personal can only call beings
places. Duration: 1 minute per Casting Level that reside on Air and
Area: 10 ft. sphere any adjacent planes
Effect: The Area becomes less dense (Smoke, Ice, Lightning,
Spells and breathable, movement is possible only and Vacuum).
The following new spells are available in with Swim checks and underwater rules apply Likewise, a caster from
addition to those in Fantasy Craft. for everything else. Pandemonium can
call beings that reside
Abyssal Fury on Pandemonium,
Animate Trees the Astral Plane, the
Level: 9 Compass (Aligned) Level: 7 Nature
Casting Time: 1 half action Outlands, Limbo and
Casting Time: 1 half action
Distance: Close the Abyss.
Distance: Local
Duration: Instant This has no game
Duration: 1 minute + 1 round per
Preparation Cost: 50 effect on creature’s
Casting Level
Saving Throw: Fortitude negates (death, statistics but you
Effect: You animate one tree per 4
terminal) should check the details
Casting Levels. The animated trees require
Effect: You open a planar conduit with your GM if he
one round to uproot themselves, after which
beneath a target and drag it down into the employs custom-made
they are under your control.
Abyss. Survivors take 5d100 lethal damage. summoning tables.
However, summoned
Animated Tree (Large Plant Walker
creatures that are native
Acid Storm – 54 XP): Str 10, Dex 10, Con 10, Int 1,
to the destination plane
Level: 5 Energy Wis 8, Cha 1; SZ L (2x2, Reach 2); Spd 10
arrive on time but
Casting Time: 1 half action ft. ground; Init VII; Atk VII; Def VII; Res
cannot be controlled by
Distance: Close IV; Health IV; Comp I; Qualities: Achilles heel
the caster – they and
Duration: 1 round per Casting Level (fire), condition immunity (bleeding), damage
the plane have bonds
Area: 20 ft. sphere reduction 2, fearless II
stronger than any
Saving Throw: Reflex half Attacks/Weapons: Slam III (dmg 2d8
magic.
Effect: You summon a tempest of acid. lethal; threat 19-20)
The storm deals 1d6 acid damage each round. Treasure: None.
Missing Spells
Acidic Blast Apotheosis You might notice that
Level: 3 Energy Level: 6 Shapeshifting (Aligned) some Planescape® spells
Casting Time: 1 half action Casting Time: 1 half action are missing. We tried
Distance: Medium Ranged Attack Distance: Personal to make sure all spells
Duration: Instant Duration: 1 round per Casting Level were included but a few
Saving Throw: None (dismissible) of them got renamed
Effect: A bolt of concentrated caustic Effect: You transform your body or were already covered
fluid emerges from your palm and may travel into an avatar of faith and gain Heavenly or in Fantasy Craft. Refer
through any Small or larger opening. At impact, Infernal Template (your choice). Also, you to Table 3.1: Missing
the acidic blast deals 3d6 acid damage and gain shapeshifter III but can only shapeshift Spells to find those
tapers off (see Fantasy Craft page 214) with a into NPCs of same Alignment. “missing” spells.
blast radius of 1.
Arms of the Tree
Adder’s Kiss Level: 4 Conversion
Level: 2 Energy Casting Time: 1 half action
Chapter 3: GRIMOIRE 59
Distance: Touch Traits of a single plane.
Duration: 1 minute per Casting Level
Effect: You transform up to four tree Baatezu Bane
branches into a weapon of the same size. The Level: 4 Affliction (Aligned)
weapon gains Lesser Damage Bonus or Lesser Casting Time: 1 half action
Accuracy Bonus Charms (your choice). Distance: Local
Duration: Instant
Aura of Invincibility Saving Throw: Fortitude negates
Level: 5 Warding Effect: A target native to Baator
Casting Time: 1 half action suffers 4d6+6 lethal damage and is stunned
Distance: Personal or Touch for 1d4+1 rounds. This spell originated in the
Duration: 1 round per Casting Level Blood War.
Effect: A shimmering halo of rainbow
hues surrounds the target, which gains damage Ball Lightning
immunity to any two of the following: acid, cold, Level: 3 Weather (Lighting)
divine, electrical, fire, force, heat, sonic, blunt Casting Time: 1 half action
weapons, edged weapons, ranged weapons, Distance: Local
natural attacks. Duration: Instant
Saving Throw: Reflex half
Aura of Puissance Effect: You create up to 4 spheres of
Level: 5 Glory (Light) lightning. Each sphere deals 1d10 electrical
Casting Time: 1 half action damage.
Distance: Personal or Touch
Duration: 1 round + 1 round per Bestow Wings
Casting Level Level: 4 Shapeshifting
Effect: The target becomes encapsulated Casting Time: 1 half action
in a sparkling aura of green light that grants a Distance: Close
+5 magic bonus to attack and damage rolls with Duration: 1 minute + 1 minute per
Blunt, Edged, Ranged, and Hurled weapons. Casting Level
Effect: The target sprouts a pair of
Aura of Terror wings and receives an appropriate benefit.
Level: 4 Energy (Aligned, Light)
Casting Time: 1 half action Flying
Distance: Personal Wing
Movement Benefit
Duration: 1 round per Casting Level Type
Rate
Saving Throw: Will negates Natural Spell
Effect: You surround yourself with a Butterfly 50 ft.
(Blur)
soft aura of shimmering silver and golden hues.
Creatures of opposed Alignment that see you Fire and Cold
Dragonfly 90 ft.
become frightened. Resistance 2
Charge attack
Aura of Valor Eagle 80 ft.
NPC quality
Level: 5 Glory (Light)
Casting Time: 1 half action Condition
Distance: Close Hornet 60 ft. immunity
Duration: 1 minute per Casting Level (entangled)
Effect: Up to one target per Casting
Wing buffet
Level gains condition immunity (frightened, shaken).
Swan 50 ft. (Slam I)
natural attack
Avoid Planar Effects
Level: 1 Warding
Casting Time: 1 half action
Distance: Personal or Touch Blade Storm
Duration: 1 round per Casting Level Level: 7 Creation
Effect: This spell grants a very brief Casting Time: 1 half action
respite from the horrible effects that a plane can Distance: Local
inflict upon a poor soul. The target ignores all Duration: Instant
Area: 30 ft. per Casting Level sphere
Chapter 3: GRIMOIRE 61
Blessed Forgetfulness Cacofiend
Level: 4 Charm Level: 7 Calling (Aligned)
Casting Time: 1 full round Effect: As Call from Beyond IV, except
Distance: Touch you may summon one Outsider (max. 100
Duration: Instant XP) with Alignment (Evil) and the Infernal
Saving Throw: Will negates template.
Effect: The spell removes the frightened
and shaken conditions and heals stress damage Celestial Host
and removes the Insanity I effect caused by Level: 9 Illusion (Fire, Light)
Pandemonium’s howling winds (see page 254). This Casting Time: 1 half action
spell counters Winged Memory. Distance: Local
Duration: Instant
Blood Bridge Area: 50 ft. cube
Level: 2 Shadow Saving Throw: None
Casting Time: 1 half action Effect: A group of powerful phantasms
Distance: Touch is called to eradicate all enemies – they
Duration: Instant represent some of the most powerful celestial
Effect: Your very body turns into a beings from the Upper Planes: astral deva,
marketplace that barters life and death. You phoenix, solar aasimon and a gold dragon.
harm yourself for 2 + 1 per Casting Level The target takes 6d20 points of lethal
lethal damage and heal the target for the same damage.
amount.
Celestial Protection
Breath of the Elements Level: 6 Warding (Aligned)
Level: 3 Conversion Casting Time: 1 half action
Casting Time: 1 full round Distance: Personal or Touch
Distance: Personal or Touch Duration: 1 minute per Casting Level
Duration: 1 hour per Casting Level Effect: The target gains damage defiance
Effect: Select an Inner Plane (any except (acid, cold, electricity) and DR 10/magic.
Positive energy, Negative energy, or Vacuum).
