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Quest Digital Core Deck

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Ben Wedgbury
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0% found this document useful (0 votes)
446 views64 pages

Quest Digital Core Deck

Uploaded by

Ben Wedgbury
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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welcome

This is the Digital Edition of the


Quest Core Deck: a companion card
deck to the Quest Game Book. You
core deck can print this deck out at home and
use it to help you reference each
role’s special abilities.
Thank you for playing Quest! We
hope you have an exciting adventure.

how to create your deck


You need the following things to
ability name print and use this deck:
1 If an ability has an Adventure ■ A printer (laser is best)
Point (AP) cost, it will show a
■ 8.5 x 11” Paper (cardstock is best)
number like this.
■ Scissors (please be careful)
The ability’s requirements and
effects are written here. Some It’s not required, but for the best
abilities are complex and may
require you to reference the full experience we also recommend you
Quest Game Book. buy some trading card sleeves. These
will make the cards easier to hold and
feel more durable.
We like Ultra Pro® deck protectors,
but you can use any sleeve that holds
70 x 120mm cards.

important note
Page numbers correspond to loca-
tions in the Digital Game Book. Page
role learning path — step numbers differ in the physical edition
of the book.

www.adventure.game
Quest Digital Edition, Version 1.5 (August, 2020)
© The Adventure Guild, LLC, 2019. All rights reserved
counterattack wild attack overpower
0 When an enemy within reach roll the die 1 You use your strength to
rolls a tough choice or worse on a You attack with reckless power, overpower a commoner or minion
basic attack against you, you parry disregarding your safety. Describe within reach. (You cannot use this
their attack and take no damage. a signature style for this attack and ability on bosses.) Describe how
If they roll a failure or worse, you what it looks like when you make you overpower them.
may also immediately roll the die it.
to make a basic attack on them. You put the target in a compro-
20: You deal quadruple damage. mised position until they spend a
This counterattack does not count 11-19: You deal double damage. turn getting out of it. During this
as a turn. time, basic attacks hit them for
6-10: You deal double damage to
double damage.
the enemy, but they counterat-
tack you.
the fighter

2-5: You miss. All enemies within


dueling

reach may counterattack you


immediately.
1: Your weapon breaks.

fighter dueling — 1 fighter dueling — 2 fighter dueling — 3

fighter
fighter
against you.

of three guesses.
duel
disarm

already be hostile.) Take your

against you. But if they get all


three guesses wrong, you may
they guess incorrectly, you use
a failure or worse on an attack
1 You disarm an NPC within

correctly, your foe immediately


the card after each guess. If the
3 of these cards and place them
to fight you. (The creature must

the identity of each card. Reveal

to use the ability on that card. If


Guide guesses correctly, you fail
Basic Attack, Wild Attack, Over-

the ability successfully for no AP


facedown. The Guide must guess

makes a successful counterattack


You may disarm the NPC on your

power, and Disarm cards. Choose


may take the weapon for yourself,

1 You compel a nearby creature


or you may toss the weapon aside.

cost. If the Guide guesses all three


turn or immediately after they roll
reach. If you have a free hand, you

extend the Duel for another round

dueling — 5
dueling — 4
provoke intercept charge
0 Make a nearby creature angry 1 If a nearby NPC is about to 2 You lock your gaze on a nearby
at you by saying something or attack someone, you may rush to destination, summoning all of your
making a rude gesture. Your target intercept the attack. (You must say strength to charge toward it. You
must be able to understand your you’re using this ability as soon as violently barrel through any foes
intent. For the next minute, the the Guide declares the attack.) The in your path, knocking them down
target focuses its attention on NPC makes their attack on you and dealing 1 damage to each of
you, ignoring all others. The effect instead. them. Creatures you knock down
ends if the target is hit by another are dazed and cannot use special
creature or if hostilities subside. When you intercept the attack, abilities during their next turn.
the attacker immediately becomes
affected by your Provoke ability.
the fighter
tactics

fighter tactics — 1 fighter tactics — 2 fighter tactics — 3

fighter
fighter

this attack.
roll the die
choose to give chase.
chance to attack you.
retreat

reach for double damage.


whirlwind
2 You Provoke all nearby

2 You become a tornado of

whistling sound in the air. You

then your weapon goes flying.


pursue you, but bosses may still

1: You spin wildly until you feel


that creatures nearby can hear a
from a fight and leave the scene.

martial fury in an attack so swift


retreat. If you are in combat, one

2-5: You hit one enemy in reach,

sick, and an enemy disarms you.


nearby enemy immediately gets a

20: You strike all enemies within


Commoners and minions will not
safely and expeditiously disengage

or your weapon breaks afterward.


6-10: You hit all enemies in reach.
You and any willing allies can then
enemies to give your allies cover to

may use your body or a weapon for

11-19: You hit all enemies in reach.

Choose one: you deal half damage

tactics — 5
tactics — 4
marshal
camaraderie 1 When you face a serious test
of strength, you can organize the

the fighter help of your allies to overcome it.


The whole party must be nearby
and able to participate.

Everyone in the party must roll the


die. If a majority of players scores
a success or better, you are able to
overcome the challenge.

camaraderie — 3
flict each time you use this ability.
You must recount a different con-
journey. (You can’t spout history
downtime in the story, like when
Once per game session, you may

You can use this for feats that


earn 2 AP by recounting a battle

you can make one up from your


from your past adventures. You
can only use this ability during

If there is no battle to recount, would be improbable to accom-


you regroup or undertake a

plish alone, like breaking through


war story

a reinforced door, lifting a wooden


beam off of someone, or winning a
tug-of-war contest against a giant.
character’s past.
during combat.)

The Guide will decide what is


outside of the limits of this ability.

fighter
fighter camaraderie — 4

bond
camaraderie — 2
rousing speech. You can write your

option to redo their next roll. This


table. When you complete it, each
own or borrow one from a play or
2 You inspire your allies with a

0 Choose a member of your


option expires at the end of your
movie. It can be short; reading a

You must give the speech at the


valiant soliloquy

member of the party gains the

party to form a special partnership


few powerful lines is enough.

scene if it has not been used.

with. They must want to form the


bond with you. You may only bond
with one party member at a time,
and the bond cannot be broken
until your partner dies or aban-
dons the party.
■ You may now use Intercept (p.
fighter

36) for no AP to defend your


partner from an attack.
■ You can now sense when your
partner is in danger, even if you
are separated.
camaraderie — 1
one from another author, like from
2 When you regroup (p. 14), you

reciting a poem. You must recite a


poem at the table for your friends.

■ You are immune to fear when


bolster the spirits of your party by

recovers an additional 3 HP from


summon the blood

You can write your own or read

your partner is at death’s door.


When completed, your party

■ You notice your heart beating


a book, movie, or TV show.

stronger when your partner is


nearby.

fighter camaraderie — 5
regrouping.

fighter
size up plan recruit
0 You evaluate the capabilities 3 If you have time to prepare 1 You command a nearby
of a nearby creature or group of before a conflict and you can commoner or minion to assist you.
creatures. The Guide will give you choose when it begins, you may (They cannot currently be hostile
useful insight into their capabili- ambush your enemies and take the toward you.) You can have them
ties, strength, vulnerabilities, and/ first round. Before action begins, join a fight or perform other tasks,
or resistances. At a minimum, each party member must say what like watching a door, defending
you will receive an accurate they will do during their first turn. an area, or delivering a message.
assessment from the Guide about The Guide will then resolve these They will follow your commands
whether they would pose a fair actions simultaneously. to the best of their ability, but they
fight. won’t follow absurd or suicidal
orders. The Guide plays the part
The Guide will deliver this infor- of the NPC. After one day or when
mation to you narratively. For they complete the task you give
the fighter

example, they might say “you them, the recruit will leave you and
notice the giant spider flinching return to their business.
leadership

at the sight of your torch,” rather


than telling you it is vulnerable to
fire damage.

fighter leadership — 1 fighter leadership — 2 fighter leadership — 3


fighter
leave you.
attendant

The Guide plays their part like


and can use the Counterattack,

other orders to the best of their

betray your attendant, they may


a time. The attendant has 10 HP

assist you in combat, and follow


them. You may only have one at
They are a Fighter-based minion
7 You find and recruit an NPC

any other NPC, but you may give


them orders. They’ll run errands,
who is played by the Guide. They
attendant from a populated area.

is based on mutual respect; if you


ruinous orders. This arrangement
follow absurd, suicidal, or morally
Wild Attack, and Provoke abilities.

ability. But they may choose not to


will stay with you until you dismiss

leadership — 4
focus
body You pause briefly, closing your
eyes and clearing your mind of its

the fighter reflexive habits. Your restless self


fades away as your body becomes
your task.

3 You immediately use your


Flow ability, even if you didn’t roll
a 20.

4 You become wind; until the

body — 3
1 Once per scene, you may make

11-19: One minion flees the scene.


6-10: One minion flees the scene,
end of your current fight, minions
nearby creatures. Any common

20: Half of all minions flee the


run away, or attempt to appear

cannot hit you with basic attacks


a show of bravado to frighten

unless their boss is present.


folk nearby will seek shelter,

unless they roll 20. This effect


ends if you are hit.
1-5: They laugh at you.
yawp

5 You purge a poison or illness


non-threatening.

from your body.


roll the die

fighter
scene.

fighter body — 4

defy death
body — 2
attack, you may immediately make
1 When you roll a 20 on a basic

one basic attack on each enemy


within reach. These attacks are

4 If you would die from an


attack, you may briefly enter a

After completing your initial

enemy’s attack, you may overcome


automatically successful.

fate to make a last stand. Instead


state of intense focus.
flow

of dying, you stay on your feet but


remain at 0 HP. If you also make
an appeal to your dream (p. 28),
you recover 1 hit point. You must
say something that references your
fighter

dream — to declare why you now


live to die another day.

You laugh at death, but death


demands a toll. Each time you
use this ability, you increase a
body — 1

supernatural bounty on your head.


You are always deadly, even when

with your body (like punches and

In quiet moments, you begin to


not holding a weapon. Attacks

feel as if the shadows are watching


technique

you.
kicks) now hit for 2 HP.

fighter body — 5
fighter
limit break champion steel pact
7 You single-handedly rout all Tales of your heroic deeds have Choose a weapon you own. You
nearby minions that you can see in spread through the lands, elevating form an extraordinary bond with
a stunning display of martial fury. your stature into the stratosphere. it that cannot be broken unless
You may choose to kill or intimi- You are now a hero, especially the weapon is destroyed. You now
date any number of them. Describe to those who value power. sense which direction your weapon
how you clear the scene. Authoritarian-minded people is in and feel a vague sense of how
are especially vulnerable to your far away it is. If it is beyond your
4 You mark an enemy. You auto- reputation, and most will defer to current plane of existence, you
matically make three successful you in reverence. This includes sense nothing but a dull feeling of
basic attacks on them. Then, you town guards, bandits, and others sadness.
may continue making basic attacks who enjoy using force.
on them until you roll lower than a 0 When you roll a failure when
success. You gain the Recruit ability (p. 38) using this weapon, you may reroll
the fighter

if you do not already have it, and the die once. You must take the
3 You can briefly perform one you may use it for no AP cost on result of the reroll.
legendary

feat of strength that was previously your fans or those who are awe-
impossible, like single-handedly struck by your prestige. 0 When you roll a 20 on an
lifting a giant boulder or running attack against a minion while
through a brick wall. The Guide You also gain the Attendant ability using this weapon, you automati-
will decide what’s possible. (p. 38). It now costs 4 AP to use. cally kill it, unless it has immunity
against weapon attacks.

fighter legendary fighter legendary fighter legendary


declare petition invoke
0 Once per scene, you may 2 When you regroup (p. 14), you 3 Your mind temporarily enters
declare a reason for intervening may close your eyes and calm your a liminal plane of existence. (This
in a matter. The reason should be body. You recite a short petition is a complex spell. See the full
based on your ideal (p. 26) and the and receive a boon. You must rules in the Game Book on p. 42.)
context of your scene. For exam- recite a petition at the table that Here, you meet with an avatar of
ple, if you believe in order, you contains all of these parts: your deity, or with an avatar of
might tell highway robbers they’re ■ An address line, like “in the supernatural wisdom.
breaking the law. Or if you believe name of the gods” or “for the
in honor, you might say there’s no Set a timer. You may speak to the
love of wisdom.” avatar for 1 minute about anything
honor among thieves. Choose one
■ A request, like “I ask for you like. If you ask any of these
result:
strength.” questions, the Guide will give you a
■ You immediately make a suc- ■ An adulation, like “for I am your truthful answer:
cessful basic attack on a nearby
the invoker

humble servant” or “for you are ■ Am I on the right path?


foe. the truth.”
■ Is ________who they say they are?
invocation

■ You compel an NPC to explain


what they are doing (they may When you are finished reciting the ■ Am I living up to my ideal?
lie to you). petition, all of your hit points are ■ Have my actions unknowingly
restored. caused anyone harm?
■ You convince commoners to
leave. ■ How can I redeem myself?

invoker invocation — 1 invoker invocation — 2 invoker invocation — 3


you.

invoker
no AP cost.
vow

the Game Book on p. 43.)

Once the vow is created, you


is no turning back. (This is a

receive these ongoing benefits:

party members in addition to


binds you in service of an ideal.

