Sword World 2.0 - Cardia Grace
Sword World 2.0 - Cardia Grace
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Sword World 2.0 Rules & Data Book
Cardia Grace
Content
Introduction................................................12
Part 1 Characters .............................................. 13
Shadow (Humanoids) ...............................14
Fey (Humanoids) .......................................16
Fluorite (Humanoids) ...............................18
Weakling (Barbarous) ................................20
Dhampir (Barbarous) .................................22
Introducing the New Races ........................24
Tactician Class ............................................26
Mystic Class ................................................35
Warlock Class ............................................47
Divine Magic ..............................................67
Supplemental Data .....................................71
Part 2 World .................................................... 73
Supplemental Data ....................................74
Part 3 Items & Monsters ................................... 92
Items ...........................................................93
Monsters .....................................................98
Part 4 Revised Combat Rules ......................... 129
Revised Combat Rules .............................130
Simplified Combat Rules .........................131
Standard Combat Rules ...........................140
Advanced Combat Rules .........................145
Supplements & Notes ..............................155
Optional Rules .........................................163
Appendix........................................................ 166
Designer's Notebook ................................210
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Now, a new adventure begins. You can also find here special Divine Magic spells of
This book is a supplement that contains various rules & the four newly introduced gods.
data to extend the fun of "Sword World 2.0" and make it Also you find there new skill Investigation to assist and
easier to play. gathering clues and information.
Here you can find five new races, including humanoid The "Part 2. World" provides detailed information on
and barbarous, three new classes and other data to further the newly added races, classes, and deities, and can be
expand the adventure. In addition, the book includes used for character role-playing and scenario creation.
revised combat rules for more comfortable playing. In "Part 3. Items & Monsters" you can find new SS-
This book is based on the "Sword World 2.0 Core ranked weapons and armor. In addition, here added a
Rulebooks I, II and III", and expands on the contents of large amount of monster stats, mainly for higher levels.
those books. Therefore, you will need these books in The "Part 4. Revised Combat Rules" reorganize the
order to make full use of this book. In particular, Core existing combat rules to make them clearer and easier to
Rulebook I is essential for playing this game. understand. They are divided into three rulesets:
In addition, you can use other supplements such as Simplified, Standard, and Advanced which can be
"Alchemist Works" "Barbarous Tales" and "Wizards selected and used according to the level of familiarity with
Tome" to expand this rule book. These books will be very the rules and the desired style of playes. From then, the
useful for both players and GMs. Simplified and Standard rules are the same as those in
the Revised Edition, but may be described in more detail.
This book consists of four parts plus an appendix. In addition, the Advanced rules are the first time these
The "Part 1. Character" contains all the new races and rules are published, and their content is a reorganization
classes that have been added. and partial revision of the previous rules. The rules allow
The new races are three types of humanoids: Shadow, for free combat using the two-dimensional maps, so you
Fey, and Fluorite, and two types of barbarous: Weakling will be able to create a variety of situations.
and Dhampir. In the "Appendix" you can find a compiled list of spells,
The Tactician class and Mystic class (Minor Classes) techniques. The information presented here is a brief
and the Daemon Ruler class (Major Class) are also summary of the effects and is intended as a reference for
included there. You can find here rules for playing these searching. So, for detailed information, please refer to the
classes and the effects and magic corresponding to each pages of the books indicated.
class, such as Stratagems and Divinations.
Now then, flip the page and be ready for an adventure!
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Part 1 Characters
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Part 1 Characters
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CHARACTER DESCRIPTION
Shadows, new humanoids, are said to have arrived from
the northern continent. They are similar in appearance to
humans but have a third eye on their forehead.
This character has a new Tactician class, which allows
them to be on the frontlines and support their allies. This
character can be a solo fighter and also can support his
allies on the frontline with the Stratagem of [Godspeed
Stance], which enhances their movement, and with
[Surging Offense II: Raging Flame], which increases their
damage. This character shines in a group with many melee
warriors.
This character can add its Tactician level to their Initiative
checks, making them very useful in battle. Be the first to
run through the battlefield and attack with your friends in
one blistering attack!
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Part 1 Characters
R ACIAL ABILITIES
[Fairy's Blessing]: Fey can declare one of the following
Of all the fairies, the Fey are the ones who have types with an action: Earth, Water/Ice, Fire, or Wind. For
awakened to a particularly strong sense of self. Because that round, any physical or magical damage dealt by the
they were created by Mana, some wise men refer to them declared type will be increased by +2 points. In addition,
as the "Children of Cardia." the damage taken by the chosen type will be reduced by -
The Fey are classified as a humanoid race, but they are 2 points. This effect can only be used for a total of 1 minute
also an ancient species of fairy (an olden fairy), not (6 rounds) per day (you may use it 6 times every 10
contracted or summoned by a fairy tamer. They seconds (1 round) or 1 minute (6 rounds) in a row).
themselves are excellent fairy tamers and also talented [Floating]: Fey do not receive penalty modifiers for poor
singers. footing. You can also move through water, as you would
Their appearance is similar to that of elves, but they are on the ground. You can also swim; if underwater, you can
slightly smaller and more beautiful. Their bodies are move above water as if onshore. You cannot fly, and you
slightly lifted off the ground, and they can glide on the cannot float if you weigh more than 50 kg or if you are
ground or the water. carrying another character.
Fey are said to appear only once in a thousand years and
are rarely seen in all of Raxia. However, during what they ABILITY SCORES
call the "1000th Fey Festival," many Fey travel around the A: 1d B: 2d+6 C: 1d D: 1d E: 1d F: 2d
world, so you may see them here and there.
They look the same from birth and live for about 200 Fey Backgrounds
years without aging. Starting
Background Skill/Body/Mind Experience
Class
Starting Languages: Fey can read and write Trade Fairy
Common, as well as speak Sylvan. 2-4 Healer Tamer & 7/8/13 1500
Restricted Classes: Priest, Artificer Ranger
Starting Soulscars: 0 Fairy
5-6 Spy Tamer & 9/7/12 1500
Scout
Fairy
7 Fairy Expert 6/8/14 2000
Tamer
Fairy
Sword
8-9 Tamer & 8/9/11 1500
Dancer
Fencer
Fairy
10-
Singer Tamer & 5/8/15 1500
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Bard
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CHARACTER DESCRIPTION
Fey is a humanoid creature created from mana. Fey are more
human than most of the fairy-like creatures. One theory is that
Cardia blessed Fey.
The Fey are close with fairies and must have the Fairy Tamer
class. This character is a fairy tamer and can be used in a wide
variety of situations depending on the contract. The racial
ability [Fairy's Blessing] perfectly combines with fairy magic.
The Mystic divination [Benific Guidance] changes its effect
depending on the success value, so don’t forget to have its
mystic table at the ready. If you use it together with [Fairy
Wish], you can raise the success value and are more likely to
succeed.
You can change your contracts to increase your versatility. Be
anything you want to be, be a Fairy Tamer (great class, trust
me)!
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Part 1 Characters
R ACIAL ABILITIES
[Soul Glow]: The Fluorite can illuminate a 10-meter radius
The Fluorites are a rare race of mineral-bodied beings around the user with a bright light. It can be turned on and
found the world over. off with a minor action.
Their appearance is similar to that of humans, with a [Ore of Life]: Fluorites do not require food, drink, or
body made of highly transparent minerals that move as oxygen and are unaffected by poison and disease. In
smoothly as a human's. The part of the body that addition, they are not affected by items classified under the
corresponds to the head emits a faint light. The flickering item categories "Chemicals" and "Meal" or items that are
and the color of the light change depending on the ingested orally. If you wish to use magic, you must vocalize
Fluorite's mood, so they can display a wealth of it like other races (you cannot vocalize it underwater).
expressions that make it hard to believe they are made of [Crystal Body]: The Fluorite does not float on water. Also,
minerals. their defense is increased by 2 points, and their maximum
They usually wear robes or cloaks covering their entire MP is increased by 15 points.
body, and their faces are usually hidden from view by
hoods or hats to avoid unnecessary trouble or curious ABILITY SCORES
glances. At first glance, they may look like monsters, but A: 2d B: 2d C: 2d+6 D: 2d E: 1d F: 2d+6
they are truly humanoids with untainted souls. They have
a strong intellectual curiosity and are willing to interact with Fluorite Backgrounds
other species. Starting
Because of their mineral bodies, they are very different Background Skill/Body/Mind Experience
Class
from ordinary humans in many ways, but they have all five 2-4 Warrior Fighter 7/3/9 2000
senses and can speak normally (how this works is still 5-6 Magician Sorcerer 7/0/12 2000
unknown). They are often referred to as "living magic Sorcerer
stones," They have excellent mental capabilities and plenty 7 Enchanter & 6/0/13 1000
of MP, making them highly skilled wizards. At the same Conjurer
time, some of them seem to be able to become strong
8-9 Shaman Conjurer 7/1/11 2000
warriors due to the hardness of their mineral bodies.
10-
However, their bodies are brittle in inverse proportion to Scholar Sage 5/1/13 2500
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their hardness, and they may not be able to withstand
serious damage.
Fluorites spend a few to a dozen years underground as
ore and then emerge to the surface and awaken to their
own nature. They then seem to live to be about 400 years
old.
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CHARACTER DESCRIPTION
This is a humanoid whose entire body is made of
transparent ore. They do not need to eat, so they do not
need to carry preserved food. Because of their mineral
body, they are immune to the poison and disease effects,
but also cannot recover HP and MP with herbs and potions.
There are a number of gameplay differences between
Fluorite and other humanoids, so be careful when dealing
with them.
Although the Crystal Body gives them exceptional
strength and high MP, their vitality is the lowest of all
humanoids, so be careful when playing with this character.
If you are worried about your HP, your allies can help you
with support spells. Even though their HP is low, their
Defense is so high that ordinary attacks will not hurt them.
Use a multitude of spells to support your friends, or
destroy all your enemies with your destructive magic!
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Part 1 Characters
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CHARACTER DESCRIPTION
Some who are born barbarous but have inherited a few
barbarous traits or soulscars are called "weaklings" and are
despised. They are called “weak barbarous” or
“humanoids” in a barbarous society.
This character is a Weakling born of Garuda parents and,
unlike its parent, cannot fly. Instead, it has two race
features: [Immature Wings], which reduces falling damage,
and [Wind-Edge Blade], which can deal damage for MP
cost.
This character has Priest, Fencer, and Mystic classes and
can fill various roles, from support to attacker. Normally,
as Priest, they can heal their allies, and if they don’t need
healing, this character can use its divination [Benefic Star
of Swords] for support or use his Fencer class or [Wind-
Edge Blade] for attacks.
Use a variety of your abilities to their maximum and be a
central pillar of your party!
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Part 1 Characters
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CHARACTER DESCRIPTION
If a Nosferatu has a child with a humanoid, Dhampir will be
born. Since humanoid women often give birth to them,
Dhampirs tend to be raised in a humanoid society.
The race features [Bloodsucking Blessing] and [Abominable
Blood] are powerful. If you use both of them, you will be able to
outperform other characters of the same level. However, please
note that character will be much weakened under the sunlight.
Attacks by the Grappler class can be combined with
[Abominable Blood]. In addition, the Summoning Arts can deal
with ranged magical damage or transform into a powerful melee
form, making the Grappler class very effective. It is advisable to
choose which tactic to use after observing the opponent.
It is also possible to use the [Daemon's Claw] of the
Summoning Arts for melee attacks and the Grappler class for
Evasion.
Be a Dark Hero who uses both the power of Nosferatu and
the power of Daemons to fight against Fate!
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Part 1 Characters
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However, the Weaklings and Dhampirs added in this 11th Level: The Weakling can increase the power of
book think like humanoids, and they are calmer and more [Wind-Edge Blade] to Power 50 + Adventurer Level +
collected, making it relatively easy for them to work with Vitality Modifier, though this increases the MP consumed
humanoids. to 12 MP.
However, the risk of being recognized as barbarous
remains the same, and they will undoubtedly be exposed WEAKLING (B ASILISK )
to looks of fear, loathing, suspicion, and hatred. If they are [Poisonous Blood] will be enhanced.
discovered by government officials or politicians, they will 6th Level: The damage dealt by [Poisonous Blood]
be taken into custody, at the very least, and at worst, their increases to 1d damage.
life will be in immediate danger. 11th Level: The damage dealt by [Poisonous Blood]
Players should treat the barbarous PCs with such increases to 1d+2 damage.
caution. GMs should also always keep in mind the values
and common sense of the humanoid society. WEAKLING (M ERMAn)
6th Level: Gain a new racial trait: [Bubble Form].
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Part 1 Characters
T ACTICIAN (M INOR CLASS) You can only use stratagems during battle. This is
The Tactician class allows you to command your because their effect is in accordance with the ever-changing
comrades on the battlefield and give them the advantage battlefield and is not useful in peacetime.
they need to push them toward victory. People in this class In addition, stratagems use Minor Actions. No check is
are often called Tacticians or Standard Bearers. The required. The effect is automatically applied. The check
Tactician has two notable features. Firstly, they can use result is treated as "0". It is not possible to use a major
their Tactician level instead of their scouting level to action to increase that success value. In principle, you can
calculate initiative. only use one stratagem per round. To use a stratagem, you
Secondly, stratagems. Stratagems do not require any MP need to be able to speak. Since their power comes from
or other costs, and their area of effect is increased by your you efficiently mobilizing allies with your voice, you cannot
total reputation. The more time you spend assessing the omit speech, even if you use Nightmare's [Alternate
situation, the more effective it will be, so it will be especially Form]. Additionally, Gestures are not required, so
valuable in long-term battles. Stratagems can be performed regardless of movement
method.
Tacticians are proficient in:
• Initiative (see CR I, p. 125). T HE P URPOSE OF STRATAGEMS
Stratagems are techniques that allow your allies to fight
more efficiently through effective leadership. As such,
their effect is limited to allies, with the exception of the
Tactician, that used the Stratagem themself. The term "ally"
Stratagems are techniques for conveying effective and refers to any target that the Tactician deems to be an ally.
precise commands to one's comrades, using the certainty If the Tactician has more than one section, none of them
and recognition that comes with honor. It is believed that can be the target of the Stratagem. Also, you must be within
the Tactician's voice cuts through the very mana in the air, the Tactician's direct hearing range to receive the
making the transmission of command more reliable. stratagem's effects. Using magic or items that allow you to
Stratagems are basically focused on commanding allies hear the stratagem from a remote location, such as
and enhancing their combat capabilities. Therefore, they messengers, [Doll Sight], or Linkpearls, will not have any
have no effect on the enemy at all. effect.
Because stratagems aren’t magic, they do not respond to
[Sense Magic], and the effect cannot be canceled by
H EARING, I NTELLIGENCE , AND L ANGUAGE
[Dispel Magic] and other magical abilities.
Since stratagems are verbal in nature, they cannot be
Each time a character gains a level in Tactician, they can
effective on targets that lack or have lost their hearing.
choose a stratagem from the list and learn it. Each time a
Also, targets that are not at least of Low Intellect will not
character takes a level in Tactician, they may choose one
be able to understand the commands and, therefore,
stratagem from the following list and learn that stratagem.
cannot be affected. In addition, the stratagem will not work
Some stratagems require a minimum Tactician level in
on targets who do not speak your language. You can use
order to learn and cannot be learned by those Tacticians
multiple languages at the same time, so if the Tactician
of the lower level. For example, a 5th Level Tactician
knows all the languages required, the stratagem will work
would know five different stratagems and would be able to
fine.
learn any stratagem that requires a 5th-level or lower
Tactician.
You do not need any MP to a stratagem. However, you H ANDLING M OUNTS
will need to wear a badge called the Strategist Insignia (see The Tactician's mount will be affected by the stratagem
p. 34). The insignia can be worn on any equipment slot. In as long as it can hear, has at least low intellect, and
addition, Tacticians can use a type of spear called the understands the language used. Also, suppose the target is
"Banner Spear" (see p. 34). an ally (other than the Tactician themself). In that case, the
stratagem will also work on their mount (even if it is a
magical motorcycle, etc.) as long as the rider meets the
above conditions.
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Reputation Effective range (Radius) “Attack”: Increases mainly physical damage.
0〜20 6m “Evasion”: Increases evasion against physical attacks.
21〜50 10m “Defense”: Increases protection point damage reduction.
“Resistance”: Increases resistance.
51〜100 15m
“Basic”: Increases mobility. Only one rank exists, and can
101〜200 20m be upgraded to other types.
201〜500 30m “Independent”: Independent stratagem that doesn’t
501〜1000 50m belong to any other type. It cannot be increased in rank.
1001〜2000 100m
2001〜5000 500m WORKING THROUGH STRATAGEM R ANKS
Each stratagem has its own "Rank."
5001〜 The entire battlefield
When using a Stratagem, you must start with a "Rank 1"
stratagem. You can use a "Rank 2" stratagem next, given
E FFECT DURATION OF STRATAGEMS both have the same Type. This cancels out any Rank 1
With a few exceptions, all stratagems have a duration of stratagem used by the same tactician and overrides it with
3 minutes (18 rounds). If the Tactician wishes, they can the rank 2 effect. Similarly, you can use a rank 3 stratagem
end the effect with a minor action. In this case, the effect in the next round. The maximum rank is 5. Of course,
ends for everyone who was targeted. If the Tactician is Stratagems of the same Rank or lower can also be used.
incapacitated (stunned, asleep, petrified, dead, etc.), all Please note that all stratagems are classified as "Basic" Rank
effects are lost, even if they are still in effect. 1. Those can be overridden by Rank 2 Stratagems of any
other type.
R ESISTING A STRATAGEM
Any target with the will to resist the stratagem will E NLIGHTENMENT E FFECT
automatically succeed in resisting. They then can resume In addition to the standard effects, Rank 4 Stratagems
use from a Rank 1 stratagem. Characters who have used have an "Enlightenment Effect" listed. A character who had
an enlightenment effect within 6 rounds will also regain the been the target of a Rank 1 Stratagem from a given
right to use the enlightenment effect again. Tactician will be entitled to this Enlightenment effect. If a
character is the target of a rank 4 Stratagem by a Tactician,
OVERLAPPING STRATAGEMS he or she can then declare the enlightenment effect at will.
Only one stratagem can be active on a single target at a Once the declaration is made, the enlightenment effect will
time. This is even if it has a different name or was used by be applied according to the Stratagem description. Once a
different Tacticians. Basically, the stratagem that is used character has been enlightened, they lose the right to the
later will take priority. If another character uses a enlightening effect. If the character becomes the target of
stratagem, the effect of the character with the higher total a Rank 1 Stratagem by the Tactician again (i.e., if the
reputation will take precedence. If the two characters have Tactician starts over from a Rank 1 Stratagem), they will
the same total reputation, the character with the higher gain that right again. As a general rule, whether or not to
Tactician level will take priority. If they are the same, the exert an enlightenment effect depends on the target, but
Intelligence values are compared. If they are still tied, they the enlightenment effects of [Flowing Fortunes IV:
roll 2d, and the character with the higher roll takes priority. Lingering Shadow] and [Ironclad Defense IV:
The character with the higher roll takes precedence. Indomitable] are automatically used when the conditions
are met. You either have the right to activate the effect for
STRATAGEMS AND B ATTLE H YMN USED TOGETHER each character, or you don't. If you do not activate it, and
Stratagems and the [Battle Hymn] spell (see CR II, p. your Tactician reverts to a Rank 1 Stratagem, you cannot
127) use "sounds" to function. However, stratagems can be carry it over and retain it twice, so be mindful of that.
mixed with Spellsongs without issue. So, the same
character can use a stratagem and a Spellsong or a Battle CHANGE TO A DIFFERENT T YPE OF STRATAGEM
Hymn simultaneously. There may be times when the skirmish changes and you
are forced to use a different type of Stratagem. In that case,
you can use a different type of Stratagem, as long as it is of
a rank lower than the one currently in effect. Of course,
Stratagems have two important concepts: "Rank" and you can always reset and use a Rank 1 Stratagem. (e.g., if a
"Type." "Rank" indicates the strength of the stratagem. You Rank 3 attack Stratagem is in effect, any Stratagem of Rank
can achieve a higher potency by starting with a lower- 2 or lower can be used.)
ranked Stratagem and gradually working your way up to a
higher-ranked one. No matter how high a level Tactician E XAMPLES OF R ANK I NCREASES
you are, you can't just suddenly start with a high-ranked You must always start with a Rank 1 Stratagem. For
stratagem. You have to work up to it. "Type" is a name that example, let's say that a character with 10th level Tactician
distinguishes between the kinds of Stratagems. There are class has mastered the rank 5 attack Stratagem, [Surging
four types: Attack, Evasion, Defense, and Resistance. In Offense V: Hellfire]. However, this Stratagem cannot be
addition to these, there are "basic" and "independent" types. used immediately after the start of the battle. Please refer
They work as follows. For more details, please refer to the to the following steps.
table on page 201.
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Part 1 Characters
Round 1 Round 7
Rank 1 Stratagem [Surging Offense I] used. The Used [Surging Offense V: Hellfire]. The effect of
designated ally's physical damage increases by +2 and [Surging Offense IV: Flame] is canceled, and the physical
evasion decreases by -1. damage of all targets is increased by +8 once.
Round 2 Round 8
Rank 2 Stratagem [Surging Offense II: Whirlwind] used. The Combo is reset, resume using a Rank 1 Stratagem;
The effect of [Surging Offense I] is canceled, and the Characters who used an enlightenment effect in Round 6
target's damage is increased by +1. will also regain the right to use it.
Round 3
Rank 3 Stratagem [Surging Offense III: Roaring Flame] As shown in the example above, the fifth rank Stratagem
used. The effect of [Surging Offense II: Whirlwind] is used has a temporary effect. Therefore, please note that
canceled and the target's physical damage is increased by after using Rank 5, there will be no more lasting effects and
+3. you must reset and start over by using a Rank 1 Stratagem.
Round 4
Rank 4 Stratagem [Surging Offense IV: Blaze] used. The N OTE: R ECEIVING THE EFFECTS OF A STRATAGEM FROM
target's physical damage is increased by +3, and they gain THE MIDDLE
the ability to use the enlightenment effect (instantaneous This situation can occur for a number of reasons, such
additional physical damage of +3). as becoming the target of a Stratagem whose rank has
Round 5 already increased - moving in from outside the range. For
Rank 5 Stratagem [Surging Offense V: Hellfire] can be the user, the rank of the Stratagem must be increased in
used. However, using this Stratagem cancels the effect of order, but for the ally receiving the effect, that is irrelevant.
[Surging Offense IV: Flame], so don't use it until you need So it is possible to receive the effect of a higher rank
it. Stratagem as soon as you wish. Therefore, you can choose
Round 6 to ignore all low-ranked Stratagems and only receive their
One of the allies uses the enlightenment effect (Physical effects when they reach a higher rank. However, don't
damage +3). Combined with the original effect, +6 forget that each Stratagem has a duration. Stratagems are
damage! not constant, so if you come in later and wish the effect
The enlightenment effect will disappear for that target. would last longer, you will not get the benefit. Make sure
However, the original effect (Physical Damage +3) is still to ask each tactician to use the same (or higher) rank of
in effect. The other target retains the right to use the Stratagem.
enlightenment effect.
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☆ Godspeed Stance ☆ Flowing Fortunes II: Flowing
T/R Basic/Rank 1
Water
Sum. Movement +5 T/R Evasion/Rank 2
Eff. By giving a precise command, your allies are Sum. Evasion+2, Defense -2
able to push farther. The target gains +5 Eff. You command your allies to focus on dodging
Movement. rather than fortifying defenses. The target gains a
+2 bonus modifier to Evasion rolls and -2 defense.
Defense can never be less than 0.
☆ Stronghold Stance
T/R Basic/Rank 1
Sum. Limited Movement +2m ☆ Ironclad Defense I
Eff. Instructs your comrades to work together to T/R Defense/Rank 1
quickly form an advancing formation. The target Sum. Defense +2, Physical Damage -2
has a +2m Limited Movement. Eff. You command your allies to focus on defending
themselves rather than attacking.
☆ Surging Offense I The target gains +2 protection points and takes
-2 physical damage.
T/R Attack/Rank 1
Sum. Physical damage +2, Evasion -1
Eff. Give the command to attack rather than evade. ☆ Ironclad Defense II: Solid Form
When the target makes a melee or ranged T/R Defense/Rank 2
attack, physical damage is increased by +2. Also, Sum. Defense +1, Magic damage -1
Evasion takes a penalty modifier of -1. Eff. Direct your allies to defend themselves against
all attacks. The target gains +1 defense and takes -
☆ Surging Offense II: Raging Flame 1 magic damage.
However, damage from poison, disease, curse
T/R Attack/Rank 2 or any other type cannot be reduced.
Sum. Physical damage +2
Eff. You command your allies to attack at full force.
Increases physical damage by +2 when the target ☆ Ironclad Defense II: Iron Armor
makes a melee or ranged attack. T/R Defense/Rank 2
Sum. Defense +2
☆ Surging Offense II: Whirlwind Eff. You command your allies to defend and endure
the attacks. Increases the target's Defense by 2.
T/R Attack/Rank 2
Sum. Accuracy +1
Eff. Directs the target to make a precise attack. The
target gains a +1 bonus modifier to accuracy ☆ Defiant Stand I: Tough Body
checks. T/R Resistance/Rank 1
Sum. Fortitude +1, Willpower -1
☆ Flowing Fortunes I Eff. You encourage physical stamina rather than
mental toughness.
T/R Evasion/Rank 1 The target gains a +1 bonus modifier to
Sum. Evasion +1, Defense -2 Fortitude and a -1 penalty modifier to Willpower.
Eff. You command your allies to dodge rather than
rely on armor. The target gains a +1 bonus
modifier to Evasion rolls and a -2 Defense. ☆ Defiant Stand I: Enduring Soul
Defense can never be lower than 0. T/R Resistance/Rank 1
Sum. Willpower +1, Fortitude -1
☆ Flowing Fortunes II: Shimmer Eff. You inspire mental strength and improve
resistance.
T/R Evasion/Rank 2 The target gains a +1 bonus modifier to
Sum. Evasion +1 Willpower and a -1 penalty modifier to Fortitude.
Eff. Read the enemy's movements and direct your
allies to avoid attacks. The target gains a +1
modifier to Evasion checks.
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Part 1 Characters
☆ Defiant Stand II: Strong Physique ☆ Defiant Stand II: Balanced Scales
T/R Resistance/Rank 2 T/R Resistance/Rank 2
Sum. Fortitude +2, Willpower -1 Sum. +1 to either Fortitude or Willpower.
Eff. Instill physical fortitude and give endurance. Eff. Inspire your allies to stand strong. The target
The target gains a +2 bonus modifier to gains a +1 bonus modifier to either Fortitude or
Fortitude and a -1 penalty modifier to Willpower. Willpower.
Which of the two is modified is determined by
the Tactician at the time the stratagem is used.
☆ Defiant Stand II: Peace of Mind
T/R Resistance/Rank 2
☆ Strategic Ingenuity
Sum. Willpower +2, Fortitude -1
Eff. Encourage mental strength and stability of T/R Independent
mind. Sum. Allows you to use your Tactician Class +
The target gains a +2 bonus modifier to Intelligence for Initiative
Willpower and a -1 penalty modifier to Fortitude. Eff. Use your wits to outmaneuver the enemy.
This Stratagem is used immediately before
rolling the initiative. The target can make the
initiative check using their Tactician level +
Intelligence Modifier. This effect is an exception,
as it only affects the user and disappears at the
start of the Tactician's turn.
30
☆ Flowing Fortune III: Phantasma ☆ Ironclad Defense IV:
T/R Evasion/Rank 3
Counterstrike
Sum. Evasion +2 T/R Defense/Rank 4
Eff. Predict enemy attacks with great accuracy and Sum. Defense +3 also grants [Counter] momentarily
lead your comrades to a safe position. (Enlightenment).
The target gains a +2 bonus modifier to Evasion Eff. Direct a solid defense and commands a
checks. counterattack when opportunity strikes.
The target gains +3 Defense.
☆ Flowing Fortunes IV: Lingering Enlightenment
Shadow Only once, with any weapon, you can use the
T/R Evasion/Rank 4 combat feat [Counter].
Sum. Evasion +1, target takes -1 damage and can nullify
one attack momentarily (Enlightenment).
Eff. You command surprising maneuvers as if the
☆ Ironclad Defense IV: Indomitable
enemies were chasing shadows. T/R Defense/Rank 4
The target gains a +1 bonus modifier to Evasion Sum. Gain +2 Defense, -2 Magic Damage, and gain
checks and takes -1 point of physical and magical additional HP momentarily (Enlightenment).
damage. However, damage with any of the Eff. Stir up the mind and bodies of your allies,
following types cannot be reduced: poison, making them undaunted by any attack.
disease, or a curse. The target gains +2 points of protection and
takes -2 points of magic damage. However,
Enlightenment damage with any of the "Poison," "Disease," or
Whenever the target is asked to make an "Curse" types cannot be reduced.
Evasion check, it automatically succeeds. This
effect is applied the first time an Evasion is made Enlightenment
and disappears after that one time. For one time only, you gain additional HP
similar to the Level 9 Divine Spell [Holy Blessing]
(see WT, p. 51). If you lose the effect of [Ironclad
☆ Flowing Fortunes IV: Phase Shift Defense IV: Indomitable], this additional HP will
T/R Evasion/Rank 4 be lost.
Sum. Evasion+2, as well as Evasion+2 momentarily
(Enlightenment). ☆ Defiant Stand III: Rigid Frame
Eff. You guide your allies thoroughly to dodge
enemy attacks. T/R Resistance/Rank 3
The target gains a +2 bonus modifier to Evasion Sum. Fortitude +2.
checks. Eff. Inspire physical resilience and make your allies
more tenacious.
Enlightenment The target gains a +2 bonus modifier to
You gain an additional +2 bonus modifier to Fortitude.
your Evasion rolls (for a total of +4). You may
declare this effect after the target has made an ☆ Defiant Stand III: Purity of Mind
Evasion check and you have seen the result.
T/R Resistance/Rank 3
☆ Ironclad Defense III: Steel Armor Sum. Willpower +2
Eff. Further, inspire mental strength and toughen
T/R Defense/Rank 3 the mind.
Sum. Defense +3 The target gains a +2 bonus modifier to
Eff. You command a solid defense. Willpower.
Increases the target's Defense by 3.
☆ Ironclad Defense III: Armored ☆ Defiant Stand III: Body and Soul
Core T/R Resistance/Rank 3
T/R Defense/Rank 3 Sum. Fortitude +1, Willpower +1
Sum. Defense +2, Magic Damage -2 Eff. Inspire your allies to stand fast and stand strong.
Eff. Prepare for all attacks with greater certainty. The target gains a +1 bonus modifier to
Increases the target's Defense by +2 and reduces Fortitude and Willpower.
any magic damage the target takes by 2 points,
except for Poison, Disease, and Curse.
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32
following types cannot be reduced: poison,
☆ Flowing Fortunes V: Water Mirror disease, or a curse. In addition, during the
T/R Evasion/Rank 5 duration of this Stratagem, you can use any
Sum. Evasion+4, -2 Damage taken. weapon up to two times to use the [Counter]
Eff. You command your allies to concentrate on Combat Feat.
evasion to the utmost degree and outlast the The duration of this Stratagem is treated as "one
enemy's offensive. round".
The target gains a +4 bonus modifier to Evasion
checks and takes -2 points of physical and Magical
Damage. However, damage with the types
Poison, Disease, or Curse cannot be reduced. ☆ Defiant Stand V: Overflowing Life
The duration of this Stratagem is treated as "1 T/R Resistance/Rank 5
round". Sum. The same benefits as [Awaken] are activated.
Eff. Loudly inspire and awaken those who have
☆ Flowing Fortunes V: Shadow fallen and fainted. It has the same effect as
[Awaken] (see WT, p. 47) on any target within
Drive
range.
T/R Evasion/Rank 5
The duration of the effect of this Stratagem is
Sum. Evasion +2 temporarily gives the target the ability treated as "instant".
[Shadow Sneak].
Eff. Point out the gaps in the enemy's line, and
change the formation as if it were a shadow. ☆ Defiant Stand V: Aetheric Spring
The target gains a +2 bonus to Evasion and gains T/R Resistance/Rank 5
the effect of the combat feat [Shadow Sneak] Sum. Reduces MP consumption by 5 points
regardless of the conditions. The duration of this Eff. Calms the mind with a beautiful singing voice,
Stratagem is treated as lasting "1 round". allowing you to use less mana to achieve the
desired effect.
☆ Ironclad Defense V: Steel Citadel Any target within range will have the MP cost of
their spells reduced by 5 points (minimum 1).
T/R Defense/Rank 5
This effect overlaps with other MP-Cost-reducing
Sum. Defense +6 effects. The duration of this Stratagem is treated
Eff. Increase defense to the maximum, blocking as lasting "1 round".
enemy attacks.
Increases the target's defense by +6. The
duration of this Stratagem is treated as lasting "1 ☆ Great Challenge
round". T/R Independent
Sum. Evasion +1, Fortitude and Willpower +1, Evasion
☆ Ironclad Defense V: Spearhead of Strategist -4, Fortitude and Willpower -2
Eff. You make your presence known with a loud
T/R Defense/Rank 5
voice, attracting the attention of the enemy with
Sum. -4 Damage taken temporarily gives the target the your seemingly defenseless stance.
ability [Counter]. The target gains a +1 bonus modifier to Evasion
Eff. Gives your allies the strength to withstand all and Fortitude and Willpower checks. In turn, the
damage, leading to a fierce counterattack. The Tactician who uses this Stratagem takes a -4
target takes -4 points of physical and magical penalty to Evasion rolls and a -2 penalty to
damage. However, damage with any of the Fortitude and Willpower rolls.
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Part 1 Characters
I TEM DETAIL
Banner Spear Base Price: Spear + 3,000 + 100 reputation
Popularity 8 App. A large flag that attaches to a spear Item Class Weapon
Summary A flag that can strengthen Stratagems. Era Magitech Civilization
Attach a large flag to your spear that will
eliminate the interference between your voice In addition, the flag is embroidered with an
and the mana in the air, allowing your illustration that signifies a specific type. When using
Stratagems to travel further. When you use a stratagems of that type, you can start from Rank 2. This
Effect
Stratagem, this flag can be used as an insignia still grants the right to the enlightenment effect.
and will be treated as 200 points higher in However, the accuracy of a spear that has undergone
reputation for the sake of calculating the area of this process will be reduced by -1.
effect.
34
M YSTIC (M INOR CLASS)
The Mystic class offers the ability to tell fortunes. The There are two types of divinations: Diurnal type and
Mystic is not skilled with weapons and cannot use magic, Nocturnal Type.
but has the ability to detect good and bad omens and
predict the future. DIURNAL DIVINATION
Users of the Mystic class are called Diviners. The future This type of Divination has the diviner actively involved
predicted by a Diviner is the most likely future that will in the divination process. The diviner uses a "divining tool"
come true if they take no action. to try to bring about a more favorable future. Diurnal
Through an ability called Divination, the diviner can Divinations are performed as a Major Action.
change it and bring about a more convenient future for Unlike the Nocturnal Type, which will be discussed
others or themself. later, the use of this type of Divination is classified as an
action check.
Mystics are proficient in: When using Diurnal type Divination, a Full Move
• Use of Divinations / Divinations Checks cannot be taken during the same turn.
• Search Checks (see CR I, p. 128)
• Meteorology Checks (see CR I, p. 129) N OCTURNAL DIVINATION
Nocturnal Divination allows the diviner to sense and
possibly avoid future events that might bring harm to them
and their allies. They work very differently from
Divinations are an ability that can be used by learning conventional gameplay. The diviner declares the use of
Mystics. It is a technique to guide your friends and yourself these divinations only after something bad has actually
to a better future through divination and intuition. When happened in the game. You can then use the appropriate
you acquire one level of Mystic, you can choose to learn Nocturnal Divination. To do so, make a Divination check
one of the Divinations. to determine if that event occurred or could be averted.
After that, each time you gain another level of Mystic, The process is as follows:
you will be able to learn and use a new Divination. Some Event occurs ➔ Use of Divination ➔ cancellation or
Divinations have a minimum level requirement (Level 5 alteration of the event.
or 10) to acquire them, and such Divinations can only be However, this whole interaction looks different from the
acquired when your Mystic Class has reached the indicated perspective of the character.
level. Even if your Mystic Class is higher than 5 or 10, you Events that should have happened once in the game are
can still learn lower-level Divinations that do not have a interpreted as premonitions of the near future - as visions.
level requirement. Your character might warn their allies by saying, "Disaster
Divination is not magic. The Mystic class is used to will strike if you don’t turn back!". This vision might allow
perform Divination Checks. Each Divination has a you and your companions to act differently and avoid an
different Ability Score, which can be either Dexterity, unfavorable future.
Intelligence, or Spirit. These Divinations are extremely powerful and allow you
Since Divinations aren’t magic, Divinations with a to see and avoid your own death.
duration do not respond to [Sense Magic] and cannot be Nocturnal Divinations are performed by the player
removed by [Dispel Magic]. It also has no types, such as a declaring, if necessary. No divination tools are required.
curse or psychic, and any sort of magic or other effects that Due to their nature, their use is not considered to be an
interacts with these types doesn't apply to Divinations. action, nor is the necessary check classified as an action
However, there are other spells and effects that can check. There are no restrictions on movement after using
remove the effect of the Divination, such as [Perfection them.
Cancellation], [Restoration], and [Dispel Needle]. Nocturnal Divination has a very limited time where you
The diviner can't cancel the effect of a Divination with a can declare its use. They must be used right after whatever
duration. Unless otherwise stated, a target that has already event you want to prevent occurs. Afterward, if “time
been affected by a Divination cannot be affected by the passed,” so to speak, a Nocturnal Divination can no longer
same Divination for the duration of the effect. be used.
In the case of a redo, the HP, MP, etc. of all the
characters involved will be restored to what they were at
the time of the redo. Next, the MP and HP costs will be
taken care of. After that, time resets.
The same diviner may not attempt to prevent an event in
such a matter more than once.
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36
ACCIDENTAL DIGNITY
Req. Mystic Level 5 or higher Use -
Sum. Reduces the cost of divination by -1.
With the introduction of the Mystic class, the following
The cost specified in the Divination result
combat feats will also be added. Effect
table is reduced by -1.
All of these combat feats are not Automatically acquired,
so they must be acquired when the adventurer reaches an
odd level like any other Combat Feat. E SSENCIAL DIGNITY
Req. [Accidental Dignity] Use -
Sum. Halves the cost of Divinations.
The cost indicated on the Divination result
SYNASTRY table is reduced by half (rounded up to the
Req. Mystic Level 5 or higher Use - Effect
nearest whole number). After that, the
Makes it easier to target the diviner reduction by 1 is also applied.
Sum.
themself.
Diviners who have acquired this combat
feat will not suffer a -4 penalty to their
Divination checks when they target
themselves with "Target: 1" Divinations.
B EHOLDING SIGNS
Effect In addition, the diviner can select
themselves to be the target of the "Beholding Req. Mystic Level 9 or higher Use -
Signs" combat feat or when the diviner is Changes “Target” of divination from “1
Sum.
instructed to increase the number of targets Target” to "2 Targets”.
on the Divination Result Chart. If divination targets a single character, you
may target two instead. You perform the
required check once. The cost is only paid
F ATED CROSSING Effect
once as well. If you have not mastered
Req. Mystic Level 5 or higher Use - [Synastry], the target cannot be the Diviner
Increases the success value of the Divination themself.
Sum.
check by ±1.
The Diviner can change the success value
Effect of a Divination check by plus 1 or minus 1
after rolling it.
Below you will find a list of the individual divinations. ABILITY SCORE
They should be read as follows The ability score is used to calculate the base value for
the Divination.
R EQUIRED L EVEL T ARGET
At the top of each list of Divination, there is a header, The target of the divination. If this value is "1", the
"○ Level Mystic Required". The ○ will show how many Diviner can target themselves, with a -4 penalty to the
levels of Mystic a character needs in order to learn any of Divination.
the Divination under that header. If the target is also a Diviner, this penalty doesn't apply.
R ANGE
T YPE The range of the Divination.
Next to the required level, there are two types of
divination: Diurnal Divination and Nocturnal Divination. DURATION
The only type of divination available at level 1 are Diurnal
The time the Divination lasts. The duration depends
type divinations.
on the Divination Result Table.
OVERVIEW
N AME
A quick overview of the Divination and its effects.
The name of the Divination.
E FFECT
R EQ. T OOL
Detailed descriptions of the Divination and its effects.
The required divination tools are listed here if the
divination is of the Diurnal type.
DIVINATION R ESULT T ABLE
This is the result table for the Divination check.
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Part 1 Characters
38
The target gains a +1 modifier for 1 hour.
10 – 12
Cost: MP2
The target gains a +2 modifier for 1 hour.
13 – 15
Cost: MP/HP8
The target gains a +1 modifier for 1 day. Cost:
16+
MP3
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Part 1 Characters
40
Divination Result Table
Benefic Star of Synthesis
The card deck used is destroyed and the
Type Diurnal Tool Card Automatic diviner sees numerous glowing rectangles in
Ability Intelligence Target 1 Character Failure the air for 10 seconds (1 round).
10 seconds There is no penalty to your Skill Checks.
Range 30m Duration The benefic star eludes you. The Divination
(1 round)
6 or less
Sum. Gives a bonus to Evocation checks. has no effect. Cost: HP4
During the duration of the effect, the target gains The benefic star eludes you. The Divination
7–8
Effect a bonus to Evocation checks performed as a Major has no effect. Cost: MP2
Action. 9 – 13 The target gains a +1 modifier. Cost: MP2
The target gains a +2 modifier. Cost:
14 – 16
MP/HP10
The Diviner can choose an additional target
(Any other Character except the Diviner).
17+
All targets gain a +2 bonus modifier. Cost:
MP3
Automatic The target's Evocation checks become
Success automatic successes. Cost: MP3
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Part 1 Characters
42
gotten them the information as well. Cost:
MP/HP20
The diviner gains the information that should
18 – 19 have been acquired unconditionally. Cost:
HP/MP30
The diviner gains the information that should
20+ have been acquired unconditionally. Cost:
MP5
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Part 1 Characters
44
Divination Result Table
Vision of Ambush
Things go on as they were in the vision, and
Type Nocturnal Tool - Automatic nothing changes. The Diviner's feet slump,
Ability Spirit Target 1 Character Failure and he can only perform limited movement
Range 30m Duration Instant for 10 seconds (1 round).