You gain the ability to breathe in that plane. You Chamber
may divide Duration among multiple targets. Level: 3 Force
Casting Time: 1 half action
Breathe Earth Distance: Local
Level: 5 Conversion (Air, Earth) Duration: 3 minutes per Casting Level
Effect: As Breathe Smoke, Dust, or Ash,
Saving Throw: Fortitude negates
except that you gain the ability to breathe in an
environment of solid earth or stone. Effect: Ethereal mists surround the
target and transform into an indestructible,
crystalline prison. The target is helpless but
Breathe Fire Or Magma safe from any outside harm. The spell works
Level: 5 Conversion (Air, Earth, Fire)
Effect: As Breathe Smoke, Dust, or only on the Ethereal Plane.
Ash, except that the target may breathe in an
environment of fire or magma. Chromatic Orb
Level: 1 Energy
Breathe Smoke, Dust, or Casting Time: 1 half action
Distance: Short Range Attack
Ash Duration: Instant
Level: 3 Conversion Saving Throw: Fortitude negates
Casting Time: 1 half action (condition)
Distance: Personal or Touch Effect: You summon a large, magical
Duration: 2 hours + 1 hour per Casting orb of color, which can then be hurled at a
Level target. The color of the orb and its effects
Effect: You gain the ability to breathe change depending on your Casting Level:
smoke, dust or ash as if it were pure air. You
may divide the Duration among multiple
targets.
Chapter 3: GRIMOIRE 63
Area: 10 ft. sphere Demiplane Seed
Effect: Ripples of cold, blue light Level: 8 Creation
surround you, and all targets with opposed Casting Time: 1 full round
Alignment in the Area suffer 2d4 cold damage Distance: Touch
per round. Duration: Permanent (enduring)
Preparation Cost: 100
Crown of Flame Effect: You create a demiplane in
Level: 5 Energy (Aligned, Fire) the Deep Ethereal which grows at a rate of
Casting Time: 1 full round 1 ft. per day up to a maximum of 10 ft. per
Distance: Personal Casting Level. After that its growth rate slows
Duration: 1 minute per Casting Level to ½ inch radius per week (2 ft. per year).
Area: 10 ft. sphere You cannot create unnatural objects or living
Effect: Creatures with Alignment (Evil) creatures with this spell.
take 2d6 divine damage per round.
Despair
Crown of Glory Level: 4 Charm (Aligned)
Level: 7 Glory (Aligned) Casting Time: 1 half action
Casting Time: 1 full round Distance: Close
Distance: Personal Duration: 1 round per Casting Level
Duration: 1 round per Casting Level Area: 20 ft. cube
Saving Throw: Will negates Saving Throw: Will negates
Effect: Standard characters become Effect: The Bleak Cabal uses this spell
fixated. Special characters aren’t affected by this to share their point of view with its enemies.
spell. Up to 8 targets become helpless until harmed.
Chapter 3: GRIMOIRE 65
Each target decides to leave the Ethereal Plane Fostered Protection
on its own. Level: 3 Warding
Casting Time: 1 half action
Fire and Ice Distance: Personal or Touch
Level: 5 Energy (Ice, Fire) Duration: 1 hour per Casting Level
Casting Time: 1 half action Effect: The target’s existing Spell
Distance: Local Defense increases by 1 per 2 Casting Levels
Duration: Instant that you possess.
Area: 30 ft. sphere
Saving Throw: Reflex negates Gate Seal I
Effect: You summon two spheres, one of Level: 2 Seal (Aligned)
ice and the other of flame. The ice sphere deals Casting Time: 1 half action
3d6 cold damage and the flame sphere deals Distance: Touch
3d6 fire damage. Duration: 1 round per Casting Level
Effect: You close one portal or conduit.
Fist of Iron This spell will identify you to everyone able
Level: 1 Shapeshifting to see the closed portal or conduit.
Casting Time: 1 half action
Distance: Personal Gate Seal II
Duration: 1 round + 1 round per Level: 2 Seal (Aligned)
Casting Level Duration: 1 minute per Casting Level
Effect: Your hands are turned into a Area: 200 ft. per Casting Level sphere
living weapon. You gain a Slam II natural attack. Effect: As Gate Seal I, except that on
Acheron it also counters all Compass spells
Flamewalk whose Casting Level + Spell Level is equal
Level: 3 Warding to or less than your Casting Level +2. Some
Casting Time: 1 half action effects may not be countered as noted in their
Distance: Personal or Touch descriptions. You cannot selectively choose
Duration: 2 rounds + 2 rounds per which targets are affected.
Casting Level
Effect: The target gains a +2 magic Gate Seal III
bonus to saving throws against fire and the Level: 6 Seal (Aligned)
damage defiance (fire) quality. Duration: 1 day per Casting Level
Effect: As Gate Seal I, except for the
Foesight Duration.
Level: 4 Divination
Casting Time: 1 minute Guardian Mantle
Distance: Personal Level: 6 Warding
Area: 1000 ft. sphere Casting Time: 1 half action
Duration: 1 day Distance: Personal
Effect: You sense the traveling speed, Duration: 10 rounds + 1 round per
type (e.g. Burowing/Flying), distance, and Casting Level
direction of beings with Disposition worse than Saving Throw: Will negates
Neutral within Area. Effect: A magical blanket of energy
envelopes you and deflects all physical
Force Missiles attacks. Attackers must succeed at a Will
Level: 4 Force save each round or their physical attacks are
Casting Time: 1 half action negated. Other Warding spells in effect on the
Distance: Local caster are countered.
Duration: Instant
Saving Throw: Reflex negates (blast) Halo of Lesser
Effect: You create 1 missile per 2 Casting
Levels (max. 7). Each missile explodes upon Revelation
impact for 2d4 force damage. Also, all adjacent Level: 1 Energy (Light)
targets take 1 force damage per Casting Level Casting Time: 1 half action
unless a Reflex save is made. Distance: Local
Duration: 4 rounds per Casting Level
Chapter 3: GRIMOIRE 67
ignored by all portals for a number of times Duration: 1 minute per Casting Level
equal to the Casting Level. Effect: Your mind becomes more
orderly, granting you a +2 insight bonus on
Lob saving throws against Illusion spells and all
Level: 5 Compass spells with opposed Alignment. Also, your
Intelligence is increased by 2 for the duration
Casting Time: 1 half action
of the spell.
Distance: Local
Duration: Instant
Area: 10 ft. sphere
Mournful Mutter
Level: 1 Word
Saving Throw: Will negates
Casting Time: 1 half action
Effect: All targets are flung headlong into
Distance: Local
the limitless tracts of the Deep Ethereal, from
Duration: 1 minute per Casting Level
where they require an additional 1d100 days
Saving Throw: Will negates
to reach a specific location. Even if a save is
Effect: Mourning spirits haunt the
made, the target is teleported 3d100 ft. away in
target while it’s on the Ethereal Plane. The
a random direction. The spell works only on the
target is shaken.
Ethereal Plane.
Chapter 3: GRIMOIRE 69
immunity (silver weapons). Distance: Personal
Duration: 3 rounds
Protection from Winds Effect: You set forth a course of action
Level: 3 Warding (Air, Sonic) that takes place over 3 rounds and then
Effect: As Protection for Earth, except follow through with focus and skill. If you do
that the target gains damage immunity (bang, not deviate from your plan, you receive a +3
sonic). magic bonus to attack checks, skill checks,
and saves.
Radiant Messenger
Level: 3 Calling (Light) Sever the Silver Cord
Casting Time: 1 half action Level: 5 Shadow (Darkness)
Distance: Close Casting Time: 1 full round
Duration: Instant Distance: Local
Preparation Cost: 1 per target’s TL Duration: Instant
Effect: You summon a radiant, Saving Throw: Fortitude negates
quasisentient globe of light from the (terminal)
Quasielemental Plane of Radiance that delivers Effect: The target’s silver cord is
a short message to one target. After speaking the severed and it dies. This spell doesn’t affect
target’s present location, the messenger travels targets without a silver cord and those not on
from light source to light source, reaching its the Astral Plane.
destination in one hour (or one day if the target
is on another plane). Shield of the Planars
Level: 7 Warding (Aligned)
Rain of Fire Casting Time: 1 half action
Level: 5 Weather (Fire) Distance: Personal
Casting Time: 1 full round Duration: 1 round per Casting Level
Distance: Local Effect: The shield automatically
Duration: 1 minute per Casting Level counters harmful spells (max. 1 spell per
Area: 10 ft. per Casting Level caster- round). Each time a spell is countered, you
defined Area must make a Will save (DC 10+ twice the
Effect: You summon rain of fire which spell’s level) or this spell is cancelled. You also
falls down burning all foes in the Area for 1 fire gain a +4 magic bonus to Reflex saves and
damage per round. DR 2.
