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Sword World 2.0 - Cardia Grace

This document introduces the new Shadow race and provides background on their origins and abilities. It details their physical characteristics, lifespan, languages, restricted classes, and starting racial abilities. It also provides ability score generation methods and lists common Shadow backgrounds and their starting stats.

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ramosjr1942
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0% found this document useful (0 votes)
183 views211 pages

Sword World 2.0 - Cardia Grace

This document introduces the new Shadow race and provides background on their origins and abilities. It details their physical characteristics, lifespan, languages, restricted classes, and starting racial abilities. It also provides ability score generation methods and lists common Shadow backgrounds and their starting stats.

Uploaded by

ramosjr1942
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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

11
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!

H OW T O USE T HIS B OOK


In this book, references to some terms are given in the (see XX, p. YY): where XX might be abbreviation for:
form of (see XX, p. YY). These should be handled as “AW”: “Alchemist Works”
follows. “BT”: “Barbarous Tales”
(see p. YY): If there is no abbreviation and only the page “WT”: “Wizards Tome”
is indicated, it is a reference within this book.
(see CR I/II/III, p. YY): See book “Core Rulebook
I/II/III Revised”

12
Part 1 Characters

13
Part 1 Characters

Shadow is considered an adult at the age of 15 and has a


life span of about 100 years.
Originally this race came from the Razeldawn continent,
north of the Terastier continent. A tribe of secretive Starting Languages: Can read and write Shadow and Trade
humanoids, Shadows have skin close to the shadows they Common.
take their name from, greyish-brown and close to black, Restricted Classes: None
though it's the third eye in the middle of their foreheads Starting Soulscars: 0
that stands out. Common eye colors are green, gold, and
blue, and all their eyes have cat-like pupils. Hair color is R ACIAL ABILITIES
often silver or white, though there are rare dark-haired [Darkvision]: They can see in the darkness as well as
outliers. during the daytime.
Shadows excel at stealth and spying and exhibit [Moonlight's Protection]: +4 to Willpower.
incredible talent as warriors. They are often highly
regarded as mercenaries, adventurers, and even assassins ABILITY SCORES
due to a strict code of justice, respect for the contract, and A: 1d B: 1d C: 2d D: 2d E: 2d F: 2d
never betraying their employers.
On the other hand, their Intelligence is not very high, Shadow Backgrounds
and their Spirit is low, making them unsuitable for a Starting
magician. However, the third eye shining on the forehead Background Skill/Body/Mind Experience
Class
is thought to have the power to ward off evil, and their 2-4 Hermit Ranger 15/6/6 2500
resistance to magic is surprisingly high. 5-6 Warrior Fencer 17/7/3 2500
They have a long history of living as mercenaries and 7 Spy Scout 16/7/4 2500
assassins since ancient times, and because of this, they are
8-9 Brawler Grappler 14/8/5 2000
famous for respecting contracts and never breaking
10-
promises once made. Soldier Fighter 15/9/3 2000
12

14
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!

15
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
12
Bard

16
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)!

17
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
12
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.

Starting Languages: Fluorite can read and write Trade


Common, as well as any one other language
Restricted Classes: Enhancer
Starting Soulscars: 0

18
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!

19
Part 1 Characters

WEAKLING (GARUDA) R ACIAL ABILITIES


[Immature Wings]: The Weakling has small wings on its back,
Just as some humans have been soulscarred from birth, but these wings cannot be used to fly. However, any falling
some Barbarous are born less soulscarred than others and damage the Weakling would receive is reduced by -20 points.
[Wind-Edge Blade]: The Weakling uses its wings to create a
are called "Weaklings." Because of their lack of soulscars, fierce blade of wind and attacks one enemy character using Major
their appearance is similar to that of a human, and they Action. This ability has “Range: 30m”, “Area: Target,” and
look like a combination of their parent's characteristics. “Resistance: Half,” and the target must make a Willpower check
Weaklings can be born from any Barbarous race, but this against Weakling roll “2d + Adventurer Level + Vitality
book includes four of the most common types: Garuda, Modifier. If Weakling succeeds, it deals 10 + Adventure Level +
Basilisk, Merman, and Minotaur. Vitality Modifier wind magic damage to the target. This damage
Their abilities tend to be outstanding in strength and has a Critical Threshold of 10 and costs 4 MP when used.
vitality, though they are lacking in both intelligence and
spirit. However, this also differs to some extent depending WEAKLING (B ASILISK ) R ACIAL ABILITIES
on their origins and aptitudes. Most weaklings are killed [Petrifying Gaze]: Weaking looks at the opponent with an Evil
while young due to bullying or persecution in childhood, Eye and slows their movement. This ability has “Range: 30m”
but those who miraculously make it to adulthood have and “Area: Target.” Weakling needs to roll “2d + Adventure
Level + Spirit Modifier” against the Willpower of the target, and
developed excellent abilities in their own right. They also
if successful, the opponent will be petrified (Dexterity, Agility/-6)
tend to be gentle and thoughtful, perhaps because their (see BT, p. 28). This ability can only be used once per round
soul is purer than other Barbarous, and they may not be with a Minor Action, but not in consecutive turns. It curse type
comfortable with the racism or customs of the other effect and costs 5 MP when used.
Barbarous. [Poison Blood]: If the Weakling takes physical damage from a
The Weaklings presented here are representative of melee attack, the attacker takes 1d-2 (minimum 1) poison magic
those who were exiled from Barbarous. Because of their damage at the end of the Basilisk's turn.
Barbarous origins, it is difficult for them to gain social
status, but adventurers often welcome them. WEAKLING (M ERMAN) R ACIAL ABILITIES
Weaklings vary greatly in appearance depending on their [Underwater Aptitude]: A Weakling can breathe and vocalize
parent race, but they are usually as tall or slightly taller than while underwater and does not suffer any penalties for moving
humans and physically reach adulthood at the age of 15. while underwater.
Many Weaklings are sent into battle before age ten and die [Water/Ice Resistance]: When dealt Water/Ice-type damage, it is
automatically halved. If the source of the damage has Resist: Half,
early, but there have been cases where they have been
then a successful Fortitude or Willpower check (as appropriate)
lucky enough to live as long as 100 years. will reduce damage to 0 instead. Any other non-damage effects
from Water/Ice sources are also prevented on a successful
Starting Languages: Weaklings can speak, read and write resistance check.
Trade Common and Barbaric.
Restricted Classes: None WEAKLING (M INOTAUR ) R ACIAL ABILITIES
Starting Soulscars: 2 [Darkvision]: A Weakling can see in the darkness as well as
during the daytime.
R ACIAL ABILITIES [Herculean Strength]: When attacking with a two-handed melee
[Barbarous Bloodline]: The blood of a Barbarous race weapon, increase the Extra Damage dealt by +2 points.
influences the Weakling, granting them a +3 bonus to an
Ability Score as well as a Weakness. ABILITY SCORES
A: 2d B: 2d C: 2d D: 2d E: 2d F: 2d
Original Ability
Weakness
Race Score Weakling Backgrounds
Bludgeoning Damage Starting
Garuda Agility Background Skill/Body/Mind Experience
+3 pts. Class
Water/Ice Damage +3 2-4 Spy Scout 10/7/6 2500
Basilisk Intelligence
pts. Agile
Merman Spirit Fire Damage +3 pts. 5-6 Fencer 9/8/6 2500
Warrior
Minotaur Strength Magic Damage +2 pts. Fighter or
7 Warrior 8/10/5 2000
Grappler
Fairy
8-9 Feytouched 7/6/7 2000
Tamer
Sorcerer
10-
Magician or 7/8/8 2000
12
Conjurer

20
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!

21
Part 1 Characters

[Bloodsucking Blessing]: A Dhampir can use the


Wrestling weapon Bite, regardless of class. When the
Children of forbidden love, born from an illicit affair Dhampir successfully hits with a Bite attack, they can suck
between a Nosferatu father and a human mother. blood from the attack target, healing HP equal to the
Dhampirs are rarely encountered in Barbarous society due Applied Damage. The Dhampir can only heal this way
to this mixed parentage, though their appearance does once per day and cannot suck blood from Plants, Undead,
them no favors. While their eyes glow red in the darkness, or Constructs.
their skin is pale and burns easily in sunlight, weakening [Abominable Blood]: By applying their own blood to their
them and slowing them down. While they do not need to weapon in advance, the Dhampir can increase the physical
drink blood to survive, the urge to feed on a living being is damage they deal. In combat, each time they deal physical
incredibly strong, and failing to resist this urge will damage to a character with soulscars with a bloodied fist or
inevitably drive them from civilization to live among the weapon, the Dhampir may choose to enter a bloody
Barbarous. frenzy, reducing their HP by -2 points but increasing their
Dhampirs reach adulthood at the age of 15 but do not physical damage by +2 points. Applying blood to a weapon
physically age further. However, as they reach the age of is a Minor Action, and the effect of the applied blood lasts
around 300 years or so, they will die, and their corpses will for 1 day (24 hours). In the case of projectiles, the blood
turn to deadened wax. At this stage, there is a low must be applied to the arrowhead.
probability the Dhampir will return to life a year later, [Weakness]: While under direct sunlight, a Dhampir takes
"awakening" as a full-fledged Nosferatu. In most cases, a -2 penalty to Accuracy and Evasion checks.
though, the corpse does not awaken and simply becomes
a Revenant. ABILITY SCORES
The blood of a Nosferatu will inhibit this awakening A: 1d B: 2d C: 2d+6 D: 1d E: 2d F: 1d
process, and by ingesting the blood, the Dhampir will be
able to live their life to the fullest without awakening as a WEAKNESS (DURING COMBAT WEAKNESS CHECK TO
Nosferatu. Therefore, Dhampir, who wants to live and die HIDE WEAKNESS)
as a human being, chooses to live as a vampire hunter. Physical Damage +2 pts.
Dhampirs have excellent ability scores, can be both
warriors and magicians, and have several unique abilities. Dhampir Backgrounds
However, it would be best if you remembered that they are Starting
sensitive to sunlight. Background Skill/Body/Mind Experience
Class
Sorcerer
Starting Languages: Dhampir can speak, read and write 2-4 Magician or 10/6/15 2000
Trade Common and a Regional Dialect. Conjurer
Restricted Classes: None
5-6 Cleric Priest 10/8/13 2000
Starting Soulscars: 2
7 Warrior Fighter 13/8/10 2000
8-9 Brawler Grappler 11/9/11 2000
R ACIAL ABILITIES
10- Agile
[Darkvision]: A Dhampir can see in the darkness as well Fencer 14/7/10 2500
12 Warrior
as they can during daytime.

22
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!

23
Part 1 Characters

There was neither a huge natural cataclysm nor an


incredibly brutal war. But the world has changed, if only Of the three newly added races, the Shadows and
slightly. Fluorites, like the other races, have souls and initially have
Shadows come one by one from the northern continent, no soulscars. The procedure for their resurrection is
Fey's “1,000th Fey Festival" begins, and many Fluorites exactly the same.
awaken... the exact date is not specified in this book. GM Fey, however, are quite special and differ significantly
can think for themselves about when to introduce these from other races concerning death and resurrection.
events as they see the need.
The five new races added in this book have existed in the
DEATH AND R ESURRECTION OF SHADOWS
world of Raxia for many years. However, they were so rare
Shadows should be handled exactly the same way as
or had circumstances that prevented them from being seen
other humanoids.
that they were barely recognized on the Terastier
continent.
More detailed information on races can be found on DEATH AND R ESURRECTION OF F LUORITES
page 74 of this book. With its ore body, Fluorite can also be resurrected by
effects such as [Resurrection].
Regardless of its body condition, resurrection is possible
with about 30% of the body's total fragments.
Fluorites also gain soulscares if they are resurrected.
Shadows, Fey, and Fluorites, which are added in this
document, are all humanoid races. DEATH AND R ESURRECTION OF F EY
Therefore, they are affected by magical effects such as Fey's death is treated in a special way.
[Fear] and [Vice Weapon], and in general hostile to If they fail the Death Check, they lose their body and
barbarous, and do not have soulscars. become helpless, about 30 cm in length. In this state, their
Overall, they are thought of as somewhat odd people by movement is halved, they are unable to perform any action
are not shunned or rejected, especially by the adventurers. checks (see BT, p. 28), they lose the ability to speak, their
Rather, they are regarded as extremely competent intelligence is reduced, and their memory becomes fuzzy.
colleagues with unique talents. However, they will not suffer further damage.
However, because of the distinctive appearance of all They do not lose memory like other humanoids.
three races, they are often looked at strangely or even However, they can hardly remember what they saw and
mistaken for barbarous or constructs in remote and rural heard while they were losing their bodies. However, they
areas where people are ignorant and unaware. They do have a kind of homing instinct and can return to their
understand this and usually try to gain trust by hiding their base, such as an adventurer's guild.
true identities and accumulating records to avoid conflict. Fey who lose their body regain it by obtaining a mako
stone filled with 20 or more MP points within a week. This
F EY ARE ALSO F AIRIES can only be done a maximum of four times in a lifetime,
Fey are humanoids, but they are also olden fairies, and and if they lose their body five times, they will return to his
effects that can target fairies affect them as well. totem (see p. 76), where they will be absorbed, as they will
However, they differ from a normal fairy in that, no longer be able to maintain a complete existence.
fortunately or unfortunately, it has a more material body The number of mako stones required to resurrect
and is therefore also seen by runefolk. However, if it loses increases each time (2 stones the second time, 4 stones the
its body and becomes small, runefolk will no longer see it. fourth time). However, Fey have only a pseudo-soul, so
they do not gain soulscars.
F LUORITES ARE NOT CONSTRUCTS
Although the Fluorites look like constructs, they are truly
humanoids and are not affected by the effects that can
target constructs.
Although their bodies do not accept chemicals, First Aid
of the Ranger class is effective for them. Of the races added in this document, Weaklings and
Dhampirs are barbarous.
Therefore, it is necessary to consult with other players
and the GM to obtain their approval before introducing
these two races into the campaign.
Also, please refer to the detailed description from page
16 of Barbarous Tales for notes, guidelines, and history
tables for playing a barbarous PC.

24
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].

[Bubble Form]: By concentrating underwater for 30


The five newly added races will also enhance their race seconds (or taking a Major Action for 3 rounds), the
characteristics as their adventure level increases. But these Weakling can turn their entire body (including equipment)
abilities are optional if GM finds them cumbersome. into a bubbly form or change back into their original form.
They can only move while transformed but are not subject
SHADOW to any effects such as attacks, magic, or unique skills.
[Moonlight's Protection] will be enhanced. While in a bubbly form, the Weakling can move freely in
6th Level: [Moonlight's Protection] also reduces Poison, a continuous body of water, even if the space is only small
Curse, and Disease damage by -3, whether physical or enough for one finger to pass through.
magical. The Weakling can safely change into this bubbly form
11th Level: Willpower is increased by an extra +2 (to +6), for up to one hour per day, as staying in this form for a
while Poison, Curse, and Disease damage are reduced by longer period of time will make the change permanent
an additional -3 (to -6). (and the player will not be able to play this PC in this
situation).

F EY 11th Level: Changing form using [Bubble Body] now


[Moonlight's Protection] will be enhanced. requires 10 seconds (1 Major Action) of concentration.
6th Level: The Fey's [Fairy's Blessing] now increases and
decreases by +3 and -3, respectively. WEAKLING (M INOTAUR )
11th Level: The Fey's [Fairy's Blessing] can now be used [The Herculean Strength] will be enhanced.
for up to 2 minutes (12 rounds) per day. In addition, you 6th Level: When attacking with a two-handed melee
can choose up to two types at the same time. weapon, increase the Extra Damage dealt by an additional
+2 points (+4 points total).
F LUORITE 11th Level: When attacking with a two-handed melee
[Crystal Body] will be enhanced. weapon and using the [Cleave] Combat Feat, gain a +2
6th Level: The Fluorite's [Crystal Body] now grants 1 bonus to Accuracy. (this bonus will offset the penalty from
additional point of defense (3 total) and 15 additional the Combat Feat.)
points of MP (30 total).
11th Level: The Fluorite's [Crystal Body] now grants 1 DHAMPIR
additional point of defense (4 total) and 15 additional [Abominable Blood] will be enhanced.
points of MP (45 total). 6th Level: When using [Abominable Blood], the Dhampir
can consume an additional 1 HP (3 points total) and deal
WEAKLING (GARUDA) an additional +1 point of physical damage (+3 points total).
[Wind-Edge Blade] will be enhanced. 11th Level: When using [Abominable Blood], the
6th Level: The Weakling can increase the power of Dhampir can consume an additional 2 HP (5 points total)
[Wind-Edge Blade] to Power 30 + Adventurer Level + and deal an additional +2 points of physical damage (+5
Vitality Modifier, though this increases the MP consumed points total).
to 8 MP.

25
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.

STRATAGEMS AREA OF E FFECT


The area of effect of the Stratagem is a circle centered
on the Tactician and varies depending on the total
reputation of the Tactician using it. Please refer to the table
below.

26
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.

27
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.

L EVEL R EQUIREMENT T YPE & R ANK (T/R)


At the top of each list of Stratagems, there is a header, The Type the Stratagem belongs to, as well its Rank.
"○ Level Tactician Required". The ○ will show how many
levels of Tactician a character needs in order to learn any SUMMARY (SUM.)
of the Stratagem under that header. A quick explanation of the Stratagem.

N AME E FFECT (EFF.)


The name of the Stratagem. Since Stratagems can be An in-depth look at the specifics of the Stratagem.
used as a Minor Action, there will always be a ☆ after the
name, the same as with spells.

28
☆ 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.

29
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.

☆ Surging Offense III: Roaring ☆ Surging Offense IV: Radiant


Flame Strikes
T/R Attack/Rank 3 T/R Attack/Rank 4
Sum. Physical damage +3 Sum. Accuracy +1, +1 to physical damage, and +2 to
Eff. Command to press the offensive further. accuracy momentarily (Enlightenment).
When the target makes a melee or ranged Eff. Command to attack with full force.
attack, it deals +3 physical damage. You command a deadly offensive that catches
even the quickest of foes. The target gains a +1
bonus modifier to accuracy checks and deals +1
☆ Surging Offense III: True Aim physical damage when performing melee and
T/R Attack/Rank 3 ranged attacks
Sum. Physical damage +1, Accuracy +1.
Eff. You command your allies to attack with precise Enlightenment
strikes. Once the target gains an additional +2 (for a total
The target gains a +1 bonus modifier to of +3) bonus modifier to accuracy checks. This
Accuracy checks and deals +1 physical damage effect can only be declared after the target has
when making melee or ranged attacks. made an accuracy check and you have seen the
result.

☆ Flowing Fortunes III: Floating


☆ Surging Offense IV: Blaze Body
T/R Attack/Rank 4 T/R Evasion/Rank 3
Sum. Physical damage +3, +3 physical damage Sum. Evasion +1, target takes -1 damage.
momentarily (Enlightenment). Eff. You command the target to brace for damage
Eff. Command to attack with full force. while avoiding enemy attacks. The target gains a
When the target performs a melee or ranged +1 bonus modifier to Evasion checks and takes -
attack, it deals +3 physical damage. 1 point of physical and magical damage.
However, damage with any of the following types
Enlightenment cannot be reduced: Poison, Disease, or Curse.
You can deal an additional +3 physical damage
(+6 total) once. You can declare this effect to be
exerted when the target determines the damage.

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.

31
Part 1 Characters

☆ Defiant Stand IV: Calm and ☆ Defiant Stand IV: Complete


Collected Control
T/R Resistance/Rank 4 T/R Resistance/Rank 4
Sum. Willpower +2, as well as Willpower +2 Sum. Fortitude +2, +2 Fortitude momentarily
momentarily (Enlightenment). (Enlightenment).
Eff. Stabilize the mind of your allies and make them Eff. Evoke indomitable fighting spirit and revitalize
able to withstand anything. vitality. The target gains a +2 bonus modifier to
The target gains a +2 bonus modifier to Fortitude checks.
Willpower.
Enlightenment
Enlightenment Once, you may gain an additional +2 (total +4)
Once, you may gain an additional +2 bonus bonus modifier to fortitude checks. This effect
modifier (for a total of +4) to your Willpower can only be declared after the target has made a
check. This effect can only be declared after the fortitude check and seen the result.
target has made a Willpower check and seen the
result. ☆ Secret Revival
T/R Independent
☆ Defiant Stand IV: Vital Ignition Sum. Perform a monster knowledge check again.
Eff. Stimulate the memories of your friends by
T/R Resistance/Rank 4
telling them of the foe before them.
Sum. Fortitude +1, Willpower +1, and Fortitude or
In exceptional cases, the target of this Stratagem
Willpower +2 momentarily. (Enlightenment).
can immediately perform the monster knowledge
Eff. Inspire belief in survival and revitalize allies.
check again, regardless of their turn. Only one
The target gains a +1 bonus modifier to
type of monster specified by the Strategist can be
Fortitude and Willpower checks.
determined by this effect. When this Stratagem is
used, any other ongoing Stratagems will lose their
Enlightenment
effect. Also, the duration of the effect is treated as
Once, you can gain an additional +2 (+3 total)
"instantaneous".
bonus modifier to either Fortitude or Willpower.
This effect can only be declared after the target
has made a Fortitude or Willpower check and ☆ Hymn of the Brave
seen the result. T/R Independent
Sum. Strengthens spellcasting.
Eff. Add lyrics of heroic deeds to magic
incantations, focusing on the target of the spell.
The spellcasting you use in the round you use this
Stratagem will only affect either your enemies or
your allies. This effect remains in effect as long as
you continue to use the same type of spellcasting.
This Stratagem is an exception, as it only affects
the user. When this Stratagem is used, any other
ongoing Stratagem will lose its effect. Also,
Spellsongs with "Singing: Required" have no
effect.

☆ Surging Offense V: Hellfire ☆ Surging Offense V: Typhoon


T/R Attack/Rank 5 T/R Attack/Rank 5
Sum. Physical damage is increased by 8 momentarily. Sum. Momentary +3 to Accuracy, +2 to physical
Eff. Orders an all-out attack to quickly destroy the damage.
enemy. The target deals +8 physical damage when Eff. Direct a refined offensive to ensure that the foe
performing a melee or ranged attack. is slain. The target gains a +3 bonus modifier to
This effect will be lost once the target's attack accuracy checks and takes +2 physical damage
has hit and the damage has been applied. when performing melee or ranged attacks.
This effect ends at the end of the target's turn.

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.

33
Part 1 Characters

Strategist Insignia Base Price: 100


A badge with a design about the size of a Item
Popularity 6 App. Accessory
coin. Class
Magitech
Summary Required to use Stratagems Era
Civilization
A badge is needed to amplify the interference This item can only be worn on the "Head,"
between your voice and the mana in the air when "Neck," "Back," "Right Hand," "Left Hand," "Waist,"
Effect
using Stratagems. Without this item, you cannot use and "Other" accessory slots.
Stratagems.

Strategist Insignia of Valor Base Price: 1,000 + 20 reputation


Popularity 10 App. Specially designed badge. Item Class Accessory
Summary Can use Stratagems from Rank 2. Era Magitech Civilization
This insignia is granted as a sort of special However, this effect can only be used once, and after
honor and has a particularly high mana that, it will be treated as a normal Strategist Insignia. This
amplification potential. When equipped with does not result in any loss of Reputation. This item can
Effect
this insignia, you can start with Rank 2 only be worn on the "Head," "Neck," "Back," "Right Hand,"
Stratagems. This still grants the right to use "Left Hand," "Waist," and "Other" accessory slots.
the enlightenment effect.

Imperial Strategist Insignia Base Price: 10,000 + 50 reputation


Popularity 12 App. Specially designed badge. Item Class Accessory
Summary Can use Stratagems from Rank 3. Era Magitech Civilization
This insignia is granted as a sort of special However, this effect can only be used once, and after
honor and has a particularly high mana that, it will be treated as a normal Strategist Insignia. This
amplification potential. When equipped with does not result in any loss of Reputation. This item can
Effect
this insignia, you can start with Rank 3 only be worn on the "Head," "Neck," "Back," "Right Hand,"
Stratagems. This still grants the right to use "Left Hand," "Waist," and "Other" accessory slots.
the enlightenment effect.

Name Price Notes


Banner Spear Spear + 3,000 + 100 reputation Attach a flag to the spear to strengthen your Stratagems.

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.

35
Part 1 Characters

If the cost is stated as 'MP/HP', the cost is paid from both


HP and MP. The amount allocated to MP is up to player
discretion and can be paid by familiars and Mako Stones
Whenever a Divination is used, whether it is a Diurnal as usual. Of course, the diviner's MP can only be lowered
type or a Nocturnal Type Divination, a "Divination Check" to 0. HP, however, still can drop below 0. If that is the case,
is made. Each Divination uses one of the following Ability the diviner is knocked unconscious and must make a
Scores: Dexterity, Intelligence, or Spirit. Death Check.
A Diviner may use "Target: 1" Divination on themselves, Any "damage reduction" effect, be it MP or HP, is
but they must take a -4 penalty to their Divination check. ineffective for the purpose of reducing the divination cost.
Divinations are treated as being “Resist: Can’t”. Protection spells and Guardian Stones (CR III, p. 212 or
AW, p. 140) are all useless in reducing this cost either.
DIVINATION R ESULT T ABLE Some Class-specific combat feats (detailed below) are able
The outcome of divination depends on the result of the to reduce the cost, however. As a result, the cost may be
Divination Check. reduced to "0".
Each Divination has its own "Divination Result Table", HP and MP lost by compensating the divination cost can
and the results are applied based on the results of the be recovered by exactly the same means as normal
Divination Check. Any effect that alters the success value, damage, such as sleep, healing spells and items.
such as the Magic Items Ability-Enhancing Ring/Bracelet,
or the Racial Ability [Sword’s Grace/Change Fate], also
works for Divinations. Every Diurnal divination has a corresponding set of
The "Automatic Failures" entry on the Divination Results divination tools. When using the Diurnal Divination, the
Table is applied for automatic failures of Divination corresponding divination tool must be held in both hands.
checks. For non-automatic failures, the “Automatic The handling of such divination tools is similar to the use
Failure” entry is not used, no matter how low the result is. and equipping of two-handed weapons (see p. 159).
The Diviner can change the result of the Divination No vocalization or chanting is required. All divination
result table to that of the "Automatic Failure" at will, after tools are 100G each.
checking the success value. If a divination tool is listed as "broken" in the divination
When a Divination check succeeds automatically, the result table, the tool used for that divination will become
Diviner can choose any result regardless of the success broken in the process and become useless.
value. Some divinations have an "Auto Success Only" field, The following types of Divination Tools are available.
which the diviner can choose only when the divination The corresponding Divinations have different related
check results in an automatic success. ability scores used to perform the divination check.
The target, range, area, and duration of the effect of each
divination are different. Depending on the divination Astral Rods (Rods) Dexterity
result table, these may change even for the same Celestial Tarot (Cards) Intelligence
divination. In particular, the "automatic failure" column has Star Globe (Orb) Spirit
no effect on the target and most often has a negative effect
on the diviner. Nocturnal Divinations do not require divination tools.

Seeing the future and the ability to change it places a


heavy burden on the diviner's mind and body. In
particular, Nocturnal Divination can severely strain the
diviner, as he or she will see a horrible future version.
When the diviner uses a Divination, the diviner has to
spend MP or HP as compensation. The amount of MP or
HP to be paid is indicated in the result table of each
divination (i.e., the same divination will cost differently
depending on the result of the divination check).
If an MP cost is stated, the diviner loses that amount of
MP. In this case, they may use a familiar or "Mako Stones"
to compensate for some or all of the MP loss. Of course,
only one Mako Stone can be used in single divination, and
if the diviner does not have enough MP to pay the stated
cost (i.e., if the character has no MP or if the character's
MP has been reduced to 0 and it is still not enough), the
shortage must be paid for with HP. However, you cannot
use HP as a substitute if you have enough MP.
If the compensation is HP, the diviner's HP will be
reduced; it can go from zero to negative. Likewise. If an
HP cost is stated, the Diviner loses that amount of HP.
Naturally, a Diviner's HP can go below zero from this, so
a Death Check (see CR I, p. 132) might be necessary.

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.

37
Part 1 Characters

Divination Result Table


Benefic Guidance
A malefic star stalks the fortuneteller. All
Type Diurnal Tool Any Automatic actions taken by the fortuneteller are subject
Ability Varies Target 1 Character Failure to a modifier of -1.
Range Touch Duration 1 Day This effect is cumulative.
Divine your lucky color and lucky items for the 7 or less The benefic star eludes you. The Divination
Sum. has no effect. Cost: HP6
day.
Divine a color, item, location, or direction that The benefic star eludes you. The Divination
8–9
will bring good luck to the target. has no effect. Cost: MP3
Suppose the divination result table shows "Divine You were able to divine the key to good luck.
10 – 13
the key to good luck". In that case, the GM will Cost: MP3
consider the scenario and reveal a color, item, You were able to divine the key to good luck.
location, or direction that will be the key or hint to If the target is wearing the lucky color or lucky
solving the problem as "Lucky XX". If the GM can item, they can add +1 to the success value of a
14 – 17
think of something other than what is listed here, check.
he or she may tell you about it. The key or hint This effect can only be used once. Cost:
does not have to be something that directly solves MP/HP10
Effect the scenario. If the GM can't think of anything, he You were able to divine the key to good luck.
can give a random answer, but he should inform If the target is wearing the lucky color or lucky
the players. 18+ item, they can add +1 to the success value of a
This Divination can only be used once per day check.
on the same target. This effect can only be used once. Cost: MP3
If you use it on more than one character in the
same scene, or if you use it on different days during
the course of a scenario, it is easy to imagine that
you will get the same answers (the lucky XX for
that scenario will usually be the same for everyone
until the end of the scenario).