■ You can now use your Invoke


complex spell. See the full rules
about how to create your vow in

tion ability now affects nearby


■ The healing effect of your Peti-
You may only do this once. There

■ Your eyes now have a faint glow.


ability once per game session for
You create a vow that permanently

invocation — 4
soul gaze impression evil eye
roll the die 1 You brush against a creature 1 You pause, closing your eyes
1 Your eyes turn black, like for a fleeting moment, feeling its and quieting your mind. You sense
shimmering gateways to eternity, desires. The Guide chooses and the worst thing that ever happened
as you peer into the eyes of a reveals to you something specific nearby. The Guide will describe
nearby creature. They become that the creature routinely craves. to you the type of thing that
momentarily transfixed on your You become cursed to also crave happened and what the people
gaze. that thing and cannot use Impres- involved look like. For example,
sion again until you fulfill the you might learn that someone was
20: You learn the creature’s ideal desire. When you fulfill it once, the murdered, a curse was created, or
and flaw. You also learn the curse is lifted. an evil vow was taken.
worst and best thing they have
ever done.
11-19: You learn their ideal and
the invoker

flaw.
inquiries

6-10: You learn their ideal and


flaw, but one is false.
1-5: They resist your invasion
and briefly glimpse your recent
thoughts.

invoker inquiries — 1 invoker inquiries — 2 invoker inquiries — 3


you.

invoker
roll the die

them for 1 minute.


shadowseek

can watch them for 1 minute.

1: You walk in darkness. If you


but don’t know what time it is.

1 minute, finding only darkness.


(Full rules for this spell on p. 44)
cific creature or object. You must
know what your target looks like.

were seeking an enemy, they see


11-19: You glimpse the target and
20: You glimpse the target in real
3 You seek the location of a spe-

time and can see its surroundings.


If it is a creature, you may speak to

2-5: You walk the shadow plane for

inquiries — 4
6-10: You briefly glimpse the target,
inspire compel truth forgive
1 You inspire a nearby NPC by roll the die 3 While placing your hand on
reciting a meaningful statement 1 Your eyes glow like blue a creature and telling them they
to them. You may invent a famous flames as you gaze into a nearby are forgiven, they immediately feel
quote or proverb, or borrow one creature’s eyes and grip their guilt fade. You must know some-
from the real world. The creature mind. thing specific that they feel guilty
must be able to hear and under- about. Your words of forgiveness
stand you, and cannot currently be 20: The target answer all questions must be in the form of a Petition
hostile toward you. truthfully for the next 5 minutes. (p. 42).If you use this on a com-
You may set a real timer. moner or minion, they will become
Until the end of the day, the NPC 11-19: The target is compelled to awestruck as if they have received
shapes their behavior around their answer three questions truthfully. a blessing from a god. They may
ideal, and cannot fall victim to begin to follow you as if you are a
6-10: The target is compelled to
their flaw. prophet, and they will not harm
answer one question truthfully.
the invoker

you willingly. If you use this on a


verdicts

2-5: The target resists your invasion


boss, you will temporarily endear
and senses you tried to manipulate
them to you. They will not harm
them.
you until the next time you meet,
1: The spell backfires. The target unless you or the party tries to
may compel you to answer a harm them. (This spell only works
question truthfully instead. once per boss.)

invoker verdicts — 1 invoker verdicts — 2 invoker verdicts — 3


invoker
affects their behavior.
liberate

ing to their flaw in the past.


your devotion and resolve. By
speaking a word of power, you

Forgive ability and relieves the


NPC, channeling the weight of

This also has the effect of your


4 You place your hand on an

(You must already know one of


their flaws.) They are effectively
cured of the flaw and it no longer
alleviate them of a character flaw.

creature of any guilt for succumb-

verdicts — 4
fiery avenger thunderous word lawbringer
Choose a phrase to use for this Choose a word to use for this spell. 3 You raise your hand to the sky
spell. and summon a spectral warham-
2 You speak a word of power, mer into your grip. The hammer is
1 You speak the phrase of releasing a thunderous shockwave a one-handed weapon that deals 3
power, igniting your weapon in a in the direction you are facing. The damage. It appears to crackle with
magical flame of any color. While wave knocks up to three creatures blue-green light and leaves a deep,
the weapon is on fire, it acts as backward and hits them each for 2 reverberating sound in its wake.
a torch that casts light nearby. damage. Creatures affected by the
The flame increases the weapon’s spell are briefly dazed and cannot If you roll a triumph when using
damage by 1. The flame persists use special abilities during their the hammer, it releases a crackling
until you roll a failure or worse on next turn. boom and casts your Thunderous
an attack with the weapon. You Word spell on the target. The
may dismiss the flame at any time. hammer vanishes in smoke after
wrath
the invoker

one hour or when you dismiss it.

invoker wrath — 1 invoker wrath — 2 invoker wrath — 3

invoker
invoker

target.
mies are nearby.
following benefits:

will for no AP cost.


smite

observe your behavior.


permanently obliterated.
5 Speak a word or phrase,

If you destroy a creature with

power. The weapon gains the


blazing avenger
ash, and its body and spirit are

it may decide to speak to you or

and glows brighter when ene-


in radiant flame, hitting it for 10

about your ideal while holding a

again cancels the previous spell.


it casts the Smite spell on your
ing an attack with the weapon,
may cast Fiery Avenger on it at

■ When you roll a 20 when mak-


■ When holding the weapon, you
■ It now glows faintly at all times
HP. If the damage dealt is enough

your mind. You never know when


you can see. You engulf the target

ing happens. On a 1, the creature’s

You can only cast Blazing Avenger


spirit becomes a dark passenger in

on one weapon at a time; casting it


weapon, imbuing it with incredible
to kill the creature, it explodes into

6 You recite a magical statement


condemning a nearby creature that

Smite, roll the die. On a 2-20, noth-

wrath — 5
wrath — 4
shield sigil rebuke
1 You summon a magical shield 2 You draw a magic sigil on 1 You utter a righteous word or
that appears as an aura of soft an object. The spell lasts until phrase in the direction of a nearby
light around your body. The shield you cancel it or cast Sigil again. creature that is approaching you
blocks up to 3 hit points of dam- You can only cast the spell if no during that creature’s turn. (The
age. (Any damage dealt in excess enemies are currently nearby. (See creature cannot already be within
of 3 HP passes through the shield full rules on p. 47.) Choose one of reach.) You release a spectral
and hits you.) The shield lasts until four effects: clone of yourself that rushes them,
it takes 3 or more damage in a knocks them back several meters,
lure. Creatures approach and
single hit. deals 1 damage, and ends their
linger nearby the sigil for a short
turn. The clone then disappears.
time.

repel. Creatures won’t come near


the sigil or may turn back.
wards
the invoker

alert. Receive a signal in your


mind when creatures pass by the
sigil.

message. The sigil telepathically


sends a message of up to 10 words
to creatures passing nearby.

invoker wards — 1 invoker wards — 2 invoker wards — 3

invoker
invoker

or do something else.
befizzle
oblation

own hit points to the creature.


3 You place both hands on a

no AP cost by transferring your


creature, uttering a loving word

recovers 6 hit points and wakes

requires hand-waving, they find


restricting their use of magic for
4 You curse a creature nearby,

ing the spell on a boss, you must


or phrase. The creature instantly

effect; the spell ends if you move


spell, they will find it impossible.

concentrate on it to maintain the


they forget their lines; if the spell
the next hour. If they try to cast a

their arms frozen. If you are cast-


may choose to cast this spell with

The creature recovers as many hit


up if they are unconscious. Or you

For example, if the spell is spoken,


points as you are willing to give up.

wards — 5
wards — 4
wraith sacrifice prophecy
0 You become a wraith: a 0 You lay your hands on a You glimpse an NPC’s fate. Your
creature between two worlds. Now, creature who has died, bringing it prophecy must come true; when
whenever you have 0 HP, you may back to life. The creature must still and how it emerges is up to the
instantly become ethereal. You have a corpse that is mostly intact. Guide. (Please see full rules for
appear translucent and ghostly If the creature died of old age, they this spell on p. 48.) Choose one:
while ethereal, but you are still receive a new maximum lifespan
visible to others. Your ethereal of the Guide’s choice. The sacrifice savior. They will sacrifice their life
form has a maximum of 0 HP and withers your soul. Each time you to try to save something.
cannot be healed. You are immune use this ability, you must choose
betrayer. They will betray their
to all physical (non-magical) an additional character flaw. Addi-
allies at a pivotal moment.
harm while in this form. However, tionally, you permanently lose 2
harmful magic hits you for double HP from your maximum hit points. leader. They will acquire power
HP while ethereal, and taking If you reduce your max HP to 0 over a people or place.
the invoker

damage can still kill you. You by using this ability, you acquire
may revert to your normal form the legendary Wraith ability, and disgraced. They become widely
legendary

at any time during your turn. But you permanently enter an ethereal known for a grave misdeed.
you cannot change forms to avoid form. Using Sacrifice while at 0
maximum HP permanently kills
paragon. They become widely
taking damage immediately after known for a righteous deed.
being hit. you.

invoker legendary invoker legendary invoker legendary


invoker
discover.
roll the die

the Game Book on p. 49.


This is a complex spell with
eternity gate

7 You project yourself past

outside time and space – into

the question, the Guide will do


all realities and glimpse a place

a question to eternity itself. The


The Beyond. Here, you may seek

satisfies what you were trying to


and find a single truth by posing

their best to answer in a way that


If you explain why you are asking
accurate answer to your question.
Guide will give you a fulsome and

immense risks. See its full rules in

legendary
commune folk song speak myth
1 You use the language of 2 You sing a song that kindles 3 You appeal to a local myth to
outland folks, gaining the trust strong feelings in NPCs nearby. gain the favor of a commoner. You
of a nearby commoner. You must (The song has no effect on hostile create the myth from these parts:
invent a local saying to exchange creatures.) Read or sing the chorus
with the NPC; it can be something of a song at the table and describe obligation. Decide how the myth
like “It’s raining cats and dogs” or your performance. You may write affects your target. (See p. 51.)
“Don’t judge a book by its cover.” your own or use one from another lesson. Using the obligation, say
Explain what it means at the table. songwriter. Choose a mood to set what the lesson of the myth is,
for your audience: like “Give refuge to strangers” or
Then, if you ask any of these
questions, the NPC will answer to bright. Hearts swell with friendly “Always be a fair dealer.”
the best of their ability. enthusiasm, sparking joyful subject. Name a central person or
■ Is anyone causing trouble? conversations. event.
the ranger

■ Where can I find the leader? somber. The audience falls silent story. Describe a dramatic situa-
■ What are folks talking about and begins a sorrowful reflection tion the person or event is famous
lately? on their suffering. for. Perhaps they were a mission-
story and song

proud. Zealous feelings make the ary who fed the hungry or it was a
crowd noisy and excitable. great flood that killed many.

ranger story and song — 1 ranger story and song — 2 ranger story and song — 3
remedy shroud signal
1 You scavenge your area for a 3 You entreat nearby flora to 4 While in wilderness, you create
short time to find a plant-based provide the party with protection a distress signal that can be seen
remedy for an ailment. You find while camping in wilderness. by other Rangers, like a smoke
enough for a single dose. The (There must be plants nearby.) signal or a message left on a tree.
remedy cures temporary illness Shrubs and thorny vines will Within the next day, you will meet
and eliminates poison. emerge around the campsite to an NPC Ranger who comes to your
provide concealment. The shroud aid. Out of respect for you as a
lasts until you leave the camp. colleague, they will stay with you
The shroud conceals the light until they finish helping you with
from a small campfire. If hostile a request. Your request cannot
creatures advance on the party’s be unlimited; they will not stay
campsite, the trees will rustle with you forever. The NPC Ranger
and howl to provide 5 minutes of has 10 hit points, and comes with
the ranger

early warning. Creatures can pass equipment of the Guide’s choice.


through the shroud, but they are You can ask them to do things, but
survivalist

hit for 1 HP if they push through. they are an independent character


When you regroup (p. 14) inside who will ultimately act according
of the Shroud, your party gains the to their own interests and ideals.
benefit of a rest.

ranger survivalist — 1 ranger survivalist — 2 ranger survivalist — 3


learn:

ranger
somewhere.
ritual

you, you learn their name.

the Invoke spell apply to you.


or if you are being deceived.
on p. 52.) Choose one truth to
to find a single dose of a magic

Invoker using their Invoke spell


you embark on an inner journey

54) visited within the last day.


■ The safest or fastest way to get
over the next hour. (See full rules

■ Whether you are in a real place


■ A place where your Nemesis (p.
4 You scavenge for a short time

You may also use Ritual to join an


edible. When you ingest the edible,

(p. 42). If you do, the same rules of


■ If an ally is keeping a secret from

survivalist — 4
read the winds navigate delve
0 You concentrate on the 0 You feel the land in your 2 You make a sound that travels
language of wind, sensing weather bones. You cannot get lost in throughout an underground
patterns in your region of the wilderness unless magic is inhibit- structure, like a natural cave
world. You are able to glimpse a ing you. system or dungeon. (You can clap,
weather forecast for the next few make an animal noise, or anything
days in your region of the world. 1 You navigate your party to else that might echo.) You sense
one of the following areas when the general layout of the next three
2 If you spend 2 AP on this traveling in wilderness: areas connected to yours, plus the
ability, you may choose the layout of any passageways between
weather that you foresee in your oasis. You find a reprieve that has
a small amount of nourishment. these areas. The Guide will draw
region over the next few days, as you a rudimentary map, noting
long as it is seasonally appropriate. shelter. You find a natural cave any major features, like columns,
You might choose light rain, a that offers shelter from storms. bridges, or crevasses.
the ranger

thunderstorm, fog, a heat wave, or


any other weather pattern, except ruins. You find minor ruins, like
pathfinder

for natural disasters like tornadoes an abandoned keep or withered


or hurricanes. statue.

nest. You find an animal’s home,


like an otter’s den.

ranger pathfinder — 1 ranger pathfinder — 2 ranger pathfinder — 3


ranger
nearer to danger.
how long it will take.
ous forest. Choose one:

2 seek. You ask the tree to

2 warn. You ask the tree to

rustling increases as you draw


search the forest. For example,
speak with trees

watch over the party. Until you


you may ask to locate a specific
creature, an object laying some-

with its friends and then tell you


where it is, how to get there, and
building. The tree will commune
yourself to the trees of a contigu-

trap or a dangerous creature. The


sway and rustle if you approach a
where, or a location, like a cave or

leave the forest, trees will begin to


You touch a tree trunk, connecting

pathfinder — 4
track farshot deadeye
0 When you find tracks, you 1 You briefly sharpen your 0 Whenever you roll a 20 with
can instantly identify the type of senses, surpassing your normal a ranged weapon, you can name
creature that left them. If it is an limits. You can make a ranged a specific limb on a creature to
animal, the Guide will share a fact attack on a faraway target that you hit with your projectile. The limb
that you know about them, like can see, even if it is out of range. becomes disabled and cannot be
their habits or personality traits. used until it is restored by a healer.

