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The document is a Player's Guide for the tabletop RPG 'Spellburn and Battlescars', detailing its rules, character creation, and gameplay mechanics. It combines elements from various RPGs to create a fast-paced, Sword & Sorcery experience. The guide emphasizes player agency, teamwork, and exploration while providing principles for both players and Game Masters.

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0% found this document useful (0 votes)
71 views60 pages

Sab (2.0) Colored

The document is a Player's Guide for the tabletop RPG 'Spellburn and Battlescars', detailing its rules, character creation, and gameplay mechanics. It combines elements from various RPGs to create a fast-paced, Sword & Sorcery experience. The guide emphasizes player agency, teamwork, and exploration while providing principles for both players and Game Masters.

Uploaded by

yhuan.carlos
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
You are on page 1/ 60

Player’s Guide

Matheus Henrique Luís Fernando


MO RAI S A NI Z ELLO
SP ELLBUR N A N D B AT T LE S C A R S — P L AY E R’ S G UID E
A Mark of the Odd Sword & Sorcery Dungeon Crawling RPG
August 2022 • Version 2.0 (April 2025)

W R IT ING
Luís Fernando Anizello & Matheus Henrique Morais

E D ITI N G
Camilla Zamboni, Yochai Gal

L AYO UT
Spellburn and Battlescars is designed using the standardcat A5 template
created by Luka Rejec of WTF Studio (www.wizardthieffighter.com).
Support the designer at: https://www.patreon.com/wizardthieffighter

ART
Cover and inside art by Emiel Boven.
Support the artist at: https://www.patreon.com/emielboven

P L AY T ES T I NG
A special thanks to Arthur C, Eddi L, Eric D, Jeremy A, Pedro H, tripforks
and Wendell B for the feedback and insights.

LEG A L S TUFF
MARK OF THE ODD LICENSE v0.4: Into the Odd and Electric Bastionland
are created by Chris McDowall and can be found at bastionland.com.

Spellburn and Battlescars is licensed under CC-BY-SA 4.0.

CRE W P
ST R
O

ES

GC
GH

S
CONTENTS
What Is This Game? 6
What is a Role-playing Game? 6
Principles for the Players 8
Principles for the Game Master 10
How to Play 12
Fictional Positioning 12
Save 12
Measuring Distance 13
Measuring Time 13

Character Creation 14
1. HP and Background 14
2. Attributes 14
3. Archetype 16
4. Final Details 24
Inventory 24
Market 26

Combat 28
Initiative 28
Actions 28
Retreat 28
Armor 29
Damage 29
Attacks 30
Scars 31
Detachments 32
Attribute Loss and Death 32
Deprivation and Fatigue 32
Rest and Healing 32
Advancement 33
Improvement 33

Non-Playable Characters 34
Reactions 34
Morale 34
Hirelings 35
Opponents 36
General Principles 36
Bestiary 37

Magic 40
Grimoire 40
Scrolls 40
Copying Spells 40
Creating a Grimoire 40
Casting Spells 41
Mishaps Table 42
List of Spells 44
Relics 48

Example of Play 50
Combat 52
Magic 54
Advancement 55
6 S PE LLBUR N A N D B AT T LE S C A R S

WHAT IS
THIS GAME?
Spellburn and Battlescars was born of a couple of converging feelings
shared between us: first, loving the Dungeon Crawl Classics RPG, in all its
Sword & Sorcery adventure glory, but wanting a faster system in most
cases. Secondly, a burning passion for the Into the Odd family of games,
with its optimized, decisive, and evocative rules.

After a few tries playing with different games that didn't really scratch the
itch, we tried mashing up the two things together, and it was an immediate
success at the table. After playtesting, and adding ideas from a dozen
different places, the result is the game that you are now reading.

— Matheus & Luís

What is a Role-playing Game?


It's mostly a conversation, where one player assumes the role of Game
Master, describing the world and situations, and the rest of the players
control characters and how those react to said world and situations.

It uses polyhedral dice (ranging from a d4 to a d20) to define a few things,


mainly the resolution of uncertain situations.

This game assumes that the reader possesses at least a vague understanding
of how tabletop role-playing games are.
INT RODUCT ION 7

What's in this book?


This is what would be called the "Player's Guide" for Spellburn and
Battlescars, it contains the core rules and everything else a group would
need to create characters and start adventuring.

It is followed by a "Game Master's Handbook", containing additional tools to


help the GM create and run worlds and adventures.

How this game differs from other Mark of the Odd games
Due to the nature of the Sword and Sorcery genre, characters are frequently
involved in action, but are also a bit more durable and capable in combat
than some other games.

Although this makes combat more common, it's still not enough to make it
a safe option.

Making it Yours
Like its predecessors, Spellburn and Battlescars is not only resilient to
hacking, but made for it. So toy with it, take it apart and build it back
together.

Inspirations
Spellburn and Battlescars is built upon, inspired by, and borrows from the
following games:

›› Blades Against Darkness by Dylan Green


›› Cairn by Yochai Gal
›› Dungeon Crawl Classics by Goodman Games
›› Into the Odd & Electric Bastionland by Chris McDowall
›› Mausritter by Isaac Williams
›› SEACAT by Luka Rejec
›› Sharp Swords and Sinister Spells by Diogo Nogueira
›› The GLOG by Arnold Kemp
›› Weird North by Jim Parkin
8 S PE LLBUR N A N D B AT T LE S C A R S

Principles for the


Players
HAV E TH ES E I N M I N D W H I LE P L AY I N G T H I S G AM E

Agency
›› Attributes, Saves and Special Abilities do not define your character.
They are the tools you have at hand.
›› Don’t ask only what your character would do, ask what you would do,
too.
›› Be creative with your intuition, items, and connections.

Teamwork
›› Seek consensus from the other players before barreling forward.
›› Stay on the same page about goals and limits, respecting each other
and accomplishing more as a group than alone.

Exploration
›› Asking questions and paying attention to detail is more useful than
anything on your character sheet.
›› Take what the GM says without suspicion, but don’t shy away from
seeking more information.
›› There is no single correct way forward.

Talking
›› Treat NPCs as if they were real people, and rely on your curiosity to
safely gain information and solve problems.
›› You'll find that most people are interesting and will want to talk things
through before using violence.

Caution
›› Fighting is rarely the only choice; consider whether violence is the best
way to achieve your goals.
›› Try to stack the odds in your favor and retreat when things seem
unfavorable.
INT RODUCT ION 9

Planning
›› Think of ways to avoid your obstacles through reconnaissance, subtlety,
and fact-finding.
›› Do some research and ask around about your objectives.

Ambition
›› Set goals and use your means to take steps forward.
›› Expect nothing. Earn your reputation.
›› Keep things moving forward and play to see what happens.
10 S PE LLBUR N A N D B AT T LE S C A R S

Principles for the


Game Master
HAV E TH ES E I N M I N D W H I LE RU N N I N G T H IS G A ME

Information
›› Provide useful information about the game world as the characters
explore it.
›› Players do not need to roll dice to learn about their circumstances.
›› Be helpful and direct with your answers to their questions.
›› Respond honestly, describe consistently, and always let them know they
can keep asking questions.

Difficulty
›› Context and realism are more important than numbers and mechanics.
›› If something the players want to do is sincerely impossible, no roll will
allow them to do it.
›› Is what the player describes and how they leverage the situation
sensible? Let it happen.
›› Saves cover a great deal of uncertain situations and are often all that is
necessary for risky actions.

Preparation
›› The game world is organic, malleable and random. You can never fully
expect what will happen.
›› Develop situations, not stories or plots.
›› NPCs remember what the PCs say and do, and how they affect the
world.
›› NPCs don't want to die. Infuse their own self-interest and will to live
into every personality.
INT RODUCT ION 11

Narrative Focus
›› Emergent experience of play is what matters. Give the players
opportunities to improve and specialize their characters.
›› Pay attention to the needs and wants of the players, then put realistic
opportunities in their path.
›› A dagger to your throat will kill you, regardless of your expensive armor
and impressive training.

Danger
›› The game world produces real risk of pain and death for the characters.
›› Telegraph serious danger to players when it is present. The more
dangerous, the more obvious.
›› Put traps in plain sight and let the players take time to figure out a
solution.
›› Give players opportunities to solve problems and interact with the
world.