Divination Result Table


Scout’s Sign
The diviner's hands become gnarled and stiff,
Type Diurnal Tool Rod only able to move with great difficulty. Until
Automatic
Ability Dexterity Target 1 Character the next day, the diviner receives a penalty
Failure
1 Hour - 1 modifier of -1 to all Dexterity-based skill
Range Touch Duration checks and actions. This effect is cumulative.
Day
Helps target to make skill checks based on 7 or less Luck does not smile upon you. The
Sum. Divination has no effect. Cost: HP4
Dexterity.
The target gains a bonus modifier to non-combat Luck does not smile upon you. The
Effect 8–9
Divination has no effect. Cost: MP2
checks that use Dexterity as their ability bonus.
The target gains a +1 modifier for 1 hour. Cost:
10 – 12
MP2
The target gains a +2 modifier for 1 hour. Cost:
13 – 15
MP/HP8
The target gains a +1 modifier for 1 day. Cost:
16+
MP3

Divination Result Table


Ranger’s Sign
The fortuneteller's feet become swollen and
Type Diurnal Tool Rod are painful to walk on.
Automatic
Ability Dexterity Target 1 Character Until the next day, the diviner receives a
Failure
1 Hour - 1 penalty modifier of 1 to all Agility-based skill
Range Touch Duration checks and actions. This effect is cumulative.
Day
Sum. Helps target to make skill checks based on Agility. Luck does not smile upon you. The
7 or less
The target gains a bonus modifier to non-combat Divination has no effect. Cost: HP4
Effect Agility-based checks. This bonus does not apply to Luck does not smile upon you. The
8–9
Initiative checks. Divination has no effect. Cost: MP2

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

Divination Result Table


Fighter’s Sign
The diviner's limbs shrivel up and are unable
Type Diurnal Tool Orb to move properly. Until the next day, the
Automatic
Ability Spirit Target 1 Character diviner receives a -1 modifier to all Strength-
Failure
1 Hour - 1 based skill checks and actions. This effect is
Range Touch Duration cumulative.
Day
Helps target to make non-combat related checks 7 or less Luck does not smile upon you. The
Sum. Divination has no effect. Cost: HP4
based on Strength.
The target gains a bonus to non-combat Strength- Luck does not smile upon you. The
Effect 8–9
Divination has no effect. Cost: MP2
based checks.
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

Divination Result Table


Sage’s Sign
The diviner suffers from dizziness and is
Type Diurnal Tool Card prevented from thinking clearly.
Automatic
Ability Intelligence Target 1 Character Until the next day, the diviner receives a -1
Failure
1 Hour - 1 modifier to all Intelligence-based skill checks
Range Touch Duration and actions. This effect is cumulative.
Day
Helps target to make non-combat related checks Luck does not smile upon you. The
Sum. 7 or less
Divination has no effect. Cost: HP4
based on Intelligence.
The target gains a bonus to non-combat Luck does not smile upon you. The
8–9
Intelligence-based checks. Divination has no effect. Cost: MP2
Effect This bonus is not applied to Initiative checks, and 10 – 12
The target gains a +1 modifier for 1 hour.
Monster Knowledge checks only apply this bonus Cost: MP2
when made outside of combat. 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

Divination Result Table


Tactician's Sign
The diviner is constantly frightened by the
Type Diurnal Tool Rod presence of unseen monsters.
Ability Dexterity Target 1 Character Automatic Until the next day, the diviner suffers a -1
1 Hour - 1 Failure modifier to all Skill Checks that use
Range Touch Duration Intelligence and Agility as their ability bonus.
Day
Helps target to make Initiative and Monster This effect is cumulative.
Sum. Luck does not smile upon you. The
Knowledge Checks. 8 or less
The target gains a bonus modifier to both Divination has no effect. Cost: HP6
Initiative and Monster Knowledge Checks, which Luck does not smile upon you. The
9 – 10
are performed at the start of combat. Divination has no effect. Cost: MP3
This effect is automatically removed after the The target gains a +1 modifier for 1 hour.
Effect 11 – 14
Cost: MP3
combat including the target has started and the
target has received the benefit. The target does not The target gains a +2 modifier for 1 hour.
15 – 17
gain a bonus to Monster Knowledge checks made Cost: MP/HP15
outside of combat. The target gains a +2 modifier for 1 day. Cost:
18+
5MP

39
Part 1 Characters

Divination Result Table


Hunter’s Sign
The Diviner continues to be plagued by the
Type Diurnal Tool Orb auditory hallucination of clinking coins.
Ability Spirit Target 1 Character Automatic Until the next day, the diviner suffers a
Range Touch Duration 10 Minutes Failure penalty of 1 to his "Listen" and "Danger Sense"
Sum. Grants a bonus on loot table rolls. checks. This effect is cumulative.
When the target loots a defeated monster, they This effect is cumulative.
Effect Luck does not smile upon you. The
add a bonus modifier to loot rolls. 7 or less
Divination has no effect. Cost: HP4
Luck does not smile upon you. The
8–9
Divination has no effect. Cost: MP2
10 – 14 The target gains a +1 modifier. Cost: MP2
The target gains a +2 modifier. Cost:
15 – 19
MP/HP10
20+ The target gains a +2 modifier. Cost: MP3
The target gains a +1 modifier and can make
two loot rolls for one body (one section)
Automatic
gaining loot from each.
Success
The time required is 10 minutes for these two
loot rolls. Cost: MP3

Divination Result Table


Benefic Star of Swords
The rod used is destroyed and the diviner
Type Diurnal Tool Rod Automatic sees numerous glowing triangles in the air for
Ability Dexterity Target 1 Character Failure 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 modifier to Accuracy checks. has no effect. Cost: HP4
The target gains a bonus to Accuracy for the The benefic star eludes you. The Divination
Effect 7–8
duration of the effect. has no effect. Cost: MP2
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 Accuracy checks become
Success automatic successes. Cost: MP3

Divination Result Table


Benefic Star of Shields
The rod used is destroyed and the diviner
Type Diurnal Tool Rod Automatic sees numerous glowing circles in the air for
Ability Dexterity Target 1 Character Failure 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 modifier to Evasion checks. has no effect. Cost: HP4
The target gains a bonus to Evasion for the The benefic star eludes you. The Divination
Effect 7–8
duration of the effect. has no effect. Cost: MP2
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 Evasion checks become
Success automatic successes. Cost: MP3

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

Divination Result Table


Benefic Star of Song
The used orb is destroyed, and the diviner
Type Diurnal Tool Orb Automatic hears an illusionary, deafening roar for a few
Ability Intelligence Target 1 Character Failure seconds. as an auditory (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 Spellsong checks. has no effect. Cost: HP4
During the duration of the effect, the target gains The benefic star eludes you. The Divination
Effect 7–8
a bonus to Spellsong checks. has no effect. Cost: MP2
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 Spellsong checks become
Success automatic successes. Cost: MP3

Divination Result Table


Benefic Star of Endurance
The orb used is destroyed and the diviner
Type Diurnal Tool Orb Automatic feels a suffocating pressure for 10 seconds (1
Ability Spirit Target 1 Character Failure 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 Fortitude and Willpower checks. has no effect. Cost: HP4
During the duration of the effect, the target gains The benefic star eludes you. The Divination
Effect 7–8
a bonus to Fortitude and Willpower checks. has no effect. Cost: MP2
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 Fortitude and Willpower checks
Success become automatic successes. Cost: MP3

There are no Nocturnal Divinations with a minimum required level of 1.

41
Part 1 Characters

Divination Result Table


Malefic Warning
A malefic star stalks the diviner. All actions
Type Diurnal Tool Any Automatic taken by the diviner are subject to a modifier
Ability Varies Target 1 Character Failure of -1.
Range Touch Duration 1 Day This effect is cumulative.
Divine the types of hazards you may encounter on 12 or less The benefic star eludes you. The Divination
Sum. has no effect. Cost: HP6
your journey.
Suppose the Divination Result Table shows The benefic star eludes you. The Divination
10 – 14
"Danger Divined." In that case, the GM selects the has no effect. Cost: MP3
most dangerous/unique trap or monster in the 15 – 16 Danger divined. Cost: MP3
scenario (unless there is a special gimmick, it is Danger divined. In addition, the GM will
usually determined by the abilities of the boss), and reveal a specific value for the danger in
17 – 18
provides effective "checks" or some other piece of question, such as a Target Number for a check
information to avoid it. or possible damage. Cost: HP/MP20
For example, if the boss is a powerful wizard, it Danger divined. In addition, the GM will
would be a willpower check; if it breathes breath, it reveal a specific value for the danger in
19+
is a fortitude check. It will be an evasion check if it question, such as a Target Number for a check
Effect features a strong direct attack ability. If it deals or possible damage. Cost: MP3
physical damage with great accuracy, you can
specify defense. Or, if the damage dealt by the
unique skill has a type, that would also be fine. This
divination can only be used once per day on the
same target. Also, if you use it on multiple
characters in the same party or if you use it on
different days in the middle of a scenario, you can
easily imagine that you will get the same answer (if
the boss has a variety of abilities, you may want to
change it up).
Divination Result Table
Akashic Records
The diviner sees their own back inside the
Type Diurnal Tool Orb orb, facing the orb. The orb within the orb
One piece of also has the diviner's own back and orb. The
Ability Spirit Target
information diviner and the orb are in an infinite chain.
Range Unlimited Duration Instant
Automatic
The diviner's mind is lost in space, and the
Sum. Divine information you might have missed. diviner continues to stare at the orb.
Failure
Through divination, you discover information This effect is treated as a kind of psychic
that should have been obtained through (weak) type (see BT, p. 28), meaning this
negotiations with others or proper literature effect gets canceled by taking damage, or an
research. ally helping you snap out of it as a Major
The extent of the information obtained depends Action.
on the scenario and the GM, but some form of 10 or less The stars refuse to share their knowledge.
information is obtained regardless. The The Divination has no effect. Cost: HP6
information obtained should have been obtained The stars refuse to share their knowledge.
11 – 13
with proper negotiation or a successful check. You The Divination has no effect. Cost: MP3
Effect will not get any information that you do not have The diviner gains the information that should
the means to acquire due to the nature of the have been acquired, but only if there were no
scenario. special conditions or bribery would have
If the same diviner tries to perform this gotten them the information as well. In the
divination more than once for a single piece of 14 – 15 case of information requiring money, the
information, the second and subsequent attempts diviner will find themself losing the
will always fail automatically. Even if there are appropriate amount of money or an
multiple sources of information in a scenario, if the equivalent amount of goods (of their choice)
information obtained is the same, every during the course of the day. Cost: MP3
subsequent attempt will still fail. The diviner gains the information that should
16 – 17 have been acquired, but only if there were no
special conditions or bribery would have

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

Divination Result Table


Benefic Star of Mortal Strikes
The rod used is destroyed and the diviner sees
Type Diurnal Tool Rod Automatic numerous glowing arrows in the air for 10
Ability Dexterity Target 1 Character Failure seconds (1 round). There is no penalty for the
10 seconds action.
Range 30m Duration The benefic star eludes and has no effect.
(1 round)
9 or less
Reduces the Critical Threshold of damage rolls Cost: HP6
Sum. The benefic star eludes and has no effect.
made by the target.
10 – 12
During the effect duration, when the target rolls Cost: MP3
on the power table to determine damage, its The target's Critical Threshold is reduced by -
13 – 15
Effect Critical Threshold is reduced, regardless of the 1. Cost: MP3
attack type. This effect does not reduce the critical The target's Critical Threshold is reduced by -
16 – 18
value below 7. 2. Cost: MP/HP15
The Diviner can choose any one character
other than themself to be an additional target.
19+
The Critical Threshold of all targets is
reduced by -1. Cost: MP5
The target's Critical Threshold is reduced by -
Automatic 2. Additionally, the target's first roll on the
Success power table is automatically treated as "12".
Cost: MP5
Divination Result Table
Benefic Star of Magic
The used orb is destroyed and the diviner
Type Diurnal Tool Orb Automatic sees numerous glowing pentacles in the air for
Ability Spirit Target 1 Character Failure 10 seconds (1 round). There is no penalty to
10 seconds your Skill Checks.
Range 30m Duration The benefic star eludes and has no effect.
(1 round)
13 or less
Sum. Gives a bonus modifier to Spellcasting checks. Cost: HP6
The target gains a bonus to Spellcasting checks The benefic star eludes and has no effect.
Effect 14 – 15
for the duration of the effect. Cost: MP3
The target gains a +1 bonus modifier. Cost:
16 – 17
MP3
The target gains a +2 bonus modifier. Cost:
18 – 19
MP/HP20
The Diviner can choose any one character
other than themself to be an additional target.
20+
All targets gain a +1 bonus modifier. Cost:
MP5
Automatic The target's casting check becomes an
Success automatic success. Cost: MP5

43
Part 1 Characters

Divination Result Table


Vision of Strife
The situation proceeds as seen in the
Type Nocturnal Tool - Automatic
vision, and nothing changes. The diviner
Failure
Ability Spirit Target 1 Character then loses consciousness for one hour.
Range 30m Duration Instant 11 or less
Things go on as they were in the vision,
Sum. Vision of a failed negotiation negotiations turn sour. Cost: HP6
This divination can be used at any time after an Things go on as they were in the vision,
12 – 13
NPC's attitude has hardened, until immediately negotiations turn sour. Cost: MP3
Effect after negotiations are ended. The same diviner You go back to the beginning of the
14 – 15
cannot use this divination again for the same negotiation scene. Price: MP3
negotiation. Return to the beginning of the negotiation
scene. In addition, the diviner intuits the
16 – 17 main reason for the failure of the
negotiation (the GM must give this
information). Cost: MP/HP20
Return to the beginning of the negotiation
scene. In addition, the diviner intuits the
18+ main reason for the failure of the
negotiation (the GM must give this
information). Cost: MP5

Divination Result Table


Vision of Crumbling Walls
The situation proceeds as seen in the vision,
Type Nocturnal Tool - Automatic
and nothing changes. The diviner then loses
Failure
Ability Intelligence Target 1 Character consciousness for one hour.
Range 30m Duration Instant 12 or less
Things go on as they were in the vision, the
Sum. Vision of an accident caused by a trap trap springs. Cost: HP6
If a trap causes an accident, the trap will be Things go on as they were in the vision, the
13 – 14
undone as if it had been a vision. Declare the use trap springs. Cost: MP3
of this effect immediately after being trapped and Start over from the Spot Trap check Cost:
Effect 15 – 16
before any damage is dealt. The same diviner MP3
cannot use this divination again on a trap that has Revert to before the trap. Redo the Search
been redone by the effect of this divination. 17 – 18 check, or if you haven't done so, you can do
so. Cost: MP/HP20
Revert to before the trap. Redo the Search
19+ check, or if you haven't done so, you can do
so. Cost: MP5
Revert to before the trap. Redo the Search
Automatic check, or if you haven't done so, you can do
Success so. The Search check will automatically
succeed. Cost: MP5

Divination Result Table


Vision of Dread
Automatic Things go on as they were in the vision,
Type Nocturnal Tool - Failure danger is imminent. Cost: HP20
Ability Intelligence Target 1 Character Things go on as they were in the vision, death
12 or less
Range 30m Duration Instant is coming. Cost: HP6
Sum. Vision of Unexpected Danger Things go on as they were in the vision, death
13 – 14
When a Danger Sense check (see CR I, p. 126) is coming. Cost: MP3
fails and you find yourself in a dangerous situation, 15 – 16 Retry the Danger Sense check. Cost: MP3
you can redo the check, as if it were a vision. All characters who make a Danger Sense
Effect Declare the use of this Divination immediately check at the same time receive a +2 bonus
17 – 18
after failing the danger detection. The same diviner modifier, and the check is redone. Cost:
cannot use this Divination again for the same MP/HP20
Danger Sense check again. All characters who make a Danger Sense
19+ check at the same time receive a +2 bonus
modifier, and the check is redone. Cost: MP5
Automatic Treat the Danger Sense check as if it was an
Success automatic success. Cost: MP5

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

Divination Result Table


Benefic Star of Victory
The used orb is destroyed and the diviner
Type Diurnal Tool Orb Automatic sees countless chicks floating in the air for 10
Ability Spirit Target 1 Character Failure seconds (1 round). There is no penalty to any
10 seconds checks.
Range 30m Duration The benefic star eludes and has no effect.
(1 round)
16 or less
Sum. Gives a bonus modifier to all action checks. Cost: HP8
The target gains a bonus modifier to all action The benefic star eludes and has no effect.
Effect 17 – 18
checks for the duration of the effect. Cost: MP4
The target gains +1 bonus modifier. Cost:
19 – 21
MP4
The target gains +2 bonus modifier. Cost:
22 – 24
MP/HP30
The Diviner can choose any one character
other than themself to be an additional target.
25+
All targets gain a +1 bonus modifier. Cost:
MP6
Automatic All checks performed by the target
Success automatically succeed. Cost: MP6

45
Part 1 Characters

Divination Result Table


Vision of Death
Things go on as they were in the vision, and
Type Nocturnal Tool - Automatic
nothing changes. If the diviner isn’t the target,
Failure
Ability Spirit Target 1 Character the diviner's HP is set to 0.
Range 30m Duration Instant 16 or less
Things go on as they were in the vision, death
Sum. A vision of you or your allies death is coming. HP10
If a character dies after failing a Death Check, the Things go on as they were in the vision, death
17 – 18
character will start over as if it were a vision. is coming. Cost: MP5
Declare the use of this Divination immediately 19 – 20 Redo the Death Check. Cost: MP5
Effect Redo Death Check with a +4 bonus modifier.
after failing a death check. The same diviner 21 – 22
cannot use this Divination again for the same Cost: MP:5
Death Check. Redo Death Check with a +8 bonus modifier.
23 – 24
Cost: MP/HP40
Redo Death Check with a +8 bonus modifier.
25+
Cost: MP8
Automatically succeeds in the Death Check
Automatic
(HP becomes 1 and you regain
Success
consciousness). Cost: MP8
Divination Result Table
Vision of Defeat
Automatic Things go on as they were in the vision,
Type Nocturnal Tool - Failure and nothing changes. Cost: HP20
Ability Intelligence Target 1 Character Things go on as they were in the vision,
16 or less
Range 30m Duration Instant defeat was inevitable. Cost: HP10
Sum. Redoes action checks during combat. Things go on as they were in the vision,
17 – 18
When the result of an action check during defeat was inevitable. Cost: MP5
combat is detrimental to the diviner, it is redone as 19 – 21 The action check is redone. Cost: MP5
if it were a vision. It can be used at any time from Redo action check with a +2 bonus
22 – 24
Effect the beginning to the end of the battle. The same modifier. Cost: MP/HP40
diviner cannot use this divining pupil again in a Redo action check with a +2 bonus
25+
battle redone by this divining pupil. modifier. Cost: MP5
This Divination is treated as "Resist: N/A". Automatic Treat the action check as if it had
Success automatically succeeded. Cost: MP5

Divination Result Table


Vision of Unpreparedness
The Diviner realizes that they have been
Type Nocturnal Tool - wasting money on useless stuff. The GM may
Automatic
Ability Dexterity Target 1 Character choose any item to give to the diviner within
Failure
Range Unlimited Duration Instant the cost of the needed item (try to make it as
Sum. Acquire a missing item trivial and useless as possible).
Whenever you feel the need for a particular item 17 or less Things go on as they were in the vision. You
but are not in possession of it, you can pretend that were unprepared. Cost: HP10
it was a vision and that you had prepared it 18 – 19 Things go on as they were in the vision. You
beforehand. This Divination can be used at any were unprepared. Cost: MP5
time. You can prepare any item up to 10,000G, but
Items are treated as if they had been bought in 20 – 21 you will lose twice the item's regular price.
Effect advance by the diviner. Therefore, the object must Cost: MP5
be something sold on the market, and the diviner 22 – 23 Can prepare any item up to 10,000G. Cost:
must have had the opportunity to acquire it in the MP5
past. The diviner must reduce the amount of Can prepare any item as long as the diviner's
24-25
money needed to purchase the item. This money allows. Cost: MP/HP30
divination can be used any number of times. Of Can prepare any item as long as the diviner's
26+
course, a price must be paid each time. money allows. Cost: MP8

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.

Daemon Summoning Table


Additional Vessel Total Daemon
Lv Daemon MP Essential Offerings
Offering Cost Cost Cost Seminarium
2 Imp 4 Bat wings (60) 200 200 460 Stage 1
4 Aether Beast 8 Animal fur (40+-) 350 300 690~ -
4 Spawn 8 Wooden dolls(10) 350 300 660 Stage 1
5 Dusky Grace 10 Vines(10) 500 500 1,010 Stage 2
6 Valbravers 12 Clump of mushrooms(10) 1,200 650 1,860 Stage 2
6 Gildrekk 12 Lizard Head(10) 700 650 1,360 Stage 2
6 Zalbard 12 Broken horns(60) 700 650 1,410 Stage 2
7 Argagis 14 Pangolin Tongue(100) 1,000 900 2,000 Stage 2
7 Grunel 14 Fine vines(60) 1,400 900 2,360 Stage 2
7 Redrug 14 (X)Humanoid Skull 1,000 900 1,900 Stage 2
8 Dark Bully 16 Black cloak(50) 1,200 1,200 2,450 Stage 2
8 Terror Beast 16 Fangs(200) 1,200 1,200 2,600 -
(X)Headless humanoid
9 Godbell 18 1,800 1,600 3,400 Stage 3
corpses
9 Tikira 18 (X) Dead humanoid child 1,800 1,600 3,400 Stage 3
9 Ragnakang 18 False-Dragon Scale(700) 3,600 1,600 5,900 Stage 3
10 Bugaradre 20 (X)Rotting Humanoid Corpse 4,000 2,200 6,200 Stage 3
10 Melbiz 20 Large Fish(500) 3,500 2,200 6,200 Stage 3
Ergacleo
11 - - - - - -
(Unsummonable)
11 Cerberus 22 Hide of a Mythical Beast(140) 6,500 3,000 9,600 -
12 Jahgrad 24 Clean Gills(200) 9,000 4,000 13,200 Stage 3
12 Zwolle 24 (X)Head of a Humanoid 6,000 4,000 10,000 Stage 3
12 Mel Mazar 24 (X)Head of a Humanoid 4,500 4,000 8,500 Stage 3
(X) Multiple dead humanoid
13 Tiki Tiki 26 6,000 5,500 11,500 Stage 4
children
13 Foregone 26 Dead Goat(500) 10,000 5,500 16,000 Stage 4
14 Ignav 28 (X) Humanoid Corpse 23,000 7,500 30,500 Stage 4
14 Dreadbar 28 Living Crocodile (1,000) 14,000 7,500 22,500 Stage 4
15 Doppelganger 30 (X)Humanoid brain 16,000 10,000 26,000 Stage 4
15 Barusa Biyone 30 Armor Suit (2,500) 20,000 10,000 32,500 Stage 4
16 Lada Adroda 32 (X)Human Spine 40,000 13,500 53,500 Stage 4
(X)Arm of a Humanoid
17 Zangars 34 40,000 18,000 58,000 Stage 5
Swordsman※1
19 Geldam 38 (X)Humanoid Warrior※2 65,000 35,000 100,000 Stage 5
※1: Fighter or Fencer of at least 9th level or higher
※2: Fighter, Grappler, or Fencer of at least 13th level

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.

[T HROWING WEAPONS] ATTENTION !


If a daemon enclosed in a weapon is temporarily
The daemons summoned by Daemons' Gate remain in released, the weapon cannot be left unclaimed. Unless it is
the magic circle for an hour afterward and cannot leave on a weapon that returns after being thrown or a "sling" that is
their own. During that time, the Daemon Tamer may offer just used as a throwing aid, a throwing attack will cause the
the daemon a contract. weapon to leave your hand, causing the daemon to run
The Daemon Tamer can summon any daemon, amok (see p. 53).
regardless of his Warlock class level, as long as he can
prepare offerings and MP. However, the Daemon Tamer SMALL CONTAINERS (L EVEL-1)
must make a contract with the daemon and complete the Smaller containers such as lamps and bottles. It must
contract in order to borrow the daemon's power. have a lid or a small opening. It can be used to contract
In addition, even if he summons a daemon that greatly with daemons up to the Daemon Tamer's "Warlock Class
exceeds his own power, he still cannot make a contract, Level - 1".
thereby imposing a practical limitation. When equipped and carried, it is treated as a one-
In contracting, the Daemon Tamer prepares an item handed weapon.
(Vessel) to contain the daemon. The Daemon Tamer It must be held in one hand to temporarily release the
transfers the daemon into the Vessel by making a contract. daemon, but if the vessel is removed from the hand while
Thereafter, the daemon may be temporarily released from the daemon is temporarily released, the daemon will not
the Vessel to use its power according to the conditions set run away (see p. 53).
at the time of the contract.
The price of a Vessel does not depend on the type of L ARGE CONTAINER (L EVEL ±0)
Vessel. When enclosing an imp, whether it is a ring or a A larger container such as a jar or box. It must have a lid
chest, it must be worth 200G. When using various types of or a small opening. It can be used to contract with
weapons, armor, magical ornaments, and other items that

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.

Daemons summoned by the Daemon’s Gate must first


be sealed.
Also, when a temporarily released daemon has fulfilled
its role, the Daemon Tamer must reseal it. Sealing a
Daemon is an extremely dangerous process, and the R EFUSING TO R ESEAL (P ERMANENT R ELEASE)
Daemon Tamer risks serious injury. If the sealing check fails, the Daemon Tamer may
declare the permanent release of the daemon immediately
SEALING CHECKS afterward. Thereby, the aforementioned damage is no
The Daemon Tamer may attempt to reseal the daemon longer incurred.
as a major action. If necessary, this can be done during However, this is literally the act of releasing the daemon.
combat. It is not necessary for the Daemon Tamer and the The daemon will be free to act at will immediately
daemon to be face-to-face in order to make a sealing afterward. Whether he will attempt to take vengeance on
check. the summoner who has bound him and tormented him or
It is possible to give the "Protect" at a distance and then whether he will first try to escape from the situation in
perform a sealing check on the daemon, far away and out order to secure his freedom is up to the situation and the
of sight, immediately after the battle is over. daemon's own thoughts.
To make a sealing check, the Daemon Tamer compares A permanently liberated daemon is no longer
his Summoning Arts' magical power (Warlock class level contracted.
+ Intelligence Modifier) with the daemon's willpower,
respectively, using his willpower as the base value for the
check.
Suppose the Daemon Tamer has multiple daemons
under contract. In that case, the number of contracted

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

Instructions can and should be detailed and specific at


the same time. If you want them to carry out an attack, you
The Daemon Tamer seals the daemon in the vessel by must give specific instructions on how and what to attack.
contract. The sealed daemon cannot use its power at all; it It is only valid for the round in which the instructions are
must be temporarily released to access its powers. given. In the next round, even if you want them to do the
The contract between the Daemon Tamer and the same thing as in the previous round, you must give them
daemon has a certain pattern, which defines under what new instructions. Without instructions, the daemon will
conditions the daemon will receive the temporary release not move on its own.
and how it will behave. Only when you want the daemon to use magic do you
need to use Summoning Arts called [Command Cast] (see
CONDITIONS FOR T EMPORARY R ELEASE p. 57).
Password The daemon takes its turn immediately after the
The Daemon Tamer temporarily releases the daemon Daemon Tamer's turn. It is not possible to insert another
by reciting a pre-defined code word; if the vessel is an character between turns, nor can the daemon's turn come
adornment or armor, it must be equipped, and a weapon before the Daemon Tamer's.
or vessel must be in the hands of the Daemon Tamer. If it The daemon with this order can also be instructed to
is a furnishing or "Daemon Seminarium," it must be in a obstruct movement (see p. 143).
position to hear the password.
In some setups, actions such as "rubbing a lamp" or Stand Guard
"opening a drawer" can be substituted for the password. This command specifies a location or object and directs
In any case, these actions are performed as minor the daemon to attack anything that comes near it. It can
actions. only be a place or an object, not a character, including the
The released daemon will carry out the "Follow Orders" Daemon Tamer.
command. Also, the daemon will never deviate from the range it can
reach in one round of normal movement. If the object is
Guard Duty Terms moved beyond its range, the daemon will attempt to regain
The Daemon Tamer treats the daemon as a guard of a it by any means possible. In this case, it is not limited by its
place or treasure and may place the Vessel near the place range and will not stay in one place.
or treasure to be guarded. This is often the case when If the object is destroyed, the contract is broken and the
furnishings are chosen as vessels. daemon will be sent back to the other world after 10
The Daemon Tamer does not need to be present. minutes.
The temporarily released daemon will carry out the The Daemon Tamer can also set a password or marker
"Stand Guard" command. to order the daemon not to attack anything that meets the
conditions.
COMMANDS FOR DAEMONS If a daemon is temporarily released in this way, the
The daemon is given orders when it is sealed in the Daemon Tamer will immediately be aware of it, no matter
Vessel by contract. At this time, it is not necessary to be the distance.
able to speak their language. Compared to golems and the
undead, daemons are able to execute commands more Allow Autonomy
flexibly, but today's Daemon Tamers do not have the same With human-like or even higher intelligence, daemons
control over their daemons as the ancient Daemon can easily handle even the most vague and fuzzy
Tamers of legends. commands.
The daemons pretend to be summoned reluctantly, but The Daemon Tamer can give commands that leave
in reality, they wish to obtain a material body in the world every aspect of the task to the daemon's own discretion.
of Raxia so that they can act freely. Therefore, they are However, this is one of the commands that are taught not
always thinking of ways to become free and outsmart the to be done.
Daemon Tamer. If they are careless, the first victim of the This is because the daemon will kill the summoner at
summoned daemons may be the Daemon Tamer any opportunity to free itself. If the summoner is about to
themself. die in battle, the daemon will be happy to finish him off.
Therefore, the current Daemon Tamers try to prevent They will at least try to make it look like an accident and
accidents by encouraging them to only give the following stray their magic.
commands. Orders can be issued to give directions, to find
something, to assassinate a specific person, etc., but the
Follow Orders daemon will somehow pervert the order and plot to
The daemon follows the instructions that are given in subvert the Daemon Tamer (by leading him into a
succession. In this state, the daemon will not move or bottomless swamp, by deliberately assassinating him in
move at all unless instructed to do so. public, by attempting to socially and politically eliminate
The Daemon Tamer can give instructions to a single the tamer, etc.).
daemon only once per round (10 seconds) with a minor Basically, it is very dangerous to leave things to the
action. Again, no words need to be understood. If multiple daemon's own volition while giving long, complicated
daemons are temporarily released at the same time, orders (the GM should think carefully about whether there
instructions can be given to each one, depending on the is any room for perversion in the orders). The first few
results of the Daemon Runaway Table (see p. 53).

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.

Some Summoning Arts can change their effect time by


performing a "ritual." For those with (modified) in the
effect duration column, the effect duration can be changed
to "7 days" or "permanent" by performing a 1-hour ritual
and then casting the spell. The "7 days" cannot be further
extended by the [Metamagic/Time] Combat Feat.
Summoning Arts whose effect time is changed by a ritual
cannot be canceled at will. In order to cancel a
Summoning Arts without waiting for the effect time to
expire, either "kill the caster" or use "[Perfect Cancellation]
with a success value of 30 or more".
When the effect time is changed by performing the
"Ritual," the "daemon's contract" used for the exercise must
be equipped to any accessory slot. If you perform the
Ritual more than once to change the effect time of multiple
spells, you must affix the "daemon's contract" to a different
part of the body for each.
A ritual of changing the effect time to "7 days" costs "Level
of Spell used x 1.000G (maximum 10.000G)", and a ritual
of changing the effect time to "permanent" costs a flat fee
of "10,000G" for the offering. The caster can use any of the
items on the "Table of Illegal Offerings" (see p. 48) as
offerings.

