Rules As Written
Every rule, spell, item, and term in one place.
918 entries
- AbsorbentSusceptibility
Absorbent is a Susceptibility that turns Damage into Hit Points.
- AcidEnergy
Acid is a Caustic Energy that deals Damage (Acid).
- Acid BombItem · Weapon · Tier 1 · Common
Acid Bombs are Bombs that deal Damage (Acid), Persistent Damage (Acid), and Splash Damage (Acid) based on their potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Acid BurnSpell · Tier 1 · Common
Acid Burn is a Destroy Spell that sears a Creature with a burst of acid.
- Magical
- Acid RainSpell · Tier 4 · Common
Acid Rain is a Destroy Spell that drenches a Movable Area in acid rain.
- Magical
- Acid SplashSpell · Tier 2 · Common
Acid Splash is a Destroy Spell that splashes acid across Creatures in an area.
- Magical
Actions are structured ways to act when your Game Manager tracks Rounds.
Action Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.
- ActivityActivity
Activities are the tasks you take on while not fighting, shaped by your Pace and Formation.
Acuity is a Skill that measures your awareness, attention, and intuition.
- Adventurer’s OutfitItem · Supply · Tier 1 · Common
Adventurer’s Outfits are durable, traveling Outfits.
- Object
- Worn
- Adventurer’s PackItem · Supply · Tier 1 · Common
Adventurer’s Packs are Supplies that include everything you need for basic survival and exploration.
- Object
- AegisFeat · Tier 3 · Common
Aegis is a Feat built for fighting in Heavy Armor.
- Aerial CombatCombat
Aerial Combat is Special Combat that occurs while airborne.
- Aerial VehicleItem · Vehicle · Tier 2 · Uncommon
Aerial Vehicles are Vehicles that travel through the air.
- Object
- AetherEnergy
Aether is an Essence Energy that deals spiritual Damage.
- AfflictionHazard
Afflictions are Hazards that linger in a Creature and worsen until they’re cured.
- AgileFeature
Agile is a Feature of items built for quick follow-up strikes.
Agility is a Skill that measures your speed, coordination, and reflexes.
- AidAction
Aid is an Action you take as a Reaction to lend a hand with another Creature’s task.
- Air BladeSpell · Tier 1 · Common
Air Blade is a Destroy Spell that slashes a Creature with a blade of wind and knocks it down.
- Magical
- AirshipItem · Vehicle · Tier 3 · Uncommon
Airships are fixed-wing Aerial Vehicles for sky travel.
- Object
- AlarmSpell · Tier 1 · Common
Alarm is a Reveal Spell that sets a ward to alert you when Creatures enter it.
- Magical
- AlchemicalFeature
Alchemical is a Feature that marks an item or Effect as a product of alchemy.
- Alchemist’s KitItem · Toolkit · Tier 1 · Common
Alchemist’s Kits are Artisan’s Toolkits used to craft and assess consumable alchemical and magical items or infuse mundane items with arcane properties.
- Object
- All SeeingSpell · Tier 4 · Common
All Seeing is a Reveal Spell that lets you sense every Creature in an area, even Hidden or Invisible ones.
- Magical
- All SpeakingSpell · Tier 3 · Common
All Speaking is a Reveal Spell that lets you speak, read, and write every Language.
- Magical
- AlterSchool
Alter is a School of Spells that change a Target’s properties, form, or state.
- AmenityItem · Service · Tier 1 · Common
Amenities are goods and services you pay for during your travels, from Hirelings to Lodging and Food and Drink.
- AmmoFeature
Ammo is a Feature of items that fire loaded Ammunition.
- AmmunitionItem · Ammunition · Tier 1 · Common
Ammunition is a supply of Objects you need to make Ranged Attacks.
- Consumable
- Object
- AmplifyFeat · Tier 2 · Common
Amplify is a Feat that extends the Reach of your Spells.
- AntitoxinItem · Concoction · Tier 1 · Common
Antitoxins are Concoctions that protect against Toxins.