Vision of a Battle where the Enemies take the 12 or less Things go on as they were in the vision, the
Sum. enemy seizes the initiative. Cost: HP6
Initiative
When you lose the initiative check and lose first Things go on as they were in the vision, the
13 – 14
strike, you can redo the check as if it was a vision. enemy seizes the initiative. Cost: MP3
Declare the use of this divination after losing the 15 – 16 Redo the Initiative check. Cost: MP3
Effect All allies gain a +2 bonus modifier and redo
initiative and before the battle begins. The same 17 – 18
diviner cannot use this Divination again for the the Initiative check. Cost: MP/HP20
same initiative check. All allies gain a +2 bonus modifier and redo
19+
the Initiative check. Cost: MP5
Automatic The Initiative is treated as if it automatically
Success succeeded. Cost: MP5
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Part 1 Characters
46
Once the Warlock class is learned, it is possible to
speak Daemonic and read Arcana.
In addition, when making Monster Knowledge checks
WARLOCK (MAJOR CLASS)
against a daemon, they receive a +4 bonus to their success
The Warlock class calls upon daemons from the other value.
side to take part of their infernal power or to use the In the Warlock class, the following checks can be made.
daemons themselves as servants.
Those who possess the Warlock class are called
• Spellcasting check (see CR I, p. 127).
"summoners" or "Daemon Tamers."
Warlocks are able to use so-called Summoning Arts.
※Note that the rules for the Warlock class are
Warlocks, who transform their own bodies or summon
daemons, are often thought of as wicked magic users by somewhat complex, and it is a difficult class to handle for
the general public. Some of these magics are so vile that unfamiliar players.
they actually require human sacrifices. For this reason,
some adventurers are wary of them.
Summoning Arts, which can be used by mastering the The act of signing a contract is as simple as pressing one's
Warlock class, are a variety of powerful and sinister thumb on it.
magics, including those that alter and strengthen the One Daemon Contract is consumed for each spell cast.
practitioner's body, attack the enemy directly, and Even if the number of targets is increased by
summon daemons. [Metamagic/Targets] and so on, the number of " Daemon
Since Summoning Arts are magic, the basic rules and Contracts" consumed is still one.
notations follow those of conventional magic. For details,
see pages 144 and 227 of the Core Rulebook I, or SUMMONING ARTS ARE NOT SOCIALLY ACCEPTABLE
"General Rules of Magic" (see p. 13) and "How to Read Some Summoning Arts may change the shape of the
Magic Data" (see p. 22) in Wizards Tome. caster into a deformed shape or otherwise violate moral
Summoning Arts allows all 1st-level magic to be used standards. These arts are marked with an (X) in front of
once one level of the Warlock class has been acquired. their names and are considered criminal acts in human
Thereafter, each time your Warlock level increases by society when used in public.
one level, you will be able to use all of the magic of that
new level. Criminalization of Summoning Arts
Some Summoning Arts are considered criminal acts in
human society; Summoning Arts are less recognized than
ARMOR P ENALTY TO SPELLCASTING CHECKS other magical systems, and summoning daemons is also
Exercising Summoning Arts requires delicate motions. considered very dangerous compared to, for example,
Therefore, if the following armor is equipped, a penalty golems, which have no will (as well as some undead).
will be applied to spellcasting checks. Adventurers and those with Adventurer Classes are aware
Armor Penalty of Summoning Arts. The rest of the public can only guess
Hard Leather -2 that it is magic.
Any Metal Armor -4 While merely mastering the Summoning Arts is not a
crime, exercising a Summoning Arts marked with (X) in
the streets is considered a criminal act in most human
P REPARATION OF DAEMON CONTRACTS
societies. You will not suddenly be executed for
In order to use Summoning Arts, you will need a
exercising it, but if you are seen exercising it or if you are
Daemon Contract. Daemon Contracts are consumable
present in the city for the duration of the effect, you will
items which enable the use of magic by signing the
be arrested by the guards.
contract with a daemon.
Penalties vary from country to country and city to city,
The Daemon Contract is not commercially available
but at the very least, you will be exiled outside the city. In
and must be made by the caster. It costs 10 G per sheet,
some cases, you may even be imprisoned. In addition,
including the cost of the parchment. 10 sheets (100 G
you may be considered a barbarous or a daemon by the
worth) can be made in one hour.
general public without knowledge of the Summoning
Arts, in which case you may be subject to execution. The
SIGNING THE DAEMON CONTRACT GM should decide what the final penalty will be.
Vocalization is required to exercise Summoning Arts.
Treat the Daemon Contract as if it were a consumable.
47
Part 1 Characters
The Daemon Tamer summons daemons from the other represented by "essential offerings" and "additional offering
side via the [Daemon's Gate] spell (ritual) and encases cost". The "essential offerings" are the offerings that are
them in an item. required for the ritual to summon the daemon. The
The following rules apply to summoning, encasing, and "additional offering cost" is the total price of other required
temporarily releasing daemons. See also the chart on page offerings. The offerings can be a variety of foods such as
56. bread and raw meat, special minerals such as cinnabar and
realgar, animal corpses, and so on. In the game, they can
Summoning a Daemon be prepared simply by spending the required gamels.
The Daemon Tamer must perform a one-hour ritual Items that are made as "loot" for each daemon can also be
(invoking the [Daemon's Gate] spell) in order to summon diverted as "other offerings" to summon it. In this case, the
a daemon. commercial price (twice the selling price) is used as the
During the ritual, the Daemon Tamer must draw a magic price of the offering.
circle on the floor with a diameter of "Daemon Level x 1 In addition, the GM may accept any other loot the PCs
meter" of the daemon they wish to summon. Then, he have acquired that they deem appropriate as an offering.
must prepare an offering for the daemon. This is The same commercial price (twice the selling price) is
calculated as the price of the material.
48
Illegal Offerings have other roles or effects and have a defined price, the
Essential Offerings may consist of non-legal items. The price is added to the calculation.
Illegal Offerings Table also lists the value of the illegal When using "Daemon Seminarium," purchasing any
offerings and a numerical value of how many illegal items is unnecessary.
offerings can be counted as other offerings.
Those outlawed items with an X appended to the ORNAMENTS (L EVEL-2)
beginning of their name cannot be purchased on the These include rings, bangles, necklaces, and earrings.
market. And the act of trying to procure them is definitely Contracts can be made with daemons up to the "Warlock
a crime. As you can see from the list, there are some very class level-2" of the Daemon Tamer.
inhumane and serious crimes. The item can be worn as an ornament on the appropriate
part of the body. The temporary release of the daemon
Items on the Daemon Summoning List cannot be performed unless it is equipped. If the daemon
In addition to offerings, the daemon summoning chart is temporarily released and is removed from the
also includes other related information. equipment, the daemon will go out of control (see p. 53).
First, the MP required to exercise [Daemon’s Gate] is
different for each daemon, so it is listed. ARMOR (L EVEL -2)
The list also includes the price of the "Vessel," which is Price will be added on top. You can contract with
explained in the next section, and the steps required to use daemons up to "Warlock class level - 2" of Daemon
a "Daemon Seminarium" as a Vessel. Tamer.
This must also be prepared separately from the ritual The Daemon Tamer cannot be temporarily released
offerings. unless the Daemon Tamer is equipped as armor. If the
vessel is unequipped while temporarily released, the
Table of Illegal Offerings daemon will go out of control (see p. 53).
Calculated
Offering
Value WEAPONS (L EVEL -2)
(X)Humanoid bones 20 Price will be added on top. It is possible to contract with
(X)Severed Humanoid Body Part 50 daemons up to "Warlock class level -2" of Daemon Tamer.
(X)Humanoid Heart 200 Temporary release of the daemon cannot be performed
(X)Fetal remains※ 100 – 1,000 unless the weapon is held. If the Vessel is unequipped or
100 – 500 destroyed while the daemon is temporarily released, the
(X)Humanoid remains※
daemon will go rogue (see p. 49).
(X)Daemon Seminarium/Stage 1 500
Weapons of biological origin, such as "Punch," "Kick,"
(X)Daemon Seminarium/Stage 2 1,000 "Bite," and "Tail," cannot contain a daemon. Weapons that
(X)Daemon Seminarium/Stage 3 2,000 can be acquired by Summoning Arts, such as [Daemon's
(X)Daemon Seminarium/Stage 4 3,000 Crow], cannot be used for Vessel, even if the effect time is
(X)Daemon Seminarium/Stage 5 5,000 altered.
49
Part 1 Characters
daemons up to the "Warlock class level" of Daemon daemons, excluding the target daemons, will be added to
Tamer. the Daemon Tamer's success value as a bonus modifier.
In equipping and carrying, it is treated as a two-handed If the Daemon Tamer's achievement exceeds that of the
weapon. daemon, the daemon is sealed. The Daemon enters the
The Daemon Tamer cannot be temporarily released Vessel. Suppose the Daemon Tamer wants to reseal a
unless it is held with both hands, but even if it is taken out temporarily released daemon. In that case, he may seal the
of hand after temporary release, the daemon will not go daemon in a different Vessel, or set conditions for a new
out of control (see p. 53). temporary release, together with new orders for the
daemon to follow, which are different from the previous
F URNISHINGS (L EVEL +1) ones.
Furniture such as cupboards, chests of drawers, desks, If the attempt to reseal fails, the Daemon Tamer takes
etc. Requires parts to be opened and closed. It is possible "daemon level x (number of other contracted daemons +
to make a contract with a daemon whose level is up to the 1) x 2" points of magic damage to their HP. This damage
"Warlock class level +1" of the Daemon Tamer. cannot be reduced in any way.
It cannot be equipped or carried. Temporarily released daemons remain in the same state.
If the command given to the daemon is "Follow Orders,"
DAEMON SEMINARIUM (L EVEL+2) the Daemon Tamer can also give the daemon instructions
These are people who have been planted with "daemon to make it act.
Seeds" created by the daemon's Seed spell. It can be used After one hour of temporary release, the daemon is
in place of a Vessel as an object. There are five levels of permanently released.
growth for a Daemon Seminarium, depending on the stage
of germination of the seed, which determines the level of Sealing Procedure
daemon that can be contained. A Daemon Seminarium at
the appropriate stage will allow the contracting of daemons
up to the "Warlock class level +2" of the Daemon Tamer.
However, some daemons cannot use it as a Vessel. The
Daemon Seminarium retains its own consciousness even
after encasing a daemon. Its appearance does not change
at all. The Daemon Seminarium moves of its own volition.
See page 54 for detailed rules regarding the Daemon
Seminarium.
Daemon Seminarium can also be used as an offering in
a summoning ceremony. The Daemon Seminarium used
as an offering does not become a Vessel.
50
The Daemon Tamer is obligated to abide by the contract locations, materials, etc., varies with each astrological
and protect the Daemon for the duration of the contract guidance.
with the Daemon.
If the Daemon Tamer themself attempts to harm the CONSTELLATION B ONUSES ARE FOR NPCS ONLY
daemon or allows the daemon to be harmed, he must The maximum level increase due to constellations
suffer the same damage as the aforementioned failure of should be exclusively for NPCs who act as enemies. This
sealing. allows the GM to adjust the level of the daemon to appear
On the other hand, the Daemon Tamer can and provide a story of mystery-solving to track down the
permanently release the contracted daemon at any time. dangerous entity that is performing a series of rituals.
From the moment of permanent release, the obligations The PCs do not have the luxury of time to track down
related to the contract are eliminated. the constellation, nor do they have the luxury of time to
Weak daemons who were contracted at a low level and prepare for it.
are no longer of use will be permanently released and
forcefully banished from Raxia. That is also conveyed as ADDING A SPECIAL SACRIFICE
an obligation of the Daemon Tamer. Adding a special sacrifice to the ritual can increase the
upper level and the success value from +1 to +4 on
sealing/resealing. Sacrifices are, in other words, living
human beings. Daemons, who prefer pure souls, seek
those without soulscars. Hence, reanimated beings,
Daemon Tamer can contract with more than one nightmares, and barbarous do not qualify for this special
daemon. A summoning ritual and a Vessel are required sacrifice. Runefolk, whose souls are 'artificial' and fey, who
for each daemon. only have pseudo-souls, are also not accepted by the
There is no limit to the number of daemons that can be daemon as sacrificial offerings.
contracted, but only one daemon can be borrowed power Sacrifices of humanoids with nothing special to note are
from at the same time. Contracting with more than one +1 to the upper level. Pure-hearted children are favored by
daemon is risky. Contracting with too many daemons only a daemon and gain +2 to the upper level. Sacrifices of
increases the risk unnecessarily. Please refer to the young girls are especially favored by the daemon. The
Procedure for sealing a daemon (see p. 50). upper level is +2 to +4, depending on the girl's purity. Of
course, the act of sacrificing them to daemons is a heinous
crime, and some Daemon Tamers are willing to pay any
amount of money for a high-quality sacrifice.
Although multiple sacrifices are not cumulative,
sometimes, at the request of the constellation, multiple
The level of daemons that can be contracted and sacrifices may be a requirement (at the GM's discretion,
encapsulated in a standard ritual follows the for example, if you want to introduce a serial kidnapper,
aforementioned upper limits. However, the Daemon you could say that he needed another girl)
Tamer can contract with higher levels of daemons through
a complex and elaborate ritual.
By fulfilling the following conditions, the Daemon
Tamer can contract with a higher level of their own. The Daemon Tamer must include the conditions for
However, some are serious offenses. Also, even if both are releasing the daemon in the contract. However, the
combined, the modification is limited to +4. rhetoric of making the binding period virtually eternal has
been studied, and unless the contractor is foolish enough
SELECTING A CONSTELLATION AND P ERFORMING A to be deceived by a daemon's words, he can follow that
SERIES OF P REPARATORY RITUALS template and stipulate a virtually infinite period of time as
There is an extremely favorable "time" for daemon the term of the contract.
summoning and contracting. By performing complex However, there is a major pitfall in this template. One
calculations in advance, the Daemon Tamer is able to section of the contract contains the words, "On condition
pinpoint this. The appropriate astrological date can be +1 that the Heart of the Daemon Tamer shall be offered up".
to +3 for the maximum contract level and the success value Thus, when the daemon leaves the contract and goes out
on sealing/resealing. It is said that +1 appears once every of control (see p. 53), the heart of the Daemon Tamer is
year, +2 once every 9 years, and +3 once every 99 years. lost without question, putting the Daemon Tamer at risk
The constellation varies with each combination of the of losing his life. This is due to the contract, and no matter
summoner, the daemon to be summoned, and the how good the Daemon Tamer is, the possibility exists that
location where the summoning ritual is to be performed. he will lose his heart in a contract with even an imp.
The +1s are biased to some degree (said to be Nevertheless, this is currently the safest way to contract
concentrated at midnight on the night of the new moon), with daemons. Despite ongoing exploration, no safer
but the +3s are so disparate as to seem completely random. method has yet been found.
Performing a ritual in conjunction with the constellations
requires careful preparatory rituals even before the rituals
are performed. The number of preparatory rituals,
51
Part 1 Characters
52
times, they will pretend to do their best to catch you off The Daemon Tamer must first learn that it is futile to
guard, but ultimately they intend to betray you. ask for friendship or trust from a daemon.
Releasing daemons temporarily is relatively safe if only is indicated to have occurred, immediately use the
one is being released at a time. However, if multiple daemon runaway table to determine the outcome.
daemons are temporarily released, there is a risk of losing DESTRUCTION OF VESSEL
control and causing the daemons to run amok. A daemon will automatically go out of control if the
Suppose multiple daemons are temporarily released at Vessel in which it is sealed is destroyed.
the same time. In that case, the Daemon Tamer must roll
2d for each temporarily released daemon at that moment
and follow the instructions in the daemon runaway table.
Once a daemon has runaway, the result must be applied
When the Daemon Tamer dies, all daemons
using the runaway table at the beginning of each round of
contracted with them are automatically and permanently
the Daemon Tamer's move.
released as per the rules. Thereafter, each daemon will
A runaway daemon can be re-sealed by making a
begin to act of its own free will.
sealing check (see p. 50). Once resealed, the daemon is
no longer considered a runaway.
Note that a daemon that has been permanently released L EFT -B EHIND DAEMONS
is no longer under contract. When a Daemon Tamer dies, it is rare for a daemon
to be left behind in the Vessel. The exact conditions
under which this occurs have not been determined and
Daemon Runaway Table
can only be described as a "rare coincidence" for the
2d Result
current Daemon Tamers.
2–3 According to the stipulations of the contract,
It is known that a daemon left behind in a Vessel will
the daemon removes the Daemon Tamer's
follow the temporary release conditions and orders that
heart, and the Daemon Tamer dies instantly.
were given to it. If it was ordered to "Stand Guard" under
The daemon is then permanently released
"Guarding Terms,” it will continue to serve in that
and behaves as desired.
capacity.
4–5 Daemon is permanently released and tries to If the release condition is a "password," the word or
destroy everything around it. action allows anyone to temporarily release the daemon.
6 Daemon is permanently released and Any daemon left behind will be automatically resealed
attempts to escape from the location first. once it has fulfilled its required role. There is no danger
7 Daemon does nothing. It continues to be out to the one who summoned it with the password.
of control. The daemon left behind will be considered to be
8–9 Daemon acts as contracted but is still out of permanently released after several iterations of temporary
control itself release and resealing. The number of times this has to
10– Daemon comes under control again and acts happen is seemingly random; it is believed that there
12 as contracted. However, if there are multiple must be a law that determines whether it happens once
temporary release daemon, it will go out of or 99 times, but no one has ever been able to figure it out.
control at the beginning of the Daemon Daemons, who are released by password, know the
Tamer's next turn. number of times until they are released. Daemons are
hiding this fact, planning to manipulate those who have
Depending on the situation, a runaway can occur even temporarily released them into repeatedly invoking them
if only one daemon is temporarily released. If a runaway with the password, so that they can consume this number
of times in futility.
53
Part 1 Characters
The Daemon Seminarium is a sacrifice prepared by the has been planted with a "demon seed," but it will have no
Daemon Tamer for use as an offering in Summoning Arts negative feelings about it and won't actively seek to remove
or as a vessel for the daemons. It is created by planting a it.
cursed seed called "Daemon's Seed", produced by the Thereafter, as the process progresses, several changes
magic of "Daemon's Seed" in a humanoid character. will occur in the body and spirit of the Daemon
Seminarium.
STAGE 1
Stage 1 Daemon Seminarium immediately gains
Warlock class 1 level. They do not think it unnatural that
Only humanoid characters without soulscars can be they have acquired Summoning Arts. If they have
implanted with a Daemon’s Seed. Revived people and knowledge that the Summoning Arts are frowned upon in
nightmares cannot be Daemon Seminarium. public, they will try to hide it, but they will not avoid using
Runefolks whose souls are artificial, and fey whose souls them. If they gain experience points, they will consider
are only pseudo-souls, are also excluded. Even if a advancing in this class.
[Daemon’s Seed] (see p. 57) is planted in such ineligible They will also develop a light friendship with the person
specimens, it will either not sprout or will die immediately who planted the Daemon’s Seed in them. They enjoy
after sprouting. sharing a cup of tea or a drink with them and are not bored
even if you talk with them for a while.
They also receive a -1 penalty to your action against
daemon monsters (see BT, p. 28), making them feel closer
to the daemons and less willing to harm them.
Only humanoid characters without soulscars can be
implanted with a Daemon’s Seed. Revived people and STAGE 2 / ONE WEEK AFTER STAGE 1
nightmares cannot be Daemon Seminarium. After one week has elapsed from Stage 1, the Daemon
Runefolks whose souls are artificial, and fey whose souls Seminarium must perform another willpower check. If it
are only pseudo-souls, are also excluded. Even if a fails, they will move to Stage 2. If successful, after one week
Daemon’s Seed is planted in ineligible specimens, it will has passed, the same check has to be made again.
either not sprout or die immediately after sprouting. In Stage 2, Daemon Seminarium will start feeling
estrangement from worldly decency and common sense.
They feel frustrated that society restricts them from
doing what they want to do, and they constantly want to
break boundaries.
They will look forward to seeing the person that planted
Daemon’s Seeds can be used even by people who aren't the Daemon’s Seed and will miss them if they don't see
Daemon Tamers. them for three days. If they are asked to help, they will do
Some villains will kidnap sacrifices and bring them to so within their means, whether it be time or money.
notorious demon tamers, hoping to receive them as The affinity for Daemon creatures is further increased,
payment. and the penalty to action checks against them is now -2.
The act of planting the Daemon’s Seed requires 10
minutes of time. During this time, if the subject to be STAGE 3 / ONE MONTH AFTER STAGE 2
implanted moves too much, the implantation will not be Once the Seminarium has reached Stage 2, they must
successful. It is necessary to completely deprive the subject make a Willpower check every month to see if there is any
of physical freedom or to attempt to implant the subject transition to Stage 3.
when it is asleep. Stage 3 Daemon Seminarium will think, "I don't care
Once the seed is planted, compare the success value of what I do as long as I don't get caught." Their own
the Daemon Tamers magic power (warlock class level + convenience and pleasure will always have a higher priority
Intelligence Modifier) and the willpower of the implanted than others, and they will not tolerate being interfered with.
target. The exception to this rule is the person who has planted
If the Daemon Tamer's result is higher, the Daemon’s the Daemon’s Seed. The feelings toward that person reach
Seed has taken root in the target. If the target resists, the the level of "infatuation" or "adoration."
Daemon’s Seed will die. The words they speak become extremely important, and
the Seminarium feels that it must follow them to the best
of its ability. The implanter is more important than
themselves.
Daemon Monsters are not strangers to them. Daemons
Once the Daemon’s Seed has successfully been planted, become much more desirable than the annoying
the target immediately becomes a Stage 1 Daemon humanoids around them. The penalty to the action checks
Seminarium. From this point on, the Daemon’s Seed will against them is now -3.
slowly grow roots inside the Seminarium and take over its
body and spirit. The Daemon Seminarium is aware that it
54
STAGE 4 / T HREE MONTHS AFTER STAGE 3 value must be greater than that of the Daemon Tamer who
Once the Seminarium has reached Stage 3, they must created the Daemon’s Seed.
make a Willpower Check every 3 months to see if there is If the curse-breaker wins the contest, the parasitic roots
a transition to Stage 4. of the Daemon Seminarium will gradually disappear at a
No longer does the Daemon Seminarium's thinking rate of one stage per week, and the Daemon Seminarium
differ much from that of daemons. (With one exception) will begin to recover.
They always put themselves first. After reaching the equivalent of Stage 1, it will take
There is no hesitation in committing crimes. They another week for the seminarium to fully recover.
believe that once they have taken the life of the thing that If the Daemon Seminarium dies, is revived, or otherwise
stands in their way, they will never be bothered by it again. becomes tainted, the Daemon’s Seed will wither and die.
The only exception, of course, is the person who planted The character will recover at the same rate.
the Daemon’s Seed in them. They are everything to them.
Daemon Monsters are seen as the seminariums own
kind now. It is outrageous to be in conflict with them. The
penalty to the action checks against them is now -4. The Daemon Tamer may use a character that has
become a Daemon Seminarium as a vessel for making a
STAGE 5 / T HREE MONTHS AFTER STAGE 4 contract with a daemon, but only a Daemon Tamer who
After another 3 months have passed since Stage 4, the has planted the Daemon’s Seed themselves may use the
Seminarium may enter the final stage as a Daemon seminarium as a vessel.
Seminarium. Make a Willpower Check. The Daemon’s Seed does not have to be the Daemon
In the final stage, the Daemon Seminarium's mind and Tamer's own creation.
body are completely taken over by the Daemon’s Seed. The Daemon Seminarium containing the "daemon" will
They lose their ego and become a being that does the act of its own volition up to Stage 4. Of course, the
bidding of the person who planted the Daemon’s Seed in Daemon Seminarium must have some kind of favoritism
them. At this point, the Daemon Seminarium does not toward the Daemon Tamer and will act accordingly.
need to eat. Without eating, it does not defecate or need If the Daemon Seminarium in Stage 5 contains a
to sleep. daemon, the daemon will act according to its own will.
It can pose as a person on command, but it rarely Only then will the daemon act with less intense hostility
expresses emotion, and at first glance, it appears to be toward the summoner. The cunningly deceptive part of
abnormal. their behavior does not disappear entirely, but they will no
longer attempt to murder or set traps in order to cause
harm to the summoner. This is offset by the strong
dominance of the Daemon’s Seed.
The daemons enclosed in the Daemon Seminarium will
reveal themselves when the conditions for temporary
The one who has become a Daemon Seminarium releases, such as a password, are met. It will look as if the
unknowingly acknowledges the one who planted the seminarium has been transformed. After that, it will act
Daemon’s Seed in them as their master. As the infestation according to the orders that had been given.
progresses, the degree of affection and dependence grows, If the daemon were to be defeated, the character who
and the seminarium comes to believe that their life would had become the Daemon Seminarium would be saved
not be possible without their master. from the curse of the Daemon’s Seed. As with the
In Stage 1, the Daemon Seminarium is a little lonely, but aforementioned "healing," the character will recover one
in Stage 2, they are constantly worried and unable to calm stage per week.
down. In Stage 4, they find it hard to keep their sanity. However, this method of lifting the curse by defeating
They will do everything they can to find their Master and the daemon carries a risk.
continue searching for them in frenzy. If a daemon falls, the character who was the Daemon
When they reach Stage 5 and have lost their master, the Seminarium must immediately make a death check based
Daemon Seminarium is just there. on the HP of the daemon (or its core if it had multiple
Even if the master dies, the stages of Daemon sections) at the time of the daemon's fall. If the seminarium
Seminarium will continue to progress. fails this check, it will die at the same time as the Daemon.
If the daemon is sealed before the Seminarium reaches
Stage 4, the Daemon Seminarium stage will not progress
any further.
To heal a character who has become a Daemon If the Daemon Seminarium dies while the daemon is still
Seminarium, magic and other means of breaking the contained, the daemon will go out of control.
curse, such as [Remove Curse], are effective. The success
55
Part 1 Characters
Summoning Arts are performed as normal magic, but Flow of Summoning Daemons
some Summoning Arts can be modified (extended) in
duration by performing a "ritual." To perform this ritual, a
space with a radius of about 1 meter and a duration of 1
hour is required. The ritual also requires an offering,
which must be prepared.
Performing a Summoning Arts ritual is considered a
criminal act in humanoid society, so be prepared for a less-
than-favorable reaction if you are seen in public.
56
SEARCH DAEMON COST MP2
MP4-
Summoning 30m (X)DAEMON’S GATE COST
38
SYSTEM T ARGET
Arts Radius/All Summoning
SYSTEM T ARGET Touch
R ANGE/AREA Self/- DURATION Instant Arts
R ESISTANCE Can't T YPE - R ANGE/AREA Touch/- DURATION Instant
SUMMARY Sense the presence of daemons R ESISTANCE Can't T YPE -
The Caster senses the presence of any Summons daemon and enables
SUMMARY
creature of classification: "daemon" contracting
within the area of effect. They do not Summons and contracts daemons. For
know the location, number, etc. The more information, see "Summoning and
E FFECT
Caster can also detect the presence of a Contracting Daemons" (see p. 48).
E FFECT Daemon Seminarium (see p. 54) or a This spell requires 1 hour to cast.
Vessel containing a daemon.
On the other hand, the target also
senses that this magic was used. B LOOD B RANDED COST MP2
However, we do not know the specific Summoning
location of the Caster. SYSTEM T ARGET 1 Character
Arts
R ANGE/AREA 10m/Target DURATION Instant
COS R ESISTANCE Can't T YPE Curse
(X)☆DAEMON'S CLAW MP4
T SUMMARY Absorbs 2 HP
Summoning Point at the target and inflict a small
SYSTEM T ARGET Caster
Arts wound as if scratched by a daemon.
3 Minutes (18 The target takes "2 points of Curse
R ANGE/ARE DURATIO
Self/- Rounds) magic damage.
A N
(Mod.) E FFECT
The Caster regains HP equal to the
R ESISTANCE N/A T YPE - amount of damage dealt.
SUMMARY Gain a claw weapon. Also, +2 Defense The HP recovery effect of this spell is
Each arm transforms into the claws of a effective even on undead and constructs.
spawn.
Caster gains the B-rank Warhammer AVENGER COST MP4
"Daemon's Claw". When attacking with
this weapon, the Caster can make Summoning
SYSTEM T ARGET 1 Character
Accuracy checks using Warlock Level + Arts
Dexterity modifier. The additional R ANGE/AREA 10m/Target DURATION Instant
damage is "Warlock Level + Strength R ESISTANCE Half T YPE Curse
modifier ". In addition, Defense will be SUMMARY Damage to Caster and target
increased by +2. When used by a Caster reduces HP by "Magic Power"
character using fixed values, accuracy will and deals "Power 20+Magic Power"
be "Magic Power (Magic Power + 7)" and points of Curse magic damage to the
the damage will be "2d + Magic Power". target. If the number of targets is
During the duration of this spell, the increased by Metamagic/Targets, the
user cannot hold anything in both hands. E FFECT
Caster must decrease HP the same
E FFECT Weapons, shields, "daemon's contracts," number of times as the number of
and consumables cannot be used. The targets. It is also possible to reduce the
accessories in the right and left hands are Caster's HP to 0 or less with this effect
unaffected. (the spell will take effect).
Add'l Dmg
Min STR
Accuracy
Crit Rate
Stance
Daemon’s Claws 1H 1 - ⑫ - -
Powe
③④⑤⑥⑦⑧⑨⑩⑪⑫
r
20 1 2 3 4 5 6 7 8 9 10
57
Part 1 Characters
58
COS MP[Monst COS
GATE OUT er Level] (X)☆DAEMON’S WHIP MP4
T T
Summonin Summoning
SYSTEM T ARGET 1 Character〇 SYSTEM T ARGET Caster
g Arts Arts
R ANGE/ARE 30m/Targe DURATIO R ANGE/ARE DURATIO
3 Minutes (18
Instant Self/- Rounds)
A t N
A N
R ESISTANCE Neg T YPE - (Mod.)
SUMMARY Banish Daemon R ESISTANCE N/A T YPE -
Banishes Daemon back to the SUMMARY Gain tangling weapons
Otherworld. The daemon that can be Tentacles that move freely like the tail of
banished must not be under contract with a dusky grace grow from the back of the
anyone (including the Caster). This spell's hand or the lower back.
MP cost is equal to the target's "Monster The caster gains a B-rank weapon
Level". When multiple targets are (Daemon's Whip) of Category (Tangling).
selected by the Combat Feat When attacking with this weapon, the
E FFECT [Metamagic/Targets], the MP cost is wielder can make their accuracy check for
calculated by adding up the MP required this weapon with 'Warlock class level +
for each individual target. Dexterity Modifier'. Additional damage
The target daemon receives a +4 for this weapon is "Warlock class level +
modifier to the willpower check to resist Strength Modifier". For characters with
this spell. fixed values, the Accuracy value is "Magic
If the daemon is contracted to someone, Power (Magic Power + 7)" and the damage
the Caster can tell just by looking at it. value is "2d + (Magic Power - 2)".
E FFECT
If an attack with Daemon’s Whip hits,
"Special Effect: Entanglement" is applied.
COMMAND CAST COST Spec.
Summoning
SYSTEM T ARGET 1 Character
Add'l Dmg
Min STR
Accuracy
Crit Rate
Arts
Stance
10 seconds Name Price Notes
R ANGE/AREA Infinite/Target DURATION
(1 round)
R ESISTANCE Can't T YPE -
SUMMARY Makes the daemon cast a spell Daemon’s Whip 1H# 1 - ⑩ - -
This spell can only target daemons that
have contracted with and temporarily Powe
released themselves. It can be cast from ③④⑤⑥⑦⑧⑨⑩⑪⑫
r
any distance and does not require 10 1 1 2 3 3 4 5 5 6 7
visibility, but neither the number of
targets nor the duration of the spell can
be increased by [Metamagic/Targets] or L IFE E XCHANGE COST MP4
[Metamagic/Time]. Summoning
Specify one spell that can be cast by the SYSTEM T ARGET 1 Character
Arts
target and have it cast that spell once. 3 minutes (18
E FFECT R ANGE/AREA 30m/Target DURATION
The spell's MP cost will be the same as rounds)
the selected spell's MP cost, which must
R ESISTANCE Neg T YPE Curse
also be spent by the daemon. The magic
can be expanded by using SUMMARY Max HP +5, Max MP -5
[Metamagic/**] and other methods that Increases the target's current and
the daemon has mastered. In that case, maximum HP by +5 and decreases its
Caster and daemon consume the MP current and maximum MP by -5. The
multiplied by expansion. current MP can never exceed the
Spells that require more than 10 maximum. This effect is cumulative up
seconds to be cast cannot be specified. E FFECT to a maximum of +20 HP and -20 MP.
If maximum MP would become less
than 0, this spell will have no effect. Also,
it has no effect on familiars,
Grassrunners, and some monsters that
do not have HP or MP.
59
Part 1 Characters
60
☆DAEMONIC ARMOR COST MP4+X
Powe
③④⑤⑥⑦⑧⑨⑩⑪⑫
Summoning r
SYSTEM T ARGET Caster
Arts 10 1 1 2 3 3 4 5 5 6 7
Instant/10
R ANGE/AREA Self/- DURATION Seconds (1
Round) (X)DARK SOUL COST MP8
R ESISTANCE N/A T YPE - Summoning
SYSTEM T ARGET 1 Character#
The Daemon's Level is added to Arts
SUMMARY Defense, and the Daemon is temporarily Instant/10
released afterwards. R ANGE/AREA 30m/Target DURATION Seconds (1
If the Caster takes physical damage Round)
during the duration of this spell, the R ESISTANCE Neg T YPE Curse
armor that encases the Daemon will gain Awakens an unconscious target and
+ "Monster Level of the encased SUMMARY
makes it act at will.
Daemon" points of armor. If the Caster The caster moves a character who is
does not have enough MP to spend, not unconscious due to unconsciousness,
E FFECT
only does the Defense not gain points, sleep, etc. If the character's HP is 0 or
but the Defense is also set to "0". less, the HP is set to 1.
Once this effect takes effect, the The target takes a turn immediately
Daemon in the armor will automatically after this spell is cast.
be temporarily released at the beginning At this time, the Caster can assign any
of the Caster's next turn. action to the target (all of the target's class
E FFECT
levels and unique skills are known to the
COS Caster and can be used at will).
(X)☆DAEMON'S FANG MP6
However, the caster may not direct
T
Summoning actions that would endanger the target
SYSTEM T ARGET Caster itself (e.g., entrap themselves in a ranged
Arts
3 Minutes (18 spell, or lead them to fall off a cliff).
R ANGE/ARE DURATIO The target will fully regain consciousness
Self/- Rounds)
A N at the end of its turn.
(Mod.)
R ESISTANCE N/A T YPE -
SUMMARY Grows fangs to attack (X)☆DAEMON'S E VASION COST MP3
The Caster's mouth grows razor-sharp,
Summoning
putrefying, venomous fangs like those of a SYSTEM T ARGET Caster
Arts
Terror Beast.
10 Seconds (1
The caster gains the B weapon
"Daemon's Fang" of the category R ANGE/AREA Self/- DURATION Round)
(Mod.)
"Wrestling". When attacking with this
weapon, the Caster can make Accuracy R ESISTANCE N/A T YPE Curse
checks with the Warlock Level + SUMMARY Use Warlock for Evasion
Dexterity modifier. The additional Caster themselves become as mobile
damage is "Warlock Level + Strength as a Barusa Biyone and gain high
modifier". For fixed value characters, Evasion checks.
Accuracy is "Magic Power (Magic Caster will be able to perform Evasion
E FFECT
Power+7)" and the damage is "2d+ (Magic checks with "Warlock Level + Agility
Power -2)". modifier". For fixed value characters, the
E FFECT
After calculating the damage of the Evasion value will be "Magic Power
weapon attack, the Caster's Magic Power (Magic Power + 7)".
and the target's Fortitude are compared. If
the Caster wins, the target will receive
additional poison magic damage equal to
Magic Power.
Add'l Dmg
Min STR
Accuracy
Crit Rate
Stance
61
Part 1 Characters
62
COS MP is rolled, with the success value
VENOM E SPADA 9 calculated as normal.
T
Summoning Any
SYSTEM T ARGET
Arts Point/Special ( X)☆DAEMON'S WINGS COST MP10
Special/
R ANGE/ARE DURATIO Summoning
Breakthroug Instant SYSTEM T ARGET Caster
A N Arts
h
R ESISTANCE Half T YPE Poison 3 Minutes (18
SUMMARY Deals Power 40 damage R ANGE/AREA Self/- DURATION Rounds)
(Mod.)
The caster surrounds themselves with
particles of poison and rushes forward, R ESISTANCE N/A T YPE -
inflicting damage to the surrounding SUMMARY Grow wings and fly
E FFECT Large, black wings reminiscent of Lada
targets.
Targets takes Power 40 + Magic Power Adroda grow on the back of the caster.
points of magic damage. The Caster can fly with a movement
E FFECT
speed of 20. While flying, the caster
gains a +1 bonus to Accuracy and
( X)DAEMON’S SEED COST MP6 Evasion checks on melee attacks.
Summoning
SYSTEM T ARGET Touch
Arts DAEMON'S AURA COST MP7
R ANGE/AREA Touch/- DURATION Permanent
Summoning
R ESISTANCE Neg T YPE Curse SYSTEM T ARGET 1 Character
Arts
SUMMARY Create a Daemon’s Seed 3 Minutes (18
Create a Daemon’s Seed to be planted R ANGE/AREA 30m/Target DURATION
Rounds
in a person without soul scars to be used
R ESISTANCE N/A T YPE -
for the creation of a Daemon
Enhance Daemon Seminarium and
E FFECT Seminarium. See Daemon Seminarium SUMMARY
Daemons
(p. 54) for details.
This spell takes one hour to cast. It can Grants a +2 bonus to Accuracy,
only be used once a day. Evasion, and Spellcasting checks to one
Daemon Seminarium or any other
Daemons. In addition, the target gains
E FFECT
DAEMON'S L IBRA COST MP8 +2 points to any physical damage it
causes, and -2 physical or magical
Summoning
SYSTEM T ARGET 1 Character damage the target receives, for a total of
Arts
3.
R ANGE/AREA 30m/Target DURATION Instant
R ESISTANCE Neg T YPE Curse
Deals damage according to the Caster's DEFICIENCY COST MP4
SUMMARY
wounds. Summoning
Inflicts magic damage to the target SYSTEM T ARGET 6m Radius/20
Arts
equal to "maximum HP of the Caster - 3 Minutes (18
current value". R ANGE/AREA 30m/Target DURATION
Rounds)
Even if the caster's HP is 0 or less, if the R ESISTANCE Temporary T YPE -
E FFECT
spell can be used, it is effective, however,
SUMMARY Gives the target a weakness
this spell does not account for the
increase in maximum HP caused by the The target is given a weakness to "
Poison, Disease or Curse damage +3".
" Sword Shards". E FFECT
The effect of this spell is cumulative until
it reaches +6 points.
☆ATROPHY COST MP6
Summoning
SYSTEM T ARGET 1 Character
Arts
R ANGE/AREA 30m/Target DURATION Instant
R ESISTANCE Can't T YPE -
SUMMARY Initiative -2
Causes the target to atrophy and
inhibits initiative.
E FFECT The target suffers a -2 penalty to the
initiative value. This spell can be used at
the start of combat, just before Initiative
63
Part 1 Characters
COS MP1
☆SHADOW L EAP COST MP10 SHIELD CIRCLE
T 0
Summoning Summonin
SYSTEM T ARGET Caster SYSTEM T ARGET 1 Character
Arts g Arts
10 Seconds (1 DURATIO
R ANGE/AREA Self/- DURATION R ANGE/AREA 10m/Target Permanent
Round)
N
R ESISTANCE N/A T YPE -
R ESISTANCE Neg T YPE -
SUMMARY Allows moving in the shadows.
SUMMARY Seals the target
Like Dark Bully, the caster can lurk in
A magic circle is created at the feet of
the shadows and emerges again from the
the target, rendering them unconscious.
shadows at a distance.
The magic circle is centered on the
When moving, the caster can move to
target's feet and extends to a radius of
any point up to 10 meters, ignoring any
3m.
shielding or obstacles such as building
E FFECT The subject falls unconscious with "0"
walls. The caster can leave skirmish
HP and will continue to exist without
without retreat action, and it is not
starving or growing old.
subject to movement blocking while
E FFECT The enclosed target cannot be
moving. The caster cannot move
harmed from a distance (effects with
before/after casting this spell (they are
range do not reduce HP or MP).
treated as they made Limited Move).
This magic circle easily disappears
COS when touched by others. If the magic
☆DAEMON'S B LADE MP6
T circle disappears, the target collapses on
Summoning the spot with "0" HP and is left
SYSTEM T ARGET Caster unconscious.
Arts
R ANGE/ARE DURATIO 10 Seconds (1 This spell requires 1 hour to cast.
Self/-
A N Round)
R ESISTANCE N/A T YPE - COS MP
H IDE ANOTHER 8
SUMMARY Creates a powerful greatsword T
This spell produces a two-handed sword Summonin
SYSTEM T ARGET 1 Character#
in the Caster's arms which is as ill-omened g Arts
as the sword held by a Zangars. R ANGE/ARE DURATIO 1 Day (24
30m/Target
The caster gains a B rank "Sword" A N Hours)(Mod.)
category weapon "Daemon's Blade". This R ESISTANCE N/A T YPE -
weapon is lost when the sheath leaves the SUMMARY Hiding in the Shadows
caster's hand. The target becomes able to hide
When attacking with this weapon, the themselves in shadows. The target hiding
Caster can make Accuracy checks with in the shadow cannot be detected by any
Warlock Level + Dexterity modifier. The perception. Also, when the target is
additional damage, in this case, is the hidden in shadows, they cannot be
"Warlock Level + Strength modifier". For E FFECT
interacted with by others. The subject
fixed value characters, the accuracy is can move in and out of shadows by
"Magic Power (Magic Power+7)" and the "restricted movement".
damage is "2d+ (Magic Power+8)" points. This spell can only be cast on Daemon
Each time you deal damage with this Seminarium Daemons.
E FFECT weapon, you can choose whether to
reduce the target's HP or MP. Either way,
defense is still applied. Also, this weapon
cannot be used during the duration of the
[Daemon's Claw] effect.
Add'l Dmg
Min STR
Accuracy
Crit Rate
Stance
Daemon's Blade 2H 1 - ⑩ - -
Powe
③④⑤⑥⑦⑧⑨⑩⑪⑫
r
50 4 6 8 10 10 12 12 13 15 15
64
R EVERSE GRAVITY COST MP20 (X)☆DAEMONS SPREAD COST MP12
Summoning Summoning
SYSTEM T ARGET 6m Radius/20 SYSTEM T ARGET Caster
Arts Arts
R ANGE/AREA 30m/Target DURATION Instant 3 Minutes (18
R ESISTANCE Neg T YPE - R ANGE/AREA Self/- DURATION Rounds)
(Mod.)