1 You can pick up on the trail of 3 You take aim and focus your
an animal of your choice even if senses, automatically scoring a
there are no tracks nearby, as long triumph with a ranged weapon on
as it is native to the environment a nearby creature or object that
you’re currently in. You must you target. The hit disables the
choose a type of animal to find, targeted limb.
the ranger
hunter

like a boar or a squirrel. (You can’t


use this to find a specific creature.)
You find the creature after a short
search.

ranger hunter — 1 ranger hunter — 2 ranger hunter — 3


turn.

ranger
ranger

nemesis:
the hunt.

they are hidden.

cealed or invisible.
stalk

nemesis
2 When you discover the

■ They cannot ambush you.


you have met before as your

them at will for no AP cost.


even if they were preparing to

to strike them with physical


creature or creatures you were

attacks, even if they are con-


■ You may use Farshot against
■ You feel a tingle in your body
nemesis at a time, and you may

when your nemesis is nearby.


first round, and you get an extra
tracking, you can ambush them,

■ You sense when your nemesis


nemesis. You may only have one
4 You mark a specific creature

■ When they are nearby, you can


0 You and your party can care-
fully stalk tracked prey without it

is present in your scene, even if


noticing you, as long as you try to

ambush you. Your party takes the

remove the mark at any time. You

sense their location well enough


gain these advantages against your
you and/or your party as you go on
be quiet. Describe the formation of

hunter — 5
hunter — 4
speak with animal animal partner courier
1 You touch an animal that 4 You recruit a nearby animal 1 You find a friendly animal
is not currently hostile toward companion who will follow your nearby and whisper to it, giving
you, forming a telepathic bond orders to the best of its ability. It it instructions to deliver an item.
with it for the next minute. You can’t be smaller than a mouse or The item must be small and light
are capable of interpreting the bigger than a horse. You may only enough for the animal to rea-
animal’s thoughts and feelings, have one partner at a time. sonably carry. You can have the
and you can have an exchange of animal deliver the item to a place
communication with it. It can give The animal is an NPC played by or a specific person. The destina-
basic information about things, the Guide that acts in addition tion must be within a day’s travel
like how it feels, what it has seen, to you during your turn. It won’t time.
and what it wants, but it does not willingly leave your area, and if
understand complex ideas. you are separated, it will try to find
you. It cannot speak to you, but it
friend
the ranger

can vaguely sense your mood and


intentions.Your animal partner has
6 HP and can make basic attacks
for 2 damage.

ranger friend — 1 ranger friend — 2 ranger friend — 3

first.

ranger
ranger
harmed.

any time.

raven or a griffin.
pair bond

The animal arrives one hour


At any time, you may enter a

While in the trance, you may


pathic bond with your animal

a new one. You now passively

trance to leave your own body

control your partner as if they

must have a clear sight line to

to it, the animal will obey your


2 You develop a unique tele-

any kind of flying animal, like a

commands for the next day. For


example, you can have it deliver
you catch glimpses of what they

later. As long as you are friendly

distractions. The animal will not


and take control of your partner.

the sky for the spell to work. The


by the wind in all directions. You
experience your partner’s senses;

speak. You may exit the trance at


were yourself, though you cannot

to your location. You can petition


see, hear, and feel. You also feel a

whisper on the wind


partner that lasts until you recruit

shadow of pain whenever they are

You remain dimly aware of what’s


happening around your own body.

messages, give you a ride, or cause


message summons a flying animal
4 You whisper a message carried

attack enemies unless it is attacked

friend — 5
friend — 4
wild celebrity slayer friend of the land
Your presence is now respected by 4 Your experience as a Ranger You become the friend of a wilder-
wild creatures everywhere. Wild has taught you to deal with over- ness region that has meaning to
animals, except bosses, will no whelming odds. Once per scene, you, like a forest or a valley. The
longer attack you unless you harm you may devastate a group of region cannot already be under the
them. (Trained animals and pets minions in an impressive acrobatic control of a boss. You are known
can still be commanded to harm fashion. You instantly kill half of to all living things in this area
you.) You may now use the Speak all nearby minions, rounding up. as its ally. You may now use the
With Animal (p. 55) and Speak Shroud (p. 52), Speak with Trees
with Trees (p. 53) abilities for no (p. 53), Navigate (p. 53), Track (p.
AP cost if you have already learned 54), and Speak With Animal (p.
them. Your Animal Partner ability 55) abilities within your chosen
(p. 55) now recruits a more power- land for no AP cost, if you have
ful animal. Your partner has 10 HP, already learned them. When you
the ranger

can hit for 2 HP, and attack twice become the Friend of the Land, a
per turn. If you have an existing group of volunteer creatures living
legendary

animal partner, it is upgraded to in your chosen land will create a


these stats. You may also recruit a natural fort for you in a location of
small army of animals; see p. 56 in your choice. See the full rules for
the Game Book for full rules. this ability on p. 56.

ranger legendary ranger legendary ranger legendary


animal form gills steelsprout
2 You take the form of a wild 1 You enchant a small amount 2 You extend your hand and
animal, adopting its shape, senses, of water in a container that you close your eyes, permanently
and range of motion. You may are holding. When you spritz the turning a nearby metal object into
choose any creature that is no water on a creature, they grow a weave of delicate plants. (The
smaller than a mouse and no small but visible gills, allowing object cannot have magical prop-
larger than a horse. Everything you them to breathe underwater for erties or be larger than a door.)
carry becomes part of your animal up to 1 hour. This spell enchants Describe the plants that the object
form. While in animal form, you enough water to use 6 times. turns into.
have 6 HP. You may make basic
attacks that hit for 2 HP. You can’t
cast spells, use items, or speak
languages while transformed. You
can return to your normal form
at any time. When transforming
the naturalist

back, you regain the hit points


you had before you transformed.
shapeshifter

Falling to 0 hit points while


transformed instantly returns you
to your normal form.

naturalist shapeshifter — 1 naturalist shapeshifter — 2 naturalist shapeshifter — 3


turn.

3 HP.

naturalist
naturalist
shatters and dies.

these differences:
petrify

larger than an elephant.


shapeshift
petrified. If its hit points are
2 You turn the surface of a

The shell absorbs up to 10 HP


target cannot move, see, hear,

2 You encase your armor or


or speak during this time. The
stone for the next minute. The

3 This is a master version of


of damage. If you were hit by a
clothing with a chitinous shell.
reduced to 0 during the spell, it
nearby commoner or minion to

■ You can choose a creature no


your Animal Form spell (p. 58).
shatters to pieces. The carapace
creature has 50 hit points while

attack during another creature’s

ically to members of the party.


crumbles away immediately after

smaller than a housefly, and no


non-magical weapon, the weapon

spell as a reaction to an incoming

The rules are the same, except for

■ You have 10 HP in animal form.


it takes damage. You may cast this

■ Your animal form attacks hit for

■ You can send messages telepath-

shapeshifter — 5
shapeshifter — 4
aurora
summoner 5 Your eyes glitter like dancing
wisps as you conjure a dazzling

the naturalist prismatic aurora above you in


the sky. The aurora is visible to
creatures up to a kilometer away
and lasts for the next 10 minutes.

commoners. Common folk are


dazzled and stop to stare at the
aurora.

summoner — 3
ing you to see far in the distance. It
matches your movement such that
(You must be outdoors to cast this

area the light touches looks as if it


it is always located above you. The
high in the sky directly above you.

spell.) For the next hour, the wisp


sheds light on a huge area, allow-

minions. Minions are also dazzled


2 You summon a wisp of light

and stop to stare. Hitting a minion


evening star

frees them from the spell’s effects.

bosses. The Guide must roll the


were lit by daylight.

die. On a 2-10, bosses are dazzled


and must choose between moving
and acting during their turn. On a

naturalist
1, they are stunned in place until
the spell ends or if they are hit.

naturalist summoner — 4

echoes of creation
summoner — 2
excess material out generously. For
1 You touch a container holding

surplus of its contents, spilling the

the floor. Or if you touch a sack of


grain, it will burst open, creating a
minute, the container summons a

example, if you touch a pitcher of


water, it will overflow and cover
food, water, or oil. For the next

6 You hum a reverberating


melody, summoning a coterie of
wild font

magical wisps from the ages of


creation. The wisps were powerful
beings of light who once roamed
the omniverse. Now, like dying
stars, these ethereal remnants are
naturalist
large pile.

burning the last of their energy.


They are no longer sentient, but
seem to sense the world around
them. For the next minute, the
wisps float about the area, restor-
ing the hit points of all creatures
summoner — 1

and animating new plant life.


target creature or object. The thorn
0 You open your palm, conjuring

its skin becomes swollen, it cannot


fied. If you hit an organic creature,
a poisonous thorn that you shoot
in a straight line toward a nearby

Every creature in the scene stops


speak or cast spells until the end
see beyond its reach, and it can’t
20: The thorn’s poison is ampli-

what they are doing while the


wisps are present and remain still
with awe until they fade to the
thorn

beyond.
of its next turn.
roll the die

hits for 2 HP.

naturalist summoner — 5
naturalist
freeze burn shock
roll the die 0 You blow hot air, creating 4 Choose a target creature
0 You blow cool air, creating scorching winds that swirl around or object you can see. A bolt of
freezing winds that swirl around a a nearby creature or object. The lightning strikes it from the sky or
nearby creature or object. The tar- heat is enough to make the crea- from your hands, dealing 8 damage
get feels a deep chill in their bones tures very uncomfortable but not and creating a deafening blast
and is hit for 1 HP. You can use the enough to harm them. of thunder. If the creature has
spell to snuff out small fires. metal connected to their body, it
1 You overcharge the spell and becomes molten, hitting them for
2 You freeze a nearby com- ignite the target in flame instead, an extra 2 HP.
moner, minion, or object, encasing hitting it for 2 damage and setting
it in ice until you leave the scene. it ablaze.
If you freeze a creature, it cannot
move or act. The ice shatters, and
the creature is freed if it takes any
the naturalist

additional damage.
elementalist

naturalist elementalist — 1 naturalist elementalist — 2 naturalist elementalist — 3


creatures.

naturalist
roll the die

to 3 nearby creatures.
fireball

creatures near the impact.


can see. The fireball explodes

targets of the Guide’s choice.


hits you and up to 4 creatures
near impact or it hits nothing.
5 You send an orb of fire in a

20: The explosion hits all crea-


on contact, dealing 6 damage to
straight line toward a target you

1: It misfires, hitting you and up


2-5: The fireball misses and hits
6-10: Choose one: the explosion
11-19: The explosion hits up to 4
blast to avoid specific objects and

tures near impact for 2x damage.


anything it hits. You can shape the

elementalist — 4
cloudcall vortex gale
1 You swirl your hands in the 2 You create a howling vortex 3 You close your eyes and stir
air, producing a thick fog centered within a body of liquid that you the air, shaping the winds around
on you. The fog rolls out rapidly, can see. The vortex lasts until you. A gale forms that you can
spilling around corners and down you leave the area. Any creatures spread across an area of any size
slopes. Within a few seconds, you touching the vortex are violently and shape in your scene, as long
blanket everything nearby in fog. sucked in, submerged, and then as you can see its area of effect.
Creatures inside the fog cannot spit out, each taking 2 damage. Inside the area of effect, wind
see beyond their reach, preventing blows at ferocious speeds, kicking
them from making ranged attacks. up dust and sending small objects
The fog disperses after you leave flying. Creatures inside can’t see
the area, or if the area is hit by far away, only what’s nearby.
strong winds.
When you begin the spell, the gust
knocks creatures to the ground
the naturalist

and sends them tumbling back-


ward until they leave the area of
stormcaller

effect. Creatures outside of the


gust cannot enter it unless they are
larger than the area of effect.

naturalist stormcaller — 1 naturalist stormcaller — 2 naturalist stormcaller — 3

naturalist
naturalist

Spend 1 AP per target.


riverfury

stormcall
beyond where you can see.