Chapter 3: GRIMOIRE 71
Casting Level Duration: Instant
Effect: A spectacular, shimmering glow Saving Throw: Fortitude negates
surrounds the target, which gains damage defiance Effect: This spell was Developed by
(Natural attacks) and Rusting damage attack III baatezu mages as a revenge for Baatezu Bane.
(10 ft. aura; dmg 1d8 lethal per 2 Casting Levels A tanar’ri target suffers 3d8+8 lethal damage
(Metal objects only), Ref Save DC 20 for 1/2 plus one of the following:
damage).
1d10 roll Effect
Starmantle II The target is permanently
Level: 9 Warding 1-3
blinded
Distance: Close 4-5 The target is sickened for 2 hours
Effect: As Starmantle I, except that you The target suffers an additional
may affect up to 1 target per Casting Level. 6-7 1d8 lethal damage and total
damage is converted to sonic
Stygian Ice Storm The target suffers an additional
Level: 7 Creation (Aligned, Ice) 8 2d8 lethal damage and loses use
Casting Time: 1 half action of one arm
The target suffers an additional
Distance: Close 9
2d8 lethal damage and all
Duration: Instant natural spells are suppressed for
Area: 50 ft. cube 5 rounds
Saving Throw: Will negates (condition) 10 Roll twice, ignoring rolls of 10
Effect: You summons the harshest cold
and bitter ice of the fifth layer of Baator, Stygia,
to annihilate all enemies within range. The ice The Clutches of Time
deals 8d8 cold damage. Also, everyone that Level: 5 Compass
takes damage is affected with the Touch of the Casting Time: 1 half action
Styx spell. Distance: Touch
Duration: Instant
Surelock Saving Throw: Fortitude negates
Level: 4 Seals Effect: The target rapidly ages when
Casting Time: 1 hour time catches up on it on the Astral Plane (see
Distance: Touch page 255) or while under the effect of Out of
Duration: 1 day per Casting Level Time’s Grip.
Area: 60 ft. sphere
Effect: Interplanar travel does not
function within this spell’s Area, including (but
Touch of the Styx
Level: 4 Charm
not limited to) portals, vortices (see page 272), and
Casting Time: 1 full round
Calling spells.
Distance: Touch
Duration: Instant
Swarm Curse Saving Throw: Will negates
Level: 2 Nature Effect: The target permanently loses
Casting Time: 1 half action memory of the last 24 hours.
Distance: Local
Duration: 3 rounds
Area: 5 ft. per Casting Level sphere
Transmute Fire to Smoke
Level: 4 Conversion (Air, Fire)
Saving Throw: Reflex negates
Casting Time: 1 half action
Effect: You invite all that scuttles, creeps
Distance: Local
and swarms to dine. A swarm of insects inflicts
Area: 10 ft. per Casting Level cube
1d4 + (1 per 3 Casting Levels) subdual damage
Saving Throw: Fortitude negates
to all characters within the Area each round.
(condition)
No Spellcasting checks are possible while in the
Effect: As Quench, except that
Area.
the Ambient Light in Area turns to None
(see Fantasy Craft page 218). The smoke
Tanar’ri Tribulation dissipates in 3 rounds but everyone within it
Level: 5 Affliction (Aligned) must succeed at Fortitude save each round or
Casting Time: 1 half action become sickened.
Distance: Local
Chapter 3: GRIMOIRE 73
River Styx gains damage immunity (Hurled weapons, Ranged
weapons) and the Parry trick.
Those unfortunate
enough who touch Winged Memory
or drink the water of Level: 4 Healing
the Styx forget their Casting Time: 1 full round
entire past life, includ- Distance: Touch
ing Alignment and any Duration: Instant
Effect: Target’s memory which was
known spells unless
lost to the river Styx (see sidebar) or Touch of
they succeed on a Will the Styx is restored. If used on a spellcaster,
save (DC 20). Those it restores 2 Spell Points. This spell counters
that succeed merely Blessed Forgetfulness.
forget the past 5 min-
utes prior to touching Witch’s Banishment
the Styx. Memory loss Level: 9 Compass
can be restored with Casting Time: 2 full rounds
spells such as Wish and Distance: Local
Winged Memory. Duration: Instant
Saving Throw: Will negates
Effect: The target is banished to a
random layer on a random Lower Plane.
Wound Transfer
Level: 4 Shadow
Casting Time: 1 half action
Distance: Local
Duration: Instant
Effect: You transfer up to 1d6 points of
damage per Casting Level from the target to
a willing recipient. If the damage would bring
recipient below 1 wound point, you suffer the
remaining amount of damage.
Chapter 4: FORGE 77
Weapon Upgrades Favors
Each weapon may only have 1 craftsmanship and 1 materials Life on the Planes is easier when
upgrade at a time, though any number of customizations may be made. you can count on your fellow philosophers.
Also, species craftsmanship is only possible if the species is present in the In addition to Favors in Fantasy Craft (see
campaign (check with the GM if you’re unsure). Fantasy Craft page 188), members of various
planar Organizations (see Chapter 5) can also
gain access to favors listed below.
Upgrade Descriptions
Amber Earrings
These earrings are made from hardened
sap of the razor vine. When properly prepared,
items made from this substance can be
enchanted with powerful spells of protection.
Item: Pair of earrings
Charm: Lesser Defense Bonus (+1 at
Level 1–6, +2 at Level 7–12, +3 at Level 13–
18, +4 at Level 19–20)
Reputation Value: 8 (Level 1-6), 16
(Level 7-12), 24 (Level 13-18), 32 (Level 19-20)
Amulet of superiority
These amulets were created by baatezu
and tanar’ri in order to balance the scales when
it comes to their weaker troops. The amulets
are claw- or tooth-shaped chunks of stone, each
with a tarnished metal wire wrapped around.
Item: Amulet
Charm: Lesser Damage Bonus (+1 at
Level 1–6, +2 at Level 7–12, +3 at Level 13–
Chapter 4: FORGE 79
Table 4.5: Favors
Minimum
Favor Renown Requirement Reputation Cost
Downtime
Absorb Madness – Character is healed from
Bleak Cabal 4 M 15
permanent madness
Alter Ego – Character temporarily gains 1
Revolutionary League 1 D 15
additional Alignment for the adventure
Band of Friends – A character immediately
Free League 2 D 5
knows the top 5 Indep allies in the current town
Bankruptcy – Character loses all his Prizes
Fated or Merkhants 8 W 25
except those equipped
Biggest Boss – Character becomes a Xaositects
Xaositects 6 D 20
factol for 1 to 3 days
Blood War Raid – Character accompanies a The Guardians or the Order of the
D 10
Blood War raid party Planes-Militant
Chapter 4: FORGE 81
Arcadian Dwarven Hammer approach of the wielder by muffling any
The “Father of Battles”, Clanggedin sounds he or she might make in passing, thus
Silverbeard, designed the hammers to aid improving his or her chances of approaching a
dwarven soldiers throughout the multiverse. target by stealth.
One who possesses such a weapon is expected to Item: Long knife (1-handed item)
use it at least weekly in battle. After three weeks Charm: Lesser Skill Ranks (+1
of inactivity, the hammer magically disappears Stealth at Level 1–6, +2 Stealth at Level
from owner’s possession. 7–12, +3 Stealth at Level 13–18, +4 Stealth
Item: War hammer (2-handed item) at Level 19–20)
Essence: Feat (Make Me a Stone) Reputation Value: 2 (Level 1-6), 4
Charm: Lesser Damage Bonus (+1 at (Level 7-12), 7 (Level 13-18), 11 (Level 19-
Level 1–6, +2 at Level 7–12, +3 at Level 13– 20)
18, +4 at Level 19–20)
Reputation Value: 20 (Level 1-6), 30 Baku’s Trumpet
(Level 7-12), 40 (Level 13-18), 50 (Level 19-20) This nondescript brass horn is in fact a
magical item crafted on the Upper Planes.