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

Name Price Notes

Daemon’s Claws 1H 1 - ⑫ - -

Powe
③④⑤⑥⑦⑧⑨⑩⑪⑫
r
20 1 2 3 4 5 6 7 8 9 10

57
Part 1 Characters

E VIL WHISPER COST MP3 SHADOWBIND COST MP3


Summoning Summoning
SYSTEM T ARGET 1 Character SYSTEM T ARGET 1 Character#
Arts Arts
R ANGE/AREA 30m/Target DURATION Instant 10 seconds (1
R ANGE/AREA 10m/Target DURATION
R ESISTANCE Neg T YPE Psychic round)
SUMMARY Whispers to guide decision R ESISTANCE Neg T YPE -
The target is guided by the whispers of SUMMARY Blocks the target's movement
a Redrug, which confuse the opponent. A shadow is stitched onto the spot,
If the target is unsure, the caster can blocking the target's movement. The
force the target to make a decision. This target has "0" movement and takes a -2 to
spell works only when there is a clear Evasion checks. A floating character, for
E FFECT decision to be made, such as " fight or example, will also remain in midair if a
flight," "let it go or call the authorities," shadow materializes. In this state, the
"buy A or buy B," and so on. target loses any abilities similar to
The GM will decide if this spell is [Sword’s Grace/Wings of the Wind],
effective or not before the spell is used Flying, and Floating.
and will inform Caster. The target may attempt to escape from
E FFECT
this spell with a major action on his or
her turn. The willpower check is
(X)DAEMONS SENSE COST MP4 compared to the success value of this
Summoning spell, and if the target surpasses it, the
SYSTEM T ARGET Caster spell ends at that stage.
Arts
R ANGE/AREA Self/- DURATION 1 Hour(Mod.) This spell cannot be used in places
where there is no light source at all, or in
R ESISTANCE N/A T YPE -
bright places where there are numerous
SUMMARY Whispers to guide decision light sources and shadows are almost
The eyes and ears transform into large, non-existent.
strange, Zwolle-like features. The caster
E FFECT
gains a +2 to Listen and Danger Sense
Checks. B ARRIER CIRCLE COST MP3
Summoning 30m
SYSTEM T ARGET
VENOM B REATH COST MP8 Arts Radius/All
R ANGE/AREA Self/- DURATION 1 Day
Summoning
SYSTEM T ARGET 4m Radius/10 R ESISTANCE N/A T YPE -
Arts
R ANGE/AREA 10m/Shot DURATION Instant SUMMARY Detects presence entering range
For the duration of the effect, the caster
R ESISTANCE Half T YPE Poison
will detects when a character comes into
SUMMARY Deals Power 10 Damage range. The characters that can be
Magically imitates the miasma that detected are limited to those larger than
E FFECT Cerberus releases from their mouth, small animals.
dealing 10+Magic Power magic damage. E FFECT
It can also detect when a character
leaves the range.
COPY ANOTHER COST MP2 The target that enters or leaves the
range can detect the presence of this
Summoning spell.
SYSTEM T ARGET 1 Character
Arts
R ANGE/AREA Self/- DURATION 1 Hour
R ESISTANCE N/A T YPE -
Imitate others' handwriting and tone of
SUMMARY
voice
Allows the user to imitate the
handwriting and tone of voice of the
target. To spot the handwriting or tone
E FFECT of voice created by this effect be fake,
make a "Detect check" (see CR III, p.
91). The TN is the success value of this
spell.

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

Daemon's Level is added to the


ASTRAL B URST COST MP5
SUMMARY weapon's damage, and then the Daemon
Summoning is temporarily released.
SYSTEM T ARGET 1 Character
Arts If the caster hits with a weapon that
R ANGE/AREA 10m/Target DURATION Instant contains a Daemon during the duration
R ESISTANCE Half T YPE Bludgeoning of this spell, add the Monster Level of
“Power 20-50" damage depending on the contained Daemon to any physical
SUMMARY or magical damage it causes. However,
distance
A blast from the other side bursts forth for each time this effect occurs, the
in front of the target, dealing damage. Caster must expend an amount of MP
The damage dealt by this spell depends equal to the increased damage (MP4+X,
on the distance from the target. If the where X is the Daemon's Monster
distance between you and the target is 11 E FFECT Level).
meters or more, you can declare If the Caster's MP would be reduced to
[Metamagic/Distance] to increase its below 0, the missing amount must be
power. subtracted from the Caster's HP.
Distance to Once this effect has occurred, at the end
E FFECT Target
Damage of the Caster's turn, the Daemon
Power 20 + Magic enclosed in the weapon is temporarily
0m-10m released automatically. This Daemon
Power
cannot be given any instructions for that
Power 30 + Magic
11m-20m round (the Caster's turn has ended).
Power
Power 40 + Magic
21m-30m COS HP5&MP
Power B LOOD SPOUT 5
Power 50 + Magic T
31m- Summonin 6m Radius/
Power SYSTEM T ARGET
g Arts All
R ANGE/ARE DURATIO 3 minutes (18
E VIL SILHOUETTE COST MP8 A
Self/-
N rounds)
Summoning R ESISTANCE Temporary T YPE Poison
SYSTEM T ARGET Touch
Arts SUMMARY -1 to Accuracy and Evasion checks
R ANGE/AREA Touch/- DURATION 1 Hour Sprays the caster's blood around like a
R ESISTANCE N/A T YPE - Ragnakang's neurotoxin, preventing the
SUMMARY Produce the illusion of a Daemon target from acting.
Creates the illusion of a Daemon on Failure to resist while in range results in a
the spot, just as Mel Mazar does. The E FFECT -1 penalty to Accuracy check-Evasion
illusion will not move, instead of check. This effect is cumulative, and a
remaining in place. character who accumulates to -4 is treated
If the caster touches the illusion, the as "blind" (see BT, p. 30) for the duration
caster's voice is made to sound as if the of the effect.
illusion is speaking.
The subject who sees this illusion
DECREASE M ANA COST MP2+X
makes a Detect check (see CR III, p. 91)
E FFECT Summoning 6m Radius/
with the success value of this spell as the
SYSTEM T ARGET
TN, and if successful, they can see Arts All
through the illusion. If unsuccessful, the R ANGE/AREA 30m/Target DURATION Instant
target will mistake the illusion for a real R ESISTANCE Neg T YPE -
Daemon. Also, the illusion will shield SUMMARY Reduces the target's MP
vision from hostile characters. The Caster spends "2 + X" MP and
The illusion is easily dispelled by an reduces the target's MP by X. For
attack or other form of harm, thus losing example if the caster consumes 8 MP,
its magical effect. the target's MP will be reduced by 6
points.
☆DEMONIC WEAPON COST MP4+X When expanding the spell with
E FFECT Combat Feats like
Summoning [Metamagic/Distance], for example,
SYSTEM T ARGET Caster
Arts multiply the total MP consumed by two.
Instant/10 MP spend when casting this spell is not
R ANGE/AREA Self/- DURATION Seconds (1 affected by [MP Save/Warlock], [Mana
Round) Save], or any other effect that reduces
R ESISTANCE N/A T YPE - MP cost.

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

Name Price Notes

Daemon's Fang 2H# 1 - ⑨ - -

61
Part 1 Characters

designated Daemon, but all of its abilities


DAEMON'S R OAR COST MP7
and classes will remain the same as
Summoning 10m before.
SYSTEM T ARGET The types of Daemons that the target
Arts Radius/All
R ANGE/AREA Self/- DURATION Instant can be transformed into and the abilities
R ESISTANCE Neg T YPE Psychic they can be granted are as follows:
SUMMARY Inflict Fear Daemon Transformation Table
Granted
Evokes the appearance of a terrifying Name
Ability
Effect
daemon, such as Ignav, causing The character flies at
irresistible fear in the target. the same speed as
E FFECT
Has the same effect as Divine Magic "normal movement"
Spells [Banish] and [Fear] (see WT, p. and can move in the
47) on any target within range. Imp [〇Flying] same manner as
normal. Gains a +1
bonus to Accuracy &
☆DAEMONS TAX COST MP6 Evasion checks for
melee attacks.
Summoning
SYSTEM T ARGET Caster [〇Twin
Regardless of
Arts conditions, gain [Dual
30 Seconds (3 Spawn Strike & Wielding][Dual
R ANGE/AREA Self/- DURATION Double
Round) Technique][Twin
Attack]
R ESISTANCE N/A T YPE Curse Strike]
Returns some of the damage to the Gains the Wrestling
SUMMARY Weapon <Tail>. This
attacker [〇Long
Gildrekk Tail can attack at close
The Caster's Curse hurts the attacker Tail] range up to 10 meters,
when taking damage. ignoring Skirmish.
If the Caster takes physical or magical [↝Fire
damage from melee, ranged, or magical Can breathe fire at a
Breath/
single target with
attacks during the duration of the effect, Zalbard Fortitude
E FFECT /Fortitude
"Range: 10m" and
the Caster will deal 5 points of magical "Area: Shot".
damage to the attacker. This damage /Half']
cannot be reduced by any effect. Defense +3,
[☑Ball
This effect is lost once it has been Argagis movement +15,
Roll] additional damage -3.
applied.
Disappears on the
move and emerges
[〇
B LOOD M ARKER COST MP5 Dark from any shadow
Bully Shadow within 20 m. Ignores
Summoning Cross] Skirmishes and
SYSTEM T ARGET 1 Character〇 shielding.
Arts
R ANGE/AREA Touch/- DURATION 1 Day(Mod.)
R ESISTANCE Neg T YPE Curse ☆ANTI-M AGIC B ARRIER COST MP5
Imprints the target with blood and keeps
SUMMARY Summoning
track of his/her whereabouts at all times SYSTEM T ARGET Caster
The Caster can always know the location Arts
of the target for the duration of the spell. 3 Minutes (18
R ANGE/AREA Self/- DURATION
The caster knows the distance and Rounds)
E FFECT direction to the target, and can also cast R ESISTANCE N/A T YPE -
other spells on the target even if they are Creates a force field that reduces magic
SUMMARY
not in sight. "Area: Shot" spells are not damage by -5
obstructed by obstacles nor by range. The Caster gains some of Ergacleo's
magic disabling ability and creates a
force field around them that rejects
( X)OTHER FORM COST MP10 mana and interrupts and halts magic.
Summoning When the target receives magic
SYSTEM T ARGET 1 Character damage from an "Area: Shot" spell, it can
Arts E FFECT
R ANGE/AREA Touch/- DURATION 1 Hour(Mod.) be reduced by -5.
The Caster chooses whether to use this
R ESISTANCE Neg T YPE -
effect or not after the actual attack and
Transforms others into Daemons and
SUMMARY the calculated damage is determined.
grants them abilities Once the effect is exerted, the spell
Transform the target into a Daemon ceases to have any effect.
E FFECT and give him/her a single unique skill.
The target will look the exact same as the

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

Name Price Notes

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
Part 1 Characters

L ETHAL DIMENSION COST MP36 ( X)SOUL SACRIFICE COST MP50


Summoning 100m Summoning
SYSTEM T ARGET SYSTEM T ARGET Caster
Arts Radius/All Arts
3 Minutes R ANGE/AREA Self/- DURATION Permanent
R ANGE/AREA Self/- DURATION
(18 Rounds) R ESISTANCE N/A T YPE -
R ESISTANCE Temporary T YPE - SUMMARY Become a Doppelganger
Create miasma, dealing Power 30 The Caster transforms into a
SUMMARY
damage. Doppelganger while maintaining all of its
Centered on the Caster, a large area is own abilities. At the time of casting, the
filled with mana that harms the caster chooses whether to use the
surroundings, like the miasma of a Caster's or the Doppelganger's values
Geldam. All characters who enter take (these values cannot be changed later).
"Power 30 + Magic Power" points of This spell cannot be canceled at will,
magic damage at the end of their turn. E FFECT and the character will be classified as a
If they successfully resist this magic, "Daemon" character. The target value of
they will not take damage from the next this spell is 40 to be canceled by [Perfect
round. If the target fails the willpower Cancellation].
E FFECT
check, they can make the check again at Those who become Doppelgangers
the beginning of the Caster's turn. through this spell become Daemons in
If the target escapes out of range, they both body and mind and will be treated
will not be affected. If the target enters as NPCs from this point on.
the range within the duration of the
effect, they must immediately make a
willpower check.
This spell can be canceled by [Dispel
Magic] or other means.

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

WAR SPIRIT COST MP7


Specialized
Divine
SYSTEM T ARGET 6m Radius/20
☆ SHARP T ACTICS COST MP3 Magic
(Ulyssekaloa)
Specialized
3 minutes (18
Divine R ANGE/AREA Self/- DURATION
SYSTEM T ARGET Caster r)
Magic
(Ulyssekaloa) R ESISTANCE N/A T YPE -
3 minutes (18 Accuracy, Evasion, Fortitude, Willpower
R ANGE/AREA Self/- DURATION SUMMARY
r) +1
Boosts morale around the caster and
R ESISTANCE N/A T YPE -
improves combat abilities.
Monster Knowledge check, Initiative
SUMMARY Targets within the area of effect gain a
check +1
E FFECT +1 bonus to Accuracy, Evasion, Fortitude,
It allows the caster to analyze the
and Willpower. The caster can select who
situation and turn the tides of war to their
will be affected by this spell within the
advantage.
target radius.
This spell may be cast at the start of
E FFECT
combat, just before Monster Knowledge
and Initiative checks are made. Target will ☆ R ETREAT COST MP10
get +1 to both checks for the duration of
the spell. Specialized
Divine 20m
SYSTEM T ARGET
Magic Radius/All
P IERCER COST MP6 (Ulyssekaloa)
10 seconds (1
Specialized R ANGE/AREA Self/- DURATION
r)
Divine
SYSTEM T ARGET 1 Character R ESISTANCE N/A T YPE -
Magic
(Ulyssekaloa) No penalty when declaring retreat on
10 seconds (1 SUMMARY Evasion. Evasion, Fortitude, and
R ANGE/AREA 10m/Target DURATION Willpower +2
r)
It is a spell that blesses the retreat.
R ESISTANCE Can’t T YPE -
Using the retreat from skirmish does
SUMMARY Applies weak point not incur a -4 penalty to Evasion checks,
Spell uncovers the enemy's weak points and instead gains a +2 bonus to Evasion,
to make the caster’s attack more effective. E FFECT Fortitude, and Willpower checks. The
During the duration of the spell, the target of this spell may be chosen at the
caster can knows and can apply weak caster's discretion.
points against the target regardless of the The duration of this spell cannot be
E FFECT
Monster Knowledge check. Combat feat extended by [Metamagic/Time].
[Weakness Exploit] will still double the
damage dealt.
This spell doesn’t work on characters
without weak points.

67
Part 1 Characters

L IGHTNING M ARCH COST MP16 CONFUSE VISION COST MP6


Specialized Specialized
Divine 20m Divine
SYSTEM T ARGET SYSTEM T ARGET 6m Radius/All
Magic Radius/All Magic
(Ulyssekaloa) (Khus)
R ANGE/AREA Self/- DURATION 1 Day 3 minutes (18
R ANGE/AREA 30m/Target DURATION
R ESISTANCE N/A T YPE - rounds)
Movement +20, no food and sleep R ESISTANCE N/A T YPE -
SUMMARY
penalties. SUMMARY Change target appearance
Spell grants healthy legs and long Select any target within the range and
marches will no longer be a chore. change it to the image envisioned by the
Increases distance of Normal Move by caster. The caster can change its
+20m, and Full Move by +60m. appearance to humanoid or barbarous
In addition, affected characters are not that the caster has seen and can identify.
E FFECT
subject to penalties for not eating and This spell also changes voice and smell.
sleeping during the duration. E FFECT If there are two characters look the same
Armies that receive this magical blessing it will impossible to tell them apart. When
can advance at about three times their attacking one of these characters target
normal speed. must be chosen at random from among
the characters with the same appearance.
This magic does not work on characters
with multiple sections.

GREATEST T IP COST MP2 CREATE M AZE COST MP20

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.

69
Part 1 Characters

SINGLE ACTION COST MP6


Specialized
Divine
M ETAL FATIGUE COST MP3 SYSTEM T ARGET 1 Character
Magic
Specialized (Ethelphine)
Divine 3 minutes (18
SYSTEM T ARGET 1 Character R ANGE/AREA 30m/Target DURATION
Magic rounds)
(Ethelphine) R ESISTANCE Neg T YPE -
3 minutes (18 Target loses combat feats and unique
R ANGE/AREA 30m/Target DURATION
rounds) SUMMARY skills that increase the number of attacks
R ESISTANCE Can’t T YPE - or Major Actions.
A character wearing metal armor gets its Target cannot use Combat Feat [Chain
SUMMARY Attack], [Dual Wielding], [Dual
Defense -2
Temporarily fatigues the target's metal Technique], [Multi-Action], [Stomp] and
armor and lowers its Defense by -2. If the the unique skills of the monster with the
target does not have metal armor, the same name, as well as the unique skills of
E FFECT spell has no effect. For fixed value E FFECT the monster [౦X attacks], [౦X actions]
characters, if the target's Defense is higher and [౦Double Bite], [▽Continuous
than the target's own level, Defense is Attack] [▽Continuous Attack II]. Unique
reduced by -2. skills that include the above unique skill
names such as [౦Double Attack & Twin
Strike] will be lost as well.
H AMMER OF GOD COST MP7
Specialized
Divine L IFE E QUALIZER COST MP15
SYSTEM T ARGET 1 Character
Magic Specialized
(Ethelphine) Divine Radius
R ANGE/AREA 30m/Target DURATION Instant SYSTEM T ARGET
Magic 10m/All
R ESISTANCE Half T YPE Bludgeoning (Ethelphine)
SUMMARY Deals Power 20 damage R ANGE/AREA Self/- DURATION Instant
Deals to the target Power 20 + Magic R ESISTANCE Neg T YPE -
Power of physical damage. If the target's SUMMARY Shares average HP between targets
E FFECT current HP is higher than any other All HP of the targets that failed
character on the battlefield, the spell’s resistance are added up and the HP is
damage is increased by +5 points. evenly distributed among them (up to
targets maximums)
QUALITY CAP COST MP10 E FFECT A character who is stunned or dead, or
a section that has been lost cannot
Specialized become a target (a character with less than
Divine 0 HP standing with an [Indomitable]
SYSTEM T ARGET Radius 10m/All
Magic combat feat can become a target).
(Ethelphine)
3 minutes (18
R ANGE/AREA Self/- DURATION
rounds)
R ESISTANCE Temporary T YPE -
SUMMARY Treat the maximum value of 2d as 10.
If the target rolls 2d on the check, Power
Table, damage roll, the 6 on all dice will
be changed to a 5. As a result, double 6s
E FFECT 12 (automatic success) and 11 (6 and 5)
rolls will no longer occur. Evocation
[Critical Ray] and other roll modifications
to the rolls still work.

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.

71
Part 1 Characters

"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.

72
Part 2 World

73
Part 2 World

The world changes daily, and new beings are born or


appear.
It is true for the world of Raxia and the Terastier Also, the three new classes of adventurers are explained
continent, where the adventurers can now also learn the in detail.
three new classes. This section includes the origins and background of each
Of course, there are not that many changes in the world. class as well as tips on how to operate it. Social status and
But something may happen, such as the arrival of an stories are also included to help you learn about new
unfamiliar race from the northern continent, or the classes and how to play them.
appearance of those who have been asleep for quite some
time.
Here we describe the five new races, three new classes,
and four new deities added to the book.
In this book, one new Ancient God, one new Major
God, and two new Minor Gods are introduced. You will
find the next description of those deities.
Ulyssekaloa, the Ancient Goddess of Victory, is a
The three newly added humanoids and two barbarous goddess who appears in the novel series "Miracle of the
races are described in detail in the following pages. Fallen Goddess Ulysse" (written by Kei Kitazawa /
It details how they come into the world, what their published by Fujimi Dragon Book), and the spells and
culture is like, and what is their place in the world. other stats are based on a fine-tuned version of those
Players can use it to guide their role-playing, and GMs included in the novel.
can use it to understand the setting and get hints for The Minor God, Ethelphine, the Goddess of Iron
scenario creation. Hammer, is an odd one in that she belongs to the camp of
the First Sword but is regarded as an evil god to be avoided.
Note that PCs are not allowed to follow this god, as it is
basically a god for NPCs.

As their appearance suggests, the shadows have excellent


physical abilities and show a high aptitude for stealth,
Live in the darkness, run in the darkness, die in the espionage, fighting, and wrestling. In particular, shadow
darkness - that is the well-known imagery of the race called mercenary groups and assassination organizations are so
the shadow. well known that rumors about them reach even Terastier
The shadow is a race that lives mainly on the Razeldawn continent.
continent, a continent to the north of the Terastier The native shadows, however, are not the fearsome men
continent. Their stature is similar to that of humans, but and women as rumored, but rather trustworthy and loyal
their skin is grayish-brown, and their physique is generally No matter what predicament they find themselves in, they
lean and muscular. Not a rugged one, but rather a will never betray their employers, and because of that they
combination of steel-like toughness and whip-like are highly respected amongst the professionals and others.
flexibility.
What stands out above all else is the presence of a third
eye present on their forehead. The three eyes, whose
pupils resemble those of a cat, change size according to the There are many theories as to how shadows came into
intensity of the light. Therefore, it is believed that they have being. One of the most popular, and believed by the
darkvision because of that and that their third eye has the shadows, is that they were born with the blessing of the
power to see magic, giving them extremely high willpower. Goddess of the Moon, Sien.
They can have eyes of blue, green, or gold colors. And Legends about shadows are surprisingly old, with records
their hair is often silver or gray, but rarely black. The from the Divine Civilization Period. In the traditions of the
average height is around 180 cm, a little taller than the shadows, it is said that they fought as Sien's soldiers and
average humans of the Terastier Continent. achieved many victories in her name.
The life span is about 100 years at most, but it is generally However, as their name implies, they did not play an
shorter because many shadows die in combat. They are active role in the public and continued to live in the
trained to fight from early childhood in their villages and shadows. They have served kings and killed other kings,
are considered full-fledged warriors at the age of 15 or so. but there is no record of them ever wearing the crown
themselves.

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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are the key to their credibility. Many of them are devout


followers of Sien, the Goddess of the Moon, and they do
The social standing of shadows is not high. This is not like to engage in futile disputes. On the other hand,
probably due to their history of undertaking dirty jobs such they have a strong sense of duty to fight against the
as mercenary work and assassination. barbarous. They fight to protect the weak, and many
This is especially true on the Terastier continent, where people begin to trust them once they see them in action.
shadows are rare. Most think of shadows as ruthless However, some politicians and those in power are afraid
mercenaries, dark assassins, or creepy and secretive. of the "shadow assassins" and consider them a threat.
They can even be mistaken for barbarous by uneducated However, this is also a wrong impression caused by the
and superstitious people. But once you get to know them, people who seek shadow assassins for work themselves.
you will realize that this is all a misperception. And, of course, among adventurers, shadows are seen as
The shadows are extremely honest, rarely complain, and reliable companions. There is no doubt that shadow is
are patient. They are patient and know that their actions welcome in any Adventurer's Guild.

to 200 years. Although Fey do not age, when they reach


the end of their life span, their bodies begin to disintegrate,
Among the fairy, Fey are the ones who have awakened and within a few days, they disappear into the atmosphere
to a particularly strong ego. as mana.
Fey are olden fairies and cannot be contracted or
summoned by a fairy tamer. They are themselves,
excellent fairy tamers and singers.
They are very similar to elves, but they are rather small, Fey, a type of olden fairies, first appeared in history
standing only from 140 up to 160 cm tall. They are during the ancient Magic Civilization Period.
extremely light, weighing only about a quarter of a human At the end of the Divine Civilization, the third sword,
of the same size. Their bodies are slightly raised off the Cardia, was shattered and the world was filled with mana.
ground (a few centimeters), and they can float along Fairy was born as a result of the fusion of mana and nature.
without moving their feet. Although fairies are strongly influenced by the original
Although Fey are olden fairies, they can form contracts natural phenomena, such as fire and wind, some of them
with other fairies and use a wide variety of fairy magic. may have a mentality and intellect similar to humanoids,
However, they tend to be influenced by the fairies with as is the case with Gnomes or Banniks, which live in hot
whom they have contracts, and their hair and eye color also springs, and giant-type fairies such as Efreets and Jinns,
seem to change from time to time (e.g., if they have a who have a high degree of intellect.
contract with a fire fairy, they turn red). Fey are particularly intelligent and diverse fairies. Among
Although they may be masculine or feminine in the many exceptions, there are many elements that make
appearance, they do not strictly have gender, nor do they Fey exceptional fairies, and some scholars have argued that
can have children with other Fey. However, there are they are special beings, created to protect a totem.
many stories of Fey who have fallen in love with different As mentioned in the summary, Fey are only visible
races. during the "1,000th Fey Festival" and therefore there are
However, Fey are considered by some in Raxia to be little evidences of their existence. However, there are
even quite rare or legendary. The same is true on the stories of historical figures and various events involving
Terastier continent. Fey.
Of course, Fey are not so rare or legendary, but one of But all of those stories tell of Fey helpers and allies, not
the actual races. There is a reason they are rarely seen, and as kings or main heroes.
that is because they only appear on earth in 1000-year Even if scholars find Fey and converse with them it will
cycles. be not that useful. The biggest problem is that fairies and
Fey are born and raised in different dimensions, within Fey particularly do not care about time and age.
strong mana-influenced totems (old trees, tranquil streams, Therefore, Fey stories are sometimes ambiguous in
volcanic craters, etc.). These hiding places and totems are chronological order, or they sometimes merge stories from
extremely difficult to find, and there are no official records different eras, perhaps because they prioritize the interest
of anyone seeing Fey in their hideouts. of the story. It will be a somewhat arduous task to
The Fey travel out of their hiding places every 1000 years accurately extract historical facts from their stories.
or so. Their totems, which are their strongholds, are The most recent documented "1,000th Fey Festival" was
maintained by special Fey called Storytellers, who need in the middle of the Magitech Civilization. At that time,
songs and stories dedicated to the totems to keep them there was still much strife in the world with constant wars
alive. In search of these songs and stories, the Fey set out with barbarous. This is one of the reasons why there are
on a journey. The scholars call this the "1000th Fey records of Fey presence in battles all over the world. Since
Festival". then, the barbarous threat has rapidly decreased, and wars
Except in very rare cases, Fey are not seen outside of the between humanoids have also declined, leading some
period of the "1000th Fey Festival" (which lasts from few historians and monster researchers to believe that Fey
decades up to 100 years). It is believed that Fey can live up contributed greatly to the stability of the Magitech

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.

themselves have vague memories of the time after


emerging on the surface, making it difficult to get to the
Fluorites are one of the rarest of the many races of the truth. The most popular theory is that, as a juvenile,
world of Raxia. Fluorites absorb information about the surrounding
Transparent ore is the most distinctive feature of their surface.
bodies. They are similar in shape to humans, but because The age of Fluorites is counted as the time when they
of the transparency of the body, which allows light to emerge on the ground. They sometimes humorously refer
penetrate the body, the details of the figure are difficult to to these emerging on the ground as "exodus" or "leaving the
see unless you look carefully (They also have eyes, noses, nest". They can live for as long as 400 years, and when they
hair, and body hair, although they are entirely made of reach the end of their life span, they shatter into pieces and
transparent ore.) die.
They are believed to be the spirits of giant mako stones Due in part to the small population, Fluorites do not
that lie dormant in the ground and are sometimes often meet each other. Therefore, it is unlikely for a
nicknamed "walking mako stones" because of the community of Fluorites to form. Fluorites have a curious
abundance of mana they contain. They are mild- mind and like to learn about science and philosophy
mannered and tolerant. roaming the world. Because of this, they find it very
Fluorite's head is also dimly luminescent. Fluorites can meaningful to work with adventurers.
increase the head's luminosity at will, and they are known
to express emotions with it more clearly than using facial
expressions (the head glows brightly when happy and
weakly when sad). Some even change color depending on When and how the Fluorites came into being is not
their emotions). known. However, it is for sure connected with the
They do not breathe and do not need food or water, but shattering of the Third Sword Cardia at the end of the
they have five usual senses and speak normally. They also Divine Civilization.
need to sleep like other humanoids. Because of this connection and their innate knowledge
Fluorites vary in size, but they are about the same size as of many different topics, they are sometimes referred to as
humans. Because of their mineral bodies, however, they Children of Cardia. However, scholars are still split on this
weigh about twice as much like humans of the same size. question.
Because they are difficult to see in strong sunlight, and Historically speaking, there are very few Fluorites and
because they are aware of their very odd look, most only a handful of stories about them. However, there is a
Fluorites wear clothing that covers their entire body, and legend that a wizard-king named "Shining Eyes" Manogog,
they conceal their true identity with wide-brimmed hats, who ruled a country during the Magic Civilization Period,
masks, and hoods. However, this is done in order not to was a Fluorite. He ruled well and his kingdom flourished
frighten people they meet for the first time. They are for more than 300 years, but there is no record of how he
usually not reluctant to reveal their true faces if they wish. died.
The reason for believing that Fluorites are spirits of In the following Magitech Civilization Period, records of
mako stones is that they are born underground, where they Fluorite became extremely scarce. Especially after the mid-
spend several years to several decades as a juvenile, gaining Magitech Civilization, efficient excavation of mako stones
knowledge and developing their own individual became popular, and it is thought that juvenile Fluorites
personality and character. Then, in many cases, they begin may have been excavated together with mako stones.
to migrate toward the surface on their own and emerge on Now that the Magitech Civilization has collapsed due to
the ground. the Diabolic Triumph, we are beginning to see glimpses of
How the Fluorites acquire knowledge and language skills Fluorite again. This fact confirms the theory that the mako
at this time remains a mystery. Even the Fluorites

78
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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Fluorites who have lived many years have a great deal of


knowledge and experience, and because of that may work
Small in population and wandering, Fluorites are largely as general counsel, advisors, military strategists, and court
unrecognized in the general humanoid community. sorcerers in their organizations. Good and gentle, Fluorites
Some Fluorites are often mistaken for constructs by the are highly valued by rulers as being amazingly easy to deal
uninformed and Fluorites in response are careful not to with and highly competent.
reveal themselves in front of such people, so they rarely
cause major trouble.

a huge threat to them, and they have no choice but to hide


their true identity. Therefore, it is extremely difficult for
Weakling is the general term for mutant, inferior species them to gain a social position, but they are sometimes
born among the barbarous. accepted as adventurers.
They are born without the soulscars that a barbarous
should have and are despised in barbarous society as
physically inferior beings.
Weaklings can be born from any variant race. Weaklings are thought to have come into being at the
Weaklings, therefore, come in a wide variety of forms and end of the Divine Civilization after the battle of the gods
abilities. However, they all resemble humanoids (mainly had ended.
humans) in appearance and stature with the addition of The Gods of Ignis, the second sword, created the
some characteristics of their parents. barbarous by soulscarring their souls. It is speculated that
Garuda Weaklings have small, feathered wings on their the gods fell asleep at the end of the battle and their
backs and may also have other feathers on their ears, head, blessing faded, giving birth to lesser Weaklings.
elbows, and ankles that are inherited from their parents. If Although accurate information is scarce due to the lack
plucked or shaved, they will look as close to humans as of record-keeping practices among the barbarous, there is
possible but will need a cloak, robe, or other loose clothing no doubt that the Weaklings have been discriminated
to cover the small wings on their backs. against and persecuted for tens of thousands of years. In
Basilisk Weakling looks almost the same as a human. barbarous societies, where strength is justice and the weak
However, one eye has the power of the evil eye, and the do not deserve to live, Weaklings were targets of hatred
color of the left eye differs from the right eye. But it is and contempt.
possible to cover it with an eye patch or something. Because barbarous generally have poor maternal
Merman Weakling's skin below the knees is scaly, the instincts, the newborn Weaklings are sometimes even
toes are long, and they have claws. They have multiple gill- killed soon after birth. In some cases, the mother of a
like slit-like organs on their sides, which, together with their Weakling could kill herself because of the shame.
lungs, allow them to breathe both on land and in the water. Tradition has it that tribes and clans that bore Weaklings
Minotaur Weakling has big horns on either side of its were eradicated because of their "weak blood". Weaklings,
head. They also have short, hairy tails on their hips, which however, have continued to be born since then, and it is
can be adequately concealed by pants or skirts. While the now accepted as an accepted fact.
Minotaur is a male-only species that abducts humanoid Although precise statistics are impossible to obtain, the
females and forces them to bear children, some Minotaur probability of a Weakling being born is thought to be
Weaklings are female and are protected as valuable about one in a thousand. Few of them make it to
carriers of the next generation. On the other hand, males adulthood, and only a few are able to escape into
are usually neglected and do not live very long. humanoid society.
Many Weaklings die of illness and persecution before Also, during the Magitech Civilization Period, when
reaching adulthood. Weaklings who are fortunate enough barbarous were almost completely wiped off the face of the
to grow up to be self-sufficient, however, sometimes flee to Raxia, there were no Weaklings to be seen. In fact, in times
humanoid societies because of the discriminatory like the present, when the humanoid and barbarous
treatment in barbarous societies (or, in the case of Merman species are at odds with each other, the Weaklings may
weaklings, because they find it easier to live above ground). have a better chance of survival.
Because of this, their average life expectancy is extremely
short, but there have been cases where they have COLUMN : DRAKES WITHOUT A SWORD
successfully escaped into humanoid society and lived to be Drake, the barbarous elite race, also has an inferior
100 years old. Physically, they become adults at the age of species, the Swordless Drakes.
15 or so, but in the barbarous society, they are often put The Drake lays eggs, and from the time the child is inside
on the battlefield by the age of 10 and treated as pawns to the egg, it is born with a magic sword. However, in
be discarded. extremely rare cases, some are born without a magic
Fortunately, or unfortunately, many Weaklings are not sword.
as violent as their parents and are a mentality similar to that It is natural to think of these Swordless Drakes as
of humanoids. Therefore, they can feel at home in Weaklings. However, it is a common belief among
humanoid settlements. However, their barbarous nature is monsterologists that they are different from weaklings.