1 You cause a downpour.


storm lasts until you leave the
torrent are swept downstream
tation to a flowing river within

you may produce these effects:

ability, you may use it for 3 AP.

you can see for 4 damage each.


of strength upstream. A torrent
range. The river gathers a surge

of water arrives at your location

reach until the end of the scene.


scene. While the storm is active,

shakes the ground. All creatures


later. All creatures caught in the

in the storm cannot hear beyond


2 You produce a circle of dark,
and deposited on shore far away,

electrically charged clouds some-

1 A deafening crack of thunder


where you can see in the sky. The

3 If you have learned the Shock


4 You whisper a magical incan-

in the path of the river 15 seconds

x A chain of lightning hits NPCs

stormcaller — 5
stormcaller — 4
wild aspect prey sense nature’s watch
1 eagle. For the next minute 1 You sharpen your sense of 3 You extend your senses for the
you can see far away things clearly, danger for the next hour. You next hour. Choose two:
including things that would feel a subtle signal in your body
normally be imperceptible. whenever you will imminently be aurasight. Detect a faint outline
threatened by another creature. around anything affected by a
2 cat. You purr softly. For the (The hair on your skin might raise, spell.
next hour, up to 6 nearby crea- or you might feel a tingling in your
tures gain the ability to see things infrasight. Detect objects nearby
bones.) This includes creatures whose relative heat makes them
nearby in complete darkness as that you can’t see. If you detect
if they were in a dimly-lit room. stand out, like creatures with warm
a creature this way, your party bodies. This works through walls.
Affected creatures may occasion- cannot be ambushed. (If you detect
ally feel the urge to stop and clean a creature trying to attack you, darksight. See in darkness nearby
themselves. your party gets the first round in as if it were dimly lit.
combat.)
the naturalist

2 wolf. You howl, imbuing up mirrorsight. See around corners


to 6 nearby creatures with haste. inside enclosed spaces, like down
spiritcaller

(Howl at the table.) For the next the bend of a hallway. You must be
hour, creatures affected by the within reach of the corner.
spell can outrun any other crea-
tures while traveling by foot. realsight. Any illusions you can
see appear to flicker.

naturalist spiritcaller — 1 naturalist spiritcaller — 2 naturalist spiritcaller — 3


command nature memories of stone shift season
0 You whisper a rhyming 3 If you encounter a stone 4 You manipulate the elements
couplet to the living plants around monument, like a mountain, to change the current season
you. You can write your own or canyon, or statue, you may touch it everywhere within 1 kilometer of
borrow one from another author. to channel its ancient wisdom. You your location. The effect lasts for
Your brief poem entreats the must tell the stone a story about the next day. The spell takes a
plants to produce a harmless effect your family — perhaps a memory minute to cast; the effect spreads
by moving or growing slightly. The of a gathering, like a holiday. Give rapidly.
things you want to manipulate this story at the table. The mon- roll the die
must be within range. You may ument reciprocates your offering
make trees rustle, cause leaves to by sharing its wisdom. You sense 20: You choose the season. The
fall, get plants to bloom, vines to whether this world is real and nat- effect lasts for one month.
expand, and seeds to sprout. ural, or some kind of machination. 11-19: You choose the season and
You also sense whether there are the weather (excluding disasters).
1 If you can explain how, you any long-lost monuments beneath
the naturalist

6-10: You choose the season.


ecologist

can have the effect deal 2 HP of the surface, like hidden temples or
damage to a nearby target. For ancient vaults. Finally, you vaguely 2-5: The Guide chooses a season,
example, you might have vines sense the most powerful lost arti- and a storm brews, making travel
grow thorns and lash a creature, fact in this world and the region through the area more difficult.
or have a tree shake its acorns on where it might be located. 1: You accidentally cause a natural
their head violently. disaster. The Guide chooses it.

naturalist ecologist — 1 naturalist ecologist — 2 naturalist ecologist — 3


nature’s wrath wild evolution to dust
7 You channel elemental fury Choose an animal form. The 3 You return a crafted object
and create a storm centered on you animal can be no smaller than a to nature, instantly reducing it to
with a radius of 1 kilometer. It lasts mouse and no larger than an ele- dust.
as long as you want, but you take phant. You may only choose this
1 HP of damage for each turn you form once. You may now morph The object must be small enough
spend maintaining the spell. You into and out of your chosen form to fit inside a 10x10-meter cube.
may choose the size of the storm at will. When you change between The transformation is permanent
eye, which is safe inside. You may forms, you maintain your current and cannot be reversed.
choose one of three types for the hit points. You adopt the natural
disaster. See full rules for each capabilities of your form when
disaster type on p. 64. morphed. For example, if you
lightning. Electricity lashes NPCs choose an eagle’s form, you may
in the storm for 2 HP per turn. fly. Your basic attacks in animal
form hit for 3 damage. You may
the naturalist

blizzard. NPCs are hit for 1 HP now cast spells in animal form and
legendary

per turn and can’t see beyond speak telepathically to your allies.
reach. You can still use Animal Form and
Shapeshift, and the rules for those
hurricane. Buildings are abilities still function as usual.
destroyed; NPCs are hit for 4 HP
per turn.

naturalist legendary naturalist legendary naturalist legendary


naturalist
p. 65 of the Game Book.
world wish

full rules for World Wish on


of energy that transforms the

the planet’s surface. This is a


life if it is not already suitable.
planet you are on. The wave of
your life forever; you can never
You become the seed for a new

rapidly growing and overtaking

permanent transformation that


be brought back. When you cast
it, your body dissipates in radiant
light, becoming a cascading wave

energy first alters the atmosphere

cannot be stopped, interrupted, or


reversed by countermagic. See the
Then, a blooming cascade of living
flora emanates from your location,
world. Casting this spell consumes

and makes it capable of supporting

legendary
mend relieve heal
1 You gently touch a creature, 1 You say something comforting 2 You embrace a creature with a
immediately restoring 5 HP and to a nearby creature, alleviating caring touch, restoring all of their
mending minor wounds like cuts them of anxiety, pain, and discom- hit points. After a short time, the
and bruises. The spell does not fort for one hour. In this state, the creature is relieved of any short-
remove impairments, heal perma- creature cannot be affected by fear term impairments. The spell does
nent wounds, or cure disease. You or confusion. For a brief time, they not remove permanent conditions.
cannot use this spell during feel better than they have ever felt If you are using Heal on another
combat. before. member of the party, they may
contribute any amount of their
own AP to help pay for the spell.
the doctor
healing

doctor healing — 1 doctor healing — 2 doctor healing — 3


doctor
help pay for the spell.
restore

normal state over the next few


minutes. (You cannot cast this

any amount of their own AP to


any harm or damage. If you are
7 You touch a living creature,

spell while in combat.) The spell

of the party, they may contribute


using Restore on another member
completely restoring them to their

restores all hit points and removes

healing — 4
sleep calcify feign death
2 You whisper a brief lullaby, 1 You touch a creature within 3 You place up to six nearby
putting any number of nearby range, causing its surface to swell creatures in suspended animation
commoners to sleep for up to and harden. During this time, they for up to an hour. (You may only
one hour. You can write your feel numb to external pain. Their cast the spell on yourself or willing
own lullaby or borrow one from hardened shell absorbs up to 2 HP allies.) Creatures in this state
another author. Read it at the from physical hits. Any damage cannot see, feel, speak, or move,
table. Creatures affected by the dealt in excess of 2 HP hits the but they remain semiconscious
spell collapse and enter a dreamful creature normally. The creature’s and can hear what is happening
state, but wake up immediately if skin returns to normal after 1 around them.
they are harmed. minute.
Affected creatures become cold
x You can intensify the spell to to the touch, and their pulse is
affect nearby minions. Add 1 AP undetectable, appearing to be
the doctor

for each minion you wish to put to dead to onlookers. Only magic can
sleep. reveal the ruse. Affected creatures
alteration

wake immediately if they are


harmed and may choose to wake
at any time.

doctor alteration — 1 doctor alteration — 2 doctor alteration — 3


again.

doctor
doctor
the spell.

of healing.
dealt to the other.
area-of-effect spell).
lifelink
reshape

ing their facial appearance.

two-way link: When either


younger, or like a completely

creatures is healed, the other


of the linked creatures is dealt
You can make them look older,

to the other creature. This does


them look like a specific person,

is dealt to this creature, it is also


not include damage that hits the
4 You entwine the life-force of

damage, the damage is also dealt

one-way link: Choose one of the


creatures simultaneously (like an
The transformation is permanent
and can only be reversed with the
4 You touch a creature, reshap-

of their face while you are casting

two nearby creatures. Choose one:

leyline: When either of the linked


linked creatures. Any time damage
different person. If you are making

creature receives the same amount


you must be able to see a reference

Restore spell or by casting Reshape

alteration — 5
alteration — 4
deathsense speak to the dead reanimate
0 You naturally sense whether 1 If you are aware of one or 1 You animate a nearby corpse
any remnants of the dead (spirit more spectral creatures nearby or skeleton, making it your thrall.
creatures) are nearby, but not their (like ghosts), you may communi- It can move around, but it cannot
positions. The Guide will notify cate with them. You do not need leave your scene. The spell ends
you when this sense is triggered. to be able to see a spirit as long as when you leave the scene. You
you have sensed its presence, like control the creature telepathically.
1 You sense whether any sen- with the Deathsense spell. It is not conscious, and it only fol-
tient creatures have died nearby lows your commands. The creature
and how long ago they died. You You may have a conversation with has 3 HP and can attack for 1 HP.
can sense the location where the spirits for up to a minute,
any creatures died, as well as the and you communicate with them
general nature of their death; you telepathically. You must share a
sense if they were killed by natural language to understand each other.
the doctor

causes, an accident, or foul play. Spirits must want to respond; if


they choose not to speak to you,
1 You extend your vision, allow- your adventure point is refunded.
necromancy

ing you to see spirit creatures who


are invisible. This effect lasts until
you leave the area.

doctor necromancy — 1 doctor necromancy — 2 doctor necromancy — 3


ing.)

doctor
pathically.

and will occasionally arise in


merge it with a nearby spirit.

the body, but shares the host’s


a passenger in the living host’s
You touch a living creature and

host creature’s memory remain


7 steal host. The host’s con-
senses and talk to the host tele-

thought. (This can only be used


reinstate the dead

5 dark passenger. You merge

inhabits and takes full control of

percent of their total HP remain-


sciousness fades away. The spirit
the creatures. The spirit becomes

the host’s body. Fragments of the


mind. The passenger can’t control

on bosses if they have less than 20

necromancy — 4
corrupt nox afflict
0 You grip an organic creature 1 You touch a creature, giving roll the die
within reach and create a necro- them a combination of deleterious 3 You touch a creature, cursing
tizing wound. The wound turns effects for the next hour. You may them with an affliction that lasts
flesh black-green and branches out choose up to three effects from up to 1 month. Choose one:
from where you touched them. The this list: the sillies. The creature acts
spell hits for 1 HP immediately, completely out-of-character in a
and again at the beginning of the Wakefulness, alertness, increased
confidence, anxiety, euphoria, silly and carefree way. This may
target’s next turn. (A total of 2 change their goals.
damage.) Affected creatures can laughter, vivid sensations, para-
noia, hallucination, drowsiness, clumsy. The creature’s extrem-
only recover these hit points with ities feel awkward to use. They
the Restore spell (p. 67). relaxedness, sweating, nausea,
chills, disorientation, irritability, or are unable to wield weapons
effectively and they drop things
harm

poor concentration.
the doctor

constantly.
blighted. They can’t recover HP.

On a failure, the disease becomes


contagious, rapidly spreading to
any creature that touches your
target. On a catastrophe, you also
become afflicted.

doctor harm — 1 doctor harm — 2 doctor harm — 3


goals.

1 year.

doctor
doctor

instantly.
wither

heartkill

its heart explodes and it dies


minion and curse their heart.
4 You touch a creature and

6 You touch a commoner or

with a heart.) You may choose


horizon — a condition that may

to instantly cause their heart to

If you use this spell on a boss, it


acts like a tripwire. If the boss is
advanced age. They begin to feel
cause their body to wither. Their

as if death is approaching on the


experience some of the effects of

turn their heart into a time bomb


explode, killing them. Or you may
lifespan does not change, but they

maximum hit points while cursed,


reduced to 20 percent or less of its
that explodes after a delay of up to
(This spell only works on creatures
change the creature’s behavior and

harm — 5
harm — 4
modulate shape senses false sense
1 You alter the nature and inten- 1 You touch a creature and 3 You touch a creature, causing
sity of a nearby creature’s physical manipulate their perception of it to perceive a specific thing or
sensations for up to 1 hour. Choose color. You can also cause the a category of things falsely. For
one effect: target to see oversaturated colors, example, you might have them see
undersaturated colors, or give the town mayor as a clown or all
temperature. The creature feels them monochromatic vision. You wolves as puppies. Or you might
a relaxing sensation of warmth or can choose any number of changes have them think that freshly baked
a cool external breeze. Or you can and combinations as long as they bread smells like fire. The spell
make them feel too hot or too cold. do not overlap. lasts until you cancel it or until the
nourishment. The creature either creature is harmed by the effects
2 You touch a commoner or of the deception.
sees food and drink as revolting, minion, transporting one of their
feels an insatiable hunger and senses to a random part of the
the doctor

thirst, or feels perfectly satiated. omniverse for the next day. You
comfort. The creature either feels may choose to transport a single
perception

relaxed wherever they sit or lay, or sense: feeling, sight, hearing, smell,
they cannot find comfort however or taste. The creature will expe-
they arrange their body. rience its new surroundings as if
they were actually there.

doctor perception — 1 doctor perception — 2 doctor perception — 3


doctor
creatures.

additional year.
forget

increases the effect by up to 1


the past from the present day.

loss by spending additional AP


its memory by up to 1 month in

on the spell. Each AP you spend


x You may extend the memory
4 You touch a creature, erasing

This ability only works on sleeping

perception — 4
examine the dead diagnose curious case
1 You evaluate a corpse within roll the die 3 If your scene contains some-
reach. The corpse must be intact You touch a creature, extending thing overtly suspicious, like a
enough for you to look at it. (It your senses to diagnose a mysteri- dead body or blood on the walls,
cannot be completely obliterated.) ous affliction, like a disease, spell, you may investigate by considering
After a minute of inspection, you or curse. You must correctly guess things that seem familiar to you.
are able to determine the crea- the entire name of the affliction. Choose three details you already
ture’s exact cause of death. You If your guess is wrong, the spell know about your scene. (As the
are also able to determine the time fails and you must spend 1 AP to Guide if you need more detail.)
and date of its death. try again. The Guide will give you Explain where you have seen the
blanks to fill in that show how details in your scene before. The
many words are in the name and Guide will then reveal one of these
how many letters are in each word. clues:
the doctor

You may start by guessing letters ■ The motive of the perpetrator


that appear in the name. If you who was involved in the scene.
guess a letter correctly, the Guide ■ The nearby location of a hidden
examination

will reveal everywhere that letter message, symbol, or other detail


appears in the name. If you guess that reveals a hidden identity.
incorrectly 6 times, the spell fails. ■ Where someone who was
See full rules on p. 72. involved might be headed next.