- Alchemical
- Consumable
- Ingested
- Object
- Apothecary’s KitItem · Toolkit · Tier 1 · Common
Apothecary’s Kits are Artisan’s Toolkits used to craft and assess herbal and pharmaceutical medicines, drugs, toxins, and antidotes.
- Object
- Aqua BurstSpell · Tier 2 · Common
Aqua Burst is a Destroy Spell that blasts Creatures in an area with water and leaves them Clumsy.
- Magical
Aquatic Combat is Special Combat that occurs while submerged.
- Aquatic VehicleItem · Vehicle · Tier 2 · Common
Aquatic Vehicles are Vehicles that travel on or under water.
- Object
- ArbalestItem · Weapon · Tier 2 · Common
Arbalests are heavy crossbow Bows mounted on a foldable frame with a windlass crank.
- Ammo
- Body 3
- Object
- Ranged
- Reload 2
- ArmorItem · Armor · Tier 1 · Common
Armor is a protective Object you wear to increase your Defense.
- Object
- Worn
- Armor WardFeat · Tier 2 · Common
Armor Ward is a Feat built for fighting in Modest Armor.
- ArrowItem · Ammunition · Tier 1 · Common
Arrows are Ammunition made from lightweight wooden or carbon shafts with fletching and pointed tips, stored in a quiver.
- Consumable
- Object
- ArtboundSociety · Tier 1 · Common
Artbound is a Society that values creative expression, performative mastery, and the beauty found in skillful craftsmanship.
- Artisan’s ToolkitItem · Toolkit · Tier 1 · Common
Artisan’s Toolkits are Toolkits that contain tools for crafting, assessing, and repairing items.
- Object
- Artist’s KitItem · Toolkit · Tier 1 · Common
Artist’s Kits are Artisan’s Toolkits used to craft, assess, and fix artistic and decorative items in any medium.
- Object
- AttackAction
Attack is the Action you use to strike at a foe.
- AudibilityAudibility
Audibility is a form of Obscurement that measures how well you hear sounds using your Sense of Hearing.
- AxeItem · Weapon · Tier 1 · Common
Axes are Weapons built for momentum.
- Melee
- Object
- BackstabberFeat · Tier 1 · Common
Backstabber is a Feat built for fighting with Knives.
- BalloonItem · Vehicle · Tier 2 · Uncommon
Balloons are simple Aerial Vehicles lifted by hot air.
- Object
- BaneSpell · Tier 1 · Common
Bane is a Compel Spell that weakens Creatures’ Attacks and Saves.
- Magical
- BanishSpell · Tier 3 · Uncommon
Banish is a Compel Spell that sends a Creature to another plane of existence.
- Magical
- BardingItem · Mount · Tier 1 · Common
Barding is Armor crafted for Mounts.
- Object
- Worn
Bashing is a Wound Energy that deals Damage (Bashing).
- Basic MountItem · Mount · Tier 1 · Common
Basic Mounts are Mounts that carry Small or Tiny riders, or general cargo.
- Creature
- BathhouseItem · Service · Tier 1 · Common
Bathhouses are Services that give you access to public bathing and grooming facilities.
- Location
- Battle MountItem · Mount · Tier 3 · Common
Battle Mounts are elite Mounts bred and trained for combat and warfare.
- Creature
- BattleaxeItem · Weapon · Tier 1 · Common
Battleaxes are Axes with a single-bladed head on a reinforced haft.
- Body 1
- Melee
- Object
- Two-Handed
- BeastForm
Beasts are a Form of non-magical animals found in the natural world.
- Beast SpeakSpell · Tier 1 · Common
Beast Speak is a Reveal Spell that lets you talk with Beasts.
- Magical
- BedrollItem · Supply · Tier 1 · Common
Bedrolls are portable bedding Supplies for rest and sleep.
- Object
- Restful
- BlessSpell · Tier 1 · Common
Bless is a Compel Spell that bolsters Creatures’ Attacks and Saves.
- Magical
- Blight BurstSpell · Tier 2 · Common
Blight Burst is a Destroy Spell that bursts with blight and sickens Creatures in an area.