Arcane Key Item: Brass horn
Arcane key, also known as spell key, is a Charm: Lesser Spell Effect (Castigate
secret item unique to each plane. It is capable of I – 1 use per scene at Level 4-8, 2 uses per
attuning owner’s spells to the magical vibrations scene at Level 9-12, 3 uses per scene at Level
of the plane. The owner’s spells from a single 13-17, 4 uses per scene at Level 18-20)
Discipline or Energy / Element start functioning Reputation Value: 4 (Level 4-8), 8
normally, ignoring suppressed, enhanced, (Level 9-12), 12 (Level 13-17), 16 (Level
diminished, and other conditions imposed by 18-20)
the plane except for countered (see page 239) and
those beyond arcane key’s capabilities (e.g. the Battle Axe of Discord
howling winds of Pandemonium). Arcane keys These sharp axes have been recovered
can be anything – runes, words, or equations. from the Blood War battlefields. They were
Some arcane keys only attune a single spell. crafted by anarchs on Limbo.
Item: Miscellaneous Item: Battle axe (2-handed item;
Essence: Feat (Lightning Reflexes) upgrades: karach)
Charm: Greater Damage Bonus (+2
Archon’s Horn at Level 1–2, +3 at Level 3–6, +4 at Level
This finely wrought trumpet plays 7–10, +5 at Level 11–14, +6 at Level 15–18,
beautifully in the hands of any talented +7 at Level 19–20)
trumpeter. Reputation Value: 10 (Level 1–2),
Item: Trumpet (2-handed item) 20 (Level 3–6), 30 (Level 7–10), 40 (Level
Essence: Class Enhancement (Next 11–14), 50 (Level 15–18), 60 (19–20)
level’s abilities from Priest class)
Reputation Value: 15 Blade of Loyalty
These holy blades have been recovered
Axe Of Anarchy from the Blood War battlefields. They were
These serrated axes have been recovered crafted by unknown master smiths on the
from the Blood War battlefields. They were Upper Planes.
crafted by anarchs on Limbo. Item: Short sword (1-handed item)
Item: Axe (1-handed item; upgrades: Essence: Aligned Damage (Good)
karach) Charm: Lesser Damage Bonus (+1
Charm: Lesser Damage Bonus (+1 at at Level 1–6, +2 at Level 7–12, +3 at Level
Level 1–6, +2 at Level 7–12, +3 at Level 13– 13–18, +4 at Level 19–20)
18, +4 at Level 19–20) Reputation Value: 9 (Level 1–6), 19
Reputation Value: 5 (Level 1–6), 15 (Level 7–12), 29 (Level 13–18), 39 (Level
(Level 7–12), 25 (Level 13–18), 35 (Level 19–20)
19–20)
Blessed Candy
Backbiter This piece of delicious milk chocolate
Crafted specifically with the adept cross- has had its creamy, caramel center blessed by
trader in mind, this magical blade masks the a powerful priest of an unnamed power of
Chapter 4: FORGE 83
(Level 7-12), 32 (Level 13-18), 40 (Level 19-20) Reputation Value: 11 (Level 1–2),
19 (Level 3–6), 27 (Level 7–10), 35 (Level
Boots of the Border 11–14), 43 (Level 15–18), 51 (19–20)
Once snugly fitted, boots of the border
allow the wearer to stride onto the area of the Brimstone Hammer
Border Ethereal that touches the plane upon This type of weapon, thought to be
which the boots were fashioned. forged by the flames of the Elemental Plane
Item: Leather boots of Fire, is extremely rare, even in Sigil. The
Charm: Lesser Spell Effect (Blur – 1 use elemental properties of the hammer grants
per scene at Level 1-4, 2 uses per scene at Level it wielder an increased resistance to fire and
5-7, 3 uses per scene at Level 8-11, 4 uses per fire-based attacks.
scene at Level 12-14, 5 uses per scene at Level Item: War hammer (2-handed item)
15-18, 6 uses per scene at Level 19-20) Essence: Lesser Damage Resistance
Reputation Value: 2 (Level 1-4), 4 (Fire)
(Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 Reputation Value: 4
(Level 15-18), 12 (Level 19-20)
Bytopian Flintspear
Bottled Breath This primitive looking weapon is
This bottle holds pure, clean air – a popular among the inhabitants of Shurrock.
limitless supply of the stuff. The clear glass The unique characteristic of the Bytopian
bottle looks empty (it’s only got air inside after flintspear is that when struck by steel, it
all). bursts into flame.
Item: Flask Item: Boar spear (2-handed item)
Charm: Lesser Spell Effect (Water Essence: Exotic Damage (Fire)
Breathing – 1 use per scene at Level 1-4, 2 uses Reputation Value: 3
per scene at Level 5-7, 3 uses per scene at Level
8-11, 4 uses per scene at Level 12-14, 5 uses per Celestial Sword
scene at Level 15-18, 6 uses per scene at Level Each celestial sword is aligned with
19-20) its patron, a being of the Upper Planes, who
Reputation Value: 3 (Level 1-4), 6 makes a pact with the wielder through the
(Level 5-7), 9 (Level 8-11), 12 (Level 12-14), 15 sword. The wielder’s side of the contract is
(Level 15-18), 18 (Level 19-20) that he will defend the cause of good; the
patron pledges to provide the sword’s wielder
Bow Of Law with special powers as long as he is true.
These perfectly tuned bows have been recovered Item: Broadsword (1-handed item)
from the Blood War battlefields. They were Essence: Lesser Aligned Damage
crafted by modron smiths on Mechanus. (Good)
Item: Short bow (2-handed item) Charm: Lesser Accuracy Bonus (+1
Essence: Greater Aligned Damage at Level 1–6, +2 at Level 7–12, +3 at Level
(Order) 13–18, +4 at Level 19–20)
Charm: Lesser Accuracy Bonus (+1 Reputation Value: 7 (Level 1-6), 15
at Level 1–6, +2 at Level 7–12, +3 at Level (Level 7-12), 23 (Level 13-18), 31 (Level
13–18, +4 at Level 19–20) 19-20)
Reputation Value: 7 (Level 1-6), 11
(Level 7-12), 19 (Level 13-18), 27 (Level 19-20) Chained-Teeth Earrings
These thin metal earrings are actually
Bow Of Order a series of well-crafted lockpicks. If need be,
These perfectly tuned bows have been recovered you can unhook them and use them to pick
from the Blood War battlefields. They were open stubborn locks.
crafted by modron smiths on Mechanus. Item: Pair of earrings
Item: Long bow (2-handed item) Charm: Lesser Skill Ranks
Essence: Greater Aligned Damage (+1 Prestidigitation at Level 1–6, +2
(Order) Prestidigitation at Level 7–12, +3
Charm: Greater Accuracy Bonus (+2 at Prestidigitation at Level 13–18, +4
Level 1–2, +3 at Level 3–6, +4 at Level 7–10, Prestidigitation at Level 19–20)
+5 at Level 11–14, +6 at Level 15–18, +7 at Reputation Value: 4 (Level 1-6), 8
Level 19–20) (Level 7-12), 12 (Level 13-18), 16 (Level
Chapter 4: FORGE 85
scene at Level 12-14, 5 uses per scene at Level Corpse Fly Charm
15-18, 6 uses per scene at Level 19-20) This corpse fly looks like it was frozen;
Reputation Value: 2 (Level 1-4), 4 (Level 5-7), it appears to be dead, but you can’t be sure.