doctor examination — 1 doctor examination — 2 doctor examination — 3


genesis command banish eternal slumber
6 You touch a creature, reversing 1 You banish a nearby spirit 4 You touch a creature within
or accelerating its development creature to a random shadow reach, placing them in a per-
to a stage of life of your choosing. plane for the next hour. You do manent and peaceful sleep. You
(This can only be used on bosses not know its destination. When its may choose to tie the spell to a
if they have less than 20 percent imprisonment is up, it reappears at trigger that can cause it to end; for
of their total HP remaining.) For its previous location. example, cursing them to sleep
example, you may revert an adult until they are embraced by a family
creature into a child, giving it the 5 You permanently banish a member, or tying it to an object
opportunity to grow old again. nearby spirit creature to a random that must be destroyed to end the
shadow plane. (This can only be spell. You can end the spell at any
The creature retains all of its used on bosses if they have less time you choose. You can only
memories, unless you revert it to than 20 percent of their total HP maintain this spell on one creature
infancy. The creature obtains the remaining.) at a time; if you cast it again, the
the doctor

basic physical capabilities appro- previous spell ends, freeing the


priate for its state of development. creature from stasis. (This can
legendary

only be used on bosses if they have


less than 20 percent of their total
HP left.)

doctor legendary doctor legendary doctor legendary


life.

doctor
the bitter gift

experiences 1 million years of

animal’s physical features and

The creature knows you gave it


They are now a person like you.
with selfhood. You must recite a

capabilities in ways you may not


self-awareness and bestow them

evolution. The process alters the

past life, including a few specific


tity, and a vague awareness of its
next minute as their body rapidly
9 You touch a creature without

it means to be alive. The target of


statement at the table about what

the spell falls unconscious for the

one language, a sense of self-iden-

memories of significant moments.


into the world with competency in
expect. The new creature is thrown

legendary
cosmopolitan silver tongue don’t you know who i am?
0 You are an expert in the study 1 You appeal to your adversaries 1 You impress common folk
of cosmopolitan cultures, partic- when caught in a prohibited or and minions by pretending to be
ularly in cities and nations. If you mischevious act. One of these someone notable. You initiate the
are falsely presenting as a citizen approaches is correct; the Guide ruse by giving a special wink to
or official of a city or nation and writes it down in secret: a party member. Then, each of
your authenticity is challenged, your nearby party members must
orders. Someone with authority
you may use a local mannerism proclaim an incredible fact that
commanded you to do it.
to fool common people. You must creates your identity. For example,
come up with the mannerism and ignorance. You didn’t know better! a party member might begin by
describe it to the table. It can be a calling attention to you as a fabled
gesture, like a special handshake, graft. You offer something of value writer, a storied warrior, or a sports
a common saying, or some other to make this all go away. hero. The other members of the
the spy

idiosyncrasy from the people you party should build on this fake
1 The Guide eliminates one of the
are pretending to belong to. identity until everyone has contrib-
incorrect choices.
charisma

uted. Each claim should be more


You must guess correctly and fantastical than the previous one.
describe the appeal. The Guide then When everyone is finished, you
reveals the answer. If you make the draw a captive audience of nearby
right appeal, you will be left alone. creatures who crowd around you.

spy charisma — 1 spy charisma — 2 spy charisma — 3


sneak attack poison death hand
Once per round, when a nearby You combine goods from any well- magic item. A single-shot hand
foe attacks a creature other than stocked store to create a single cannon that uses a silent magic
you, you may exploit their focus. dose of poison. Choose any effects: charge to propel a slug. The Death
You may immediately move Hand can sense your target and
behind them to perform one of the 1 blue. The victim falls asleep guide your hand to make a perfect
following actions: for 1 hour. shot on any target you can see in
2 white. The victim writhes in your scene, including those that
1 You make a basic attack on are far away. The shot hits for 6
them. pain for 1 hour and can’t speak.
HP. It instantly kills commoners
1 You incapacitate a commoner 3 purple. The victim collapses and minions.
or minion by touching one of their and is paralyzed for the next day.
3 You must spend 3 AP and one
the spy

pressure points. They fall to the 4 black. Commoners and turn each time you recharge the
ground unconscious for the next 10 minions are instantly killed. Bosses weapon.
minutes, or until they are harmed. are hit for 10 HP.
termination

3 You kill a commoner or 6 clear. The victim shows no


minion instantly. Describe how symptoms and dies one week later.
you take them out. (This does not work on bosses.)

spy termination — 1 spy termination — 2 spy termination — 3


spy
roll the die
bounty

end of your play session.


5 You place a bounty on a

head. You are not sure who


1-10: The target learns of the
11-19: The deed will be done by

bounty and places one on your


If you mark them for death, you

bounty hunters will reach first.


commoner or minion’s head for

Bounty hunters will compete for


their capture or death. You must

the prize. If for capture, you may

20: The deed will be done by the


also offer a rare item as a reward.

the end of your next play session.


specify where they are to be taken.

may require proof that it was done.

termination — 4
strap disguise blink pack
0 Unless you are actively 1 Any time you are in a room magic item. A magical messenger
searched by another creature, you like a bedroom, armory, or office, pack with a hidden switch in the
can conceal up to two weapons you may find objects to use to put clasp. When activated, the switch
in your clothing without being together a convincing disguise. turns the bag’s mouth into a portal
noticed, provided you’re wearing Depending on where you are, the to a shadow plane where secret
enough to reasonably conceal disguise will offer at least one objects may be stored. When the
them. signature element of your decep- switch is deactivated, the bag func-
tion, like a uniform, a membership tions normally. Spy items stored in
insignia, or a style of dress. The the pack do not count against your
disguise automatically fools com- inventory limit. (This allows you to
moners, but minions and bosses carry more than 12 items.)
may question you.
the spy

The pack is paired with a magic


amulet that has a button on it.

3 You press the button on the


amulet. The Blink Pack is tele-
concealment

ported to your hands from wher-


ever it is in the omniverse.

spy concealment — 1 spy concealment — 2 spy concealment — 3

spy
spy

again.
invisible.
shadow
needful hilt
magic item. A hilt to a basic

0 If you imagine a common

while invisible, the cape deac-


magic item. A magic cape that

tivates and you become visible


you are carrying vanishes. You
weapon, like a sword or dagger.

weapon while holding it, the hilt

but you still cast a shadow when


ability, it shimmers and sparkles

make a lot of noise. If you attack


notice you passing by unless you
are invisible for the next minute,

common folk and minions won’t


briefly before you and everything
2 When you activate the cape’s
you no longer need the weapon, it
It hits for 2 HP in any form. When

you move. The shadow disappears


reverts to its form as a simple hilt.

when you are still. While invisible,


makes everything but your shadow
instantly morphs into that weapon.

concealment — 5
concealment — 4
tracker spyglasses cloner
magic item. A pair of devices that magic item. Eyeglasses that let you magic item. A magic amulet that
allows you to track something. see in darkness as if it were day- allows you to eavesdrop on a
light. The glasses can be upgraded: communications device.
The kit includes a magical tag
the size of a tiny bead that is 3 Add the ability to magnify the When holding the Cloner next to
sticky and can be applied to most details of small nearby objects, or a spell or object that transmits
surfaces. The tracker is linked to zoom to see faraway things clearly. communications, you may clone its
a magic compass that shows the signal. You share a telepathic link
direction the tag is in. 4 Add infrared vision that lets with the Cloner, and you automat-
you see an outline of things that ically hear any messages being
The arrow on the compass is black. are generating heat nearby. This transmitted through the cloned
It turns gold when the tag is in ability works through walls. device in your mind. You may only
the spy

your scene, and begins to vibrate clone one device at a time; pairing
softly. 6 Add the ability to detect
whether something is an illusion. the Cloner with a new device will
Illusions you detect appear to break the link with the previous
flicker and distort. one.
surveillance

0 Each of these modes can be


toggled by turning a dial on the
device.

spy surveillance — 1 spy surveillance — 2 spy surveillance — 3


spy
as it moves.

but not what kinds.


seeker

location of any creatures.


magic item. The Seeker is a

0 You can make the Seeker


of your hand that responds to

cent room. The Guide will draw


1 The Seeker gives you a rudi-
mentary mental map of an adja-
an adjacent room. It can tell you
travel just out of your sight or to

an outline of the room, highlight


your commands telepathically. It

any major features (like columns


or crevasses), and mark the exact
shimmers and is almost invisible,
levitating orb as large as the palm

but it makes a low humming noise

how many creatures are in a space,

surveillance — 4
dossier mimic listener
magic item. A magic book that magic item. A magical pen that magic item. A small magic gem
copies things. You can make guides your hand to copy any that can be activated to record
a Dossier of any size — from a writer’s personal style. On the end sounds nearby for up to 1 hour.
pocket-sized folio to a coffee table opposite the pen tip is a magical If you have the Cloner (p. 78),
book. stamp that can create forgeries you can insert the Listener into
of official seals. By bringing the a socket on the amulet. When
0 You can use the book to copy Mimic within reach of a handwrit- they are paired, you can have the
any kind of writing or drawing that ten document, it automatically Listener record sounds that the
is pressed against its pages. For learns how to reproduce the Cloner intercepts. The device can
instance, if you press a handwrit- document’s handwriting styles, record up to 1 hour of sound, and
ten letter against one of the Dos- signatures, and seals. you can squeeze it softly to have
sier’s pages, a legible but imperfect it audibly play back the sound.
the spy

copy will appear inside. 2 You use the pen to create a Using the device to record makes
single document forged in any it completely forget the previous
style the pen has previously recording.
learned, including the reproduc-
stenography

tion of any official stamps or seals. 1 You activate the Listener. It


records anything it hears, paying
particular attention to spoken
words.

spy stenography — 1 spy stenography — 2 spy stenography — 3


spy
etchings.

deactivates.
crypto

on a piece of paper or stone

messages. The ring reads any


opaque glass that glows when
magic item. Crypto is a ring of

translating something, the ring


late languages or decode secret

object you bring within reach. A


brought near glyphs, like writing

3 You activate Crypto to trans-

as you read it. When it is finished


translation of the source material
emerges, scrolling around the band

stenography — 4
feather hook bricolage needful key
magic item. A magical grappling 1 When you are in a room with magic item. A key that magically
hook that gently glides itself everyday objects, you hastily craft senses the mechanism of a phys-
upward, like a balloon, until it an item in less than 1 minute: ical lock and morphs itself to fit
reaches and attaches to a ledge. tripwire. You create a wire it perfectly. In its default form,
You can tie any length of rope to attached to an auditory trigger that the device is a simple key with no
the hook. makes a loud noise when someone teeth. By twisting the key’s han-
crosses it. dle, you can make it revert to its
0 Activate the Feather Hook. default form.
poison trap. If you have poison,
you may create a small floor trap 2 The key morphs to fit a new
that poisons the first creature to lock.
step on it.
the spy

You must spend 2 AP each time


simple weapon. You fashion a you make the key morph to fit
makeshift weapon that hits for 2 a new lock. The key remembers
HP. locks it has previously defeated
infiltration

periscope. You can make a small and can morph to fit them for no
periscope that allows you to look AP cost.
over objects and around doors that
have a bit of clearance.

spy infiltration — 1 spy infiltration — 2 spy infiltration — 3


spy
Seeker detects.
blueprint

2 You press the Blueprint

map of the building, including

rooms and hallways and marks

also have the Seeker (p. 78), the


The Guide will draw you a basic

of any nearby creatures that the


real time, as well as the location
an outline showing the shape of
magic item. A magical folio that

on. (It does not reveal the layout


Magic ink appears, revealing the
against an interior building wall.

layout for the entire floor you are

Blueprint can show its location in


reveals the floorplan of a building.

of caves or other natural systems.)

showing doors and windows. If you

infiltration — 4
persona persona persona
You carefully prepare a convincing commoner officer
alternate identity. You cannot
create a persona of an existing 2 You create the persona of a 4 You create the persona of an
person, or the identity of someone common person of average means, officer (someone in a position of
who holds an exclusive position, like a farmer, artisan, traveling formal authority), like a politician,
like the ruler of an existing nation. salesperson, priest, soldier, or judge, military officer, guild leader,
Each persona consists of a ward- teacher. or ship captain.
robe, credentials, and a backstory. When using a commoner’s iden- When using an officer’s identity,
You may create and describe each tity, you can effortlessly blend into you may:
element of the persona. When you crowds and travel unnoticed in
use your alternate identity, you ■ Enter restricted areas that your
public spaces. rank and affiliation gives you
must outwardly present yourself
the spy

as that person by wearing their access to.


costume. ■ Give mundane orders to peo-
ple you outrank, like running
You can create three kinds of per- errands or keeping watch.
sona: for a commoner, an officer,
impersonation

or an aristocrat.

spy impersonation — 1 spy impersonation — 1 spy impersonation — 1


spy
tity, you may:

clubs or balls.

minor crimes.
aristocrat
persona

ambassador, or governor.
6 You create the persona of
an aristocrat, like a prominent

rich and famous, like private


■ Enter exclusive spaces for the

free card that pardons you for


■ Spend 1 AP for a get out of jail
When using an aristocrat’s iden-

■ Seek audience with local rulers.


socialite, wealthy business owner,

impersonation — 1
shadow cutter the artifice nightcrawl
magic item. The Shadow Cutter magic item. A small mask that 4 When you infiltrate a person’s
is a wearable bracelet that you projects an illusion, transforming office, encampment, or home, you
can stretch to form a hoop large your image and voice. The mask discover sensitive info. The Guide
enough to crawl through. records the appearance and voice chooses two things to reveal to you:
of every nearby creature you ■ The identity of an important
3 When you press the device encounter and remembers them
against a solid surface, it can be associate.
forever.
activated to create a hole of an ■ A location they will travel to, with
equal circumference, up to 1 meter 2 The mask projects a con- a time and date.
deep. When you’re done using it, it vincing illusion that gives you ■ A secret that would embarrass
collapses to its original size. When the appearance of any creature them if revealed.
activated, a low buzzing sound can it remembers. Additionally, it ■ Their financial situation, includ-
the spy

be heard by all creatures nearby. changes your voice to sound like ing who they owe their largest
The material behind the device is the creature you’re impersonating. debt to or who owes them the
instantly teleported to a random It is capable of fooling everyone largest debt.
legendary

shadow plane. but the impersonated creature’s


■ Their true feelings about you or
closest friends and
your party.
family.
■ Their strongest allegiance,
whether to a government, guild,
or other organization.

spy legendary spy legendary spy legendary


magic tricks mesmerize overthere
0 You produce a tiny magical 1 You dazzle a nearby com- 1 You make a suggestive gesture,
effect. Choose any combination: moner or minion with an optical redirecting a nearby creature
illusion. (The creature must be that is currently hostile toward
light. You create a harmless dis- able to see.) Until you leave the you. The target redirects its anger
play of light, like sparks or flame. area, the creature cannot move, toward a different adversary. (The
You can also snuff out or ignite take actions, or respond to con- spell does not work if the target
small light sources like torches. versation. The spell ends if the has no other enemies nearby.) This
sound. You create a small, brief creature is harmed. effect is canceled if you harm the
sound effect. creature.

smell. You conjure a smell of any


kind.
the magician

touch. You give one or more


nearby creatures a gentle physical
sensation, like someone tapping
misdirection

them on the shoulder, a chill


breeze, or the feeling of goose-
bumps.

magician misdirection — 1 magician misdirection — 2 magician misdirection — 3

magician
magician

reappear.

beyond the first.


cover the deception.
mirage

invisibility

attacks while invisible, they


giant guarding their territory.