- Magical
- BlindedCondition
Blinded is a Condition that takes away your sight.
- BlowgunItem · Weapon · Tier 1 · Common
Blowguns are Projectiles made from a hollow tube with a smooth bore and mouthpiece.
- Ammo
- Nonlethal
- Object
- Ranged
- Reload 1
- Blowgun NeedleItem · Ammunition · Tier 1 · Common
Blowgun Needles are Ammunition made from slender wooden or bone shafts with stabilizing fins and pointed tips, stored in a needle case.
- Consumable
- Object
- Boar SpearItem · Weapon · Tier 1 · Common
Boar Spears are Polearms with a broad leaf blade and a protective crossbar below the head.
- Body 2
- Melee
- Object
- Thrown
Body is a Trait that measures your physical durability, stamina, and resilience.
- Body 1Feature
Body 1 is a Feature that sets a Body requirement of 1 for using an item.
- Body 2Feature
Body 2 is a Feature that sets a Body requirement of 2 for using an item.
- Body 3Feature
Body 3 is a Feature that sets a Body requirement of 3 for using an item.
- Body CapStat
Body Cap is the limit an Armor sets on how much of your Body you can add to your Defense while you wear it.
- BodyguardItem · Service · Tier 1 · Common
Bodyguards are armed Hirelings who escort and protect you.
- Creature
- BolasItem · Weapon · Tier 1 · Common
Bolas are Entanglers made from weights joined by cord, thrown to entangle limbs.
- Nonlethal
- Object
- Thrown
- Bolt-Action RifleItem · Weapon · Tier 1 · Common
Bolt-Action Rifles are long, precise Firearms built for hunting.
- Ammo
- Magazine 6
- Object
- Ranged
- BombItem · Weapon · Tier 1 · Common
Bombs are Weapons built for close-ranged blasts.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Bomb LauncherItem · Supply · Tier 1 · Uncommon
Bomb Launchers are mechanical tube Supplies that propel Bombs.
- Ammo
- Object
- Ranged
- Reload 1
- Bottled BreathItem · Concoction · Tier 1 · Common
Bottled Breath is a Concoction that helps you hold your breath.
- Alchemical
- Consumable
- Inhaled
- Object
- BowItem · Weapon · Tier 1 · Common
Bows are Weapons built for careful aim.
- Ammo
- Object
- Ranged
- BrawlerFeat · Tier 1 · Common
Brawler is a Feat built for fighting with Gloves and bare fists.
Brawn is a Skill that measures your muscular strength and force.
- Break CurseSpell · Tier 2 · Common
Break Curse is a Destroy Spell that ends the Curses on a Target.
- Magical
- Break ThroughAction
Break Through is an Action you use to force your way past a Creature that blocks your path.
- Break-Action ShotgunItem · Weapon · Tier 1 · Common
Break-Action Shotguns are single-barrel Firearms that break open for loading.
- Ammo
- Magazine 1
- Object
- Ranged
- Scatter
- BreathingHazard
Breathing is a Hazard you face when a Creature that needs to breathe can’t get air.
Brilliance is bright Illumination with clear visibility and no harsh shadows, such as sunlight, strong direct light, and overcast daylight.
- BubbleSpell · Tier 3 · Common
Bubble is a Destroy Spell that engulfs a Creature in water and leaves it Clumsy.
- Magical
- BucklerItem · Shield · Tier 1 · Common
Bucklers are small, round Light Shields with forearm straps.
- Agile
- Free Grip
- Object
- BulkyFeature
Bulky is a Feature of heavy items that hamper your movement.
- BulletItem · Ammunition · Tier 1 · Common
Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.
- Consumable
- Object
- BulwarkFeat · Tier 2 · Common
Bulwark is a Feat that hardens you against Damage (Wound) while you hold the line.
- BurrowMovement
Burrow is a Movement you use to Move through sand, gravel, or loose earth.
- CamelItem · Mount · Tier 1 · Common
Camels are desert Standard Mounts adapted to harsh conditions.