SUMMARY Reverses gravity, 20m fall damage
Reverses gravity within the area, R ESISTANCE N/A T YPE -
causing the target to fall into the sky. The SUMMARY Half damage of 2 types
target falls a distance of 20 meters, after When taking damage from a type, the
which they stop being affected by this body will spread out like a Tiki Tiki for
spell and fall back to the ground, as a moment to avoid damage.
gravity dictates. The falling target takes Caster can choose any 2 types from
"60" points of fall damage and falls to the "Fire", "Water/Ice", "Wind", "Earth",
ground. "Thunder", "Bludgeoning", "Slashing",
If there is an obstacle such as a ceiling E FFECT "Energy", "Poison", "Disease", "Curse",
directly above the target, the target will "Psychic". The calculated damage of
take fall damage for the distance to the those types is reduced by half (or one
E FFECT obstacle and then fall to the ground quarter if the resistance check is
(falling damage is taken twice). successful and Resist: Half).
If there is a ceiling at a height of 10 This spell is cumulative as long as
meters, the target will fall to the ceiling different types are specified.
and take "30" points of damage, then fall
to the ground and take "30" points of
damage. Also, the subject becomes
(X)F AKE M EMORY COST MP8
"independent" when falling within the Summoning
SYSTEM T ARGET 1 Character#
Skirmish (and as a result, the Skirmish Arts
may be lost). R ANGE/AREA Touch/- DURATION Permanent
This spell has no effect on flying targets R ESISTANCE Neg T YPE Curse
or targets that cannot leave the ground.
SUMMARY Implants false memories
Implants the target with the caster's
(X)CONTRACT ANOTHER COST MP2 memories as they are. The memories are
Summoning from the Caster's perspective, and the
SYSTEM T ARGET 1 Character〇 subject will believe that the Caster's
Arts
1 Day (24 experiences, feelings, etc. are his/her
R ANGE/AREA Touch/- DURATION own memories.
Hours)
R ESISTANCE N/A T YPE - E FFECT If the memory is removed by a
"Remove Curse" or other means, the
SUMMARY Lend Daemon Contracts
subject will realize that the implanted
The target takes over a Daemon
memories are not his or her own.
Contracted with Caster on a per-vessel
However, the memories will not
basis.
disappear, and it is possible to recall
The target can give instructions to the
them normally.
Daemon under contract with Caster in
E FFECT
the same way as the Caster. The re-
sealing check after temporary release is WORTHLESS M AGIC COST MP12
made by Caster. If the re-sealing is
Summoning
successful, the contract is returned to SYSTEM T ARGET 1 Character
Caster. Arts
10 Seconds (1
R ANGE/AREA 10m/Target DURATION
Round)
SOUL DRAIN COST MP20
R ESISTANCE Neg T YPE Curse
Summoning Specify two spell names and disable
SYSTEM T ARGET 1 Character SUMMARY
Arts them.
R ANGE/AREA 10m/Shot DURATION Instant The target cannot use two spells of the
R ESISTANCE Neg T YPE Curse specified name. The effect of this spell is
E FFECT
Deal Power 40 damage to HP and MP cumulative, as long as you specify a spell
SUMMARY with a different name.
and heals oneself.
The Target takes "Power 40+Magic
Power" magic damage to their HP and
E FFECT
MP. In addition, the Caster's HP and
MP will recover +10 each.
65
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66
All of the spells added here are Divine Magic spells, originally belonged to the gods of the First Sword, her cult
which until recently were little known. has grown so delusional that she is now feared by
There are many reasons for that. Some gods were very humanoids and ascetics alike.
young, some were not proselytizing, or simply had a small For this reason, it is not recommended that PCs use
number of followers. Ethelphine for their Priests. She should be utilized by
Among them, Ethelphine, Goddess of Iron Hammer, is GMs for interesting NPCs.
quite special. This is because, although Ethelphine
67
Part 1 Characters
Specialized Specialized
Divine
SYSTEM
Divine
T ARGET Caster SYSTEM T ARGET 100m Radius
Magic Magic
(Khus) (Khus)
10 minutes (60 R ANGE/AREA Self/- DURATION Permanent
R ANGE/AREA Self/- DURATION R ESISTANCE Can’t T YPE -
rounds)
R ESISTANCE N/A T YPE - SUMMARY Creates a maze in the area.
SUMMARY Investigation check +2 The caster turns the area into a maze. A
character that enters the maze loses its sense of
Get clues to unlock the hidden truth.
direction and becomes lost in it.
E FFECT Caster gets a +2 bonus for the If a character other than the caster wants to
Investigation check (see p. 71). enter the maze to break through, they must
make six check 2d + Adventurer level + All
Ability modifiers once each, for a total of 6
I NVISIBLE OBJECT COST MP5 checks, and compare them with spell success
value.
Specialized
The caster can explain how to get through
Divine
SYSTEM T ARGET 1 Object the maze so those characters can automatically
Magic succeed on checks. A character in the range
(Khus) can escape from the check by using spells such
R ANGE/AREA Touch/- DURATION 1 Hour as [Teleport].
E FFECT In the case of a fixed value character, a check
R ESISTANCE N/A T YPE -
is performed 6 times (2d + monster level).
SUMMARY Makes object invisible This spell requires one hour to cast.
One object within touch becomes Number of
invisible. The size of the object is limited Time Needed
Successes
to a radius of 1 meter and a 2m height. 24 Hours to return to
This magic has no effect on living 2 or lower
the start
creatures. An invisible weapon gives +2 to 6 Hours to return to the
E FFECT Accuracy checks. This effect is lost once 3
start
the weapon hits. 4 6 Hours to pass through
This spell cannot be used by characters 5 3 Hours to pass through
with multiple sections. Move freely as if the
This spell also ends if the object leaves 6 (caster)
maze did not exist.
the caster hand.
68
☆ H IDDEN T RUTH COST MP10 CHARGING DAMAGE COST MP4
Specialized Specialized
Divine 100m Divine
SYSTEM T ARGET SYSTEM T ARGET Caster
Magic Radius/All Magic
(Khus) (Maxim)
R ANGE/AREA Self/- DURATION 1 Hour 3 minutes (18
R ANGE/AREA Self/- DURATION
R ESISTANCE Can’t T YPE - rounds)
Targets cannot remember what happened R ESISTANCE N/A T YPE -
SUMMARY Increases Extra Damage when taking
during the duration of the spell.
SUMMARY
All targets within the range will be damage.
unable to remember events that occurred If the caster's HP is reduced by physical
during the spell’s duration. During the or magical damage during the duration of
duration, they can act normally, but after E FFECT the spell, add "one-tenth (rounded up) of
E FFECT the duration elapses, they will forget the the last applied damage" to the physical or
time and the events, as if there is a hole in magical damage dealt by the caster.
their memory. Even if they hear or see
pictures of the events they will not
remember them. R EVERSE ADVERSITY COST MP7
Specialized
Divine
SYSTEM T ARGET 1 Character
Magic
(Maxim)
3 minutes (18
R ANGE/AREA 30m/Target DURATION
SUCCESSFUL H IT COST MP3 rounds)
R ESISTANCE N/A T YPE -
Specialized
Divine SUMMARY Grants bonus in unfavorable situations
SYSTEM T ARGET Caster If the target's HP is reduced, it gains a
Magic
(Maxim) bonus to Evasion, Fortitude and
Willpower, and Death Checks. The
R ANGE/AREA Self/- DURATION 1 Day
bonus changes each time the target's
R ESISTANCE N/A T YPE - current HP changes.
Physical damage +1 as long as the attacker E FFECT
SUMMARY
keeps hitting the target. HP Current Value Bonus
The caster makes a vow to mercilessly Less than 1/2 of max HP +2
attack and hit in the name of the god. Less than 1/4 of max HP +3
If the caster casts this spell their physical Less than 1/10 of max HP +4
damage of melee and ranged attacks is
E FFECT
increased by +1. This effect is lost at the
end of the turn if the duration elapses or SEAL WEAPON COST MP6
if the player fails an Accuracy check.
This spell requires 10 minutes to cast. Specialized
Divine
SYSTEM T ARGET 1 Character
Magic
SHARP WEAPON COST MP4 (Maxim)
10 seconds (1
Specialized R ANGE/AREA 30m/Target DURATION
round)
Divine
SYSTEM T ARGET 1 Character R ESISTANCE Neg T YPE -
Magic
(Maxim) SUMMARY Forbids the use of weapons
3 minutes (18 The caster needs to specify a single
R ANGE/AREA 30m/Target DURATION weapon used or equipped by the target.
rounds)
R ESISTANCE N/A T YPE - The target cannot make an Accuracy
Increases physical damage by +2 and check with that weapon during the
SUMMARY duration of the spell.
makes it a slashing weapon. E FFECT
When the target makes a melee or [Metamagic/Targets] is only effective for
ranged attack, the weapon used in the weapons with the same name. In the case
of fixed value character, the name of
E FFECT attack is treated as a magic weapon of the
slashing type, and the physical damage it “Fighting Style” in monster stats should be
causes is increased by +2. specified.
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70
GUIDELINES FOR I NVESTIGATION CHECKS USING THE
T ACTICIAN CLASS
I NVESTIGATION SKILL A PC who has mastered the Tactician class is known as
Calculation: Any Class Level + Intelligence modifier a military strategist. Sources of information may be military
Use Time: 1 Hour personnel, armor merchants, guards, etc. If the PCs
Effect: On success, you get a clue about the desired piece successfully complete an Investigation Check, the GM will
of information. On failure, you get nothing. be given clues from these NPCs as to the outcome the PCs
Details: This is a skill used to get a clue about the are seeking. It is up to the GM to decide how to give this
information you want from a social encounter. It is not a information, but ideally, it should inspire the PCs to come
skill used to obtain the desired information directly, but up with a solution. An Investigation Check with the
rather it is a skill used to negotiate with NPCs, to learn Tactician class might yield the following information.
about their personalities, thoughts, likes, dislikes, etc., in
other words, to "lay the groundwork". Please note that no Ask a former soldier for information about a famous
matter how high the success value is, it does not directly general
result in the information the PC is seeking. Successful "That general likes to drink, and he'll do anything to get
checks provide "clues" that make it easier to obtain the his hands on a certain brand.”
information sought. The approximate difficulty level of the Ask a former soldier about the secrets of the royal family.
check is as follows. "This is a secret, but the second prince seems to have a
crush on a woman from downtown."
Investigation Check Target Numbers and Clues Obtained Ask an active guard about the state of the nobleman's
Success mansion.
Rarity of the clue obtained "From that nobleman's house, where he's been
Value
strengthening his patrols, I sometimes hear a fierce marital
Common knowledge that even a small
5 quarrel."
child knows
Ask the active guards about the recent incident.
7 Information that every adult knows
"I heard that one of the children in the slums is missing.
9 Common people's gossip
Nobody has been able to confirm his identity, so no one
Knowledge that a professional should has checked."
11
know Ask an arms dealer about his business.
If you knew it, you'd be considered well- "Yesterday, a big lil' Drakken from out of town bought a
13
informed magic sword that looked like an iron pillar."
Knowledge that could have a monetary "The shortage of weapons has driven up the price, and the
15
value weaponsmith is doing very well."
Facts that are so important that only the
17
parties involved would know about them GUIDELINES FOR I NVESTIGATION CHECKS USING THE
M YSTIC CLASS
GM Guide: How to use Investigation A PC who has mastered the Mystic class is known as a
Checks fortune-teller. Sources of information include customers
seeking divination, tavern owners, and other ordinary
Investigation is a skill that uses a PC's social status to gain citizens. If a PC succeeds in an Investigation Check, the
clues from fragmented information. When asking the PCs GM is given clues from these NPCs as to the outcome the
to make this check, it is important to provide a clear path PC is seeking. It is up to the GM to decide how to give the
to the desired outcome, rather than giving a direct result. clues, but ideally, the clues should inspire the PCs to come
It is the player's role to connect the clues given to him with up with a solution. An Investigation Check with the Mystic
the tools he has available to solve the problem. class might yield the following information.
Investigation Checks are best used as a general source of
information when a player is feeling stuck, or to provide a Ask customers seeking fortune telling what rumors they
few hints without giving away the crux. The following are are aware of.
some guidelines for using the Tactician and Mystic classes. "It's rumored that people come out of the shadows of the
The GM should use this as a guide to determine the city at night and attack young women."
appropriate class for the situation. "My neighbor has been acting strangely for about a week
now. He doesn't seem to be at work."
Ask the owner of the tavern about his latest troubles.
"The price of aromatic herbs has tripled in the last week.
It seems that the vendors' wagons have been attacked in
large numbers."
Ask the tavern keeper about his customers.
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"There's a client who's very popular with novice COLUMN : T HE GODS OF CARDIA
adventurers. I hear he pays well, but you need It is no exaggeration to say that all wars in the world of
connections." Raxia are an extension of the war between the gods who
Make small talk with ordinary citizens. were made gods by the first sword, Lumiere, and the gods
"The harvest festival is in three days' time, and like every who were made gods by the second sword, Ignis.
year, they hold a martial arts tournament. The stakes are Then there is the third force, the deities who have been
high.” made gods by the third sword, Cardia.
"The bard singing in the central square is quite good. Kilhia, the wise god, is a good example.
There are many nobles who want to hire him.” During the Divine Civilization Period, when the war of
the gods began, Kilhia seemed to have remained neutral.
However, it is said that Kilhia's daughter touched Cardia
without its permission and gained divinity, leading to a
surprise attack on Dalkhrem, and thus Kilhia was forced
In principle, Kilhia's special divine spell [Inspiration]
to join the first sword camp.
(see WT, p. 55) can make checks that use intelligence an
Dalkhrem's forces, which were gaining momentum at the
automatic success. However, there are some Skill Checks,
time, were disrupted by this incident, including the theft of
such as checks for casting spells, that cannot be influenced
Ignis for a time, and were turned back by Lyphos and the
by this spell. Even in the classes added in this document,
forces of the First Sword.
the following are exceptions to this [Inspiration] rule.
Nevertheless, Kilhia is reported to have given little of
Cardia's power to others thereafter. They even gave their
Tactician
own divinity to the trusted god Khus, ordering them to
Stratagem [Strategic Ingenuity] allows us to perform an
protect Cardia. However, Cardia was shattered, and from
Initiative check as Tactician level +Intelligence modifier.
then on, no more Ancient Gods were born by the third
sword.
Mystic
Kilhia themself, though, has often given divinity to Nilda,
All divination checks with whose standard value are
Reparal, and, in recent years, Maxim. These deities would
Mystic level +Intelligence modifier.
normally be called the gods of the Third Sword, but since
Kilhia is in the camp of the First Sword, they all follow suit.
Daemon Ruler
True to his name, Kilhia supported the Lyphos in a
Spellcasting check for Summoning Arts
thoughtful and watchful way. Perhaps because of this, the
Check for Daemon Command
gods associated with Kilhia tend to be not well-known. But
they are still powerful gods, and they are still feared by the
Even when the GM adds a new original class, it is safer
gods of the Second Sword.
for the game to assume that the [Inspiration] effect cannot
be used for a combat-related Skill Check.
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74
At all times, they were employed by someone as So, what is the truth?
mercenaries and continued to use their abilities of As of now, the existence of a Shadow's Assassination
espionage and warfare. Although some scholars have Guild has not been confirmed. Some claim that this is to
dismissively claimed that they could not become kings protect the existence of the Assassination Guild, anyone
because they were not very smart, it is more natural to who finds out its secret will be killed. But the truth is
believe in the philosophy of the shadows, "to live quietly in unknown.
the darkness for someone else, like the moon god During Magic Civilization Period not only was there a
protecting the sun god" that has been handed down from conflict between the humanoids and the barbarous, but
ancient times. also measures against magic were highly developed during
During the ancient Magic Civilization Period, when a period when wizard-kings were fighting for supremacy
wizard-kings with powerful magic powers were at the top, over the countries. In such a situation, shadows, who had
shadows were also active as assassins. Records show that high resistance to magic and had appropriate skills, were
shadows with no aptitude for magic were treated badly very convenient assassins.
within that period of society. But also, there were countless The image of a "fearsome group of assassins" was
wizard-kings assassinated by them. undoubtedly floating around during this period, with the
It is very possible because shadows were highly resistant strict class system with the elders at the top, the utmost
to the magic they were persecuted by wizard-kings. At the secrecy, and their difficult language that was developed for
same time, it is believed that every wizard-king employed use in ciphers.
shadow assassination squads, as they were extremely useful If you ask a current shadow about the truth of this story,
in assassinating hostile wizard-kings. you will usually get a vague answer: "Well, maybe there is,
On the other hand, although shadows were active in maybe there isn't." However, it is also true that the shadows'
times of turmoil and warfare, they were lost at the end of skills in battles and adventures are as fearsome and
the Magitech Civilization of Al Menas, when the magitech sophisticated as the lore itself.
was developed to the utmost limit, and the existence of
shadows was said to be much disregarded. But Diabolic
Triumph changed that when shadows became a shield for
the weak and helpless, defeating barbarous armies on Because it's a race of fighters, its culture is built on the
numerous battlefields. art of warfare and self-discipline.
Now, in the age of constant warfare against the Like other humanoids, there are of course shadows who
barbarous, the shadows travel the world in search of live in cities, but they establish their villages and spend
combat, and although their numbers are greatly reduced their entire lives training until they reach adulthood.
due to their fighting spirit, their high skills and chivalrous Therefore, almost all shadows, without exception, become
spirit remain undiminished. great warriors by the time they reach adulthood.
Because of this, they have an unwritten rule to fulfill their
contracts to the end, no matter what. As a result, they are
While shadows boast excellent physical abilities, they are generally loyal, keep their promises, and never betray
not very good with magic. those who have once become their friends.
However, with their Darkvision, they show a high Famously, there was a story in which two shadow
aptitude for nighttime activities. For this reason, many of mercenary units from the same town met as enemies on
them are Scouts and are working as spies and covert the same battlefield and fought until both sides were
operators. annihilated without breaking their contracts. As a result,
Many of them have a deep knowledge of the Tactician this incident greatly enhanced the reputation of shadow
and Mystic classes, with a long history of expertise in mercenaries.
unique Stratagems and Divinations. Well-trained shadow Because of their strict moral values and their
battle groups are known for their amazing combat prowess stubbornness to never break their word, they are often
through well-crafted coordination. misunderstood as difficult people. Away from the warfare,
And while shadows lack aptitude for magic, they have a the shadows are generally cheerful and lighthearted,
powerful racial ability called [Moonlight's Protection]. This enjoying banquets, meals, music, art, and love. Shadows
makes them highly resistant to magic, increases their have a saying "enjoy it as much as you can when you can".
survivability, and makes them worthy of the nickname of They are destined to battle for their place to live since they
the bane of wizards. never know when they will die. And their mood can
instantly change should danger come to their doors.
COLUMN : SHADOW'S ASSASSINATION GUILD There is little difference in the physical abilities of
When talking about Shadow, there are always talks about shadows between men and women, and they generally
the Shadow's Assassination Guild. grow up trained to fight. However, women who can bear
Particularly on the Terastier Continent, shadows are children are valued and tend to be assigned mainly to
almost always thought of as killers and assassins. There are defensive missions. There is also a tendency to respect
more than a few people who seriously believe that they elders, with older shadows serving as leaders and chiefs.
have a secret training village where they are trained in all This is due to their trust in those who have survived many
kinds of techniques and knowledge related to killing and battles.
that they continue to train in hell, even to the point of
death.
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76
Civilization Period. However, because of the nature of Fey
stories many facts remain unclear or greatly distorted.
Now, a new "1,000th Fey Festival" has begun. As a result, The Fey culture is not very well developed, as they only
Fey can now be seen in many parts of the world. However, appear once every 1,000 years. In addition, the fairy nature
they are still few and far between, so there is no doubt that of the Fey, which are indifferent to learning and improving
you are lucky to meet one. their skills, is also a major factor. As a result, the Fey
culture is mostly primitive.
When it is not the Festival, the Fey work around the
totem, learning the lore and honing their skills to bring
back songs and stories from the outside world in
Fey is characterized by great Agility and high Spirit.
preparation for the next millennium's Festival. However,
Above all, the ability to stand on the water without
since the Fey have a lifespan of only 200 years, most of
penalties is a great advantage. They also have the ability to
them die before the 1000th Festival. Also, due to their
choose their elemental type as needed, giving them many
loose nature, they tend not to remember in detail
advantages in combat.
traditions and events of the previous Festival. The lack of
All Fey, as olden fairies, are Fairy Tamers. It would be
the custom of recording in writing no doubt exacerbates
effective for them to learn Fencer class to take advantage
this situation.
of their high Agility, or to learn other Wizard-Type Classes
Nevertheless, the Fey look forward to the next Festival,
to take advantage of their high Spirit and mana. Of course,
singing, dancing, and telling stories. They are extremely
as storytellers, they can be great Bards.
optimistic, and even though it has not been a thousand
Although Fey is olden fairies, they are visible to runefolk.
years since the last one, the millennium festival may
However, because they are fairies, they don't have a "soul"
suddenly begin in their generation! Some of them even
to hear the voice of gods. They also cannot understand
think, "It hasn't been a thousand years yet, but in my
magitech and are very clumsy with it. For this reason, Fay
generation, a thousand-year festival may suddenly begin!"
cannot learn Priest and Artificer classes, no matter how
That is why the joy of the Fey is so great when the 1,000th
much study and training one puts into it.
Festival begins. They are not numerous, but once the
Festival starts, their curiosity swells, and they set out for the
COLUMN : F EY'S SOUL outside world with great joy.
To biologists, monsterologists, and theologians, Fey are For the most part, the lore they pass on has been greatly
indeed an enigma. adapted or forgotten over a thousand years. Moreover, so
Fey are classified as humanoid by scholars because they much time has passed that the outside world is not what
are actually affected by [Fear] and [Vice Weapon] spells. they know it to be. But even this is the beginning of an
Yet, they also have the characteristics of fairies, and one exciting story for the Fey.
runefolk scout, sometimes issues ambiguous reports, To find the story for the totem, Fey first seek out those
saying, "Fey are somewhat hard to detect". who will perform heroic acts and then attempts to
And most mysterious of all is the existence of their soul. accompany them. The languages and magic learned
Originally, there was the idea that fairies have only a before will be of great help in this process.
pseudo-soul. On the other hand, some believe that fairies Each Fey is unique in how they weave their story for the
are a fusion of mana, nature, and fragments of souls. totem. Some actively participate in the adventures and act
However, the last one has not been confirmed, and this as one of the heroes of the story, while others play a
theory has been generally rejected. supporting role and are not so forthcoming.
However, many fairies think and live in much the same Basically, they are companionate and try to support as
way as humanoids with souls. And there are even some, much as possible those who have once been chosen by Fey
such as Fey, who are not so different from other to be the heroes of the story. If they are not so strong, Fey
humanoids in appearance, speech, and behavior alone. may leave in search of another potential protagonist.
On the other hand, Fey can take the form of a small fairy They also love to sing and dance, and many of them are
when gravelly wounded. And when their power is cheerful, inspiring, and enlivening people's hearts even in
completely exhausted, they return to their totem, similar difficult situations. On the other hand, there are also Fey
to a reincarnation of the soul. But Fey have many who have inherited the mischievous nature of the fairies,
characteristics that can lead scholars to a soul-less theory, and there are those who intentionally cause trouble to
such as they cannot be resurrected by [Resurrection] spell, enhance the stories they spin.
and the fact that it can regain its body with a mako stone. Although Fey has no definite gender and cannot bear
And an incomplete document from the Magitech children, they are physically and mentally may be
Civilization Period records that the creation of the masculine or feminine and can be romantically involved
runefolk's pseudo-soul notes Fey as the primary source of with other races. Fey's mentality, which values intuition
research. Whether this is true or not, but if it is true, one over logic, can sometimes lead to blind emotions and be
cannot help but feel the irony between the runefolk, who the source of trouble.
cannot see fairies, and the Fey, who are born from olden Fey's only sophisticated cultural points are musical
fairies. instruments and music. They can play many instruments,
and their songs, lyrics, and rhythms are unique. While
their music is generally gentle and soft in tone and rhythm,
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Fey also excel at creating a wide variety of emotionally They are too few to be of much use to politicians and
charged songs, even those that provoke fear. those in power, so they are largely ignored by the powerful.
They are not considered dangerous because they are rarely
settling in the cities, and have no interest in power.
And for adventurers, they are considered to be welcome
Fey, who can only be seen properly once every 1,000 companions. Fey's fairy magic is valued as well as their
years, is as much a creature of folklore as a real race. friendliness.
However, they share much in common with other In addition, having a Fey in the group who is trying to
humanoids in appearance, and the uninformed may think weave an excellent story can be treated as a good omen, as
of them as elves. However, people will inevitably look at it means that the party members have been chosen to be
them suspiciously if they move around town floating. If the heroes of the story.
magic is prohibited in the city, it is considered illegal to cast However, due to their inherently loose sense of time
a spell, and there could be trouble with Fey. (Fey understand the concept of time, after all), even
adventurers tend to avoid making important appointments
and detailed plans involving Fey.
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stones destroyed by over-mining contained juvenile good at hiding things, and as a result, they do not lie very
Fluorites. often.
However, the Fluorites do not feel any resentment about Fluorites, who do not need food, water, or even air, need
it, and they travel around the world in search of the to sleep. Some believe that they sleep to simply recover
meaning of their birth and what they are meant to do. mana that has dissipated, but the Fluorites rather believe
that it is to heal the fatigue of the soul. Fluorites also agree
that sleep deprivation impairs their thinking and efficiency
in everything they do, so they try to sleep at night and wake
Fluorites are a race that has a remarkably high Spirit and up with the sunrise.
abundant MP, as is evident from the fact that they are Moreover, while sleeping, Fluorites dream. Sleep is the
called the Walking Mako Stones. Although their rest of the soul, they say, and dreams are the tidying of the
intelligence is not much different from that of humans, the brain. But their sleep may not be that functional, as they
majority of Fluorite are magicians, taking advantage of may wake up from nightmares, grin at pleasant dreams,
their high mana. and talk in their sleep (fortunately, they don't snore, they
Their mineral body is extremely hard, resulting in high are apneic).
Defense, but it is also fragile against bludgeoning damage, How they are born and how they are given new life is the
which is directly related to their low Vitality. Therefore, greatest mystery of all. But since some of them hear the
their Fortitude is low, and magic damage could be fatal to voice of the gods and become priests, it is thought that they
them. may have been the ideal humanoid, intelligent and gentle,
However, their mineral bodies cannot be poisoned or sought by the third sword, Cardia.
diseased. Above all, they do not breathe, so their ability to The "Children of Cardia" are still roaming the world
survive in an airless environment is a major advantage. today, seeking the truth about themselves and the world
They also can survive in harsh environments as they do around them.
not need water or food. On the other hand, herbs,
medicines, and other items that must be taken orally are
of no use to Fluorite.
Thus, Fluorite's strong points and weak points are Fluorites do not have a unique culture.
inextricably linked. They are also not buoyant and easily Since they do not have a definite gender and do not
drown in water (but it's not life-threatening to them). create children through reproductive acts, there is no
Curious Fluorites try to learn as many classes as possible. connection between family members or between parents
Taking advantage of their hardness, learning the Fighter and children.
should be not a bad option. It is important to note, But they are also excellent thinkers and philosophers. It
however, that they cannot learn Enhancer class by the non- is thought that this is because they gather information from
breathing, mineral-bodied Fluorites. all over the world in their infancy and contemplate it
carefully before appearing on earth, but it may also be
COLUMN : MYSTERIOUS F LUORITES because they are generally intellectually curious and have
Fluorites are so different from other races in that it is a long life span comparable to that of elves.
composed of minerals rather than fleshy bodies. Many Fluorites are mild-mannered and intelligent,
Countless questions arise from that fact. preferring to act once they have considered the various
First, although they have mineral bodies, they have the possibilities rather than acting impulsively. For this reason,
usual Five Senses. They are blind in the dark, feel heat and they are good at playing the role of military strategist and
cold, and laugh when tickled. They can also smell and have are not so good at acting intuitively.
a sense of taste (although they cannot eat!). Therefore, older Fluorites tend to appear more
The nature of their sensory organs is still unknown, but intelligent, calm, and relaxed. Although Fluorites do not
if they are blindfolded, their vision is blocked, and if their noticeable age, it is possible to guess their age by their
ears are suppressed, they cannot hear sound. Surprisingly, demeanor and behavior.
some Fluorites have written gourmet books about this. This attitude sometimes gives Fluorites a cold image, but
Likewise, we do not know how they vocalize. Since their glowing head makes them surprisingly expressive.
luminescence is almost the same effect as the magic of Although they have no gender, there are masculine and
[Light], it has been speculated that they are constantly feminine tendencies in their mentality, and there are not a
casting spells similar to [Replace Sound] to speak. few stories of Fluorites who have fallen in love with other
And it has been pointed out that the reason Fluorites are races.
generally good and honest is that the glow of their heads is Many Fluorites are on a quest to figure out who they are,
directly related to their emotions. Their faces also show why they were born, and what they can do. There are many
expressions, but no matter how expressionless they may books written by Fluorite scholars on religion, thought,
appear, the glow in their heads can easily reveal whether and philosophy. Love, family love, and friendship are also
they are lying or telling the truth. major themes for them.
The light in their heads changes to different colors in Fortunately for other humanoids, Fluorites generally
response to their emotions, and although the colors may believe in the goodness of nature and are good souls.
vary from individual to individual, they always glow the However, there are a few who, in their intellectual pursuits,
same color when they have the same emotion (it will always engage in evil acts and become selfish.
glow red when they are angry). Fluorites are therefore not
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This is based on the fact that there are cases of Swordless
Drakes who acquired a magic sword and became full
Drakes. Another difference from Weaklings is that, except Rather than being an independent race, Weaklings'
for the lack of a magic sword, there is little difference in position within societies did not create a forceful and
their appearance. On the other hand, there are cases in unique culture.
which an ordinary Drake loses their magic sword and But they share common qualities: they are cooperative,
survives to become a Swordless Drake (Broken Drake). creative, compassionate, and helpful. Weaklings may be
In theory, they should become equal to an inferior ancestors to the first humans that once became soulscarred
species in a barbarous society and be severely persecuted. with help of the Dalkhrem, the God of War.
However, since the Drakes clan has a big influence in the But these qualities are considered heresy in a barbarous
barbarous society, even a Swordless Drakes will not be society, where kindness tends to become naivete and
treated like a Weakling (if only they don’t lose their clan shorten their own lives.
support). Many Weaklings who have escaped from barbarous
However, there was a time in the past when the societies into humanoid societies have a deep fear and
Swordless Drakes led a band of Weaklings to escape from loneliness ingrained in their spirit, making them very
the barbarous territory. They may feel empathy for each difficult to deal with. However, once they open their hearts
other's situation. and minds, they can become reliable companions.
Weaklings generally tend to have superior physical Weaklings are much more human-like in appearance
abilities and inferior Intellect and Spirit. Weaklings are than their barbarous parents, but they still have
also highly influenced by their parents’ races, which is why characteristics that clearly distinguish them from
they are so diverse in appearance. humanoids.
Weaklings of Garuda parentage have superior Agility Therefore, it is difficult for them to live openly in
and, despite their immature wings, can soften falls from humanoid settlements.
great heights and can even use their parent's wind attack. In particular, since most Weaklings are raised in a
They are considered the rarest of Weaklings because of barbarous society until adulthood, they are unfamiliar with
their difficult Garuda clan. the norms of a humanoid society and culture and have
Those who have a Basilisk parent have only one evil eye. difficulty interacting normally with the humanoids.
Their blood is poisonous, just like their parents, and those Barbarous society is a world of the weak and the strong,
who are exposed to their blood will suffer terrible damage. where the strong rule over all. Weaklings raised in such a
They are also highly intelligent, so they can be great society can cause trouble without malice aforethought.
magicians using their evil eyes and spells, or as magic Because the barbarous usually take and rob others,
warriors on the frontline of the battles to take advantage of Weaklings are not familiar with the concept of "shopping"
their poisonous blood. or "doing business". They may not understand the rules,
Merman weaklings can walk the land as well as laws, complex human relationships, and the true and false
underwater, although they are inferior to their parents’ intentions of the people.
underwater capabilities, because of their legs and not tails. Of course, since Weaklings are inherently cooperative,
They also have high Spirit and are more likely to be able they can live like humanoids once they become
to survive on land. They show can be good magicians or accustomed to it. However, until they gain that much
paladins. experience, they will not be free from trouble.
Minotaur Weaklings are thought to be relatively If they are fortunate enough to find a place to live in a
common because Minotaurs have no females and abduct humanoid society, they usually tend to become
humanoid females to have children with them. Minotaur adventurers. But even if Weaklings have a considerable
Weaklings look like humanoids but are generally larger track record and are credited with being useful to humans,
and more muscular. They have an excellent physique and their history of being raised in a barbarous society will
are often sent to the frontlines if they are male. always make them suspect of being a spy or a traitor.
Therefore, Weaklings usually remain in low positions
within humanoid societies.
However, some Weaklings have become wealthy by
concealing their true identities and working in the trade.
However, this is an extremely rare case.
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The history of Dhampirs is directly related to the history COLUMN : CURSED B LOOD OF DHAMPIRS
of Nosferatu. As juvenile Nosferatu, Dhampirs continue to fight
It is believed that it was at the end of the Divine against their fate that may eventually turn them into a
Civilization that those who became Nosferatu through vampire.
their devotion to the immortal god Metissier appeared. It is well known that the Abominable Blood has the same
They became quite powerful during the ancient Magic effect as poison for those who have soulscar. Thus, when
Civilization Period according to records. a Dhampir begins a fight, he cuts his fingertips or palms
For the Nosferatu, who had transcended life, the idea of with his weapon and smears fresh blood on the blade, as
procreating in the manner of the wild animals do was some kind of ritual.
considered barbaric and vulgar. Having attained The blood of the immortal Nosferatu has an incredible
immortality and overwhelming capabilities, procreation no life force, and even after it flows out, it reacts to the
longer meant much to the Nosferatu. Dhampirs' consciousness for a while and tries to attack the
However, either because they still instincts e or because enemy. The Dhampirs use their curse against Nosferatu
of a whim of time, during the ancient Magic Civilization and think about it as an ironic turn of events.
During their long days of constant battles, they
sometimes fall in love and have children. Strangely
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enough, no child born to a humanoid and a Dhampir has The battle against Nosferatu is a tough one, uncommon
ever been reported to become a Dhampir (there is no for the master and disciples to be wiped out. Therefore,
information about their children from barbarous the know-how of fighting Nosferatu tends to be lost.
partners). And children are always race different from However, the Vampire Hunters continue to preserve
Dhampir or humanoid partner races. information in the form of books and other documents to
Dhampirs who become fathers are said to rejoice at the help future generations.
sight of their children, who are born as humanoids. Of In the aftermath of the almost complete extermination
course, the blood in the child's body is ordinary blood, and of the barbarous in the Magitech Civilization Period, much
there they have no soulscars. of that know-how has now been lost. However, today new
Some Dhampirs retire from their hunt as they start vampire hunters are discovering old books and training
families. Most, however, continue on their hunt. They new hunters.
hunt Nosferatu and drink their blood to live as a Ironically, in the chaos that followed the Diabolic
humanoid, like their children, to die a proper death as a Triumph, against the odds the culture of the vampire
normal humanoid being. hunters is once again coming back into the spotlight.
And hunters who make it back alive safely are rare
indeed. Even though they are long-lived because they are
immortal, happy times for them are really rare.
Dhampirs are a rare breed of barbarous and humanoid
beings. Although it depends on how they are born, in most
cases, their mothers are humanoid and they grow up with
Dhampir is another race that does not have expansive their mothers, so they usually have very humanoid values
culture. They have one equivalent of culture. It is the and common sense.
means and knowledge to fight Nosferatu. Especially in the case of a female Nosferatu living in a
Because of their scarcity, it is rare for a Dhampir to meet humanoid community who has a child, the child is born
another Dhampir in their lifetime, but older Dhampirs will and raised in the humanoid community. A Nosferatu can
seek out younger Dhampirs to share their knowledge. be a mother, but it is rare for a Nosferatu woman to mix
Many Dhampirs have a strong instinctive dislike or with a humanoid, whom she despises as a lowly being.
hostility toward Nosferatu. And no matter how hard the Thus, it is quite probable that Dhampirs are born and
Dhampirs try, defeating the Nosferatu is no easy task. Even raised in a humanoid society (predominantly human).
with all their relatively long lifespans, it is unlikely that they However, once their true identity is exposed, they are often
will be able to eradicate Nosferatu. in trouble.
Therefore, many Dhampirs try to pass on the skills and First, simply being barbarous makes you a target of fear
knowledge they have learned to their younger successors. and hatred, and you will be targeted or exiled. Those who
Or perhaps they seek to teach those who will bury them. are aware of the relationship between vampire hunters and
In any case, having successfully found a successor, the Nosferatu may consider the possibility of Nosferatu
Dhampirs' vampire hunter first trains the young man attacking a settlement to kill Dhampir and will actively seek
thoroughly and drills him in the handling of weapons and to expel them.
magic. At the same time, they teach them how to live with Sadly, Dhampirs also have an inexplicable thirst for
humanoids and equip them with the tools to fight through blood, which can make them lose their mind. If their true
their long lives. identity were to be revealed while their suck blood, they
Naturally, they also teach about Nosferatu - the could be hunted by humanoids and even vampire hunters.
characteristics and habits of vampires, their abilities and As a result, Dhampirs are not continually active in public
weak points to watch out for, and so on. Then, for starters, places. Their slow movement in sunlight and the reddish
they set out to hunt Bloodlings, Blood Suckers, and glow of their eyes at night are not so easy to detect.
eventually Lesser Vampires. However, adventurers love to work with “Vampire
Hunters” Dhampirs and often welcome them.
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The first is the pattern in which one learns only one
system of Stratagems, specializing in a single aspect and
Because of the importance placed on prestige, strengthening one's allies. Attack Stratagems are excellent
Tactician's reputation in society tends to be high as well. candidates for such a system.
In particular, most famous generals and prominent The other type is mastering various types of Stratagems.
tacticians know the Tactician class, and if they have the This pattern is less dramatic in its effect on a single type
same Tactician class, they may naturally become but can lead one's allies to advantage in all aspects of the
respected. game. If you can assess the situation and use the right
A good Tactician can make even an ordinary person a Stratagems, you will have a smooth battle.
reasonable fighter, and in any place, a Tactician is valued The last pattern is to learn only the minimum necessary
and welcomed. A well-known and highly qualified Stratagems. In particular, learning only basic Stratagems
Tactician may even be asked to be the exclusive military that enhance movement and help increase mobility at the
strategist for a city or nation. start of a battle is a great boon to the party by itself.
As such, they are highly trusted by the military, security As the Tactician class grows and reaches the 4th and 5th
services, and sometimes the nobility, making it relatively ranks, Stratagem also can activate one-shot abilities. The
easy for them to establish connections. Tacticians are also best part of the Tactician class is to use it to your advantage
good at obtaining information and favors. to end a long and drawn-out battle.
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Conversely, the visions seen by the too-powerful Mystics COLUMN : T HE OMNISCIENT ONE ( THE GM). H OW TO
can shake the course of a nation, and some of them might GIVE THE GUIDANCE
be even arrested to stop the spread of fear. Among the Divinations used by Mystics, [Benefic
Guidance], [Malefic Warning], and [Akashic Records]
have the effect of allowing the player to directly ask
questions to the GM.
These Divinations do not force information out of the
GM. Rather, they are to be used as a priming process to
Unable to attack the enemy directly, Mystics will always
provide information the GM wants to pass on.
need allies if they are to use Mystic as their main class.
When [Benefic Guidance] is used, the GM tells the
However, since Divinations are more stable when the
player what they want the player to be aware of and pay
Mystic class is higher, Divinations used by a high-level
attention to during that scenario. It is enough to be a hint,
Mystic will be very effective. The exclusive combat feats
and it does not necessarily need to be a direct spoiler,
should also be utilized well, so as not to waste Divinations
something that will be the answer to a major mystery in the
with Major Actions. In battle, you should actively use
scenario. GM can also tell what to avoid as an answer for
Divinations, which can be highly effective and give your
the [Benefic Guidance].
allies an advantage.
The [Malefic Warning] is a divination that encourages
players to prepare in advance. In SW2.0, many items can
be used for various situations. However, the contents of a
PC's wallet are finite. You have to make some choices in
advance. Divination should show PCs what bad things
Since the biggest feature, Divination, must be used in could happen to them. GM can answer this Divination as
Major Action, only a few classes are suited to be used to what to watch out for to avoid such a situation. Again, it
alongside Mystic. is up to the GM to decide how much information to give.
Mystics are incompatible with Warrior-Type Classes, GM doesn’t have to tell PCs anything that would spoil a
which are always attacking with Major Action. Rather, it major story beat or gimmick of the scenario.
may work well in combination with the Fairy Tamer, who In an adventure, sometimes the PCs rush ahead and the
cannot cast spells with summoned fairies, Priest, who tends GM is unable to pass on information that was expected to
to be idle when no one is injured, and the Warlock, who be obtained, and the adventure may proceed to a point
sometimes has nothing to do due to range reasons. where PCs cannot return to get it. In such cases, Divination
[Akashic Records] can be a great help. If a player notices
Of course, it is not a bad idea to focus on learning
a lack of information, they can use this Divination to try to
Divinations, which are useful in various situations other
learn such information and GM can disclose such
than combat, with little expectation of using Divination in
information that was planned to be passed on earlier. But
combat. When a scenario is stalled because of lost clues, a
better for GM to not disclose information that PCs can get
single Mystic can sometimes break the ice.
If the Divinations are learned of 5th level or higher, the down the line.
Nocturnal Divinations become available. Since these In any case, it is entirely up to the GM to decide how to
divinations do not require Major Action, they will be useful respond to these divinations.
in more situations. They have many powerful effects, so it To begin with, with or without these Divinations,
is worthwhile to learn them. information control is an important skill of the GM to
create an enjoyable game. Giving players all kinds of
information, as if they were opening a Wikipedia, will not
make RPGs fun. On the other hand, inadequate
information can also slow down the game or create serious
predicaments, and the difference in knowledge between
the players and the GM. This can sometimes lead to a
misperception of whether the players have received or
given the necessary information.
The 3 Divinations presented here should be used as an
ability for players to ask GM directly, and GM can select
and pass on information that otherwise could be never
found. Remember that TRPGs are a joint effort between
the GM and the players and that the goal is to have fun
together.