If a creature touches or passes

object you target with the spell


becomes invisible. If a creature
ability to detect magic may dis-
longer see it. Creatures with the

ute. If it is a creature, everything


3 You conjure a major illusion

ing mechanics. For instance, you


no larger than 100 meters in any

object invisible for the next min-


through the illusion, they will no
a pile of treasure, or a lumbering

x Add 1 AP for each creature or


dimension. The illusion can be of

can create the illusion of an oasis,


and you can program it with loop-

they are wearing and carrying also


anything that fits within the space,

3 You make a nearby creature or

misdirection — 5
misdirection — 4
splitting image phantom menace illusory creature
1 You vanish momentarily, reap- 2 You read the mind of a nearby 3 Imagine a creature. You create
pearing with two illusory dupli- NPC and produce an illusion of a convincing illusion of it that
cates at your side. Your duplicates a creature they find extremely appears nearby. It looks, moves,
travel alongside you and perfectly irritating. Only you and the target and sounds like the creature you
mimic all of your movements. of the spell can see and hear the imagined. It even feels real to the
illusion.For the next 10 minutes, touch. The illusion has 6 HP and
If a creature attempts to target you, the illusion relentlessly mocks and vanishes at 0 HP. The illusion can
the Guide must flip a coin. If it taunts your target, provoking their behave independently and travel
turns up “heads,” you are targeted; full attention. away from you. You can program
on “tails” one of your duplicates is the illusion’s routines and set rules
targeted. If one of your duplicates You may control the illusion for it. You share a telepathic bond
takes damage, it disappears. directly and have it manipulate with the illusion when it is nearby
small objects. For example, you and you can control it directly
can have it steal an item from the
the magician

during your turn. You can make it


target and lead them on a chase. move, act, and speak your lines. It
Or you may let the illusion go wild,
mannequins

can hold and use weapons to make


allowing the Guide to narrate its basic attacks. (See full rules for
behavior. this spell on p. 85.)

magician mannequins — 1 magician mannequins — 2 magician mannequins — 3


magic eye whisper message
1 You briefly gain the ability to 0 You telepathically send a 1 Choose a creature you have
see beyond physical reality. For the message to a nearby creature. met before. You must know the
next hour, you are able to see the They know you are speaking from general area where they are pres-
following: within their mind, but they hear ently located. You may communi-
you as if you were speaking out cate with each other telepathically
magic. A faint aura surrounds any loud. for up to 1 minute.
person or object currently affected
by magic. 1 You create a link with the 4 You can create the telepathic
creature that allows them to link, even if you do not know
illusion. Any illusory creature or respond to your whisper. If they where the creature is located. They
object slightly flickers, but you do respond, you may have a telepathic can be anywhere.
not see its true form. conversation with them for the
next minute.
the magician
clairvoyance

magician clairvoyance — 1 magician clairvoyance — 2 magician clairvoyance — 3


minutes.

magician
magician

minutes.
successful.

Choose one:

your choice.
prominent intention.
insight

a long period of time.


interpret

then secretly give it to you.


their language for the next 10

3 You gaze into the mind of


creature and temporarily learn

the word or phrase, the spell is


phrase on a piece of paper and

to do to a specific creature of
a nearby creature, discovering a
Guide will write down a word or

■ You learn something the crea-


■ You learn something the crea-
at the table out of character.) The

ture intends to accomplish over


ture intends to do in the next 10
When you cast this spell, you may
also attempt to permanently learn
the creature’s language by playing

If another player correctly guesses


Start a timer. You have 1 minute to
silently act out the word or phrase.
a game of charades. (This happens

■ You learn something they intend


1 You enter the mind of a nearby

clairvoyance — 5
clairvoyance — 4
little bird helen’s fantastic feast monitor
1 You summon an illusory bird 4 Imagine an elaborate feast of 2 You summon a small illusory
somewhere nearby that keeps any culinary style. You summon servant that hovers over your
watch over an area that it can see. food and drink, your choice of shoulder and follows you around
It remains there until you dismiss furniture (if necessary), and your for the remainder of your play
it. You may only have one Little choice of dinnerware and table session. The Monitor looks like a
Bird at a time. decorations. You may summon blooming flower with an eye in the
enough to feed a party of up to center, and it’s invisible except to
You share a telepathic link with 20 people. Consuming the meal creatures you designate. You can
the bird. It will message you when restores 4 hit points. deploy the Monitor to places just
it witnesses something you specify, beyond your sight. For instance,
like a specific creature entering a you can send it searching around
room or a door opening. The bird a corner into another room. The
will wake you up to tell you what it Monitor can tell you how many
sees if you are sleeping.
the magician

creatures are in a space, but not


what kinds. It also gives you a
rudimentary mental map of spaces
conjuration

it travels through.

magician conjuration — 1 magician conjuration — 2 magician conjuration — 3


magician
wishing it.

(See full rules on p. 87.)


shadow haven

the worldly plane doubles as a


shadow plane. The duplication

but it is an illusion; you cannot

You can grant or revoke access


The entrance to the dwelling in
duplicate its interior inside of a

take its illusory parts out of the

permission to enter may choose


shadow plane. The dwelling can
looks and feels real to the touch,

to open the door to the portal by


to anyone at any time. A creature
be as large as a mansion or castle.
5 Place your hand on a dwelling

that is aware of the haven and has


secret portal to the shadow haven.
in the worldly plane. You instantly

conjuration — 4
bamboozle wren’s delightful dream perky profanation
1 You make a nearby creature 1 You whisper and wave your 1 You curse a nearby creature
mildly confused about a specific hand at a nearby creature. The for the next 10 minutes. The curse
subject until you leave the area. next time the creature falls asleep, is lifted if the creature is harmed.
For example, you could make a they experience a deeply comfort- Choose one:
merchant confused about the value ing dream. They wake up feeling
of their goods, a guard confused beloved and forget all of their laughter. They double over in
about who is authorized to pass, grudges for the next week. sustained laughter and can’t move.
or a dog confused about whether Everything they hear is hilarious.
he is a good boy. The confusion is dance. They hear their favorite
lifted if you push the deception too tune and start dancing like their
far, like trying to trade a rock for a life depends on it.
priceless item.
mimicry. They begin to mimic a
the magician

creature of your choice. For exam-


ple, you can make them behave
like housecats.
mind control

1 Curse any number of nearby


commoners.

magician mind control — 1 magician mind control — 2 magician mind control — 3


magician
roll the die
fear

45) can lift this curse.


4 You breach the mind of a

1: You see your own worst fear.


20: The target becomes perma-

Choose an additional character


6-10: You learn their worst fear.

flaw. Only the Liberate spell (p.


ture’s worst fear in their mind's
11-19: You may conjure the crea-

cannot act, except to flee danger.


eye. For the next 10 minutes they
nearby creature. (Full rules: p. 88.)

2-5: You learn the creature's worst


fear, but it haunts you for the next
nently haunted by their worst fear.

10 minutes. You cannot use magic.

mind control — 4
scintillate bedazzle loosen
0 You extend your fingers 4 You summon four prismatic 2 You twirl your finger as if you
outward, and a streaking bolt of bolts that sparkle brilliantly. You are unwinding a spool of yarn.
sparks shoots toward a target you may direct each bolt toward any Starting with a single creature
can see. Roll the die to see if it hits target you can see. nearby that you can see, you
the target successfully. create a cascading wave of magic
The bolts each hit for 2 HP. If all mischief that loosens anything fas-
You may make the bolt explode on four hit a single creature, the crea- tened or tightened around nearby
contact with crackling energy, hit- ture is affected by your Mesmerize creatures. For example:
ting the target for 2 HP. Or you can ability (p. 84).
make the bolt a harmless firework ■ Bags become unclasped and spill
that explodes in the air, creating a out their contents.
pattern of any shape and color. ■ Shoelaces become untied, belts
unbuckled, and shirts unbut-
toned.
the magician
mayhem

■ Pets become unleashed.

magician mayhem — 1 magician mayhem — 2 magician mayhem — 3


magician
1 minute.
chaos ball

your scene. What a shame.


creatures. Each time the ball
everything it touches, avoiding

bounces, it accelerates slightly,


elastic ball in your hand. When

and most other fragile things in


3 You summon a cherry-sized

you throw the ball, it bounces off

traveling faster and faster until it

ters pottery, glass, light furniture,


escapes into the atmosphere after

The ball’s brief reign of terror shat-

mayhem — 4
peerless pilot control perfect gift
5 You conjure a fantastic hot air 8 You dominate the mind of a 4 You glimpse the mind of a
balloon from another dimension nearby creature for the next hour. nearby creature, discovering what
that can fit you and your party. The creature will do anything you stirs their heart. Then, you conjure
You must be standing in a clearing verbally command them to do an emotionally priceless gift for
with room for the balloon to form. without exception or hesitation. them. Choose one:
The balloon is 30m tall and can When the spell ends, they remem- ■ They come to terms with the loss
look like anything you want. It’s ber everything that happened. This of a loved one.
piloted by a small, illusory creature spell is cursed. If you use Control
■ They decide to repair a broken
that can talk and take instructions. to harm another creature, you
relationship in their life.
The pilot remembers you and permanently forfeit your character
where you’ve been if you cast the and they become an NPC boss. The ■ They become exuberantly happy
spell again. The balloon can soar Guide will now play your character for the next month.
as high as the tallest mountain as a villain in the story. The Guide ■ They become obsessed with the
the magician

peaks, and move at up to 30km an will inform you if your use of the gift, refusing to part with it.
hour. The carriage has 40 HP, and spell will cause your character to
legendary

■ They love you as a friend and


the balloon has 10 HP. You may become an NPC before you cast seek a closer relationship.
dismiss the balloon at any time to it; you must agree to forfeit your
The Guide chooses the form of the
make it vanish and travel back to character, otherwise you may not
gift to match the effect with the
its home. cast Control to harm another
creature.
creature.

magician legendary magician legendary magician legendary


magician
are harmed.

this special event.


away their wealth.
invasion

They cannot sense anything

cut their family ties, or to give


take any willing party members

to abandon a serious pursuit, to


who are nearby with you. Those

rules on p. 91 to learn how to run


outside of the dream, even if they

For example, you might ask them


invading the dream enter a trance.

Inside of the dream, you may try to


5 You touch a sleeping NPC (the

This is a complex spell. See the full


convince the host to do something.
host) and enter its dream. You may

legendary
telekinesis
evocation You move a nearby creature or
object using only your mind.

the wizard 1 You may move an object or


creature no larger than an ele-
phant. If you move it gently, you
can control it for up to 10 seconds.
Or you may forcefully throw it up
to 5 meters away and hit it for 2
HP.

evocation — 3
direction you are facing. The wave

size of a horse or smaller, they are


2 You clap your hands, creating
a thunderous wave of force in the

2 HP. If affected creatures are the

x You may increase the power of


hits up to 3 nearby creatures for

this ability by spending additional


also knocked to the ground.

AP. For each AP you spend, you


may increase the distance you can
clap

throw the creature by 5 meters,


and the damage they take by 2 HP.
(For example, if you spend 5 AP,
you can throw a target 25 meters
and deal 10 damage.)

wizard
wizard evocation — 4

last light
evocation — 2
ing a flammable object you can see
You rub your hands together, caus-

nearby to ignite in flame. The spell

This spell cannot be used directly

are wearing or carrying. Igniting


and other combustible material.

something on a creature deals 1


to ignite flammable things they
can ignite textiles, wood, paper,

on creatures, but it can be used

While holding a pointed object,


like a wand, staff, or sword...
kindle

3 You momentarily channel a


blinding beam of focused light in
damage to them.

a straight line at a target you can


see, dealing 6 damage. The light
ignites anything flammable that
wizard

it touches, melts a hole in steel


objects, and sears organic matter.