6 (Level 8-11), 8 (Level 12-14), 10 (Level 15- Item: Corpse fly
18), 12 (Level 19-20) Charm: Lesser Spell Effect (Swarm
Curse – 1 use per scene at Level 1-4, 2 uses
Clot Charm per scene at Level 5-7, 3 uses per scene at
This glistening blood drop is as hard and Level 8-11, 4 uses per scene at Level 12-14,
smooth as a pearl. When placed on the tongue, 5 uses per scene at Level 15-18, 6 uses per
its power spreads through the character’s scene at Level 19-20)
bloodstream. Reputation Value: 2 (Level 1-4), 4
The charm stimulates the user’s blood into (Level 5-7), 6 (Level 8-11), 8 (Level 12-14),
clotting and scabbing over existing wounds, 10 (Level 15-18), 12 (Level 19-20)
healing any minor damage the user may have
suffered before consuming the charm. Cranium Rat Charm
Item: Hardened blood drop The body of this cranium rat has
Essence: Damage Resistance (Edged been specially prepared: its insides have been
weapons) hollowed out and stuffed with various herbs
Charm: Lesser Spell Effect (Cure and shreds of papyrus containing arcane
Wounds I – 1 use per scene at Level 1-4, 2 uses symbols.
per scene at Level 5-7, 3 uses per scene at Level Item: Dead cranium rat
8-11, 4 uses per scene at Level 12-14, 5 uses per Charm: Attribute Bonus (+1
scene at Level 15-18, 6 uses per scene at Level Intelligence at Level 1–6, +2 Intelligence at
19-20) Level 7–12, +3 Intelligence at Level 13–18,
Reputation Value: 9 (Level 1-4), 10 +4 Intelligence at Level 19–20)
(Level 5-7), 11 (Level 8-11), 12 (Level 12-14), Reputation Value: 10 (Level 1-6),
13 (Level 15-18), 14 (Level 19-20) 20 (Level 7-12), 30 (Level 13-18), 40 (Level
19-20)
Club of Nettles
This club seems to be made from some Crystal of Clear Focus
sort of prickly plant. Small thorns adorn the This clear gem was created by modrons
head of the club and can easily be broken off. in order to provide others with an insight into
Item: Club (2-handed item) their (i.e., “correct”) way of thinking. Such an
Charm: Lesser Spell Effect (Insanity I – act of benevolence is uncommon among the
1 use per scene at Level 1-4, 2 uses per scene at modrons, but a body can assume that some
Level 5-7, 3 uses per scene at Level 8-11, 4 uses of them believe that getting others to see
per scene at Level 12-14, 5 uses per scene at their way of thinking is ultimately logical and
Level 15-18, 6 uses per scene at Level 19-20) helpful to modron goals. Anyone gazing into
Reputation Value: 1 (Level 1-4), 2 this crystal for a short period becomes much
(Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 more likely to succeed in a desired action.
(Level 15-18), 6 (Level 19-20) Item: Gem
Charm: Lesser Spell Effect (Luck – 1
Cockroach Charm use per scene at Level 1-4, 2 uses per scene
Cockroaches are as common on the at Level 5-7, 3 uses per scene at Level 8-11,
Outer Planes as other scavengers. The shell of 4 uses per scene at Level 12-14, 5 uses per
this particular dead cockroach has been dotted scene at Level 15-18, 6 uses per scene at Level
with paints and faint arcane symbols. 19-20)
Item: Cockroach shell Reputation Value: 2 (Level 1-4), 4
Essence: Damage Resistance (Blunt (Level 5-7), 6 (Level 8-11), 8 (Level 12-14),
weapons) 10 (Level 15-18), 12 (Level 19-20)
Charm: Greater Damage Bonus (+2 at
Level 1–2, +3 at Level 3–6, +4 at Level 7–10, Dirty Rat Charm
+5 at Level 11–14, +6 at Level 15–18, +7 at This cranium rat tail charm is
Level 19–20) particularly filthy and smells faintly of vomit.
Reputation Value: 24 (Level 1–2), 32 The tail is stiff, like a wire, and it can be bent
(Level 3–6), 40 (Level 7–10), 48 (Level 11–14), into different shapes... it would almost make
56 (Level 15–18), 64 (Level 19–20) a great lockpick, except it is too thick.
Chapter 4: FORGE 87
minor fiend from the Lower Planes. Gauntlets of Rending
Item: Ceramic globe These leather gloves give the user the
Charm: Lesser Spell Effect (Call from ability to use his hands like claws. When
Beyond II – 1 use per scene at Level 1-4, 2 uses the wearer attacks a foe with his hands, long
per scene at Level 5-7, 3 uses per scene at Level black talons lance forth from the fingers of
8-11, 4 uses per scene at Level 12-14, 5 uses per the gauntlets and allow the user to rake an
scene at Level 15-18, 6 uses per scene at Level opponent for additional damage.
19-20) Item: Leather gloves
Reputation Value: 3 (Level 1-4), 6 Charm: Lesser Damage Bonus (+1
(Level 5-7), 9 (Level 8-11), 12 (Level 12-14), 15 at Level 1–6, +2 at Level 7–12, +3 at Level
(Level 15-18), 18 (Level 19-20) 13–18, +4 at Level 19–20)
Reputation Value: 10 (Level 1-6),
Fiendblade 20 (Level 7-12), 30 (Level 13-18), 40 (Level
Each fiendblade is aligned with its 19-20)
patron, a being of the Lower Planes, who makes
a pact with the wielder through the sword. The Gloves of Retrieval
wielder’s side of the contract is that he will When the wearer so chooses, he can
promote the cause of evil; the patron pledges to reach his gloved hands through the Border
provide the sword’s wielder with special powers Ethereal and onto the adjoining plane to grab
as long as he is true. an inanimate object.
Item: Jagged sword (1-handed item) Item: Pair of gloves
Essence: Lesser Aligned Damage (Evil) Charm: Storage (trigger item for extra-
Charm: Lesser Damage Bonus (+1 at dimensional storage — number of items up to
Level 1–6, +2 at Level 7–12, +3 at Level 13– 1/3 its Level [rounded up])
18, +4 at Level 19–20) Reputation Value: 1-20 (equal to item’s
Reputation Value: 9 (Level 1-6), 19 Level)
(Level 7-12), 29 (Level 13-18), 39 (Level 19-20)
Grue Bottle
Fiendslayer This bottle is made of opaque glass.
Guardinals craft these silver-tipped spears When shaken vigorously and then opened,
on Arborea. a very temporary gate opens within it to an
Item: Boar spear (2-handed item) Inner Plane and forms into a creature known
Essence: Lesser Aligned Damage (Good) as grue (see page 178).
Charm: Lesser Bane (+1 vs. outsiders at Item: Flask
Level 1–6, +2 vs. outsiders at Level 7–12, +3 Charm: Lesser Spell Effect (Conjure
vs. outsiders at Level 13–18, +4 vs. outsiders at Elemental III – 1 use per scene at Level 4-8, 2
Level 19–20) uses per scene at Level 9-12, 3 uses per scene
Reputation Value: 6 (Level 1-6), 14 at Level 13-17, 4 uses per scene at Level 18-
(Level 7-12), 18 (Level 13-18), 26 (Level 19-20) 20)
Reputation Value: 5 (Level 4-8), 10
Flute of Dismissing (Level 9-12), 15 (Level 13-17), 20 (Level
The flute possesses the power to disrupt 18-20)
the magic that binds conjured or summoned
monsters. Thus, such creatures will simply be Guidon Compass
banished when certain special tunes are played A guidon is a magical obelisk in the
on the flute. center of Limbo’s town, maintained by an
Item: Flute anarch just for centering travelers. This item
Charm: Greater Spell Effect (Purge – enables the owner to locate such an obelisk
1 use per adventure at Level 6-7, 2 uses per while traveling through Limbo. Unfortunately,
adventure at Level 8-11, 3 uses per adventure at the items are as unreliable as Limbo’s chaos
Level 12-15, 4 uses per adventure at Level 16- soup and have a 5% chance per use to
19, 5 uses per adventure at Level 20) malfunction.