Treasure
›› A Treasure is specific to the environment from where it is recovered. It
tells a story.
›› Treasure is highly valuable, almost always bulky, and rarely useful
beyond its worth and prestige.
›› Relics are a type of Treasure, but more regarded for being useful and
exotic.
›› Use Treasure as a lure to exotic locations under the protection of
intimidating foes.

Choice
›› Give players a solid choice to force outcomes when the situation lulls.
›› Use binary "so, A or B?" responses when their intentions are vague.
›› Work together using this conversational method to keep the game
moving.
›› Ensure that the Player Character's actions leave their mark on the game
world.
12 S PE LLBUR N A N D B AT T LE S C A R S

How to Play
The game is a conversation, with a Game Master (GM) and Player
Characters (PCs) playing in a fictional world. The GM acts as a facilitator,
describing the situation and controlling Non-Playable Characters (NPCs).
The PCs interact with the situation and the world until the mechanics
interject.

Fictional Positioning
When a PC attempts something, they say what they want to achieve and
how they do it. The GM then responds if the action is Trivial, Daring or
Impossible, as well as the expected outcome.

›› Trivial • Something routine or so easy that it would be impossible to


miss. No roll, the outcome happens.
›› Daring • There is an opposition, the outcome is uncertain and failure
has consequences, make a Save.
›› Impossible • Something impracticable. No roll, try a new approach or
suffer the consequences.

Save
Is a roll to avoid harmful outcomes. When in a Daring Position, the GM will
ask the PC to make a Save using one of their Attribute Scores — BODY,
MIND or LUCK.

›› Roll d20 • If you roll equal to or under the appropriate Attribute Score,
you succeed. Suffer no consequences.

Opposed Saves
When PCs are competing, the highest
successful Save wins.
HOW TO PL AY 13

Critical Success and Fumble


›› Exact Attribute Score • You automatically get the expected outcome
and further benefits are offered. Permanently increase your LUCK
Score by 1.
›› Natural 20 • Always a failure. You suffer the consequences and the
situation is aggravated somehow. Permanently decrease your LUCK
Score by 1.

Advantage and Disadvantage


When the circumstances could swing a Save in or out the PC’s favor, they
might have Advantage or Disadvantage (if both, they cancel each other).

›› Advantage • Well prepared or equipped. Roll 2d20 and choose which


result to keep.
›› Disadvantage • In a bad spot or poorly equipped. Roll 2d20 and the GM
picks the most interesting result.

Measuring Distance
Handled in an abstract way, making it faster and easier.

C LO S E NE AR BY FAR AWAY O UT O F R ANGE


You can touch it You can get to it You can shoot it You can see it

Measuring Time
For convenience and ease of reference, game time is divided up into three
time scales of expanding duration.

›› Round • Used during combat. Each is less than a minute.


›› Turn • Around 10 minutes. Explore one room, or perform an action or
two. Duration of combat.
›› Watch • About 6 hours. There are 4 Watches in a day. If the terrain is
good, travel 1 hex or 6 miles per Watch.
14 S PE LLBUR N A N D B AT T LE S C A R S

CHARACTER
CREATION
YO U AR E A N A DV E NT U R E R LI V I N G A DA N G EROUS LIF E. YOU GO
INTO MYS TER I O U S P L AC E S, TA K E W HAT I S N ’T YO URS AND SELL
IT FOR G OLD.

WITH SO M E L U C K YO U C A N R E TI R E BEFO RE DY ING .

1. HP and Background
Roll d6 for your Hit Protection (HP). This is the Damage you can shrug off in
combat before taking serious harm.

Cross reference the value of your HP on the Background List in the next
page. This is who you were and what additional items you start with before
joining the party.

2. Attributes
You have three Attribute Scores, which represent basic strengths and
weaknesses. They range from a minimum of 0 to a maximum of 18.

›› BODY • Physical strength, resilience, speed and reflexes.


›› MIND • Strength of will, awareness and smarts.
›› LUCK • Good fortune, favor of the gods.

Roll 2d6+3, three times, noting the results. Assign the lowest value to your
LUCK and the other two as you wish between BODY and MIND.

Optional Rule
If a player isn’t satisfied with their rolled Attributes, they can choose to be
an average person and have all three Attribute Scores be 10.
C HA R ACT ER CREAT ION 15

Background List
Each HP value is related to three backgrounds, roll or choose one,
whichever suits you best.

Items in italics are light, and don’t use up Inventory Slots (pg 24).

1 HP
1. Grave Digger • Shovel (d6); Stolen goods.
2. Noble • Felt hat; Gold ring.
3. Witch • Scroll (Heal); Incense stick.

2 HP
1. Ale Brewer • Hireling: Drunken torchbearer; Small barrel of ale.
2. Farmer • Whistle; Chicken (2 HP, 6 BODY, 14 LUCK , peck d4).
3. Librarian • Obscure book; Quill & ink.

3 HP
1. Miner • Pickaxe (d6); Lantern.
2. Trash Collector • Trashhook (d10, bulky); Mirror.
3. Woodcutter • Axe (d8); Twine, roll.

4 HP
1. Cavalier • Riding horse (+2 Slots, 4 HP, kick d6).
2. Pilgrim • Staff (d6); Map to a sacred place.
3. Smuggler • Sling (d4); Waterproof sack.

5 HP
1. Cartographer • Quill & ink; Compass.
2. Soldier • Spear (d6); Shield (+1 Armor).
3. Vagabond • Tent (2 people, bulky);
Treasure map, dubious.

6 HP
1. Gambler • Set of loaded dice; Mirror.
2. Gladiator • Any weapon; 200 C debt.
3. Hunter • Shortbow (d6, bulky); Deer pelt.
16 S PE LLBUR N A N D B AT T LE S C A R S

3. Archetype
Choose your Archetype, it provides your
character with additional starting Gear and
Special Abilities.

Each Archetype requires that the player answer


an Origin Question — which differentiates
each character and also gives them a minor
ability. There are three responses listed,
representing standard options, but Players and
the GM should create their own answers if
necessary.

How to use Luck


LUCK is a special Attribute. PCs can permanently decrease (burn) it to modify
a BODY or MIND Save into their favor, adding or removing the amount
spent from the roll result. Characters can’t benefit from a Critical Success
this way.

LUCK is also volatile and can be modified with the character’s interactions
in the game. Besides Critical Successes/Fumbles and certain Archetype
abilities, LUCK can also change these ways:

›› Favor/Disfavor of a Powerful Being • Destroy a God’s temple, do a favor


for an Archdemon, insult a Fey Lord, etc. Such powerful entities are
capable of swaying the winds of fate to your benefit or detriment, if you
give them reason to.
›› Achieve an Important Goal • Every adventurer has great things they
wish to achieve. Build a fortress, slay a dragon, ascend to godhood, etc.
When they finally achieve their goal, or take a massive step towards it,
their LUCK increases.

The GM might change a character LUCK because of other impactful events,


but the two described above are the most common. No matter the reason, a
change in LUCK is always a +1/-1 modifier.
C HA R ACT ER CREAT ION 17

Cleric
A BAS T I O N TO A P OW E R F U L B E I N G

Starting Gear
Heavy Maul (d10, bulky), Chainmail (2 Armor, bulky), Helmet (+1 Armor),
Holy Symbol (special), Cloak of the Order.

Origin — Who do you worship?


1. God of Battle • As long as you wear a helmet, heretic creatures can’t
refuse to duel with you.
2. God of Death • Anything you touch is weakened, but you may suffer
backlash.
3. God of Nature • You can speak with animals, but you’re still limited by
their natural intelligence.

Special Abilities
Begin with one*. Advance when you Recover a Treasure or Consecrate a
Place of Power.