80
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.

81
Part 2 World

Period, Nosferatu mated with a humanoid and had


children. As a result, the first Dhampirs were born.
The Dhampirs are the offspring of Nosferatu, a According to tradition, the world's first Dhampirs were
humanoid vampire who cannot procreate in the usual way. lovingly raised by their parents. However, when their
Nosferatu, being immortal beings that transcend life, do father was discovered by other Nosferatu to have violated
not procreate like ordinary creatures. Only those who are the taboo, he was killed by his own people, and their
chosen with the right qualities and appearance are invited mother was also killed.
into the family and then transformed (they call it After their mother's death, the three brothers escaped
sublimation) into Nosferatu through a ritual called the and swore revenge and became vampire hunters, hunting
"Blood Kiss" (for details, see "Barbarous Tales," p. 84). numerous Nosferatu, according to the legend. In a fierce
On the contrary, they despise procreation through battle, one of them was killed, another turned into a
intercourse between a man and a woman as a primitive and Nosferatu after becoming a “cicada”, and the story ends
unclean act. with the death of the last one.
However, even among Nosferatu, there are rare cases in Subsequently, Dhampirs rarely appear in legends. This
which a Nosferatu enters into a relationship with a is due to their sheer numbers and the thorough
humanoid and bears a child. Nosferatu called those who concealment of their true identities from Nosferatu and
were born in this way Dhampirs and despised them. other humanoids.
Because of Nosferatu’s taboo, Dhampir is extremely However, there are many legends about the battles
rare. between Nosferatu and Dhampirs, and Dhampirs who
At first glance, their appearance does not differ from that have become vampire hunters continue to fight to this day.
of the humanoid mother. However, they do not inherit the And hunt may never end until all Nosferatu are destroyed.
characteristics and tendencies of their mother race, and
Dhampirs may be recognized by their morbidly pale skin
and the red glow of their eyes in the dark.
Dhampirs reach adulthood at about 15 years of age and Dhampirs, with their high Agility, Strength, and
live almost without aging. Then, at about 300 years of age, Intelligence, can excel in all classes. Because of their
the Dhampirs die, becoming a “cicada”, deadened wax versatility, magic warriors and paladins are the best
(some Nosferatu call Dhampirs “Larva”, because of that). choices.
After a year in this state, some awaken as Nosferatu However, their Vitality is quite low, which results directly
physically and mentally changed. However, the likelihood in low HP. As a result, it is not very good as frontline
of this is low, and most Dhampirs become Revenant (CR warriors.
I, p. 462 or BT, p. 92). In addition, the Dhampir's racial ability [Abominable
It is believed that the living blood of Nosferatu has the Blood] adds to their vulnerability. This ability to inflict
effect of suppressing the nature of Dhampirs and that more damage on enemies at the expense of one's own HP
ingesting it allows them to live out much more without causes Dhampir's HP to be very reduced. To compensate
becoming “cicadas”. However, the amount of blood Dhampirs may suck blood (HP) from enemies by using
required is not known, only that the more the better. another racial ability [Bloodsucking Blessing].
Nosferatu, on the other hand, hates Dhampirs as unclean In addition, it is important to acquire a Wizard class to
beings and will actively try to eliminate them if they compensate for the significant penalty to Accuracy check
become aware of their existence. and Evasion under the sun. If you can change your
Dhampirs can live without sucking blood, but the urge position and cast spells as Wizard during the daytime and
for bloodsucking exists and is the cause of their suffering. as a magic warrior when the sun is not shining, you should
be able to reduce the number of times you are unable to
be active and useful due to your cursed origins.

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

82
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.

83
Part 2 World

The Tactician's teachings developed once again during


the early to mid-Magitech Civilization Period. In the
Magitech Civilization Al Menas, emphasis was on
individuality, collectivization, and equality, the art of
commanding a large group of soldiers was also of great
interest.
Stratagems were born during the Magitech Civilization
Period. In the early days of the Magitech Civilization
Period, when communication technology was still in its
infancy, research was conducted on how to distribute
commands throughout the battlefield, and the
development of Strategist Insignia was a major turning
point.
The effect of the stratagems, which amplifies the voice of
the tactician through mana and steadily delivers the
command to the allies, was revolutionary, and history tells
us that it was especially important in the states around the
Razeldawn Continent.
Today, the manufacturing process for Strategist Insignia
is lost and no new ones are being made. However, as with
magitech's magispheres, there is a large number of them in
circulation, and they can be obtained for a relatively low
price.
Another characteristic of this class is that it has not been
widely used by barbarous because it is based on
cooperation and coordination with other classes.
Therefore, it is fair to say that stratagems are now used
almost exclusively by humanoids (except Fomors, see p.
98).

The Tactician is a class that leads its allies in battlefield


combat, using its charisma, precise commands, and
reputation to take the upper hand in battle and win the war. The military is the main source of learning for the
The Tactician increases Initiative, and its Stratagems can Tacticians. Therefore, the majority of the Tacticians are
be used to strengthen Tactician’s allies. As a tactician, the military personnel, nobles with military training, or guards
Tactician can control the enemy's advance and, when the and sentries engaged in security operations.
battle begins, strengthen and support their comrades with Originally a technical system developed for the military,
the Stratagems. it was not very common among adventurers. Recently,
Because the scope of Stratagem's effect depends on however, it is showing signs of widespread adoption by
reputation, a Tactician needs to gain honor and notoriety. adventurers, who are eager to learn any knowledge
At the same time, Tacticians need to be able to use their necessary to survive.
many Stratagems to their advantage and to make the right The Tactician class alone requires a wealth of knowledge
decisions to create favorable situations for their allies. and on-the-job judgment rather than physical ability and
Stratagem is more powerful the higher the rank, so the high intellect. Therefore, in order to be a good tactician,
higher the Tactician level, the more sophisticated the one needs to gain a lot of experience and acquire
command can be. Stratagems to deal with all types of warfare situations.
The quickest way to learn the basics of the Tactician class
is to enroll in a military school. Many military academies
teach the fundamentals of Tactician training and usually
The art of commanding battles, which can be called the offer specialized courses for particularly talented students.
origin of the Tacticians, is believed to have been created at Others acquire it naturally by fighting on the battlefield
the end of the Divine Civilization Period, during the War under a superior commander. Of course, some have an
of the Gods. innate sense of battle command, but there is probably no
However, in the period of the Ancient Magic Civilization other class in which knowledge and training lead to better
Durandal, which developed later, powerful magicians results than this class.
came to dominate the wars, and confrontations between Recently, there have been teachers who give tactical
overwhelmingly strong individuals (or groups of several) instruction to adventurers, and lectures can be seen in the
became the norm, rather than battles between armies. The corner of an adventurer's guild. However, it is still a rare
emphasis has shifted. Because of this, leadership seems to sight.
have become less important.

84
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.

COLUMN : T HE L EGEND OF THE T WO T ACTICIANS


An army led by a good Tactician, even if it consists
mainly of lowly trained men, can be remarkably effective.
The "Steel" Brackley and the "Silent Forest" Anselusian
The Tactician is a class that primarily supports allies, and were especially well-known for their duo command, as
it is somewhat dangerous to focus growth on this class. they were the dwarf and elf tacticians who defeated many
In particular, most of the Tactician's greatest features, the barbarous armies after the Diabolic Triumph.
Stratagems, do not affect the Tactician themself. The two of them had completely decided on their roles,
Therefore, without a class other than the Tactician to fight with Brackley standing in the front line to take advantage
with, the Tactician will not be able to do anything other of his combat power, while Anselusian excelled at
than truly support their allies. providing magical support from the rearguard.
In particular, Stratagem can be used with Minor Action, But what they were commanding, surprisingly, was a unit
making it relatively easy to combine with other classes. of quite the opposite nature.
Since Tactician is compatible with both Warrior-Type Brackley, the leader of the frontline, kept a close eye on
Classes and Wizard-Type Classes, it is definitely more the frontline and directed the bow soldiers who supported
meaningful to use it in combination with other classes. him from the rear to increase their offensive power. The
Anselusian, on the other hand, had a bird's-eye view of the
entire war from the rear and built up an ironclad line of
defense for the frontline soldiers.
Their voices echoed through the battlefield as
stratagems, and the two units they commanded merged
The Tactician, the only of two classes along with Scout like a single giant organism to create a harmonious battle.
who affects Initiative, plays an important role in getting The two men started out as a small unit, but their fame
ahead at the start of the battle. Therefore, it will be soon drew crowds, and eventually, in the chaos that
necessary to grow it in order to make practical use of it. followed the Diabolic Triumph, they expanded their
Another feature is the presence of Stratagems, which are influence until they became the founding fathers of the
all used in Minor Actions and therefore work well with nation. Their Strategist Insignias were filled with many
both Warrior-Type Classes and Wizard-Type Classes. victories and glories and shined for future Tacticians to
However, most Stratagems do not affect the Tactician achieve the same heights.
themself, and in that sense, it is more efficient to support However, their glory was short-lived. Although both men
the vanguard from the rearguard. However, if the total were geniuses at command, they were unable to rule the
reputation is low, the risk exists that the rearguard must get nation as they wished, and their former subordinates took
closer to the frontline to use Stratagems. over the country and exiled them.
Also, since Stratagems can affect any ally within range, it But after the departure of the Brackley and the
is possible to have two Tacticians in a party and have them Anselusian, the country was easily destroyed by the
use different Stratagems. To use powerful Stratagems, the barbarous. By the time the two tacticians realized how
Tactician must increase their rank by one rank per round, important they were, it was too late.
but multiple Tacticians can increase ranks simultaneously. The legend of the Brackley and Anselusian is still told
Thus, parties or units commanded by more than one today as one of the tragedies of the post-Diabolic Triumph
Tactician can work together in sophisticated and intricate era.
coordination, and can even take advantage of the battle to
a greater degree.
There are three major patterns of Tactician growth.

85
Part 2 World

The origin of Mystics is not known. It seems to have


existed for quite a long time, but there are no records of its
existence because there is no reliable source or book of
secrets left.
Mystics' abilities are also largely a matter of
predisposition and are not often acquired through training.
Therefore, people who have visions of the future emerge
suddenly on pages of history, and sometimes they become
rulers or assistants of such rulers.
Since ancient times, Mystics skills were thought to be
abilities that were more likely to manifest themselves in
more primitive environments. In fact, Mystics were often
found among tribesmen who roamed the world and were
often passed down through bloodlines.
However, during the Magitech Civilization Period, when
people were eager to establish the know-how and make it
available to everyone, Mystics were also studied to some
extent. As a result, relatively efficient divination tools were
created, and these techniques are still being used today.
But no matter how good the divination tools are, the
talent of the diviner is still the key to the future, and the
tendency to value pedigree over expertise has not changed.

Talent, rather than skill, is the key to Mystics' abilities.


Therefore, those without talent cannot learn it at all.
It is hard to know when the talent of Mystic will open
Mystics can glimpse into the future and avoid if only
your eyes. Some people are born with amazingly good
slightly, the misfortunes and unluckiness that are to come.
Mystics abilities, while others suddenly become aware of
Unlike the phony fortune-tellers that are often seen,
them over the years. It is believed that once a person has
those with the Mystic class actually can see the future. It is
acquired a Mystic class, they will be able to excel through
believed that this is largely due to talent rather than skill,
repeated use of Divination.
and there are rare cases of people who are born with
Because of this, there are few Mystic schools or masters.
excellent mystic skills.
You are really should be lucky to learn it.
Mystic's ability to see the future is called Divination. The
better the Mystic, the more Divination they can use to
affect and predict the future.
Divinations have a number of incredibly unique effects,
not simply to give you an advantage in battle, but also to Mystics in the city are not considered very noble, as
help the scenario progress and make the game run more many of them are nomads and tribesmen.
smoothly. They are considered to be people who do not settle
Divinations, however, always have an element of down and therefore do not have a high status, and are
instability. Their effects are as close to random as possible considered by some to be like beggars.
and lack stability. It is also important to note that some of However, fortune telling is always sought after by a wide
the higher Divinations come at a great price, so “gambling” range of people, from the common man to the noble, and
is always involved. reputable mystics have regular customers who want to be
Since most Divinations are performed with Major told their fortunes, and they are often patronized by the
Action, it is important to compensate with combat feats rich and powerful.
such as [Fated Crossing]. If you are going to create a In particular, kings and other rulers who have nothing to
character with a focus on Mystic class, you should not rely on tend to prefer to have a good mystic by their side.
forget to learn it. When faced with a critical decision, people still turn to
The ability to search for hidden objects instead of Scout fortune-telling or consult Mystics for advice.
or Ranger is a great advantage. In this case, the player could Because of this, contrary to what the average person
role-play it if their character got premonition, instead of might think is fishy, those in such an exalted position may
just searching. desire to find excellent Mystics. Surprisingly, there were
(and may still be) many nations that entrust the final
decision on any matter to Mystics' divination.

86
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.

87
Part 2 World

It is believed that the Warlocks first appeared in the mid-


to late-Magic Civilization Period.
In a time when powerful wizard-kings were fighting for
supremacy, one wizard-king discovered the existence of
another world in his pursuit of how to destroy the rival
wizard-kings and their legions. There, unknown to the
world of Raxia, lived the daemons.
Moreover, even the lowest tier of beings, one Lesser
Daemons was comparable to a group of soldiers. The
higher-level Greater Daemons were comparable in power
to those of wizard-kings.
Research on the Summoning Arts, which were valued as
powerful magic that was easy to use, proceeded rapidly.
Once deployed in warfare, daemonic high fighting power
and ferocious nature were both threatening and terrifying,
even to the wizard-kings of the time.
The wizard-kings of the time once they saw the existence
of daemons, found the other world and quickly devised
their own methods of summoning them.
There are documents that show that during the late
period of ancient magical civilization, a considerable
number of daemons were mass-summoned as disposable
weapons for use in warfare.
The power of daemons defeated many wizard-kings, and
each time the techniques and knowledge were improved,
the Summoning Arts were completed as a system of magic.
By the end of the ancient magic civilization, Summoning
Arts had reached its full maturity as a complete magic
system, with wizard-kings commonly using daemons as
their military force.
However, controlling the daemons was extremely
difficult. The more powerful the daemons, the more they
The Warlock is a class that borrows the power of attacked to break the summoner's control and gain their
daemons, the inhabitants of the other world, to gain power freedom, and it was not uncommon for the daemons that
and cast powerful spells. were supposed to defeat their enemies to destroy their
In the sense it uses a magic system that borrows the kingdoms.
power of others, it can be said to be similar to a fairy tamer. Then, the ancient magic civilization began to decline
However, Warlock deals with much more evil and rapidly and vanished. The circumstances at the time of the
dangerous daemons than fairies. Therefore, many of them destruction of the ancient magic civilization are
need to be handled with care, and the appearance and surprisingly little documented, and it is believed to have
lifestyle of the Daemon Tamer tends to be very different been a very sudden and large-scale problem.
from that of ordinary people. One of the most plausible theories is that of a rebellion
The Summoning Arts, handled by Warlock, are by daemons. The most plausible theory is that the
essentially magic whose main purpose is to summon daemons, who had been deceiving the humanoids and
daemons. However, because summoning daemons can be barbarous by continuing to be used as slaves, have
very dangerous, many of these arts are considered secret suddenly started to rebel.
and have only a limited amount of usage today. However, after the collapse of the ancient magical
Instead, there remain a number of ways to summon and civilization, the number of daemons has also drastically
harness the power of daemons on a more limited basis, decreased. What really happened is still a great mystery.
including magic to imbue oneself with daemon claws and And most of the techniques and secrets of Summoning
wings to enhance combat effectiveness, and an array of Arts were also lost at this time.
offensive magic centered around the curses that make the Thereafter, it was treated as a forbidden knowledge and
Warlock a force to be reckoned with. was severely suppressed, and at one time was even in
Due to the nature of the Summoning Arts, Warlock is danger of disappearing altogether. However, the originally
also unique in that it works well with Grappler and Fencer secretive invocations have survived to this day with help of
and can create a completely different fighting style from uncommon Daemon Tamers. However, there are so few
usual Grapplers or Fencers. of them that are often called phantom magic.

88
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.”

89
Part 2 World

of people who believed in


Ulyssekaloa also
The holy symbol of Ulyssekaloa is shaped like a decreased drastically. By
windmill, with four blades. the time of the Diabolic
The goddess is depicted as a winged female wearing a Triumph, Ulyssekaloa
toga, armed with a large shield and axe-spear, and wearing had fallen to the status of
a helmet. Her dignified expression, like that of a goddess a "god on the verge of
of victory, inspires the courage of the viewer. extinction" who was hardly
known anywhere in the
world.
The Goddess has not
been able to regain power
She is said to be the daughter of Kilhia, the Wise God, in the chaos that followed
and was the first goddess to work with the First Sword gods the Diabolic Triumph, and today there are only a few
from the gods of the Third Sword, which remained believers in the world. Perhaps because of this, there are
neutral. even rumors that she is an Ancient God who has awakened
As the name of the goddess of victory suggests, her and walked with mortals to preach.
dogma is to fight and win, and she teaches how important
it is to achieve victory at every step of life as well.
Because of the emphasis on the importance of winning,
she has had a reputation since the Divine Civilization
Period for inspiring cowardice, immaturity, and pettiness. “If you think too much, you will miss your chance to win.
At the same time, however, she also encouraged ingenuity, Move quickly. Be unpredictable. And sometimes, break
investigation, and research in order to win, and there are through head-on.”
said to have been many diligent and studious followers in “Knowledge and effort don’t weigh. Pack as much as you
the past because she was the daughter of the Wise God. can.”
However, in the late Magitech Civilization, as the “Even gods can be defeated.”
majority of the gods vanished from the world, the number

puzzles, and to use


enigmatic phrases in
The holy seal of Khus is often made of two intricately conversation to avoid
intertwined iron wires that are put together in a circular telling the truth too easily.
shape and can be removed in two if the correct procedure On the other hand,
is followed. Khus believers have a
Most of the statues of the god are of women with strong curiosity and
intelligent and gentle smiles on their faces. The design of believe that there is no
the robes they wear may be a maze, and the rings they hold mystery that cannot be
in their hands may be a puzzle. solved through research,
observation, and practice.
For this reason, they are
known to be very studious and thoughtful. At the same
She is the goddess who is said to have known the location time, he teaches his students to always be suspicious of
of the third sword, Cardia, and to have guarded it during facts that are already considered "true" and to look at them
the Divine Civilization Period. objectively from many angles.
It is said that she was very gentle and rational, and did
not like to fight, which is still preserved in the current
beliefs. Khus did not protect Cardia by force of arms, but
rather by wisdom, which was the strongest protection of all.
Instead, Khus guarded Cardia with wisdom, riddles, "What you see is not always what you get. Look at it from
labyrinths, and puzzles that thwarted the seeker at every every angle. Only by imagining, contemplating, and
turn. confirming can we approach the truth."
Khus, who is said to have been granted divinity by the "The truth is more authentic when it is hidden in
wise god Kilhia, hid and protected the existence of Cardia mystery.”
to the best of her divine power. For this reason, the " There is no mystery that cannot be solved. This belief
followers of Khus are also known to be fond of riddles and deepens the enigma and solves the mystery.”

90
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

everyone was equal, but


this was easily
The holy symbol of Ethelphine is a medal with scales transformed into the
combined with a hammer. jealousy of those with
The deity is a woman holding a balance and a mallet, superior talents, wealth,
with which Ethelphine is said to weigh individuals and and power. And this, in
strike the weak with the mallet in her hand. turn, was directed toward
the weak, those who did
not have the same power
as others. Many believers
believe that those
Coming from the Cienaquerass Region, she is the sister without power are also
of Maxim, the God of Blades. She was originally close with disruptive to harmony and an obstacle to peace.
her brother, and along with her brother, provided weapons Her believers idealize a society in which everyone is
as a blacksmith to the warriors who rose up to reclaim the uniformly averaged in the same way. Therefore, extreme
region from the barbarous forces, and who, like her individuality is also often a target of believers' attacks.
brother, were despaired of by the rebels who were being Because of her extreme and narrow teachings, they are
executed. She lamented that their skill was to blame, and avoided as paganism.
she came to believe that the only way to achieve peace was
for everyone to be even, without standing out. A few years
later, a few years after her brother, Lyphos responded to
her thoughts and made her a goddess.
The followers of Ethelphine are said to have been “Equalize and it will lead you to peace”
secretly working to create uniformity among the nations of “Cast off the drags, they disrupt your footing."
the Cienaquerass Region, as the small nations of the region “Compete with each other and tire yourselves together.
were fighting each other, and the possession of great power Then peace will come."
by one nation among them would lead to further warfare.
Originally, the idea was to form a peaceful society in which

91
Part 3 Items & Monsters

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.

<Spear> SS Rank <SPEAR > SS R ANK


Eclair: It is a spear with a handle decorated
Add'l Dmg

with a lightning pattern and a length of less


Min STR
Accuracy

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.

<M ACE> SS R ANK


<Mace> SS Rank Bloody Lily: It is a one-handed mace with a
hammer head in the shape of a lily flower and
Add'l Dmg
Min STR
Accuracy

Crit Rate

a total length of just over 70 cm. Despite its


Stance

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

<Staff> SS Rank <STAFF> SS R ANK


Aeon: This staff is made from the branches of

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

Name ③④⑤⑥ ⑦⑧⑨⑩⑪⑫ Price Notes flaming balls is a sight to behold.


Tyrant: This is a giant iron ball with five long
spines, which is doubtful that an ordinary
Quadblaze 1H 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩ - 102,000 person can even lift it, is moored on a chain
at the end of the 2m-plus-long handle. Even
Tyrant 2H 38 - 73 5 9 10 13 15 16 17 19 20 21 ⑩ - 114,000 the tips of the thorns are elaborately
decorated, which are believed to be runes that
increase its destructive power.

<WARHAMMER > SS R ANK


Eversio: This is a small war pick with an
<Warhammer> SS Rank overall length of less than 90 cm. The pick
portion is shaped in a spiral end-wind and
Add'l Dmg

offers unparalleled penetrating power. Its true


Min STR
Accuracy

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.

<T ANGLING> SS R ANK


Dark Line: It is an extremely fine and strong
<Tangling> SS Rank steel thread made by a special splitting
method. The surface is processed to be matte
black, making it extremely difficult to see. It is
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Name Price Notes


almost invisible, especially at night, making it
③④⑤⑥ ⑦⑧⑨⑩⑪⑫
the preferred weapon of assassins. It is
difficult to handle the steel thread alone as a
weapon, and it is common to attach a small
Dark Line 1H 2 +1 17 1 2 3 4 5 5 6 7 7 8 ⑨ - 54,000 weight to the tip of the thread.
Raging
Raging Hydra: It consists of several large
2H 20 +1 45 4 6 7 9 10 10 11 12 13 14 ⑩ - 132,000 chains bound together at the ends with
Hydra
weights resembling the head of a poison
serpent. It is named for its resemblance to a
monster's hydra. It is a very difficult weapon
to handle, but when used well, its power is
tremendous.

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

Crit Rate with exquisitely carved decorations. It is not a


Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes weapon that an ordinary person can even pull,
but once fired, it can split a person in two.

Rimahawk 1H* 8 +1 28 2 3 4 6 6 8 9 9 10 10 ⑪ +1 86,000 <CROSSBOW> SS R ANK


Calvaria: It is an incredibly unique weapon
Eclair 1H* 7 +1 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 58,000 that incorporates a crossbow into the shield.
The crossbow is normally stored in the shield
Eversio 1H* 8 -2 28 2 3 4 6 6 8 9 9 10 10 ⑨ - 68,000 and deployed when it is used. It looks
convenient, but the mechanism is
<Bow> SS Rank complicated and requires skill to use
properly. The surface of the shield is
Add'l Dmg

decorated with a crossbow image.


Min STR
Accuracy

Crit Rate
Stance

Power

Range

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes


<N ONMETALLIC ARMOR > SS R ANK
Alabaster Shell: This armor is made of hard
Eight shells laminated together and shines like
2H 30 +1 60 5 9 10 11 12 13 14 15 16 18 ⑩ +1 60m 84,000
Mambo white porcelain. It is extremely beautiful to
look at, and its luster will not fade even after
<Crossbow> SS Rank years of use.

<M ETAL ARMOR > SS R ANK


Add'l Dmg
Min STR
Accuracy

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.

<Nonmetallic Armor> SS Rank


Name Min STR Evasion Defense Price Notes <SHIELD> SS R ANK
Alabaster Shell 14 +1 9 76,000
Half Moon: It is a hemispherical shield that
looks like the moon divided in half. Its
<Metal Armor> SS Rank primary purpose is to deflect enemy weapons.
Name Min STR Evasion Defense Price Notes Although it is difficult to handle, it provides
Manatite Frame 18 - 11 82,000 very good defense.
Eternal Lord: The Shield is designed as a
<Shield> SS Rank door to the empire that is said to never be
Name Min STR Evasion Defense Price Notes opened. It is actually as large as a small door
Half Moon 6 +2 +2 33,000 and requires considerable practice to handle
Eternal Lord 24 - +6 75,000 satisfactorily.

95
Part 3 Items & Monsters

Illumination Base Price: 110,000


Category
Popularity 10 App. This is a slender, long sword with a brilliant light. Sword SS
(Rank)
Magitech
Summary It can blind surrounding characters with its light. Era Civilization
Period
By reciting the password, the blade of the sword will emit a blinding,
dazzling light. Any other character within a 10-meter radius with a
Password can be recited with Minor
perception of Five Senses, Mechanical, other than the character
Effect Action. Also, this effect cannot be used
holding this weapon, will need to make a Willpower save with Target
on consecutive turns.
Number 20. If failed, the character is blinded for 10 seconds (1
round).

Rimahawk Base Price: 86,000


Popularity 10 App. An exquisitely carved hatchet. Category (Rank) Axe SS, Thrown Weapon SS
Summary It will return to hand after the throw. Era Magitech Civilization Period
Effect This axe will automatically return to the owner after being thrown.

Urgosh Base Price: 98,000


Category
Popularity 10 App. Two-handed axe with head and spearhead Axe SS
(Rank)
Magitech
Summary Allows making 2 attacks with [Dual Wielding]. Era Civilization
Period
If the wielder has mastered [Dual Wielding] combat feat they can
attack twice, once with the axe head and once with spearhead, using The wielder can use either of them first
Effect
2Hᵴ and 2Hᵱ stats once each, as if they were holding separate attacking twice with single Major Action.
weapons in each hand.

Eclair Base Price: 58,000


It is a spear with a handle
Popularity 10 App. decorated with a lightning Category (Rank) Spear SS, Thrown Weapon SS
pattern.
Summary When thrown deals lightning magic damage. Era Magitech Civilization Period
When thrown the spear sparks with lightning and deals lightning magic damage instead of physical
Effect
damage.