- Creature
- CanteenItem · Supply · Tier 1 · Common
Canteens are Supplies for carrying drinking water.
- Consumable
- Ingested
- Object
- Car or TruckItem · Vehicle · Tier 3 · Uncommon
Cars and Trucks are motorized Land Vehicles.
- Object
- CareboundSociety · Tier 1 · Common
Carebound is a Society that values healing, compassion, and the ability to provide emergency aid to others in their time of need.
- Careful PacePace
Careful Pace is a Pace built for observation and safety.
- Carpenter’s KitItem · Toolkit · Tier 1 · Common
Carpenter’s Kits are Artisan’s Toolkits used to craft, assess, and fix wood items.
- Object
- CarriageItem · Vehicle · Tier 1 · Common
Carriages are enclosed Drawn Vehicles with passenger seating and storage.
- Object
Carrying is how you lift and transport a Creature or load of Objects using your Slots.
- Cart or TrailerItem · Vehicle · Tier 1 · Common
Carts and Trailers are Drawn Vehicles for hauling goods.
- Object
- CaseboundSociety · Tier 1 · Common
Casebound is a Society that values investigation, deduction, solving mysteries, and intelligence gathering.
Cast is the Action you use to unleash a Spell.
- CausticEnergy
Caustic is an Energy group that deals natural Damage.
- Caustic StreamSpell · Tier 3 · Common
Caustic Stream is a Destroy Spell that sprays Creatures in a line with a stream of acid.
- Magical
- CavalryFeature
Cavalry is a Feature of items built for fighting from a Mount.
- CenterguardFormation
Centerguard is the middle rank of a Formation that keeps you protected from initial threats.
- Chain ArmorItem · Armor · Tier 2 · Common
Chain Armor is Modest Armor made from interlocking metal rings woven into a flexible mesh shirt.
- Bulky
- Object
- Worn
- Chain NetItem · Weapon · Tier 1 · Common
Chain Nets are weighted Entanglers of interlocking metal chains.
- Body 1
- Nonlethal
- Object
- Thrown
- Chain WhipItem · Weapon · Tier 1 · Common
Chain Whips are Entanglers made from interlocking metal links attached to a handle.
- Body 1
- Melee
- Nonlethal
- Object
- ChariotItem · Vehicle · Tier 1 · Common
Chariots are two-wheeled Drawn Vehicles built for speed and combat.
- Object
- CharmedCondition
Charmed is a Condition that puts your mind under Magical influence.
- ChartActivity
Chart is an Activity you use to map the area as you explore, marking landmarks, safe paths, and environmental Hazards.
Checks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- ClassClass · Tier 1 · Common
Classes are Scribe archetypes that set your Power Save, Hit Points, Hit Die, Speed, Drive, starting Feat, Proficiency, and starting gear.
- Claw HammerItem · Weapon · Tier 1 · Common
Claw Hammers are Hammers with a flat striking head and a claw or peen on a short handle.
- Agile
- Melee
- Object
- Thrown
- CleaveFeat · Tier 1 · Common
Cleave is a Feat built for fighting with Axes.
- ClimbMovement
Climb is a Movement you use to Move across vertical surfaces with handholds.
- Climber’s KitItem · Toolkit · Tier 1 · Common
Climber’s Kits are Explorer’s Toolkits used to ascend or descend vertical or overhanging surfaces and set up camps on cliffs and mountains.
- Object
- ClingSpell · Tier 2 · Common
Cling is a Compel Spell that lets Creatures climb walls and ceilings without handholds.
- Magical
- Closed ShelterShelter
Closed Shelters are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point.
- ClubItem · Weapon · Tier 1 · Common
Clubs are Weapons built for heavy impacts.
- Melee
- Object
- ClumsyCondition
Clumsy is a Condition that throws off your coordination.
Coins are the currency you use to buy items.
- Cold Weather OutfitItem · Supply · Tier 1 · Common
Cold Weather Outfits are insulated Outfits for cold environments.
- Object
- Worn
- CommandAction
Command is an Action you use to give an order to a Creature or a Summon.