›› Healer (Suggested)* • Burn 1 LUCK and make an appropriate Save to


remove a disease, poison or curse from a Close target.
›› Miracle • You can beg your deity for aid in a desperate manner. When
you do so, Save LUCK, on a success your plea is heard precisely, on a
failure it doesn’t happen exactly as you expected. Regardless of the
result, your LUCK becomes 0 after the roll.
›› Sacrifice • You can regain LUCK by making offerings to appease your
deity, being that wealth or specific items related to your faith. How
much LUCK is received depends on the magnitude of the sacrifice, at
the GM's discretion.
›› Turn Unholy • You may suffer Fatigue to make all Nearby creatures
considered heretical to your deity test Morale (pg 34).
18 S PE LLBUR N A N D B AT T LE S C A R S

Fighter
A TR AI NE D MAS T E R O F WA R

Starting Gear
Glaive (d10, bulky), Arming Sword (d8), Shortbow (d6, special), Splintmail (1
Armor), Tobacco & Pipe, Dice Set.

Origin — Who taught you to fight?


1. Mercenary Veteran • When you inflict Critical Damage, the target loses
a limb or is disemboweled.
2. Order of Knights • You always keep any mount you’re riding calm and
under control.
3. Tribesmen • You can always find food and water for yourself, if the
environment offers such resources.

Special Abilities
Begin with one*. Advance when you Recover a Treasure or Defeat a Notable
Foe.

›› Combat Maneuvers (Suggested)* • In combat, you can attack and make


a maneuver (disarm, blind, trip, roll away, leap and climp, etc) in the
same action.
›› Critical Hits • When you inflict BODY Damage but the target succeeds
in the Critical Damage Save, their attacks are Impaired on the next
Round.
›› Scrap Fighter • You can destroy one item you're carrying to ignore
Damage you're about to suffer, as long as you can explain how the item
protects you.
›› Slayer • When fighting with weapons, you re-roll any Damage rolls of 1.
You must use the new result.
C HA R ACT ER CREAT ION 19

Magic-User
A WHI S PE R E R OF A N C I E NT S EC R E T S

Starting Gear
Fizzled Staff (d6), Grimoire (pick one spell, bulky), Scroll (random spell),
Ragged Clothing (hidden pockets), 2 Leycaps (pg 49).

Origin — What kind of magic do you practice?


1. Elemental • Choose one element, you always have 3 Armor against it.
(Suggested Spell: Fireball)
2. Enchantment • Mundane creatures are more easily convinced by your
words. (Suggested Spell: Command)
3. Necromancy • Once per day, you can touch a humanoid skull and ask it
one question, it will answer truthfully based on what it knew in life.
After that, the skull turns to dust and you suffer Fatigue. (Suggested
Spell: Animate Dead)

Special Abilities
Begin with one*. Advance when you Recover a Treasure or Uncover Ancient
Knowledge.

›› Arcanist • Reading magical runes, interpreting scrolls, and dealing with


other magical items is Trivial to you.
›› Blood Sacrifice • Once per spellcasting, you may sacrifice your vital
energy to add +1 Power to a spell (use a die of a different color). This die
can't inflict Fatigue, but reduces your current BODY by the result.
›› Dangerous Magic • When you Cast Spell, you may burn 1 LUCK to
re-roll all dice used. You must use the new result.
›› Familiar • Gain a mystical companion with 3 HP and an interesting
ability (determined by the GM). You can communicate with it
telepathically as long as you can see it. If it dies, it can be re-summoned
one week later by spending a night's work.
20 S PE LLBUR N A N D B AT T LE S C A R S

Thief
A QU IC K AN D D E A D LY CU T P U R S E

Starting Gear
Two Daggers (d6+d6, special), Hooded Jerkin (1 Armor), Grappling Hook,
Thief’s Tools (bulky, special).

Origin — What is your specialty?


1. Assassin • When you attack a target who’s unaware of you, you deal
+d12 Bonus Damage and ignore Armor.
2. Rogue • You can find a helpful contact in any city, but you’ll also be
requested to help from time to time.
3. Swindler • Given the necessary time and materials, forging documents
and crafting convincing disguises is Trivial to you.

Special Abilities
Begin with one*. Advance when you Recover a Treasure or Succeed in a
Heist.

›› Expertise • You do thief stuff with Advantage (hide, climb, etc).


›› Lucky • At the start of each session roll d20, if the result is higher than
your current LUCK, increase it by 1.
›› Practiced in Shadows (Suggested)* • Attempting to hide or move with
stealth against non-magical creatures of similar sensory ability to
humans is Trivial to you.
›› Thieves’ Cant • You speak a secret dialect know only by other thieves,
allowing you to hide messages inside seemingly normal conversations.
C HA R ACT ER CREAT ION 21

Dwarf
A MO U NTAI N-B O R N CHA M P I O N

Starting Gear
Mace (d8), Chainmail (2 Armor, bulky), Shield (+1 Armor), Pick, Large Sack.

Origin — How did you serve your clan?


1. Architect • Detecting construction tricks, traps, possible weak points
etc; is Trivial to you.
2. Artisan • Choose one craft (blacksmith, jeweler, leatherworker, etc).
Executing it is Trivial to you, given the necessary time and materials.
3. Commander • Your Hirelings always succeed on Morale (pg 34).

Special Abilities
Begin with one*. Advance when you Recover a Treasure or Strengthen your
People.

›› Combat Maneuvers • In combat, you can attack and make a maneuver


(disarm, blind, etc) in the same action.
›› Dwarven Senses • You can sniff out gold items and precious gems
Nearby.
›› Resilience • You have Advantage on Saves against poison and disease.
›› Shield Master (Suggested)* • While wearing a shield, you can break it or
suffer Fatigue to ignore the physical Damage received from an attack,
as long as you can explain how it protects you.
22 S PE LLBUR N A N D B AT T LE S C A R S

Elf
A LO NG-LI V ED A DV E NT U R E R S HROU D E D BY MY S TERY

Starting Gear
Elegant Sword (d8), Recurve Bow (d8, special), Gilt Clothing (1 Armor),
Grimoire (Charm or Detect Magic, bulky), Silken Rope (7m, special).

Origin — Which skill have you mastered over the years?


1. Loremaster • If you don’t know a certain piece of knowledge, you know
where to start searching.
2. Seer • Once per session, burn 1 LUCK and ask the GM a Yes/No
question, they will answer truthfully.
3. Wanderer • You know how to orient yourself by looking at the stars.

Special Abilities
Begin with one*. Advance when you Recover a Treasure or Amend with
Nature.

›› Ancient Mind • You’re immune to magical sleep and paralysis.


›› Arcane by Nature • Once per day, you can make a LUCK Save to ignore a
spell Mishap.
›› Heightened Senses • You get a "weird feeling" when there's a secret
passage Close to you.
›› Precise Grace (Suggested)* • So long as you are aware of the threat, you
can never be disarmed.
C HA R ACT ER CREAT ION 23

Halfling
A N AG I LE A DV E NT U R E R , FAVO R E D B Y D ES TIN Y

Starting Gear
Sling (d4), Fancy Leathers (1 Armor), Pair of Shortswords (d6+d6, special),
Bag of Marbles, Tobacco Pouch & Pipe.

Origin — Why did you leave the comfort of your home?


1. Inexperienced Explorer • When lost and alone, you can burn 1 LUCK to
follow the right path.
2. Traveling Merchant • You're immune to fear effects.
3. Unusual Adventurer • You pass unnoticed in crowds and Opponents
always attack you last.

Special Abilities
Begin with one*. Advance when you Recover a Treasure or Achieve
Greatness.

›› Good Luck Charm (Suggested)* • Once per session, you can have an ally
in eyesight to remake any roll. They choose which result to keep.
›› Lucky • At the start of each session roll d20, if the result is higher than
your current LUCK, increase it by 1.
›› Slippery • You have Advantage on Saves made to sneak and hide, and
can do so even against creatures with supernatural senses.
›› Two-weapon Fighter • When you're dual wielding, you have a +d8
Bonus Damage to your attacks.
24 S PE LLBUR N A N D B AT T LE S C A R S

4. Final Details
Choose a name for your character and note any other detail that might be
important.

Alongside the items granted by your Background and Archetype, each


character also starts with:

›› Adventuring Gear (1 use, trade it for a item worth up to 10 Coins).


›› Rations (3 uses).
›› 10 Coins.

Inventory
Characters have a total of 10 Inventory Slots, considering the use of bags,
sacks and recipients. Hirelings can be paid to carry equipment (pg 35).