5 You overload the beam. It


instantly kills commoners and
minions and deals 12 damage to
evocation — 1

bosses. If Last Light kills the target,


0 You must be holding a pointed
object like a wand, staff, or sword

force in a straight line at a target

it disintegrates into ash.


hitting the target automatically
you can see, dealing 2 damage.

increasing its damage to 4 and


shoot a shimmering missile of
to use this spell. You use it to

2 You overload the missile,


magic strike

The beam created by Last Light


can be deflected by mirrors.
without rolling the die.
roll the die

wizard evocation — 5
wizard
familiar pegasus cloak force field
2 You summon a tiny spectral 3 You bestow any number of 3 You create a paper-thin wall
creature, like a bird, a lizard, a nearby creatures with illusory of force capable of preventing
butterfly, or anything else of a feather cloaks for the next hour. non-magical creatures and objects
comparable size. The familiar is Affected creatures hover 1 meter from passing through. You may
the avatar of a random spirit crea- above the ground and can move by choose whether the field blocks
ture from your world. It becomes gliding in the direction they want passage on one or both sides.
bound to you as your ally and will to travel. They will also fall gently
follow your commands. The Guide until they are hovering one meter The field can be in any shape you
chooses the creature’s background above ground. want, but it must fit inside of a
and personality, and speaks for cube that’s 10 meters on all sides.
them. The familiar cannot move The force field has 20 hit points
out of your sight. It can pick up and dissolves at 0 HP.
and move objects no larger than
the wizard

You can make the field stationary


a coin purse or keychain and no or move it telepathically. (For
heavier than 10 pounds. It can’t example, you might create an
attack. Your familiar has 4 HP. It is
conjuration

invisible platform that glides


invulnerable to non-magical harm. beneath you as you walk.)
If it is reduced to 0 HP, it vanishes,
and your bond is broken. You may
only have one familiar at a time.

wizard conjuration — 1 wizard conjuration — 2 wizard conjuration — 3


wizard
conjure
3 Secretly tell the Guide an

a related object in secret. (For


object you want to conjure. (It

the item appears. If they guess


party. Your friends can discuss
or have magical effects.) Then,

closely, the item appears with a


what they see but they can only
can’t be larger than an elephant

defect. If they’re totally wrong, a


the Guide gives you the name of

submit one guess. Don’t give the


When time is up, show it to your

random misshapen item appears.


1 minute to draw the secret object.

party clues. If they guess correctly,


example, if you want to summon a
lockpick, the Guide may tell you to
draw a door.) Set a timer. You have

conjuration — 4
dark door
planeshifting 2 You knock on a door, making
it a temporary portal to a specific

the wizard shadow plane. You must be aware


of the shadow plane’s existence to
create a door to it. (For example, if
you see a creature with a Cosmic
Purse, you can open a door to the
purse’s shadow plane.) When you
open the door, you can see inside
the plane, and you and your allies

planeshifting — 3
cally connects to the previous one.

choose to close them. Anyone that


The portals remain open until you
whatever is on the other side, and

may enter it. If the door is closed,


The portal looks like a window to
a location of your choice nearby.
shape and orientation that is no

its edges crackle and spark with


energy. When you cast the spell
larger than a door. It appears at

again, the new portal automati-


3 You conjure a portal of any

can fit may pass through them.


the portal vanishes. (If the door
closes behind you, you become
trapped in the shadow plane and
portal

must escape with other means, like


with Gate.

wizard
wizard planeshifting — 4

teleport
planeshifting — 2
only bind yourself to one at a time.
party. This is your Circle. You may

instantly teleported to your Circle.


1 bind. You bind yourself to the
room you are currently in. It must

willing party members nearby are


belong to you or a member of the

3 gate. Snap your fingers. Any

roll the die


5 Snap your fingers. You and
any willing creatures nearby are
gate

teleported to any place you choose.


20: Everyone arrives safely. You
recover the spell's full AP cost.
11-19: You all arrive safely.
wizard

6-10: You all arrive. Choose


one: you take 7 damage or a
magic item you are carrying is
destroyed.
2-5: The party arrives safely,
planeshifting — 1

but nobody else does. You don't


know where they went. You lose
1 You teleport to a location of
your choice nearby. You vanish,

wind and then instantaneously


leaving behind a gentle gust of

an item you are carrying.


1: The spell fails. Each party
member is hit for 5 HP. All NPC
blink

travelers are torn apart and die.


reappear nearby.

wizard planeshifting — 5
wizard
no reflect enscroll
roll the die roll the die 2 You create a Spell Scroll (p.
2 You say “no” and attempt 3 You produce a counterspell, 145) that can be used to produce
to neutralize a spell being cast reflecting a spell that targets you. a spell that you know. You must
nearby. You must declare you are You must declare that you are add the AP cost of the spell you are
using this ability before the Guide reflecting the spell as soon as inscribing to the cost of Enscroll.
describes the consequences of the the Guide says that you are being For example, if you create a magic
spell. targeted by a spell. scroll that can produce your Tele-
port spell, you must spend 7 AP.
20: The spell is violently canceled 11-20: The caster is hit by their
and its caster is hit for 1 HP. own spell, instead of you. You must spend a short time in a
11-19: The spell is stopped before 6-10: The spell reflects off of you safe and quiet place to prepare the
it's cast. but misses the caster. scroll. You decide what is written
on it. The user of the scroll must
6-10: The spell misses and hits 1-5: The spell reflects off of you
the wizard

read the words aloud to activate


another nearby creature or target. but hits a nearby party member
the spell it contains.
magecraft

2-5: You fail; the spell takes effect. instead.

1: You accidentally amplify the


spell. If it is a harmful spell, the
damage is doubled.

wizard magecraft — 1 wizard magecraft — 2 wizard magecraft — 3


wizard
can produce it once.

of some stolen spells.

and cannot use it again.


spellsteal

Once you cast or Enscroll the


Guide may not fully reveal the
nearby casting a spell, you may

know-how to produce the spell,

stolen spell, you forget the spell


3 After you observe a creature

effects or potential consequences


but you have not mastered it. The
its nature. You learn the spell and

Your theft gives you the minimum


briefly enter their mind to glimpse

magecraft — 4
sense magic aura’s silvery broadcast scry
0 You get a gentle tingling 2 You broadcast a message up to 1 Once per game session, you
feeling in your bones whenever 20 words in length. Each creature may flash forward in time to
you are near a powerful source of within 1 kilometer hears the mes- glimpse your actions in the near
magic. You’re aware that magic is sage clearly in a voice that sounds future. For the next hour, you can
in the area, but not its location or pleasant to them. The sound seems avert failure by redoing a roll of
nature. to originate from every direction the die. You must take the result of
and background noises are muted the new roll.
1 You discern the location of for the duration.
nearby magic and its general Or you may ask the Guide to
nature. For instance, the Guide reveal a situation you are likely to
may reveal that you sense a magic encounter based on the current
sword, a cursed door, or an illu- trajectory of your choices. You
sion. may ask the Guide questions about
the wizard

what you sense from this glimpse


2 You study the precise nature of of the future, but the answers may
projection

nearby magic, learning its specific be vague, as if you are trying to


effects. If you use this ability to find detail in a watercolor painting.
study a mysterious magic item, its
name and effects are revealed.

wizard projection — 1 wizard projection — 2 wizard projection — 3

wizard
wizard
illusion.

by magic.
several ways:
see

find

appears in your hands.


discover its exact location.

from its present location and


have held before, as long as it
See reveals the world to you in

■ You know if something is an

■ You may see the true form of

is in your current universe. You


through all magical deceptions.

attempt to locate any object you


anything that has been altered

have used Find to locate an item,

3 AP. The item instantly vanishes


3 find. You close your eyes and

you may recall it for an additional


3 recall. Immediately after you
4 For the next hour, you can see

■ You see anything that’s invisible.

projection — 5
projection — 4
speak pinch stretch
1 For the next minute, you may 2 You imbue your fingers with Choose a nearby creature or object
speak silently into the mind of a supernatural strength. For the next that is no smaller than an ant.
nearby creature. Your lips move minute, you can effortlessly pick You cause it to instantly enlarge
normally as if you were speaking up and move objects of any weight, or shrink. It can grow up to twice
aloud, but no sound comes out. as long as you can reasonably its size or shrink up to half of its
Instead, the target of the spell handle their size and shape. For size. The target’s weight increases
hears your voice inside their head. instance, you might pinch the shirt or decreases proportionally, but
The creature can tell that your of a bully and raise them up in the its hit points do not change. You
voice is inside their mind. air or casually move a giant anvil. cannot enlarge something beyond
the confines of the space it’s in.

2 Stretch an object no larger


than a horse.
the wizard
trickery

4 Stretch an object no larger


than an elephant.

wizard trickery — 1 wizard trickery — 2 wizard trickery — 3


wizard
to a block of marble.
undo

2 Up to 1 day of effort.

4 Any amount of effort.


3 Up to 1 week of effort.
You speak a word of power,

1 Up to 1 minute of effort.
reversing the fate of a nearby

For example, you might undo a


creature’s shoelaces, unthread a
are undoing must be the discrete

to fall apart, or revert a sculpture


affect living things. The thing you

result of another creature’s effort.


object. The spell cannot be used to

garment, cause a piece of furniture

trickery — 4
rift transcendence planecraft
5 You summon a magnificent 5 You embark on an incredible You conjure a shadow plane. Its
gateway that contains a portal to quest for knowledge within living contents are illusory and cannot
your current universe’s nexus in things. For the next minute, you leave the plane. You can fill it with
The Rift. (You can read more about enter a trance as your conscious- anything you can imagine, except
The Rift in the Game Book on p. ness expands, touching all sentient sentient beings. The things inside
33.) Each universe’s gateway is beings within 1,000 km of you. The may look and feel real, but they
unique; the Guide imagines what it ordeal is staggering. You absorb are utimately mirages. Creatures
looks like. The portal only remains the simultaneous experiences of cannot be harmed by things you
open for 1 minute. Once opened, others — possibly from billions put in this plane. The cost for this
any creatures or objects that can of beings. Your knowledge quest spell depends on the plane’s size:
fit through the portal may pass must be limited to a subject that
through it. you could reasonably come to 2 No larger than a castle.
understand by seeing through
the wizard

While you may summon access 4 No larger than a village.


the eyes of others. For instance,
to the gateway anywhere, the exit you may set out to learn the true 6 The plane has no size limit.
legendary

point remains in the same location history of a species, or discover


in The Rift. the location of a secret object. The 8 No size limit and no safe-
Guide will decide if your request is guards. Creatures can now be
reasonable. Beware: you may face harmed by things you put inside.
unforeseen risks...

wizard legendary wizard legendary wizard legendary


wizard
objects.

time you use it.


create

many times you have cast the


inside a cube no larger than 5
meters in any dimension. You
ical, inanimate object that fits

anything that fits in the space,

as a Wizard. Keep track of how


its energy into a single, non-mag-

including precious gems, flawless

This spell requires perfection and

spell’s cost increases by 1 AP each


spell on your inventory sheet. The
is extremely taxing on your ability
create the object perfectly and it is
5 You tap raw magic, converting

weapons, or exact replicas of other


real in every sense. You may create

legendary
attacks attacks attacks
basic attack basic attack basic attack
A basic attack is when you say A basic attack is when you say A basic attack is when you say
you use your body or a weapon to you use your body or a weapon to you use your body or a weapon to
attack something without using a attack something without using a attack something without using a
special ability. You must roll the special ability. You must roll the special ability. You must roll the
die every time you make a basic die every time you make a basic die every time you make a basic
attack. attack. attack.

unarmed unarmed unarmed


1 Unarmed attacks (like 1 Unarmed attacks (like 1 Unarmed attacks (like
rules

punches and kicks) deal 1 damage. punches and kicks) deal 1 damage. punches and kicks) deal 1 damage.

common weapons common weapons common weapons


2 All common weapons, like 2 All common weapons, like 2 All common weapons, like
swords, bows, spears, hammers, swords, bows, spears, hammers, swords, bows, spears, hammers,
knives, and more, deal 2 damage knives, and more, deal 2 damage knives, and more, deal 2 damage
each. each. each.

each.
each.

attack.
attack.

unarmed
unarmed

basic attack
basic attack

attacks
attacks

common weapons
common weapons

1 Unarmed attacks (like


1 Unarmed attacks (like

A basic attack is when you say


A basic attack is when you say

2 All common weapons, like


2 All common weapons, like

swords, bows, spears, hammers,


swords, bows, spears, hammers,

die every time you make a basic


die every time you make a basic

special ability. You must roll the


special ability. You must roll the

knives, and more, deal 2 damage


knives, and more, deal 2 damage

attack something without using a


you use your body or a weapon to
attack something without using a
you use your body or a weapon to

punches and kicks) deal 1 damage.


punches and kicks) deal 1 damage.
outcomes outcomes outcomes
20 — triumph 20 — triumph 20 — triumph
You automatically succeed at what You automatically succeed at what You automatically succeed at what
you were trying to do. If you’re you were trying to do. If you’re you were trying to do. If you’re
dealing damage, double it. dealing damage, double it. dealing damage, double it.

11-19 — success 11-19 — success 11-19 — success


You succeed without compromises. You succeed without compromises. You succeed without compromises.
Deal the standard amount of Deal the standard amount of Deal the standard amount of
damage. damage. damage.

6-10 — tough choice 6-10 — tough choice 6-10 — tough choice


You succeed in your action, but You succeed in your action, but You succeed in your action, but
there’s a cost. The Guide will give there’s a cost. The Guide will give there’s a cost. The Guide will give
rules

you a choice between two setbacks. you a choice between two setbacks. you a choice between two setbacks.

2-5 — failure 2-5 — failure 2-5 — failure


You fail your intended action and You fail your intended action and You fail your intended action and
face a setback of the Guide’s choice. face a setback of the Guide’s choice. face a setback of the Guide’s choice.

1 — catastrophe 1 — catastrophe 1 — catastrophe


Oh no. You automatically fail and Oh no. You automatically fail and Oh no. You automatically fail and
may suffer a severe setback. may suffer a severe setback. may suffer a severe setback.

damage.
damage.

2-5 — failure
2-5 — failure

11-19 — success
11-19 — success

20 — triumph
20 — triumph

outcomes

dealing damage, double it.


outcomes

dealing damage, double it.

may suffer a severe setback.


may suffer a severe setback.