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idea to abandon both Evasion and Spellcasting checks and
fortify the Warlock with metal armor. In this case, it is also
It must be said that it is extremely difficult to become a good idea to use combat feat [Mana Strike] as the main
Warlock. weapon.
First of all, it is difficult to be a daemon summoner in a On the other hand, if you are in a rearguard,
humanoid society. Therefore, it is very difficult to find a [Metamagic/Distance] is a very important combat feat
Warlock master. because many Summoning Arts have a short range. Of
Even if you are lucky enough to find a mentor, the course, learning [Metamagic/Targets] is also necessary.
consequences can be even more severe than for a Sorcerer [MP Save/Warlock] is also a highly effective combat feat
or Conjurer: Warlock mentors are generally secretive and, since it will lower the cost of spells.
in some cases, bigoted and paranoid. If a master is willing Summoning daemons is a risky business, but it definitely
to be wicked and cruel, it is common for students to assist improves the strength of the party, so it is important to
in the procurement of sacrifices and the preparation of utilize them to the extent that it is not a criminal offense.
rituals, and as a result, may be forced to engage in criminal
activity.
On the other hand, there are some academies and guilds
that study the ancient magic of the ancient magic
civilization, and very rarely train Summoning Arts. The use
of sacrifices is forbidden there, and it can be learned as First, the most obvious second class is to learn the
other usual systems. The only way to learn the forbidden Warrior-Type Classes to improve combat abilities. The
secrets is to leave the academy and seek knowledge and Fencer class in particular requires few experience points
the arts outside the academy. and is a perfect match for Warlocks with limited armor,
and with a moderate amount of Enchanter and Alchemist
training, the Warlock will be a more reliable member of
the team.
It is not a bad idea to level up Warlock in parallel with
Among the Wizard-Type classes, Warlock is the most
other Wizard-Type classes. If you want to focus on
frowned upon.
rearguard, you can combine with a class like Sorcerer,
The barbarous, undead, and daemons are the three most
which has excellent ranged spells, or Fairy Tamer, which
common types of beings to be avoided in humanoid
has a lot of target-based spells.
society, with the daemons being the most dangerous and
frightening, as they are rarely encountered.
Therefore, unless you are not an adventurer, it is not COLUMN : DO DAEMONS WANT TO GO B ACK TO THE
uncommon to be treated poorly as soon as you reveal DEMON WORLD?
yourself as a warlock. And if a warlock transformed inro Unlike fairy and other such creatures, once summoned
daemonic form, the average person will be too afraid to by summoning magic, the daemons remain without being
even approach you. If you try to enter the city with a sent back.
daemon, you are sure to get into trouble with the It was initially thought that this was because the magic of
authorities or the military. the daemon summoning system is very binding. In reality,
Under these circumstances, if warlocks are to survive in however, it seems that the daemons themselves have no
society, they will naturally have to hide their true identity. intention of returning.
Even some adventurers are averse to the presence of a The form or body of the daemon that is summoned and
Warlock who summons daemons and sometimes cannot appears is thought to be a temporary representation of the
control them. world of Raxia. Or some believe that the summoned
It's sure hard to live as a Warlock. daemons take on the physical form only after being
summoned.
Perhaps that is why the daemons remain in the world of
Raxia, constantly trying to free their bodies. In addition,
they have clean souls, free of soulscars. Perhaps that is why
the daemons usually try to stay in the world of Raxia, not
Warlock is a fairly good class that is used on its own. It wishing to return to the Demon World.
has a full lineup of offensive and melee spells starting at Some claim that their ultimate goal is the domination of
low levels, so it can be used in a wide variety of situations. the world of Raxia. However, when scholars asked
However, when creating a character centered on daemon about this, it just evaded the question, and we still
Warlock, it is important to consider whether the character don't know the truth.
will fight on the frontlines or basically fight in the rearguard However, according to the recorded words of a daemon,
using daemons as frontline. "It is more comfortable to live here. Whether this is
When considering fighting on the frontline, Warlocks because the Raxia is genuinely superior to the Demon
can use the Fencer class to improve their Evasion. World or because it is inhabited by a large number of prey
However, if close combat is the main focus, it is not a bad remains to be studied further.”
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that decisions might bring.
In fact, he is a God of
Maxim’s holy symbol is shaped as seven blades, arranged Vows, who teaches us to
in a circle around a single point. accept whatever
The statue of Maxim usually looks like a strong middle- difficulties come our way,
aged man pierced by swords, but with a calm expression to have no regrets, and to
on his face. be prepared for the risks
that may arise to carry out
our desires.
Temples of Maxim are
common in the
Maxim was a blacksmith who, after the Diabolic Cienaquerass Region,
Triumph, provided weapons to the youth who rose up to where priests are willing to
reclaim their homeland from barbarous in the desolate lend help to those who want to achieve difficult desires and
Cienaquerass Region. However, the rebellion failed, and not only that involve battles.
the young men were all executed at the hands of the He is most fervently worshipped as the god who shaped
barbarous. It is said that his grief and lamentation over the the present-day Cienaquerass Region. Small shrines, as
deaths of the young men who had risen up with the well as temples, have been built throughout the region,
weapons he had provided reached Kilhia, and so the new where believers offer prayers to the god to pledge their
Minor God was born. intentions when they start something new or when they
After attaining godhood, Maxim created seven Sacred have made up their minds for something new.
Treasures and placed them in the hands of the people.
After working to liberate the people of the Cienaquerass
Region, he is said to have rendered all the Sacred
Treasures ineffective and they are now in a deep sleep.
Although Maxim gave people the strength to fight, he “Prepare to receive a blade back if you use one."
was always heartbroken when this led to tragedies and new “Sharpen your mind, to cut through all difficulties."
upheavals. “Death does not make a song."
He is often thought of as a God of Battles, but in reality,
he is not only a God of Battles but also of consequences
91
Part 3 Items & Monsters
92
<Sword> SS Rank
<SWORD> SS R ANK
Add'l Dmg
Min STR
Accuracy
Crit Rate
Illumination: The blade of this slender long
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes sword is glowing with a brilliant light. Its
overall length is about 1 meter. It is decorated
beautifully with a graceful design.
1H 12 - 32 3 4 5 6 7 8 10 10 10 11 ⑩ - 110,000
Illumination Silvered
<Axe> SS Rank
<AXE> SS R ANK
Add'l Dmg
Min STR
Accuracy
Crit Rate
Rimahawk: This hatchet is a little over 60 cm
Stance
Power
Name ③④⑤⑥ ⑦⑧⑨⑩⑪⑫ Price Notes long with an elaborately carved multicolored
handle, with magical feathers on the axe head.
It can be used for throwing attacks, there are
1H* 8 +1 28 2 3 4 6 6 8 9 9 10 10 ⑪ +1 86,000 also those that use it as a pipe to smoke.
Rimahawk Urgosh: It is a two-handed mithril battle axe,
2Hᵴ 15 - 55 5 7 10 10 11 12 13 14 16 16 ⑪ - about one and a half meters in length. A
Urgosh 98,000 spearhead is attached to the end of the
Silvered
2Hᵱ 15 - 50 4 6 8 10 10 12 12 13 15 15 ⑪ - handle. You can operate this axe differently
using its spearhead.
Crit Rate
Stance
Power
Name ③④⑤ ⑥⑦⑧⑨⑩⑪⑫ Price Notes than 1 meter. Its true value is demonstrated
when it is used for throwing.
Ductus Lancair: It is a large spear with a metal
tube threaded through the handle. It is held
Eclair 1H* 7 +1 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 58,000 in the front hand holding the tube, and by
Ductus quickly thrusting it while rotating it with the
2H 30 - 65 5 9 10 12 13 14 15 17 18 18 ⑩ - 84,000 back hand, it deals with powerful thrusts. The
Lancair
total length is 3 - 3.6 meters.
Crit Rate
Power
Name ③④⑤ ⑥⑦⑧⑨⑩⑪⑫ Price Notes elegant appearance, the mace is extremely
powerful and is called by its name because it
can quickly reduce an opponent to a bloody
Bloody Lily 1H 14 +3 29 2 3 4 6 7 8 9 9 10 10 ⑫ - 51,000 pulp.
Skullsludger: It is a one-meter-long mace with
1H† 20 +2 45 4 6 7 9 10 10 11 12 13 14 ⑫ - a bizarre hammer head that looks as if it were
Skullsludger 96,000 made up of intricately and mysteriously
2H 20 +2 55 5 7 10 10 11 12 13 14 16 16 ⑫ -
intertwined pieces of iron. With frightening
accuracy, it can strike a blow that can turn the
head into sludge.
93
Part 3 Items & Monsters
Add'l Dmg
Min STR
Accuracy
Crit Rate
Stance a sacred tree that is more than tens of
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes thousands of years old. At first glance, it
appears to be just a twisted wooden staff, it has
colossal mana concentrated within.
Aeon 2H 8 +1 38 3 5 6 7 8 10 10 11 12 13 ⑫ - 98,000
<F LAIL> SS R ANK
Quadblaze: This is a one-handed flail with a
short handle of about 70 cm in length and a
<Flail> SS Rank chain with iron balls. The iron balls burn
fiercely after the command word was spoken,
Add'l Dmg
Min STR
Accuracy
Crit Rate
blessed by the spirit of fire. The sight of four
Stance
Power
Crit Rate
Stance
Power
Name ③④⑤⑥ ⑦⑧⑨⑩⑪⑫ Price Notes value is demonstrated when used against an
opponent with a thick steel chain as it will
crush through it.
Gaiacleaver: This long-handled warhammer
Eversio 1H* 8 -2 28 2 3 4 6 6 8 9 9 10 10 ⑨ - 68,000 is over 3 meters in length and boasts an
extraordinary size. The hammer head, which
Gaiacleaver 2H 35 -2 85 6 9 11 14 17 19 21 22 23 24 ⑩ - 104,000
has a formidable weight, is made with a solid
and sturdy design that is devoid of decoration
as possible. It is said to be able to cleave the
earth with a single swing.
Crit Rate
Stance
Power
94
<Wrestling> SS Rank <WRESTLING> SS R ANK
Groul: This is a steel knuckles in the shape of
Add'l Dmg
Min STR
Accuracy
Crit Rate
a wolf's head. The exquisitely shaped wolves
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes are very intimidating when worn on both
hands. The wolf's head is also effective in
parrying attacks.
1H 15 +2 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 50,000 *1, Grand Ariol: This leg armor is designed with
Groul
*2 raptor feathers and hooked claws. It is
Grand *1, surprisingly light, and the magic power
1H# 15 +1 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 65,000
Ariol *3 contained in it enables it to move more
*1: Grapplers only quickly than usual.
*2: Reinforces punches. Price for both arms.
*3: Enhances kicks. Price for both legs. <B OW> SS R ANK
Eight Mambo: It is said that eight adult men
<Thrown Weapon> SS Rank could barely string the strings of this large
bow. It is not only majestic but also beautiful,
Add'l Dmg
Min STR
Accuracy
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes weapon that an ordinary person can even pull,
but once fired, it can split a person in two.
Crit Rate
Stance
Power
Range
Crit Rate
Stance
Power
Range
Name ③④⑤⑥⑦ ⑧⑨⑩⑪⑫ Price Notes Manatite Frame: This metal armor is
reinforced with the hardest metal to enhance
the range of motion. It has a rugged design,
but it combines ease of movement with
Calvaria 2H 14 +1 44 4 6 7 8 10 10 11 12 13 14 ⑩ 18 30m 84,000
robustness.
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Part 3 Items & Monsters
96
Quadblaze Base Price: 102,000
Category
Popularity 10 App. Four iron balls chained flail Flail SS
(Rank)
Magitech
Summary Can deal fire-type damage. Era Civilization
Period
After reciting a command word, the flail fires up and deals fire
Using this effect will cost 3 points of
Effect physical damage for 10 seconds (1 round) and provides a +3 bonus to
MP.
Extra Damage. Password can be recited with Minor Action.
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Part 3 Items & Monsters
F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 7(14) 2d+7 7(14) 5 30 39 Fist
(Upper 9(16) 2d+10 8(15) 6 52 24
Body)
Unique Skills Kick
(Lower 8(15) 2d+10 8(15) 6 44 24
○Underwater Aptitude Body)
A Ryag is able to move in water without penalty.
98
No additional attacks can be added to this unique skill
by [○Chain Attack]. ○☑↝Magic Aptitude
They can use the Combat Feats [Guided Magic], [Hawk
●Lower Body Eye], [Metamagic/Targets] and [Metamagic/Time].
○Attack Obstacle = +4 • None ↝Divination / 11(-)
Fomor height prevents enemies from attacking it. The They can use Divinations [Benefic Guidance], [Benefic
Upper Body receives a +4 bonus to Evasion checks against Star of Swords], [Benefic Star of Shields], and [Benefic
melee attacks. When the Lower Body falls to 0 HP or Star of Magic]. When using the Divination, the monster
lower, this effect disappears. cannot use a fixed value, but always roll 2d+11 to get the
result.
Loot
2–6 Bag of Silver (50G/-) x 1d ☆Animal Shape
7 – 10 Bag of Silver (100G/-) x 1d Roan instantly changes into a Bird (pigeon, raven, etc.),
11+ Rare Gems (1,500G/Gold S) a Beast (cat, dog, etc.), or a Sea Animal (seal, etc.).
Normally. Roan cannot change animals that shapeshift
Description into. For example, some Roan can change only into
Fomor, a green-skinned giant humanoid about 5 meters pigeon, cat, and seal (only one of each type).
long, is believed to be once a noble race who led barbarous After the change, its abilities are the same as those of an
armies. However, Drake's scheming deprived Fomors of ordinary animal. Therefore, it has no special fighting styles.
their position, and they’ve become lowly barbarous. However, its movement speed will be "Movement Speed:
Fomors are said to be the most valiant of the barbarous 24 (Flying)" for a Bird, "Movement Speed: 36" for a Beast,
races and were always in the vanguard of the battlefield, and "Movement Speed: 3/12(Swimming)" for a Sea
along with the trolls. However, while the trolls tend to Animal. Roan can end this unique skill with Minor Action.
pursue only the warrior path, the Fomors excel at leading
their troops. It has even been said that "a Goblin army led Loot
by a Fomor will destroy a Troll army led by a Goblin”. 2–6 Bag of Silver (50G/-) x 1d
The Drakes, who currently occupy the upper echelons 7 – 10 Bag of Silver (100G/-) x 2d
of the barbarous society, appreciate the abilities of the 11+ Bag of Gold (1,400G/-)
Fomors but are very wary of their schemes and possible
rebellions. For this reason, Fomors are not allowed to Description
assemble as more than a family unit, and their children are
forced to become independent at a very early age and be Roans are beautiful human-like beings. This was a race
incorporated into existing other clans. once created by Cardia, but after Cardia shattered, they
In barbarous armies, many are assigned the command sought refuge with Ignis. The story of how this happened
platoons consisting of a Goblin, Boggart, etc. It is not usual is not known, but this is how the Roans became barbarous.
for several Fomors to be seen together. Today, all Roans have some soulscars.
Roans, with its divinations and shapeshift abilities, can be
found as a barbarous spy in a humanoid city or working as
8 Roan a messenger for barbarous between barbarous and
Int: High Perc: Five senses Disp: Neutral humanoid lands.
Lang: Trade common, Barbaric, Arcana Hab: Various By nature, Roans are gentle and do not like conflict. For
Rep/Weak: 16/19 W.P.: Physical damage + 2 points this reason, if their true identity is revealed, they prefer to
Initiative: 16 Movement Speed: 12 flee rather than fight.
Fortitude: 10 (17) Willpower: 11 (18)
Unique Skills
↝Magic 8 Level /Magic Power 11 (18)
The magic that Roan can cast depends on what is
Shapeshifted with [☆Animal Shape].
Roan that shapeshifted into Bird can cast Truespeech
Magic 8 Level.
Roan that shapeshifted into Beast can cast Spiritualism
Magic 8 Level.
Roan that shapeshifted into Sea Animal can cast
Truespeech Magic, Spiritualism Magic, and Deep Magic 8
Level.
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Part 3 Items & Monsters
SECTIONS
○↝Magic Aptitude
Sections: 2 (Body / Second Head)
They can use the Combat Feats [Guided Magic],
Main Section: Body
[Metamagic/Targets] and [Metamagic/Distance],.
Unique Skills Loot
●All Sections Always Mucus(20G/Red B)
○Underwater Aptitude Fine Ryag’s Trident (150G/Black White
2–6
A Ryag Sagu is able to move in water without penalty. A)
Decorated Ryag’s Trident (500G/Black
7 – 10
White A)
●Body 11+ Strange Holy Symbol (3,300G/White S)
↝Summoning Arts 6 Level / Magic Power 8 (15)
☑Cover
Description
Ryag Sagu can use [Cover] combat feat (see CR I: p. 286- It is a Ryag priest with a larger stature than the normal
291). Ryag (see before). It has a second head on top of the head,
with the second head serving as a priest and the main body
serving as its protector. The second head lives as a parasite.
Ryag Sagu leads small groups of Ryag. Note that many of
the Ryag believe in Laris, Mad God. Ryag Sagu also
occasionally capture humanoids and barbarous and offers
them alive to daemon Ignav (see p. 124).
100
10 Dowi Fomor
Int: Average Perc: Five senses Disp: Hostile
●Lower Body
Lang: Barbaric, Giantish Hab: Various ○Attack Obstacle = +4 • None
Rep/Weak: 16/20 W.P.: Accuracy +1 Dowi Fomor's height prevents enemies from attacking
Initiative: 20 Movement Speed: 21 it. The Upper Body receives a +4 bonus to Evasion checks
Fortitude: 15 (22) Willpower: 13 (20) against melee attacks. When the Lower Body falls to 0 HP
or lower, this effect disappears.
F Style Accuracy Damage Evasion Def. HP MP
Fist Loot
(Upper 12(19) 2d+12 11(18) 8 70 33 2–6 Bag of Silver (50G/-) x 2d
Body) 7 – 10 Bag of Silver (100G/-) x 2d
Kick 11+ Bag of Silver (300G/-) x 2d
(Lower 11(18) 2d+14 11(18) 8 53 33
Body) Description
This is a more experienced Fomor (see before).
SECTIONS Normally, they lead Goblin or Boggart under a higher-
Sections: 2 (Upper Body / Lower Body) ranking Drake or Troll. However, most of the assignments
Main Section: Upper Body they are given are highly dangerous, such as spearheading
a siege or leading a retreat.
Unique Skills
●All Sections 12 Ryag Isag
○Chain Attack Int: High Perc: Five senses Disp: Hostile
After an attack, Dowi Fomor can attack the same target Lang: Barbaric, Daemonic Hab: Swamps, Caves, Ruins
again, regardless of its success or failure. This ability can Rep/Weak: 19/22 W.P.: Fire damage + 3 points
add only one additional attack per round. Initiative: 15 Movement Speed: 10/10 (Swimming)
Fortitude: 14 (21) Willpower: 16 (23)
▼Counter
A Dowi Fomor can use [Counter] combat feat (see CR Evasion Def. HP MP
F Style Accuracy Damage
II: p. 156-161). Weapon
14(21) 2d+14 13(20) 9 72 76
(Body)
●Upper Body None
☆Techniques &○Muscle Mystery (Second - -
10(17) 6 48 60
They may use the [Cat's Eyes], [Beetleskin], [Bear Head)
Muscle], [Giant Arms], [Recovery (10 points)] Techniques None
(see CR II: p. 88-94). (Third - -
10(17) 6 48 60
These techniques have doubled duration. Head)
☆Stratagem
SECTIONS
They may use [Surging Offense I], [Surging Offense II:
Raging Flame], [Surging Offense III: Roaring Flame], Sections: 3 (Body/Second Head/Third Head)
[Surging Offense IV: Blaze], [Surging Offense IV: Radiant Main Section: Main Body
Strikes] and [Surging Offense V: Hellfire] with a "50m
radius". Unique Skills
●All Sections
☑Improved Throw Attack ○Underwater Aptitude
Dowi Fomor can throw enemies with its Fist attacks (and
It is able to move in water without penalty.
counters). If at least 1 applied damage is done to the target
it will be knocked prone.
Only a character with one section, eight or fewer legs, ●Body
and feet on the ground can be a target. An attack on a ↝Summoning Arts 12 Level / Magic Power 14
character with two sections will cause damage to both (21)
sections with a single hit, causing the character to fall
prone. In this case, the target can make two Evasion checks ☑Cover
and select only the higher result. Ryag Isag can use [Cover] combat feat (see CR I: p. 286-
No additional attacks can be added to this unique skill 291).
by [○Chain Attack].
101
Part 3 Items & Monsters
102
they have inherited their more ferocious and voracious
nature. ☆Stratagem
They are extremely vicious and look down on others. They may use [Surging Offense I], [Surging Offense II:
They usually live in caves or ruins in mountainous areas, Raging Flame], [Surging Offense III: Roaring Flame],
but on a whim, they may come down to destroy humanoid [Surging Offense IV: Blaze], [Surging Offense IV: Radiant
settlements or take young girls away. Strikes], [Surging Offense V: Hellfire], Flowing Fortunes
They are sometimes accompanied by Boggarts and I] [Flowing Fortunes II: Shimmer] [Flowing Fortunes III:
Goblins, creating armies similar in power in some nations. Phantasma], [Flowing Fortunes IV: Lingering Shadow]
They are also known for their hatred of dragons, which is [Flowing Fortunes IV: Phase Shift] and [Flowing Fortunes
shared by Lildraken. Water V: Mirror] with a 100m radius.
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Part 3 Items & Monsters
Loot 5 Lion
2–3 None Int: Animal Perc: Five senses Disp: Hostile
4–5 Wolf Hide (20G/Red B) Lang: None Hab: Meadows
6–8 High-quality Wolf Hide (50G/Red B) Rep/Weak: 10/14 W.P.: Physical damage + 2 points
9+ Flawless Wolf Hide (100G/Gold Red A) Initiative: 15 Movement Speed: 20
Fortitude: 8 (15) Willpower: 6 (13)
Description
F Style Accuracy Damage Evasion Def. HP MP
They are the leaders of the wolf pack. They are one size
larger than a normal wolf and much more dangerous. Bite 7(14) 2d+7 7(14) 4 36 11
However, the true fear lies in the fact that wolves led by a
pack leader move in a more controlled manner than
regular ones. Unique Skills
For novice adventurers, a pack of wolves led by a Pack ▽Continuous Attack
Leader can be a considerable threat. If a Lion successfully hits a target in melee, it may make
a second attack against the same target.
4 Wolverine ○Coordination
Int: Animal Perc: Five Senses Disp: Hostile A Lion gains a bonus to their Accuracy equal to the
Lang: None Hab: Forests, Mountains, Cold Regions number of other Lions in the same skirmish, up to a
Rep/Weak: 10/14 W.P.: Fire damage + 3 points maximum of +4.
Initiative: 11 Movement Speed: 15
Fortitude: 7 (14) Willpower: 5 (12)
Loot
Always Large Fang (100G/Red A)
F Style Accuracy Damage Evasion Def. HP MP 2–9 None
Claws 6(13) 2d+5 5(12) 4 28 10 10 – 12 Lion's Mane (150G/Red A)
13+ Golden Mane (900G/Gold Red A)
Unique Skills
Description
○Water/Ice Resistance This fierce four-legged feline carnivore is known as the
When dealt Water/Ice-type damage, it is automatically king of all beasts. They hunt in small groups, setting up
halved. If the source of the damage has Resist: Half, then territories in grasslands and plains. The males have a
a successful Fortitude or Willpower check (as appropriate) magnificent mane which are highly prized.
will reduce damage to 0 instead. Any other non-damage
effects from Water/Ice sources are also prevented on a
successful resistance check.
104
7 Killer Whale 8 Liger
Int: Low Perc: Five senses Disp: Hungry Int: Animal Perc: Five senses Disp: Hostile
Lang: Sea Animals Hab: Sea Lang: None Hab: Meadows
Rep/Weak: 14/17 W.P.: Fire damage + 3 points Rep/Weak: 13/17 W.P.: Physical damage + 2 points
Initiative: 16 Movement Speed: 30 (Swimming) Initiative: 18 Movement Speed: 20
Fortitude: 10 (17) Willpower: 10 (17) Fortitude: 11 (18) Willpower: 11 (18)
F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite 10(17) 2d+10 9(16) 6 55 20 Bite
and 10(17) 2d+11 10(17) 7 66 17
Claws
Unique Skills
○Underwater Unique Skills
The Killer Whale doesn't receive penalties for moving ▽Fast Action
or taking action in the water. However, it can't perform any During the first round of combat, if Liger won the
Action without water. initiative, it may take two Major Actions that round.
○Coordination ↝3 Attacks
A Killer Whale gains a bonus to their Accuracy equal to Liger can bite and attack twice with its claws making 3
the number of other Killer Whales in the same skirmish, attacks per round with Bite and Claws.
up to a maximum of +4.
Loot
↝Ultrasonic Attack/9 (16)/Fortitude/Neg Always Large Fang (100G/Red A) x 2
This ability can only target a character who is in the same 2–7 None
mass water as Killer Whale. With “Range: 30m” and 8 – 10 Lion's Mane (150G/Red A)
“Area: Shot” Killer Whale paralyzes the enemy body with 11+ Golden Mane (900G/Gold Red A)
a highly directional ultrasonic wave. Target will have -2 on
all action checks (see BT, p. 28) for 30 seconds (3 rounds).
Description
This effect is not cumulative.
It is a crossbred born from the mating of a Lion (see
before) and a Tiger (CR III, p. 324 or BT, p. 75). They
Loot
have the stripes of a and the mane of a Lion and are so
2–4 None
large that they can weigh twice as much as their parents.
5–9 Killer Whale Skin (200G/Red A)
Ligers are rarely fertile, and rarely have offspring with
10+ Fine Killer Whale Skin (500G/Red A) lions, tigers, or even with other ligers. It is also unlikely that
Lions and Tigers will naturally mate, and they are usually
Description never seen together.
These whales are about 2 meters long. They are However, there are constant reports of Liger being seen
fearsome hunters that feed mainly on whales many times in the barbarous' territories. Apparently, the barbarous are
their own size and depending on their hunger, they may conducting various breeding experiments, and Liger
even eat people. They are also highly companionate, and seems to be one of such experiments.
it is not uncommon for them to retaliate against any harm
done to other killer whales.
They excel at hunting through advanced coordination
using ultrasonic communication and can also use it to
paralyze enemies.
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Part 3 Items & Monsters
☑Power Strike
15 Tycoon Liger A Tycoon Liger can deal an additional 4 damage on their
Int: Animal Perc: Five senses Disp: Hungry next attack. However, any Evasion Check made by them
Lang: None Hab: Forest, Plains this turn receives a -2 penalty.
Rep/Weak: 19/25 W.P.: Accuracy +1
Initiative: 25 Movement Speed: 20 ↝Roar / 20(27) / Willpower / Neg
Fortitude: 22 (29) Willpower: 19 (26) The Tycoon Liger lets out a mighty roar within a
“Radius: 30m” around itself. Affected targets will not be
F Style Accuracy Damage Evasion Def. HP MP able to take any action that would directly damage the
Bite monster. This effect is of the psychic type and lasts for 3
and 21(28) 2d+20 20(27) 13 128 34 minutes (18 rounds).
Claws This unique skill cannot be used on consecutive turns.
106
8 Marionette Ivy Unique Skills
Int: None Perc: Magic Disp: Hostile ○Underwater
Lang: None Hab: Forest, Swamp The Medusa Head doesn't receive penalties for moving
Rep/Weak: 15/18 W.P.: Fire damage + 3 points or taking Action in water. However, it can't perform any
Initiative: 14 Movement Speed: 10 Action without water.
Fortitude: 12 (19) Willpower: 11 (18)
○2 Actions
F Style Accuracy Damage Evasion Def. HP MP Medusa Head can perform two Major Actions in one
round.
Vine 11(18) 2d+8 10(17) 4 55 14
▼Counter
A Medusa Head can use [Counter] combat feat (see CR
Unique Skills II: p. 156-161).
○Psychic Immunity
▽Petrifying Tentacles / 12 (19) / Fortitude /
○2 Actions Neg
Marionette Ivy can perform two Major Actions in one If the tentacle attack hits, the target is subjected to the
round. effect of petrifaction (Agility/-12) (see BT, p. 29).
This effect is a poison type (not a curse type).
↝Snaring Vines / 12 (19) / Fortitude / Neg
As a Major Action, the Marionette Ivy can use its Vine Loot
to ensnare a target in the same skirmish. If the target fails Always Slimy Tentacles (300G/Green A)
to resist, they are ensnared, unable to move, and receive a 2–7 Petrifying Poison Gland (100G/Green A)
-4 penalty to Evasion checks. Deadly Petrifying Poison Gland
When the target tries to escape, use de-bonding (see BT, 8 – 11
(500G/Green A)
p. 29). Petrifying Poison Crystal (2,000G/Green
This unique skill can be used even if the Marionette Ivy 12+
S)
is already ensnaring a target because of countless of its
vines.
Description
Loot Drifting in the water, this dangerous seaweed gets its
Always Magical Vine (30G/Green B) x 1d name from the fact that it looks at first glance like the head
2 – 11 None of a medusa, with its snakeheads.
The part that looks like the hair is a transformed root,
12+ Remains of the Dead (500G/White A)
which was originally intended to stick to rocks and other
objects. The roots are covered with numerous fine thorns,
Description which petrify the victim of their wounds. This ability is one
This is a parasitic plant with ivy. It is usually seen tangling of the reasons for its name.
around the carcass of an animal. At first glance, it looks as Medusa Heads often drift through the water in groups
if tentacles and flowers are growing out of the corpse and and attack their prey. They then sink to the seafloor with
wandering about. Sometimes it is confused with the their petrified prey, gradually chipping away at their poor
undead. It’s not just a corpse that's moving, it’s the plant stoned victims for sustenance.
that's moving it is the body. This fearsome seaweed is found mainly in the ocean, but
It wanders through forests and swamps in search of its there are also subspecies present in freshwater, and rarely
next host. They are overly aggressive and attack by in rivers and lakes, where it is intentionally cultivated by
entangling and otherwise blocking movement. Gilman's and Merman's to protect their territories. In such
cases, they are roped and wired together to prevent them
from becoming adrift.
9 Medusa Head
Int: None Perc: Magic Disp: hostile
Lang: None Hab: Rivers, Lakes, Seas
Rep/Weak: 16/19 W.P.: Bludgeoning damage +3 points
Initiative: 14 Movement Speed: 10 (Swimming)
Fortitude: 13 (20) Willpower: 10 (17)
107
Part 3 Items & Monsters
108
However, in the case of a tough opponent, they may
explode and spread the poisonous poisons themselves. ↝Poison Spores / 18 (25) / Fortitude / Neg
Deathspores rarely live in populated areas and can be The Slime Mold scatters spores around itself, forcing all
fatal to surrounding settlements. It has been recorded that characters in the same skirmish to make a Fortitude check.
a single village was destroyed by a death spore and that it Those that fail to resist the poison receive 2d+18 poison
became a colony of many deathspores. In such cases, magic damage.
either all the surrounding creatures die out or all the
deathspores are destroyed. There is no solution other than ▽Disease Spores / 16 (23) / Fortitude / Neg
to burn it down. Although the colony itself is defenseless, Each time the Slime Mold's HP is damaged, disease
there have been reports of colonies that have grown so spores fly out from the wound, and all characters in the
large that they have become Slime Molds. same skirmish must make a Fortitude check. Those that
Frighteningly, deathspores reproduce regardless of the fail reduce their maximum HP and MP by 20 (to a
season. minimum of 0). If a character's maximum HP is reduced
to 0 in this way, they immediately die (no Death Check
16 Slime Mold needed).
This effect is treated as a disease type. This reduction
Int: None Perc: Magic Disp: Hostile
does not go away normally and must be removed via [Cure
Lang: None Hab: Forests, Ruins
Disease] or other such effects with a contested check.
Rep/Weak: 25/28 W.P.: Fire damage + 3 points
Initiative: 10 Movement Speed: 25
Loot
Fortitude: 27 (34) Willpower: 19 (26)
Deadly Ball of Poison Spores
Always
(1,500G/Green S)
F Style Accuracy Damage Evasion Def. HP MP 2–5 Flesh Ganoderma (1,000G/Green S)
Smash 19(26) 2d+22 16(23) 15 184 18 6 – 10 Big Flesh Ganoderma (5,000G/Green S)
Superfine Flesh Ganoderma
11+
(10,000G/Green SS)
Unique Skills
○Soft Body Description
Bludgeoning weapons treat the Defense of Slime Mold Slime Mold is a giant fungus that has grown to the size of
section as 5 points higher. a hut.
In addition, Throw or similar attacks deal no damage. It is yellowish in color and appears at first glance to be a
soft body mass. Since this monster has no intellect, it only
▽Engulf II / 21 (28) / Fortitude / Neg hunts for food and reproduces. Therefore, it swallows any
If a Slam attack hits, Slime Mold engulfs the target into living organisms and feeds on them as it moves along.
its body. The target cannot move or perform any Major Although it appears to move slowly, this is an illusion due
Actions and suffers 2d+20 magic damage at the end of to its large size. When it finishes feeding to a certain extent,
each of the monster's turns. it stops moving and becomes a giant mushroom,
Slime Mold can hold up to five characters inside its sometimes producing a large number of Deathspores.
body at the same time.
The engulfed target can perform Fortitude only once
in its turn, and if it succeeds, it can escape. After this check,
the turn ends immediately regardless of the result.
109
Part 3 Items & Monsters
Loot
1 Zombie Dog 2–3 None
Int: Animal Perc: Magic Disp: Hostile 4–5 Zombie Eye (30G/Red B)
Lang: None Hab: Labyrinths, Ruins
6+ Zombie Eye (30G/Red B) x 2
Rep/Weak: 6/11 W.P.: HP Recovery (deals damage
instead), + 3 points Initiative: 8 Movement Speed: 10
Fortitude: 3 (10) Willpower: 3 (10) Description
It is a Zombie carrying a plague in its body. Its claws can
F Style Accuracy Damage Evasion Def. HP MP make their victim catch their plague. The disease turns its
victims into new Zombies. In some cases, entire villages
Bite 3(10) 2d+1 2(9) 1 20 - have been turned into Zombies because of a lack of proper
response.
Unique Skills
○Psychic Immunity 3 Restirigist
Int: Low Perc: Magic Disp: Hostile
Loot Lang: Trade common Hab: Various
2–3 None Rep/Weak: 10/13 W.P.: Magic damage + 2 points
4–7 Zombie Eye (30G/Red B) Initiative: 12 Movement Speed: 10 (Floating)
8+ Zombie Eye (30G/Red B) x 2 Fortitude: 6 (13) Willpower: 5 (12)
110
6 Alpha Zombie 10 Patchwork Alpha Zombie
Int: Average Perc: Magic Disp: Instructed Int: Average Perc: Magic Disp: Instructed
Lang: Arcana Hab: Labyrinths, Ruins Lang: Arcana Hab: Labyrinths, Ruins
Rep/Weak: 12/16 W.P.: HP Recovery (deals damage Rep/Weak: 15/17 W.P.: HP Recovery (deals damage
instead), + 3 points Initiative: 13 Movement Speed: 15 instead), +3 points Initiative: 16 Movement Speed: 20
Fortitude: 8 (15) Willpower: 8 (15) Fortitude: 13 (20) Willpower: 13 (20)
F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 8(15) 2d+4 8(15) 6 40 25 Weapon 13(20) 2d+10 13(20) 8 76 40
Description
It’s an Alpha Zombie (see before) created by combining
the most powerful parts of corpses and joining them
together. They are often intended to serve as the Lord's
guards or assistants. Often the head of a powerful conjurer
was used to attach to this monster.
Like the Alpha Zombie, they are absolutely obedient to
their master and will use the combined strength of their
interconnected and talented sections to carry out their
commands.
111
Part 3 Items & Monsters
Unique Skills
○Psychic Resistance
Daemonic Alpha Zombie is immune to psychic type
(weak) effects.
A Daemonic Alpha Zombie gains a +4 bonus when it
makes a Willpower roll against any psychic type spell or
unique skill.
○Flight
Daemonic Alpha Zombie receives a +1 bonus to
Accuracy and Evasion only for melee attacks.
○☑↝Magic Aptitude
They can use the Combat Feats [Multi-Action], [Guided
Magic], [Metamagic/Targets], [Wordbreak].
☆Partial Memories
Daemonic Alpha Zombie maximizes the capabilities of
its body parts.
It can use [Cat’s Eyes], [Gazelle Feet], [Bear Muscle],
[Beetleskin], [Centaur Legs], [Giant Arms],
[Daemonfinger], [Sphinx Knowledge] Techniques with its
MP.
☑Overload Attack II
The zombie deals blow with its weapon with such force
that it damages its body. Damage of the Weapon attack is
increased by +16 points, but its own HP takes 8 magic
damage.
Loot
2–4 Daemon's Earrings (260G/Gold White A)
5–7 Daemon's Ring (600G/Gold White A)
8 – 12 Daemon Bracelet (1,200G/Gold White S)
Great Daemon’s Earrings (6,900G/Gold
13+
White S)
Description
It is a Patchwork Alpha Zombie that was created using
Deamon parts and pieces. Its brains are implanted from
112
the target’s HP is recovered to its maximum by a healing
18 Pale Rider spell, or until it is removed by the [Remove Curse] spell or
Int: High Perc: Magic Disp: Hostile similar effect (success value 30).
Lang: All Hab: Various This effect is cumulative up to 3 times (damage becomes
Rep/Weak: 20/26 W.P.: Magic damage + 2 points 9 points each round).
Initiative: 24 Movement Speed: 35
Fortitude: 24 (31) Willpower: 23 (30) ▽Soul Harvesting
If the target is reduced to 0 HP or lower from a Pale
F Style Accuracy Damage Evasion Def. HP MP Rider’s Scythe attack, they receive a -20 penalty to their
Scythe next Death Check.
23(30) 2d+22 22(29) 14 151 108
(Rider)
Hoof
22(29) 2d+18 21(28) 16 131 10 ●Horse
(Horse)
○Attack Obstacle = +4 • None
Horse size prevents it from attacking Rider.
SECTIONS The Rider receives a +4 bonus to Evasion checks against
Sections: 2 (Rider/Horse) melee attacks. When the Horse falls to 0 HP or lower, this
Main Section: Rider effect disappears.
113
Part 3 Items & Monsters
114
●Left Side
Loot
↝Steam Cannon / 10 (18) / Fortitude / Half
Always Iron (20G / Black B) Krinava sprays hot steam with “Range: 10m” and
Crude Magitech Components (100G/Black “Area: Shot” over a radius of 3m/5, dealing 2d+5 magic
2–4
White A) damage. This damage is both fire and water/ice types.
Magitech Components (300G/Black White When calculating damage uses the most damaging type for
5 – 11
A) each target. For example, a dwarf with the race trait
Rare Magitech Components (900G/Black [Sword’s Grace/Body Of Flame] will be dealt water/ice
12+
White A) damage (instead of being immune to fire). On the other
hand, a character with a fire type as its weak point will be
Description dealt fire damage and will have its weak point damage
The Shuvalen is a construct guardian encountered at added.
Magitech Civilization Period sites, consisting of a 1.5 m
long cylinder with a sturdy bipod at its base, which usually ●Cart
walks with the cylinder set at an angle. ○Attack Obstacle = +4 • None
They are generally deployed in groups, and after warning Krinava's height prevents enemies from attacking it.
intruders with magitech, if they do not leave, the group The Right and Left Sides receive a +4 bonus to Evasion
links together into a multi-barreled cannon and attempts checks against melee attacks.
to destroy them with Ultimate Volley. When the Cart section falls to 0 HP or lower, this effect
disappears.
8 Krinava
Int: Servant Perc: Mechanical Disp: Instructed ○All-terrain Vehicle
Lang: None Hab: Ruins All sections ignore any penalty corrections due to poor
Rep/Weak: 13/18 W.P.: Bludgeoning type damage +3 footing up to -2 (corrections worse than -2 will be taken as-
points Initiative: 13 Movement Speed: 10 is).
Fortitude: 11 (18) Willpower: 11 (18) When the Cart section falls to 0 HP or lower, this effect
disappears.
F Style Accuracy Damage Evasion Def. HP MP
↝Cleaning Solution Spray/Can’t
Brush Krinava sprays cleaning fluid within a 10m radius
(Right 10(17) 2d+10 8(15) 10 40 - centered on itself. Within the range, all characters receive
Side) a -2 penalty due to poor footing. This effect is not
Barrel cumulative, even if the same spot is sprayed multiple times.
(Left 9(16) 2d+12 8(15) 10 40 -
Side)
Loot
None
- - 9(16) 8 30 - Always Iron Ingot (100G/Black A)
(Cart)
Magitech Components (300G/Black White
2–8
A)
SECTIONS Rare Magitech Components (900G/Black
9 – 11
Sections: 3 (Right Side/ Left Side / Cart) White A)
Main Section: None Mysterious Magitech Components
12+
(2,400G/Black White S)
Unique Skills
●All Sections Description
○Mechanical Body Krinava is an automatic cleaning mechanism used in the
It is immune to criticals from edged weapons. large food plants of the Magitech Civilization Period. The
main unit, equipped with brushes and a steam jet for
cleaning, is mounted on a cart with very large tires. Its role
●Right Side included not only simple cleaning, but also the removal of
▽Compulsion vermin from the plant.
If the Brush hits the target, it pushes the target to the Today, Krinavas still operate at some sites, maintaining
ground. The target who falls prone will be unable to move, the cleanliness of the no longer working plants.
and from the next round, attacks from this monster to the
target will automatically hit the target.
When the target tries to escape, use de-bonding (see BT,
p. 29).
115
Part 3 Items & Monsters
116
against these attacks and does not avoid or mitigate their
12 Wizards Brain damage or effects.
Int: High Perc: Magic Disp: Hostile All Tentacle sections may use this ability once per round.
Lang: None Hab: Labyrinths, Ruins This ability is automatically activated when an attack on the
Rep/Weak: 17/21 W.P.: Physical damage + 2 points Brain section is made, but the GM may decide at their
Initiative: 20 Movement Speed: 15 discretion which Tentacle section will use this ability. This
Fortitude: 14 (21) Willpower: 16 (23) unique skill doesn’t work for “Area: Target” magic.
●Brain Loot
↝Penetrating Magic Light / 12(19) / Willpower Always Enchanted Gem (2,000G/Gold S)
/ Half 2–8 Poison Needle (100G/Red A)
At “Range: 20m” and “Area: Line” the target receives 9 – 12 Lightning Crystal (1,600G/Gold S)
2d+10 curse magic damage in HP and half of that in MP 13+ Crystal of Malice (8,000G/Gold S)
(rounded up).