No character can exceed the 10 Inventory Slots. Anyone carrying a full


Inventory (i.e. filling all 10 Slots), is exposed, being reduced to 0 HP and
moving slowly.

Most items take up one Inventory Slot.

Bulky items take up two Inventory Slots, and are typically two-handed or
awkward to carry.

Light items — marked in italics — are small and take no Inventory Slots,
and usually can be put in pockets.

Special items have unique traits, like specific materials or adaptations.


These are unusual and expensive items.

Some items can be bundled together into a single Slot, per the GM’s
discretion.

Characters can carry up to 100 coins on themselves freely. After that, each
additional batch of 100 occupies one Inventory Slot.
26 S PE LLBUR N A N D B AT T LE S C A R S

Market
Prices in Coins (C)

ARMOR C
Shield (+1 Armor) 10
Helmet (+1 Armor) 15
Leather Jacket (1 Armor) 20
Chainmail (2 Armor, bulky) 40
Plate (3 Armor, bulky) 60

WEAPONS C
Dagger, Cudgel, Sickle, Staff, etc. (d6 Damage) 5
Spear, Sword, Mace, Axe, Flail, etc. (d8 Damage) 10
Halberd, War Hammer, Longsword, etc. (d10 Damage, bulky) 20
Sling (d4 Damage) 5
Bow (d6 Damage, bulky) 20
Crossbow (d8 Damage, bulky) 30

TRANSPORT C
Cart (+4 slots, bulky) 30
Wagon (+8 slots, slow) 200
Horse (+4 slots) 75
Mule (+6 slots, slow) 30
Carriage Seat 10+
Ship’s Passage 30+

UPKEEP & RECOVERY C


Stable & Feed (per night) 5
Shared Room & Board (per night) 10
Private Room & Board 35
(fits 4, per night)
Animal Feed (3 uses, bulky) 5
Rations (3 uses) 10
INV ENTORY 27

MISCELLANEOUS C
Antitoxin 20
Bandages (3 uses) 30
Blank Scroll (3 sheets) 10
Book 50
Chain (10ft) 10
Chalk 1
Chest 35
Common Agents (Glue, Grease, Soap, etc.) 10
Common Tools (Hammer, Shovel, etc.) 10
Compass 75
Cooking Pot 10
Facial Paint 15
Fishing Rod 10
Flaming Oil 10
Games (Deck of Cards, Dice, etc.) 10
Gloves 20
Grappling Hook 25
Holy Water (harms undead, d6 Blast Damage) 25
Hourglass 50
Instruments, Complex (Bagpipes, Violin, etc.) 50
Instruments, Simple (Flute, Lute, etc.) 20
Lantern (Nearby light, uses 1 oil every 6 Turns) 10
Lockpicks 25
Manacles (with keys) 10
Metal File 5
Net 10
Pocket Mirror 5
Pole (10ft) 5
Recipients (Sack, backpack, etc.) 10
Rope (50ft) 5
Sleeping Bag 5
Specialized Tools (Quill, Paint. etc.) 20
Spyglass 40
Tent (2 people, bulky) 20
Torch (3 uses, Nearby light for 6 Turns) 5
Wilderness Clothing (Poncho, Cloak, etc.) 15
28 S PE LLBUR N A N D B AT T LE S C A R S

COMBAT
COM BAT I S N' T T H E O N LY WAY TO HA N D LE A S ITUAT ION, AND
IT 'S U SUA LLY N OT T HE B E S T OP TIO N.

B UT W HE N IT HA P P E N S, IT 'S A LI F E A N D DEATH S IT UATION.

Initiative
In the first Round, each PC must Save BODY to act (special circumstances,
abilities or items might ignore this requirement). After that, the Opponents
make their actions, and the first Round ends.

The next Round begins with PCs making their actions, followed by their
Opponents and so on, until combat ends.

Surprise
If one side is surprised at the beginning of combat, those aware of the
situation get a free action before the first Round begins.

Actions
Before any die is rolled, PCs must declare their actions. During each Round,
a combatant may move Nearby and make an action. This can be an attack,
casting a spell, make a second Nearby movement or some other reasonable
action.

If a combatant attempts a risky maneuver with their action, like disarming


or tripping someone, the side at the most risk makes the Save.

Retreat
Requires a BODY Save and somewhere safe to run to.
COM BAT 29

Armor
Armor and shields offer extra defense (e.g. +1 Armor), but only when the
item is held or worn.

When a target suffers Damage, if plausible, they subtract their Armor value
from the result before applying it to HP or BODY.

A R MO R C AN N E VE R B E H I G H E R T HA N 3 .

Damage
When a target suffers Damage, they lose that much HP. If they suffer more
Damage than their remaining HP they are wounded, and any remaining
Damage is applied to their BODY Score.

If a target suffers Damage while exposed (e.g. defenseless, triggering traps,


with a full inventory, etc.), they suffer Damage directly to one of their
Attributes (generally BODY).

If an attack takes a PC to exactly 0 HP, they must reference the Damage


suffered in the Scars Table (pg 31).

Finally, if an attack reduces the BODY Attribute of the target, they must
then pass a BODY Save using the new Score to avoid Critical Damage.

Critical Damage
Any PC who suffers Critical Damage is unable to
do anything but crawl slowly until they are
tended to by an ally and have a Short Rest. They
die of their injuries if left untended for an hour.

NPCs and Opponents who fail a Save against


Critical Damage are considered dead, at the
GM's discretion.
30 S PE LLBUR N A N D B AT T LE S C A R S

Attacks
ALWAY S HIT . Attackers roll the die of their weapon, dealing the result as
Damage to the target.

Multiple Attackers
If more than one character is attacking the same target, attackers must all
roll their Damage together and keep only the highest single die.

Two Weapons Attack


If attacking with two weapons (generally small ones) at the same time, roll
Damage for both weapons and keep the highest single die.

Ranged Attack
Cannot be made if there's an enemy in Close range.

Impaired Attack
If attacking from a weak position (like through cover or with your hands
tied), the attack is Impaired and the attacker only rolls d4 Damage instead
of the original die. Impaired attacks can't receive Bonus Damage.

Without proper training, unarmed attacks are Impaired.

Mounted Attack
Unmounted Close attacks against Mounted targets are Impaired.

Bonus Damage
Attacks may receive a bonus, noted as +d6, +d8, etc. This is rolled as an extra
attack against the same target, keeping the single highest die. Attacks
against a completely helpless target always receive +d12 Bonus Damage

Blast Damage
Attacks with the blast quality affect all targets in the noted area, rolling
separately for each affected character. Blast refers to anything from
explosions, to huge cleaving onslaughts, to the impact of a meteorite. If
unsure how many targets can be affected, roll the related Damage die for a
result.
COM BAT 31

Scars
If an attack takes a PC to exactly 0 HP, they suffer a permanent scar.
Reference the Damage suffered in the following table.

DMG DESCRIPTION
Lasting scar • Roll 1d6 | 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear.
1
Roll your HP again with 1d6, change it if the result is higher.
Disoriented and shaken • When you calm down, roll your HP again with
2
1d6, change it if the result is higher.
Knocked face down, winded • You’re Deprived until you take a Long Rest.
3
After resting, roll your HP again with 1d6, change it if the result is higher.
Broken limb • Roll 1d6 | 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended,
4
roll your HP again with 2d6, change it if the result is higher.
Gross infection• When you recover, roll your HP again with 2d6, change it
5
if the result is higher.
You’ve changed somehow • Roll 1d6 | 1-2: BODY, 3-4: MIND, 5-6: LUCK.
6
Roll 3d6, change it if the result is higher than your Attribute Score.
Can barely move until you get serious help and rest • On recovery, roll
7 3d6, change it if the result is higher than your BODY.
Some hidden part of your psyche is knocked loose • Roll 3d6, change it if
8
the result is higher than your MIND.
An appendage is torn off, crippled or useless • Make a MIND Save. If you
9 pass, increase your MIND by 1d6.
Humiliating blow • If you get revenge, roll your HP again with 3d6,
10
change it if the result is higher.
Mortal wound • You’re Deprived and will die in one hour unless healed.
11 Upon recovery, roll 3d6. Take the new result as your max HP.
One last chance • You should’t be alive. If your next Save against
12 Critical Damage is a fail, you die horribly. If you pass, roll 3d6, if the result
is higher than your HP, swap it. Increase your LUCK by 1d6.
32 S PE LLBUR N A N D B AT T LE S C A R S

Detachments
Large groups of similar combatants fighting together are treated as a single
Detachment. When a Detachment takes Critical Damage, it is routed or
significantly weakened. When it reaches 0 BODY, it is destroyed.