Deal the standard amount of

1 — catastrophe
Deal the standard amount of

1 — catastrophe

6-10 — tough choice


6-10 — tough choice

you were trying to do. If you’re

You succeed in your action, but


you were trying to do. If you’re

You succeed in your action, but

You fail your intended action and


there’s a cost. The Guide will give

Oh no. You automatically fail and


You fail your intended action and
there’s a cost. The Guide will give

Oh no. You automatically fail and

You automatically succeed at what

you a choice between two setbacks.


You succeed without compromises.
You automatically succeed at what

you a choice between two setbacks.


You succeed without compromises.

face a setback of the Guide’s choice.


face a setback of the Guide’s choice.
hit points hit points hit points
maximum hp maximum hp maximum hp
You begin the game with 10 HP. You begin the game with 10 HP. You begin the game with 10 HP.
This is the maximum amount of This is the maximum amount of This is the maximum amount of
HP you can have. HP you can have. HP you can have.

regrouping regrouping regrouping


When you rest for a short time When you rest for a short time When you rest for a short time
with no enemies nearby, you with no enemies nearby, you with no enemies nearby, you
regain up to the halfway point regain up to the halfway point regain up to the halfway point
of your maximum hit points. For of your maximum hit points. For of your maximum hit points. For
example, if you regroup while at 3 example, if you regroup while at 3 example, if you regroup while at 3
HP, you would recover 2 HP. If you HP, you would recover 2 HP. If you HP, you would recover 2 HP. If you
rules

regroup while at 0 HP, you would regroup while at 0 HP, you would regroup while at 0 HP, you would
recover 5 HP. recover 5 HP. recover 5 HP.

resting resting resting


When you complete a full night’s When you complete a full night’s When you complete a full night’s
rest while in a safe place, you rest while in a safe place, you rest while in a safe place, you
recover all of your hit points. recover all of your hit points. recover all of your hit points.

resting
resting

recover 5 HP.
recover 5 HP.

regrouping
regrouping

maximum hp
maximum hp

HP you can have.


HP you can have.

hit points
hit points

with no enemies nearby, you


with no enemies nearby, you

recover all of your hit points.


recover all of your hit points.

rest while in a safe place, you


rest while in a safe place, you

regain up to the halfway point


regain up to the halfway point

When you rest for a short time


When you rest for a short time

You begin the game with 10 HP.


You begin the game with 10 HP.

This is the maximum amount of


This is the maximum amount of

of your maximum hit points. For


of your maximum hit points. For

When you complete a full night’s


When you complete a full night’s

regroup while at 0 HP, you would


regroup while at 0 HP, you would

example, if you regroup while at 3


example, if you regroup while at 3

HP, you would recover 2 HP. If you


HP, you would recover 2 HP. If you
deadly scenes deadly scenes deadly scenes
death’s door death’s door death’s door
You can’t be seriously hurt until You can’t be seriously hurt until You can’t be seriously hurt until
you run out of hit points. But you run out of hit points. But you run out of hit points. But
when you drop to 0 HP, you are at when you drop to 0 HP, you are at when you drop to 0 HP, you are at
death’s door. You can’t go below death’s door. You can’t go below death’s door. You can’t go below
0 HP, but you will remain there 0 HP, but you will remain there 0 HP, but you will remain there
until you regroup, rest, or heal. If until you regroup, rest, or heal. If until you regroup, rest, or heal. If
you are hit while you are already you are hit while you are already you are hit while you are already
at 0 HP, roll the die. If the result is at 0 HP, roll the die. If the result is at 0 HP, roll the die. If the result is
equal to or less than the hit, your equal to or less than the hit, your equal to or less than the hit, your
character dies. For example, if a character dies. For example, if a character dies. For example, if a
sword hits you for 2 HP while at sword hits you for 2 HP while at sword hits you for 2 HP while at
rules

death’s door, you are killed if you death’s door, you are killed if you death’s door, you are killed if you
roll a 1 or 2. roll a 1 or 2. roll a 1 or 2.

injury injury injury


If you survive a death roll, you If you survive a death roll, you If you survive a death roll, you
might still fall unconscious or even might still fall unconscious or even might still fall unconscious or even
receive a permanent injury. receive a permanent injury. receive a permanent injury.

injury
injury

roll a 1 or 2.
roll a 1 or 2.

death’s door
death’s door

receive a permanent injury.


receive a permanent injury.

deadly scenes
deadly scenes

you run out of hit points. But


you run out of hit points. But

If you survive a death roll, you


If you survive a death roll, you

0 HP, but you will remain there


0 HP, but you will remain there

character dies. For example, if a


character dies. For example, if a

sword hits you for 2 HP while at


sword hits you for 2 HP while at

You can’t be seriously hurt until


You can’t be seriously hurt until

death’s door. You can’t go below


death’s door. You can’t go below

you are hit while you are already


you are hit while you are already

until you regroup, rest, or heal. If


until you regroup, rest, or heal. If

equal to or less than the hit, your


equal to or less than the hit, your

death’s door, you are killed if you


death’s door, you are killed if you

when you drop to 0 HP, you are at


when you drop to 0 HP, you are at

at 0 HP, roll the die. If the result is


at 0 HP, roll the die. If the result is

might still fall unconscious or even


might still fall unconscious or even
buying things buying things buying things
basic goods basic goods basic goods
You can meet your basic needs in You can meet your basic needs in You can meet your basic needs in
most places without having to pay most places without having to pay most places without having to pay
for them. This includes things of for them. This includes things of for them. This includes things of
average quality that your character average quality that your character average quality that your character
needs as a matter of routine, like needs as a matter of routine, like needs as a matter of routine, like
food and drink, a modest dwelling, food and drink, a modest dwelling, food and drink, a modest dwelling,
and inexpensive items, like the and inexpensive items, like the and inexpensive items, like the
things that stock the shelves of a things that stock the shelves of a things that stock the shelves of a
convenience store. convenience store. convenience store.

trading trading trading


rules

To get something from an NPC, To get something from an NPC, To get something from an NPC,
you can offer something in you can offer something in you can offer something in
exchange. It can be one of your exchange. It can be one of your exchange. It can be one of your
own items or something intangi- own items or something intangi- own items or something intangi-
ble, like a favor, a promise, or your ble, like a favor, a promise, or your ble, like a favor, a promise, or your
labor. The NPC may accept or labor. The NPC may accept or labor. The NPC may accept or
reject your offer, or try to negotiate reject your offer, or try to negotiate reject your offer, or try to negotiate
with you. with you. with you.

with you.
with you.

trading
trading

basic goods
basic goods

convenience store.
convenience store.

you can offer something in


you can offer something in

buying things
buying things

labor. The NPC may accept or


labor. The NPC may accept or

and inexpensive items, like the


and inexpensive items, like the

exchange. It can be one of your


exchange. It can be one of your

To get something from an NPC,


To get something from an NPC,

for them. This includes things of


for them. This includes things of

needs as a matter of routine, like


needs as a matter of routine, like

own items or something intangi-


own items or something intangi-

things that stock the shelves of a


things that stock the shelves of a

You can meet your basic needs in


You can meet your basic needs in

most places without having to pay


most places without having to pay

food and drink, a modest dwelling,


food and drink, a modest dwelling,

ble, like a favor, a promise, or your


ble, like a favor, a promise, or your

average quality that your character


average quality that your character

reject your offer, or try to negotiate


reject your offer, or try to negotiate
turns turns turns
During a turn, your character can During a turn, your character can During a turn, your character can
move around and do one thing. move around and do one thing. move around and do one thing.

Your one thing can be a special Your one thing can be a special Your one thing can be a special
ability you have or something else ability you have or something else ability you have or something else
you imagine, like helping a friend you imagine, like helping a friend you imagine, like helping a friend
to their feet, attacking an enemy, to their feet, attacking an enemy, to their feet, attacking an enemy,
or trying to break through a door. or trying to break through a door. or trying to break through a door.

The Guide decides whose turn it is The Guide decides whose turn it is The Guide decides whose turn it is
based on what’s happening in the based on what’s happening in the based on what’s happening in the
story. They’ll call on you when it’s story. They’ll call on you when it’s story. They’ll call on you when it’s
rules

your turn. your turn. your turn.

When each member of the party When each member of the party When each member of the party
has taken a turn, the party has has taken a turn, the party has has taken a turn, the party has
completed a round. Then, the completed a round. Then, the completed a round. Then, the
Guide gets a round of turns for all Guide gets a round of turns for all Guide gets a round of turns for all
of the creatures they control. of the creatures they control. of the creatures they control.

your turn.
your turn.

turns
turns

of the creatures they control.


of the creatures they control.

completed a round. Then, the


completed a round. Then, the

has taken a turn, the party has


has taken a turn, the party has

move around and do one thing.


move around and do one thing.

Your one thing can be a special


Your one thing can be a special

When each member of the party


When each member of the party

to their feet, attacking an enemy,


to their feet, attacking an enemy,

During a turn, your character can


During a turn, your character can

you imagine, like helping a friend


you imagine, like helping a friend

or trying to break through a door.


or trying to break through a door.

based on what’s happening in the


based on what’s happening in the

Guide gets a round of turns for all


Guide gets a round of turns for all

story. They’ll call on you when it’s


story. They’ll call on you when it’s

ability you have or something else


ability you have or something else

The Guide decides whose turn it is


The Guide decides whose turn it is
keywords keywords keywords
objects. Any inanimate thing in objects. Any inanimate thing in objects. Any inanimate thing in
your scene, like a door or a chair. your scene, like a door or a chair. your scene, like a door or a chair.

creatures. Any sentient being, creatures. Any sentient being, creatures. Any sentient being,
including both NPCs and player including both NPCs and player including both NPCs and player
characters. People, humans, dogs, characters. People, humans, dogs, characters. People, humans, dogs,
aliens, talking trees. aliens, talking trees. aliens, talking trees.

non-player characters (npcs). non-player characters (npcs). non-player characters (npcs).


Any creature played by the Guide. Any creature played by the Guide. Any creature played by the Guide.

spirits. Ethereal creatures who do spirits. Ethereal creatures who do spirits. Ethereal creatures who do
not have physical bodies. Think of not have physical bodies. Think of not have physical bodies. Think of
rules

them like ghosts who float through them like ghosts who float through them like ghosts who float through
the world. Many spirits are invis- the world. Many spirits are invis- the world. Many spirits are invis-
ible. ible. ible.

animals. Sentient creatures with- animals. Sentient creatures with- animals. Sentient creatures with-
out self-awareness or personhood, out self-awareness or personhood, out self-awareness or personhood,
like cats, dogs, giant eagles, and like cats, dogs, giant eagles, and like cats, dogs, giant eagles, and
insects. insects. insects.

ible.
ible.

insects.
insects.

aliens, talking trees.


aliens, talking trees.

keywords
keywords

creatures. Any sentient being,


creatures. Any sentient being,

like cats, dogs, giant eagles, and


like cats, dogs, giant eagles, and

objects. Any inanimate thing in


objects. Any inanimate thing in

including both NPCs and player


including both NPCs and player

non-player characters (npcs).


non-player characters (npcs).

your scene, like a door or a chair.


your scene, like a door or a chair.

the world. Many spirits are invis-


the world. Many spirits are invis-

characters. People, humans, dogs,


characters. People, humans, dogs,

animals. Sentient creatures with-


animals. Sentient creatures with-

Any creature played by the Guide.


Any creature played by the Guide.

not have physical bodies. Think of


not have physical bodies. Think of

out self-awareness or personhood,


out self-awareness or personhood,

spirits. Ethereal creatures who do


spirits. Ethereal creatures who do

them like ghosts who float through


them like ghosts who float through
keywords keywords keywords
plane. A location in the plane. A location in the plane. A location in the
omniverse. You can learn more omniverse. You can learn more omniverse. You can learn more
about planes and the omniverse on about planes and the omniverse on about planes and the omniverse on
p. 33. p. 33. p. 33.

commoners. Normal people, commoners. Normal people, commoners. Normal people,


common animals, or other average common animals, or other average common animals, or other average
creatures. Think of them like creatures. Think of them like creatures. Think of them like
extras in the background of a extras in the background of a extras in the background of a
movie. movie. movie.

minions. Creatures that are more minions. Creatures that are more minions. Creatures that are more
rules

powerful than average, like a vil- powerful than average, like a vil- powerful than average, like a vil-
lain’s groupies or the town guard. lain’s groupies or the town guard. lain’s groupies or the town guard.

bosses. Unique creatures of power, bosses. Unique creatures of power, bosses. Unique creatures of power,
intellect, or importance who are intellect, or importance who are intellect, or importance who are
resistant to some abilities. resistant to some abilities. resistant to some abilities.

p. 33.
p. 33.

movie.
movie.

plane. A location in the


plane. A location in the

keywords
keywords

resistant to some abilities.


resistant to some abilities.

creatures. Think of them like


creatures. Think of them like

commoners. Normal people,


commoners. Normal people,

extras in the background of a


extras in the background of a

omniverse. You can learn more


omniverse. You can learn more

intellect, or importance who are


intellect, or importance who are

powerful than average, like a vil-


powerful than average, like a vil-

lain’s groupies or the town guard.


lain’s groupies or the town guard.

minions. Creatures that are more


minions. Creatures that are more

common animals, or other average


common animals, or other average

about planes and the omniverse on


about planes and the omniverse on

bosses. Unique creatures of power,


bosses. Unique creatures of power,
stop sign stop sign stop sign
You can use this card to signal You can use this card to signal You can use this card to signal
when something makes you when something makes you when something makes you
uncomfortable or when you uncomfortable or when you uncomfortable or when you
want to pause the game. want to pause the game. want to pause the game.
rules

stop sign
stop sign

want to pause the game.


want to pause the game.

uncomfortable or when you


uncomfortable or when you

when something makes you


when something makes you

You can use this card to signal


You can use this card to signal

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