- CommonRarity
Common is a Rarity for widely available options, such as everyday gear and minor Magical items.
- Common DrinkItem · Service · Tier 1 · Common
Common Drinks are Food and Drink such as ale, wine, or milk.
- Consumable
- Ingested
- Common MealItem · Service · Tier 1 · Common
Common Meals are Food and Drink of basic tavern fare.
- Consumable
- Ingested
- Common RoomItem · Service · Tier 1 · Common
Common Rooms are Lodging with a shared sleeping space.
- Location
- CompelSchool
Compel is a School of Spells that make a Target act, move, or behave in specific ways.
Components are Consumable materials needed to Cast Rituals.
- Consumable
- Component PouchItem · Supply · Tier 1 · Uncommon
Component Pouches are extraplanar Supplies that hold Components.
- Magical
- Object
- Composite LongbowItem · Weapon · Tier 1 · Common
Composite Longbows are Bows laminated from layered wood, horn, and sinew.
- Ammo
- Body 1
- Object
- Propulsive
- Ranged
- Reload 0
- Composite ShortbowItem · Weapon · Tier 1 · Common
Composite Shortbows are compact, recurved Bows laminated from layered wood, horn, and sinew.
- Ammo
- Object
- Propulsive
- Ranged
- Reload 0
- ConcoctionItem · Concoction · Tier 1 · Common
Concoctions are Consumable items with Alchemical or Magical properties.
- Consumable
- Object
- ConditionCondition
Conditions are states that change what you can do.
- ConduitItem · Weapon · Tier 1 · Uncommon
Conduits are Weapons built for practitioners of magic.
- Magical
- Object
- Special
- ConjureSchool
Conjure is a School of Spells that bring something into existence that wasn’t there before.
- ConstrictFeat · Tier 1 · Common
Constrict is a Feat that crushes a Creature caught in your Grapple.
- ConstructForm
Constructs are a Form of artificially created or magically animated entities, distinct from naturally born creatures.
- ConsumableFeature
Consumable is a Feature of items that are used up.
- Contact Other PlaneSpell · Tier 4 · Uncommon
Contact Other Plane is a Reveal Spell that asks an extraplanar intelligence one question.
- Magical
Contests are Tests where you and a Target roll against each other and the higher Test Total wins.
- Cook’s KitItem · Toolkit · Tier 1 · Common
Cook’s Kits are Artisan’s Toolkits used to craft and assess mundane consumables, preserve ingredients, and determine if food or drink is safe to consume.
- Object
- CopterItem · Vehicle · Tier 3 · Uncommon
Copters are rotary-wing Aerial Vehicles.
- Object
- CostStat
Cost is what you pay to use an Effect, such as Action Points, Mana, or Components.
- Counter CastSpell · Tier 1 · Common
Counter Cast is a Destroy Spell that interrupts another Spell as it is Cast.
- Magical
- CoverCover
Cover is anything that physically blocks you from being targeted from certain directions.
- CraftboundSociety · Tier 1 · Common
Craftbound is a Society that values craftsmanship, precision, and the traditions passed down from master to apprentice.
- CrawlMovement
Crawl is a Movement you use to Move across horizontal surfaces while Prone.
- CreatureTarget
Creatures are animate Targets, distinct from inanimate Objects.
- CrimeboundSociety · Tier 1 · Common
Crimebound is a Society that values cunning, resourcefulness, and loyalty to your crew or network of contacts.
- CrossbowItem · Weapon · Tier 1 · Common
Crossbows are Bows mounted horizontally on a stock with a trigger mechanism.
- Ammo
- Body 1
- Object
- Ranged
- Reload 1
- Crossbow BoltItem · Ammunition · Tier 1 · Common
Crossbow Bolts are Ammunition made from sturdy wooden or metal shafts with metal tips, stored in a bolt case.
- Consumable
- Object
- CrystalItem · Weapon · Tier 1 · Uncommon
Crystals are palm-sized Conduits of focusing stone that steady a caster’s concentration.