Attacks against Detachments by individuals are Impaired (excluding Blast


Damage). Attacks against individuals by Detachments have +d12 and deal
Blast Damage.

Attribute Loss and Death


If a creature has their BODY reduced to zero, they are dead. If MIND is
reduced to zero, they are mad and take unreasonable actions. If LUCK is
reduced to zero, they suffer constant, bizarre mishaps and are unable to
accomplish anything of significance.

If a PC dies, make a new one and introduce them as fast as possible.

Deprivation and Fatigue


If Deprived of a crucial need, a character can’t recover HP or Attributes. For
each day a character is Deprived, add a Fatigue to their Inventory, which
occupies one Slot and lasts until they take a Long Rest. Spells, Abilities and
other events may also inflict Fatigue.

If a character suffers Fatigue, but doesn't have empty Inventory Slots, they
must drop an item.

Rest and Healing


›› Short Rest • Takes 1 Turn, leaving the group exposed. A swig of water
and a few minutes of rest will restore d6+1 HP.
›› Long Rest • Takes 1 Watch. A meal and some sleep will restore all HP.
›› This will also restore d6+1 to BODY or MIND, and remove all Fatigue.
›› Full Rest • Takes a week back in safety and being cared for. Fully
restores BODY and MIND and removes most long-term conditions.
A DVA NCE MENT 33

ADVANCEMENT
After you Recover a Treasure or Meet the Trigger specific to your
Archetype, your character may Advance when they get back to safety.

›› Each Treasure allows one character to Advance, and cannot Advance


another character.
›› A character can only Advance once per game session.
›› The four abilities of your Archetype are not the end of your
Advancement, characters can and should quest for new skills and
powers.
›› The GM might grant Advancement for notable achievements that aren’t
Treasure or Archetype triggers.

Improvement
Each time you Advance, do the following:

›› Roll for Attribute Score increase • Roll d20 once for each of your
character’s BODY, MIND, and LUCK. If a result is higher than its
current maximum score, increase it by 1. If neither has changed,
increase your lowest one by 1
›› Choose a new Special Ability • Learn an ability from your Archetype
that wasn't chosen yet.
›› Increase your Hit Protection • If you learned a new ability since you last
Advancement, increase your HP by 1.

T H E MAX I MUM SCOR E FOR H P O R A N Y AT TRIB UTE IS 18.


34 S PE LLBUR N A N D B AT T LE S C A R S

NON-PLAYABLE
CHARACTERS
S O ME W I LL H E LP YOU, S OM E W I LL S TA ND IN YO UR WAY.

Assumed Attribute Score


If not defined, it is 10.

Reactions
When the PCs encounter a NPC whose reaction to the party is not obvious,
the GM may roll 2d6 and consult the following table:

2D6 REACTION
2 Hostile
3–5 Wary
6–8 Curious
9-11 Kind
12 Helpful

Morale
NPCs must pass a MIND Save to avoid fleeing when they take their first
casualty and again when they lose half their number.

Some groups may use their leader’s MIND in place of their own. Lone foes
must Save when they’re reduced to 0 HP.

Morale does not affect PCs.


NP CS 35

Hirelings
PCs can employ Hirelings to aid them in their adventures. To create a
Hireling, give them 10 for each Ability Score, 1 HP and a simple weapon (d6).
Customize as needed (e.g. an Academic might have 8 BODY and 12 MIND).

Hirelings cost an amout of Coins per day, or a share of whatever treasure


the party obtains.

The party needs to provide sustenance while the Hireling is employed. If the
Hireling is underpaid or mistreated, they’ll abandon the party.

Specialist Hirelings like an Alchemist, Guide, Medic, etc, charge more but
make tasks related to their skills Trivial. If unsure if such specialists are
available, the GM may ask for a LUCK Save.

Sample Hirelings (Price per day)

Torchbearer / Carrier (1 C)
›› 1 HP, Dagger (d6)
›› Inept in combat

Bodyguard (3 C)
›› 3 HP, 1 Armor, 12 BODY,
Crossbow (d8, bulky), Dagger (d6)

Rogue (10 C)
›› 4 HP, 1 Armor, 12 MIND, 15 LUCK,
Rapier (d8), Throwing Knives (d6)
›› Advantage in stealth and climbing.

Sample Specialists (Price per week)

Alchemist (60 C) • Arcanist (70 C) • Blacksmith (40 C)


Cartographer (35 C) • Historian/Archaeologist (40 C) • Spy (100 C)
36 S PE LLBUR N A N D B AT T LE S C A R S

Opponents
To model any more sophisticated monster or enemy use the following tips
and template:

NAM E HP • X AR • X B•X M•X


WE APO N S ( DX , S PEC IA L IT E M S, QUA LITIES )
◇ Engaging descriptor of appearance or demeanor.
◇ Quirk, tactic, or peculiarity making this opponent unique.
◇ Special effect or Critical Damage consequence.

General Principles
Ability Scores • 3 is deficient, 6 is weak, 10 is average, 14 is noteworthy, and
18 is legendary. Adjust as necessary.

›› Give average creatures 3 HP, give hardy ones 6 HP, and serious threats
get 10+ HP.
›› Use flavor and style to help them stand out. Players will remember a
pig-faced humanoid looking for his missing sheep more easily than a
generic goblin archer.
›› Use Critical Damage to lean into the threat or strangeness of any
aggressive opponent.
›› Remember that HP is Hit Protection, not Hit Points. It’s a measure of
resilience and gumption — not health.

Converting from Cairn and similar


BODY = STR or DEX (whichever the highest), MIND = WIL.

Opponents don’t have LUCK. If they’re favored by gods or by fate, give them
a special ability that represents it.

Since Spellburn and Battlescars merges STR and DEX into BODY, consider
giving Advantage or Disadvantage in related Saves to creatures that are
exceptional/deficient in one of those Attributes.
NP CS 37

Bestiary
A list with a few Opponents examples:

B AND IT HP • 4 AR • 1 B • 12 M • 10
DAGG E R ( D 6 )
◇ Thieves who will value money over anything.
◇ It uses of disguises, stealth, and trickery to surprise victims.

B ANSH EE HP • 12 B•6 M • 15
G H OS T LY TO U CH ( D 8)
◇ Incorporeal apparitions that haunt the living.
◇ Unharmed by cold, heat, or the elements.
◇ Wail: It releases a piercing screech, anyone caught Saves BODY against
Critical Damage regardless of current HP.

CAVE BEA R HP • 8 B • 16 M • 10
CL AWS ( D 10 + D 8 )
◇ Ferocious 15’ tall carnivorous bears who live in caves.
◇ Have poor eyesight, but track using smell. Follow tracks of blood.
◇ Critical Damage: It hugs the victim for d8 Damage.

COC KAT RI C E HP • 5 B•8 M • 10


B E A K ( D6 )
◇ Small, hybrid creatures resembling chickens with reptilian features.
◇ Notably agile and hard to pin down.
◇ Critical Damage: The victim turns into stone.

C RY P T G UA RD IA N HP • 10 AR • 3 B • 10 M • 14
E T HE R E A L C L AWS ( D8)
◇ An animated skeleton clothed in billowing robes. Its eye sockets are
hypnotically red. Defends crypts & tombs, and will not attack if left
undisturbed.
◇ No Armor against magical attacks.
◇ Can at will teleport a target in eyesight to a random room in the crypt.
38 S PE LLBUR N A N D B AT T LE S C A R S

GIA NT M ANT I S HP • 10 AR • 1 B • 14 M • 10
CL AWS ( D 8+ D 6 )
◇ 12’ long insects with clawed forelimbs and slicing mandibles. Dwell in warm
forests and jungles. Move and jump at surprising speeds.
◇ Hunt any prey, using their green coloration to camouflage in the foliage. Will
not attack obviously stronger foes.
◇ Critical Damage: It locks the victim in its claws, and bites their head off.