Reputation Value: 21 (Level 6-7), 42 Item: Compass
(Level 8-11), 63 (Level 12-15), 84 (Level 16- Charm: Lesser Spell Effect (Locate
19), 105 (Level 20) Object – 1 use per scene at Level 1-4, 2 uses
per scene at Level 5-7, 3 uses per scene at
Level 8-11, 4 uses per scene at Level 12-14, 5
Chapter 4: FORGE 89
1 use per scene at Level 1-4, 2 uses per scene at (Level 7-12), 33 (Level 13-18), 43 (Level
Level 5-7, 3 uses per scene at Level 8-11, 4 uses 19-20)
per scene at Level 12-14, 5 uses per scene at
Level 15-18, 6 uses per scene at Level 19-20) Lens of Protection
Reputation Value: 2 (Level 1-4), 4 The lens of protection provides anyone
(Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 looking through it complete protection
(Level 15-18), 12 (Level 19-20) from gaze attacks and sight-based dangers.
In fact, the modrons developed the lens so
Lance of Pain that they could safely view chaotic events
These wicked lances have been recovered without harming their psyches – modrons are
from the Blood War battlefields. They were always looking for ways to avert the horrible
crafted by unknown master smiths on Lower afflictions that cause some of their number to
Planes. go rogue.
Item: Lance (1-handed item) Item: Lens
Essence: Aligned Damage (Evil) Essence: Greater NPC Quality
Charm: Lesser Damage Bonus (+1 at (blindsight)
Level 1–6, +2 at Level 7–12, +3 at Level 13– Reputation Value: 15
18, +4 at Level 19–20)
Reputation Value: 9 (Level 1-6), 19 Magus Guard
(Level 7-12), 29 (Level 13-18), 39 (Level 19-20) Considered standard equipment for
any adventuring mage, bracelets such as these
Lens of Confounding can be found across the planes. Judging by the
This scope possesses a strange ability; markings on this particular bracelet it appears
it clouds the eyesight of anyone who intends to have been made in a style quite common
to harm the unborn wearer, making him seem to Sigil.
blurry and indistinct to his enemies. Item: Bracelet
Item: Scope Charm: Lesser Defense Bonus (+1
Charm: Lesser Defense Bonus (+1 at at Level 1–6, +2 at Level 7–12, +3 at Level
Level 1–6, +2 at Level 7–12, +3 at Level 13– 13–18, +4 at Level 19–20)
18, +4 at Level 19–20) Reputation Value: 8 (Level 1-6), 16
Reputation Value: 8 (Level 1-6), 16 (Level 7-12), 24 (Level 13-18), 32 (Level
(Level 7-12), 24 (Level 13-18), 32 (Level 19-20) 19-20)
Chapter 4: FORGE 91
Level 13-17, 4 uses per scene at Level 18-20) Charm: Lesser Spell Effect (Geas – 1
Reputation Value: 5 (Level 4-8), 10 use per scene at Level 4-8, 2 uses per scene at
(Level 9-12), 15 (Level 13-17), 20 (Level 18-20) Level 9-12, 3 uses per scene at Level 13-17, 4
uses per scene at Level 18-20)
Orrery of the Inner Reputation Value: 14 (Level 4-8),
18 (Level 9-12), 22 (Level 13-17), 26 (Level
Planes 18-20)
This enchanted mechanical device has
been incorporated into a clock. It shows the
relative position of the planets, moons, the stars, Planar Wards
and the junctions of the Inner Planes. It allows a The chant is that these carved blocks
competent navigator to guide a vessel so that it of marblelike white stone come from the
can travel between the Elemental Planes of Air, destroyed portals of Sigil. Most bloods scoff
Earth, Fire, Water; the Ethereal Plane; and the at this, since portals come in all shapes, sizes,
Prime Material Plane. and materials. When activated, the blocks
Item: Orrery (immobile item) emanate an invisible wall that prevents
Charm: Greater Skill Ranks (Knowledge portals, gates, or conduits from appearing
(geography and navigation [Inner Planes]) – +2 within its boundaries.
ranks at Level 1 – 2, +3 ranks at Level 3 – 6, Item: Stone blocks (stationary)
+4 ranks at Level 7 – 10, +5 ranks at Level Charm: Lesser Spell Effect (Surelock –
11 – 14, +6 ranks at Level 15 – 18, +7 ranks at 1 use per scene at Level 4-8, 2 uses per scene
Level 19 – 20) at Level 9-12, 3 uses per scene at Level 13-17,
Reputation Value: 4 (Level 1-2), 6 4 uses per scene at Level 18-20)
(Level 3-6), 8 (Level 7-10), 10 (Level 11-14), 12 Reputation Value: 2 (Level 4-8), 4
(Level 15-18), 14 (Level 19-20) (Level 9-12), 6 (Level 13-17), 8 (Level 18-20)
Chapter 4: FORGE 93
Scythe of Pain Shifter’s Manacles
The scythe is used almost exclusively by The manacles prevent whoever’s
the baatezu to force order upon the petitioners wearing them from teleporting away from
unlucky enough to fall into their clutches. their troubles. They were created by the
Item: Scythe (2-handed item) Mercykillers, who got tired of seeing folks
Charm: Lesser Spell Effect (Bestow fly out of their birdcage because they could
Curse – 1 use per scene at Level 1-4, 2 uses per teleport inherently.
scene at Level 5-7, 3 uses per scene at Level Item: Manacles (2-handed item)
8-11, 4 uses per scene at Level 12-14, 5 uses per Charm: Lesser Spell Effect (Geas – 1
scene at Level 15-18, 6 uses per scene at Level use per scene at Level 4-8, 2 uses per scene at
19-20) Level 9-12, 3 uses per scene at Level 13-17, 4
Reputation Value: 2 (Level 1-4), 3 uses per scene at Level 18-20)
(Level 5-7), 5 (Level 8-11), 6 (Level 12-14), 8 Reputation Value: 2 (Level 4-8), 4
(Level 15-18), 9 (Level 19-20) (Level 9-12), 6 (Level 13-17), 8 (Level 18-20)
Chapter 4: FORGE 95
Tattoo of Action making his physical attacks more damaging
This tattoo gives the wearer’s reflexes an and allowing him to carry more weight.
additional edge, making him more difficult to Item: Tattoo
hit. Charm: Greater Attribute Bonus (+2
Item: Tattoo Strength at Level 1–2, +3 Strength at Level
Charm: Attribute Bonus (+1 Dexterity 3–6, +4 Strength at Level 7–10, +5 Strength
at Level 1–6, +2 Dexterity at Level 7–12, +3 at Level 11–14, +6 Strength at Level 15–18,
Dexterity at Level 13–18, +4 Dexterity at Level +7 Strength at Level 19–20)
19–20) Reputation Value: 20 (Level 1–2),
Reputation Value: 10 (Level 1-6), 20 30 (Level 3–6), 40 (Level 7–10), 50 (Level
(Level 7-12), 30 (Level 13-18), 40 (Level 19-20) 11–14), 60 (Level 15–18), 70 (Level 19–20)
Tattoo of Might
This tattoo adds a slight bonus to the
user’s strength, making his physical attacks
more damaging and allowing him to carry more
weight.
Item: Tattoo
Charm: Attribute Bonus (+1 Strength
at Level 1–6, +2 Strength at Level 7–12, +3
Strength at Level 13–18, +4 Strength at Level
19–20)
Reputation Value: 10 (Level 1-6), 20
(Level 7-12), 30 (Level 13-18), 40 (Level 19-
20)
Tattoo of Presence
This tattoo gives the wearer an edge
when interacting with others, giving them a
higher presence and leadership ability.
Item: Tattoo
Charm: Attribute Bonus (+1 Charisma
at Level 1–6, +2 Charisma at Level 7–12, +3
Charisma at Level 13–18, +4 Charisma at Level
19–20)
Reputation Value: 10 (Level 1-6), 20
(Level 7-12), 30 (Level 13-18), 40 (Level 19-
20) level’s abilities from Mage class)
Charm: Spell Point Bonus (+1 at
Tattoo of Revelation Level 1–6, +2 at Level 7–12, +3 at Level
This tattoo bolster’s the user’s 13–18, +4 at Level 19–20)
intelligence. Reputation Value: 33 (Level 1-6),
Item: Tattoo 41 (Level 7-12), 49 (Level 13-18), 57 (Level
Charm: Greater Attribute Bonus (+2 19-20)
Intelligence at Level 1–2, +3 Intelligence at
Level 3–6, +4 Intelligence at Level 7–10, +5 Tattoo of the Magi
Intelligence at Level 11–14, +6 Intelligence at This tattoo represents the fact you
Level 15–18, +7 Charisma at Level 19–20) have achieved the pinnacle of your skills in
Reputation Value: 20 (Level 1–2), 30 the arts of magic. This tattoo enhances your
(Level 3–6), 40 (Level 7–10), 50 (Level 11–14), natural talent for the Art considerably.