Skullsludger Base Price: 96,000


A hammer made up of
Popularity 10 App. miscellaneous intertwined Category (Rank) Mace SS
pieces of iron
Summary +3 damage to specific characters. Era Magitech Civilization Period
Effect This weapon deals +3 Extra Damage against humanoids, barbarous, animals, and mythical beasts.

Aeon Base Price: 98,000


Popularity 10 App. Twisted wooden cane Category (Rank) Staff SS
Summary Magic Power +2, drains 2 MP at end of turn Era Magitech Civilization Period
While this weapon is equipped, all of the user's Magic Power is increased by +2. Also, MP is drained by
Effect
2 points at the end of the turn.

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.

Eversio Base Price: 68,000


Popularity 10 App. The war pick is shaped in a spiral. Category (Rank)Warhammer SS, Thrown Weapon SS
Summary Ignores critical effects of metal armor. Era Magitech Civilization Period
When attacking with this weapon, the weapon Critical Threshold does not increase by +1 when attacking a
Effect
character in Metal Armor.

Dark Line Base Price: 54,000


Category
Popularity 10 App. Steel threads that are very difficult to see Tangling SS
(Rank)
Magitech
Summary Target gets -2 to Evasion when used in the dark. Era
Civilization Period
Special Effect: Tangling
If this weapon is used in a dark location (where the target In addition, when knowing Accuracy and Evasion
Effect is subject to a poor visibility penalty due to darkness), the check results, the wielder can choose not to
target will receive a -2 penalty to Evasion checks against this entangle at all.
weapon.

Raging Hydra Base Price: 132,000


An entangling weapon with ends that resemble the head Category
Popularity 10 App. Tangling SS
of a snake (Rank)
Magitech Civilization
Summary Deals damage while entangled. Era
Period
Special Effect: Tangling
Effect While it is entangling an enemy, the wielder can make an attack that is automatically hist without an Accuracy
check.

Groul Base Price: 50,000


Popularity 10 App. Iron fists in the shape of a wolf's head Category (Rank) Wrestling SS
Summary If equipped with Grand Ariol, Evasion check +1 Era Magitech Civilization Period
Effect When this weapon is equipped with Grand Ariol, the wielder gains a +1 bonus to Evasion.

Grand Ariol Base Price: 65,000


This leg armor is designed with raptor
Popularity 10 App. Category (Rank) Wrestling SS
feathers and hooked claws
Summary If equipped with Groul, Movement +5 Era Magitech Civilization Period
Effect When this weapon is equipped with Groul, the wielder gains +5 movement.

Calvaria Base Price: 84,000


Category
Popularity 10 App. Shield with crossbow Crossbow SS
(Rank)
Magitech Civilization
Summary Can also be handled as a Shield Era
Period
This weapon has a B-rank category Shield (Evasion: +0, When in shield form, it cannot be used as a
Effect Defense: +3) and a crossbow. The weapon can be changed crossbow, and when in crossbow form, it cannot be
into different forms by declaring a change of weapon. used as a shield.

97
Part 3 Items & Monsters

6 Ryag New 7 Fomor


Int: Average Perc: Five senses Disp: Hostile Int: Average Perc: Five senses Disp: Hostile
Lang: Barbaric, Daemonic Hab: Swamps, Caves, Ruins Lang: Barbaric, Giantish Hab: Various
Rep/Weak: 13/16 W.P.: Fire damage + 3 points Rep/Weak: 14/17 W.P.: Accuracy +1
Initiative: 9 Movement Speed: 10/10 (Swimming) Initiative: 17 Movement Speed: 18
Fortitude: 8 (15) Willpower: 9 (16) Fortitude: 11 (18) Willpower: 10 (17)

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.

↝Summoning Arts 3 Level / Magic Power 5 (12) SECTIONS


Sections: 2 (Upper Body / Lower Body)
☑Jumping Down Attack Main Section: Upper Body
Weapon attack deals additional +2 points of damage, but
with a -1 penalty on Accuracy check. Unique Skills
●All Sections
☑Jumping Glide Attack
○Chain Attack
Gives a +2 bonus to Accuracy checks for attacks targeting
After an attack, Fomor can attack the same target again,
off-ground characters (e.g., flying, floating).
regardless of its success or failure. This ability can add only
one additional attack per round.
▽Ignav's Pact of Vengeance / 18 (25) / Evasion
check / Neg ▼Counter
When Ryag dies, Ignav's daemonic arm appears and A Fomor can use [Counter] combat feat (see CR II: p.
grants revenge to Ryag (affecting the last one to deal 156-161).
damage or applied lethal effects). The target suffers 2d+15
points of physical damage.
●Upper Body
Loot ☆Techniques &○Muscle Mystery
Always Mucus(20G/Red B) They may use the [Cat's Eyes], [Beetleskin], [Bear
2–6 Ryag’s Trident (50G/Black White B) Muscle], [Recovery (7 points)] Techniques (see CR II: p.
7–9 Fine Ryag’s Trident (150G/Black White A) 88-94).
Decorated Ryag’s Trident (500G/Black These techniques have doubled duration.
10+
White A)
☆Stratagem
They may use [Surging Offense I], [Surging Offense II:
Description
Raging Flame], [Surging Offense III: Roaring Flame],
Ryags are barbarous, about 2 meters long, in the form of [Surging Offense IV: Blaze], [Surging Offense IV: Radiant
an upright frog. They prefer damp places and live in Strikes] with a "30m radius".
groups in swamps and subterranean lakes. However,
thanks to the slimy mucus that covers their body surface,
☑Improved Throw Attack
they can also move normally in dry places. In battle, they
Fomor can throw enemies with its Fist attacks (and
use a unique trident.
counters). If at least 1 applied damage is done to the target
The Ryag believe in Mad God Laris and live under the
it will be knocked prone.
blessings of Ignav daemon (see p. 124). They dream of
Only a character with one section, eight or fewer legs,
rebuilding Evsebit, the City of Disgrace, a tradition passed
and feet on the ground can be a target. An attack on a
down among themselves. It is said to be a beautiful brown
character with two sections will cause damage to both
city, full of water and mud, where the Ryag reign, with not
sections with a single hit, causing the character to fall
only humanoids but also barbarous as slaves and livestock.
prone. In this case, the target can make two Evasion checks
and select only the higher result.

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)

F Style Accuracy Damage Evasion Def. HP MP


Weapon 10(17) 2d+6 11(18) 5 42 53

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.

99
Part 3 Items & Monsters

☑Jumping Down Attack


9 Ryag Sagu Weapon attack deals additional +2 points of damage, but
Int: Average Perc: Five senses Disp: hostile with a -1 penalty on Accuracy check.
Lang: Barbaric, Daemonic Hab: Swamps, Caves, Ruins
Rep/Weak: 16/19 W.P.: Fire damage + 3 points ▽Ignav's Pact of Vengeance II / 18 (25) /
Initiative: 12 Movement Speed: 10/10 (Swimming)
Evasion check / Neg
Fortitude: 11 (18) Willpower: 12 (19)
When Ryag Sagu dies, Ignav's daemonic arm appears
and grants revenge to Ryag Sagu (affecting the last one to
F Style Accuracy Damage Evasion Def. HP MP deal damage or applied lethal effects). The target must
Weapon make two Evasion checks, suffering 2d+15 points of
10(17) 2d+10 10(17) 7 54 48
(Body) physical damage for each failed check.
None
(Second - - 10(17) 6 33 42
Head)
●Second Head
↝Divine Magic 7 Level / Magic Power 10 (17)

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

☑Jumping Down Attack Weapon


Weapon attack deals additional +2 points of damage, but 17(24) 2d+18
(Body) 15(22) 14 88 32
with a -1 penalty on Accuracy check. Tail
(Lower 16(23) 2d+14
▽Ignav's Pact of Destruction 14(21) 12 66 22
Body)
When Ryag Isag dies, daemon Ignav is automatically
summoned. Ignav attacks indiscriminately against all
around it for the following 10 seconds (1 round) and SECTIONS
returns to the other world at the end of its turn. At this Sections: 3 (Head/Body/Lower Body)
time, Ignav cannot use spells or effects with a duration Main Section: Head
longer than 10 seconds (1 round) and will spit out the
character that it may [▽Swallow]. Unique Skills
●Head
●Second Head ↝Flame Breath / 14 (21) / Fortitude / Half
↝Divine Magic 10 Level / Magic Power 13 (20) The Dragonit spits a large fireball in “Range: 20m” and
“Area: Shot”, dealing 2d + 15 fire magic damage to up to
○☑Magic Aptitude 15 targets within a 5m radius of the explosion.
They can use the Combat Feats [Guided Magic], [Magic This unique skill cannot be used on consecutive turns.
Convergence], [Magic Control], [Metamagic/Targets],
[Metamagic/Distance] and [Metamagic/Time]. ☆Techniques
They may use the [Bear Muscle], [Meditation], [Dragon
Tail], [Giant Arms], [Recovery (12 point)], [Troll Vitals]
●Third Head Techniques (see CR II: p. 88-94).
↝Ryag’s War Cry / 14 (21) / Willpower / Neg
A Ryag Isag unleashes a powerful yell, causing fear in
those who fail to resist. This fear is treated as a Psychic- ●Body
type of effect and gives a -2 penalty to all Action Checks ▽Continuous Attack
for the next 30 seconds (3 rounds). If a Dragonit successfully hits a target in melee, they may
Ryag, Ryag Sagu, and Ryag Isag are immune to this make a second attack against the same target.
unique skill.
☑Power Strike II
Loot A Dragonit can deal an additional +12 damage on their
Always Mucus (20G/Red B) next attack. However, any Evasion Check made by the
Blessed Ryag’s Trident (1,200G/Black Blood Troll Tyrant this turn receives a -2 penalty.
Always
White A)
2 – 10 None ▼Counter
11+ Strange Holy Symbol (3,300G/White S) A Dragonit can use [Counter] combat feat (see CR II: p.
156-161).
Description
It is a high Ryag priest, much larger than the regular Ryag ●Lower Body
(see before), reaching 3 meters in height. On top of the ☑Tail Swing
head of the main body, there are two additional heads: the A Tail attack hits up to 5 targets in the skirmish Kyplox is
second head serves as the high priest and the third head in.
serves as the Ryag general.
Ryag Isag can lead a large group of Ryags and is the ↝Dig
highest-ranking Ryag currently known. Its belief in Laris is Dragonit dives underground and emerges from another
strong, and they often communicate with the Ignav point within 20 meters. This ability can only be used if
daemon (see p. 124). Dragonit used Limited Move and moves on the ground.
This ability can be used even during a melee. In this case,
13 Dragonit the player is automatically removed from the melee.
Int: Low Perc: Five senses (Darkvision) Disp: Hostile Loot
Lang: Barbaric, Dragonic, Drakish
Always Bag of Silver (300G/-) x 2d
Hab: Forests, Mountains, Ruins Rep/Weak: 18/21
2–7 Extravagant Weapon (500G/Black White A)
W.P.: Physical Damage + 2 points
8+ Well-Kept Weapon (1,000G/Black White S)
Initiative: 19 Movement Speed: 18
Fortitude: 17(24) Willpower: 17 (24)
Description
F Style Accuracy Damage Evasion Def. HP MP Dragonits are a distant relative of Lildraken. They are
Bite five meters tall and look like an upright, wingless dragons.
16(23) 2d+16 16(23) 13 70 28 Their ancestors are thought to have been dragons, and
(Head)

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.

14 Gian Fomor ☑Improved Throw Attack


Gian Fomor can throw enemies with its Fist attacks (and
Int: Average Perc: Five senses Disp: Hostile
counters). If at least 1 applied damage is done to the target
Lang: Barbaric, Giantish Hab: Various
it will be knocked prone.
Rep/Weak: 19/23 W.P.: Accuracy +1
Only a character with one section, eight or fewer legs,
Initiative: 25 Movement Speed: 24
and feet on the ground can be a target. An attack on a
Fortitude: 20 (27) Willpower: 17 (24)
character with two sections will cause damage to both
sections with a single hit, causing the character to fall
F Style Accuracy Damage Evasion Def. HP MP prone. In this case, the target can make two Evasion checks
Fist and select only the higher result.
(Upper 18(25) 2d+17 17(24) 12 116 48 No additional attacks can be added to this unique skill
Body) by [○Chain Attack].
Kick
(Lower 17(24) 2d+18 17(14) 12 85 48
Body) ●Lower Body
○Attack Obstacle = +4 • None
SECTIONS Gian Fomor's height prevents enemies from attacking
it. The Upper Body receives a +4 bonus to Evasion checks
Sections: 2 (Upper Body / Lower Body)
against melee attacks. When the Lower Body falls to 0 HP
Main Section: Upper Body
or lower, this effect disappears.
Unique Skills Loot
●All Sections 2–6 Bag of Silver (50G/-) x 2d
○Chain Attack 7 – 10 Bag of Silver (100G/-) x 2d
After an attack, Gian Fomor can attack the same target 11+ Bag of Silver (300G/-) x 2d
again, regardless of its success or failure. This ability can
add only one additional attack per round. Description
Gian Fomors are general of Fomor who can lead legions.
▼Counter They are incredibly powerful. At present, however, no
A Gian Fomor can use [Counter] combat feat (see CR Gian Fomors in command. The higher-level Drakes are
II: p. 156-161). very wary of rebellion and are keeping them subdued.
Usually, Gian Fomors are given nominal assignments and
●Upper Body relegated to the far reaches and frontiers of the barbarous
☆Techniques &○Muscle Mystery territories. Their subordinates, too, are merely watchdogs,
They may use the [Cat's Eyes], [Beetleskin], [Bear whose movements are constantly reported to the higher
Muscle], [Giant Arms], [Titan's Foot], [Recovery (14 Drakes. Gian Fomors, however, have not lost their former
points)] Techniques (see CR II: p. 88-94). vigor. They spend their long years in hiding, believing that
These techniques have doubled duration. one day Fomor's legions will sweep the earth.

103
Part 3 Items & Monsters

3 Pack Leader ○Indomitable


If HP drops to 0 or less, it may make a Death Check in
Int: Animal Perc: Five senses Disp: Hungry
order to stay standing, taking actions as normal at 1 HP.
Lang: None Hab: Forests, Grasslands
However, if it fails a Death Check, it dies.
Rep/Weak: 8/11 W.P.: Physical damage + 2 points
Initiative: 13 Movement Speed: 16
Fortitude: 5 (12) Willpower: 3 (10) Loot
2–6 None
7+ Wolverine Pelt (200G/Red A)
F Style Accuracy Damage Evasion Def. HP MP
Bite 5(12) 2d+3 5(12) 2 23 11
Description
It is a meter-long land-dwelling species with dark brown
Unique Skills fur and a light brown band from the head to the base of
the tail. They are extremely belligerent, preying even on
○Pack Command large carnivores, and will not back down from a fight even
Gives a +1 bonus to all Wolves’ Accuracy and Evasion when confronted by a beast more than twice their size. In
checks in the skirmish in which it resides. This effect is not some cases, they are said to have fought bears for prey and
cumulative, even if there are multiple Pack Leaders. won.
While they are considered vermin because of their
☑Aimed Attack extremely voracious appetite and omnivorous nature.
When attacking, the Pack Leader can gain a +2 bonus Their pelts are highly prized for their excellent protection
to Accuracy but receives a -4 penalty to damage dealt when against cold and water and are sold at high prices.
doing so.

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.

105
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.

Unique Skills Loot


Always Beast King Pelt (1,600G/Gold Red A)
○Beast King Majesty / 17 (24) / Willpower /
2–9 None
Neg Beast King's Claws and Fangs (4,000G/
The one who sees the Tycoon Liger must perform a 10 – 12
Gold Red S)
Willpower save at the beginning of their turn each round.
Shining Beast King's Claws and Fangs
If they fail, that round he receives a -2 penalty to all action 13+
(8,000G/ Gold Red S)
checks (see BT, p. 28) due to instinctive fear.
This effect is of the psychic type.
Description
▽Fast Action The Tycoon Liger is a rare mutation of the Liger, a
During the first round of combat, if Tycoon Liger won hybrid of the Lion and the Tiger, and its massive stature
the initiative, it may take two Major Actions that round. far exceeds that of the average Liger, reaching nearly one
ton. It is not at all clear how Tycoon Ligers came to be.
↝3 Attacks Some scholars suspect the intervention of some unknown
Tycoon Liger can bite and attack twice with its claws divine force.
making 3 attacks per round with Bite and Claws. Because of their majestic appearance, it is said that those
who see Tycoon Liger instinctively cower in fear. And they
▽Double Bite are called the King of All Beasts.
When dealing damage with the first Bite and Claws Tycoon Ligers are not fertile and cannot have offspring.
attack (Bite attack), the damage is rolled twice and added
during damage calculation.

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)

F Style Accuracy Damage Evasion Def. HP MP


Tentacles 12(19) 2d+10 10(17) 6 64 21

107
Part 3 Items & Monsters

10 Living Tree 12 Deathspore


Int: Low Perc: Magic Disp: Neutral Int: None Perc: Magic Disp: Hostile
Lang: Sylvan Hab: Forest Lang: None Hab: Forests, Caves, Ruins
Rep/Weak: 15/21 W.P.: Fire damage + 3 points Rep/Weak: 20/23 W.P : Fire damage + 3 points
Initiative: 16 Movement Speed: 14 Initiative: 19 Movement Speed: 15 (Floating)
Fortitude: 15 (22) Willpower: 13 (20) Fortitude: 13 (20) Willpower: 13 (20)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP
Smash 14(21) 2d+10 13(20) 3 94 12
Branch
13(20) 2d+14 12(19) 14 85 58
(Trunk)
Weapon Unique Skills
13(20) 2d+14 12(19) 14 85 58
(Body)
○Poison Immunity
SECTIONS ○Fire Vulnerability
Sections: 2 (Trunk x 2) When the Deathspore is hit by Fire-type damage, it takes
Main Section: None an extra 3 damage.

Unique Skills ▽Deadly Poison / 17(24) / Fortitude / Half


●All Sections If the Smash attack hits, the target is dealt extra 20 points
↝Fairy Magic 2 Level / Magic Power 3 (10) of poison magic damage.

☑Power Strike ▽Poisonous Self-Destruct / 18(25) / Fortitude


A Living Tree Trunk can deal an additional 4 damage / Half
on their next attack. However, any Evasion Check made The Deathspore self-destructs under the following
by them this turn receives a -2 penalty. conditions, dealing 2d+20 poison magic damage to a target
"6m/20" radius centered on itself. The Deathspore that
performs this unique skill dies.
☑Improved Aimed Attack
Self-Destructive Poison Conditions
When attacking, the Living Tree Trunk can gain a +4
(1) When HP becomes 0 or less, roll 1d and the roll is 4
bonus to Accuracy but receives a -8 penalty to damage
dealt when doing so. or less.
(2) If the HP does is 1 or more and Deathspore received
at least 1 applied damage, roll 1d and this unique skill will
○Regeneration = 10 points activate if the roll is 3 or less.
At the end of each round, Terror Beast recovers 10 HP. In both cases, when this happens because of the received
This has no effect if Terror Beast has 0 HP or lower. fire damage, the 1d roll received a -2 penalty.

Loot ▽Capricious Poisonous Self-Destruct / 18(25)


Always Ent Leaves (100G/Green A) x 1d / Fortitude / Half
2–4 None When it is Deathspore's starts its turn with less than half
5–8 Mysterious Seeds (100G/Green A) HP and rolls 1d at the start of its turn. If the roll is 1-2, the
9+ Mysterious Sapling (500G/Green A) Deathspore will self-destruct, dealing 2d+20 poison magic
damage to a target "6m/20" radius centered on itself. The
Description Deathspore that performs this unique skill dies.
It is a giant walking tree that of huge size and monstrous
strength. Some of the trees are over 5 meters tall and more Loot
than a 1000-year-old. 2–5 Poison Spores (100G/Green A)
Although they do have not high intellect, they are mild- 6–9 Ball of Poison Spores (800G/Green A)
mannered and honest. They are forest protectors and can Deadly Ball of Poison Spores
10+
be friendly to those they encounter as long as they (1,500G/Green S)
remember to respect and care for the forest.
Description
Deathspores are clumps of fungal spores, about 60 cm
in diameter, carried by the wind and suspended in the air.
As the name implies, they are very poisonous and can
kill an ordinary human being instantly. They try to poison
and kill living creatures by approaching them to use them
as a nursery for reproduction. Usually, it kills the creature
by repeated physical contact with its body, and then
attaches itself to the creature's body and takes roots.

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)

F Style Accuracy Damage Evasion Def. HP MP


Description
These wolves and dogs have been animated with mana. Smash 4(11) 2d+2 4(11) 0 25 -
They have lost their natural agility and are smaller than
humanoids, so they are not a serious opponent even for
novice adventurers. Unique Skills
○Normal Weapon Immunity
2 Plague Zombie ☆Binding Chains Hatred / 10(17) / Willpower /
Int: None Perc: Magic Disp: Hostile
Neg
Lang: None Hab: Various
All targets within a 5-meter radius from the point where
Rep/Weak: 8/13 W.P.: HP Recovery (deals damage
this undead previously died receive a -1 penalty to all
instead), + 3 points Initiative: 8 Movement Speed: 12
action checks (see BT, p. 28). This ability is a curse type
Fortitude: 4 (11) Willpower: 5 (12)
and can only be used once per round.

F Style Accuracy Damage Evasion Def. HP MP ○Binding Grudge


Claws 4(11) 2d+3 2(9) 2 28 - If a monster is more than 5 meters away from the point
where this undead previously died, it will receive a -2
penalty to all action checks (see BT, p. 28).
Unique Skills
○Psychic Immunity Loot
None
▽Plague Claws / 4(11) / Fortitude / Neg Description
If the target is hit by a Claws attack, the target falls victim This undead is the result of hatred and refusal to die.
to a disease called Wight Plague. The target's randomly Unlike ordinary Ghosts (CR II, p. 346 or BT, p. 92), it
selected ability score is reduced by one point at the has no clear purpose and is filled only with resentment
moment of the attack, and every full day thereafter. This toward the cause of its death and full of denying one's
effect is cumulative. When any of the ability scores death. Since it loses its power when it leaves the place
become 0, the target dies and becomes a new Plague where it died, it does not travel but continues to spread its
Zombie. hatred and spill its “truth” on the spot, which is said to
This effect is of the disease type and lasts until the victim transform the mana around it and create a hatred-filled
is healed by some means or becomes a Plague Zombie. space.
Even if the target dies from an effect other than this As with Ghost, the power of the Restirigist depends on
disease, the progression of the disease does not stop, and the power of the person in the previous life (the values
in some cases, the target may become a Plague Zombie here are for regular Restirigist), but its intellect is reduced,
long after death. so it cannot cast spells.
They might vanish if you make them aware of their
death, but you always can just destroy them instead.

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

Unique Skills Unique Skills


○Psychic Resistance ○Psychic Resistance
Alpha Zombie is immune to psychic type (weak) effects. Alpha Zombie is immune to psychic type (weak) effects.
Alpha Zombie gains a +4 bonus when it makes a Alpha Zombie gains a +4 bonus when it makes a
Willpower roll against any psychic type spell or unique Willpower roll against any psychic type spell or unique
skill. skill.

☑Overload Attack ↝Spiritualism Magic 6 Level / Magic Power 9


The zombie deals blow with its weapon with such force (16)
that it damages its body. Damage of the Weapon attack is
increased by +6 points, but its own HP takes 4 magic
○☑↝Magic Aptitude
damage.
They can use the Combat Feats [Multi-Action], [Guided
Magic], [Metamagic/Targets] and [Wordbreak].
Loot
Always Zombie Eye (30G/Red B) x 2
☆Partial Memories
2 – 10 None
Patchwork Alpha Zombie maximizes the capabilities of
11+ Golden Ring (1,000G/Gold White S)
its body parts.
It can use [Cat’s Eyes], [Gazelle Feet], [Bear Muscle],
Description [Beetleskin], [Centaur Legs], [Giant Arms],
Alpha Zombies are walking corpse that retains as much [Daemonfinger], [Sphinx Knowledge] Techniques with its
as possible of their prenatal physical abilities and MP.
judgment. They were treasured by ancient conjurers as an
obedient servant who could perform complex tasks and ☑Overload Attack
respond to ambiguous commands. The zombie deals blow with its weapon with such force
The Alpha Zombie shown here is a typical Alpha that it damages its body. Damage of the Weapon attack is
Zombie, and its strength may increase or decrease increased by +6 points, but its own HP takes 4 magic
depending on its previous classes and abilities. damage.
The spell to create Alpha Zombie is believed to have
been lost and is absent today. Loot
Always Zombie Eye (30G/Red B) x 2
2–6 None
7 – 10 Golden Ring (1,000G/Gold White S)
11+ Golden Bracelet (2,000G/Gold White S)

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

live daemons to maintain a high intellect, while the


13 Daemonic Alpha Zombie soulscars that have accumulated in the corpse are left
Int: Average Perc: Magic Disp: Instructed intact.
Lang: Arcana, Daemonic Hab: Labyrinths, Ruins They obey orders absolutely, but they tend to interpret
Rep/Weak: 17/20 W.P.: HP Recovery (deals damage orders much wider and try to scratch and claw their way
instead), + 3 points through things, perhaps due to the daemon's influence.
Initiative: 18 Movement Speed: 20/20 (Flying)
Fortitude: 18 (25) Willpower: 18 (25)

F Style Accuracy Damage Evasion Def. HP MP


Weapon 18(25) 2d+15 18(25) 12 103 62

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.

○Multiple Declarations = 2 times

↝Spiritualism Magic 6 Level / Magic Power 9


(16)

↝Summoning Arts 9 Level / Magic Power 12


(19)

○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.

Unique Skills ○Downswing III


●All Sections The Rider section deals an extra +8 damage.
When the Horse falls to 0 HP or lower, this effect
○Normal Weapon Immunity disappears.

○Psychic Immunity ○Aura of Pestilence / 21 (28) / Fortitude / Neg


The horse becomes covered in noxious gas that absorbs
●Rider life. At the beginning of Pale Rider's turn, the character in
↝Spiritualism Magic 15 Level / Magic Power 22 the same skirmish needs to make a Fortitude save. On fail,
they suffer 3 points of curse magic damage. At the same
(29)
time, the HP of the Horse section is recovered by the
amount of the applied damage.
○Multiple Declarations = 2 times This effect does not affect undead or construct
characters. Also, when the Horse falls to 0 HP or lower,
○☑↝Magic Aptitude this effect disappears.
They can use the Combat Feats [Multi-Action], [Guided
Magic], [Magic Convergence], [Magic Control], [Hawk Loot
Eye], [Metamagic/Targets], [Metamagic/ Distance], Always Soul Harvesting Scythe (3,000G/Gold, Black
[Metamagic/Time], [Metamagic/Area] and [Wordbreak]. White S)
Always Soulscarred Cloth (2,500G/Gold White S)
☑Cleave Crystal Tears of Resentment (500G/White A)
2 – 10
A Scythe attacks up to 5 characters in the same skirmish, x 1d
but a separate Accuracy Check is needed for each 11+ Crystal of Malice (8,000G/Gold S)
character. Each Accuracy Check is made with a -2 penalty.
Description
▽Continuous Attack II
Over time, the hatred and regret of countless dead
If Scythe successfully hits a target in melee, they may
people merge and purify into a form that embodies death,
make a second attack. If a second attack hits they can make
Pale Rider. The figure is a horrifying skeleton, riding a
a third attack against the same target.
huge blue-white horse that scatters pestilence, clad in gray
rags, and carrying a scythe in its hand.
▽Deadly Blade / 22 (29) / Willpower / Neg It is said to reap souls without indiscriminately
If the Scythe's attack deals 1 or more points of applied announcing the death in the opponent's native language,
damage to the target, it can be affected by the deadly curse and Pale Rider is feared as a merciless bringer of death.
of the blade. The target receives 3 curse magic damage at
the end of each of its turns. This effect is permanent until

113
Part 3 Items & Monsters

↝Spiritualism Magic 5 Level / Magic Power 7


1 Bit
(14)
Int: Servant Perc: Mechanical Disp: Instructed
Lang: None Hab: Ruins
Loot
Rep/Weak: 7/11 W.P.: Bludgeoning type damage +3
points Initiative: 7 Movement Speed: 15 (Floating) 2–7 Small Gemstones (100G/Gold A)
Fortitude: 2 (9) Willpower: 3 (10) 8+ Enchanted Gemstones (250G/Gold A)

F Style Accuracy Damage Evasion Def. HP MP Description


This construct was created as a hidden guardian during
None - - 3(10) 1 10 -
the Magic Civilization Period, and it looks like a mask with
open eyes and mouth, used in festivals.
Unique Skills Mimicking masks, they can be found hanging on walls or
top of decorative armor, but when an intruder approaches,
↝Blitz / 2 (9)/ Fortitude / Half
they begin to move and attack.
The Bit fires an electric shot at 1 enemy Character within
the same skirmish, dealing 2d-2 lightning magic damage.
7 Shuvalen
Loot Int: Servant Perc: Mechanical Disp: Instructed
2 – 10 None Lang: Magitech Hab: Ruins
11+ Old Recording Device (100G/Black White A) Rep/Weak: 12/18 W.P.: Lightning damage + 3 points
Initiative: 12 Movement Speed: 10
Description Fortitude: 10 (17) Willpower: 9 (16)
It is a small magical machine, about the size of a small
bag, that also serves as an alarm beacon. Floating at low F Style Accuracy Damage Evasion Def. HP MP
speeds, they emit a loud alarm if they detect an intruder. Gun 9(16) 2d+5 8(15) 6 45 -
They come in a variety of shapes, but most are cone or
triangular pyramids with a tapered end.
Often, there are multiple cases of GAR-UI or DOOM Unique Skills
being followed around by Bits to provide cover and
support.
○Gun
The Shuvalen’s Gun has a maximum magazine of 3
bullets and has a range of 30m.
5 Flying Mask
Int: Servant Perc: Magic Disp: Instructed ↝Reload
Lang: Arcana Hab: Labyrinths, Ruins Fully reloads the Gun.
Rep/Weak: 12/16 W.P.: Accuracy +1
Initiative: 15 Movement Speed: 15 (Flying) ○Precise Shot
Fortitude: 7 (14) Willpower: 7 (14) Attacks fired into a skirmish cannot cause Stray Shots.