This ability costs 10 MP for the Brain section.
Description
It is a construct with many tentacles extending from the
●All Tentacles brain.
▽Brain Protection Created by the wizard-king of the Magic Civilization
All Tentacles sections have this unique skill. Period to guard castles and mansions, it is a creature that
If the Brain section is the target of a melee attack, ranged uses and manipulates the brain of a deceased magician.
attack, Area: Shot magic, or other similar ability or effect, It has no will and is loyal to the wizard-kind. As a result,
any Tentacle section can take damage and any negative they are relentless against intruders.
effects on itself. In this case, the Tentacle section does not A gem is inlaid in the center of the brain, from which the
need to make Evasion or Fortitude and Willpower checks brain emits rays of light are emitted.
117
Part 3 Items & Monsters
118
5 Caladrius Unique Skills
Int: Average Perc: Five senses (Darkvision) ●Body
Disp: Friendly Lang: None Hab: Forest ▽Numbing Poison / 8(15) / Fortitude / Neg
Rep/Weak: 12/15 W.P.: Poison type damage +3 points If the Bite attack hits and deals 1 or more points of
Initiative: 11 Movement Speed: 15 (Flying) applied damage, it will paralyze the target and reduce its
Fortitude: 8 (15) Willpower: 8 (15) Dexterity by -6 points (to a minimum of 0). This effect is
cumulative, and when the Dexterity reaches 0, the target
F Style Accuracy Damage Evasion Def. HP MP will be unable to make any melee or ranged attacks.
If the character has a fixed value, its Accuracy check is
Beak 6(13) 2d+5 5(12) 3 33 50 reduced by -1 for each effect of this poison, and the
character cannot be attacked after three such effects.
This effect is poison type and lasts for 1 hour.
Unique Skills
↝Divine Magic 5 Level / Magic Power 8 (15) ○Hide in Host
Body section is cannot be targeted and affected by melee
○☑Magic Aptitude attacks, ranged attacks, magic, or any other abilities.
They can use the Combat Feats [Guided Magic] and When the Host section falls to 0 HP or lower, this
[Metamagic/Targets]. effect disappears.
119
Part 3 Items & Monsters
↝Truespeech Magic, Spiritualism Magic, Deep F Style Accuracy Damage Evasion Def. HP MP
Magic 10 Level / Magic Power 13 (20) Bite 16(23) 2d+16 15(22) 10 102 86
○☑↝Magic Aptitude
They can use the Combat Feats [Guided Magic], [Magic Unique Skills
Convergence], [Magic Control], [Metamagic/Targets], ○Water/Ice Resistance
[Metamagic/Area] and [Wordbreak]. When dealt Water/Ice-type damage, it is automatically
halved. If the source of the damage has Resist: Half, then
○Memory Eating a successful Fortitude or Willpower check (as appropriate)
By feeding on the brain of a corpse within a day of death, will reduce damage to 0 instead. Any other non-damage
Yowie can acquire the memories and knowledge that the effects from Water/Ice sources are also prevented on a
corpse had before death, as well as the target's class and successful resistance check.
combat feats.
It takes 10 minutes to eat the brain. ○Hidden to Five Senses
The presence of a wendigo cannot be detected by the
Loot characters with “Perception: Five Senses”. They cannot
2–6 Fine Snakeskin (150G/Red A) see its appearance, nor can we hear its voice.
5–8 Premium Snakeskin (320G/Red A) This ability is lost 30 minutes before and after sunrise
Scaled Mythical Beast Skin (1,200G/Red (for a total of 1 hour) and 30 minutes before and after
9 – 11
S) sunset (for a total of 1 hour).
High-Quality Scaled Mythical Beast Skin
12+
(3,600G/Red S) ○Horrifying Appearance / 13(20) / Willpower /
Neg
Description If the character sees Wendigo, they must make a
Yowie looks like a lizard about 1 meter long and has six Willpower check. If the character fails this check, it will be
insect-like legs. frozen in fear and will not be able to perform any
Yowie is the race once created by and served Cardia, and movement, Major Actions, or Minor Actions. The
today, Kilhia. Many of Yowie believe in deities associated character can only do Willpower checks once at the start
with Cardia. of their turn ending effect on the success. Once a character
Yowies believe that Cardia was shattered because of a succeeds in Willpower, it will not be affected by this effect
struggle between the gods who follow Lumiere and Ignis thereafter.
and therefore have a violent dislike for the humanoids and This is effect is of a psychic type.
barbarous who serve them. Many Yowies are plotting
Cardia's revenge and are gathering knowledge and magical ↝Summoning Arts 12 Level / Magic Power 15
skills to do so. (22)
A Yowie can read the memories and knowledge from
the corpse of a person who has died within 24 hours that ○☑Magic Aptitude
the person had before his or her death and make it their They can use the Combat Feats [Multi-Action],
own. Originally, this was an ability to pass on knowledge [Metamagic/Distance], [Guided Magic] and [Hawk Eye].
from one's own kind. However, it is now also used to kill
humanoids and barbarous to obtain their memories and
120
Loot ☆Techniques
2–9 None They may use the [Gazelle Feet], [Cat's Eyes], [Dragon
10+ Ice Heart (4,900G/Gold Red S) Tail], [Beetleskin], [Bear Muscle], [Animal Shape], [Wide
Wings] Techniques.
Description
This mythical beast is about 2 m long and humanoid in
○Soul Bond
shape. The face is similar to that of a human, but the eyes Graymalkin can form a soul bond after kissing a
have no eyelids and the mouth has no lips. The limbs are character. However, if the character feels a little alert or
long and slender, similar to those of an ape, and covered uncomfortable at the timing of the kiss, the bond will not
with hair. Their hands are short, with long claws instead of be established.
fingers, making them unsuitable for handling items. The bond allows Graymalkin to keep track of the target's
Wendigo cannot be seen by normal means of perception HP. In addition, with Minor Action Graymalkin can
(five senses), so its ecology is shrouded in mystery. transfer its HP to the characters HP. Similarly, characters
However, since wendigos themselves rely on five senses transfer its HP to the Graymalkin HP. This unique skill
for perception, it seems that they cannot even see works regardless of the distance and doesn’t require targets
themselves, let alone their fellow wendigos. This is to see each other. If the bound character dies, the soul
explained in the following legend: "Wendigo was once a bond is lost.
servant of Cardia, but because he fell for Ryag's schemes, Graymalkin can form soul bonds with up to 13
betrayed Cardia, and tried to join Ignis. Then they were characters at the same time. Breaking the bond can be
cursed by Yowie and became want it is. Wendigo, done by any of both parties and can be done with Minor
ashamed of their appearance, cast a spell on themselves Action.
that made them invisible”.
The Wendigos are extremely hostile to those they Loot
encounter because they are so ashamed of their own 2–6 None
disfigurement that they cannot let those who see it live. 7–9 Youkai Tail (600G/Red A)
Regardless of the truth of this legend, Wendigos live in 10 – 12 Beautiful Youkai Tail (3,000G/Red S)
secluded places and rarely emerge from them. 13+ Youkai Heart (9,500G/Red S)
13 Greymalkin Description
Int: High Perc: Five senses (Darkvision) Disp: Neutral At first glance, the Graymalkin looks exactly like a cat. If
Lang: Trade Common, Regional Dialect, Language of you look closely, you can distinguish it by its multiple tails.
Magic System it knows Hab: Cities Graymalkin, sometimes called City Guardian. They live
Rep/Weak: 19/26 W.P.: Physical damage + 2 points in the city among ordinary cats. They form soul bonds with
Initiative: 19 Movement Speed: 23 those they are close to and live by absorbing a little of their
Fortitude: 15 (22) Willpower: 18 (25) vitality. On the other hand, when the person with whom
they have formed a bond becomes diseased, Graymalkins
will sometimes share their own vitality or use magic to heal
F Style Accuracy Damage Evasion Def. HP MP them.
Claws 17(24) 2d+15 17(24) 12 99 112 Graymalkin was originally friendly to humanoids.
Today, however, they do not trust humanoids. This is
because of the rumors that Graymalkins hearts can heal all
Unique Skills kinds of diseases, and the Graymalkins were hunted. Now
↝Magic (1 System) 12 Level / Magic Power Graymalkins live in the humanoid cities very carefully.
16(23) They are in the constant search of friends whom they can
It knows either Truespeech Magic, Spiritualism Magic, trust.
Fairy Magic, or Summoning Arts. The contracted class Once they have established a friendly relationship, they
and available rank of Fairy Magic using WT should be protect friend at all costs. Aided by their distrust of
class 6, rank 12 for the four types: earth, wind, light, and humanoids as a whole, some Graymalkins go too far,
dark. killing those who annoy their friend or harming those
fighting for the friend’s attention.
○☑↝Magic Aptitude
They can use the Combat Feats [Multi-Action], [Guided
Magic], [Metamagic/Accuracy], [Metamagic/Targets],
[Metamagic/Distance], [Metamagic/Time],
[Metamagic/Area] and [Wordbreak].
↝Divination / 17(-)
They can use all Divinations. When using the
Divination, monster cannot use a fixed value, but always
roll 2d+17 to get the result.
121
Part 3 Items & Monsters
122
○Flight Description
A Jabberwock receives a +1 bonus to Accuracy and The Jabberwock is a mythical beast with a dragon-like
Evasion only for melee attacks. head, long neck, wings, and long tail, and its total length
If two Wings fall to 0 HP or lower, this unique skill exceeds 20 meters.
cannot be used. They are extremely vicious and aggressive. They are also
relentless in the pursuit of their prey.
●Tail Because of these characteristics and its use of the
☑Tail Sweep Summoning Arts, some believe that Jabberwock is a type
A Jabberwock can use its Tail to attack up to 5 targets in of daemon, while others believe that it originated as a
the same skirmish. Accuracy and Damage are the same as crossbreed between a daemon and a dragon.
a normal attack, and this attack cannot be used in Jabberwocks are found primarily in forests and
consecutive rounds. mountains, but may also occur in deserts, wildernesses,
and archaeological sites. Often, the habitat of the
Jabberwock is oddly tranquil, as there are few other
Loot
animals.
Always Shining Red Eyes (5,000G/golden red S) x 2
2–6 Mysterious Scales (1,000G/Red White S)
7 – 10 Mysterious Scales (1,000G/Red White S) x 2
Mysterious Scales (1,000G/Red White S) x
11+
1d
123
Part 3 Items & Monsters
Loot
12 Zwolle Crystallized Daemon’s Blood (800G/Red
Int: Average Perc: Five senses (Darkvision) Disp: Hostile Always
A)
Lang: Daemonic, Arcana Hab: Labyrinths, Ruins Crystallized Magical Eye (1,000G/Gold
Rep/Weak: 18/22 W.P.: Fire damage + 3 points Always
Red S)
Initiative: 19 Movement Speed: 18
2–7 Jelly-like Material (100G/Red A) x 1d
Fortitude: 17 (24) Willpower: 16 (23)
8+ Jelly-like Material (100G/Red A) x 2d
↝Close Eye
Zwolle becomes completely invisible. At the same time,
it becomes blind. See "Invisibility" (see BT, p. 28). It is
Minor Action to open the eye.
●Body
○Soft Body
Bludgeoning weapons treat the Defense of Zwolle
section as 5 points higher.
In addition, Throw or similar attacks deal no damage.
○Complete Invisibility
The Body of Zwolle is always invisible. See invisibility
(see BT, p. 28).
☆Retractable
The size and area of the Body section can be freely
changed between 50cm square and 10m square.
124
14 Ignav ●Arm
Int: High Perc: Five senses (Darkvision) Disp: Hostile ▽Body Defend
Lang: Barbaric, Daemonic Hab: Labyrinths, Ruins If the Body section is the target of a melee attack, ranged
Rep/Weak: 21/24 W.P.: Fire damage + 3 points attack, Area: Shot magic, or other similar ability or effect,
Initiative: 21 Movement Speed: 20/20 (Swimming) any Arm section can take damage and any negative effects
Fortitude: 20 (27) Willpower: 20 (27) on itself. In this case, the Arms section does not need to
make Evasion or Fortitude and Willpower checks against
these attacks and does not avoid or mitigate their damage
F Style Accuracy Dam. Evasion Def. HP MP
or effects.
Tongue All Arm sections may use this ability once per round.
17(24) 2d+13 15(22) 15 92 116
(Body) This ability is automatically activated when an attack on the
Weapon Body section is made, but the GM may decide at their
18(25) 2d+15 16(23) 14 58 30
(Arm) discretion which Arm section will use this ability. This
Weapon unique skill doesn’t work for “Area: Target” magic.
18(25) 2d+15 16(23) 14 58 30
(Arm)
Weapon Loot
18(25) 2d+15 16(23) 14 58 30
(Arm)
Crystallized Great Daemon’s Blood
Weapon Always
18(25) 2d+15 16(23) 14 58 30 (1,600G/Red S)
(Arm)
2–6 Giant Trident (1,600G/Black White S)
Weapon
18(25) 2d+15 16(23) 14 58 30 7 – 10 Giant Trident (1,600G/Black White S) x 2
(Arm)
11+ Giant Trident (1,600G/Black White S) x 3
Weapon
18(25) 2d+15 16(23) 14 58 30
(Arm)
Description
SECTIONS Ignav is a daemon with a body length of about 5 m, in
the shape of an upright frog. It has a hard, sharp dorsal fin
Sections: 7 (Body / Arm x 6)
from head to back that looks like a mane, and its entire
Main Section: Body
body is covered with the faces of what appear to be
humanoid or barbarous creatures, which constantly cry,
Unique Skills moan, and sometimes laugh like mad.
●All Sections These faces are copies of the ones Ignav has captured
and killed in his own body. Ignav enjoys the horror of
○Underwater Aptitude
seeing their demise on display to those who would dare to
An Ignav is able to move in water without penalty.
defy him.
Ryag Sag and Ryag Isag (see p. 98) occasionally perform
○Horrifying Appearance / 15 (22) / Willpower sacrifices to Ignav.
/ Neg
If the character sees Ignav, they must make a Willpower
check. If the character fails this check, it will be frozen in 15 Barusa Biyone
fear and will not be able to perform any movement, Major Int: High Perc: Five senses (Darkvision) Disp: Hostile
Actions, or Minor Actions. The character can only do Lang: Daemonic Hab: Labyrinths, Ruins
Willpower checks once at the start of their turn ending Rep/Weak: 19/23 W.P.: Fire type, Mage +3 points
effect on the success. Once a character succeeds in Initiative: 20 Movement Speed: 20
Willpower, it will not be affected by this effect thereafter. Fortitude: 22 (29) Willpower: 20 (27)
This is effect is of a psychic type.
F Style Accuracy Damage Evasion Def. HP MP
●Body Bite
20(27) 2d+18 18(25) 18 102 90
↝Divine Magic 12 Level / Magic Power 16 (23) (Head)
Iron
Claws 19(26) 2d+16 17(24) 20 115 36
○☑↝Magic Aptitude (Body)
They can use the Combat Feats [Multi-Action], [Guided Stamp
Magic], [Magic Convergence], [Magic Control], [Hawk 20(27) 2d+18 18(25) 18 96 42
(Legs)
Eye], [Metamagic/Targets] and [Wordbreak].
SECTIONS
▽Swallow / 17 (24) / Fortitude / Neg Sections: 3 (Head / Body / Legs)
If the Mouth attack hits, Ignav swallows the target, which Main Section: Head
cannot move or perform any Major Action and takes 2d+2
magic damage at the end of each of the monster's turns.
The target can perform Fortitude save once per turn, and
if it succeeds, it can escape. After this save, the target’s turn
ends immediately, regardless of the result.
125
Part 3 Items & Monsters
●Legs
Unique Skills ○Attack Obstacle = Impossible, +4 & +4 • None
●All Sections Barusa Biyone’s size precludes attacks. The Head
○Poison Immunity, ○Disease Immunity, section cannot be the target of melee attacks and gains a +4
bonus on Evasion checks against ranged attacks.
○Water/Ice Immunity, ○Psychic Immunity
The body receives a +4 bonus to Evasion checks
against melee attacks. When the Legs fall to 0 HP or lower,
○Margin of Strength this effect disappears.
The [↝Blizzard Breath], [☑Power Strike II], and
[☆Mobile Form] abilities are not used until any section Loot
receives at least 1 point of applied damage. Crystallized Great Daemon’s Blood
Always
(1,600G/Red S)
●Head 2–7 None
8 – 12 Jet Black Helmet (5,000G/Black White S)
↝Blizzard Breath / 18 (25)/ Fortitude / Half
The Barusa Biyone vomits a mass of cold air with Jet Black Armor (12,000G/Black White
13+
“Range: 20m” and “Area: Shot” in a Radius of 6m/20, SS)
dealing 2d+20 water/ice magic damage.
This unique skill cannot be used on consecutive turns. Description
Barusa Biyone is an upper daemon is in the form of an
↝Soul Freezing Roar / 17(24) / Willpower / Neg upright white bear dressed in black full-body armor. It is 7
Barusa Biyone lets out a soul-chilling, terrifying roar, meters tall, and its eyes are glowing red, like a bright fire.
terrifying all characters within a 30-meter radius of itself. It is said that it lived in a place in the demon world where
The target must move farther than 30 meters from Barusa everything was frozen at absolute zero, and perhaps that is
Biyone if possible, or if movement is not enough, Full why he prefers silence (for some reason, the armor that
Move to get as far away as possible. The character in the covers his entire body makes no sound). If anything
skirmish must always use the retreat action. The affected disturbs the silence, it will be mercilessly attacked.
targets cannot attack Barusa Biyone with melee or ranged He is also immensely confident in his armor, and he is
attacks, nor can it be directly targeted by the “Target: 1 accustomed to mocking those who cannot break it, as if
Character” magic or effects. they were small insects. If enemies can break their armor,
This effect lasts only for 10 seconds (1 round) and is Barusa Biyone will acknowledge them and destroy them
psychic type. first.
●Body
○Multiple Declarations = 2 times
☑Power Strike II
A Barusa Biyone can deal an additional +12 damage on
their next attack. However, any Evasion Check made by
the Barusa Biyone this turn receives a -2 penalty.
☑Cleave
An Iron Claws attacks up to 5 characters in the same
skirmish, but a separate Accuracy Check is needed for
each character. Each Accuracy Check is made with a -2
penalty.
☆Mobile Form
The armor covering the entire body transforms, making
it easier to move and attack. The Body section gains a +4
bonus for Accuracy, Evasion, and +4 for Damage. At the
same time, Defense is reduced by -10.
This unique skill, once used, cannot be deactivated until
the combat is over.
126
6 Obsessed Warlock 11 Mystic of Bad Omens
Int: Average Perc: Five senses Disp: Hostile Int: Average Perc: Five senses Disp: Neutral
Lang: Trade common, Regional dialect, Arcana, Lang: Trade common, Regional dialect Hab: Various
Daemonic Hab: Various Rep/Weak: 14/- W. P.: None
Rep/Weak: 9/- W.P.: None Initiative: 7 Movement Speed: 16
Initiative: 14 Movement Speed: 13 Fortitude: 13 (20) Willpower: 15 (22)
Fortitude: 8 (15) Willpower: 9 (16)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP
Weapon 11(18) 2d+8 13(20) 7 41 64
Daemon's
8(15) 2d+8 7(14) 8 43 51
Whip Unique Skills
▼Sword’s Grace / Change Fate
Unique Skills Once per day, they may choose to change the result of a
▼Sword’s Grace / Change Fate Skill Check or Damage roll, by switching the faces of the
Once per day, they may choose to change the result of a rolled 2d to the opposite sides.
Skill Check or Damage roll, by switching the faces of the
rolled 2d to the opposite sides. ↝Magic (1 System) 10 Level /Magic Power 14
(21)
↝☆Summoning Arts 6 Level / Magic Power 9 They can use one of 6 Wizard-Type classes at the 10th
(16) level.
Description
Mystic of Bad Omens in addition to magic, the mystic is
proficient in Divination and Evocation. It desires the
misfortune of others and takes pleasure in confusing them
with evil omens. They never appear alone in battle but
protect themselves with paid guards and constructs.
127
Part 3 Items & Monsters
Loot
Unique Skills Always Bag of Gold (1,400G/-)
▼Sword’s Grace / Change Fate 2–6 Gems (150G/Gold A) x 1d
Once per day, they may choose to change the result of a 7 – 11 Gems (300G/Gold A) x 1d
Skill Check or Damage roll, by switching the faces of the 12+ Large Gem (4,000G/Gold S)
rolled 2d to the opposite sides.
128
Part 4 Revised Combat Rules
129
Part 4 Revised Combat Rules
Contained herein are the new combat rules for Sword H OW TO R EAD THE R ULES
World 2.0, which are a revision of the previous rules (of These combat rules are described in the order of
original 2008 Sword World 2.0 Core Rulebooks). Simplified Combat, Standard Combat, and Advanced
Combat. To avoid redundancy, the descriptions in the
later rules are limited to those that replace or add to those
in the previous rules.
From combat rules, we have extracted the parts that are If you are playing Sword World 2.0 for the first time, first
supplements, notes, and explanations of some terms and familiarize yourself with simplified combat rules. After
have summarized them on page 155 and thereafter. that, move on to Standard Combat and later to Advanced
The rules of Sword World 2.0 are not just the combat Combat.
rules, are not something that you have to memorize and
follow completely. It is enough to have a general idea of
the rules and refer to the them when you need help.
When reading the rules contained herein, usually we Combat is resolved as per the following Combat
recommend checking pictures first, and then check the Procedure Chart, regardless of the Method used.
details.
Combat Procedure Chart
130
Now, let's get into the explanation of battle rules. Let’s CR I, p. 130). Rules for this are covered under the
start with simplified combat rules. Monster Knowledge skill.
WEAKNESS CHECK
Using the Simplified Combat rules there are only 3 If the Allies has a barbarous PC added in this book or in
different areas, and no others. There is the Frontline, the the supplement "Barbarous Tales", a Weakness check (see
Allies' Rearguard, and the Enemies' Rearguard. BT, p. 15) must be made.
Collectively, the two rearguard areas are just referred to as
the singular Rearguard. The distance between the I NITIATIVE
Frontline and either Rearguard is normally 10m, though if Next, each side rolls Initiative (see CR I, p. 125) to figure
that does change it will be noted. out which faction gets the first strike. Monsters have their
own Initiative score at the target number to beat, while
Areas of Simplified Combat characters will have to have a contested roll to determine
initiative.
I NITIAL P LACEMENT
Once this is all figured out, the faction with initiative
chooses which characters are on the Frontline, and which
are Rearguards, followed by the camp who lost initiative.
If characters are divided between the Frontline and
Rearguard, at least half (rounded up) must be in the
Frontline (though it is a possible tactic to have everyone
begin in the Frontline as well). Second faction must put at
least 1 character in the Frontline. It is also an option to
keep everyone in the Allies' Rearguard, but when the
opposing faction places anyone in the Frontline the entire
Allies' Rearguard moves up to the Frontline!
Skirmishes
When two combatants from opposing sides are in the
same area, that area is considered to be a skirmish. Once the GM has everything set up, characters in the
Obviously, being involved in a skirmish means that faction with initiative making the first move. Within that
dangerous melee weapons can be brought to bear against faction, there's no set order for who takes their turn first,
one's enemies. who goes second, etc., so long as all characters end up
The whole concept behind Simplified Combat is that taking their turn when all is said and done.
those attackers on each side that use melee weapons will Now, it is important to note that there is no way to have
rush to the Frontline and fight there, while each Rearguard a character “ready an action” to go during another
provides aid, support, and long-range fire to their own side character's turn. You can't divide your turn, take some
from safety. actions at one point, and save some for later. Once you're
finished with your turn, it becomes the turn of the next
character.
Once the PCs and enemies have met and it is certain R OUNDS (T IME) M ANAGEMENT
combat will break out, the GM begins setting the stage for Combat is handled in units of time called Rounds, and
combat. each round lasts all of 10 seconds. During each round,
every character involved in combat will have a chance to
F ACTIONS DETERMINATION take a turn and swing the battle their way.
First, figuring out which faction (i.e., who the Allies and When considering magic, special effects and durations,
Enemies are) the participants are in everyone present time is considered to have passed at the beginning of the
(PCs, NPCs, even monsters) is important. round. Any effects with durations will tick one round off
of their duration, expiring if they reach their limit.
M ONSTER K NOWLEDGE CHECK
Second, if there's a monster that's unknown to the PCs,
they are able to make a Monster Knowledge check (see
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Part 4 Revised Combat Rules
After all characters who have won initiative have taken If one side of the combat is unable to continue the battle,
their turns, any remaining characters in the faction who lost whether due to surrender or annihilation, the combat is
initiative may now take their turns. This is exactly the same over. Same with one side retreating, and the other side not
as the previous entry. pursuing those fleeing.
When combat is over, most magical effects are
considered to have ended. Exceptions to this are those
with considerable durations (1 hour, 1 day, permanently,
etc.). However, if another combat starts quickly enough
after the first, the GM may rule that those temporary magic
If all the attacking characters on both sides have taken effects are still active, though some rounds may have
their turns, and neither side is willing to surrender, then passed in the meanwhile.
the next round begins. Proceed back to “2. Winning
Initiative Acts” and continue from there. Do note that the L OOT R ECOVERY
turn order of the new round does not have to be the same If there are monsters that were defeated in combat, there
as the previous round. is a chance to recover loot from them after the battle ends.
However, if all the characters on one side are dead, or Doing so requires 10 minutes per monster.
have lost morale and are willing to surrender, the combat
ends there immediately. Proceed instead to “5. Post-
USE OF L IFEGRASS AND M AGIC H ERBS
Combat Cleanup”.
After combat, characters can use the various herbs like
Lifegrass or Magic Herbs in order to recover HP and MP,
respectively. To use Lifegrass or Magic Herb character has
to spend 10 minutes for each.
L IMITED M OVEMENT
A character's turn consists of three separate parts: The character does not move from the area they're
Movement, a Major Action, and a Minor Action. currently in. In this case, all Actions are open to them.
Specifically, within the Simplified Combat rules, a
character first moves, then takes their Major Action, in that R ESTRICTED M OVEMENT SITUATIONS
order. Minor Actions are exactly that and may be taken as In general, a character can't move from the area they're
many times as necessary (unless otherwise noted), at any in if an enemy character is also in the same area.
point during the turn so long as it doesn't interrupt one of Additionally, movement may be restricted due to various
the other parts of the turn (i.e., no “move, Minor Action, magical effects. In such situations, the character
finish move” tricks). automatically takes a Limited Move.
132
F ORCED M OVEMENT ( BUT ONLY B ACKWARDS)
Unique skills of a monster, for example, can force the
characters to move, regardless of the character's own will. Minor Actions are fairly quick actions, often (but not
Even with such effects, in Simplified Combat, a character always) simple little actions that don't require skill checks.
can only move backward from an area. Even if it's not spelled out in the rules, if the GM feels an
action can be done in a short amount of time (keeping in
mind 1 round is only 10 seconds), then they may rule it as
a Minor Action.
Unless specified, Minor Actions may be taken any
After movement, a character has the opportunity to number of times in the same turn, at any point from before
perform a Major Action. As a general rule, a Major Action taking a Move to after taking a Major Action. However,
can only be performed once per round, regardless of how Minor Actions cannot be taken during the resolution of a
long it would actually take. The type of movement chosen Major Action.
may also limit which Major Actions can be taken. In Keep in mind, these are only guidelines, and some
particular, a Full Move prevents any Major Actions from Minor Actions may be limited in timing, or may only be
being taken. allowed a limited number of times per turn. Some Minor
Typical Major Actions include the following: Actions may also trigger skill checks as well.
Typical Minor Actions include the following:
• Casting a spell
• Attacking with a weapon • Casting a ☆Magic spell
• Declaring a retreat • Ending a spell effect
• Stowing a weapon • Activating a Combat Feat
• Picking a weapon up off of the ground • Standing up from a prone position
• Handing off a weapon to another • Equipping a new weapon
• Storing or readying an accessory • Changing the stance, a weapon is held in (for
• Other actions, as determined by the GM weapons with multiple stances)
• Sheathing a weapon
See details about those actions at p. 155. • Dropping a weapon
• Receiving an offered weapon from another
• Other actions, as determined by the GM
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Part 4 Revised Combat Rules
When taking an action, it is important to keep in mind R ANGED ATTACKS, SPELLS AND STRAY SHOTS
the position of the target relative to the character taking the Ranged attacks, as well as those under the effect of “Area:
action. Using the Simplified Combat rules will help, as Shot”, will stray when shooting into an area with melee
many effects will just affect the same area. combat, and targets will be randomly chosen from all
characters in that area instead. Stray Shots only occur when
shooting into an area from outside of that area; shooting at
another target in the same area doesn't cause any Stray
Shots. In addition, Combat Feats like [Precise Shot] or
[Guided Magic] allow targeting without worrying about
Any spells or effects that targets caster can be used in any Stray Shots.
area.
SPELLS AND E FFECTS WITH “AREA: T ARGET ”
Note, spells and effects with “Area: Target” cannot stray
under any circumstances.
Melee attacks and spells with “Range: Touch” can only SUMMARY OF R ANGE
be performed on those targets in the same area as the
character taking the action. For example, a character on
the Frontline cannot make a melee attack on an enemy in
the Enemies' Rearguard. This limitation applies regardless
of whether you're dealing with allies or enemies.
This section covers the use of weapons in melee (as well “Grapplers may equip" indicates that the class can be
as natural weapons, such as fists, claws, and bite). used in other Warrior-Type Classes and Grapplers, while
"Grappler only" indicates that the item cannot be used by
other Warrior-Type Classes.
Of course, minimal strength must be considered
separately.
134
DEFENSIVE FUMBLE
If you are using the optional rule of defensive fumbles
(see AW, p. 81), a character equipped with armor that
violates equipment restrictions should still roll 2d when
asked for an Evasion check. A Defensive Fumble will
When an attack with a weapon is declared, an Accuracy
occur if the roll is double 1s. All other rolls, including
check is made in order to determine if the attack is
double 6s, are treated as a simple failure of the Evasion
successful. More specifically, it's a comparison of the
check.
attacker's Accuracy check against the defender's Evasion
check. If the Accuracy check is higher, then the attacker is
successful and the attack hits. However, if the Evasion
check is higher, or if the checks are tied, then the defender
wins, and the attack misses.
Weapon attacks are classified as follows:
WEAPON ATTACK CHART
Weapon Attack Classification
SHOOTING WEAPONS
Shooting weapons, such as bows, crossbows, and guns
each require their own specific ammunition in order to
function in combat. Marksmen are the only class that gain
proficiency with these weapons, so a character wishing to
be more of a ranged combatant should look at that class.
In order to shoot in combat, a character must take a STANDARD VALUES FOR ACCURACY
Limited Move in order to fire accurately on their target. To figure out a standard value for Accuracy, the type of
attack being performed will influence which classes can
add their bonus to the roll. Specifically:
T HROWING WEAPONS
Weapons considered to be “throwing weapons”, such as
Melee Attack: Fighter, Grappler & Fencer
daggers and spears, are essentially melee weapons that are
Ranged Attack: Marksman
light enough and balanced to be able to be thrown. Unlike
Throwing Attack: Fighter, Fencer & Marksman
shooting weapons, a weapon can be thrown during either
a Normal or Limited Move. In order to be proficient with
thrown weapons, a character needs to have levels in STANDARD VALUE FOR EVASION
Fighter, Fencer or Marksman. The standard value for Evasion, on the other hand, is the
highest of Fighter, Grappler or Fencer class levels added
to the character's Agility modifier.
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Part 4 Revised Combat Rules
The class bonus applied to Evasion does not have to for those stats, in case the GM doesn't wish to roll dice.
match the one applied to Accuracy. For example, a These fixed values are often (but not always) around the
character may use their Marksman class bonus to throw a average result of an actual roll of the dice and utilizing
weapon at an opponent, who can use their Fencer class them can help speed up the game significantly.
bonus to try and dodge. One method is to use fixed values for so-called “small fry”
enemies, the rank-and-file fodder, while using dice rolls for
F IXED VALUES FOR M ONSTERS the larger and more important monsters. It is unwise to
Monsters are able to use dice in order to roll for their have one monster switch between the two methods mid-
own Accuracy and Evasion, but they also have fixed values battle, as it can lead to confusion and misunderstandings.
Damage is dealt to a target if their Evasion roll is lower Most weapons deal physical damage and are mitigated
than an attacker's Accuracy roll. The term “damage” refers by Defense. However, guns (despite shooting physical
to a target's HP (or rarely, MP) being reduced, with the bullets) deal only magical damage and can thus circumvent
notation “X damage” meaning to reduce the target's HP by normal protections.
X points. Even monster attacks and abilities are split between
In other words, it is a term that conceptually shows the physical and magical damage. Regardless of the flavor of
effect of reducing HP (MP) and is a generic term that the attack, pay attention as to whether it is a physical attack
includes various classifications that appear in the following or magical attack, and be aware of the difference.
explanation.
R ECOVERY E FFECTS
Power tables are not only used for damage
determination, but also HP and MP recovery as well.
They're used in the exact same way, though normally
recovery items and spells don't get bonuses for rolling a
critical result (see p. 138).
When calculating damage, first figure out whether it's AUTOMATIC F AILURES (DOUBLE 1'S)
physical or magical damage. Roughly speaking, Sometimes, the dice don't roll the way they should, and
mechanical damage such as hitting with a weapon or recovery is no exception. If a roll of double 1's comes up
collision with a wall or the ground is physical damage, and when trying to determine the Power of a recovery item or
damage caused by special effects such as fire, cold, or spell, it is treated as an automatic failure. No HP or MP is
electric shock is magical damage. However, what is recovered, and any expended resources (MP, items, etc.)
important as a game rule is that physical damage is reduced are still expended, and the character making the roll gains
by armor and other defenses, and magical damage is not. 50 Experience Points as with any Automatic Failure.
136
round that fraction up for purposes of determining the
final damage dealt.
137
Part 4 Revised Combat Rules
DOUBLE 1'S
Once an attack is determined to be a critical attack, it
cannot fail. A roll of double 1's after a successful critical
roll is not an automatic failure, but just means that the Once applied damage is determined, this is subtracted
attack's damage proceeds with what was rolled before. The from the target's HP. If that brings the character to 0 HP
bonus 50 Experience Points are not gained in this instance. or less, the character falls unconscious, and a Death Check
(see CR I, p. 132) needs to be made. If this Death Check
M ODIFYING CRITICAL VALUES fails, the character dies.
Some effects can modify critical values, as follows: Sometimes, damage is dealt to MP instead. Damage
• Weapon attacks using Fencer class levels reduce dealt to MP cannot reduce it to a negative number, only to
Critical Thresholds by -1 0. Additionally, there are no ill effects for being reduced to
• Characters wearing Metal Armor increase 0 MP. Characters can expend MP themselves, such as to
incoming physical attacks' Critical Thresholds by +1 cast spells or whatever, but cannot spend MP that would
• Combat Feats, such as [Lethal Strike] or [Aimed reduce them to below 0.
Attack] modify Critical Thresholds as per their description
Some magic and effects cover a wide range. Simplified both the Allies' Rearguard and the Frontline. However, if
combat has following rules for them. that same spell was cast on the Frontline, it would affect
the entire combat.
Spells and effects with a radius of 20m or greater always
affect all three areas.
If the target area of the spell or effect used is less than
10m radius, then it will only affect one area.
138
effect is always excluded, while the target of the spell or
effect is always included.
If a character outside of combat fires an “Area: Line”
spell or effect into an active combat, if said character does In Simplified Combat, spells, and effects with “Area:
not have the [Guided Magic] Combat Feat, it will cause Breakthrough” cannot pass through any areas where there
Stray Shot. are enemies. If there is melee combat occurring in the
Frontline, targets in the opposite Rearguard area cannot be
targeted. There is still the possibility of non-targeted
characters being affected; deal with these as above for
“Area: Line” spells.
As a result of using these kinds of spells, the character
using the spell or effect moves to the targeted area, if they
were not already there.
I NDIVISIBLE R EARGUARD
As a result, combat will take place in the Rearguard area
instead, with all the usual allowances and restrictions that
brings (such as Stray Shots from outside shooters, or melee If all characters pressing the attack leave the Rearguard,
attacks and "Range: Touch" spells being viable major then the broken side may advance to the Frontline.
actions.
Structure after breaking through the frontline
GM Guide: Retreat
(from the perspective of the side that broke
through)
As a general rule, you cannot escape in Simplified
Combat. However, if the GM feels that this is too severe,
they may allow the PCs to flee in order to avoid being
wiped out. In that case, the GM should decide what
penalty to give the PCs.
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Part 4 Revised Combat Rules
The following rules cover the Standard Combat Even with this free positioning, the battlefield is
Sequence. From this point on, the parts that are not considered to be a line, with characters managing their
specifically described as “Standard Combat Rules” (for position on this line, relative to others. In other words,
example, rules regarding damage) are exactly the same as despite being far more freeform in 3d space, combat can
the Simplified Combat Rules. boil down to a single line if necessary, turning it into one-
The rules for Standard Combat are far different, and dimensional management.
much more in-depth, than those for Simplified Combat.
Specifically, movement and character placement are
significantly more complex.
In Simplified Combat, in order to cut down on the
clutter, only one skirmish was allowed to be up and
running, and movement beyond that wasn't helpful.
In Simplified Combat, there were three distinct areas of However, in Standard Combat, actions such as retreating
the battlefield. Standard Combat has characters move and from the front only to attack a rear flank, or other such
position themselves freely, with movement measured in maneuvers, are entirely possible.
meters.
140
at. The GM determines the state of each participant and Combat Opening Recommended Distances
the terrain and obstacles on the field as described below. Guide
If the combatants begin too close together, some PCs Situation Distance (m)
may be unable to use their abilities. On the other hand, if Enclosed space 5m
they begin too far away, some PCs won't be able to take Relatively large space 10m
meaningful actions. The GM should take the PCs' needs Crowded space, such as a forest 10m
and the circumstances into account and try to begin Open space, such as flat plains 20m
combat at a distance between 5m and 30m.
Moving, such as on horseback +10 - 20m
While the GM places the characters, they should listen
Fighting a large monster +5 - 10m
to how the players are arranged, such that those in the front
of the party are much closer to the action (about 1-2m
from the enemy), while those characters who are more apt
to hang back in combat are farther away (about 3-5m away
from the front). Once combat begins, PCs and NPCs may
move around as normal.
Once combat is set up, play proceeds exactly the same
way as in the Simplified Combat rules, including each
player having to take the entirety of their turn before
another player can do so.
The big difference between Standard Combat and between characters taking the same Movement this causes
Simplified Combat is the movement. There is almost no is what separates Standard Combat from Simplified
difference between the Major and Minor Actions. Combat.
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Part 4 Revised Combat Rules
Characters that are attacking each other are "participating coordinates are considered to be the center of the
in combat" or "in a melee", while the particular area said skirmish.
combat is taking place in is "a skirmish". Under Simplified
Combat rules, there was only one such skirmish on the I NDEPENDENT CHARACTERS
battlefield, and management of that was fairly simple. Sometimes a character is in the midst of a skirmish, but
However, Standard Combat allows for much more does not wish to join in the ongoing melee. In this
nuanced movement and positioning, so more intricate situation, the character, being involved in the skirmish but
rules for dealing with that are necessary. not "in melee", is considered an independent character.
Each independent character has their own coordinates,
which can include the center of the skirmish.
If characters hostile to each other are at the same I NTERFERENCE FROM CHARACTERS IN M ELEE TO
coordinates, and at least one of them is attacking, casting a I NDEPENDENT CHARACTERS
spell, or activating a unique skill, then both characters are Characters in melee don't worry about the difference in
considered to be "in melee combat" and a skirmish breaks coordinates with regards to independent characters
out at that point. However, if there's already a melee involved in the skirmish. However, if a hostile character in
occurring, then no new skirmish will break out. the melee attacks an independent character, the
independent character is inadvertently added to the melee,
CENTER OF M ELEE OUTBREAK and their coordinates are adjusted to be in the center of
A skirmish is centered where the first conflict occurs and the skirmish.
spreads out from there depending upon the number of
participants. Important to note, when determining the I NDEPENDENT CHARACTERS T RANSITION TO M ELEE
number of participants in this way, that monsters with Conscious characters will transition from being
multiple sections count as that many participants. independent characters to being in melee in one of two
manners:
SKIRMISH R ANGE 1. If the character takes their turn, and they're still
The range of the skirmish is determined by the number in the skirmish, they will join the melee at the beginning of
of people participating in it. Characters on the outskirts of the next round.
a skirmish are still considered to be participating in that 2. If the character is attacked by another participant
skirmish. For example, if a character is 3m from the center of the melee, they will join the melee immediately.
of a skirmish, and the skirmish is only 3m in radius, then If a character is unconscious (as if they've been reduced
that character is still involved in that skirmish. There can to 0 HP), they cannot join melee in either of these
only be no more than 20 characters in any one situations, and will remain an independent character.
skirmish/melee (as per table).
CHARACTERS IN M ELEE B ECOMING I NDEPENDENT
Skirmish Range Table Characters who cannot act on their own, such as those
Number of Participants Skirmish Size who've fallen unconscious or been put to sleep, will be
removed from melee, and become independent
2–5 3m radius
characters. However, their coordinates are still considered
6 – 10 4m radius
to be in the center of the skirmish.
11 – 15 5m radius
16 – 20 6m radius L EAVING A SKIRMISH
As a general rule, characters in a skirmish may not move.
However, those who have used the Retreat action on their
previous turn can take any type of move they wish (see p.
If a melee has already broken out, and a character wishes 156).
to get involved with it, there's a number of rules, depending
upon the specific situation. E XPANDING OR R EDUCING THE SKIRMISH SIZE
The size of the skirmish is dependent upon the number
N EW P ARTICIPANT IN M ELEE of participants, as mentioned above. Only characters
A character can join an already existing melee, by moving actively participating in melee count towards this,
to the center of the ongoing skirmish and declaring their independent characters do not (so long as they remain
intent to join in on the melee. This can cause a skirmish to independent). If new characters join in the melee, then the
increase in size, as that is dependent upon the number of size of the skirmish may expand, as per the above chart.
participants. However, as characters are defeated (whether fleeing,
unconscious or dead), the size of the skirmish can shrink
appropriately. In either case, the size of the skirmish will
CHARACTERS IN M ELEE
change only after a character's action, not during.