- Magical
- Object
- Special
- CudgelItem · Weapon · Tier 1 · Common
Cudgels are Clubs made from a short wooden shaft with a weighted end.
- Body 1
- Melee
- Object
- Cure AfflictionSpell · Tier 3 · Common
Cure Affliction is an Alter Spell that ends a Disease, Curse, or Poison.
- Magical
- CurseHazard
Curses are Afflictions of Magical origin that bind a Creature or Object.
- Magical
- DaggerItem · Weapon · Tier 1 · Common
Daggers are Knives with a short double-edged blade, pointed tip, and crossguard.
- Agile
- Finesse
- Melee
- Object
- Thrown
- Versatile
- DamageHealth
Damage is harm that reduces your Hit Points.
- DarkbornSpecies · Tier 1 · Uncommon
Darkborn are a Species whose lineage carries shadow energy, visible in their features.
- DarknessIllumination
Darkness is the absence of Illumination, making Sight impossible without assistive means, such as sealed windowless rooms, moonless nights, or Magical Darkness.
- DartItem · Weapon · Tier 1 · Common
Darts are small, pointed Projectiles with a weighted tip and flight vanes.
- Agile
- Object
- Thrown
- DaybreakSpell · Tier 2 · Uncommon
Daybreak is a Destroy Spell that sears Creatures sensitive to sunlight with a flash of dawn.
- Magical
- Dead SpeakSpell · Tier 1 · Common
Dead Speak is a Reveal Spell that lets you question a Defeated Creature.
- Magical
- DeadeyeFeat · Tier 1 · Common
Deadeye is a Feat built for fighting with Bows.
- DeafenedCondition
Deafened is a Condition that takes away your hearing.
- DeafnessSpell · Tier 1 · Uncommon
Deafness is a Compel Spell that deafens a Creature.
- Magical
- Decay StopSpell · Tier 1 · Common
Decay Stop is a Conjure Spell that preserves a Defeated Creature from decay and undeath.
- Magical
Defeated is a Condition tied to your Hit Points that takes you out of the fight.
- Object
Defend is an Action that raises your Defense with your Shield.
Defense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them.
- DelayAction
Delay is an Action you use to act later in Initiative, after a Creature you choose.
- DepletedCasting
Depleted is the state of a Spell whose Effects fail to land.
- DerringerItem · Weapon · Tier 1 · Common
Derringers are compact pocket Firearms made for concealed carry.
- Agile
- Ammo
- Magazine 1
- Object
- Ranged
- DestroySchool
Destroy is a School of Spells that deal Damage to a Target or end Magical effects.
- Detect MagicSpell · Tier 1 · Common
Detect Magic is a Reveal Spell that lets you sense Magical Targets.
- Magical
- DetectionDetection
Detection is your awareness of a Target, gained as your Senses perceive your surroundings.
- Detective’s KitItem · Toolkit · Tier 1 · Common
Detective’s Kits are Explorer’s Toolkits used to find and collect evidence without damaging it.
- Object
- DetonateSpell · Tier 4 · Common
Detonate is a Destroy Spell that fills a Movable Area with sickening blasts.
- Magical
- Difficult TerrainMovement
Difficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall.
- DinosaurItem · Mount · Tier 3 · Uncommon
Dinosaurs are swift, bipedal Battle Mounts suited to rough terrain.
- Creature
- DisarmFeature
Disarm is a Feature of items built to knock a weapon from a Target’s grip.
- DiseaseHazard
Diseases are Afflictions caused by illness that spreads through a Creature’s body.
- DismissStat
Dismiss is how you end your own ongoing Effect before its Duration runs out.
- DispatchAction
Dispatch is an Action you use to finish off a Helpless Creature.
- Dispel MagicSpell · Tier 1 · Common
Dispel Magic is a Destroy Spell that ends a lingering Spell Effect.
- Magical
- Donkey or MuleItem · Mount · Tier 1 · Common
Donkeys and Mules are hardy Basic Mounts with incredible endurance.
- Creature
- DoomedCondition
Doomed is a Condition that binds you to a fate you must fight to escape.