F Style Accuracy Damage Evasion Def. HP MP ○Mechanical Body


It is immune to criticals from edged weapons.
Smash 6(13) 2d+5 7(14) 6 35 70
↝Barrel Linking
Unique Skills Shuvalen links with an allied Shuvalen that shares the
same coordinates. Up to five Shuvalen can be linked to
○Mimicry / 15/ Danger Sense / Neg one Shuvalen.
Mimics ornamental mast. While mimicking, characters
cannot perform a Monster Knowledge check on this
↝Ultimate Volley / 15 (22) / Evasion check /
monster. If character approaches it unintentionally, they
need to make a Danger check with target number 15, and Neg
if it fails, they will be surprised. Mimicry will be With “Range: 30m” and “Area: Shot” Shuvalen sprays
automatically ended once the monster starts to act. This bullets in a Radius of 3m/5. Each target hit by this attack
monster can be detected with [Sense Magic]. needs to roll 1d and suffers 2d+5 magic damage the
number of times the target rolled.
This ability can only be used if Shuvalen is linked by
○Flight five Shuvalen other than itself, and that it and all guns of
Flying Mask receives a +1 bonus to Accuracy and the linked Shuvalen are not out of ammunition. When this
Evasion only for melee attacks. is done, the Shuvalen will use all bullets in its gun,
regardless of the number of bullets remaining, and at the
same time, all links will be severed.

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

permanently, and damaged armor can be repaired at


9 Eitham 1/10th the cost.
Int: Servant Perc: Mechanical Disp: Instructed Each time a fixed value monster is affected by this armor-
Lang: None Hab: Ruins breaking unique skill, the effect is cumulative, but only
Rep/Weak: 12/19 W.P.: Lightning damage + 3 points down to a minimum of 0.
Initiative: 13 Movement Speed: 16
Fortitude: 12 (19) Willpower: 12 (19)
●Legs
F Style Accuracy Damage Evasion Def. HP MP ○Attack Obstacle = +4 • None
Arms Eitham's height prevents enemies from attacking it.
11(18) 2d+11 11(18) 9 40 - The body receives a +4 bonus to Evasion checks against
(Body)
melee attacks.
Kick
10(17) 2d+13 11(18) 10 60 - When the Legs section falls to 0 HP or lower, this
(Legs)
effect disappears.
SECTIONS
Sections: 2 (Body / Legs) ☑Simultaneous Attack
Main Section: None Eitham's Kick can attack all characters in the same
skirmish, but a separate Accuracy Check is needed for
Unique Skills each character. Each Accuracy Check is made with a -2
●All Sections penalty.
Loot
○Mechanical Body Always Iron Ingot (100G/Black A)
It is immune to criticals from edged weapons. Rare Magitech Components (900G/Black
2–9
White A)
●Body Mysterious Magitech Components
10+
○4 Actions & Parallel Work (2,400G/Black White S)
The monster can perform up to four Major Actions in
one round. However, the actions and targets must be Description
different. Eitham is a large magitech with a base consisting of many
legs and a fuselage that also has many working arms.
○Long Arms It was created during Magitech Civilization Period for
The Arms can attack any character within 10 meters, cleaning intricate industrial plants. It used extendable and
ignoring skirmishes. retractable work arms to remove dirt stuck in tight areas.
Even today, it can be found in a working condition deep
↝Cleaning Solution Spray / 11 (18) / Fortitude within the ruins. If underground ruins that should have
/ Half been deserted since the Diabolic Triumph remain
Eitham extends its arm and sprays a close-range unnaturally clean, it may be because Eithams continue to
dissolving spray from its tip with “Range:10m and “Area: work.
Target”, dealing 2d+7 poison magic damage to 1 Character
and damaging the target's armor at the same time.
A target hit will have one of their worn pieces of armor
(of the player's choice) lose 1 point of Defense
permanently. Armor with 0 Defense is destroyed

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.

F Style Acc. Dam. Evasion Def. HP MP ●Sucking Tentacles


None (Brain) - - 12(19) 8 55 100 ○Stability
None Tentacles stick firmly to the ground.
(Sucking - - 13(20) 12 70 - This monster cannot be knocked prone and all Thorny
Tentacles) and Electric Tentacles have Power Strike ability (damage
None +4, -2 penalty on Evasion checks) while this at least one
(Sucking - - Sucking Tentacle has 0 HP or more.
13(20) 12 70 -
Tentacles)
Thorn ●Thorny Tentacles
(Thorny 15(22) 2d+12 14(21) 12 45 - ▽Paralyzing Poison / 13(20) / Fortitude / Neg
Tentacles) If a Thorn attack hits and deals at least 1 applied damage,
Thorn the target has a -2 penalty to Evasion checks for 30 seconds
(Thorny 15(22) 2d+12 14(21) 12 45 - (3 rounds). This effect is not cumulative.
Tentacles) This effect is of a poison type.
Tentacle
(Electric 14(21) 2d+10 6(13) 12 45 -
Tentacle)
●Electric Tentacles
Tentacle ▽Current
(Electric 14(21) 2d+10 6(13) 12 45 - If the Tentacle attack hits, it deals extra 2d lightning
Tentacle) magic damage to the target.
SECTIONS
▽Entangling Tentacles
Sections: 7 (Brain / Sucking Tentacles x 2 / Thorny A successful hit from a Tentacle entangles the target.
Tentacles x 2 / Electric Tentacles x 2) Each round, the entangled target is hit automatically by the
Main Section: Brain Electric Tentacle section and makes all Accuracy and
Evasion Checks with a -2 penalty. This penalty is not
Unique Skills cumulative.
●All Sections When the target tries to escape, use de-bonding (see BT,
p. 29).
○Regeneration = 5 points While entangled by this unique skill, the Tentacle
At the end of each round, a Wizards Brain recovers 5 section cannot attack other characters. If the monster itself
HP. This has no effect if the Wizard's Brain is at 0 HP or wants to release the target, it can do so with a Minor
lower. Action.

●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

2 Al-Mi'raj Unique Skills


Int: Low Perc: Five senses Disp: Hungry ●Head
Lang: None Hab: Forests, Plains, Mountains ↝Loud Roar
Rep/Weak: 10/13 W.P.: Physical damage + 2 points The Airloo can let loose a loud bellowing roar, able to
Initiative: 8 Movement Speed: 15 be heard up to 100m away, then rolls 2d. If the result is 10
Fortitude: 4 (11) Willpower: 3 (10) or more, then another Airloo will appear on the battlefield
after 1d rounds, looking to help their comrades.
F Style Accuracy Damage Evasion Def. HP MP The GM may adjust the number of Airloo appearing
from this unique skill (even to 0, if appropriate), according
Horn 4(11) 2d+2 5(12) 1 22 13 to the situation.
This unique skill cannot be used on consecutive turns.
Unique Skills ☑Power Strike
○Lovely Eyes / 4(11) / Willpower / Neg A Head can deal an additional 4 damage on their next
A character who sees Al-Mi'raj at the start of their turn attack. However, any Evasion Check made by them this
must make a Willpower check. If they fail, they will be turn receives a -2 penalty.
weakened and receives a -2 penalty to their Accuracy
check for the next 10 seconds (1 round). ●Body
A character who has received 1 or more points of
applied damage from Al-Mi'raj will not be affected by this ☑Taunting Strike
unique skill for a period of one day. Also, this effect is A Body can make an attack with reduced damage by -2.
psychic type. If the attack hits, the opponent must attack the Body as
much as possible on their next turn. This does not work
☑Power Strike for characters with an Intellect score of 18 or higher or on
An Al-Mi'raj can deal an additional 4 damage on their monsters with “Intellect: High”.
next attack. However, any Evasion Check made by them
this turn receives a -2 penalty. Loot
2–7 None
Loot 8 – 11 Fur (150G/Red A)
2–7 None 12+ Big Horn (1,000G/Red S)
8 – 10 Fur (150G/Red A)
11+ Al-Mi'raj Horn (300G/Red A) Description
It is a mythical beast that is more than 3 meters long and
Description has the appearance of a gigantic goat. It has two large,
twisted horns on its head, and its hooves are charged with
Al-Mi'raj is a mythical beast in the shape of a rabbit about
magic power, allowing it to walk on the surface of the water.
50 cm long with a single sharp horn on its head. Using its
Airloos often live in flocks around lakes deep in
magic power, it catches the animal off guard, skewers it
with its sharp horn, and then feeds on it. Sometimes, the mountains and forests and are known to attack anything
human who approaches the animal may be fooled by the that comes near them. For this reason, they are called
animal's charm and become a victim. lakeside guardians, and it is believed that someone may
have ordered them to protect the lakes in prehistoric
times.
3 Airloo
Int: Average Perc: Five senses Disp: Hostile
Lang: None Hab: Forests, Mountains, Lakesides
Rep/Weak: 8/13 W.P.: Fire type +3 points
Initiative: 11 Movement Speed: 15/15 (on the water)
Fortitude: 5 (12) Willpower: 5 (12)

F Style Accuracy Damage Evasion Def. HP MP


Horns
5(12) 2d+1 5(12) 2 29 18
(Head)
Hoofs
4(11) 2d+2 4(11) 3 32 11
(Body)
SECTIONS
Sections: 2 (Head / Body)
Main Section: Head

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.

↝Healing Beak Loot


Poke with the Caladrius beak will remove all effects of 2–6 None
poison type, disease type, and curse type with a success 7 – 10 Langsuir Body Fluid (260G/Red A)
value of 20 or less from 1 character. Langsuir Body Fluid Sack (1,300G/Red
11+
A)
○Flight
Caladrius receives a +1 bonus to Accuracy and Evasion
only for melee attacks.
Description
It is a mythical beast that looks like an earthworm about
one meter long. It has a mouth with sharp fangs, which is
Loot
surrounded by numerous long, thin tentacles that look like
2–6 None
whiskers at first glance.
7+ Mystical Beak (350G/Red A)
Langsuirs are parasites that live on the corpses of large
animals such as bears and tigers, and sometimes on
Description humanoid and barbarous. The parasite can control the
Caladrius are spirit birds that live quietly deep in the corpse as if it were alive by extending its tentacles around
forests. It is said that the beak has healing power, and the corpse to the brain and limbs. They can also read the
Caladrius heals injured or diseased animals in the forest corpse's memories and make it speak. After reading the
with its beak. corpse's memories, the Langsuirs then find family
They cannot speak as some other mystical beasts but members, lovers, and friends and tries using the disguise
communicate with humanoids through gestures and to kill them, devour the old corpse and parasitize the new
movements. They are friendly, but they may attack those one.
who actively try to harm them. To prevent their prey from discovering their true
identity, the Langsuirs use a special body fluid to stop the
decomposition of parasitic corpses. This bodily fluid is
5 Langsuir highly valued across Raxia.
Int: Average Perc: Magic Disp: Hostile
Lang: Various (depending on the host) Hab: Various
Rep/Weak: 12/15 W.P.: Magic damage + 2 points
Initiative: 14 Movement Speed: 18
Fortitude: 7 (14) Willpower: 9 (16)

F Style Accuracy Damage Evasion Def. HP MP


Bite
8(15) 2d+4 7(14) 3 32 22
(Body)
Weapon
7(14) 2d+6 6(13) 5 39 10
(Host)
SECTIONS
Sections: 2 (Body / Host)
Main Section: Body

119
Part 3 Items & Monsters

knowledge in order to gather the intelligence needed for


11 Yowie Cardia's revenge or to acquire an unknown class.
Int: High Perc: Five senses Disp: Hostile Normally, Yowies live in caves in remote areas, such as
Lang: Ancient Celestial, Arcana Hab: Forests, Steppes, deep in the forest. Although Yowies have high intellect,
Caves they have no culture or civilization and live like wild
Rep/Weak: 15/20 W.P.: Physical damage + 2 points animals.
Initiative: 18 Movement Speed: 18 Presented here are stats for regular Yowie. A Yowie who
Fortitude: 14 (21) Willpower: 15 (22) has acquired the memory and knowledge of many over the
years may be more powerful than the above stats and may
F Style Accuracy Damage Evasion Def. HP MP have mastered many magic and combat feats.
Tail 13(20) 2d+14 14(21) 12 72 128
12 Wendigo
Int: Average Perc: Five Senses Disp: Hostile
Unique Skills Lang: Trade common, Barbaric, Youma, Daemonic Hab:
○Magic Resistance Forests, Mountains, Cold Regions, Caves, Ruins
It is immune to criticals from magic damage. Rep/Weak: 18/22 W.P.: Fire damage + 3 points
Initiative: 19 Movement Speed: 25
↝Divine Magic 11 Level / Magic Power 14 (21) Fortitude: 15 (22) Willpower: 15 (22)

↝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

14 Golden Ash 15 Jabberwock


Int: Low Perc: Five senses (Darkvision) Disp: Hostile Int: Average Perc: Five Senses (Darkvision) Disp: Hostile
Lang: None Hab: Labyrinths, Ruins Lang: Barbaric, Youma, Daemonic, Arcana
Rep/Weak: 18/22 W.P.: Bludgeoning type damage +3 Hab: Forest, Mountains Rep/Weak: 19/22
points Initiative: 0 Movement Speed: 30 W.P.: Silver weapon damage + 3 points
Fortitude: 17 (24) Willpower: 17 (24) Initiative: 24 Movement Speed: 20/35 (Flying)
Fortitude: 21 (28) Willpower: 19 (26)
F Style Accuracy Damage Evasion Def. HP MP
None - - 16(23) 14 100 33 F Style Accuracy Dam. Evasion Def. HP MP
Bite (Head) 18(25) 2d+18 20(27) 15 97 84

Unique Skills Claws


20(27) 2d+16 16(23) 16 125 46
(Body)
○Mimicry / 25 / Danger Sense / Neg Wing
It mimics golden sand. While mimicking, characters 19(26) 2d+12 17(24) 12 71 23
(Wing)
cannot perform a Monster Knowledge check on this
Wing
monster. If character approaches it unintentionally, they 19(26) 2d+12 17(24) 12 71 23
(Wing)
need to make a Danger check with target number 25, and
Wing
if it fails, they will be surprised. Mimicry will be 19(26) 2d+12 17(24) 12 71 23
(Wing)
automatically ended once the monster starts to act.
Wing
This monster can be detected with [Sense Magic] (CR I, 19(26) 2d+12 17(24) 12 71 23
(Wing)
see p.233).
Tail (Tail) 21(28) 2d+13 18(25) 14 88 32
↝Devouring Swarm/Can’t
Countless swarms of golden dust crawl up and attack the SECTIONS
target. It deals 2d + 1/5 of Golden Ash remaining HP Sections: 7 (Head / Body / Wing x 4 / Tail)
(rounded down) magic damage to any enemy within the Main Section: Brain
skirmish where it resides.
Unique Skills
○Wriggling Swarm ●Head
It is immune from criticals from any weapon attacks.
↝Summoning Arts 15 Level / Magic Power 18
It cannot be the target of Throw or similar attacks.
It can receive only 1 applied magic damage from “Area: (25)
Target” and “Target: 1 Character” magic and effects.
Characters cannot use combat feats [Precise Shot], ○☑↝Magic Aptitude
[Guided Magic], or [Magic Control] in the skirmishes They can use the Combat Feats [Multi-Action], [Guided
where this monster resides. Magic], [Magic Convergence], [Magic Control], [Hawk
Eyes], [Metamagic/Targets], [Metamagic /Distance] and
Loot [Wordbreak].
Always Bag of Silver (100G/-) x 2d
2–6 Gems (150G/Gold A) x 2d ↝Shockwave Breath / 20 (27) / Fortitude / Half
7 – 10 Gems (300G/Gold A) x 2d Jabberwock breathes a mighty wave with “Range: 30m”
11+ Gems (500G/Gold A) x 2d and “Area: Shot” in a Radius of 6m/20, dealing 2d+30
bludgeoning magic damage to the target and causing it to
fall prone.
Description
Golden Ash is a swarm of very small insects with golden
shells. The entire swarm shares a single consciousness and
●Body
acts as a single organism. ○Attack Obstacle = +4 • None
Golden Ash inhabits ruins and underground labyrinths Jabberwock height prevents enemies from attacking it.
and usually remains still and calm. In this state, Golden Head receives a +4 bonus to Evasion checks against melee
Ash looks like a pile of gold dust, and adventurers dazzled attacks. When the Body falls to 0 HP or lower, this effect
by its treasures may carelessly approach it and become its disappears.
victims. The Golden Ash devours the bones of its poor
victims, and then once again mimics gold dust as it waits ●Wing
for the next victim to come along. When the Golden Ash
☑All-Out Attack
is defeated, the silver coins and jewelry of its former victims
A Wing can deal an additional 8 damage on its next
can be found buried among its remains.
attack. However, any Evasion check made by this section
this turn receives a -3 penalty.

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

F Style Accuracy Damage Evasion Def. HP MP


None Description
- - 17(24) 10 48 10 This daemon appears to be a floating eyeball about 30
(Eye)
Smash cm in diameter. In fact, it has a completely invisible jelly-
15(22) 2d+12 13(13) 10 79 33 like body that supports the eye. When the eye is closed, it
(Body)
becomes completely invisible.
SECTIONS Zwolle is most often summoned as the keeper of the
Sections: 2 (Eye / Body) Labyrinths. The summoned Zwolle will cover the room or
Main Section: Eyes corridor with its a jelly-like invisible gelatinous form, then
close its eye and become completely invisible, waiting for
Unique Skills the victim to arrive. Then, when the victim touches the
●Eye body, it attacks and takes the victim into its body, dissolving
it.
↝Truespeech Magic, Spiritualism Magic, Deep
Those who are taken into the body of a Zwolle are
Magic 11 Level / Magic Power 14 (21) completely melted down to the bone, leaving no trace.
Steel is also melted, so chains and weapons disappear.
○☑↝Magic Aptitude Zwolle uses the remaining magic items to move them
They can use the Combat Feats [Guided Magic], [Magic elsewhere to hide his presence or, conversely, to use them
Convergence], [Magic Control], [MP Save/Truespeech as bait to lure its victims.
Magic], [Magic Convergence], [Metamagic/Targets].

↝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.

▽Engulf / 15 (22) / Fortitude / Neg


If a Slam attack hits, Zwolle engulfs the target into its
body. The target cannot move or perform any Major
Actions and suffers 2d+3 magic damage at the end of each
of the monster's turns.
The 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.

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.

○Magic Aptitude ○Magic Aptitude


They can use the Combat Feats [Metamagic/Targets] They can use the Combat Feats [Metamagic/Targets],
and [Metamagic/Distance]. [Magic Convergence], and [Hawk Eye].

Loot ↝Divination / 15(-)


Always Bag of Silver (100G/-) x 1d They can use all Diurnal Divinations. When using the
2–7 None Divination, Mystic of Bad Omens cannot use a fixed value,
but always roll 2d+15 to get the result.
8 – 11 Bag of Silver (200G/-) x 2d
Daemon’s Bracelet (2,400G/Gold White
12+ ○Divination Mastery
S)
They can use the Combat Feats [Synastry] and
[Beholding Signs].
Description
It’s a warlock who uses the Summoning Arts. They are ↝☆Evocations
devoted to the study of daemons, summoning them and They can use Evocations [Vorpal Weapon], [Paralyzing
manipulating them. In preparation for the use of the Mist], [Barkmail], [Initiative Boost] and [Dispel Needle].
higher Summoning Arts, they kidnap humanoid children Each Evocation can be used 2 times for S rank, 10 times
and young women to be used in their rituals. for A rank, and unlimited times for B rank.
They rarely act alone and are usually accompanied by a
contracted daemon.
○Secrets Of Evocation
They can use the Combat Feat [Precise Shot].
Loot
Always Bag of Silver (300G/-) x 2d
2–6 None
Red A-rank Material Card (100G/Red A)
7 – 12
x 10
Red S-rank Material Card (1,000G/Red S)
13+
x2

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

12 Phantom Thief ○Precise Shot & Hawk Eye


Attacks fired into a skirmish cannot cause Stray Shots.
Int: Average Perc: Five senses Disp: Neutral
Also, it can shoot through covers.
Lang: Trade common, Regional dialect, Magitech
Hab: City Rep/Weak: 13/- W.P.: None
Initiative: 21 Movement Speed: 22 ▽Fast Action
Fortitude: 13 (20) Willpower: 13 (20) During the first round of combat, if Phantom Thief won
initiative, it may take two Major Actions that round.
F Style Accuracy Damage Evasion Def. HP MP ↝Wordbreak / 8(15)
Weapon 15(22) 2d+10 14(21) 8 67 38 They can use the Combat Feat [Wordbreak].

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.

↝Magitech 5 Level / Magic Power 8 (15) Description


They are a great thief who is well known in the
↝Gunfire / 15(22) / Evasion check / Neg underworld. They never miss their chance, and always
A Phantom Thief is able to attack with a readied gun, steal treasures, no matter how strict the security is. They
whose Max. Magazine is 4 and range is 10m. have even secret fans among the common people.

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

The revised combat rules include three rulesets:


Simplified Combat, Standard Combat, and Advanced
Combat. Simplified combat is designed to ease combat by
largely eliminating rules related to movement and distance.
GMs and players with limited experience with SW2.0
should first use these rules to learn the basic procedures
and rules of combat. Alternatively, Simplified Combat can
be used for groups who are less concerned with combat
and more concerned with solving puzzles, role-playing,
and story.
Standard Combat adds movement and distance to
Simplified Combat, which increases difficulty, but allows
for more rational and tactical play. If you have mastered
Simplified Combat well enough, try playing using Standard
Combat.
Advanced Combat goes a step further, allowing much
greater freedom in character positioning and is highly
tactical. It is intended for those who have already mastered
Standard Combat and want to expand their combat even
more.

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

131
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.

This section gives descriptions as to the available actions N ORMAL M OVEMENT


for characters during their turns. One thing to note, while The character moves at their normal pace, allowing them
this section is specifically talking about actions for the to move to the adjacent area. A character cannot take their
Simplified Combat rules, many of these actions are shared Normal Move and also cast a spell or make a ranged attack
with the Standard Combat rules as well. in the same round (regardless of whether those are Major
Actions or Minor Actions).

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.

F IRST R OUND R ESTRICTIONS


In order to make things fair for the side that loses
Choose one of the following three movement methods initiative, the winning side's Frontline characters are
for the character in the turn. The distance that can be considered to have taken a Normal Move option for the
moved and the actions that can be performed during the first round of combat. This means that those characters
turn are different depending on which one is selected. cannot cast spells or shoot during the first round of
combat.
F ULL M OVEMENT
The character breaks into a full sprint. A Full Move is L EAVING COMBAT
very long, able to cross from one Rearguard area into the Typically, when there are enemy characters in the same
opposing Rearguard area (assuming there's no one on the area, a character cannot move to another area as part of
Frontline) but imposes severe limits to what actions can be their movement. However, as their Major Action, they can
taken afterwards. Specifically, any Major Actions cannot declare a retreat at the start of their turn, allowing them to
be taken, and any Minor Actions will need to specify move by retreating to their Rearguard area.
whether they can be taken after a Full Move or not. After Under no circumstance can a character “retreat” from
taking a Full Move, the character incurs a -4 penalty to the Frontline into the Enemies' Rearguard area (even if
Evasion until his next turn. magically compelled to 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

See details about those actions at p. 155.

133
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.

Shooting attacks, and spells and effects with a range of


10m or more can affect targets in adjacent areas. In
addition, if the range is 20m or more, it's possible to target
characters in the Enemies' Rearguard from the Allies'
Rearguard (or vice versa). However, if there is an
opponent in the Frontline, the Combat Feat [Hawk Eye]
is needed.
Under Simplified Combat rules, if the attack has a range
lower than 10m, it cannot be used to attack adjacent areas.

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.

R EQUIRED STRENGTH F ENCER CLASS E QUIPMENT R ESTRICTIONS


Weapons and armor each have a minimal strength and The Fencers can use equipment with minimal strength
a character must have a strength equal to or greater than equal to half of their strength (rounding up). For example,
this requirement before they can use them. a character with a strength of 15 can only use equipment
When equipping multiple weapons and armor, the with minimal strength up to 8.
minimal strength is determined independently for each. It
should not be added up. For example, a character with a I NACCESSIBLE E QUIPMENT
strength of 15 can equip a (one-handed) weapon, shield, Weapons that violate equipment restrictions cannot be
and armor all with the minimal strength of 15. used for any attacks.
If the shield or/and armor violates from the equipment
GRAPPLER CLASS E QUIPMENT R ESTRICTIONS restrictions, characters movement will be limited to
The Grappler class is limited in terms of the weapons Limited Move only. In addition, their Evasion checks will
and armor it can handle. Unless a weapon or armor is fail regardless of roll. Their Defense is still should be
annotated with either "Grapplers may equip” or “Grappler applied.
only", character cannot add Grappler level for Accuracy or
Evasion checks for this weapon or armor.

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

A character requires levels in Fighter, Grappler or


Fencer in order to attack with melee weapons with any sort
of proficiency. A melee attack is a Major Action, available
if a character has not taken a Full Move. Characters
making melee attacks may only target characters within the
same area.

Attacks with range are collectively called ranged attacks,


with range determining which targets are available to
attack.
When a character outside an area takes a shot at a
character in an area, if they do not have the Combat Feat
[Precise Shot], they will stray.

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.

DAMAGE DETERMINATION CHART

Power is a measure of how destructive a weapon is and


gives a relative idea about the strength of the weapon. Each
weapon has its own Power, which is listed in the form of a
table.
It's fairly simple to use these tables, just roll 2d and take
the corresponding result. For example, on the following 20
Power Table, a roll of [5] would mean the result is a [3].
There's also the possibility of Criticals, which will be
explained at p. 138.

Power Table of Power 20


Dice ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Power 20 * 1 2 3 4 5 6 7 8 9 10

P OWER T ABLES FOR M AGIC


Each type of magic that actually deals damage does also
have its own power table, though said power tables are only
multiples of 10. Because they're so simple, they've already
been added to the character sheets, giving a range from 0
to 50.

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.

Once the result of the Power Table is determined, it's


now possible to add extra damage to that. Extra damage is
determined by the class levels and ability bonuses used in Once the calculated damage has been determined
the associated action, assuming any appropriate class (halved, etc.), then apply all effects that increase damage,
levels. If a character does not have levels in the appropriate paying attention as to whether an effect is applicable due
class, then this extra damage is going to be 0, regardless of to the type of damage. This end result is the total damage
any other ability bonuses. being dealt.
For example, with a weapon attack, extra damage comes
from both the Warrior-type class used for the Accuracy E XAMPLES OF E FFECTS THAT I NCREASE DAMAGE
check, as well as the character's Strength Modifier. Magical Combat Feats (see CR I, p. 286) such as [Power Attack]
extra damage is similar, utilizing the character's Magic and [Weapon Proficiency/**]
Power. Guns not only also use a character's Magic Power [Enchant Weapon] and similar spells (see CR I, see p.
(assuming they have levels in Artificer), but also draw 240).
power from the Artificer's various “Bullet” spells as well. Monster Weaknesses, such as [Fire Damage +3] or
A similar addition happens with the healing effects of [Physical Damage +2].
magic and medicinal herbs. Spells, as above, key off of
Magic Power, while medicinal herbs use Ranger level and N O H ALVING OF I NCREASED DAMAGE!
the character's Dexterity Modifier, and potions use Ranger If there is a halving of damage due to resistance, the
level with the character's Intelligence Modifier. effect of increasing the damage will be done after halving
The result of all of these additions is called calculated was done. In other words, the damage increase will not be
damage and is added to the result of the roll on the Power halved.
Table.
CHANGES IN STATS AFFECT CALCULATED DAMAGE!
Extra Damage Chart
Some spells and effects affecting character stats can
Non-Gun Warrior-type Class level + Strength
resulting in additional damage. For example, if your
Weapons Modifier
strength increases by 6 points, your strength modifier will
Magic Power (Artificer level +
Guns increase by 1 point, and as a result, attacks with weapons
Intelligence Modifier)
(other than Guns) will also increase your additional
Magic Power (Wizard-type class level + damage.
Magic
Intelligence Modifier) These changes are changes in additional damage, so it
Medicinal should be accounted in “calculated damage” stage.
Ranger level + Dexterity Modifier
Herbs Damage resistances would also apply to this damage.
Potions Ranger level + Intelligence Modifier

Damage DONE BY M ONSTERS


Monsters actually deal damage a little differently than
characters do. In their stat block, there is usually a notation
of “2d + X” calculated damage, which monsters use instead Finally, after the total damage is determined, apply any
of the Power Tables. There is no chance of criticals when effects that would reduce damage. This final damage
doing this, to avoid players getting one-shot from a lucky calculation is the applied damage, or the damage that is
roll. Unless stated otherwise, this damage is physical actually dealt to the target's HP or MP.
damage. If damage reduction brings the applied damage to 0 or
Sometimes, there may be a monster with unique skills lower, then no damage is actually done to the target.
that deal flat damage. This is already assumed to be
calculated damage, so nothing should be added to it. For E XAMPLES OF E FFECTS THAT R EDUCE DAMAGE
other damage caused by the unique skills of monsters Defense granted from Armor and Shields
follow their own instructions. Combat Feats (see CR I, p. 286) such as [Taunting
Strike] and [Armor Proficiency/**]
R ESISTING DAMAGE Spells such as [Protection] or [Blunt Weapon] (see CR
Most damaging magic allows for characters to make I, p. 240).
Willpower checks (see CR I, p. 134) in order to reduce
the damage, they actually take. Additionally, there may be
some unique skills that require either a Fortitude or
Willpower check in order to avoid some damage. When
these checks are required, they halve the calculated Once the applied damage is decided, the target's HP
damage of the spell or ability coming at them. If a (MP) will be reduced accordingly.
successful check halves damage and leaves a fraction,

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Part 4 Revised Combat Rules

• The spell “Critical Bullet” reduces the Critical


Threshold of the gun using it by -1
When using a Power Table, there is a chance of These are only a handful of effects that can change the
increasing damage, called criticals. critical value of a weapon. In general, a critical value will
never be less than 8. If, after calculations the Critical
CRITICAL VALUE (CRITICAL T HRESHOLD) Threshold is 7 or less, it is treated as 8 instead. However,
Each weapon has its own critical value (often abbreviated a Critical Threshold can be raised to 13 or higher, in which
to “Critical Threshold”). Magic that deals damage has a case there is no possibility of criticals.
Critical Threshold of 10, unless otherwise noted.
N O-CRITICAL SITUATIONS
R ESOLVING CRITICALS There are a handful of situations that may occur in which
When using a Power Table, if the 2d roll is equal to or a critical is not possible. That is, no matter how high the
greater than the critical value, then the attack is a critical 2d roll is, there's no way to trigger a critical. First, as above,
attack. Roll on the Power Table again and add the new if the Critical Threshold is raised to 13 or higher. Second,
result to the first one rolled. If this second roll is also a if a spell or effect is able to have its damage reduced on a
critical, roll a third time, and so on. Extra Damage is added successful save (i.e. it has “Resist: Half”), then a successful
to the final result of this rolling to get the calculated save will also prevent criticals.
damage. No matter how many times a critical strike occurs, As a general rule, healing effects do not trigger criticals.
Extra Damage is only added once.