GOB LIN HP • 3 B • 11 M•8


DAG GE R O R S H O R T B OW ( D6)
◇ Small, grotesque humanoids with skin in earthly tones of green and grey.
◇ Avoid combat, only attacking when in Advantage, using hit-and-run tactics.
◇ Sometimes are found using dire wolves as mounts

GREE N SLIM E HP • 3 B • 15 M•3


ACI D I C TO U C H ( D 1 0 + D 8 )
◇ Large blobs of green slime that stick to walls and ceiling. Attack by dropping
on top of their victims.
◇ The acid corrodes both metal and wood along with the carrier, but cannot
affect stone. Consumed flesh becomes more green slime.
◇ Immune to all Damage except fire. Once stuck on a victim, can only be
removed if burned away.

I MP HP • 3 B•8 M • 12
B IT E ( D 8 )
◇ Small, winged demonic figures, with leathery red-brow skin.
◇ Ordered by greater demons to do lesser tasks. Often are given as servants to
cultists and worshipers.
◇ Dark Luck: Once per day, can make someone in eyesight re-roll a Save and use
the new result.

LI C H HP • 18 AR • 1 B • 10 M • 18
SO U L DAGG E R ( D 8)
◇ Powerful wizards who refused death by turning themselves in soulless
undead.
◇ Able to cast virtually any spell without suffering consequences.
◇ Critical Damage: The victim is paralyzed until it makes a Full Rest.
NP CS 39

RUS T E AT ER HP • 4 B • 12 M • 10
B IT E ( D 6 )
◇ Armadillo-like creatures with long tails and two long antennae.
◇ Any metal that touches its antennae instantly becomes rust. Relics are
partially resistant to this effect.
◇ Can smell metal from a long distance. Feeds on rusted metal.

S NA KE P EOP LE HP • 6 AR • 1 B • 12 M • 14
B IT E ( D 8)
◇ Creatures with the body, tail, and head of a giant snake and scaled humanoid
torso and arms. Capture other humanoids to be eaten or enslaved by their
cruel masters. Dwell in hot climates.
◇ Advantage in Saves made to resist magic.
◇ Supposedly can breed with humans, creating hybrids that have the
appearance of humans with reptilian eyes and forked tongues.

T H E RE D D RAG O N HP • 18 AR • 3 B • 18 M • 15
B IT E ( D 1 2+ D 10 ) , D E TACH M ENT S C ALE
◇ A gargantuan flaming creature, its wingspan over a hundred feet. Arrogant
and greedy, sees everything as its possession and everyone as its servant.
Lairs within mountains with high volcanic activity.
◇ Made of pure fire, is completely unharmed by any form of heat. Any cold
vanishes within its presence.
◇ Fire Breath: The Dragon breathes a massive cone of pure flame dealing 12
Damage (no roll) to all caught, the flame ignores and destroys any mundane
armor. It needs a Short Rest before being able to do it again.

T ROLL HP • 6 B • 14 M • 10
CL AWS ( D 8+ D 6 )
◇ 8’ tall humanoids with rubbery bodies. Consume the flesh of other
humanoids. Dwell underground, in the barren wilderness, and in the ruined
homes of former victims.
◇ Fire and acid Damage received have +d12 Bonus Damage, and stops a troll’s
regeneration. When attacked with either of those, the troll fails all Morale
checks.
◇ Regeneration: Trolls regain 3 HP at the start of each Round, and even severed
limbs are reattached. If killed, will regenerate and fight again in 1 Turn.
40 S PE LLBUR N A N D B AT T LE S C A R S

MAGIC
A NY C HA R AC T E R C A N C A ST S P E LL S T HROUG H
G R I MO I R E S A N D S CRO LL S.

Grimoire
Grimoires are heavy books created by powerful arcanists to keep the secrets
to their recurrent use of spells. They are usually worth 300 Coins, bulky, and
may contain many spells.

Grimoires will attract the attention of those who seek the arcane power
within, and it is considered dangerous to display them openly.

Scrolls
Scrolls contain a single spell and are destroyed if the
casting causes Fatigue. They might be found in tombs,
dungeons and other ancient places and the spell may
become permanent if copied to a Grimoire.

Copying Spells
You may copy spells found in Scrolls to your Grimoire. It costs 50 Coins for
the gold inks and takes a Watch to complete. The Scroll is destroyed in the
process.

Creating a Grimoire
Is is time-consuming and expensive. You will need a single Scroll, 200 Coins
in inks, as well as a blank book. It takes a Watch of undisturbed labor in the
light of a full moon. Afterwards, you are Deprived.

The spell contained within the Scroll becomes the first recorded spell.
M AG IC 41

Casting Spells
To cast a spell, your character must hold a Grimoire or Scroll in both hands
and read it aloud.

When your character Casts a Spell, decide on the Power to cast it with.
Starting Power can go up to your character’s available Inventory Slots, up to
a maximum of 5.

Roll a number of d6 equal to the Power chosen • The spell has an effect,
which varies depending on the number of [DICE] invested, and the [SUM]
of the rolled dice.

›› For each [DICE] that shows 4-6, you suffer 1 Fatigue.

If two or more [DICE] show the same number, something has gone very wrong.
Find out what happened looking at the spell’s [SUM] on the Mishaps Table.
42 S PE LLBUR N A N D B AT T LE S C A R S

Mishaps Table
The GM can and should adapt these results according to the spell and
character’s Background, adding color to the mechanical effects.

SUM DESCRIPTION
You cannot Cast Spells for [DICE] hours, and any attempts to manipulate
2
magic will fail.
For the next 24 hours, when Casting Spells you suffer a Fatigue on a roll
3
of 3-6.
There is a chain reaction to the spell; the GM will tell how. Suffer an
4
additional Fatigue.
The Spell’s effects are reversed; the GM will tell you how. Take an
5
additional Fatigue.
Any objects in your Inventory that are not made of metal instantly
6
combust. From now on you are immune to fire for short bursts.
You are Deprived. After recovery, roll d6. If the total is higher than your
7
max HP, take the new result.
You take [DICE] MIND Damage when Casting Spells for the next 24
8 hours. Afterwards roll 3d6, if the result is higher than your MIND, swap it.
The spell turns your skin a dark shade of purple, and makes you invisible
9
in the moonlight. Your eyes however glow a bright yellow at night.
You become insubstantial for [DICE] hours as your spirit leaves your
body, which remains unconscious. You can fly and pass through walls, but
10 not touch anything. Also, no one can see or hear you through mundane
means.
You suffer horrible arcane burns; lose [DICE] MIND. From now on you
11 can add +1 Power to a spell (use a die of a different color). If it results in a
4-6 you lose 1 MIND.
The spell backfires; you lose 1 Inventory Slot (scratch it off your sheet). You
12 are now surrounded by a magical essence that provides +1 Armor (limits
still apply).
Your Grimoire is damaged and unusable. Creating a new Grimoire from
13
its remains restores the original spells as well.
14 Instead of Fatigue, the spell causes magical tumors to fill their respective
Slots. They can only be removed by a specialized healer.
M AG IC 43

SUM DESCRIPTION
Arcane energies wreck your body as a piece of your soul is transferred into
your Grimoire. You lose half your MIND (rounded down). Your Grimoire
15
transforms into a new form of your choice and becomes Light. It cannot
be destroyed except by your own death, and vice-versa.
You permanently lose [DICE] BODY as the spell interacts with nearby
plant life, which rips out of the earth and fuses against your skin. You
16
have +1 Armor, although fire does +d12 Bonus Damage against you. You
can only feed by photosynthesis.
Large hideous wings sprout from your back, ripping through whatever
17 you are wearing. You gain [DICE] BODY and can fly. You cannot wear
armor or a backpack, and have only 5 Inventory Slots.
One of your hands becomes fused with your Grimoire. You can never let
go of it, however it only takes up 1 Inventory Slot. You can fire a bolt of
18
arcane energy from that hand that deals d6 Damage. If your hand is cut
off, you can never Cast Spells again.
An extra-planar deity senses your arcane power (ask the GM which deity).
19 You are now linked, and can call on it for aid. It can likewise ask you for
help, and punish you for non-compliance. Good luck.
You create an exact duplicate of yourself. One grows older while the other
grows younger. Both age at the rate of 1 year per day. Your thoughts are
20
joined, and if one dies so does the other. Only magical aid will restore you;
afterward add +1d6 to each Attribute Score.
You have become Elemental. Create a True Name for yourself. Magical
energies surround you at all times, and mundane attacks against you are
21+
Impaired. If someone learns your True Name, they can control you. Other
Elementals will come for you.
44 S PE LLBUR N A N D B AT T LE S C A R S

List of Spells
Example spells. Roll d66 on this table for a random Scroll as loot. If the spell
isn’t instant and it doesn’t have a specified duration, it lasts 1 Turn.