A character participating in melee combat is said to be
"in melee". This allows the character to make melee
attacks, as well as cast spells with "Range: Touch". Their
142
E XAMPLE OF EXPANDING SKIRMISH R ANGE
There is a fierce battle raging, a terrible melee of five E XAMPLE OF B LOCKING M OVEMENT
participants that includes Character A, while Characters B Wolf decided to make a sword attack against a Gremlin,
and C are 4m away from the origin. Since there are which is 10m ahead, and declared that he would move
currently 5 characters in melee, the skirmish is only 3m in forward 10m as normal movement and go to the same
radius, so Characters B & C are outside of it. coordinates as Gremlin.
Character C, on their turn, moves to the center of the However, there was a Goblin between Wolf and
melee and declares their intent to join in quite forcefully, Gremlin, 5 meters from Wolf. Goblin blocks Wolf's
making a melee attack on Character A. At this point, the movement to protect Gremlin. The range that the goblin
skirmish has not yet expanded. can reach with limited movement is 3m in both directions,
If Character A survives the attack, then the number of that is, 2m to and 8m from Wolf. Wolf's path of travel
participants in the melee will increase to 6. In doing so, the overlaps with this, and Goblin can block and stop Wolf's
skirmish will increase to 4m radius, and Character B will movement at any point during this time.
be an independent character. If Character C has a unique Goblin choose to move as close as possible, and Wolf is
skill to perform more major actions, they would then be stopped by the goblin only 2 meters forward. Both move
able to attack Character B. to this coordinate.
However, if Character A falls to Character C's attack, the Wolf, who was stopped from approaching Gremlin, was
number of participants in combat remains at 5, and forced to make a melee attack at the Goblin in the major
Character B remains safe. action. As a result, there will be a skirmish with Wolf and
Goblin as participants.
GM Guide: Up to 20 People in a Skirmish
Only a total of up to 20 characters can exist on one Outside of Skirmish
skirmish. The GM should adjust the number and roles of Characters outside of skirmish looking to block a
PCs and NPCs and monsters participating in the battle so character's movement cannot specify coordinates in a
that this limit is not exceeded. skirmish as a blocking point.
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become active in melee and their coordinates move to the If a character declares they're retreating from combat,
center of the skirmish. their movement cannot be blocked by anyone within the
However, independent characters about to pass through skirmish.
a skirmish aren't counted on either side in determining the
possibility of blocking movement. OTHER N OTES
If a character has their movement blocked successfully,
R ESTRICTIONS and there are effects that key off of the distance traveled,
There are some situations where collaborating to block this shortened distance is the one used for those effects.
movement isn't possible. Characters outside of combat and As mentioned above, this does not change the method
those in combat cannot jointly block movement. of movement chosen. Just because a character moved only
Characters that change their coordinates via magic, or 2m does not mean they have taken a Limited Move.
effects with "Area: Breakthrough" cannot have their
movement blocked.
SHIELDED BY A SKIRMISH
For characters outside of a skirmish, the skirmish will
When aiming at a character in a skirmish from outside shield any characters beyond. In order to shoot through a
the skirmish with a ranged attack or a spell or effect with skirmish, the Combat Feat [Hawk Eye] is needed.
"Area: Shot", if there is another character at the same However, shooting directly at the skirmish does not
coordinates, there will be the possibility of misfiring. The require any Combat Feats.
target must be chosen randomly from among all characters If a character is shooting from inside of a skirmish, other
at the same coordinates. characters in that skirmish are not shielded.
144
The Advanced Combat rules described below are is typically formed as a circle between 3m and 6m,
intended for those who are already quite familiar with depending on the number of participants in the melee. To
combat in Sword World 2.0. By managing the battlefield determine the size of the skirmish, see the Skirmish Range
in two dimensions, it is possible to create a variety of Table under the Standard Rules. Unlike the Standard
situations on the battlefield, which can allow for more Rules, though, the skirmish's center coordinates are the
intricate and tactical maneuvers. first character's coordinates to enter into melee with
Many of the rules for Advanced Combat are identical to another, with the skirmish forming around that character.
both Simplified and Standard Combat. However, the When the game is being played on paper, the GM draws
relevant changes and exceptions to those rules will be a circle with the appropriate radius to define the skirmish.
detailed below. Any miniatures, standees, or other such markers that
represent the characters involved in the melee are then
moved into the skirmish, scattered around the center
point. If they get in the way, they can be moved out of the
way until everything is finished. The only thing that matters
for game processing is that the characters are involved in
In Advanced Combat, the positions of the characters, the skirmish. In other words, the skirmish drawn on a
referred to as their coordinates, are generally managed in piece of paper or a whiteboard in Advanced Combat is a
a two-dimensional plane. These rules are designed to use mixture of dots representing individual characters who are
a blank sheet of paper, whiteboard, or other physical not engaged in melee and circles representing the skirmish
representation to define each character's position on the area.
battlefield.
Figure 1: Advanced Combat Concepts
DEALING WITH DIFFERENT CHARACTER SIZES OR
ALTITUDE DIFFERENCES
Given that coordinates are only being managed in a two-
dimensional place, there is no height difference between
the coordinates of characters within the battlefield. Even
great differences in height have no bearing on combat
unless the GM should choose to rule otherwise. In
particular, abilities such as the Lildraken Racial Ability
[Sword’s Grace/Wings of the Wind], as well as any "Flight"
or "Floating" Unique Abilities of monsters, will only modify
numerical values once combat has begun and will not alter
the height of the battlefield.
Also, even if a character is massive in size, no matter how
large it is relative to other characters, nor how many parts
the character has, it will still only occupy one coordinate.
Multiple parts of a character are treated as having the same
coordinate.
I DENTICAL COORDINATES
It is possible to have multiple characters at the same
coordinates in Advanced Combat. As a general rule, melee
attacks and "Range: Touch" spells and effects will only
affect characters (or sections, for that matter) located at the
same coordinates. In addition, a character summoned or
created by a spell or effect with "Range: Touch" is
considered to have the same coordinates as the character
who performed the summoning or creation.
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GM Guide: Illustrate the battlefield as much recommended to try and apply all of the rules here strictly
as possible from start to finish.
In Advanced Combat, you need to keep track of the Initially, start with simple movement and coordinate
coordinates of each character and, if a skirmish is to be management, such as moving a few meters sideways from
formed, how large it needs to be. These are difficult to the hypothetical straight line of Standard Combat, until the
explain and manage in words alone but can be easily players can fully grasp that. It is then that the GM should
grasped with a diagram. gradually expand the scope, referring to the rules and
When illustrating the battlefield, as shown in "Figure 1: annotations as necessary until everyone has become used
Advanced Combat Concepts", note the coordinates of a to such changes.
single character with a small mark, then circle the character What is important in a TRPG is not to follow the rules
to make the skirmish, to make it easier to understand. If strictly but to have the game move on smoothly, with the
you have a large desk, you can use pawns or character participants in the agreement. Please recognize that the
figures and represent skirmishes with coasters or paper rules are only a tool to assist the game rather than the entire
plates. In a conference room, a magnet and a whiteboard game itself.
may be useful. Anything that can represent "characters" and
"circles" is fine, so try to visualize the battlefield as much as
possible. GM Guide: Approximation Recommendation
Trying to define the positional relationship too strictly
will bog down the flow of the game and drag combat out
much longer than necessary. Keep in mind a general sense
of distance in meters, and judge whether it is reachable by
CHARACTERS IN COMBAT movement or within range. Moves that require
The Advanced Combat rules have the advantage of management in units of less than 1m should be
representing a variety of battlefield situations, as well as discouraged, and players trying to take advantage of such
greatly increasing tactical capabilities. However, it also moves should be warned. However, there may be
means that it is a more "crunchy" set of rules in that there situations where one may end up with fractions of a meter,
are a lot of rules in place to guide the GM rather than and in such cases, those fractions should be rounded up to
relying significantly on improvisation. It is not the nearest whole meter.
146
that as well, though there would likely be some distance Touch" while moving through the coordinates of another
between the frontline and the rearguard. This latter friendly character. However, if you do this to an enemy
method is recommended if the players don't wish to worry character, a skirmish is immediately created, and no
about a complex party formation but still wish to follow the further movement is possible.
Advanced Combat rules.
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In the Advanced Combat rules, the battlefield is Movement is Not Allowed in Melee
managed in two dimensions, so it is much more important As a general rule, a character in melee cannot move,
to know all of the rules regarding skirmishes while in which limits the actions a character can take to those
combat. A basic summarization of the rules for skirmishes allowed when taking a Limited Move.
is listed below.
Characters Can Join a Melee as New
Participants
Characters can join a melee that has already been formed
by moving to the center of the skirmish on their turn and
The following features of Skirmishes are exactly the declaring their intent to join the melee.
same as those of "Standard Combat."
There is No "Partial Melee"
There are Always Opposing Characters in a When joining a new melee, a character will be in melee
with all opposing characters at the same time. It is
Skirmish
impossible to enter into a melee with only some opposing
A skirmish is a space where opposing characters are
characters in the same skirmish.
fighting each other. Therefore, opposing characters will
always be involved in the skirmish, creating a state of
melee. When there are no more opposing characters, the
skirmish will immediately disappear.
The conditions for the formation of a new skirmish are
There are Two Types of Characters involved in the same as for Standard Combat. In other words, it occurs
a Skirmish: "In Melee" and "Independent" when a character whose turn it is uses some kind of
Characters in a skirmish are classified as either "In weapon attack, magic, or effect against a hostile character
Melee," where they are participating in a melee, or at melee range. In this case, those attacks, magic, etc. are
"Independent," where they are involved in the skirmish but resolved first, then the skirmish is created.
not yet in melee.
148
Figure 3: Shielding
B LOCKING M OVEMENT T HROUGH SKIRMISHES character inside a skirmish is determined differently from
When a character moves, they must declare how they'll that of a character outside skirmishes.
move and the path they'll take. This will be used to
determine whether or not they are crossing or entering an Melee Characters Blocking Movement
existing skirmish. Even if the character only skirts the A character in melee can block movement anywhere
border of the skirmish, they are still considered to be within the skirmish. In this case, the character's own
entering it. If the movement path crosses the skirmish even Limited Move range is not taken into account.
slightly, the character may be blocked from moving by
characters inside the skirmish. Blocking movement by a
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150
skirmish". However, the use of this term does not change performed on a friendly character, they will remain
gameplay (i.e., it is still melee combat). independent and their coordinates will not change. If an
independent character wants to perform a melee attack on
T ERM : E NGAGING I N M ELEE a character already in melee during his turn, he must move
Very similar to the term "pulled in" above, the terms to the center of the skirmish and join in the melee. Then,
"engaging in melee" and "join the melee" are used. as a result, the character will join into melee.
Although similar, the definition of "engaging/joining
melee" and "pulled in" are very different. " engaging " means I NDEPENDENT CHARACTERS AND B ATTLEFIELD
"to take some action against a character, resulting in melee". CREATION
In contrast, being “pulled in” means a character is forced When an independent character moves to the same
into melee. coordinates as a hostile independent character and uses a
melee attack or a Range: Touch ability or spell, a skirmish
SITUATIONS THAT CAUSE I NDEPENDENT CHARACTERS will be created around that point. This new skirmish will
A character can become independent in the following immediately merge with the existing battlefield, according
cases. to the rules for merging skirmishes.
1. A skirmish is formed in the vicinity, and the
character's coordinates are within the range of that I N M ELEE VS I NDEPENDENT , M OVING TO THE CENTER
skirmish. The aforementioned new skirmish is created when there
2. The character moves into a skirmish without is a conflict between independent characters. If either of
joining in the melee and does not have their movement the two was already in melee instead, the independent
blocked (similarly, a character "moving within the skirmish" character will either move or be pulled in and thus move
is also treated as an independent). its coordinates to the center of the existing skirmish, where
3. Falling asleep or unconscious while in melee and it will join in the melee.
being unable to move or forcefully move.
4. The coordinates of the center of the skirmish
have changed while the character is unable to move.
This section describes the rules for handling the
CHARACTERISTICS OF I NDEPENDENT CHARACTERS expansion, contraction, merging, and disappearance of
A character in the independent state has the following skirmishes.
characteristics.
SIZE OF THE BATTLEFIELD
Has Unique Coordinates within the skirmish The size of a skirmish is determined by the number of
An independent character has unique coordinates. In characters in that skirmish that are in melee. If the number
order for an independent character to be the target of a of characters in the melee changes, the size of the skirmish
ranged attack or a wide-area effect, the character's changes as well. The following table shows the relationship
coordinates must be within range or within the area of between the number of characters in melee and the size of
effect. It is common for this unique coordinate to be a skirmish. If the battlefield is large enough, the skirmish
exactly the same as the center of the skirmish (e.g., if the should be circular. If there is no room for a circular
character was in the melee but was knocked unconscious skirmish (e.g., indoors), a square skirmish suffices as well.
and fell prone). The skirmish includes its circumference.
Characters with coordinates just on edge will also be
Skirmish Size and Number of Characters
treated as independent characters.
# of Outdoor Size (radius Indoor Size
Characters m) (m)
Does Not Count Towards Skirmish Size
2-5 3 5x5
When determining the size of the skirmish, independent
6 - 10 4 7x7
characters are not counted.
11 - 15 5 8x8
16 - 20 6 10 x 10
Independent Characters can Move Normally
An independent character can take any type of
movement on its turn in an attempt to move. However, L EAVING A SKIRMISH
there is a possibility that the character will be blocked by a A character involved in a skirmish may attempt to leave
hostile character in the skirmish. In this case, the character the area by declaring the intent to retreat as the Major
is immediately pulled into melee. Action of their turn. For more information, see "Notes on
Major and Minor Actions."
Direct Interference from Characters In Melee
An independent character is treated as "within touching R ESOLVING M ELEE AND SKIRMISHES
distance" of any character in the skirmish and thus may be If all hostile characters are knocked out or slain, and
targeted by melee attacks or Range: Touch spells and there are no more hostile characters in the melee, the
effects. When this happens, if the targeted independent skirmish will disappear immediately. In addition to falling
character is hostile to the character targeted them, they will unconscious or being killed, if the hostile characters cease
immediately be pulled into melee. If these actions are to be in the skirmish for whatever reason, the melee will
end and the skirmish will disappear immediately. Reasons
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include them being forcefully moved outside the skirmish, Changing States
retreating, surrendering, or some ability that causes the When combining skirmishes, the center and range of
hostile characters to lose their will to fight. When a that skirmish may change so that a previously independent
skirmish disappears, all characters that were in melee will character may now be outside the skirmish. At the same
be located at the center of the former skirmish, while time, it is possible for a character that was previously
independent characters will maintain their unique outside the skirmish to become independent, although this
coordinates. is rare.
152
Figure 8: Changing Skirmishes
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Part 4 Revised Combat Rules
effects. Even if the character is hit by these attacks, the independent characters that are not located at the center
character won’t be pulled in, remaining independent. This of the skirmish anymore. If the coordinates of the center
prevents immobilized independent characters from are changed due to the merging of skirmishes, the tangling
moving to the new center of the skirmish and prevents and entangled characters will simultaneously move to the
them from making any melee attacks. new coordinates, and the entangled character will stay in
the melee. If the tangling character becomes independent
E NTANGLING EFFECTS by any means, the entangled character will also become
If a character is rendered immobilized by a monster independent. In this case, the entangled character can
attack that entangles or grapples the character, the attack the tangling character as if they share the same
character may not be able to move on their own. They coordinates. If the tangling character is mobile, this will
may, however, be forced to move by that monster. In this cause both characters to enter melee, creating a new
case, the situation is handled as follows. If a character is skirmish. As a result, this will immediately lead to the
subjected to these effects as well as the previously merging of skirmishes if one already existed beforehand.
mentioned "Immobilizing Effects" at the same time, the Both characters are treated as independent if the tangling
rules for “Immobilizing Effects” will take precedence. character is immobile (suffering from the aforementioned
immobilizing effect). A melee attack from the tangling
T ERMINOLOGY : T ANGLING CHARACTER AND character to an entangled character is treated in the same
E NTANGLED CHARACTER way.
The terms "Tangling Character" and "Entangled
Character" are used in the following explanation. An Interfering with Independent Characters
entangled Character is a character who is being subjected If a tangling or entangled character is independent and
to an immobilizing effect, such as entanglement, which is interacted with by a character in melee (i.e., they are
the focus of this section, i.e., a character who is being subject to a melee attack or the target of a Range: Touch
entangled or strangled. A Tangling Character is a character spell or effect), both the tangling and entangled characters
who is causing that effect on an entangled character. will be pulled into melee. However, suppose either the
tangling or entangled character is completely immobilized
(i.e., has the aforementioned effect). In that case, the
Changes to Melee and Independent Characters
character in question will not be drawn into the melee,
When a character is subjected to a Chaining Effect, the
even if they are attacked by a character in the melee.
entangled character remains in melee. However, they
cannot perform melee attacks or "Range: Touch" effects on
154
Specific notes on various Major and Minor Actions are WEAPON ATTACKS
detailed below. Assume any differences between Simplified See "Simplified Combat: Weapon Attack" (see p. 134).
Combat, Standard Combat, and Advanced Combat will be Melee and throwing attacks are available after a Normal
spelled out specifically and are otherwise the same. Move but ranged attacks can only be made after a Limited
Move.
SINGING/CONTINUE SPELLSONGS
For more information, see Spellsongs (see CR II, p. 94
Depending on the move method selected for the turn,
or WT, p. 111).
the actions that can be performed by the character are
As a general rule, a character singing or continuing a
limited.
spellsong can only take a Limited Move.
You can list in the “Movement and Actions Tables”
Also, during the continuation of spellsong, the character
below.
cannot make Major Actions, make gestures, and use Minor
Actions other than Stratagem may not be performed.
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Part 4 Revised Combat Rules
USING DIVINATION
For more information, see Divinations (see p. 35). H ANDING WEAPONS TO OTHERS
As a general rule, a character using Divination can only See also "Control of Personal Belongings" (see p. 159).
take a Limited Move or Normal Move. Giving a weapon in hand to another character is
considered a Major Action (while receiving one is a Minor
DECLARING A R ETREAT Action). In order to do so, the one handing the weapon
As a general rule, a character in a skirmish must declare needs to take their action first, while the one receiving the
a retreat to move out of a skirmish. Once this action is weapon needs to take their turn at some point afterward. If
taken, the character receives a -4 penalty to Evasion until this hand-off fails at any point, the weapon is considered to
the start of their next turn. be dropped on the ground.
However, suppose the number of allied characters in the In order to hand a weapon to another, both characters
skirmish is more than twice the number of hostiles, not need to be in the same area (in Simplified Combat) or at
counting the retreating character nor any other characters the same coordinates (in Standard Combat or Advanced
who have declared a retreat. In that case, they do not suffer Combat).
this penalty.
The character leaves the skirmish on their next move Standard/Advanced Combat
after using this action. This 'next move' is, in most cases, If the character handing a weapon is in the melee, the
their move in the next round after the declared retreat. In independent character in the skirmish can receive it
the rare case of special Monsters that can move after their without regard to the difference in coordinates.
Major Action, they may be able to Retreat and Move in a If an independent character wishes to hand an item over,
single round. However, the penalty to their Evasion still the coordinates must match. Hence, the independent
applies for the entire round. character must come to the center of the skirmish to hand
over the item.
Simplified Combat
The next time you move, you can move in the direction R ELOAD B ULLETS TO GUN
of retreat: If the skirmish is in the Frontline, you can use See also "Control of Personal Belongings" (see p. 159).
Normal Move to the Allies' Rearguard; if the skirmish is in Reloading bullets to the Guns should be done with the
the Enemies' Rearguard, you can either Normal Move to Major Action, and the character can reload the Gun up to
the Frontline or Full Move to the Allies' Rearguard. its max magazine.
156
E NDING SPELL E FFECTS a character can take multiple Major Actions, once a Major
Spells with durations may have their effects ended at any Action is taken these Minor Actions cannot be performed
point before the duration. This is as simple as the caster until the next turn.
willing the spell to end, with no need to gesture or make
any noise. Equipping Weapon
However, if you are using Wizards Tome, anything with A character can equip a new weapon, assuming they're
a duration of “Instant/〇〇" cannot be released. not already holding a weapon (Hand Accessories do not
count). To free up a hand, a character can either sheathe
the weapon they're using or drop it to the ground.
USING T ECHNIQUE
For more information, please refer to Techniques (see Changing Stance
CR II, p. 84 or WT, p. 106). A weapon that can be used either 1H or 2H can switch
Techniques can be used with Minor Action. In this case, between the two. If going from 1H to 2H, it's assumed the
the movement is limited to Limited Move or Normal other hand is also free before changing stance.
Move.
In principle, techniques may be used any number of Sheathing a Weapon
times at any point of the turn costing each time necessary It is generally assumed that stowing a weapon as luggage
MP cost. is a Major Action. However, Swords and Guns have
sheathes and holsters, and can thus be sheathed or
USING E VOCATION AS A M INOR ACTION holstered as a Minor Action. A Weapon Holder with
For more information, see Alchemist class (see AW, p. nothing in it (see AW, p. 151) allows to sheath any weapon
12). with Minor Action.
The character can use Evocation with a Minor Action
only once per round and before any Major Actions. In this Dropping a Weapon
case, the movement is limited to Limited Move or Normal Dropping a weapon frees up the character's hand(s) but
Move. leaves the weapon on the ground. Picking up a dropped
weapon is a Major Action, and any character who wishes to
USING STRATAGEM do so can attempt to pick up a dropped weapon, as long as
For more information, see Stratagems (see p. 26). they're in the same area (in Simplified Combat) or at the
Stratagem can be used with Minor Action regardless of same coordinates (in Standard Combat or Advanced
the movement method. However, as a rule, they can only Combat).
be used once per round.
Receiving a Weapon
ACTIVATING A COMBAT F EAT This action receives a weapon handed off by another
For more information, see Active Combat Feats (see CR character and automatically equips it (see p. 159).
I, p. 286).
For Active Combat Feats, declaring the use of one is a SWAPPING WEAPONS
Minor Action. Generally, only one Combat Feat can be To swap a weapon character needs to do the “equipping
activated at a time and will have no effect if activated after weapon” or “receiving a weapon” action after “sheathing a
Accuracy and Evasion checks. weapon” or “dropping a weapon” action. All of the actions
listed here are minor actions and can be performed in any
STANDING FROM P RONE combination without limit.
A fallen character can stand up with a Minor Action and
may stand before moving. There is no point in standing up P UT ARROWS
multiple times during a turn. To put arrows or quarrel in the Bow and Crossbow can
A character who is prone at the beginning of their turn be made with a Minor Action.
must receive a penalty for being prone for the duration of
their turn, even if they get up. OTHER ACTIONS
The GM can allow for other actions to be Minor Actions,
P ICKING UP / STOWING/H ANDING OVER WEAPONS, ETC. assuming it's a trivial action to be performing. Generally,
See also "Control of Personal Belongings" (see p. 159). there's no limit to the number of times a Minor Action can
Equipping new weapons, changing stance, sheathing, be done, nor many restrictions as to when it can be
dropping, and receiving weapons are all Minor Actions. It performed, but ultimately the GM has the final word.
is possible to do these multiple times in a turn, but even if
These are notes about some combat feats. Please note [F OOTWORK]
that some combat feats may become different with the Simplified Combat
introduction of these revised rules. Characters can move with Limited Move to adjacent
areas, including retreats. It is also excluded from the "First
Round Restrictions" (see p. 132).
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Part 4 Revised Combat Rules
Standard/Advanced Combat To block the user and/or its allies must move. Combat
Limited Move distance is increased, so the range of Feat also does not affect the size of the skirmish or the limit
distance where a character can block movement is on the number of participants.
correspondingly increased. Secondly, it is also used to increase the number of allies
In addition, now characters can retreat from melee by for enemy characters retreating to see if an Evasion penalty
just moving with Limited Move (if they move far enough). should be applied to an enemy character. This will not
affect the retreat of the allied characters.
[GUARDIAN]
See [Cover]. [COVER ]
Simplified Combat
[SHADOW SNEAK ] The user can only cover characters in the same area.
Simplified Combat
Characters can move backward from within an area Standard Combat
without retreat action. The user can only cover characters within blocking
movement distance.
Standard/Advanced Combat That is, if a user is outside the skirmish, the user can
In its own turn, the character can move without any target characters within Limited Move distance that are
movement blocking. The user can move freely without the outside of skirmishes.
need to retreat from the skirmish. While in melee, the user can only target characters
When the character blocks someone’s movement, they within the same skirmish.
will be affected by various skirmish restrictions for this
round. Advanced Combat
Same as Standard Combat except, independent
Optional Rule: Overcrowded Skirmish characters can target characters within its Limited Move
Characters cannot move through skirmishes that exceed distance and within the skirmish.
their maximum number of characters.
[T AIL SWING]
[T WIN STRIKE] Simplified Combat
Simplified Combat A target can only be selected from within the same area.
It is a combat feat that allows attacks on different
characters (sections). With melee attacks, the target must Standard/Advanced Combat
be chosen from within the same area. When used outside of skirmish or while independent,
the target can be chosen arbitrarily in the same
Standard/Advanced Combat coordinates.
It is a combat feat that allows attacks on different When used in a melee, the character can be selected
characters (sections). With melee attacks, the target must from any of the characters in the skirmish, either in a
be chosen from within the same skirmish if they are at the melee or independent state. After the attack, all the
same coordinates or if they are in a melee. See “Multiple characters targeted by [Tail Swing] will be pulled into
Targets” (see p. 161). melee.
158
All items possessed by a character must be written on a I TEMS M ARKED “H AND-H ELD"
character sheet and managed by the player. Here is how It is an item that is clearly stated to be used by holding it
you can control them, some of which were ambiguous. in your hand, such as Pole of Trap Detection (see AW, p.
133). This also applies to Magical Implements for
Truespeech Magic and Spiritualism Magic, Instruments
used for spellsong, and Divination Tools for Divination.
There are several categories for items possessed and How many arms are needed depends on the description
carried by characters. of the individual item. If it is one hand, it is one arm; if it
is two hands, it is two arms. If no mention is made, assume
• Items Held in the Hand one.
• Items Equipped Elsewhere
• Worn as Armor
• Equipped as Accessory
• Stored in a Special Storage Container Weapons with a Stance of 1H#/2H# are treated as one-
• Stored as Luggage handed weapons and 2H# as two-handed weapons when
they must be classified as either one-handed or two-
handed weapons game-wise.
In fact, these weapons are not equipped on the hands or
arms. And you cannot equip these weapons that are
The following items are carried in the hands. The supposed to be on the same spot at the same time, such as
number of items that can be held in hands at the same time items that enhance the Kick (the GM will make the final
depends on the number of arms of the character. decision).
These items are described as “Weapons, etc.” in Major In principle, these items are also described as
Action and Minor Action section before. And changes to “Weapons, etc.” in Major Action and Minor Action
them, in general, must be made before any Major Actions. section before. And changes to them, in general, must be
made before any Major Actions. However, Bite, Tail, and
STANCE 1H/2H†/1H*/2H * T HROWN WEAPONS other natural or technique items cannot be changed or
Weapons whose Stance is 1H/1H†/2H are handheld swapped.
weapons. 1H and 1H† weapons occupy one arm, and 2H
occupy two. Bite and [Balloon Seed Shot]
A 1H*/2H* throwing weapon that after a throw will leave The technique [Balloon Seed Shot] allows attacking with
the character’s hands. Due to the restrictions of the Minor a thrown weapon with the user’s mouth. The user is
Action for equipment, a character may not use multiple considered to throw the weapon immediately after
thrown weapons with a single-arm, even if the character is equipping it and after being thrown can use its Bite attack.
allowed to use multiple Major Actions on the same round. Some weapons that are returned to the user’s possession
However, some special thrown weapons that return to can be treated as if they are automatically reequipped in
the hand will remain equipped after the throw. And with the user’s mouth if the user so desires. And while the
multiple Major Actions, like with combat feat [Fast thrown weapon is equipped in the month user cannot use
Action], the character can throw such thrown weapons Bite to [Counter] attacks.
multiple times per turn.
159
Part 4 Revised Combat Rules
Items for specific classes, such as Holy Symbols and in the first place, depending on the description of each
various types of Magispheres, are treated as accessory item.
items. It is also possible to use them as Renowned Items Unless otherwise stated, they can be used as long as they
(see CR II, p. 51) to increase HP and MP. are carried as luggage. It is not necessary to carry them in
Quivers, gun belts, bullet pouches, and arrows and bullet the character’s hand or equip them as an accessory.
pouches are treated in the same way.
Equipped accessories are independent of weapons. The SPARE WEAPONS, ARMORS, ACCESSORIES, AND
character can have equipped accessories on their hands AMMUNITION
even if the hand is equipped with a weapon. A character can have spare weapons, armor, accessories,
and ammunition. Having them as spares (if they are not
properly equipped) will not have any game effect.
There are no rules in SW2.0 that limit how much of
these spare weapons, armor, etc. one can have. 100 spare
weapons, 30 changes of clothing and armor, etc. is
Quivers, gun belts, and bullet pouches are used to store blatantly unnatural and irrational, but the character will
arrows and ammunition. also do not gain any of its benefits at the same time.
A storage container can hold a specified number of It is up to the GM and each player to decide how much
ammunitions, regardless of their subtype. For example, a they can carry. You can role-play this as: "I want to carry
Gun Belt can hold 10 bullets and 2 silver bullets. lots of change of clothes, so I buy a packhorse”.
Only ammunition that is stored in a storage container
can be used to reload with a Minor Action. When casting M ATERIAL CARDS
[Shoot Arrow] (see CR I, p. 267 or WT, p. 84), you can Alchemy Kit can hold over 100 material cards to aid an
only get the arrows you want to use from the storage Alchemist in their abilities. But Alchemists can have spare
container (when performing [Metamagic/Targets], you can material cards as needed in their luggage.
take out the required number of arrows at a time from the Therefore, from the game's point of view, a character
storage container). may have any number of material cards at the same time,
The Major Action is needed to load the gun with bullets. even more than 100, and use them as they please.
The bullets must be selected only from those stored in the
storage container. It is possible to have several bullets from
L OOT
the different storage containers.
PCs can gain loot from defeated monsters. Some of the
Without a container, ammunition cannot be loaded the
loot is obviously likely to be large luggage.
usual way and must be first equipped as a thrown weapon
Possession of these items is also not restricted in SW 2.0.
(with Minor Action) and then loaded into a Gun (with
It is part of the game to collect loot and would be a crime
Major Action).
to deny players that. But of course, any table is different so
use your own judgment when dealing with big amounts of
loot.
If you are really concerned about it, we recommend that
Items that do not fall into any of the above categories you use the Alchemist class and turn it into crude material
should be stored and carried as luggage. cards. This loot will not be able to be used for processing,
These items can be used at any time, as needed; the but the sale price of the card is the same as the loot it was
conditions for their use, such as whether they are used in made from.
a Major Action, Minor Action, or do not require the action
What follows are a few more supplements and notes that made product. The players may request disclosure of that
do not fall under the previous sections, all of which do not data, and the GM must give it to the players. If there are
reference Simplified Combat, Standard Combat, or monster is enhanced with sword shards (see CR I, p. 344),
Advanced Combat. all changes due to such enhancements should also be
This section can be useful for GMs and players. So, if disclosed.
you have spare time, take a look. In the Monster Knowledge check, double 6s’ is an
automatic success regardless of the bonus to the roll and
monster reputation. Of course, double 1s’ is an automatic
failure.
160
that they want to perform a Monster Knowledge check, placed at the frontline idle. If all characters of one camp
and the GM must approve the request. leave the frontline area during the first attacker's turn, the
frontline will be breached (see p. 139) and the rearguard
Monster Weak Point will be caught up in the combat. Don’t be reckless just to
When a character who has the Sage class performs a provide support to our frontline if you are going second.
Monster Knowledge check, if the success value is equal to The GM is suggested to not put on the frontline more
or greater than the weakness set in the monster stats, the enemies than the number of PCs. On the other hand, if
character detects a weak point and can be used in combat. PCs cannot stop an even smaller number of enemies on
The character can select from Rider and Sage classes the frontline, the problem lies with the composition of the
which to use for Monster Knowledge. And only when Sage PCs.
class is used character can detect the monster’s weak point.
The double 6s also reveal the monster’s weak point, but SURPRISED BY M ONSTERS
the weak point cannot be known by a character that does Some monsters can surprise the PCs. If these monsters
not have/used a Sage class for Monster Knowledge check. surprise the PCs, the monster side will be the first to attack,
and the combat will begin. In addition, the PCs who are
caught by surprise will suffer a -2 penalty to all any Skill
GM Guide: After a Successful Monster Checks until the beginning of their next turn.
Knowledge check Also, apply all additional effects that might be specified
If the PC has already successfully completed a Monster in the monster stats.
Knowledge check for that monster in previous games, they
are free to check the stats in-game without the need for a
Monster Knowledge check. The GM should keep track of
which monsters PCs have successfully completed a
Monster Knowledge check themselves or ask the player to
make notes. ACQUISITION OF L OOT
Found Weak Points are valid for one session only, the If a monster was defeated during the combat, PCs can
result of the first Monster Knowledge check made could get loot from it after the battle. Roll 2d and loot at the Loot
be applied until the end of the session. In another session, table of the defeated monster and will get corresponding
the weak point must be detected again with the Monster loot. If the loot has "Always", it is always obtained at the
Knowledge check. same time.
If a monster enhanced with Sword Shards is killed, its
I NITIATIVE Sword Shards will be also acquired at the same time.
Initiative checks can be made with the Scout class or the Acquisition of loot requires 10 minutes per monster with
Tactician class, whichever is higher, and the character one character doing the task. This time is required even if
should use the higher value as the standard value. the loot is "Always" only.
In the Initiative check, when facing a monster, if it is
equal to or better than the monster's Initiative (or the Optional Rule: Loot from Multi-section
highest if there are multiple), PCs will get to act first. Monsters
For non-fixed stats, the opponents must roll 2d and add When PCs defeat the monster with multiple sections the
their Initiative. In this case, use rules for contested checks GM may allow PCs to gain as much loot as the number of
(see CR I, p. 114). sections defeated.
An initiative check is a special kind of check in which In this case, PC will get "Always" loot only once regardless
double 6s does not result in automatic success and should of the number of sections, and only the loot they can get
be treated as a 12 + Initiative bonus. On the other hand, multiple times is that can be obtained by rolling 2d.
double 1s is an automatic failure (and gain 50 experience Each additional acquisition also takes 10 minutes, with
points at the same time). each section being handled by a single character.
161
Part 4 Revised Combat Rules
P OSITION , MOVEMENT AND ACTIONS into melee. In this case, the target's coordinates are
All of the sections are considered to be in the same area changed to the center point of the first skirmish.
(in Simplified Combat) or at the same coordinates (in (3) Point (2) can be performed repeatedly if active
Standard/Advanced Combat) and all sections make the characters still have more attacks.
same move in a single movement. Then such a character
can make Major Action for each section.
A multi-section character must complete all sections in
its turn. Such characters cannot split their actions between
other characters. The order in which each section DAMAGE T YPE
performs its Major Action can be decided arbitrarily for Some kinds of damage have a type, such as fire,
each round. Also, any section can take Minor Actions at water/ice, or poison. In some cases, such as the [Fire Bolt]
any time during its turn. spell (see CR I, p. 263 or WT, p. 100), the magic or effect
that causes the damage has its own type, while in others,
such as [Fire Weapon] (see CR I, p. 243 or WT, p. 82)
N UMBER OF CHARACTERS (N UMBER OF SECTIONS ≈
change the type of damage to the specified one. There are
N UMBER OF CHARACTERS) also magic effects that enhance the type of damage dealt.
Each section of the character in multiple sections is These types can increase or decrease damage depending
treated as if it were a single character in determining the on the weak point or unique skills of the recipient.
size of the skirmish, determining whether or not a
movement block is allowed, and determining whether or
SLASHING/B LUDGEONING DAMAGE AND
not a penalty is applied for a retreat.
Based on this, when a number of characters is used in E DGED/B LUDGEONING WEAPONS
the explanation of the rules, think of it as the total number Slashing and bludgeoning damage types are basically
of sections of all characters. types of damage caused by magic, and other effects, and
have nothing to do with the classification of weapons as
0 OR LESS HP OF THE SECTION edged weapons or bludgeoning weapons.
A section with 0 or less HP is treated in the same way as Weapon attacks do not have a Slashing or Bludgeoning
a character who is unconscious. However, if other sections type, unless otherwise noted, such as a special weapon or
move, such sections will move as well. a unique skill of the character.
162
What we introduce here are optional rules. They can The GM and the players should consult with each other
enhance the gameplay and make it more fun to play, but to decide whether or not to introduce them to their game.
at the same time, the danger exists that more rules will
make the game heavier.
Rules that allow the PC to attempt a surprise attack can Hide checks and Danger Sense checks should be made
only be introduced when playing in Standard Combat or when one of the PCs is within 30 meters of the closest
Advanced Combat. enemy. After that, time management is done in rounds,
If the PCs want to surprise the opponent, they must and another check is done after each round when both
make a Hide check (see CR I, p. 123) and the Danger sides have completed all their movements. The PCs may
Sense check (see CR I, p. 126) on the enemy side and continue to move (or wait) for a better starting distance, but
compare their success values. If the enemy is a monster, of course, Hide checks and Danger Sense checks are
then for their Danger Sense roll 2d + Monster Level. made each round, and any failure will result in a missed
A surprise attack is successful if the success value of all opportunity for a surprise attack.
PCs is greater than that of all opponents. Failure occurs if This process is also used when enemies that have PC-
there is a tie or if the enemy has a higher success value than like character sheets want to surprise the PCs.
the PCs. In the next table, you can find bonuses and penalties for
the Hide check of the party attempting to surprise and the
163
Part 4 Revised Combat Rules
Danger Sense check of the second party. The bonus to the Bonuses And Penalties for Surprises
Danger Sense check is added separately for each Within 10m Danger Sense +4
combination. For example, if there are two characters at 11 – 20m Danger Sense +2
5m and 25m from the enemy, the Danger Sense check is 21 – 30m No changes
increased by +4 because the closest enemy is within 10m. More than 31m Danger Sense -2
If the surprise attack fails, the process immediately Wide field of view Hide check -2
moves to the normal combat initiation process (including Poor footing, easy to
Initiative checks). Hide check -2
make noise
Hide check -4 after Full
Full Move
Move
Normal Move No changes
Limited Move / No Hide check +2 after such
Move move
This optional rule can be used when the battlefield has battlefield and with reference to the size of the skirmish (see
limited space for skirmishes. p. 142). Please take into consideration that, in general, the
This optional rule is not recommended in situations combat rules of SW2.0 do not recommend using units of
where you do not understand Advanced Combat as a less than one meter.
whole. If the battlefield is sufficiently large to allow for
skirmishes not to be overcrowded, then this rule does not DEAD OR F AINT CHARACTERS CAN BE E LIMINATED
need to be used at all. When an enemy or other NPC faints or dies, the GM
This rule should only be used if you have a good may immediately remove the character if GM has no plan
understanding of Advanced Combat and want to create a to return it. As a result, the number of characters in the
bottleneck combat situation (for example combat on the skirmish will be reduced, and if the number of characters
bridge). falls below the limit, new characters may join the skirmish.
164
1. Excess Number of People Due to Exceptions
2. [Teleport] (Truespeech Magic 13 Level) and As explained in the previous section ("Exceptions").
similar effects
If the movement is made with a spell, and unaffected by 2. Newly Formed
shielding or blocking, it is possible to enter skirmish Even on the battlefield where the GM has set a limit on
beyond the participant's limit. the number of participants in skirmishes, it does not apply
when the skirmish is first formed. If one of the characters
3. Summoned formed has multiple sections they still will be pulled into
The effects of [Summon Fairy] (WT, p. 76), which skirmish regardless of if it would limit to exceeding the
summons a target within the skirmish, can summon a target limit.
beyond the participant's limit. [Instant Undead] (see WT,
p. 42) and [Instant Golem] (see WT, p. 41) Deep Magic 3. Combining Skirmishes
spells also work the same way. Overcrowded skirmishes can be formed by combining
skirmishes. This can happen even if the skirmish to be
4. Forced Movement combined already contains an overcrowded skirmish.
If the character was moved into a skirmish as a result of
the forced movement, they will be forced to enter the I NDEPENDENT CHARACTERS WITHIN OVERCROWDED
skirmish if these optional rules are used. SKIRMISH ARE I MMOBILIZED
[Whirlwind] (see CR III, p. 171) and other effects that An Independent Character within the Overcrowded
can be blocked by other characters don’t count as forced Skirmish range cannot move and is subject to the rules
movement. “Immobilized Characters” (see p. 153).
However, they can use retreat action to move and leave
As a result, a skirmish in which the number of skirmish on the next turn.
participants exceeds the limit will be considered an
“Overcrowded Skirmish”. Please refer to the next section Retreating from Overcrowded Skirmish
for more information on Overcrowded Skirmishes. When a character (whether in melee or independent)
leaves an overcrowded skirmish, the character uses the
OVERCROWDED SKIRMISH same retreat action as in a normal skirmish. In this case,
Overcrowded Skirmish refers to a skirmish where the regardless of the number of enemies, allies, or both sides,
number of people present in the area has exceeded its limit. the character does not receive a penalty modifier -4 for
retreat.
Examples of Appearing Overcrowded
Skirmishes
Overcrowded Skirmish can appear in the game in the
following cases.
The Flash Stone (see AW, p. 126) that can be used as a value of thrown weapons in general, but the usefulness of
thrown weapon is an item that was introduced into the Flash Stones stands out from the crowd and has had a
game based on the old combat rules, in which thrown significant impact on the balance of the game.
weapon attacks were limited to Marksman class and In the revised combat rules, it is strongly recommended
movement was limited to Limited Move. With the revised that the effect of Flash Stone be changed as follows (in short
combat rules in this book, thrown weapon attacks are now character will need to make Fortitude save instead of stone
available to Fighter and Fencer classes, as well movement working automatically).
is now limited to the Normal Move. This has increased the
165
Appendix
Appendix
166
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Deals Power 10
Energy Bolt 5 1 Character 30m Shot Instant Half Energy 25
damage
Reduce target's
Blunt 3 minutes
2 1 Character 30m Target Neg - physical damage by - 25
Weapon (18 r)
4
1
Illuminate a 10-
Light 1 Any Point 30m Target 3 Hours N/A - meter radius with 25
light
Uses mana to close a
Lock 1 1 Object Touch - Instant N/A - 25
lock tight.
1 Character 3 minutes Psychic
Sleep 5 10m Target Neg Lull subject to sleep 25
# (18 r) (weak)
Find out if any spells
Sense Magic 1 1 Object 30m Target Instant N/A - 25
were cast.
2
Makes the spell lose
Dispel Magic 3 1 Spell 30m Target Instant Neg - 25
its effect.