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.

M AXIMUM N UMBER OF T ARGETS


Some magic and effects with an effect range of less than “Area: Line” spells and effects not only directly affect the
10m radius have a maximum number of targets set at the one being targeted, but any unfortunate soul between the
same time as the effect range, such as “Radius 3m / 5”. In origin and the target can get caught in the crossfire as well.
this case, if there are more people in the area, randomly Specifically, it will always affect the Frontline, and may
select the characters to be affected, up to the maximum affect other areas, depending upon how it's used. If used
number of targets. from one of the Rearguard areas, it will affect all three
areas, as it passes through the Frontline to the other
Rearguard area. If used from the Frontline, however, the
effect will only affect the Frontline and the targeted
Rearguard area.
As mentioned, characters other than the target might be
If the target area of the spell or effect used is greater than affected. To determine this, each non-targeted character in
10m, but less than 20m, then it will affect the target area the affected areas must roll 1d; a 1-3 means they are
and the adjacent area. For example, if a spell was cast on affected, 4-6 dodges the effect. The character using the
the Allies' Rearguard with a 15m radius, it would affect

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.

The general setup of the battlefield in Simplified Combat N O R ETREAT !


is for the Frontline to be where most of the combat actually For the side that has lost their Frontline presence, once
takes place, while support from both sides comes from the enemies have moved into their Rearguard area, their backs
Rearguard. are against the wall. Essentially, the side who has been
However, if one side disappears from the Frontline broken cannot leave their Rearguard area, even by the
(whether retreating, unconscious or slain), then the other effects of magic, Combat Feats, or items. At the GM's
side may press their advantage and move into the opposing discretion, they may allow a move to leave the battlefield
Rearguard. entirely, but that typically involves long-distance fleeing
Characters on the Frontline can take a Normal Move to with no chance of retaliation against the attackers. Those
advance, while characters in the opposite Rearguard need pressing the attack, however, can move freely, as per
a Full Move. normal Simplified Combat movement rules.

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.

This section will explain the rules of Standard Combat


along with combat sequence (see simplified combat GM Guide: Important: Relative Distance!
sequence at p. 131). What is important in Standard Combat is information
such as the relative distance between the characters, that is,
how many meters they are apart from each other. For that
purpose, set a reference point and calculate the distance in
As mentioned above, in Standard Combat a virtual meters from this point. As characters move while in
straight line is defined, and a character's position is combat, make sure you know this relative distance to
managed in relation to this line, as a one-dimensional reference point and make it easy for players to understand.
battlefield. To do this, you can take multiple reference points or shift
While a battlefield may be nearly any size, in practice the them depending on the situation. It is appropriate to
GM sets a point in the battlefield as the reference point, manage each time, such as “A and B are 3m apart, C is 5m
and characters' positions are tracked in relation to their from there, so A and C are 8m apart.”
distance from that point. This measurement is made in
meters and is assumed to be to the nearest full meter. COORDINATE R ESTRICTIONS
The GM may limit the coordinates where the characters
T ERMINOLOGY : COORDINATES can move, the starting point of magic, etc., considering the
When describing Standard Combat rules, the term situation on the battlefield. For example, if you encounter
“coordinates” may come up in reference to a character's a monster waiting in the back of the room, there are no
position. Specifically, if characters are said to be at the coordinates behind the position of the first monster.
“same coordinates”, while they may not be in exactly the
same spot on the battlefield, they are close enough to
interact with each other. They may also make melee
attacks against each other, as well as affect the other with Once the PCs and enemies have met and it is certain
“Range: Touch” spells. combat will break out, the GM begins setting the stage for
combat.
E XISTENCE OF M ULTIPLE CHARACTERS Faction determination, Monster Knowledge, and
Multiple characters can simultaneously exist at the same Initiative are dealt with the same way as in Simplified
coordinates, whether enemy or ally. Combat.
Factions Determination
Monster Knowledge Check
Initiative
Initial Placement
I NITIAL P LACEMENT
The GM also determines the terrain and size of the
battlefield, as well as the distance the parties begin combat

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.

F ULL M OVEMENT - (3 X AGILITY ) M


Characters can move a distance of up to three times their
A character's turn consists of three separate parts: Agility score in a Full Move. They are very restricted as to
Movement, a Major Action, and a Minor Action. A what Minor Actions they may take, and are not only unable
character must still choose their method of movement to take Major Actions, but also suffer a -4 penalty to
before taking any Major or Minor Actions, but the details Evasion.
of movement are more complex than in the Simplified
Combat rules (see p. 132). N ORMAL M OVEMENT - (AGILITY ) M
Characters can move a distance in meters equal to their
Agility score (the whole score, not just the bonus!). A
character cannot take their Normal Move and also cast a
spell or make a ranged attack in the same round
As in Simplified Combat, there are three separate (regardless of whether those are Major Actions or Minor
methods of movement. In Standard Combat, those same Actions).
methods vary drastically in relation to the ability of the
character. Even still, the Major and Minor Action L IMITED M OVEMENT - 3 M
restrictions spelled out in the Simplified Combat rules, as If characters take a Limited Move, they may move up to
well as the -4 Evasion penalty for Full Movement, are still 3m. However, if the character's Move Speed is lowered to
in effect here. below 3m (from a spell, for example), they may only move
that speed instead. All Actions are open to a character.
N ORMAL M OVEMENT
For PCs, their Move Speed is equal to their Agility score. R ESTRICTED M OVEMENT SITUATIONS
To be more specific, if a character were to take a Normal In general, a character can't move from the area they're
Move, they would be able to move up to their Agility score in if an enemy character is also in the same area.
in meters. Spells and effects can change a character's Move Additionally, movement may be restricted due to various
Speed, modifying it both up and down, independently of magical effects. In such situations, the character
the character's Agility. The difference in movement automatically takes a Limited Move.

141
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.

M ULTIPLE SKIRMISHES Multi-Section Monsters


In Standard Combat, multiple skirmishes may form. If A character can block the movement of a monster with
the center of one skirmish is within the area of another up to twice as many sections, but not more. However,
skirmish forming up, then the two will merge into one multiple characters can succeed where a single one could
skirmish. The center of this new skirmish will be the not. If there are enough characters to bring the characters
midpoint between each of the other two skirmishes, to sections ratio to 1:2 or better (i.e., if there's at least half
rounded up to the nearest m. as many characters as sections or more), and all of the
Characters in either melee will still be in melee, though impeding characters can reach the coordinates they wish
their coordinates will have moved to the new midpoint. to stop the multi-section monster at using only a Limited
The size of the skirmish will be recalculated, based on all Movement, then the monster's movement can be blocked.
of these participants.
B LOCKING IN SKIRMISH
DISAPPEARING SKIRMISHES Characters in skirmish can block movement by hostile
A skirmish forming is predicated on two separate characters trying to move through a skirmish. In this case,
factions in conflict with one another. If, through any the moving character is moved to the center of the
means, one of these factions becomes unable to continue skirmish and is considered in melee.
the combat, the skirmish disappears.
Blocking Possibilities via Faction Comparison
If a character tries to move through a skirmish,
determine which side of the conflict they are on. If that
side (including the moving character) is more than double
When a character moves, if there is a hostile character the opposing side, then the moving character's movement
or skirmish in the path, then movement may be blocked. cannot be blocked.
For example, in melee there are 3 characters from Party
B LOCKING OUTSIDE COMBAT A, and 2 from Party B. Two more characters from Party
When outside of combat, characters can block A wish to move through a section of the skirmish, and
movement but are limited in doing so. Essentially, a Party B wants to stop them. However, in this case that
character can block another if the interfering character's would mean that Party A would have 5 characters to
Limited Move would cross the moving character's path. In Faction B's 2, and so Party B cannot block those
this case, both the moving character and the interfering characters' movement.
character will move to the same coordinates; the
interfering character moving first, then the moving Independent Characters
character to meet them. An independent character can assist characters in
This does not change the movement chosen; a character combat in order to block movement. In doing so, they
blocked 2m into their Full Move would still be prohibited
from most actions and still receive the penalty to Evasion.

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Part 4 Revised Combat Rules

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.

CHARACTERS IN COMBAT SHIELDED BY OTHER CHARACTERS


As mentioned above, characters in melee with each Hostile characters will also shield others behind them,
other share the same coordinates at the center of the and just as with skirmishes the Combat Feat [Hawk Eye] is
skirmish. Thus, if a shot is taken at one of the characters, required to shoot beyond them. However, hostile
all of the characters in that skirmish are potential targets. characters cannot block shots if they share coordinates
with either the shooter or the target.
I NDEPENDENT CHARACTERS
Independent characters in a skirmish still have unique CHARACTERS IN THE M ELEE AREA DO NOT CREATE
coordinates. However, if there are multiple independent I NDIVIDUAL SHIELDS
characters at the same coordinates, they too are subject to Friendly characters do not shield others from shots
Stray Shots. under any circumstances.
Even if a character is independent, if their coordinates
are at the center of a skirmish (i.e. immediately after falling
unconscious), then they are able to be hit by Stray Shots.
CHARACTERS IN COMBAT
SAME-AREA SHOOTING
If a wide-area effect is used, and the area of effect covers
Stray Shots do not occur when one character in a
the midpoint of a skirmish, all characters in the skirmish
skirmish is attacking a character in the same skirmish.
are considered to be affected. Independent characters
retain unique coordinates even in the skirmish, so they're
only affected if the area of effect covers their coordinates.

In order to use a ranged attack, spell, or effect, line of AREA: L INE


sight to the target cannot be blocked. skirmishes and Line effects have one direct target, who is always affected
hostile characters will shield any targets behind them, by the line effect. Other characters have a 1/2 chance to be
preventing line of sight from being drawn beyond the affected if their coordinates are between the character and
shielding character(s). the target. The character using the effect can choose to
exclude themselves from the effect.

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.

The concept of "Skirmishes" is also used in Advanced


Combat. When using Advanced Combat rules, a skirmish

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Part 4 Revised Combat Rules

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.

Advanced Combat is basically the same as Standard I NITIAL CHARACTER P LACEMENT


Combat in terms of combat procedures and what each When an encounter occurs, the GM decides on a
character can do on their turn. The difference between the distance of about 5 to 30 meters, using the same Combat
rulesets comes when determining how many dimensions Opening Distances Recommendation Guide used in
the GM and players wish to work with; Standard Combat Standard Combat. However, if the size of the battlefield is
only uses a single dimension (a line), whereas Advanced limited, then that too needs to be taken into account and
Combat uses two dimensions (a plane). may provide an upper limit for the encounter distance.
One character from each faction involved in combat is
placed at this initial center point, then the remainder of
each party is placed around them. Characters in the same
As part of starting a combat using the Advanced Combat faction can be placed at the same coordinates, with both
rules, there are a few changes in establishing the battlefield the players' declarations and the GM's rulings affecting
and participants compared to the Standard Combat rules. placement as well. Something to note is that the lead
characters of each faction are the farthest forward, so any
E STABLISH THE B ATTLEFIELD other pair of opposing faction members cannot be further
The GM should reveal to the players the battlefield forward than that pair (though they can share the same
where combat will occur. As mentioned above, the use of coordinates).
a blank sheet of paper, a whiteboard, or other physical
representation is recommended. If the battlefield has GROUPING CHARACTERS
special terrain or obstacles, the GM should make them Typically, the initial placement of characters in a combat
known in advance, though it could also just be a plain situation will be determined by how the party was moving
battlefield with nothing on it. through the area before the combat had begun. Without
The GM should limit the overall size of the battlefield as prior knowledge of another party or group of monsters,
appropriate. For example, if the encounter happens as the any sort of rearranging depending upon the other party's
party is entering a room, only the room where the party is, placement should be disallowed.
and the room being entered need to be represented on the For example, if the PCs were in a tight formation while
map. moving through a small room, their placement should
reflect that as best as possible. However, if there was a
more loose arrangement, divided more simply into a
frontline and a rearguard, the party's position would reflect

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.

The rules for character movement follow those of


As in Standard Combat, characters can stop another
Standard Combat, but there are some differences due to
character who is about to move by blocking their
the expansion of the battlefield into two dimensions.
movement. The rules for this are exactly the same as in
Standard Combat and are summarized below.
T HREE M ETHODS OF M OVEMENT ( SAME AS "STANDARD
COMBAT ") 1. The blocking character must choose a point they
There are three methods of movement for characters: can reach with a Limited Move that is also in the
Full Move, Normal Move, and Limited Move. When movement path of the character they wish to block.
moving during their turn, each character can take one of 2. Multiple characters can work together to block
those different moves, affecting not only how far they move movement if the blocking point is within the Limited Move
on the battlefield, but also what actions they can perform range of all of the blocking characters.
during their turn. As with Standard Combat, characters 3. Once the character has been blocked from
taking Full Moves will receive a -4 penalty to their Evasion moving, the coordinates of the moving character and all
for the round. blocking characters become the same as the point where
the movement was blocked.
4. Characters outside the skirmish may not
SPECIFY THE MOVEMENT P ATH designate the skirmish as a blocking point and, therefore
In Advanced Combat, characters not only need to let the may not interfere with characters inside the skirmish.
GM know which kind of move they're taking but also need
to show the path they're taking through the battlefield as R ESTRICTIONS ON B LOCKING M OVEMENT
well. This path can be curved or crooked, though such In order to block a character from moving, that character
twists and turns do not affect the total distance traveled. must be seen by the blocking character. As such, invisible
For the most part, adhering to this rule doesn't have to characters, or characters shielded from view, cannot block
be too strict. However, both the GM and players need to their movement.
know the rough distance traveled, and it should be clear to Additionally, the blocking character must be able to take
both sides when a character moves through an area where a Limited Move in order to block movement. If that
movement can be blocked by opponents or skirmishes. character has fallen prone or is unable to move due to
entanglement or other effects, they can't move to intercept
M INOR ACTIONS DURING M OVEMENT the moving character. The character must also be willing
With Advanced Combat, a character can take Minor to interfere with another character's movement, so if the
Actions during their movement. When they do so, the blocking character is charmed or unwilling to move to
player needs to show at which coordinates the character block a particular character, they cannot block that
performed the Minor Action. This allows that character to character's movement.
target another character with a Minor Action with "Range:
Figure 2: Movement Blocking with Characters Outside the Skirmish

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Part 4 Revised Combat Rules

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.

A Character In Melee has its Coordinates at the


Center of the Skirmish In Advanced Combat, when drawing up a skirmish onto
The coordinates of a character In Melee are the center the battlefield, it is usually drawn with a certain size. It is
point of the skirmish in which it is participating. assumed that only the area drawn up is used for melee
combat, regardless of how large the actual scenario map
Independent Characters Keep Their Own may be.
Coordinates
Each independent character has its own unique SKIRMISHES AND SHIELDING
coordinates, even if those coordinates are the center point Once a skirmish is formed, it blocks the view of outside
of the skirmish. characters, such that they can see the skirmish but not
anything beyond it. To determine if a character is shielded
Characters With the Same Coordinates Have by a skirmish, draw a straight line from the character to the
target and see if it crosses the skirmish. If the line crosses
the Possibility of Stray Shots
it at any point, the target is shielded.
A Stray Shot may occur when targeting characters with
the same coordinates in the skirmish with a ranged attack
or "Area: Shot" effect from outside the skirmish. Shielded by a Character Outside the Battlefield
A character outside of a skirmish creates a 1m radius
shield around itself only against hostile characters.
Characters inside a skirmish do not have this form of
shielding, regardless of whether they are in a melee or
independent state.

148
Figure 3: Shielding

Figure 4: Blocking Movement Through Skirmishes

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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Part 4 Revised Combat Rules

Figure 5: Independent Characters Blocking


Movement
The following is a quick summary of an "independent
character".
Characters in a skirmish can be classified as either "In
Melee" or "Independent." “Independent Characters” are a
concept introduced to avoid strange behavior that would
occur if all characters were always placed into melee.
Because of its special nature, in many cases, independent
characters are handled differently from characters in
melee. The following rules and notes should be read with
both these concepts in mind.

DIFFERENCES TO STANDARD COMBAT R ULES: N O


Independent Characters Blocking Movement AUTOMATIC T RANSITION INTO M ELEE
An independent character may only block movement In Standard Combat, if an independent character takes
within their Limited Movement range and the skirmish. their turn while they're still in the skirmish, they will join
Please note that this is different from the Standard Combat the melee at the beginning of the next round. In Advanced
rules. As a result of blocking movement, the independent Combat, however, this does not happen. Instead, an
character also enters the melee, and their coordinates are independent character will still be independent at the
moved to the center point of the skirmish, regardless of beginning of their turn.
where the movement was blocked.
GM Guide: Proactively Eliminate
Blocking Movement with Multiple Characters Independent Characters
As in Standard Combat, multiple characters in a The presence of an independent character can be
skirmish can work together to block the movement of “taxing” on the game flow. Worst case, it may cause the
other characters. If an independent character wishes to game to stall. The best way to avoid this is to proactively
assist in blocking movement, the blocking point must also eliminate independent characters. This is also the reason
be within range of that character. why "Standard Combat" has independent characters
automatically joining the melee at the beginning of their
Determining Blocking Possibilities via Party next turn. The following "How to Resolve Independent
Comparison Characters" Section will explain how an independent
As in Standard Combat, Characters in melee can block character can easily join in the melee. GMs should actively
movement by hostile characters trying to move through a try to resolve independent characters with the actions of
skirmish. Compare the number of characters attempting NPCs.
to move plus their allies in the skirmish to the number of
characters attempting to block movement, regardless of H OW TO R ESOLVE I NDEPENDENT STATES
whether they are in melee or independent. If the side If it's the independent character's turn, they may choose
attempting to pass has an advantage of more than 2:1, the to join in the melee.
character's movement cannot be blocked. If it's the player's turn, and they are in melee, they may
target enemy independent characters with melee attacks.
Blocking Restrictions If an enemy independent character is present, you may
As mentioned above, if the ratio of the number of block their movement through the skirmish during its turn.
combatants is more than 2:1 in favor of the opponent, their ※: Movement obstruction is possible from the starting
movement cannot be blocked. If the character has point of the movement. If a character is independent, they
declared "Retreat" as their previous Major Action, their are always involved in a skirmish, so movement blocking
movement out of that skirmish cannot be blocked. Any through that skirmish is always an option, unless prevented
"Area: Breakthrough" effects that change the coordinates by special conditions such as the enemy to ally ratio. In
of the user cannot have their movement blocked. Standard Combat, it is assumed that this is done by default.
Characters cannot block the movement of a character who
has mastered the [Shadow Sneak] Combat Feat. T ERM : P ULLED IN
There are situations where a character is forced to join
Consequences of Blocked Movement Through melee combat. As an example, 2. and 3. in the "How to
a Skirmish Resolve Independent Characters" Section above explain
If an opponent in the skirmish obstructs a character's two ways how this can happen. By definition, as a result of
movement, the coordinates of that character are set to the some kind of action, the coordinates of the targeted
center of the skirmish, regardless of the point of character are moved to the center of the skirmish, and that
obstruction. In addition, after the obstruction has resolved, character is forced to enter melee combat. The term
that character enters into melee even if no other action is "pulled in" is used from now on in order to describe "the
taken. coordinates change to the center of the skirmish". “Pulled
in” can also be understood as "pull into the center of the

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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Part 4 Revised Combat Rules

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.

COMBINING SKIRMISHES SKIRMISH OVERLAP


Multiple skirmishes may be combined when a new If two or more skirmishes overlap but are not within
skirmish is formed nearby or when the skirmish expands. range of each other's center, they are handled as follows.
Combining battlefields will be processed immediately after
one of the following conditions are met. Skirmishes Will Not Combine
The skirmish will not combine into one larger skirmish,
Conditions for Combining Skirmishes but will remain as smaller, separate skirmishes instead.
When two skirmishes overlap due to the creation or
expansion of another skirmish, and one of them contains No Shielding Between Skirmishes
the center of the other skirmish within its area, the two Characters in either skirmish can look into both
skirmishes merge. The center of the new skirmish will be skirmishes and see every character involved.
the midpoint of the two merging skirmishes (GMs may
shift the center anywhere within 1m of the combined area No Direct Interaction Between Skirmishes
for ease of management). The size of the combined A melee combatant in one skirmish cannot directly
skirmish is determined by the number of characters in the interact (i.e. make melee attacks or use Range: Touch
melee of the merged skirmish. spells or effects) with a melee combatant in the other
skirmish. However, they can be targeted by ranged spells
Characters In Melee Stay In Melee or effects (assuming it has sufficient range, of course).
All characters that were previously in melee in their
respective skirmish will now be in melee with all opposing Targetability for Independent Characters in
characters in a new skirmish.
overlapping Skirmishes
Whether a character in melee can directly interact with
Independent Characters Stay Independent an independent character is determined by whether or not
Independent characters will remain independent and they are in the same skirmish. Independent characters with
maintain their original coordinates when the skirmishes coordinates in multiple skirmishes may be directly
merge. Independent Characters will not join into melee or interacted with by melee characters in both skirmishes.
characters in the melee state will not become independent
when the skirmishes are merged.

Figure 7: Combining Skirmishes 2


Figure 6: Combining Skirmishes

152
Figure 8: Changing Skirmishes

Independent Characters in multiple skirmishes SLEEPING, F ALLING UNCONSCIOUS, OR DYING IN A


may be Pulled Into Melee B ATTLEFIELD
Independent characters in multiple overlapping If a character falls asleep, falls unconscious, dies in a
skirmishes may be pulled into either melee. If the skirmish, or otherwise is unable to move of their own
independent character is hit by a melee attack or “Range: volition, they will fall prone and become independent. If
Touch” effect from a character already in either melee, the the character was in melee, the coordinates would remain
independent character gets pulled in that respective melee. at the center of the skirmish. However, the character
Suppose the independent character has their movement would still become independent. In such cases, the size of
blocked by a character in melee during their turn. In that the skirmish may change, typically shrinking in size, due to
case, the independent character will be pulled into the the change in the number of characters in melee. Even if a
melee in which the blocking character was participating. If character is unconscious, they are still considered to be
an independent opponent intercepts movement in the "within touching distance" of the characters in the melee
overlapping area, they can decide which melee to join. If and may be attacked. In this case, even if the character is
opponents in melee from both skirmishes jointly block the hit by these attacks, the character won’t be pulled into
movement of an independent character in the overlap, melee, remaining independent instead.
they get to collectively decide which melee to join.
GM's Guide: Eliminate Characters You don’t
Leaving Multiple Battlefields need anymore
If an independent character whose coordinates are in an When an enemy or other NPC falls unconscious or is
overlapping battlefield declares to leave, he may move out killed, GMs are encouraged to immediately remove the
of either battlefield on his next move. They can also leave character from the battlefield if they do not plan to use
one and stay in the other as an independent character or those characters further. This will make the game much
move to the center point of the other and join that melee. easier to run.

Leaving a Single Battlefield I MMOBILIZING E FFECTS


If a character whose coordinates are only on one side of a A character subjected to a restraining effect, such as
battlefield declares that they are leaving, whether being trapped by a bear trap or subjected to the 13th-level
independent characters or in melee, they only have the Truespeech spell "Lightning Bind," becomes immobilized.
right to move out of that battlefield on their next turn. In this case, if the character is already in a melee, they will
Therefore, if that move attempts to enter or pass through remain in melee as long as the center of the skirmish is not
the other battlefield, it may be subject to having its changed. However, they are no longer able to perform
movement blocked. melee attacks or "Range: Touch" effects on independent
characters that are not located at the center of the skirmish.
Also, suppose the skirmish's center moves away from the
character's coordinates (and they are still within the
Characters who are subjected to the "Immobilized" effect skirmish) due to the combining of multiple skirmishes. In
in a battlefield will be subjected to special treatment. that case, that character will immediately become
independent. From here, the character is considered to be
within touching distance of the characters in the melee and
is subject to one-sided melee attacks and "Range: Touch"

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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.

M AGIC USING E VOCATION AS A M AJOR ACTION


See also Spellcasting check (see CR I, p. 127), "Magic" For more information, see Alchemist class (see AW, p.
(see CR I, p. 144), and "Generic Rules of Magic" (see WT, 12).
p. 12). As a general rule, a character using Evocation as Major
As a general rule, a character casting a spell can only take Action can only take a Limited Move or Normal Move.
a Limited Move.
Movement and Actions Tables
Major Action Minor Action
Limited Normal Full Limited Normal Full
Move Move Move Move Move Move
Casting Spell ○ X X Casting ☆Spell ○ X X
Ranged Attack (Shooting Ending Spell Effects ○ ○ ○
Weapon) ○ X X
Ranged Attack (Thrown
Using Technique ○ ○ X
Weapon) ○ ○ X Using Evocation as a Minor
Action ○※1 ○※1 X
Melee Attack ○ ○ X
Singing/Continue
Using Stratagem ○ ○ ○
Spellsongs ○ X X Activating a Combat Feat ○※4 ○※4 ○※4
Using Evocation as a Major
○※1 ○※1 X
Standing from Prone ○ ○ ○
Action Equipping weapons/Changing
Using Divination ○ ○ X Stance/Sheathing a Weapon/
Dropping a Weapon/ ○※5 ○※5 ○※5
Retreat from Melee ※2 ※2 ※2
Picking up/ Receiving a Weapon
Stowing/Handing over ○ ○ X Put Arrows ○ ○ ○
weapons, etc. Other ○ ○ ○
Reload Bullets to Gun ○ ○ X
Make a Minor Action ○ ○※3 X
Wearing/Storing
Accessories ○ ○ X
Other ○ ○ X

※1: Evocations have special restrictions


※2: There are no restrictions on movement when making a retreat (but in many cases, characters cannot move while in the melee). After
the retreat, the next move must be chosen in such a way that it has enough distance to get out of the skirmish.
※3: All restrictions of the Minor Action will apply to this Major Action (so Normal Move may not be possible).
※4: It must be used before any action that this combat feat should affect.
※5: Only before making a Major Action

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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.

Standard Combat WEARING/STORING ACCESSORIES


The next time the character moves, they can leave the See also "Control of Personal Belongings" (see p. 159).
skirmish. The method of movement chosen must be Accessories stored as luggage can be equipped as a Major
enough to leave the skirmish. Do note that independent Action if the appropriate equipment slot is available. Worn
characters will count as enemies when determining whether accessories can be stowed as a Major Action as well.
to apply the Evasion penalty.
M AKE A MINOR ACTION
Advanced Combat Actions classified as Minor Actions may be performed
Advanced Combat is using the same rules as Standard with Major Actions, except for those that are explicitly
Combat, except that the direction of movement can be any prohibited, such as Stratagems. This can be useful when
direction on the 2D plane. Minor Actions are prohibited by some effect such as the
[Stun Cloud] spell (see p. CR I, p. 247 or WT, p. 35).
Retreat of Independent Character (Standard
Combat and Advanced Combat) OTHER ACTIONS
Even independent characters within a skirmish must The GM can allow for other actions to be Major Actions,
declare a Retreat to leave. On the turn they use this action, given the general rule that 1 round = 10 seconds.
the character may not change their coordinates by moving.
The character's movement cannot be blocked. As
independent, they may be directly interfered with by
another character before their next turn comes and thus be
CASTING ☆SPELLS
pulled to the center point.
Spells with ☆ in the name can be used as Minor Actions
without any Spellcasting roll. However, as such any sort of
P ICKING UP /STOWING WEAPON
Magic Power is to be treated as 0.
See also "Control of Personal Belongings" (see p. 159).
Weapons and other items on the ground can be picked If ☆Magic is used, movement is still restricted to Limited
up in one Major Action. Characters' area (in Simplified Movement as with other Magic use. If a character has taken
Combat) and coordinates (in Standard Combat or a Normal or Full Move, they cannot use ☆Magic.
Advanced Combat) must match with the item. However, a While ☆Magic can be used at most any time, MP is still
character in melee combat can pick up an item that is consumed per usage.
within the skirmish.
Stowing a weapon in hand away as luggage, counts as a
character's Major Action for the turn.

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.

[H AWK EYE] [F LYING K ICK ]


Even if there is a shield created by a skirmish or hostile Standard/Advanced Combat
character in the path, the user can ignore the shield and This is a combat feat has a prerequisite of moving at least
see beyond it. 10 meters. If the player's movement is blocked, and as a
result, the distance traveled is less than 10 meters, this
[I RON WALL] combat feat cannot be used. And character would just be
See [Cover]. treated as it made Normal Move and was blocked for the
purpose of movement tracking.
[B LOCK ] If a character is blocked at a distance of 10 meters or
more, the user can change target of [Flying Kick] to the
Simplified Combat
character blocking the movement.
Firstly, this feat on the first-round user of this feat counts
as two characters for counting the needed number of
characters in the frontline area. [CLEAVE]
Secondly, it is also used to increase the number of allies See [Tail Swing].
for enemy characters retreating to see if an Evasion penalty
should be applied to an enemy character. This will not [M ULTI -ACTION]
affect the retreat of the allied characters. In some cases, it is possible to target multiple characters
in melee at the same time. See “Multiple Targets” (see p.
Standard/Advanced Combat 161).
The user can double the number of its sections and the
number of sections of their mount if they are riding. And
this feat is effective when blocking movement.

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.

Sword and 1H Gun Sheaths and Holsters


1H Sword and 1H Guns can be stored in the scabbard
or holster that comes with the weapon, with Minor Action. The character can wear only one piece of armor
These are not accessories, which will be discussed later, (Nonmetallic or Metal Armor) at a time.
and the player does not have to worry about where their Putting on and taking off the armor takes time. If you are
scabbard or holster is attached, game-wise. trying to do it during a battle, for example, you must make
it with a Major Action. The duration of taking off is equal
to the “Armor Defense x 10 seconds (1 round)”.
Sling
The Sling (see AW, p. 98) is a supplemental thrown
item, and the actually thrown weapon is the Stone. The
Sling itself remains at hand while Stone is thrown away.
Such weapons while listed as thrown weapons don’t have Items classified as accessories are managed using the
1H* or 2H* as their Stance. And should be treated as accessory column on the character sheet. These items will
shooting weapons instead. be effective only when they are equipped with the
appropriate equipment section.
1H/2H SHIELDS The accessory can be attached or detached using Major
They are the same as weapons. Action (see p. 155).

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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.