60 (Level 15–18), 70 (Level 19–20) Item: Tattoo
Essence: Class Enhancement (Next
Tattoo of the Art level’s abilities from Mage class)
This tattoo enhances your natural talent Charm: Greater Spell Point Bonus
for the Art. (+2 at Level 1–2, +3 at Level 3–6, +4 at
Item: Tattoo Level 7–10, +5 at Level 11–14, +6 at Level
Essence: Class Enhancement (Next 15–18, +7 at Level 19–20)
Chapter 4: FORGE 97
Reputation Value: 41 (Level 1–2), 49 level’s abilities from Soldier class)
(Level 3–6), 57 (Level 7–10), 65 (Level 11–14), Charm: Greater Defense Bonus (+2 at
73 (Level 15–18), 81 (Level 19–20) Level 1–2, +3 at Level 3–6, +4 at Level 7–10,
+5 at Level 11–14, +6 at Level 15–18, +7 at
Tattoo of the Master Level 19–20)
Reputation Value: 41 (Level 1–2),
Thief 49 (Level 3–6), 57 (Level 7–10), 65 (Level
This tattoo represents the fact you have 11–14), 73 (Level 15–18), 81 (Level 19–20)
achieved the pinnacle of your skills in the
stealthy arts. This tattoo gives you good fortune,
heightens your reflexes, and enhances your thief Tattoo of the Thief
skills, giving you a greater percentage chance of This tattoo heightens your thief skills,
success. giving you a greater percentage chance of
Item: Tattoo success.
Essence: Class Enhancement (Next Item: Tattoo
level’s abilities from Burglar class) Essence: Class Enhancement (Next
Charm: Greater Skill Ranks (+2 level’s abilities from Burglar class)
Prestidigitation at Level 1–2, +3 Prestidigitation Charm: Lesser Skill Ranks
at Level 3–6, +4 Prestidigitation at Level (+1 Prestidigitation at Level 1–6, +2
7–10, +5 Prestidigitation at Level 11–14, Prestidigitation at Level 7–12, +3
+6 Prestidigitation at Level 15–18, +7 Prestidigitation at Level 13–18, +4
Prestidigitation at Level 19–20) Prestidigitation at Level 19–20)
Reputation Value: 33 (Level 1–2), 37 Reputation Value: 29 (Level 1-6),
(Level 3–6), 41 (Level 7–10), 45 (Level 11–14), 33 (Level 7-12), 37 (Level 13-18), 41 (Level
49 (Level 15–18), 53 (Level 19–20) 19-20)
Chapter 4: FORGE 99
the injured person’s body, generating raw matter 14, 5 uses per scene at Level 15-18, 6
to fill up the “holes” in his physical form, no uses per scene at Level 19-20)
matter how small or large. In order for the Lesser Spell Effect (Hold Person
spice to work, the user must concentrate on its – 1 use per scene at Level 1-4, 2 uses
healing effects... with the proper discipline, a per scene at Level 5-7, 3 uses per scene
practiced githzerai can even heal the greatest of at Level 8-11, 4 uses per scene at Level
wounds. In addition to its curative properties, 12-14, 5 uses per scene at Level 15-18, 6
it is also the element in several of their rites of uses per scene at Level 19-20)
passage... it is believed that the spice also fills Reputation Value: Priceless
in the “holes” in a person’s psyche, removing
doubts and giving them focus and purpose. Black Prison
Item: Flask The tyrant Graz’zt, Lord of Shadows
Charm: Attribute Bonus (+1 Strength commissioned this suit of ebon plate armor.
at Level 1–6, +2 Strength at Level 7–12, +3 Draconic in aspect, the suit is crowned with
Strength at Level 13–18, +4 Strength at Level a great helm shaped like a roaring dragon’s
19–20) head. The dragon’s open jaws frame a black
Reputation Value: 10 (Level 1–6), 20 visor permanently fixed in the closed position.
(Level 7–12), 30 (Level 13–18), 40 (19–20) The suit is inscribed with sinister, glowing red
runes. Once donned, the Black Prison cannot
White Copper Ring of Fire be removed. The wearer ages normally but
This unique item was forged by the djinn otherwise remains trapped within the suit
to help them against the efreet. When worn, it until death.
transforms any fire into a white-hot flame rather Item: Articulated plate
than a red or orange fire. These flames draw on Essence:
the energies of the Positive Energy Plane as well Greater ACP Negation
as the Elemental Plane of Fire. Greater NPC Quality (Regeneration
Item: White copper ring 2)
Essence: Exotic Damage (Force) Greater Save Bonus (Will)
Reputation Value: 5 Lesser NPC Quality (Aquatic I)
Charm:
Lesser Defense Bonus (+1 at
Artifacts Level 1–6, +2 at Level 7–12, +3 at Level
In the infinite plane anything named an 13–18, +4 at Level 19–20)
artifact is truly a stuff of the legend. Owning Lesser Spell Effect (Scare II – 1
most such artifacts comes with a terrible price use per scene at Level 1-4, 2 uses per
that could easily become too much for mortals. scene at Level 5-7, 3 uses per scene at
Level 8-11, 4 uses per scene at Level 12-
14, 5 uses per scene at Level 15-18, 6
Battlemonger uses per scene at Level 19-20)
This crude suit of battered lamellar
Lesser Spell Effect (See Invisible
armor is stitched with human gut to a leather
– 1 use per scene at Level 1-4, 2 uses
backing of tanned human skin. It was crafted
per scene at Level 5-7, 3 uses per scene
for Yeenoghu, Lord of Gnolls and Ghouls. The
at Level 8-11, 4 uses per scene at Level
wearer immediately develops an overpowering
12-14, 5 uses per scene at Level 15-18, 6
appetite for dead human flesh.
uses per scene at Level 19-20)
Item: Hardened leather
Greater Skill Bonus (+2 Stealth
Essence:
at Level 1–2, +3 Stealth at Level 3–6,
Feat (Rage Basics)
+4 Stealth at Level 7–10, +5 Stealth at
Proficiency (Blunt weapons)
Level 11–14, +6 Stealth at Level 15–18,
Proficiency (Edged weapons)
+7 Stealth at Level 19–20)
Charm:
Reputation Value: Priceless
Greater Defense Bonus (+2 at Level
1–2, +3 at Level 3–6, +4 at Level 7–10, +5
at Level 11–14, +6 at Level 15–18, +7 at Bringer of Doom
19–20) This is a small box with a red circular
Lesser Spell Effect (Call From gem on its top. If the gem is depressed, the
Beyond II – 1 use per scene at Level 1-4, 2 box explodes, doing 24d6 force damage in a
uses per scene at Level 5-7, 3 uses per scene 100 ft. radius sphere. The explosion creates
at Level 8-11, 4 uses per scene at Level 12- a temporary one-way gate to Gray Waste,
Sects
On planes where the factions don’t
hold sway as much as they do in Sigil,
other organized groups with wide-reaching
philosophies take their place. These groups are
called sects. Some are even former factions that
fell in importance or membership. Others are
just groups that espouse ideas unique or limited
to a particular plane or realm.
Renown
Each member of an Organization has
a Renown Rank designating his current status
within it. Tables 5.1 to 5.3 sort organizations
by their Renown – Heroic, Noble, and Military
in addition to presenting Rank titles within
each. For example, all Harmonium members
pursue Military Renown in order to advance in
their faction’s ranks and members with Heroic
Renown Rank 3 are called Notary 5s.
If your Rank is 10, you won’t
automatically become your Organization’s
leader but you will be the most probable
candidate once the current leader steps down
(or is pushed down).