1 Character 3 minutes
Vitality 2 30m Target N/A - Fortitude +2 26
〇 (18 r)
Uses mana to open a
Unlock 2 1 Object Touch - Instant Neg - 26
lock.
1 Character Senses hostility
Sense Enemy 2 30m Target Instant Neg - 26
〇 towards the caster.
3
3 minutes Accuracy or Evasion
Paralyze 3 1 Character 30m Target Neg - 26
(18 r) checks -2
Deals Power 20
Reaping Slash 7 1 Character 10m Target Instant Half Slashing 26
damage
Creates a loyal and
Familiar 15 Touch Touch - Permanent N/A - 26
useful familiar.
Places an arcane
4 Marking 2 1 Object Touch - 3 Days N/A - 26
mark upon an object.
Deals Power 20
Lightning 7 Any Point 30m Line Instant Half Lightning 27
damage
The target instantly
understands how to
Weapon 3 minutes
5 1 Character 30m Target N/A - use its weapon and 27
Mastery (18 r)
wields it like a
master.
1 Character 3 minutes Target can walk on
Wall Walking 3 30m Target N/A - 27
5 〇 (18 r) walls and ceilings
Caster understands
3 minutes the meaning of any
Translate 2 Caster Self - N/A - 27
(18 r) written work just by
looking at it.
Deals Power 30
Blast 6 1 Character Touch - Instant Half Bludgeoning 27
damage
Shrouds caster in
Conceal Self 15 Caster Self - 1 Hour N/A - mana, disappearing 27
from enemy senses.
Locks an object with
Hard Lock 4 1 Object Touch - Permanent N/A - 28
magic.
6
3m Deals Power 20
Fireball 8 30m Shot Instant Half Fire 28
Radius/5 damage
Caster floats upon
3 minutes
Levitation 6 Caster Self - N/A - mana, hanging in 28
(18 r)
midair.
Analyze 1 Object or See details of magic
7 4 10m Target Instant N/A - 28
Enchantment 1 Character on target.
167
Appendix
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Teleports marked
Apport 5 1 Object Infinite - Instant N/A - 28
item to the caster
Steals MP from
Steal Mind 2 1 Character 10m Target Instant Neg Curse 29
target
Speak and
3 minutes
Tongues 5 Caster Self - N/A - understand any 29
(18 r)
language.
Creates an afterimage
3 minutes
☆ Blink 10 Caster Self -
(18 r)
N/A - to take an attack 29
instead.
Deals Power 40
Energy Javelin 9 1 Character 30m Shot Instant Half Energy 29
damage
8
Creates a Magical
Create Device 4 Touch Self - Permanent N/A - 29
Implement.
Target temporarily
3 minutes
Magician 6 1 Character 10m Target N/A - learns advanced 29
(18 r)
magical feats.
30 seconds Prevents magic up to
Erase Magic 6 1 Character 10m Target Neg - 29
(3 r) 6th level to be used
3 minutes Lift and move
Telekinesis 6 1 Object 30m Target N/A - 30
(18 r) objects
9
30 seconds Creates magic blades
Blade Barrier 10 1 Character 10m Target Temporary Slashing 30
(3 r) around the target.
Turns magical
Absorb Magic 5 Caster Self - 1 Day N/A - 30
damage into MP.
10 seconds Allows caster to see
See-Through 6 2m Radius 10m Shot N/A - 30
(1 r) through target area.
Seal Hides the magic of
7 1 Object Touch - Permanent N/A - 30
Enchantment an object.
10
1 Character Target will be able to
Flight 8 Touch - 1 Hour N/A - 31
# fly.
6m Deals Power 30
Blizzard 10 30m Target Instant Half Water/Ice 31
Radius/20 damage
Deals Power 50
Thunder Bolt 13 1 Character 30m Target Instant Half Lightning 31
damage
Slows target's
1 Character 1 minute (6
11 Slow 8 30m Target Neg - movements and 31
# r)
actions
Create an intelligent
Familiar II 30 Touch Touch - Permanent N/A - 31
familiar
Temporarily makes
Weapon 3 minutes
8 1 Character 30m Target N/A - target an expert in 31
Mastery II (18 r)
combat.
Attacks with pure
12 Shock 15 1 Character 50m Shot Instant Can't Bludgeoning 31
mana
Change the physical
Polymorph 10 Caster Self - 1 Day N/A - appearance of the 32
caster
1 Object or Instantly moves the
Teleport 15 1 Character 10m Target Instant N/A - target to a location of 32
# the caster's choice
30 seconds Spellcasting checks -
13 Desultory 9 1 Character 30m Target Temporary Psychic 32
(3 r) 4
Restrain and attack
Lightning 1 Character 1 minute (6
19 10m Target Temporary Lightning the target with a 32
Bind # r)
lightning rope
Dimension 30 seconds Creates a gate to a
23 Any Point 10m Target N/A - 32
Gate (3 r) distant destination
14
Dimension Deals Power 50
18 Any Point 50m Line Instant Half Slashing 33
Sword damage
168
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Magic 3 minutes Reflects magic spells
17 Caster Self - N/A - 33
Reflection (18 r) to the caster
Creates a mana
Save The 500m
50 Self - 1 Hour N/A - barrier that cannot 33
World Radius
be broken
Perfect 6m Eradicates all traces
33 30m Target Instant Neg - 33
15 Cancellation Radius/20 of mana within range
Deals Power 100
6m damage. Can be used
Meteor Strike 30 50m Target Instant Half Bludgeoning 34
Radius/20 to damage large
areas.
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Infuses a blade or fist
Enchant 1 3 minutes with mana, making it
2 30m Target N/A - 37
Weapon Character (18 r) sharper or harder.
Physical damage +1
3m
1 Spark 6 30m Target Instant Half Lightning Deals Power 0 damage 37
Radius/5
3m Instant/10
Dark Mist 3 30m Target Neg - Evasion -2 37
Radius/5 seconds (1 r)
1 3 minutes Reduces damage dealt to
Protection 1 10m Target N/A - 37
Character (18 r) the target by -1
1
Earth Heal 3 10m Target Instant Neg - Heals Power 0 38
Character
1
Counter Character 3 minutes
1 30m Target N/A - Willpower +2 38
Magic (18 r)
〇
2 One day or
Command until order is A doll acts as caster
4 1 Doll Touch - N/A - 38
Doll completed commands.
1 3 minutes
Fanaticism 3 30m Target Neg Psychic Accuracy +2, Evasion -2 38
Character (18 r)
Create 4- Build and animate a
1 Object Touch - 1 day N/A - 38
Golem 32 golem.
1 3 minutes Covers weapon inflame,
3 Fire Weapon 4 30m Target N/A - 38
Character (18 r) damage +2.
10m 30 seconds Heals 3 points every
Raging Earth 7 10m Target Can't - 38
Radius (3 r) round.
1
Changes appearance of
Disguise 3 Character Touch - 1 Hour N/A - 39
the target
〇
Makes a bond to a doll
or puppet that enables
Doll Sight 3 1 Doll Touch - 1 Hour N/A - 39
the caster to see what it
4 sees
Prohibits spells level 3 or
1 30 seconds
Forbid Magic 5 10m Target Neg Curse below from selected 39
Character (3 r)
magic system.
Instant/1
Poison 3m 3 damage at the end of
6 30m Target minute (6 Neg Curse 39
Cloud Radius/5 the target’s turn.
rounds)
1 Strengthens a familiar,
Intense 3 minutes
5 5 Character 30m Target N/A - golem, or undead created 39
Control (18 r)
# by the caster.
169
Appendix
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Create 4- Animate and command
Touch Touch - 1 Day N/A - 39
Undead 44 an Undead.
Spell 1 3 minutes Enhances target's Magic
3 Touch - N/A - 40
Enhance Character (18 r) Power
Counter Wraps the caster in an
6 Caster Self - 1 Day N/A - 40
Sense aura that reacts to spells.
Instant/30
5m Numbs the target's body
Stun Cloud 6 30m Target seconds (3 Neg Poison 40
Radius/15 to slow his movements.
rounds)
6 Instant/30 Creates a field that
Mana 3m
6 30m Target seconds (3 Neg - absorbs mana and 40
Absorb Radius/5
rounds) converts it into vitality.
Controls a doll
Remote Doll 5 1 Doll Touch - 1 Hour N/A - completely as if it were 40
the caster’s own body.
The caster can control
☆ Double 6 Caster Self -
10 seconds
N/A - two golems or undead at 40
Indicate (1 r)
the same time
1 Drains vitality from the
7 Drain Touch 7 Touch - Instant Half Curse 41
Character target.
Bring back the soul of
Resurrection 20 1 Corpse Touch - Instant N/A - the dead and make them 41
alive.
Make an attack dealing
Icicle 1 3 minutes
5 30m Target N/A - water/ice damage with a 41
Weapon Character (18 r)
+3 bonus.
5m
Acid Cloud 10 30m Target Instant Half Poison Deals Power 20 damage 41
Radius/15
8
3m
Illusion 4 30m Target 1 Day N/A - Create hallucinations. 41
Radius
Deals Power 20 damage,
1
Cremation 3 10m Shot Instant Half Fire +5 damage to Undead 41
Character
and Construct
1 Inflicts Power 30 damage
Cursed Doll 6 30m Target Instant Half Curse 42
Character through the doll.
1 Stagnates mana inside the
Bind 3 minutes
8 Character 30m Target Temporary - target, limiting 42
Operation (18 r)
9 # movement.
1 3 minutes Reduces target's damage
Protection II 3 30m Target N/A - 42
Character (18 r) by -3
3 minutes Bring dead souls into
Possession 7 Caster Self - N/A - 42
(18 r) caster's body
1 Gives new orders to
1 minute (6
Command 10 Character 30m Target Neg - magically created 42
r)
〇 creatures.
Transfers damage to
Scape Doll 8 1 Doll Touch - 1 Day N/A - 43
10 specially marked dolls.
Physical 1 Magically repair missing
12 Touch - Permanent N/A - 43
Gimmick Character body parts.
5m Instant/1 A cursed cloud that turns
Petri-Cloud 9 30m Target Neg Curse 82
Radius/1 minute (6 r) victims to stone.
1
Earth Heal II 8 30m Target Instant Neg - Heals Power 30. 43
Character
Shrouds target in mist,
1 3 minutes hiding it from magical
Sneak 7 Touch - N/A - 43
11 Character (18 r) and mechanical
perception
1
1 minute (6 Increases movement of
Haste 18 Character 30m Target N/A - 44
r) the target
#
170
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Change Instantly swaps positions
12 1 Doll 30m Target Instant N/A - 44
Position with the doll
Make wind-type attack,
Sonic 1 3 minutes
12 8 30m Target N/A - Critical Threshold -1, +2 44
Weapon Character (18 r)
damage
1 1 minute (6 Blocks the target's use of
Mana Seal 16 10m Target Neg - 44
Character r) mana
Raging Earth 10m 30 seconds Heals 10 points per
18 10m Target Can't - 44
II Radius (3 r) round
13 Take the form of a
Wraith Form 20 Caster Self - 1 Day N/A - wraith, separating mind 44
and body
Creates a doll
Copy Doll 20 1 Doll Touch - 1 Year N/A - indistinguishable from 45
14 the caster
Steal 1 Acquires a memory from
19 Touch - Permanent Neg - 45
Memory Character the target
1
1 minute (6
Immortality 30 Character 30m Target N/A Curse Become indestructible 45
r)
#
6m Deals Power 60, Death
15 Death Cloud 26 30m Target Instant Half Curse 45
Radius/20 Check -20
1
Revenant Brands the living to rise
30 Character Touch - 1 Day Neg Curse 45
Curse as a Revenant when dead
〇
171
Appendix
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Leaves a caster
Wizard Sign 2 1 Object Touch - 12 Hours N/A - 47
sign
Instant/10
Minor Gives a slight
1 Caster Self - seconds (1 N/A - 47
Illusion hallucination.
1 round)
Reduces physical
Balance 1+1 3 minutes damage dealt by -
2 30m Target Neg - 47
Weapon Characters (18 r) 4 to enemies and
+1 to allies.
1 Increases both
Character 3 minutes
Tough Power 3 30m Target N/A - Fortitude and 47
(18 r)
〇 Willpower by +2
Creates an
2 Bad Vibes 5 3m Radius Touch - 1 Day Can't Psychic Unpleasant 47
Atmosphere
1
Character 3 minutes Focuses on the
Lock On 4 30m Target Neg - 48
(18 r) target.
〇
Instant 4- 1 minute (6 Instantly create a
Touch Touch - N/A - 48
Golem 32 r) golem.
Generates the
Replace 10 seconds caster's voice in a
4 Any Point 30m Target N/A - 48
3 Sound (1 r) different
location.
Remotely
Remote Key 4 1 Object 10m Target Instant Neg - manipulate a 48
key.
Deals Power 20
Toxic Breeze 7 Any Point 30m Breakthrough Instant Half Poison 48
damage
4
3 minutes Creates a floating
Floating Eye 4 Touch Touch - N/A - 48
(18 r) eye to scout.
Gives Magic
Mana 10 seconds Power +1 for
4 Caster Self - N/A - 49
Convergence (1 r) spells with
5 Range: Touch
Instantly animate
Instant 4- 1 minute (6
Touch Touch - N/A - and command 49
Undead 44 r)
an Undead.
Instant/30
3m Psychic Puts the target to
Sleep Cloud 12 30m Target seconds (3 Neg 49
6 Radius/5 (Weak) sleep
rounds)
Hold Portal 4 1 Object 10m Target 6 Hours N/A - Seals a door shut 49
Moves a doll in a
Teleoperate
10 1 Doll Infinite - 1 Hour N/A - remote location 49
Doll
to scout.
7
Absorbs the HP
1
Draw Out 7 10m Shot Instant Half Curse and MP of the 49
Character
target.
Creates illusions
Thermal that deceive the
6 Any Point 10m Target 1 Day N/A - 50
Illusion sense of
8 temperature.
Steals HP from
1+1
Life Delivery 8 30m Target Instant Half Curse enemies and 50
Characters
gives it to allies.
The lightning
Three Way Any 3
9 12 30m Breakthrough Instant Half Thunder bolt that deals 50
Lightning Points
Power 20
172
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
damage in 3
directions.
Creates illusions
Tactile
6 Any Point 10m Target 1 Day N/A - that deceive the 50
Illusion
sense of touch.
Casts a wide
10 seconds
☆ Multitarget 8 Caster Self -
(1 r)
N/A - range of spells 51
10 simultaneously.
1 3 minutes Reduces target's
Protection III 4 30m Target N/A - 51
Character (18 r) damage by -4
Fakes the
Delude
12 1 Spell Touch - Permanent N/A - content of a 51
Enchantment
magic effect.
11 Slows down time
1+1
Balance 1 minute (6 for enemies and
18 Characters 30m Target Neg - 51
Time r) speeds up time
#
for allies
1 Inflicts a
Geas 18 Character Touch - Permanent Neg Curse Forbudding 51
12 〇 Curse.
Allows flying at
Free Flight 9 Caster Self - 1 Hour N/A - 51
will.
1 Deals Power 70
13 Death Ray 12 30m Shot Instant Half Curse 52
Character damage.
Reduces damage
by 10 points, can
Instant/3
Mana only cast
14 15 Caster Self - minutes N/A - 52
Integration spells on targets
(18 rounds)
in close
proximity
Creates a force
30m 3 minutes field that blows
15 Overblow 25 Self - Half Bludgeoning 52
Radius (18 r) the enemy away
with a Power 20.
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Negatively affects
3m
Banish 3 30m Target Instant/Various Neg - Undead and 56
Radius/5
Barbarous.
Negatively affects
3m
Fear 3 30m Target Instant/Various Neg - Undead and 56
Radius/5
Humanoid.
1
1 Restores the target
Sanity 3 Character Touch - Instant Neg - to his normal state 56
# of mind.
Instant/3 Reduces the
Field 3m
2 Self - minutes (18 Can't - target's received 56
Protection Radius/5
rounds) damage by -1.
Wakes a target up
1
Awaken 5 10m Target Instant N/A - from being asleep 56
Character
or unconscious.
2
Heal target's
Cure 1
3 10m Target Instant Neg - wounds with 56
Wounds Character
Power 10
173
Appendix
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
1 Learns the name
Detect Faith 4 Character 10m Target Instant Neg - of the god the 57
〇 target believes in.
Cure 1 Restores lost
2 Touch - Instant N/A - 57
Blindness Character eyesight
Purges poison
1
Cure Poison 3 Touch - Instant N/A - from the target's 57
Character
body.
3
Instant/3 Reduces damage
Field 5m
5 Self - minutes (18 Can’t - from a specific 57
Resistance Radius/15
rounds) type by 3 points
1 Deals Power 10
Force 4 10m Shot Instant Half Bludgeoning 57
Character damage.
Increases
Accuracy +1 and
†Sacred 1 physical damage
3 30m Target 3 minutes (18 r) N/A - 57
Weapon Character +2 against
Barbarous and
Undead
Reduces damage
†Sacred 1 received from
4 10m Target 3 minutes (18 r) N/A - 57
Shield Character Barbarous and
Undead by -3
Increases
Accuracy +1 and
4
‡Vice 1 physical damage
3 30m Target 3 minutes (18 r) N/A - 57
Weapon Character +2 against
Humanoids and
Undead
Reduces damage
1 received from
‡Vice Shield 4 10m Target 3 minutes (18 r) N/A - 57
Character Humanoids and
Undead by -3
Caster affirms
Affirmation 5m their faith and
5 Self - 3 minutes (18 r) Neg - 58
Of Faith Radius/15 rebukes the magic
of other gods.
Cleanses the
1 target's body of
Cure Disease 4 Touch - Instant N/A - 58
Character poison and
disease.
Heal target's
1
5 Cure Heart 5 30m Target Instant Neg - wounds with 58
Character
Power 30
Transfer 1 Gives the caster's
1+X 10m Target Instant Neg - 58
Mana Character MP to the target.
5m Deals Power 20
Holy Light 6 Self - Instant Half - 58
Radius/15 damage to Undead
1 Fills the target with
Coercion 5 Character 30m Target 3 minutes (18 r) Neg - dread of the 58
# caster.
+6 to Dexterity,
1
Bless 5 30m Target 3 minutes (18 r) Neg - Agility, Strength, 58
Character
6 or Vitality
Places caster’s
allies in a deep
3m
Holy Cradle 4 Self - 3 Hours N/A Psychic sleep, accelerating 59
Radius/5
their natural
healing.
174
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Removes negative
Remove 1
5 Touch - Instant Neg - effects of the curse 59
Curse Character
of the target.
1 Restores target
Cure Stone 4 Touch - Instant N/A - 59
Character from stone.
1
Character Touch Hand down a
Quest 6 - Special N/A Curse 59
divine quest.
7 〇
Increases
Accuracy +2 and
Battle Hymn 6 6m Radius Self - Special N/A - 59
damage for
affected targets.
1
Destroys Undead
Exorcism 10 Character 10m Target Instant Neg - 59
level 8 and below.
#
1 Deals Power 20-40
8 God Hand 8-12 10m Shot Instant Half Bludgeoning 60
Character damage.
Instant/3 Reduces target's
Field 3m
7 30m Target minutes (18 Can’t - damage by 2 60
Protection II Radius/5
rounds) points.
Force 6m Deals Power 30
12 Self - Instant Half Bludgeoning 60
Explosion Radius/20 damage
Protects objects
9 Preservation 6 1 Object Touch - Permanent N/A - from 60
decomposition.
1 Gives an
Holy Blessing 8 10m Target 3 minutes (18 r) Neg - 60
Character additional 30 HP
1 Heals target with
Cure Injury 8 30m Target Instant Neg - 60
Character Power 50.
Calls upon the
1 divine to heal the
Refresh 6 Touch - Instant N/A - 60
10 Character target of all
ailments.
1 Performs a holy
Revelation 10 Character Touch - Instant N/A - ceremony, 61
〇 marking followers.
1 Dampens the
Surrender 13 Character Touch - Instant Neg Psychic fighting spirit of 61
〇 barbarous
1
Dampens the
Resignation 13 Character Touch - 1 minute (6 r) Neg Psychic 61
fighting spirit
〇
11 Increase all of the
1
Bless II 12 30m Target 3 minutes (18 r) Neg - target's ability 61
Character
scores by +6
Deals Power 50
Instant/3
6m damage to Undead
Holy Light II 9 Self - minutes (18 Half - 61
Radius/20 and decreases
rounds)
Willpower by -2.
Creates a barrier
100m blocking
Sacred Field 20 Self - Instant/1 Day N/A - 61
Radius Barbarous and
Undead
12
Creates a barrier
100m blocking
Vice Field 20 Self - Instant/1 Day N/A - 61
Radius Humanoids and
Undead
175
Appendix
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
1 Call on the divine
Escape 3 Character 30m Target Instant N/A - to get the target 62
# out of trouble.
1 Know the target's
health, and save 62,
Rescue 17 Character Touch - 1 Day N/A -
them from dire 64
〇
situations
1
†Erase Heals a soulscar
50 Character Touch - Instant N/A - 62
Soulscar from target
〇
Gives the target a
temporary
soulscar,
‡Instant 1
20 30m Targe 1 minute (6 r) Temporary - weakening 62
Soulscar Character
13 humanoids and
strengthening
Barbarous
Projects caster’s
10km
Oracle 14 Self - 3 minutes (18 r) Can’t - voice to distant 62
Radius/All
believers
Cure 1 Heals target with
10 50m Target Instant Neg - 62
Mortality Character Power 70.
Strengthen those
500m of the same faith
Jihad 40 Self - 6 Hours N/A - 62
Radius/All (Warrior-Type
Classes +3 Levels)
14 Reincarnation 30 Give a departed
1 Corpse Touch - Instant Neg - 63
soul a new life
1
Bring peace to the
Purify Soul 20 Character Touch - Instant Neg - 63
souls of the dead
〇
50- Call down the god
Call God Any Point 30m Target 1 minute (6 r) N/A - 63
200 caster believes in.
15
1 Purifies and fully
Restoration 18 50m Target Instant N/A - 63
Character heals the target.
176
Ancient Gods of the First Sword
Page
God's Leve Duratio Resistanc
Name MP Target Range Area Type Summary (WT
Name l n e
)
30m Senses the
Search
2 3 Radius/Al Self - Instant Can’t - presence of 64
Barbarous
l barbarous.
Sends the
10
1 caster's 62,
4 Rescue 5 30m Target seconds Neg -
Character thoughts to 64
(1 r)
the target.
Calms
6m Instant/1 Psychi emotions and
7 Peace 8 30m Target Neg 64
Lyphos Radius/20 Hour c suppresses
instincts.
Grants the
1 target a
Grace Of Character 30m
10 10 Target 1 Hour Neg - fraction of 64
Lumiere
〇 Lumiere's
grace.
3
Promise 3m
13 10 Self - minutes N/A - Shares MP 64
Circle Radius/5
(18 r)
Illuminate a
20m 12 20-meter
2 Sunlight 3 30m Target N/A - 65
Radius Hours radius with
light
Deals Power
4 Ray 5 Any Point 30m Line Instant Half Energy 10 damage. 65
Undead +3.
Clears the
Fine 1km
7 8 Self - 3 Hours Can’t - weather in 65
Weather Radius
the area.
Creates a
Tidan small sun
and
10 Daybreak 10 Any Point 1m Target 3 Hours N/A - illuminates 65
surroundings
in 30-meter
radius.
Removes
Poison-,
6m Disease-,
13 Evangel 20 30m Target Instant Neg - 65
Radius/20 Curse-, and
Psychic-type
effects.
Monster
2 ☆ Penetrate 2 Caster Self - Special N/A - Knowledge 66
check +2
Reduces
3
1 Critical
4 Weak Point 4 10m Target minutes Neg - 66
Character Threshold by
(18 r)
Kilhia -1.
Automaticall
y succeed on
any
7 Inspiration 4 Caster Self - 1 Day N/A - 66
Intelligence-
based check
(except for
177
Appendix
Page
God's Leve Duratio Resistanc
Name MP Target Range Area Type Summary (WT
Name l n e
)
spells and
evocations).
☆ 10 Roll for any
10 Precognitio 6 Caster Self - seconds N/A - check 1d+5 66
n (1 r) instead of 2d.
Temporarily
10 learn magic
13 ☆ 10 Caster Self - seconds N/A - by seeing 66
Completion (1 r) through
Kilhia's eyes
Distorts the
1 target's
10
Character 30m Psychi eyesight,
2 Confusion 4 Target seconds Neg 67
c making
〇 (1 r)
accuracy
impossible.
Entices the
1 target,
Psychi
4 Charm 4 Character 30m Target 6 Hours Neg causing them 67
c
# to be less
vigilant.
Confuses the
Asteria 1 10
Savage Psychi target into
7 7 Character Touch - seconds Neg 67
Discord c attacking
# (1 r)
allies.
1 Curse Makes the
Character Touch 1 minute + target jealous
10 Jealousy 10 - Neg 67
(6 r) Psychi of all those
〇
c around them.
Target
Instant/3 cannot select
6m Psychi
13 Panic 15 30m Target minutes Neg a target on 67
Radius/20 c
(18 r) the
battlefields.
Marks the
Signature 1 1 minute target with a
2 2 10m Target Neg - 68
Torch Character (6 r) flame
(Evasion -2)
Heats the
caster's
3
4 ☆ Heat 4 Caster Self - minutes N/A -
weapon to
68
Weapon incredible
(18 r)
Grendal temperatures
, +2 damage.
3 Covers the
Burning
7 5 Caster Self - minutes N/A - caster in a 68
Soul
(18 r) fiery shield.
5m Deals Power
10 Flame Burst 10 10m Target Instant Half Fire 68
Radius/15 30 damage.
Offensive Specia Breakthroug Deals Power
13 20 Any Point Instant Half Fire 68
Fire l h 90 damage.
Monster
3 Knowledge
2 ☆ Sharp MP3 Caster Self - minutes N/A - check,
Here
Tactics p. 67
Ulyssekalo (18 r) Initiative
a check +1
10
1 Applies weak Here
4 Piercer MP6 10m Target seconds Can’t -
Character point p. 67
(1 r)
178
Page
God's Leve Duratio Resistanc
Name MP Target Range Area Type Summary (WT
Name l n e
)
Accuracy,
3 Evasion,
6m Here
7 War Spirit MP7 Self - minutes N/A - Fortitude,
Radius/20 p. 67
(18 r) Willpower
+1
No penalty
when
declaring
20m 10 retreat on
MP1 Here
10 ☆ Retreat 0
Radius/Al Self - seconds N/A - Evasion.
p. 67
l (1 r) Evasion,
Fortitude and
Willpower
+2
Movement
20m
Lightning MP1 +20, no food Here
13 Radius/Al Self - 1 Day N/A -
March 6 and sleep p. 67
l
penalties.
179
Appendix
God's Page
Level Name MP Target Range Area Duration Resistance Type Summary
Name (WT)
1 Automatic
Wishing Character 50m 30 seconds successes on
13 20 Shot N/A - 70
Star (3 r) Fortitude or
〇
Willpower.
Loot
2 ☆ Gather 4 Caster Self - Special N/A - Determination 70
+1
1 Make the target
4 Drunk 4 Character 30m Target 3 Hours Neg Poison drunk and 70
# sleepy
+3 to Fortitude
7 Stamina 6 Caster Self - 3 Hours N/A - and Willpower. 70
Sacaros
Sobriety.
Halves
1 Dexterity,
Great 3 minutes
10 8 Character 30m Target Neg - Agility and 70
Distortion (18 r)
# reduces
Defense by -4.
10m 3 minutes Fragrant liquor
13 Nectar Rain 8 30m Target Can't Poison 70
Radius (18 r) rains and heals
Create Create up to 5
2 1 Any Point 10m Shot Instant N/A - 71
Water liters of water
After inflicting
damage on the
Instant/10
Thunder 1 target, the spell
4 3 30m Target seconds (1 Neg Lightning 71
Weapon Character will strengthen
round)
the weapon it
wields.
Fetor Fire damage -3,
6m 3 minutes
7 Rainy Field 6 30m Target Can’t - lightning 71
Radius (18 r)
damage +3
Call 10m Deals Power 40
10 15 30m Target Instant Neg Lightning 71
Lightning Radius/20 damage.
Changes the
Control 1km weather and
13 10 Self - 6 Hours Can't - 71
Weather Radius temperature in
the range
10 minutes Here
Greatest Investigation
2 MP2 Caster Self - (60 N/A - p. 67
Tip check +2
rounds)
Invisible Makes object Here
4 MP5 1 Object Touch - 1 Hour N/A -
Object invisible p. 67
3 minutes
Confuse 6m Change target Here
7 MP6 30m Target (18 N/A -
Vision Radius/All appearance p. 67
Kus rounds)
Create 100m Creates a maze Here
10 MP20 Self - Permanent Can't -
Maze Radius in the area. p. 67
Targets cannot
remember what
13 ☆ Hidden MP10
100m
Self - 1 Hour Can't - happened
Here
Truth Radius/All p. 67
during duration
of the spell.
180
Minor Gods of the First Sword
God's Page
Level Name MP Target Range Area Duration Resistance Type Summary
Name (WT)
Purges water
of impurities
Up to 100l and solutes, 71,
2 Purification 2 Touch - Instant N/A -
of water making it 98
pure and
clean.
The target
1 can walk on
Water
4 3 Character Touch - 1 Hour N/A - water as if it 72
Walking
# were solid
Luferia ground.
3 The target
1
7 Water Shell 8 10m Target minutes N/A - takes -5 magic 72
Character
(18 r) damage.
Water gushes
10 Fountain 10 Any Point 30m Target 1 Hour N/A - forth from the 72
ground.
Creates a
30m hemisphere
13 Ice Dome 10 Self - 1 Hour N/A - 72
Radius of protective
ice
Recite the
1 3 name of a
Little Character 30m Target minutes
2 3 N/A - loved one and 72
Words
〇 (18 r) receive a
blessing.
Share half of
1
4 Life Fusion 4 Touch - Instant N/A - casters HP 72
Character
with another.
Lills 1 Change
7 Conversion 5 Character Touch - 1 Day N/A - gender for a 73
〇 day.
3
2 Bless two
10 Engagement 7 Touch - minutes N/A - 73
Characters partners.
(18 r)
1 3 Temporarily
13 Embrace 24 Character Touch - minutes N/A - transfer magic 73
〇 (18 r) and abilities
1
2 ☆ 3 Character Range Area Duration Resistance Type Summary 73
Camouflage
〇 or
3
1
4 Mist Veil 4 10m Target minutes N/A - Evasion +1 73
Character
(18 r)
Deprives
Instant/1
targets of will
5m minute
7 Perfume 6 30m Target Neg Psychic to fight and 73
Radius/15 (6
Nilda reduces their
rounds)
damage by -4.
Restore
broken or
damaged
10 Patchwork 8 1 Object Touch - Instant N/A - 74
items to their
original
forms.
1 10
Hidden Make the
13 10 Character Touch - minutes N/A - 74
Dress target
# (60 r)
181
Appendix
God's Page
Level Name MP Target Range Area Duration Resistance Type Summary
Name (WT)
completely
invisible
10
2 ☆ Feather 2 1 Weapon Self - seconds N/A -
Required
74
Edge Strength -5
(1 r)
Adds wind to
3
Storms the weapon.
4 4 Caster Self - minutes N/A - 96
Edge Physical
(18 r)
Damage +2.
Temporarily
makes the
3
1 target able to
Hulle 7 Dual Edge 4 30m Target minutes N/A - 74
Character operate the
(18 r)
double
weapon.
Allows
3
Berserker 1 wielding a 2H
10 7 30m Target minutes N/A - 74
Edge Character weapon in
(18 r)
one hand.
10
Attacks
13 Fatal Edge 14 Caster Self - seconds N/A - 75
always hit.
(1 r)
1
2 Trot 2 Character Range Area Duration Resistance Type Summary 75
#
3 Allows to
1
4 Cargo 3 30m Target minutes N/A - carry heavy 75
Character
(18 r) objects
Regardless of
the
movement
10
method, cast
7 ☆ Strider 4 Caster Self - seconds N/A -
a spell onto
75
(1 r)
Latocles the
approaching
target.
1 Allows to
3
Character 30m Target minutes bypass spells
10 Dodge All 10 N/A - 75
and unique
〇 (18 r)
skills.
Temporarily
1 3 makes the
Shadow
13 9 Character 30m Target minutes N/A - target more 75
Hide
# (18 r) dexterous and
agile.
Uses mana to 26,
2 Unlock 2 1 Object Touch - Instant N/A -
open a lock. 76
+2 to
1 Conceal,
Disable
4 Skillful 3 Character Touch - 1 Day N/A - 76
Device,
〇
Disguise, Set
Trap checks
Reparal
Remotely
1 minute
Remote controls
7 4 1 Object 30m Target (6 N/A - 76
Control mechanism
rounds)
and items
Secures and
Resistive strengthens
10 10 1 Object Touch - 1 Day N/A - 76
Dampers buildings and
artifacts
182
God's Page
Level Name MP Target Range Area Duration Resistance Type Summary
Name (WT)
Allows to
quickly make
Conceal,
Quick
13 10 Caster Self - 1 Day N/A - Disable 76
Works
Device,
Disguise, Set
Trap checks.
Physical
damage +1 as
Successful long as the Here
2 MP3 Caster Self - 1 Day N/A -
Hit attacker keeps p. 67
hitting the
target.
Increases
3 physical
Sharp 1 minutes damage by +2 Here
4 MP4 30m Target N/A -
Weapon Character (18 and makes it p. 67
rounds) a slashing
weapon.
Maxim Increases
3
Extra
Charging minutes Here
7 MP4 Caster Self - N/A - Damage
Damage (18 p. 67
when taking
rounds)
damage.
3 Grants bonus
Reverse 1 minutes in Here
10 MP7 30m Target N/A -
Adversity Character (18 unfavorable p. 67
rounds) situations
10
Forbids the
Seal 1 seconds Here
13 MP6 30m Target Neg - use of
Weapon Character (1 p. 67
weapons
round)
3 A character
Metal 1 minutes wearing metal Here
2 MP3 30m Target Can’t -
Fatigue Character (18 armor gets its p. 67
rounds) Defense -2
Hammer 1 Deals Power Here
4 MP7 30m Target Instant Half Bludgeoning
Of God Character 20 damage p. 67
3 Treat the
Radius minutes maximum Here
7 Quality Cap MP10 Self - Temporary -
10m/All (18 value of 2d as p. 67
rounds) 10.
Target loses
Ethelphine combat feats
and unique
3
skills that
Single 1 minutes Here
10 MP6 30m Target Neg - increase the
Action Character (18 p. 67
number of
rounds)
attacks or
Major
Actions.
Shares
Life Radius average HP Here
13 MP15 Self - Instant Neg -
Equalizer 10m/All between p. 67
targets
183
Appendix
184
God's Page
Level Name MP Target Range Area Duration Resistance Type Summary
Name (WT)
poison and
disease
Self 3 minutes Heals 3 points
2 3 Caster Self - N/A - 79
Regeneration (18 r) every round
1 Deals Power 10
4 Steal Life 6 10m Target Instant Neg Curse 79
Character and recovers HP
Calls an Undead
Summon
7 12 Touch Touch - 1 Hour Can’t - monster and 79
Undead
Metissier gives it directions.
Resurrects the
10 Raise Dead 20 1 Corpse Touch - Instant N/A - 79
dead.
Desecrate soil
100l of with unholy
13 Unholy Soil 50 Touch - Permanent N/A Curse 80
soil power for
resurrection
1 Deals Power 0
2 Mana Sink 5 10m Target Instant Half Curse 80
Character MP damage
1
3 minutes Make the target
4 Deafness 8 Character 10m Target Neg Curse 80
(18 r) lose hearing
〇
Laris Summon and
Summon
7 6 Any Point 10m Target Permanent N/A
control an - 80
Aetherbeast
Aetherbeast.
Summon 1 3 minutes Deals 10 damage
10 10 30m Target Temporary Poison 80
Insects Character (18 r) per round
Summons a
13 Call Daemon 20 Any Point 10m Target Instant N/A - 80
daemon.
185
Appendix
God's Page
Level Name MP Target Range Area Duration Resistance Type Summary
Name (WT)
1 Target doesn’t
Dance of the 3 minutes
13 15 Character 10m Target N/A Poison need to do Death 82
Dead (18 r)
# Checks.
186
Basic Fairy Magic Spells
Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Caster requests the
1 Fairy Wish 1 Caster Self - 1 Hour N/A - fairies, and they guide 93
their decisions.
30
Summon 6&Mako Summon rank 1 fairy
2 Touch Touch - seconds (3 N/A - 93
Fairy Stone 5 (level 3)
r)
Gives +2 bonus to
Handle 3 minutes Evasion, Willpower, and
3 3 Caster Self - N/A - 93
Fairy (18 r) Fortitude checks against
fairies
30
Summon 10&Mako Summon rank 2 fairy
4 Touch Touch - seconds (3 N/A - 93
Fairy II Stone 5 (level 5)
r)
1
Fairy Character 30m Target 3 minutes Makes the fairy provide
5 4 N/A - 94
Support (18 r) substantial assistance.
〇
30
Summon 14&Mako Summon rank 3 fairy
6 Touch Touch - seconds (3 N/A - 94
Fairy III Stone 5 (level 7)
r)
Caster requests the
Fairy Wish
7 2 Caster Self - 6 Hour N/A - strong fairies, and they 94
II
guide their decisions.
30
Summon 18&Mako Summon rank 4 fairy
8 Touch Touch - seconds (3 N/A - 94
Fairy IV Stone 5 (level 9)
r)
“Monster 1
Mitigate Character 30m Target 3 minutes Temporary
9 Level” - Weakens the fairy 94
Fairy (18 r)
MP 〇
30
Summon 22&Mako Summon rank 5 fairy
10 Touch Touch - seconds (3 N/A - 94
Fairy V Stone 5 (level 11)
r)
“Monster 1
11 Avoid Fairy Level” Character 30m Target Instant Neg - Drives the fairy away. 94
MP 〇
30
Summon 26&Mako Summon rank 6 fairy
12 Touch Touch - seconds (3 N/A - 94
Fairy VI Stone 5 (level 13)
r)
3 minutes Suppresses the elements
13 Neutralize 44 6m Radius Self - Can't - 95
(18 r) in the area
30
Summon 30&Mako Summon rank 7 fairy
14 Touch Touch - seconds (3 N/A - 95
Fairy VII Stone 5 (level 15)
r)
10
51&Mako Summon rank 8 fairy
15 Fairy Lord Any Point Touch - seconds (1 N/A - 95
Stone 10 (level 17)
r)
187
Appendix
188
Seabed 1 Character The target can
4 4 30m Target 1 Hour N/A - 98
Walk # breathe underwater.
Hard 1 Character The target can walk
5 5 30m Target 1 Hour N/A - 98
Water # on water.
Covers the target in a
6 Mist Hide 4 1 Character 10m Target 10 seconds (1 r) N/A - haze, increasing 98
Evasion.
4m Deals Power 10
7 Chill Rain 6 30m Target Instant Half Water/Ice 98
Radius/10 damage
1 Character
8 Sink 6 10m Target 3 minutes (18 r) Neg - Drowns the target 98
#
9 Ice Wall 6 Any Point 30m Target 3 minutes (18 r) N/A - Builds a wall of ice 99
Locks the target in a
10 Ice Coffin 8 1 Character Touch - Permanent Neg Water/Ice 99
coffin made of ice.
Deals Power 40
11 Water Edge 8 1 Character 30m Shot Instant Half Water/Ice 99
damage
Water in Manipulates the water
12 Current 24 30m Target 1 Day N/A - 99
sight flow
6m Deals Power 30
13 Ice Storm 9 10m Target Instant Half Water/Ice 99
Radius/20 damage
Instant/10 Deals Power 40
14 Freeze 12 1 Character 10m Target seconds (1 Half Water/Ice damage, -4 on all 99
round) checks
6m Deals Power 30
15 Maelstrom 13 30m Target Instant Half Water/Ice 100
Radius/20 damage
189
Appendix
190
1
11 Restore Health 6 10m Target Instant N/A - Heals poison and disease 105
Character
10 seconds (1
12 ☆ Invisibility 16 Caster Self -
r)
N/A - Makes caster invisible 105
Virtual 1 3 minutes (18 Temporarily increase
13 9 10m Target N/A - 105
Toughness II Character r) target's HP
1 Regenerate missing body
14 Regeneration 21 Touch - Instant N/A - 105
Character parts
Ultimate 1
15 15 10m Target Instant N/A - Fully restores target's HP. 106
Healing Character
191
Appendix
Page
Level
M Magisp
Name Target Range Area Duration Res. Type Summary (WT
P .
)
10
☆ Signal 1 Bullet Self - seconds N/A - Small
Make a signal
113
Bullet bullet
(1 r)
10 Infuses a
☆ Solid 1 Bullet Self - seconds N/A - Small bullet with 113
Bullet (1 r) Power 20
☆ 10
Targeting 3 Caster Self - seconds N/A - Small Accuracy +1 113
Sight (1 r)
1
Sound Make little
2 Any Point 30m Shot Instant N/A - Small 113
Bomb sound
Illuminate a
Flashlight 2 Caster Self - 6 Hours N/A - Small space within 113
a 10m radius
Scans for
Mana Radius Targ items
3 30m Instant Can't - S, M, L 113
Search 10-50m et imbued with
magic.
10
☆ minutes
Search,
Explorer 4 Caster Self - N/A - Small Disable 113
(60
Aid Device +2
rounds)
Makes a
critical bullet
10
☆ Critical 2 Bullet Self - seconds N/A - Small
with Power
113
Bullet 20 and -1
(1 r)
Critical
Threshold.
Makes a
10
2 ☆ Healing 1 Bullet Self - seconds N/A - Small
healing bullet
114
Bullet that heals
(1 r)
with Power 0
Record and
Sound
5 Caster Self - Special Can’t - S, M, L playback 114
Recorder
audio
Shadow 1 minute
3 Caster Self - N/A - Small Evasion +1 114
Body (6 r)
Instant/1 Creates a
Knocker Touc 0 bomb for
3 1 Object - N/A - Small 114
Bomb h seconds blowing up
(1 r) lock
Creates
☆ 10
Power 20
Element 1 Bullet Self - seconds N/A - Small 114
bullet with
Bullet (1 r)
type
10
☆ Tear 3 Bullet Self - seconds N/A
Poiso
Small
Creates a tear
114
Gas Bullet n gas bomb.
(1 r)
3
Applies
magical
3 effects to a
Effect 1 Targ Poiso
2 10m minutes N/A Small weapon and 114
Weapon Character et n
(18 r) allows it to
strike with
type damage.