P LAYER K NOWLEDGE ABOUT M ONSTERS


M ONSTER K NOWLEDGE If the Monster Knowledge check fails, players can still
Monster Knowledge checks can be made using the Sage use their own remembered knowledge.
class or the Rider class, whichever is higher. However, during a session, players cannot view monster
If the Monster Knowledge check is successful, the stats in the rules, supplements, etc. without performing a
players can open the rules, supplements, etc., for the Monster Knowledge check. If a player wants to check the
relevant monster and read the data, even if the GM has stats of a particular monster, they must report to the GM
created an original monster that is not part of such a ready-

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.

T HEORY OF I NITIAL P LACEMENTS IN SIMPLIFIED USE OF L IFEGRASS AND M AGIC H ERB


COMBAT Lifegrass and Magic Herb recover the character’s HP or
In Simplified Combat, there is a question is how to MP.
separate the characters in the frontline and rearguard areas To use Lifegrass or Magic Herb character has to spend
for initial placement. Basically, characters that should be 10 minutes for each. While doing this character cannot do
in the vanguard should be placed in the frontline area from other work, such as acquiring loot.
the beginning. However, if the player wants to be affected Characters can also heal themselves after the combat
by Range: Touch support magic or effects, it is appropriate with spells and other effects.
to place them in the rearguard area, cast such spells, or
apply such effect, and then they can move the frontline
area with their movement. This is the reason why the rules
do not require the first camp to place characters in the
frontline area in the initial placement.
On the other hand, the side that is attacking second in Some characters have multiple sections. The following
the game should not leave the characters that should be are notes for such characters.

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.

STANDARD COMBAT /ADVANCED COMBAT : P ULLED DAMAGE OF GUNS


Guns shoot out bullets made with magic and deal magic
INTO THE M ELEE
damage when they hit a target.
In Standard/Advanced Combat, if one of the sections of
The target of the attack will not suffer any damage if their
a multi-section character goes into melee, the other
Evasion check is successful (i.e., if the Evasion check is tied
sections will also go into melee.
or higher than the attacker's Accuracy check). However, if
the Evasion check fails, the damage cannot be halved with
STANDARD/ADVANCED COMBAT : M ULTIPLE T ARGETS a Willpower check (as with spells with Resistance: Half).
A character that can perform multiple melee attacks in a Since it is magic damage, it ignores the Defense gained
single turn, not just multi-section characters, can create a from the armor and shield of the target.
melee situation with multiple nearby characters in a single Additionally, a gun's critical threshold does not increase
turn. by +1 when shooting at a character in Metal Armor.
Note that the combat feats [Twin Strike] and [Multi-
Action] should also follow this process.
F ALL DAMAGE
If a character falls from a height, the character suffers fall
(1) A melee attack (e.g.) is made on a certain target. and
damage. Damage is equal to the “fall distance in meters x
the target is pulled into melee.
3” and is treated as physical damage.
(2) Even if a character wasn’t targeted in (1) above, it
becomes independent if it is in the newly formed skirmish. Falling damage can be reduced by Tumble check (see
Therefore, it can be directly attacked by a second attack by CR I, p. 123).
the active character in a melee. This also pulls the target

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.

Revised rules have been modified (from the original


Core Rulebooks) so that the movement alone does not
entail the automatic occurrence of the skirmish.
This is a revision of the rules to make the game rules
simpler and easier to play, but it has also resulted in some Under these revised rules, the character who can block
minor inconsistencies with the rules that came before, as movement can not create skirmish and block movement
well as some limitations in the rules themselves. anywhere within its Limited Move.
If you are interested in these, please use the following Normally, the moving character that has been blocked
optional rules. makes a melee attack against the blocking character this
will create a skirmish, which resolves the situation.
However, if this is not done, e.g., because the active
character using Full Move, the blocking character can
block the movement of the next active enemy character to
block their movement.
Under the previous rules, when the character moved To take an extreme example, a single character may be
through skirmish they would be automatically pulled in. If able to hold off an army of enemy soldiers who are
a character with multiple sections moved through charging at you with a Full Move. If the character has
skirmish, all the sections will be pulled into a melee. mastered the combat feat [Footwork], then a strange
Therefore, if the character who was pulled into melee with phenomenon will occur where the character keeps moving
[Cleave] or [Tail Swing] combat feats, could perform 10 meters at a time and keeps stopping the movement of
melee attacks against all sections immediately. the whole army.
On the other hand, under the revised rules, which only If you want to avoid this, you can use the following
block movement and do not cause skirmish, the attacker optional rule. If the active character is blocked from
can only select one of the sections to attack. moving, even if they took no action, including melee
If you don’t like how the rules work, you can use as an attacks, a skirmish will automatically form at the end of the
optional rule that a character blocking the movement can turn, and both the active character and the character who
attack multiple sections of the character while blocking its blocked the move and they both will be pulled into a
movement using combat feats or other effects. melee. This limits the ability of characters to block
movement and block movement indefinitely.
Again, if the blocked character is made only Normal
Move this phenomenon can be avoided if the blocked
character makes a melee attack and forms a skirmish. Use
of this optional rule is suggested if you are experiencing
overuse of blocking movement or feeling like automatic
formation suits your game better.

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.

A character outside the overcrowded skirmish cannot


A skirmish is defined as a melee in which the characters move through skirmish as that would cause it to exceed the
participating are moving around with each other. number limit if it were to enter. For example, if the number
Therefore, the size of the skirmish is defined by the of participants in a skirmish is 7 and 6 characters are
number of people involved. This is to reproduce the fact already in the skirmish, the characters with 2 sections
that the more people participating, the more space they will cannot enter (or pass through) the skirmish.
need. This restriction also applies to characters who have
It also means that the number of characters will not be mastered the combat feat [Shadow Sneak], characters who
able to exceed a certain number if the size of the skirmish are completely invisible or hidden to others, and characters
is physically limited, such as on a narrow bridge or indoors. who attempt to use the “Area: Breakthrough" effect.
This section describes the rules for skirmish with such
limits on the number of participants, including cases where E XCEPTIONS
the number of participants exceeds the limit. As mentioned above, as long as characters move
normally (including flying, SW2.0 combat rules basically
do not take height differences into account), you cannot
move into skirmish areas that exceed the participant's limit.
The limit of the number of participants accounts for all However, it is possible that the number of participants in a
the characters present in the skirmish. This is called the melee may exceed the limit as a result of some moves or
limit on the number of participants. actions.
Note that the size of the skirmish is determined by If you are using these optional rules movements and
counting the number of characters in the melee state, but actions that are exceptions include the following.
the limit on the number of participants also includes
independent characters. 1. Shapeshift and Transformation That Increase
For example, if the limit of the participants in the Number of Sections
skirmish is 7, it will not be possible to have more than 7 This applies to effects that increase the number of
participants in it, including all the characters in the melee sections, such as Drake's [Dragonification]. These can be
and independent characters. performed without taking into account the number of
The limit on the number of participants is determined by participants.
the GM in the range of 2 to 20 based on the size of the

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

Flash Stone Base Price: 1,000


Category
Popularity 8 App. Sparkling Gem Ammunition
(Rank)
Magitech
Summary The stone emits an intense flash upon impact. Era
Civilization
This stone can be thrown directly or by using a sling. The
A character who failed the save or has not
damage of Flash Stone is the same as that of a Stone or Sling.
previously closed their eyes is blinded for 1
This stone shatters when it lands and emits an intense flash.
minute (6 rounds).
Effect Characters who are directly hit and those within 10 meters of them
Flash does not affect the characters with
will be blinded by the light if they fail the Fortitude save with
Magic or Mechanical perception.
Target Number 14. A character with Perception Five Senses
(Darkvision) receives a -2 penalty for Fortitude save.

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)

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

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

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.

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

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

situations
1
†Erase Heals a soulscar
50 Character Touch - Instant N/A - 62
Soulscar from target

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

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

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.

Major Gods of the First Sword


God's Page
Level Name MP Target Range Area Duration Resistance Type Summary
Name (WT)
Caster swears a
vow to protect
10 seconds someone, and
2 ☆ Oath 2 Caster Self -
(1 r)
N/A -
their faith
68
bolsters their
strength.
Enables caster
3 minutes to defend those
4 Covering 3 Caster Self - N/A - 68
(18 r) who fight
around them.
Creates a field
Zaiya to protect the
1 10 seconds
7 Force Field 12 Touch - N/A - target from 69
Character (1 r)
physical
damage.
Creates a field
to protect the
Rune 1 10 seconds
10 12 Touch - N/A - target from 69
Shield Character (1 r)
magical
damage.
Protect the
Armor of 15+HP10- 6m 3 minutes
13 Self - N/A - target with 69
Zaiya 100 Radius/20 (18 r)
invisible armor.
1 Enables the
2 Nightwalker 2 Character 10m Target 1 Hour Neg - target to see in 69
〇 the dark.
1
3 minutes Robs the target
4 Blindness 4 Character 10m Target Neg - 69
(18 r) of sight
#
Sien Destroy holy
Shatter 6m
7 1 Self - Instant Neg - symbol to 69
Symbol Radius/20
recover 30 HP.
Greatly
Instant/10
Crescent 100m reducing
10 12 Self - seconds (1 Can't - 69
Shine Radius damage in the
r)
area.

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

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,

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

Ancient Gods of the Second Sword


God's Page
Level Name MP Target Range Area Duration Resistance Type Summary
Name (WT)
Powers up
Instant/10
6m barbarous,
2 War Cry 6 Self - seconds (1 Neg Psychic 77
Radius/20 physical
round)
damage +2.
Focuses target
Instant/3
on fighting
6m minutes Curse +
4 Frenzy 8 Self - Neg and increases 77
Radius/20 (18 Psychic
its damage by
rounds)
+2
Instant/3
Fly into
Dalkhrem minutes
7 Berserk 8 Caster Self - N/A Psychic anger-fueled 77
(18
rage.
rounds)
Allows
barbarous to
Troops of 6m 3 minutes cast
10 20 30m Target N/A - 77
Ignis Radius/20 (18 r) Dalkhrem’s
Specialized
Divine Spells.
Fatal 6m Deals Power
13 22 Self - Instant Half Bludgeoning 77
Explosion Radius/20 80 damage
Sets HP to 0
Count of 1 1 minute
2 4 10m Target Can’t Curse after 1 77
Death Character (6 r)
minute.
Increases
Accuracy by
+1 and
Clipping 1 3 minutes damage by +2
4 3 30m Target N/A - 78
Weapon Character (18 r) against a
target with
Zaargias half or less
HP
Allows to
Life 100m sense
7 5 Self - 1 Hour Can’t - 78
Search Radius creatures in
the radius
Transfer 6&HP1- 1 Transfers HP
10 50m Target Instant Neg - 78
HP 30 Character to target
Avoid 1 3 minutes Target cannot
13 9 30m Target Temporary Curse 78
Healing Character (18 r) be healed.

Major Gods of the Second Sword


God's Page
Level Name MP Target Range Area Duration Resistance Type Summary
Name (WT)
1 Deals Power 0
2 Wounds 2 30m Target Instant Half Curse 78
Character damage
Deals 6 damage
1
4 Rot 5 Touch - Instant Neg Poison to target and 78
Character
spoils medicines
6m Causes disease in
7 Disease 8 10m Target 3 Days Neg Disease 78
Radius/20 those affected.
Bragzabas
Instant/30 Creates a deadly
6m
10 Poison Mist 15 Self - seconds (3 Neg Poison fog, hiding the 79
Radius/20
rounds) caster.
Makes the area
100m 3 minutes and everything
13 Pollution 17 30m Target Can't - 79
Radius (18 r) within more
susceptible to

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

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.

Minor Gods of the Second Sword


God's Page
Level Name MP Target Range Area Duration Resistance Type Summary
Name (WT)
1 Gives a +1 bonus
on awakening in
2 Hypersomnia 3 Character Touch - 1 Day N/A - 81
exchange for

excessive sleep.
1
Guard the Protect the target
4 2 Character Touch - 1 Day N/A - 81
Sleeper during sleep.

Kaorlupte 1
3 minutes Puts the target into
7 Narcolepsy 6 Character 10m Target Neg Psychic 81
(18 r) a deep sleep.
#
Target can sleep
10 Sleepwalker 8 Caster Self - 6 Hours N/A Psychic and act at the same 81
time.
Deals Power 90
1
13 Dream Beast 15 1km Target Instant Half Curse damage to the 81
Character
sleeping target
1
Mind 3 minutes
2 2 Character 10m Target Neg Poison Willpower -2 81
Collapse (18 r)

Makes weapon
Poison 1 3 minutes
4 4 10m Target N/A -
poisonous, +2 82
Weapon Character (18 r)
damage
Temerio
Makes the target
1 3 minutes
7 Anaphylaxis 7 10m Target Temporary Poison vulnerable to 82
Character (18 r)
poison, +3 damage
10 Deals Power 10
1
10 Perish 12 10m Target seconds Neg Poison damage, -4 to skill 82
Character
(1 r) checks.

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.

Other Major Gods


God's Page
Level Name MP Target Range Area Duration Resistance Type Summary
Name (WT)
Caster receives a
blessing of success
2 Luck 3 Caster Self - 1 Day N/A - 83
in their
endeavors.
1 Lays a curse on it
4 Unluck 4 Character 10m Target 1 Day Neg Curse that saps target’s 83
〇 luck.
Lu Borrow divine
Lode Past 3m hearing to
7 5 Self - 1 Hour Can’t - 83
Hearing Radius understand the
environment.
1 Understand the
10 Empathy 3 Character Touch - 1 Hour N/A - target's thoughts 83
〇 and emotions.
Air 20m 3 minutes Swirling wind lifts
13 20 30m Target Can't - 84
Cushion Radius (18 r) all within range
Instant/3
Defense +2,
Defensive 3m minutes
2 5 10m Target Neg Psychic Physical Damage - 82
Position Radius/5 (18
2.
rounds)
Alerts caster to
10m the presence of an
4 Alert 4 Self - 6 Hours Can’t - 82
Radius approaching
person
1 Deals Power 40
Armes Refuse
7 8 Character 30m Target Instant Half Bludgeoning damage and 82
Enemy
# pushes 10 meters.
Restores the HP
6m 1 minute (6 of the believers,
10 Distinction 12 Self - Can’t Curse 83
Radius/20 r) and damages
others.
1 Removes all
3 minutes
13 Loneliness 13 Character 30m Target Temporary - support effects 83
(18 r)
〇 from the target.

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.

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

Special Fairy Magic Spells


Level Name MP Target Range Area Duration Resistance Type Summary Page
(WT)
Deals Power 20
1 Chaos Shot 5 1 Character 10m Shot Instant Half Energy 109
damage.
5m Deals Power 20
2 Chaos Blast 7 30m Shot Instant Half Energy 109
Radius/15 damage.
6m Deals Power 40
3 Chaos Bomb 11 30m Target Instant Half Energy 109
Radius/20 damage.
6m Deals Power 60
4 Chaos Smash 18 30m Target Instant Half Energy 109
Radius/20 damage.
Chaos 6m Deals Power 100
5 30 30m Target Instant Can’t - 109
Explosion Radius/20 damage.

Earth Fairy Magic Spells


Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Earth fairies grab the
1 Snare 3 1 Character 30m Target Instant Neg Earth enemy's legs and pull them 95
to the ground.
3 minutes Protects the target from
2 Stone Guard 4 1 Character 30m Target N/A - 95
(18 r) physical damage.
Deals Power 10 physical
Earth
3 3 1 Character 10m Target Instant Can’t Earth damage. Critical Threshold 95
Hammer
12.
4 Pebble Shot 4 1 Character 10m Shot Instant Half Earth Deals Power 10 damage. 95
Extend earthen arms from
3 minutes
5 Entrapment 5 1 Character 10m Target Neg Earth the ground to catch the 96
(18 r)
target.
6 Stone Blast 7 1 Character 30m Target Instant Half Earth Deals Power 20 damage. 96
Earth fairies grab the
7 Great Snare 7 1 Character # 30m Target Instant Neg Earth enemy's legs and pull them 96
to the ground.
3 minutes
8 Stone Wall 6 Any Point 30m Target N/A - Builds a stone wall 96
(18 r)
3 minutes Builds stone bridge and
9 Gold Bridge 4 Any Point 30m Target N/A - 96
(18 r) stairs.
Space up to 3 minutes
10 Tunnel 8 Touch - N/A - Pierces the earth or stones 96
2x2x10m (18 r)
Ring 3 minutes Stones begin to spin to
11 12 1 Character 30m Target N/A - 96
Protection (18 r) protect the target.
6m Deals Power 40 damage and
12 Crack 9 10m Target Instant Half Earth 97
Radius/All makes fall prone.
Deals Power 50 damage and
13 Giant Kick 16 1 Character 30m Target Instant Can’t Earth 97
makes fall prone.
Great 3 minutes Chains target to the ground
14 9 1 Character # 10m Target Neg Earth 97
Capture (18 r) with countless earthen arms.
Deals 50 damage and makes
15 Earthquake 28 6m Radius/20 Self - Instant Half Earth 97
fall prone.

Water/Ice Fairy Magic Spells


Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Purges water of
impurities and
Up to 100l
1 Purification 2 Touch - Instant N/A - solutes, 71, 98
of water
making it pure and
clean.
Water Reduces fire-type
2 3 1 Character 10m Target 3 minutes (18 r) N/A - 98
Screen damage by -3.
Deals Power 10
3 Ice Bolt 4 1 Character 10m Shot Instant Half Water/Ice 98
damage.

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

Fire Fairy Magic Spells


Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
1 Flammable
1 Tinder 2 Touch - Instant N/A - Ignites flammable objects 100
Object
2 Fire Bolt 4 1 Character 10m Shot Instant Half Fire Deals Power 10 damage. 100
Instant/10
3m Emits a flash of light that
3 Flare 4 Self - seconds (1 Neg Fire 100
Radius/All blinds everyone.
round)
Turns metal cherry red
4 Heat Metal 5 1 Character Touch - Instant Neg Fire with heat, dealing Power 100
30 damage.
Flame
5 6 1 Character 30m Shot Instant Half Fire Deals Power 20 damage. 100
Arrow
6 Fire Blast 6 3m Radius/5 30m Shot Instant Half Fire Deals Power 10 damage. 100
Instantly incinerates all
7 Incineration 8 2m Radius 10m Target Instant N/A - combustible materials in 100
range.
The fiery garment
3 minutes (18 protects from cold.
8 Flame Coat 7 1 Character 30m Target N/A Fire 101
r) Water/Ice-type damage -
5.
3 minutes (18
9 Fire Wall 10 Any Point 30m Target N/A Fire Put up a wall of fire 101
r)
5m
10 Firestorm 13 30m Target Instant Half Fire Deals Power 40 damage 101
Radius/15
11 Fire Javelin 9 1 Character 30m Shot Instant Half Fire Deals Power 50 damage 101
Space up to Creates a zone where fire
12 Fire Break 15 Touch - 1 Day N/A -- 101
1x100m cannot burn.
Flame 3 minutes (18 Creates a burst of flame
13 21 6m Radius 30m Target Half Fire 101
Geyser r) (Power 30).
14 Fire Mauler 16 Any Point 50m Line Instant Half Fire Deals Power 60 damage 101
Wraps the target in fire
15 Fireport 12 1 Character # 10m Target Instant N/A - 101
and teleports it.

189
Appendix

Wind Fairy Magic Spells


Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
3 minutes Allows to hear sounds and be
1 Wind Voice 2 5m Radius 100m Target Can’t - 102
(18 r) heard in the target range
3 minutes Reduces wind type damage by
2 Wind Guard 3 1 Character 30m Target Neg Wind 102
(18 r) -3
3 Windcutter 4 1 Character 30m Target Instant Half Wind Deals Power 10 damage. 102
Lifts caster on a column of
3 minutes
4 Hovering 5 Caster Self - N/A Wind wind, allowing them to float 102
(18 r)
10cm above the ground.
1 Character Target moves without making
5 Silent Move 6 Touch - 1 Hour N/A Wind 102
# a sound.
1 Character 3 minutes Allows to caster and target to
6 Secret Voice 2 100m Target N/A Wind 102
〇 (18 r) speak privately.
Imbues an arrow with magical
7 Shoot Arrow 6 1 Character 30m Shot Instant Can’t - power and fires it. Deals 102
Power 20 physical damage.
Missile 3 minutes A wall of wind deflects some
8 5 1 Character 10m Target N/A - 103
Protection (18 r) projectiles.
30
Sound 1 Character
9 6 30m Target seconds (3 Neg Wind Block sound from the target 103
Pocket #
r)
1 Character 3 minutes
10 Air Walking 10 10m Target N/A Wind Target can move in the air 103
〇 (18 r)
6m 3 minutes Strong winds push to the
11 Down Burst 14 30m Target Neg Wind 103
Radius/All (18 r) ground.
6m Deals Power 20 damage and
12 Windstorm 9 30m Target Instant Half Wind 103
Radius/20 makes the target fall prone.
1 Character Carry the target in a fairy's
13 Whirlwind 8 30m Target 1 Hour N/A Wind 103
# wind
1 Character Rolls the target into the
14 Twister 12 30m Target Instant Neg - 103
# tornado and throws it out.
Deals Power 40 damage and
15 Tornado 13 Any Point 50m Line Instant Half Wind 104
makes the target fall prone.

Light Fairy Magic Spells


Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
Instant/3 Create water that heals
1 Healing Water 3 Any Point Touch - N/A - 104
minutes (18 r) Power 10 HP
3m Restore target's HP by
2 Whisper Heal 4 30m Target Instant Can’t - 104
Radius/5 ‘Magic Power’ points.
1 Restore target's HP by
3 Basic Healing 5 10m Target Instant N/A - 104
Character ‘Magic Power +4’ points.
Virtual 1 3 minutes (18 Temporarily increase
4 4 10m Target N/A - 104
Toughness Character r) target's HP
1 Suppresses the spread of
5 Nursing 6 Touch - 1 Day N/A - 104
Character poison and disease
Advanced 1 Heals the target for 8
6 7 10m Target Instant N/A - 105
Healing Character points + Magic Points.
1 3 minutes (18 Reduces the risk of fatal
7 Life Support 6 10m Target N/A - 105
Character r) injuries
Extended 1 Heals the target for 12
8 9 10m Target Instant N/A - 105
Healing Character points + Magic Points.
1 Brings the target back
9 ☆ Vital Force 4
Character
30m Target Instant N/A -
from the brink of death.
105
3m Heals targets for 6 points
10 Rich Heal 8 30m Target Instant Can’t - 105
Radius/5 + Magic Points.

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

Dark Fairy Magic Spells


Page
Level Name MP Target Range Area Duration Resistance Type Summary
(WT)
1 Return the target's
1 Calm 2 Character 10m Target Instant Neg - mental state to 106
# normal.
1 Stirs the target's mind
2 Distraction 4 10m Target 10 seconds (1 r) Neg Psychic 106
Character with chaotic thoughts.
1
Character Psychic
3 Stun 4 30m Target 10 seconds (1 r) Neg Stuns the target. 106
(Weak)

1
4 Horror 4 Character 30m Target Instant/Various Neg Psychic Scares the target 106
#
1
Mind Instant/3 minutes Make the target
5 6 Character 30m Target Neg Psychic 106
Blank (18 rounds) cannot see the caster.
#
Fairy's lift the target's
1
Brave spirits, momentarily
6 5 Character 10m Target 30 seconds (3 r) N/A - 106
Heart strengthening its
#
willpower.
1
Character Touch Shares senses and
7 Mind Link 9 - 1 Hour N/A Psychic 107
awareness with target

Instant/20
Shocking 6m Psychic Produces shocking
8 22 Touch - seconds (2 Neg 107
Wave Radius/All (Weak) wave
rounds)
1
Makes target
9 Insanity 9 Character 30m Target Instant/Various Neg Psychic 107
temporary insane
#
1
10 Masking 12 Character Touch - 1 Hour N/A - Hides target 107
#
1
Curse + Haunts the target with
11 Evil Dream 10 Character Infinite - Permanent Neg 107
Phychic horrific nightmares.
#
1 Return the target's
Total
12 8 Character 10m Target Instant Can’t - mental state to 108
Sanity
# normal.
1
Character 10m Target Robs the target of
13 Forget 16 7 Days Neg Psychic 108
memories

1 Read the answer that
14 Mindread 14 Character Touch - Special Neg Psychic comes to the mind of 108
〇 the target.
Mind 3m Attacks perception
15 13 30m Target 3 minutes (18 r) Temporary Psychic 108
Crush Radius/5 and mind of the target

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

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

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

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

[Stronghold Stance] Any 2 Rank


Limited Movement
+2m
[Surging Offense
[Surging Offense
III: Roaring [Surging Offense IV: Blaze] [Surging Offense V: Hellfire]
II: Raging
Flame] Physical damage +3 Physical damage is increased
Flame]
[Surging Offense I] Physical damage by 8 momentarily.
Attack

Physical damage [Surging Offense IV: Radiant


Physical damage +2, +3 Strikes] [Surging Offense V:
+2
Evasion -1 [Surging Offense Accuracy +1, +1 to physical Typhoon]
[Surging Offense
III: True Aim] damage, and +2 to accuracy Momentary +3 to Accuracy,
II: Whirlwind]
Physical damage momentarily (Enlightenment). +2 to physical damage
Accuracy +1
+1, Accuracy +1
[Flowing Fortunes IV: Phase
[Flowing
[Flowing Fortune Shift] [Flowing Fortunes V: Shadow
Fortunes II:
III: Phantasma] Evasion+2, as well as Evasion+2 Drive]
Shimmer]
[Flowing Fortunes Evasion +2 momentarily (Enlightenment) Evasion +2, temporarily gives
Evasion +1
Evasion

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

II: Balanced Ignition]


Willpower -1 Body and Soul] [Awaken] are activated.
Scales] Fortitude +1, Willpower +1, and
Fortitude +1,
[Defiant Stand I: +1 to either Fortitude or Willpower +2 [Defiant Stand V: Aetheric
Willpower +1
Enduring Soul] Fortitude or momentarily (Enlightenment). Spring]
Willpower +1, Willpower [? Defiant Stand -Reduces MP consumption
[Defiant Stand IV: Calm and
Fortitude -1 III: Purity of by 5 points
[Defiant Stand Collected]
Mind]
II: Peace of Willpower +2, as well as
Willpower +2
Mind] Willpower +2 momentarily
Willpower +2, (Enlightenment)
Fortitude -1
(5th Level+)
[Secret Revival]
Perform a (10th Level+)
Independent

[Strategic Ingenuity] monster [Great Challenge]


Allows you to use knowledge check Evasion +1, Fortitude and
your Tactician Class again. Willpower +1, Evasion of
+ Intelligence for
[Hymn of the Strategist -4, Fortitude and
Initiative
Brave] Willpower -2
Strengthens
spellcasting

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

Level Name Prelude Singing Resistance Pet Summary Page


Early Bird - - Neg Bird, Frog Awakens target 137
Summon Small Bird,
- - Can't Attracts small animals 137
Animals Insect
Summon Fish - - Can't Bird, Frog Attracts fish 137
Frog,
Ambience - - Neg Accuracy -1 137
Insect
Bird, Frog,
Cacophony - - Neg Spellcasting -1 137
Insect
Frog,
Ballad - - Neg Evasion -1 137
Insect
1 3 minutes (18
Healing Required Can't - Heals 1 HP 137
r)
3 minutes (18
Vivid Required Can't - Heals 1 MP 137
r)
Bird, Frog,
Morale - - Can't Accuracy +1 138
Insect
20 seconds (2 Frog,
Lullaby - Neg Puts the subjects to sleep 138
r) Insect
20 seconds (2 Bird, Frog,
Requiem - Neg All Undead's checks -2 138
r) Insect
Resistance - - Can't Bird, Frog Willpower and Fortitude +1 138
Bird, Fire, Water/Ice, Earth or Wind
Elements - - Can't 138
Insect type damage +2
Curiosity - Required Neg - Guides listeners to the Bard 138
Coerce listeners to perform a
Charming - Required/Guiding Neg - 138
task
Bird, Frog,
Choke 1 minute (6 r) - Neg Inhibits breathing and stuns 138
Insect
5
Threadbare 1 minute (6 r) Required/Guiding Neg - Remove target equipment 139
1 minute (6 Causes listeners to wish to
Nostalgia Required Neg - 139
round) return home
Frog,
Bitterness - - Neg MP -2 139
Insect
3 minutes (18
Love Song Required Neg - Creates strong romantic feelings 139
round)
Randomly copy the effect of
Amazing = - Can't/Neg - 140
another known Spellsong
20 seconds (2
Clap - Neg Bird Force others to clap along 140
rounds)
10 seconds (1
Chorus Required Neg - Force others to sing along 140
r)
Sonic Voice - - Neg Insect Deals Power 20 damage 140
10 seconds (1 Prevent the use of Active
Dare - Neg Frog 140
r) Combat Feats
10
20 seconds (2
Dance - Neg - Evasion and Accuracy -2 140
rounds)
20 seconds (2
Fall - Neg Bird Prevents flying 140
rounds)
March - - Neg Frog Normalize movement speed 140
20 seconds (2
Reduction - Can't Insect Reduces cost MP by -1 141
rounds)
10 seconds (1 Bird, Frog,
Lazy - Neg Class Level -1 141
r) Insect

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.

Staff List Web Content


Supervision/Writer:………………. Kei Kitazawa (Group SNE site)
Writers:……………………………….. Akita Miyabi, Tanaka http://www.groupsne.co.jp/
Kouji, Tadaaki Kawahito, You can find here errata and FAQ, and interviews.
Sanae Fujisawa, Bethe (Fujimi Shobo official TRPG ONLINE Introduction
Yuli Kurosaki, Miyuki page of “Sword World 2.0”)
Kiyomatsu https://fujimi-trpg-online.jp/game/sw.html
Development:………………………..Group SNE This page contains information on downloads for various
External Test: Okayama Game Circle sheets and new releases.
Association (OGA), (SNE's “Sword World 2.0 Days”)
Tomoshi @ Kyoto Team, http://sw2.blog.shinobi.jp/
Heijo Network The development diary of Group SNE staff is posted here.
Cover Illustration:…………………. Kususaga Rin, Anji
Majima
Color Illustrations:………………… Seo, Kazimiya, Teruko
Arai, Konno Takashi, Original Release Date: 2012/08
Usui Rina, Koji Nishino. Translation Release Date: 2022/04
Monster Illustrations:…………….. Koji Nishino
Editing:………………………………… Keiji Kariya (PoSiCo
Inc.), ArcLight Inc.
Main Text Design:………………… Shinya Sasaki (ArcLight
Inc.), Takashi Yagyu
(ArcLight Inc.)
Translation:………………………….. Auquid, Momo
Editing:.……………………………….. Auquid
Combat Rules Translation:…….. Aniodia

Please support original creators by buying Sword World books and supplements.

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211

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