Paranoid: You grow overly suspicious, even of your closest companions. Particularly in the heat of combat, you
cannot avoid watching for sudden signs of treachery. Whenever one of your allies makes an attack and fails to
7 hit, you become suspicious that the ally is secretly a traitor to the party. You take a -1 penalty to all rolls made
during that combat, since some of your attention is focused on monitoring the suspected traitor’s activities. If
more than one ally fails to hit, the penalty is cumulative.
Severely Phobic: You gain a severe phobia, which requires you to spend an action die or become frightened each
8 time you encounter the object of your phobia. Roll 1d6 to determine the type of phobia: 1 – cramped quarters,
2 – darkness, 3 – fire, 4 – heights, 5 – magic, 6 – water.
9 Unbalanced: Your unstable mind makes you somewhat confused. You become baffled at the start of each scene.
Unresponsive: Your senses are dulled and you lose the ability to discern the truth of the world around you. Your
10
Wisdom score decreases by 4.
Alignment
Paths: As current Organization.
Alignment Skills: Bluff, Blend, Haggle,
Survival
Ritual Weapon: As current
Organization.
Avatar: Doppelganger (see Fantasy Craft
page 260)
Opposed Alignments: As current
Organization.
Archetypes:
• Wide-Eyed: No emotions, no dreams, no
hopes to be shattered – it’s bliss!
• Serene: Fully satisfied… comfortably
numb.
Alignment
Paths: Darkness, Death, Quietus, Spirits
Alignment Skills: Blend, Crafting,
Haggle, Search
Ritual Weapon: Long knife
Avatar: Skeleton V (see Fantasy Craft page
117)
Opposed Alignments: Sign of One,
Society of Sensation
Alignment
Paths: Heroism, Knowledge, Spirits,
Strength, Wilderness,
Alignment Skills: Athletics, Haggle,
Investigate, Survival
Ritual Weapon: Zweihander
Avatar: Brawler V (see Fantasy Craft page
120)
Opposed Alignments: Harmonium
Archetypes:
• The Basher: There’ll be peace if I have to
crush everyone’s skull to get it.
• The Preacher: Think love, peace, and
harmony.
Alignment
Paths: Order, Righteousness
Alignment Skills: Athletics, Investigate,
Ride, Search
Ritual Weapon: Axe
Avatar: Dire Predatory Wyvern (see
Fantasy Craft page 286)
Opposed Alignments: Chaos,
Revolutionary League, Sign of One, Society of
Sensation
Archetypes:
Guide: Everybody deserves a second
chance if properly guided. Justice has failed if it
doesn’t lead up remorse.
Son of Order: Law is everything we have,
a single crime is a crime against us all. Let us be
without it!
Alignment
Paths: Good, Order, Protection,
Righteousness
Alignment Skills: Investigate, Ride,
Search, Tactics
Ritual Weapon: Zweihander
Avatar: Agathinon (see page 141)
Opposed Alignments: Chaos, Evil,
Revolutionary League, Society of Sensation,
Sodkillers
Alignment
Paths: Chaos, Protection, Spirits
Worker/Warrior (Small
Beast Outsider Walker – 57
XP): Str 10, Dex 14, Con 10,
Int 6, Wis 6, Cha 6; SZ S (1x1,
Reach 1); Spd 50 ft. ground;
Init V; Atk IV; Def V; Res III;
Health III; Comp III; Qualities:
Damage reduction 1, fearless II,
hive mind, interests (Alignment
[Evil])
Attacks/Weapons: Bite I
(dmg 1d6 lethal; threat: 18-
20), Gore I (dmg 1d4 lethal
+ necrotic poison; threat: 18-
20; qualities: bleed; upgrades:
venomous), Acidic Spit (acid
damage attack I: 20 ft. ray; dmg
1d4 lethal per 2 TL, Ref DC
10 for 1/2 damage; upgrades:
alternate damage)
Treasure: None.
Animal Lord
“Animal lord” is a
monster template, which may
be applied to any animal (see
page 223).
Apollyon
Apollyons serve as
messengers of death deities and
guardians of their realms. Their
tasks involve assisting priests of
death and guarding or destroy
Astral Dreadnought
(Huge Outsider Walker – 124
XP): Str 10, Dex 10, Con 12, Int
12, Wis 12, Cha 12; SZ H (3x4,
Reach 3); Spd 50 ft. ground; Init
VI; Atk VI; Def VI; Res IX; Health
IX; Comp III; Qualities: Damage
reduction 4, fearless II, interests
(Alignment [Chaos]), natural spell
(Anti-magic Field I), spell defense II,
tough II
Attacks/Weapons: Bite III
(dmg 2d12 lethal; threat 17-20),
Ba’atun
Ba’atuns have large white, bat-like wings
and baboon faces. Their fur is an icy blue color
and they have red rumps. Some graybeards
claim that they are made out of snow and have
abandoned Acheron and Baator to invade the
Prime Material Plane.
Dabus
Dabus are the servants of the Lady of
65-69 13 X and tough I X and cagey I Natural spell (any one 5th level per pack) 57
70-74 14 X and tough I X and cagey I Natural spell (any one 6th level per pack) 64
Glissan (Small
Outsider Flyer/Walker – 85
XP): Str 10, Dex 12, Con 12,
Int 10, Wis 10, Cha 12; SZ
S (1x1, Reach 1); Spd 60 ft.
winged flight, 30 ft. ground;
Init X; Atk I; Def X; Res II;
Health II; Comp III; Qualities:
Damage immunity (cold, electrical,
fire, flash), damage reduction
2,interests (Alignment [Good]),
invisibility, natural spell (Glow I,
Sleep), regeneration 1, shapeshifter
I, spell defense I, superior swimmer
Koodjanuk Larva
The koodjanuk is a creature native to Larvae, evil dead from other planes
Elysium. It is generally encountered in subarctic who led especially selfish lives, are now
or arctic conditions and makes its lair on doomed to spend their wretched existences
mountain peaks. They appear to be large birds serving evil on the Lower Planes. Larvae are
of prey, with white-feathered bodies, black horrifying worms, sickly yellow and covered
heads, and great hooked beaks. Koodjanuks with viscous, foul-smelling fluid. Instead of
are on excellent terms with the other beings of a worm’s head, they have distorted faces
the Upper Planes, and they may be found with resembling the mortals they were in life.
these beings. Tactics: Larvae have no will of their
Tactics: Koodjanuks ignore most own and simply lie in giant, quivering masses
creatures, neither harming nor helping them. on the grounds of the Gray Waste. However,
when commanded by a greater power - that
Xag-Ya
Xag-ya are creatures from the
Positive Energy Plane. They appear as
white spheres with six tendrils protruding
around its body and golden eyes.
Tactics: Xag-ya attacks foes by
striking with its whiplike tendrils of
energy. If it notices its foes on time, it fires
of an Energy Bolt.
Xeg-Yi
Xag-ya are creatures from the
Negative Energy Plane. They appear as
black spheres with six tendrils protruding
around its body and metallic eyes.
Tactics: Xag-ya attacks foes by
striking with its whiplike tendrils of
energy. If it notices its foes on time, it fires
of an Energy Bolt.
Treasure: 1L
Diseases
Many of the wicked ailments
encountered on the Planes are curiously (and
painfully) potent.
7th 3rd 4th-level spells are countered Abilities of demigods are unavailable, no conduits may reach this layer
Abilities of lesser gods are unavailable, connections to the Astral Plane cannot
8th 2nd 3rd-level spells are countered
be made
9th 1st 2nd-level spells are countered Abilities of intermediate gods are unavailable
10th Spire All magic is countered Abilities of all gods are unavailable
Submitting Feedback
FM Factol’s Manifesto
GttAP Guide to the Astral Plane
GttEP Guide to the Ethereal Plane
H:tBW Hellbound: The Blood War
ItC:GtS In the Cage: Guide to Sigil
OHG On Hallowed Ground
PH Planewalker’s Handbook
PoX Planes of Chaos
PSMCA2 Planescape Monstrous
Compendium Appendix 2
PSMCA3 Planescape Monstrous
Compendium Appendix 3
PS:T Planescape: Torment