192
Throws
1 3 sticky
Glue
5 Character 30m Shot minutes Can’t - Small substance 115
Bomb
# (18 r) that blocks
movement.
Instant
Shock 1 /30 Mediu
3 10m Shot Neg - Agility -12 115
Bomb Character seconds m
(3 r)
3 Gives the
Jump
3 Caster Self - minutes N/A - S, M, L ability to 115
Boots
(18 r) jump
1 Object Analyzes a
or 1 monster's
☆ Analyze 2 Character Self - Instant Can’t - Small body or a 115
machine's
〇
structure.
10
☆ Auto 5 Caster Self - seconds N/A -
Mediu Evasion,
115
Guard m Defense +1
(1 r)
Connects
caster’s gun
☆ Quick 4 1 Gun Self - Instant N/A - Small
with their
115
Loader inventory,
automatically
4 loading it.
Creates a
☆ 10 bullet with a
Breakdow 2 Bullet Self - seconds N/A - Small special anti- 116
n Bullet (1 r) magitech
effect
Automobil Touc Create a
10 Touch - 1 Hour N/A - Large 116
e h Manabike.
Caster throws
Instant/3 a bomb that
Smoke 5m 0 releases
4 10m Shot Can’t - Med. 116
Bomb Radius seconds burning
(3 r) fumes into an
area.
10 Infuses a
☆ Shotgun 2 Bullet Self - seconds N/A - Small bullet with 116
Bullet (1 r) Power 20
Instant/3
Distort?
Unchained 5m minute Tem
8 30m Shot - Med. visual 116
Bomb Radius/15 (18 p.
perception
rounds)
Anti- Prevents
3 minute
Missile 6 Caster Self - N/A - S, M, L ranged 82
(18 r)
Field attacks
5 5m Deals Power
Grenade 6 10m Shot Instant Half Fire Med. 117
Radius/15 30 damage
1 Allows to
Character Touc know target’s
Life Signal 5 - 1 Day N/A - Small 117
h location and
〇
current HP
1 Object Fires a wire
or 1 Instant/3 with a hook
Wire
4 Character 30m Shot minutes Neg - Small attached, 117
Anchor
(18 r) grappling
〇
onto targets.
193
Appendix
Create
bullets with
10 Accuracy +2
☆ Burst 3 3 Bullets Self - seconds N/A - Small and Power 118
Shot (1 r) 30 by firing
three times
in a row.
1 Targ 3 minute Tem Adds a weak
Weakness 6 30m - Med. 118
Character et (18 r) p. point
Transforms
magisphere
Create Touc 1 minute
7 Touch - N/A - Small into a 118
Weapon h (6 r)
magical
weapon.
6
Disguises
caster
instantly,
Set
3 Caster Self - 1 Hour N/A - Small appearing to 118
Disguise
be another
person
entirely.
1 3
Hover Touc Creates
6 Character - minutes N/A - S, M, L 118
Boots h hover boots
# (18 r)
Reduces
Instant/3
Resist 5m damage from
6 10m Shot minutes Can’t - Med. 119
Bomb Radius/15 a specific
(18 r)
type by -4
Infuses bullet
10
☆ Stun 3 Bullet Self - seconds N/A - Small
with Power
119
Bullet 10 and mild
(1 r)
paralysis
Changes
☆ Timer 1 Caster Self - 1 Hour N/A - Small ‘Bomb’ spell 119
Clock duration.
Creates a
Automobil Touc
15 Touch - 1 Hour N/A - Large Superior 119
e II h
Manabike.
7
Creates a
3
telescope to
Telescope 1 Caster Self - minutes N/A - S, M, L 119
see far
(18 r)
distances.
☆ 10
Poiso Mediu
Creates an
Tranquiliz 4 Bullet Self - seconds N/A anesthetic 119
n m
er Bullet (1 r) bullet.
30m- 3 Magisphere
Life
3 100m Self - minutes Can’t - S, M, L detects living 119
Sensor
Radius (18 r) creatures.
3 Fly in the sky
☆ Glider 6 Caster Self - minutes N/A -
Mediu
with a 120
Cloak m
(18 r) magical cloak
Creates a
Instant/1 weapon that
☆ Pile 6 Caster Self -
0
N/A -
Mediu shoots
120
Shooter seconds m wedges at
8
(1 round) high speed
(Power 50)
Allows to
1 withstand
Airtight Touc
8 Character - 1 Hour N/A - Large harsh 120
Armor h
# environment
s
194
Creates a
Instant/1
non-lethal
Flash 6m 0 Mediu
5 30m Shot Neg - bomb that 120
Bomb Radius/20 seconds m
emits an
(1 r)
intense flash.
Creates a
Mana Infinit Targ
1 Any Point Instant Can’t - S, M, L machine to 120
Camera e et
record video.
1 10 Allows using
Touc Mediu
☆ Hybrid 8 Magisphe
h
- seconds N/A -
m
two Bombs 121
re (1 r) at one.
Creates
bullet with a
10
☆ Laser 3 Bullet Self - seconds N/A
Energ
Small
Power 30
121
Bullet y and Critical
(1 r)
Threshold -
1.
Creates a
handset to
Touc transfer
Telegraph 3 Touch - 6 Hours N/A - S, M, L 121
h messages
9
across
distances.
A magical
10
Mana Mediu dictionary
3 Caster Self - minutes N/A - 121
Dictionary m aids in
(60 r)
translation.
Creates
equipment
from the
Medical 1 Touc Mediu
3 - Instant N/A - Magisphere 121
Kit Character h m
to cure
injuries and
illnesses.
Enhances
☆ 10
bullet so it
Homing 4 Bullet Self - seconds N/A - Small 121
can bend,
Laser (1 r)
Accuracy +2
10 Clones the
☆ Repeat 10 Caster Self - seconds N/A - Large caster 121
Action (1 r) temporarily.
Captures
3 motion video
Holograph Infinit Targ
5 Any Point minutes Can’t - Large and plays 122
y e et
(18 r) back 3d
10
holograms.
Creates a
bomb that
Instant/3
emits a harsh
Mind 5m 0 Psychi
8 10m Shot Neg Small noise, 122
Bomb Radius/15 seconds c
disrupting
(3 r)
concentratio
n.
10m 3 Sucks up the
Manapoly 18 Radius/Al Self - minutes Can’t - Large surrounding 122
l (18 r) mana
Extends the
10
☆ Sniper 5
1
Self - seconds N/A - S, M, L
range of
122
Range Weapon ranged
11 (1 r)
weapons
Touc Creates a
Skybike 20 Touch - 1 Hour N/A - Large 122
h Skybike
195
Appendix
Calls a warm
1
Panacea Mediu light that
10 Character 30m Shot Instant N/A - 122
Light m purifies the
#
mind
3 Makes
Prism
10 Caster Self - minutes N/A - Small invisible to 123
Effect
(18 r) machines.
10
☆ Auto 8 Caster Self - seconds N/A -
Mediu Evasion,
123
Guard II m Defense +2
(1 r)
Creates
10 bullet with
☆ Cannon 4 Bullet Self - seconds N/A -
Mediu
Power 50 123
Bullet m
(1 r) and
Accuracy -1
12 Store tools
Sphere Touc and
10 1 Object - Instant N/A - Large 123
Shed h equipment in
magispheres
Instant/3
0
Chaff 5m Mediu Inhibits
9 10m Shot seconds Neg - 123
Grenade Radius/15 m magic items
(3
rounds)
Create a
shower of
☆ Shower 10
healing
of Healing 6 Bullet Self - seconds N/A - Large 123
bullets that
Bullets (1 r)
heal with
Power 30.
Creates a
3
Effect barrier to
15 Caster Self - minutes N/A - Large 124
Protector protect from
(18 r)
13 effects
Transforms
magisphere
Touc
Copy 30 Touch - 1 Day N/A - Large into a 124
h
duplicate of
an item
Recalls to a
Touc previously
Return 18 Touch - 1 Year N/A - Large 124
h established
magisphere
Create a
Instant/1 weapon that
☆ Omega 16 Caster Self -
0
N/A - Large
shoots
124
Shooter seconds wedges at
(1 round) high speed
(Power 100)
14 ☆ 1
Touc Mediu
Teleport
Minimum 15 Character - Instant N/A - across short 124
h m
Leap # distances
Repairs tools
Machine Touc Permane Large
40 1 Object - N/A - and 125
Repair h nt 1-3
equipment
Mana Touc Transformati
15 Touch - 1 Day N/A - 125
House h ve
Creates the
☆ Touc
10
Mediu
strongest
15 Genocide 10 Bullet - seconds N/A - magical 125
h m
Bullet (1 r) bullet with
Power 70
196
3
Quick 1 Touc
18 - minutes N/A - Transf. 125
Rampage Character h
(18 r)
Supernova 6m Energ Deals Power
24 100m Shot Instant Half Large 125
Bomb Radius/20 y 90 damage
Create a
small ship
Touc
Skyship 40 Touch - 1 Day N/A - 5 Large that can fly 125
h
through the
air
Page
Leve
Name MP Target Range Area Duration Resistance Type Summary (CG
l
)
Sense the
Search 30m 57-
2 Self - Instant Can't - presence of
Daemon Radius/All 67
daemons
3 Minutes Gain a claw
(X)☆Daemon (18 weapon. 57-
4 Caster Self - N/A -
s Claw Rounds) Also, +2 67
1 (Mod.) armor
Summons
(X)Daemons daemon and 57-
4-38 Touch Touch - Instant Can't -
Gate enables 67
contracting
Bloodbrande Absorbs 2 57-
2 1 Character 10m Target Instant Can't Curse
d HP 67
Damage to
57-
Avenger 4 1 Character 10m Target Instant Half Curse Caster and
67
target
Whispers to
57-
2 Evil Whisper 3 1 Character 30m Target Instant Neg Psychic guide
67
decision
Whispers to
(X)Daemons 1 Hour 57-
4 Caster Self - N/A - guide
Sense (Mod.) 67
decision
Venom 4m Deals Power 57-
8 10m Shot Instant Half Poison
Breath Radius/10 10 Damage 67
Imitate
others'
57-
Copy Another 2 1 Character Self - 1 Hour N/A - handwriting
67
and tone of
voice
3
10 Blocks the
1 57-
Shadowbind 3 10m Target seconds (1 Neg - target's
Character# 67
round) movement
Detects
30m presence 57-
Barrier Circle 3 Self - 1 Day N/A -
Radius/All entering 67
range
[Monste 1 Character Banish 57-
Gate Out 30m Target Instant Neg -
r Level] 〇 Daemon 67
10 Makes
Command Infinit 57-
Special 1 Character Target Seconds Can’t - daemon cast
4 Cast e 67
(1 Round) a spell
3 Minutes
(X)☆Daemon (18 Gain tangling 57-
4 Caster Self - N/A -
s Whip Rounds) weapons 67
(Mod.)
197
Appendix
Page
Leve
Name MP Target Range Area Duration Resistance Type Summary (CG
l
)
3 minutes
Max HP +5, 57-
Life Exchange 4 1 Character 30m Target (18 Neg Curse
Max MP -5 67
rounds)
“Power 20-
Bludgeonin 50" damage 57-
Astral Burst 5 1 Character 10m Target Instant Half
g depending 67
on distance
Produce the
Evil 57-
8 Touch Touch - 1 Hour N/A - illusion of a
Silhouette 67
Daemon
Daemon's
Level is
added to the
5
Instant/10 weapon's
☆Demonic 4+X Caster Self - Seconds N/A - damage, and
57-
Weapon 67
(1 Round) then the
Daemon is
temporarily
released.
-1 to
3 Minutes
Temporar Accuracy and 57-
Blood Spout 5&HP5 Radius 6/All Self - (18 Poison
y Evasion 67
Rounds)
checks
Decrease 6m Reduces the 57-
2+X 30m Target Target Neg -
Mana Radius/20 target's MP 67
The
Daemon's
Level is
Instant/10 added to
☆Daemonic 4+X Caster Self - Seconds N/A - armor, and
57-
Armor 67
6 (1 Round) the Daemon
is temporarily
released
afterwards.
3 Minutes
(X)☆Daemon (18 Grows fangs 57-
6 Caster Self - N/A -
s Fang Rounds) to attack 67
(Mod.)
Awakens an
Instant/10 unconscious
1 57-
(X)Dark Soul 8 30m Target Seconds Neg Curse target and
Character# 67
(1 Round) makes it act
at will.
7 (X) 10
Seconds Use Warlock 57-
☆Daemons 3 Caster Self -
(1 Round)
N/A Curse
for Evasion 67
Evasion (Mod.)
Daemons 10m 57-
7 Self - Instant Neg Psychic Inflict Fear
Roar Radius/All 67
Returns
30
☆Daemons 6 Caster Self - Seconds N/A Curse
some of the 57-
Tax damage to 67
(3 Round)
the attacker
Imprints the
8 target with
1 Character blood and
1 Day 57-
Blood Marker 5 Touch - Neg Curse keeps track
〇 (Mod.) 67
of his/her
whereabouts
at all times
198
Page
Leve
Name MP Target Range Area Duration Resistance Type Summary (CG
l
)
Transforms
others into
(X) Other 1 Hour 57-
10 1 Character Touch - Neg - Daemons
Form (Mod.) 67
and grants
them abilities
Creates a
3 Minutes force field
☆Anti-magic 5 Caster Self - (18 N/A - that reduces
57-
Barrier 67
Rounds) magic
damage by -5
Any
Venom Specia Breakthroug Deals Power 57-
9 Point/Specia Instant Half Poison
Espada l h 40 damage 67
l
9
Create a
(X)Daemons Permanen 57-
6 Touch Touch - Neg Curse Daemon’s
Seed t 67
Seed
Deals
damage
Daemons 57-
8 1 Character 30m Target Instant Neg Curse according to
Libra 67
the Caster's
wounds.
57-
Atrophy 6 1 Character 30m Target Instant Can't - Initiative -2
67
(X) 3 Minutes
(18 Grow wings 57-
☆Daemons 10 Caster Self -
Rounds)
N/A -
and fly 67
10 Wings (Mod.)
Enhance
3 Minutes Daemon
Daemons 57-
7 1 Character 30m Target (18 N/A - Seminarium
Aura 67
Rounds and
Daemons
3 Minutes Gives the
6m Temporar 57-
Deficiency 4 30m Target (18 - target a
Radius/20 y 67
Rounds) weakness
10 Allows to
11 ☆Shadow 10 Caster Self - Seconds N/A - move in the
57-
Leap 67
(1 Round) shadows.
10 Creates a
☆Daemons 6 Caster Self - Seconds N/A - powerful
57-
Blade 67
(1 Round) greatsword
Permanen Seals the 57-
Shield Circle 10 1 Character 10m Target Neg -
t target 67
1 Day (24
1 Hiding in the 57-
Hide Another 8 30m Target Hours) N/A -
12 Character# Shadows 67
(Mod.)
Reverses
Reverse 6m 57-
20 30m Target Instant Neg - gravity, 20m
Gravity Radius/20 67
fall damage
1 Character Lend
(X)Contract 1 Day (24 57-
2 Touch - N/A - Daemon
Another 〇 Hours) 67
Contracts
Deal Power
13
40 damage to
57-
Soul Drain 20 1 Character 10m Shot Instant Neg Curse HP and MP
67
and heals
oneself.
199
Appendix
Page
Leve
Name MP Target Range Area Duration Resistance Type Summary (CG
l
)
3 Minutes
(X)☆Daemon (18 Half damage 57-
12 Caster Self - N/A -
s Blade Rounds) of 2 types 67
(Mod.)
Implants
(X)Fake 1 Permanen 57-
8 Touch - Neg Curse false
Memory Character# t 67
memories
14 Specify two
10
Worthless spell names 57-
12 1 Character 10m Target Seconds Neg Curse
Magic and disable 67
(1 Round)
them.
Create
3 Minutes miasma,
Lethal 100m Temporar 57-
36 Self - (18 - dealing
Dimension Radius/All y 67
Rounds) Power 30
15
damage.
Become a
(X)Soul Permanen 57-
50 Caster Self - N/A - Doppelgange
Sacrifice t 67
r
200
Basic
Level Rank Name Summary Page
1 ☆Godspeed Stance Movement +5 Here p.
29
1
1 ☆Stronghold Stance Limited Movement +2m Here p.
29
Attack
Level Rank Name Summary Page
Here p.
1 ☆Surging Offense I Physical damage +2, Evasion -1
29
Here p.
1 2 ☆Surging Offense II: Raging Flame Physical damage +2
29
Here p.
2 ☆Surging Offense II: Whirlwind Accuracy +1
29
Here p.
3 ☆Surging Offense III: Roaring Flame Physical damage +3
30
Here p.
3 ☆Surging Offense III: True Aim Physical damage +1, Accuracy +1.
30
5
Physical damage +3, +3 physical damage Here p.
4 ☆Surging Offense IV: Blaze momentarily (Enlightenment). 30
Accuracy +1, +1 to physical damage, and +2 to Here p.
4 ☆Surging Offense IV: Radiant Strikes accuracy momentarily (Enlightenment). 30
Physical damage is increased by 8 Here p.
5 ☆Surging Offense V: Hellfire momentarily. 32
10
Momentary +3 to Accuracy, +2 to physical Here p.
5 ☆Surging Offense V: Typhoon damage. 32
Evasion
Level Rank Name Summary Page
Here p.
1 ☆Flowing Fortunes I Evasion +1, Defense -2
29
Here p.
1 2 ☆Flowing Fortunes II: Shimmer Evasion +1
29
Here p.
2 ☆Flowing Fortunes II: Flowing Water Evasion+2, Defense -2
29
Here p.
3 ☆Flowing Fortunes III: Floating Body Evasion +1, target takes -1 damage.
30
Here p.
3 ☆Flowing Fortune III: Phantasma Evasion +2
30
5 Evasion +1, target takes -1 damage, and can Here p.
4 ☆Flowing Fortunes IV: Lingering Shadow nullify one attack momentarily 30
(Enlightenment).
Evasion+2, as well as Evasion+2 momentarily Here p.
4 ☆Flowing Fortunes IV: Phase Shift (Enlightenment). 30
Here p.
5 ☆Flowing Fortunes V: Water Mirror Evasion+4, -2 Damage taken.
32
10
Evasion +2, temporarily gives the target the Here p.
5 ☆Flowing Fortunes V: Shadow Drive ability [Shadow Sneak]. 32
Defense
Level Rank Name Summary Page
Here p.
1 ☆Ironclad Defense I Defense +2, Physical Damage -2
29
Here p.
1 2 ☆Ironclad Defense II: Solid Form Defense +1, Magic damage -1
29
Here p.
2 ☆Ironclad Defense II: Iron Armor Defense +2
29
201
Appendix
Here p.
3 ☆Ironclad Defense III: Steel Armor Defense +3
30
Here p.
3 ☆Ironclad Defense III: Armored Core Defense +2, Magic Damage -2
30
5
Defense +3, also grants [Counter] momentarily Here p.
4 ☆Ironclad Defense IV: Counterstrike (Enlightenment). 30
Gain +2 Defense, -2 Magic Damage, and gain Here p.
4 ☆Ironclad Defense IV: Indomitable additional HP momentarily (Enlightenment). 30
Here p.
5 ☆Ironclad Defense V: Steel Citadel Defense +6
32
10
-4 Damage taken, temporarily gives the target Here p.
5 ☆Ironclad Defense V: Spearhead the ability [Counter]. 32
Resistance
Level Rank Name Summary Page
Here p.
1 ☆Defiant Stand I: Tough Body Fortitude +1, Willpower -1
29
Here p.
1 ☆Defiant Stand I: Enduring Soul Willpower +1, Fortitude -1
29
Here p.
1 2 ☆Defiant Stand II: Strong Physique Fortitude +2, Willpower -1
29
Here p.
2 ☆Defiant Stand II: Peace of Mind Willpower +2, Fortitude -1
29
Here p.
2 ☆Defiant Stand II: Balanced Scales +1 to either Fortitude or Willpower.
29
Here p.
3 ☆Defiant Stand III: Rigid Frame Fortitude +2.
30
Here p.
3 ☆Defiant Stand III: Purity of Mind Willpower +2
30
Here p.
3 ☆Defiant Stand III: Body and Soul Fortitude +1, Willpower +1
30
5
Willpower +2, as well as Willpower +2 Here p.
4 ☆Defiant Stand IV: Calm and Collected momentarily (Enlightenment). 30
Fortitude +1, Willpower +1, and Fortitude or Here p.
4 ☆Defiant Stand IV: Vital Ignition Willpower +2 momentarily. (Enlightenment). 30
Fortitude +2, +2 Fortitude momentarily Here p.
4 ☆Defiant Stand IV: Complete Control (Enlightenment). 30
Here p.
5 ☆Defiant Stand V: Overflowing Life The same benefits as [Awaken] are activated.
32
10
Here p.
5 ☆Defiant Stand V: Aetheric Spring Reduces MP consumption by 5 points
32
Independent
Level Rank Name Summary Page
Here
1 - Strategic Ingenuity Allows you to use your Tactician Class + Intelligence for Initiative
p. 29
Here
- Secret Revival Perform a monster knowledge check again.
p. 30
5
Hymn of the Here
- Strengthens spellcasting.
Brave p. 30
Evasion +1, Fortitude and Willpower +1, Evasion of Strategist -4, Fortitude Here
10 - Great Challenge
and Willpower -2 p. 32
202
3 Rank (5th
1 Rank 2 Rank 4 Rank 5 Rank (10th Level+)
Level+)
[Godspeed Stance]
Movement +5
Basic
I] [Flowing Fortunes [Flowing Fortunes IV: Lingering the target the ability [Shadow
Evasion +1, [Flowing Sneak].
III: Floating Shadow]
Defense -2 Fortunes II:
Body] Evasion +1, target takes -1 [Flowing Fortunes V: Water
Flowing Water]
Evasion +1, target damage, and can nullify one Mirror]
Evasion+2,
takes -1 damage. attack momentarily Evasion+4, -2 Damage taken
Defense -2
(Enlightenment)
[Ironclad Defense IV:
[Ironclad Counterstrike]
[Ironclad Defense [Ironclad Defense V: Steel
Defense II: Iron Defense +3, also grants
III: Steel Armor] Citadel]
Armor] [Counter] momentarily
[Ironclad Defense Defense +3 Defense +6
Defense
Defense +2 (Enlightenment)
I] [Ironclad Defense [Ironclad Defense V:
Defense +2, [Ironclad [Ironclad Defense IV:
III: Armored Spearhead]
Physical Damage -2 Defense II: Solid Indomitable]
Core] -4 Damage taken, temporarily
Form] Gain +2 Defense, -2 Magic
Defense +2, gives the target the ability
Defense +1, Damage, and gain additional
Magic Damage -2 [Counter].
Magic damage -1 HP momentarily
(Enlightenment)
[Defiant Stand
II: Strong [Defiant Stand IV: Complete
Physique] Control]
[Defiant Stand III:
Fortitude +2, Fortitude +2, +2 Fortitude
Rigid Frame]
[Defiant Stand I: Willpower -1 momentarily (Enlightenment) [Defiant Stand V:
Fortitude +2.
Tough Body] [Defiant Stand [Defiant Stand IV: Vital Overflowing Life]
Fortitude +1, [Defiant Stand III: The same benefits as
Resistance
203
Appendix
Level Name Action Tool Ability Target Range Duration Summary Page
Divine your lucky color Here
Benefic Guidance Major Any Varies 1 Character Touch 1 Day
and lucky items for the day. p. 38
1 Hour - 1 Helps target to make skill Here
Scout's Sign Major Rod Dexterity 1 Character Touch
Day checks based on Dexterity. p. 38
1 Hour - 1 Helps target to make skill Here
Ranger's Sign Major Rod Dexterity 1 Character Touch
Day checks based on Agility. p. 38
Helps target to make non-
1 Hour - 1 Here
Fighter's Sign Major Orb Spirit 1 Character Touch combat related checks
Day p. 38
based on Strength.
Helps target to make non-
1 Hour - 1 Here
Sage's Sign Major Card Intelligence 1 Character Touch combat related checks
Day p. 38
based on Intelligence.
Helps target to make
1 Hour - 1 Here
1 Tactician's Sign Major Rod Dexterity 1 Character Touch Initiative and Monster
Day p. 38
Knowledge Checks.
Grants a bonus on loot Here
Hunter's Sign Major Orb Spirit 1 Character Touch 10 Minutes
table rolls. p. 38
Benefic Star of 10 seconds Gives a bonus modifier to Here
Major Rod Dexterity 1 Character 30m
Swords (1 round) Accuracy checks. p. 38
Benefic Star of 10 seconds Gives a bonus modifier to Here
Major Rod Dexterity 1 Character 30m
Shields (1 round) Evasion checks. p. 38
Benefic Star of 10 seconds Gives a bonus to Evocation Here
Major Card Intelligence 1 Character 30m
Synthesis (1 round) checks. p. 38
Benefic Star of 10 seconds Gives a bonus to Spellsong Here
Major Orb Intelligence 1 Character 30m
Song (1 round) checks. p. 38
Benefic Star of 10 seconds Gives a bonus to Fortitude Here
Major Orb Spirit 1 Character 30m
Endurance (1 round) and Willpower checks. p. 38
Divine the types of hazards
Here
Malefic Warning Major Any Varies 1 Character Touch 1 Day you may encounter on your
p. 42
journey.
One piece of Divine information you Here
Akashic Records Major Orb Spirit Unlimited Instant
information might have missed. p. 42
Reduces the Critical
Benefic Star of 10 seconds Here
Major Rod Dexterity 1 Character 30m Threshold of damage rolls
Mortal Strikes (1 round) p. 42
made by the target.
Benefic Star of 10 seconds Gives a bonus modifier to Here
5 Major Orb Spirit 1 Character 30m
Magic (1 round) Spellcasting checks. p. 42
Vision of a failed Here
Vision of Strife Minor - Spirit 1 Character 30m Instant
negotiation p. 44
Vision of Vision of an accident Here
Minor - Intelligence 1 Character 30m Instant
Crumbling Walls caused by a trap p. 44
Vision of Unexpected Here
Vision of Dread Minor - Intelligence 1 Character 30m Instant
Danger p. 44
Vision of a Battle where the Here
Vision of Ambush Minor - Spirit 1 Character 30m Instant
Enemies take the Initiative p. 44
Benefic Star of 10 seconds Gives a bonus modifier to Here
Major Orb Spirit 1 Character 30m
Victory (1 round) all Skill Checks. p. 45
A vision of you or your Here
Vision of Death Minor - Spirit 1 Character 30m Instant
allies death p. 45
10
Redoes Skill Checks during Here
Vision of Defeat Minor - Intelligence 1 Character 30m Instant
combat. p. 45
Vision of Here
Minor - Dexterity 1 Character Unlimited Instant Acquire a missing item
Unpreparedness p. 45
204
Level Name Duration Summary Page
☆ Antibody 30 seconds (3 rounds) Poison, Disease Resistance +4 128
☆ Owl Sight 3 minutes (18 rounds) Gains Darkvision 128
☆ Gazelle Feet 30 seconds (3 rounds) Evasion +1 128
☆ Cat's Eyes 30 seconds (3 rounds) Accuracy +1 128
☆ Scale Leggings 1 Hour Free Movement Underwater 128
☆ Strong Blood 30 seconds (3 rounds) Fire, Water/Ice Damage -5 128
1
☆ Chic Chick 1 Hour Allows to jump better, glide from heights 128
☆ Dragon Tail 3 minutes (18 rounds) Grows a Tail weapon 129
☆ Beetleskin 30 seconds (3 rounds) Defense +2 129
☆ Bear Muscle 30 seconds (3 rounds) Strength Modifier +2 129
☆ Meditation 30 seconds (3 rounds) Willpower checks against psychic effects +4 129
☆ Rabbit Ears 3 minutes (18 rounds) Listen, Danger Sense +2 129
☆ Centaur Legs 10 seconds (1 round) Agility +12 129
☆ Animal Shape 1 Hour Transform into common Animals 129
☆ Giant Arms 10 seconds (1 round) Strength +12 129
☆ Sphinx Knowledge 10 seconds (1 round) Intelligence +12 129
5
☆ Daemonfinger 10 seconds (1 round) Dexterity +12 130
☆ Fire Breath 30 seconds (3 rounds) Major Action to breathe fire attack 130
☆ Recovery Instant Restores HP equal to Enhancer Level. 130
☆ Wide Wings 3 minutes (18 rounds) Gains the ability to fly 130
☆ Chameleon Camouflage 30 seconds (3 rounds) Hide check +4, not visible above 10 meters 130
☆ Kraken Stability 30 seconds (3 rounds) Cannot fall prone 130
☆ Jii Prophecy 1 Hour Initiative and Danger Sense +2 130
☆ Strider Walk 3 minutes (18 rounds) Allows walk on water or clouds 130
☆ Spider Web 3 minutes (18 rounds) Shoots multifunctional silk threads 130
10
☆ Titan's Foot 10 seconds (1 round) Strengthen Kicks 130
☆ Troll Vitals 30 seconds (3 rounds) Magic Damage -4 131
☆ Balloon Seed Shot 30 seconds (3 rounds) Use Weapons with Mouth 131
☆ Fenrir's Bite 3 minutes (18 rounds) Grows fangs and allows to Bite 131
☆ Healthy Body Instant Removes Negative Effects 131
205
Appendix
206
Page
Level Name Prereq. Comp. Area Summary
(CR III)
Animals, Mythical
☆Intimidation None
Beasts
Main -1 on certain checks 111
Animals, Mythical Command a mount from up to
౦Remote Command None
Beasts
All
30m away
111
Animals, Mythical Main or
౦Enhance Mount None
Beasts, Magitech All
Strengthens the mount temporarily 112
Animals, Mythical If jockey would fall to 0 HP or
ᐁMounts Devotion None
Beasts
Main
lower, mount takes hit instead
112
Animals, Mythical
౦Attack Obstruction None
Beasts, Magitech
None Rider/Passenger Evasion +1 112
1
Animals, Mythical Rider/Passenger Physical Damage
౦Elevated Attack None
Beasts, Magitech
None
+2
113
Animals, Mythical Mount can use Track, Danger
౦Search Command None
Beasts
Main
Sense and Search
113
Animals, Mythical Passengers may perform Actions at
౦Tandem None
Beasts, Magitech
None
disadvantage
113
Animals, Mythical Increase damage by attacking after
☆Charge None
Beasts, Magitech
All
movement
114
Animals, Mythical
౦HP Enhancement None
Beasts, Magitech
All Mount Max HP +10 114
Runaway mount gives +2 Accuracy,
☆Limit Drive None Magitech All
+4 damage, -2 Evasion
114
Animals, Mythical
☆Lion’s Fury None
Beasts, Magitech
All Take up to two Major Actions 115
Animals, Mythical
౦Riding as One None
Beasts, Magitech
None Ride a mount using no hands 115
౦Improved Elevated Elevated Attack Animals, Mythical None Rider/Passenger Physical Damage 115
Attack Beasts, Magitech additional +2 (total +4)
5 ౦Unique Skill None
Animals, Mythical
All Use unique skills of mounts 116
Release Beasts, Magitech
Animals, Mythical Move and attack with Area:
ЖTrample Charge All 116
Beasts, Magitech Breakthrough
Animals, Mythical
ЖMagic Command None All Mount can use magic 116
Beasts
౦Improved HP HP Enhancement
Animals, Mythical
All
Mount Max HP additional +10
117
Enhancement Beasts, Magitech (total +20)
౦MP Transfer None Animals, Myth. B. Main Jockey can use Mount's MP 117
౦Improved Enhance Enhance Mount Animals, Mythical Main or Mount receives additional 117
Mount Beasts, Magitech All enhancements
ЖMounted Animals, Mythical Riders and Companions Accuracy
None None 118
Command Beasts, Magitech +2
౦Greater Elevated Improved Elevated Animals, Mythical None Rider/Passenger Physical Damage 118
Attack Attack Beasts, Magitech additional +4 (total +8)
Animals, Mythical Additional Major Action after
౦Rampage Charge
Beasts, Magitech
All
Charge
118
Animals, Mythical
౦Super Charge Charge
Beasts, Magitech
All Charge even after a Full Move 119
10
౦Overdrive Charge Magitech All Charge even after a Full Move 119
౦Improved Attack Attack Obstruction Animals, Mythical
None
Rider/Passenger Evasion Additional
119
Obstruction Beasts, Magitech +1 (Total +2)
౦Unique Skill Unique Skill Animals, Mythical
All Use all unique skills of mounts 120
Perfect Release Release Beasts, Magitech
Animals, Mythical Take Major Actions with all
ЖOrochi’s Fury Lion's Fury All 120
Beasts, Magitech sections
Animals, Mythical
౦Balance None
Beasts, Magitech
None Jockey acts independently of mount 120
207
Appendix
Page
Level Name Cards Target Range Area Duration Resistance Summary
(AW)
Instant 10 seconds
White 1 Character 10m Shot None Create a simple weapon 15
Weapon (1 r)
Vorpal 3 minutes Increases physical damage
Red 1 Character 10m Target None 15
Weapon (18 r) dealt by the target
1 minute
Crush Fang Red 1 Character 10m Target Temp Blunts a target's weapons 15
(6 r)
10 seconds Makes the target's weapon
Critical Ray Gold 1 Character Touch - None 16
(1 r) shine, and increases Power
1
3 minutes Covers the target in bark,
Barkmail Green 1 Character 30m Target None 16
(18 r) increasing Defense
1 minute Causes mild paralysis in the
Paralyzing Mist Green 1 Character 30m Target Temp 16
(6 r) target
1 minute Fires a poison stinger at the
Poison Needle Black 1 Character 10m Shot Temp 16
(6 r) target
10 seconds Dazzles and confuses the
Mirage Daze White 1 Character 10m Target Neg 16
(1 r) target.
1 minute Weakens the target's skin
Armorust Black x2 1 Character 10m Shot None 16
(6 r) and armor
Create a thin needle to
Unlock Needle Black 1 Object Touch - Instant None 17
unlock locks and traps
Increases the reaction speed
Initiative Boost Red 1 Character 10m Target Instant None 17
of the target
Recall memories and
Encyclopedia White 1 Character 10m Target Instant None 17
knowledge of the target
Greatest Harness both good and bad
Gold x2 1 Character 30m Target Special None 17
Fortune luck simultaneously
10 seconds Stimulates the target's mana,
Concentration Gold x2 1 Character 10m Shot None 17
(1 r) increasing efficiency
5 Creates a needle that turns
Dispel Needle Black 1 Character 10m Shot Instant Neg 17
off unique skills
White 1 minute Limits the target's unique
Bind Ability 1 Character 10m Target Temp 18
x2 (6 r) skills
Extracts life from plants to
Heal Spray Green 1 Character 10m Shot Instant None 18
heal
Green Extracts life from plants to
Vivid Liquid 1 Character Touch - Instant None 18
x2 restore mana
1 minute Diffuses the target's mana,
Manadown Gold 1 Character 30m Target Temp 18
(6 r) reducing magic damage
Enhances the target's mana,
3 minutes
Lean Force Red x2 1 Character Touch - None increasing magic damage 18
(18 r)
dealt
Create an area that
Clay Field Black x3 30m Radius Caster - Special Can't 18
empowers the earth
Any
Combine Special (see
Card Caster - Instant None Create higher-rank cards 18
Materials Effect)
x15
White Create an area that
Slash Field 30m Radius Caster - Special Can't 19
x3 empowers weapons
10 Divide Any Special (see Create a number of lower-
Caster - Instant None 19
Materials Card Effect) rank cards
Create an area that cannot
Barrier Field Gold x3 30m Radius Caster - Special Can't 19
be escaped from
Create an area that
Flame Field Red x3 30m Radius Caster - Special Can't 19
empowers fire
Green Create an area that provides
Rest Field 30m Radius Caster - Special Can't 19
x3 healing
208
Abominable Blood ................... 22 Golden Ash ............................. 122 Plague Zombie ........................ 110
Advanced Combat .......... 130, 145 Grand Ariol ......................... 95, 97 Poison Blood ............................. 20
Aeon .................................... 94, 96 Greymalkin .............................. 121 Quadblaze............................ 94, 97
Airloo....................................... 118 Groul ................................... 95, 97 Raging Hydra ....................... 94, 97
Alabaster Shell .......................... 95 Half Moon ................................. 95 Range (Simplified Combat) ..... 134
Al-Mi'raj ................................... 118 Herculean Strength ................... 20 Ranged Attacks ........................ 135
Alpha Zombie ......................... 111 Ignav ........................................ 125 Rearguard ................................ 139
Banner Spear ............................ 34 Illumination ......................... 93, 96 Restirigist .................................. 110
Barbarous Bloodline ................. 20 Immature Wings ....................... 20 Rimahawk ............................ 93, 96
Barusa Biyone ......................... 125 Imperial Strategist Insignia ........ 34 Roan ........................................... 99
Bit ............................................ 114 Independent Characters ......... 142 Ryag............................................ 98
Blocking Movement ........ 143, 147 Interference ............................. 142 Ryag Isag .................................. 101
Bloodsucking Blessing .............. 22 Investigation Check ................... 71 Ryag Sagu ................................. 100
Bloody Lily ................................ 93 Jabberwock .............................. 122 Shadow....................................... 14
Breakthrough .......................... 139 Killer Whale ............................ 105 Shielding .................................. 144
Bubble Form ............................. 25 Krinava..................................... 115 Shooting Weapons .................. 135
Caladrius .................................. 119 Langsuir ................................... 119 Shuvalen .................................. 114
Calvaria ................................ 95, 97 Liger ......................................... 105 Simplified Combat .......... 130, 131
Combat Procedure .................. 131 Line .......................................... 138 Skirmish (Advanced Combat) 148
Coordinates ............................. 140 Lion ......................................... 104 Skirmish (Simlified Combat) .. 131
Criticals .................................... 138 Living Tree .............................. 108 Skullsludger ......................... 93, 96
Crystal Body .............................. 18 Major Actions .................. 133, 155 Slime Mold .............................. 109
Daemonic Alpha Zombie ....... 112 Manatite Frame ......................... 95 Soul Glow .................................. 18
Dark Line ............................ 94, 97 Marionette Ivy ......................... 107 Standard Combat ............ 130, 140
Darkvision ..................... 14, 20, 22 Medusa Head .......................... 107 Stratagem ................................... 26
Death ....................................... 138 Melee Attacks .......................... 135 Strategist Insignia ....................... 34
Deathspore .............................. 108 Minor Actions ................. 133, 156 Strategist Insignia of Valor ........ 34
Dhampir .................................... 22 Stray Shot................................. 144 Surprised .................................. 163
Diurnal Divination .................... 35 Moonlight's Protection .............. 14 Throwing Weapons ................ 135
Dowi Fomor ............................ 101 Movement (Advanced Combat) Tycoon Liger ........................... 106
Dragonit ................................... 102 ............................................ 147 Tyrant ........................................ 94
Ductus Lancair .......................... 93 Movement (Simplified Combat) Unconscious ............................ 138
Eclair .................................... 93, 96 ............................................ 132 Underwater Aptitude ................ 20
Eight Mambo ............................ 95 Movement (Standard Combat)141 Urgosh ................................. 93, 96
Eitham ..................................... 116 Mystic ......................................... 35 Warlock ..................................... 47
Eternal Lord .............................. 95 Mystic of Bad Omens ............. 127 Tactician .................................... 26
Eversio ................................. 94, 97 Nocturnal Divination ................ 35 Water/Ice Resistance ................ 20
Fairy's Blessing .......................... 16 Obsessed Warlock .................. 127 Weakling.................................... 20
Fey ............................................. 16 Ore of Life ................................. 18 Weakness .................................. 22
Floating ...................................... 16 Overcrowded Skirmish ........... 164 Wendigo .................................. 120
Fluorite ...................................... 18 Pack Leader ............................. 104 Wind-Edge Blade ...................... 20
Flying Mask ............................. 114 Pale Rider ................................ 113 Wizards Brain ......................... 117
Fomor ........................................ 98 Patchwork Alpha Zombie ....... 111 Wolverine ................................ 104
Frontline .................................. 139 Personal Belongings ................ 159 Yowie ....................................... 120
Gaiacleaver ................................ 94 Petrifying Gaze .......................... 20 Zombie Dog ............................ 110
Gian Fomor ............................. 103 Phantom Thief ........................ 128 Zwolle ...................................... 124
209
Appendix
Designer's Notebook
Kei Kitazawa Kouji Tanaka
This book is the fourth in a series of large summer This time, instead of focusing on a specific theme, we
supplements. Finally, we are pleased to announce the opened the door to a new world all at once. We are pleased
arrival of "Cardia Grace". to present Cardia Grace, our 11th book in total.
The book is very diverse, with every aspect enhanced, After "Dictionary", "Museum," and "Magic Compendium,"
including races, skills, gods, SS equipment, and daemons. the question of what to produce next was a source of
We are very proud to be able to publish the revised combat considerable internal debate. As a result, we decided to
rules, which have been reviewed and reorganized with a focus on the theme of Swords of Genesis, which is the root
focus on melee combat. of SW2.0.
In writing this book, I was in charge of coming up with While we were working on ideas for new races and classes
ideas for races and classes, Tanaka Kouji created the data, and adjusting data, we all reminisced about the time when
and Miyuki Kiyomatsu revised it. Bethe Yuli Kurosaki was we were making rulebooks for the first time in a long while,
in charge of SS-rank equipment, and the monsters were and we all missed it. The time and effort required for the
created by the entire staff, including Tadaaki Kawahito, development of the new classes were as long as that for
Sanae Fujisawa, and Akita Miyabi. Core Rulebook I. The work on this book was done in
Of the newly added deities, two of the minor deities were parallel with the work on Core Rulebook I Revised Edition,
created by Akita Miyabi. These two gods will appear in so I think the total workload was the highest in our history.
Akita Miyabi's new replay series to be published soon, so The entire staff worked together, and with the help of
please stay tuned. outside test players, we were able to complete this book. I
The revised combat rules are the result of the hard work would like to take this opportunity to thank everyone
of Tanaka Kouji and Miyuki Kiyomatsu, the collaboration involved in the production of the Core Rulebook I Revised
of all related staff members, and the outside help of those Edition and this book.
who tested the rules. Once again, I would like to express With all these new worlds, regions, characters, rules, and
my gratitude to all those involved and to all the external test data, how could SW2.0 not be interesting? We hope that
players who cooperated in this project. you, the new players, will tap on this "door to a new world"
And of course, the biggest thanks to all of you who always and open it.
play and support Sword World 2.0! We will meet again when you have discussed all new
Enjoy "Cardia Grace" to the fullest! possible races and classes combinations.
Please support original creators by buying Sword World books and supplements.
210
211