D66 SPELL NAME EFFECT


1 • 1 Animate Dead [DICE] Nearby skeletons rise and follow your
commands for [DICE] Turns.
1•2 Arcane Eye You can see through a magical floating eyeball that
flies around at your command for [DICE] Turns.
1•3 Auditory Illusion You create up to [DICE] illusory sounds that seem
to come from a direction of your choice.
1•4 Be Understood Make your meaning clear to [DICE] creatures of
another species for [DICE] Turns.
1•5 Beast Form You and your possessions transform into a
mundane animal. You can perform [DICE] actions
intrinsically related to the chosen animal during a
Watch.
1•6 Bless [DICE] Close targets receive Advantage on their next
Save.
2•1 Charm A Close target must MIND Save or treat you as a
friend for [SUM] Turns.
2 • 2 Clairvoyance You can see through the eyes of a creature you
touched since your last Long Rest for [DICE] Turns.
2 • 3 Command One target that can hear and comprehend you must
MIND Save or obey a command with up to [SUM]
words that you give.
2 • 4 Control Weather You may alter the type of weather for [SUM]
minutes, but you do not otherwise control it.
2 • 5 Create Pit A pit 3x [SUM]ft deep and 9ft in diameter appears at
the point you touch for [DICE] hours. The sides are
smooth and difficult to climb. Anything in the pit
when the duration expires is summarily disgorged.
2 • 6 Darkness Create a [SUM] x 2ft diameter sphere of pure
darkness for [DICE] Turns.
M AG IC 45

D66 SPELL NAME EFFECT


3 • 1 Detect Magic Detect and understand [DICE] Nearby magical
effects.
3 • 2 Earthquake The ground begins shaking violently for [DICE]
Turns. Structures may be damaged or collapse.
3 • 3 Fear [DICE] creatures must MIND Save or try to flee.
3 • 4 Fireball Shoot a fireball Nearby. Deal [SUM] + [DICE]
Damage to all creatures within 6ft.
3 • 5 Freezing Touch Your hands are charged with negative energy. The
next target you touch suffers 2x [SUM] Damage.
3 • 6 Grease Cover a Close area in slippery, flammable grease.
BODY Save or fall prone.
4•1 Greed [SUM] creatures develop an overwhelming urge to
possess a visible item of your choice.
4 • 2 Grow Grow a creature to [DICE] + 1 times its original size
for 1 Turn.
4 • 3 Haste [DICE] Close targets can make an additional move
and action in their next Round.
4 • 4 Heal Once per day, heal [SUM] BODY Damage and
remove one Fatigue from a Close creature .
4 • 5 Invisibility Make a creature invisible for [DICE] Turns. Any
movement reduces the duration by 1 Turn.
4 • 6 Leap For [DICE] Rounds a Close target can jump up to
10ft high as their move.
46 S PE LLBUR N A N D B AT T LE S C A R S

D66 SPELL NAME EFFECT


5 • 1 Light Force [DICE] creatures to make a MIND Save or
become stunned. Alternately, create light as bright
as a torch for [SUM] Turns.
5 • 2 Magic Missile Deal [SUM] + [DICE] Damage to a Far Away
creature.
5 • 3 Magic Rope You summon a magic rope of 2x [SUM]ft long. It
obeys one command and lasts for 1 Turn.
5 • 4 Miniaturize [DICE] Close targets are reduced to the size of a
mouse.
5 • 5 Mirror Image [DICE] illusory duplicates of yourself appear under
your control.
5 • 6 Pacify [DICE] creatures Nearby have an aversion to
violence.
6•1 Read Mind You can hear [SUM] surface thoughts of Nearby
creatures for [DICE] Turns.
6 • 2 Shield A Close creature is protected against [SUM]
mundane Damage for 1 Turn.
6 • 3 Sleep [DICE] Nearby creatures makes a MIND Save or falls
into a light sleep.
6 • 4 Spiritual Weapon A weapon you’re holding shines like a torch for
[DICE] Turns. The wielder receives +1 Armor and
the first attack made with it receives +d12 Bonus
Damage.
6 • 5 Ward A silver 50ft ring appears on the ground. [SUM]
creatures of a chosen species cannot cross it during
[DICE] Turns.
6 • 6 Web Fills a Close area with sticky web for [DICE] Turns.
48 S PE LLBUR N A N D B AT T LE S C A R S

Relics
Relics are items imbued with magical power. Although they do not cause
Fatigue on its user as a spell would, its use is rarely without cost. Relics
often have limited uses, need to be recharged from time to time, or have a
negative counter-effect when activated. A few examples follow:

Blade of the Avenger (d10, bulky)


A shining greatsword made of platinum.
›› Undead and Demonic creatures have
Disadvantage on Critical Damage Saves
caused by this sword.
›› The wielder and their Nearby allies are
immune to fear and charm effects, but are
compelled to jump headfirst into battle.

Bracers of Strength (3 Charges)


A pair of copper bracers long enough to cover most of the wearer’s forearms.
›› While wearing these bracers you can expend 1 Charge to automatically
succeed in a BODY Save related to raw strenght. You must do so before
rolling the dice.
›› Recharge • Defeat a foe stronger than you in combat.

Cloak of the Night Wanderer (10 Charges)


A shadowy cloak that moves gently even when there’s no wind; the fabric is perfectly
smooth, as if made of pure night.
›› When suffering combat Damage, you can spend any number of
Charges to reduce Damage by the same amount (after applying Armor).
›› Recharge • Leave it under the open sky for the entirety of a moonless
night.

Heat Armor (1 Armor)


A warm to the touch scale mail. Always keeps the wearer warm, no matter the
ambient's temperature.
›› All fire and heat based Damage caused Nearby is absorbed by, and has
+d12 Bonus Damage against the wearer.
M AG IC 49

Leycap (1 Use, Light)


A green-flecked mushroom.
›› Anyone ingesting this mushroom removes a Fatigue, but is then
required to make a MIND Save to avoid its addictive properties.
›› A fail leaves the PC Deprived and unable to focus until they can eat
another leycap, providing only a brief reprieve from the addiction.

Thunder Signet (1 Charge)


A golden ring meticulously engraved with lightning motifs.
›› Spend 1 Charge to summon a thunderstorm in a 1-mile area centered
on you. It works even if underground or inside buildings.
›› Recharge • Be hit by lightning while wearing the ring.

Wand of Smoke (4 Charges)


A wand roughly carved from charred wood that is hard as stone.
›› Spend 1 Charge to create a thick cloud of smoke all around you, up to a
Nearby distance. It lasts for 1 Turn or until the wand leaves the area.
›› The wielder of the wand is not affected by the smoke and can see
normally while inside the cloud.
›› Recharge • Wrap the wand in parchment paper and burn it into a fire
hot enough to melt iron.
50 S PE LLBUR N A N D B AT T LE S C A R S

EXAMPLE
OF PLAY
The players' group — Erasmus the Magic-User, Lena the Cleric, Lucius the
Thief and Erasmus' bodyguard Hireling Ilan — are approaching a ruined
building that once was the base of an order of knights. A band of goblins
has taken over the ruins, and the PCs plan to drive them out and take the
building for themselves.

GM • You get close enough to see the ruins well: it's a single story,
rectangular stone building, about 30ft on one side and 50ft on the
other. It's quite worn down, full of cracks and holes, but still holding on
strong.

Erasmus • Are there doors or windows? Do we see any goblins?

GM • You don't see any windows, but there's a big double door on one of
the long sides. It is in terrible shape, with a hole big enough that a small
person can squeeze through it without opening the door. As you watch
it, you see that a single goblin goes out through the door, walks around
the building and goes back in, sort of patrolling the area.

Lucius • I have a plan! I'll wait until the next patrol, and ambush the
goblin from behind, then we can get it to talk or something. Just cover
me.

Erasmus • Sure, that's a good idea. I'll tell Ilan to have her crossbow
ready in case something goes wrong.

The groups waits for around 15 minutes, until a goblin walks out to patrol again.
E XA M PLE OF PL AY 51

Lucius • Alright, I tail it silently. I have the Practiced in Shadows ability,


that means it's Trivial, right?

GM • Let me check... Yes, it is a mundane creature, no need to roll. You


sneak behind the goblin, it is unaware, at your mercy. What do you do?

Lucius • I have a chain on me, I'll jump and pull it over its head, putting
it on a chokehold.

GM • Sure, that'll be a BODY Save to restrain it.

Lucius • Well, I rolled a 18, against my 11 BODY. Big miss, not worth
burning LUCK on it, I'll take the hit.

GM • Well, you try to restrain the goblin with your chain, but in the last
moment it notices you, dodges and pulls the chain. This catches you
off-guard, and you're sent tumbling to the ground. The goblin starts
running.

Erasmus • Ilan will take her shot, she was ready for this. A crossbow is a
d8... I rolled an 8!

GM • Nice, let's solve this. The Goblin doesn't have Armor, so his 3 HP
are gone and it crosses over bringing its BODY down to 3. Rolling a
Critical Damage Save... Nope, 13, it’s down in one attack.

Erasmus • Well, at least someone here's a professional.

Lucius • Shut up...


52 S PE LLBUR N A N D B AT T LE S C A R S

Combat
After taking care of the patrol, the group moves in to the door of the ruined building.

GM • Okay, you peer through the cracks in the door and see a room full
of trash. There's debris from the building itself, plus a bunch of random
paraphernalia the goblins seem to have brought in. You can see three of
them hanging around.

Erasmus • We have the numbers, let's just barge in and try to scare
them, or fight if it doesn't work.

Lena • Why not, I'm sure it will be fine.

GM • If you say so... Y'all kick the door and barge in weapons ready,
Initiative time! — all players make a BODY Saves and succeed. Lucky
bastards, you go first. Remember that only the highest Damage roll is
applied to a target, so spread your attacks!

Erasmus • I'll go first. I'll charge at the nearest one with my staff, and
Ilan is shooting it too! Let me roll... 5 and 8, and from Ilan again! She's
the best money I've ever spent in a game.

GM • For sure, let me handle Critical Damage... Yep, this one's down
too. Next player.
E XA M PLE OF PL AY 53

Lena • Okay, I'll run to the next one with my glaive... Wow, 10 Damage.
That's gotta take it down too, right?

GM• Only by a miracle it survives that... OH! Rolled a 1! It's up! You
slash wildly at the goblin, cutting it open, but even bleeding, it keeps
fighting. Amazing. Lucius, what are you doing?

Lucius • Hmm, not so good at this without the upper hand. I guess I'll
just try to wrestle the third one to the ground. BODY Save... 13! I'm
burning 2 of my LUCK to bring that to my 11 BODY, that's how it works,
right?

GM • Correct, reduce your LUCK by 2 on your sheet. You throw yourself


on the goblin, pinning it to the ground, it's their Round now. I'll roll
Morale for them, since they're clearly losing... The one under Lucius
can't do much, so it just surrenders to you. The last one is unarmed and
runs away through a door in the back of the room, and the bloodied
one... Keeps fighting! It slashes its dagger against Lena for... 2
Damage... against your 3 Armor. Yep, no harm caused, poor guy.

I'm not gonna run this next round, they are at your mercy now. What
do you all do?

Lena • Let's just disarm these two, throw them outside and go after the
one that ran.

The other players nod in agreement.

GM • Easy enough, you dispatch them outside and they just run away
from you. You go through the door and can see a long corridor, with the
runaway goblin right at the end of it. There's a handful of doors on the
way there, do you check any?

All three players at the same time • No, we keep chasing.

GM • Alright, alright, let's do this.


54 S PE LLBUR N A N D B AT T LE S C A R S

Magic
The group keeps going after the goblin.

GM • The corridor ends in a small chamber. There are lit torches near
the walls, and in the back of the room there's a large statue of a knight
in full armor. You see the runaway goblin there, and near the statue
there are two others: one taller and broader wearing armor, and one
wearing a darker hood and carrying a staff, giving off witchy vibes.

As you rush into the room, the armored one reaches for its necklace,
pulling a small ruby from it and throwing it on your direction. When
it's about to hit the ground, it blows up in a large sphere of flame.

Lucius • What? They have Relics? That's cruel!

GM • Well, it's fair game for everyone. Let's handle this fireball, it deals
d10 blast Damage, so one roll for each of you since everyone was
caught.

The GM rolls the Damage for each PC and they handle the consequences: Erasmus
has the Elemental ability, which soaks most of the Damage and he only loses some
HP. Lena and Ilan take BODY Damage but make their Critical Damage Save.
Lucius, again, isn't that lucky and fails it.

Lucius • ...this is not my day. So I'm risking death now?

GM • Yes, you're on the ground, mostly unconscious and burning, you're


dead if no one helps you within one hour. Let's roll Initiative... 6! What
do you guys do?

Erasmus • I grab my Grimoire and I'll cast Magic Missile on the big
armored one with 3 power... 6,5 and 3! So I take two Fatigue and that's
17 Damage!
E XA M PLE OF PL AY 55

GM • ...Wow, that's a lot of Damage, mark your two Fatigue. Although it


is not clarified, Magic Missile is supposed to follow the target and goes
around any obstacle. So I'll rule it ignores Armor, so... that's it, you
obliterate the chief with one spell. Hmm... what are the rest of you
doing?

Lena • That hooded guy is giving me the creeps, I'll try to pull the staff
from its hands, I don't want to be surprised.

Erasmus • And Ilan is going to shoot it too... for 6 Damage.

GM • Since it’s the most at risk, the witchy goblin will Save against
that... well, it fails. Lena pulls the staff from its hands, and immediately
after it gets taken down by Ilan's shot, I guess that's really solved. It's
the remaining one's Turn, and since you're all busy, he'll just run away
and escape. Good job y'all, the building is yours.

Lucius • Somebody pick me up!

Advancement
After defeating the goblins and taking over the building, the party takes a Full Rest.

GM • This was a fun one, those goblins almost got you! Alright, let’s
check for Advancement… the Necklace of Fireballs is definitely a
Treasure, besides that, did anyone achieve an Archetype trigger?

Lucius • I think only mine: Succeed in a Heist.

GM • Ok, so who will take the Treasure? It can only Advance one of you.

Erasmus • Lena should take it! She saved us from the witch goblin.

Lucius and Lena proceeds to make their Improvement rolls, rolling a d20 once for each
of their character’s BODY, MIND and LUCK. They learn a new Special Ability from
their Archetype and increase their HP by 1 upon learning this new ability.
NAME
CHARACTER SHEET

BACKGROU ND
PL AYER

HP A RMO R BODY M IN D LU C K

D EP RI V E D BURN IT TO MODIFY SAVE

ARCHET YP E
ORIGIN QUESTION

SP ECIAL ABI LITI E S


TRIGGERS

N OTE S
I NVE NTO RY

1. 6.

2. 7.

3. 8.

4. 9.

5. 10.

LIGHT ITEMS

CO I N S

/100

HIRE LIN G S, FA M I LIAR S A N D MO U NT S


HP AR B O DY MIND LUCK

NAME

HP AR BODY MIND LUCK

NAME

HP AR BODY MIND LU C K

NAME
A M ARK OF TH E O D D
SWOR D & SORC ERY
DU NGEON CRAWLI NG RPG

CRE W P
ST R
O

ES

GC
GH

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