- Double-Barrel ShotgunItem · Weapon · Tier 1 · Common
Double-Barrel Shotguns are Firearms with two barrels, side-by-side or over-under.
- Ammo
- Magazine 2
- Object
- Ranged
- Scatter
- DraconidSpecies · Tier 1 · Uncommon
Draconids are a Species of scaled, reptilian people who carry the might of dragons.
- Draft HorseItem · Mount · Tier 1 · Common
Draft Horses are powerful, tireless Standard Mounts that can pull massive loads.
- Creature
- DraggingRule
Dragging is how you pull or push a Creature or load of Objects along instead of lifting it.
- DragonItem · Mount · Tier 5 · Rare
Dragons are flying Exotic Mounts with a breath ability.
- Creature
- Dragon BreathFeat · Tier 1 · Uncommon
Dragon Breath is a Feat that lets you exhale a burst of Element Energy.
- Drawn VehicleItem · Vehicle · Tier 1 · Common
Drawn Vehicles are Vehicles pulled by Mounts.
- Object
Dread is an Essence Energy that deals psychic Damage.
- Dream ShareSpell · Tier 4 · Common
Dream Share is a Compel Spell that puts Creatures to sleep in a shared dream.
- Magical
- Dream WhisperSpell · Tier 2 · Common
Dream Whisper is a Compel Spell that sends a message into a Creature’s dreams.
- Magical
- DriveDrive
Drive is the resource that powers your Feats and Spells.
- DroidSpecies · Tier 1 · Uncommon
Droids are a Species of constructed people with living minds.
- DurationStat
Durations are the lengths of time Effects last.
- DwarfSpecies · Tier 1 · Common
Dwarves are a Species of stout, long-lived people built for endurance.
- Ear TonicItem · Concoction · Tier 1 · Common
Ear Tonics are Concoctions that treat Deafened.
- Alchemical
- Consumable
- Object
- Topical
- EarthEnergy
Earth is an Element Energy that deals Damage (Earth).
- Earth BombItem · Weapon · Tier 1 · Common
Earth Bombs are Bombs that deal Damage (Earth) and Splash Damage (Earth) based on their potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- EarthquakeSpell · Tier 5 · Common
Earthquake is a Destroy Spell that shakes a Movable Area and turns the ground to Difficult Terrain.
- Magical
- EffectTarget
Effects are Targets produced by actions, whether yours, someone else’s, or the environment’s.
Effect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range.
- Effect LineTarget
Effect Line is a Targeting path that an Effect travels straight and unobstructed from its Origin to a Target.
- EfficientFeat · Tier 1 · Uncommon
Efficient is a Feat that gets more healing out of your Hit Dice.
- ElementEnergy
Element is an Energy group that deals primordial Damage.
- Elephant or MammothItem · Mount · Tier 3 · Uncommon
Elephants and Mammoths are massive Battle Mounts trained to carry heavy loads and make devastating charges.
- Creature
- ElfSpecies · Tier 1 · Common
Elves are a Species of long-lived people with keen senses.
- EncoreFeat · Tier 1 · Common
Encore is a Feat that inspires an ally to succeed on their next roll.
- EnergyEnergy
Energy is the typed force an Effect carries, which sets the kind of Damage it deals.
- Enlarge CreatureSpell · Tier 1 · Common
Enlarge Creature is an Alter Spell that grows Creatures to a larger Size.
- Magical
- Enlarge ObjectSpell · Tier 1 · Common
Enlarge Object is an Alter Spell that grows an Object to a larger Size.
- Magical
- EnsnareFeat · Tier 1 · Common
Ensnare is a Feat built for fighting with Entanglers.
- EntangleSpell · Tier 1 · Common
Entangle is a Destroy Spell that snares Creatures in grasping earth and roughens the ground.
- Magical
- EntanglerItem · Weapon · Tier 1 · Common
Entanglers are Weapons built for restraint and battlefield control.
- Nonlethal
- Object
- EssenceEnergy
Essence is an Energy group that harms through supernatural interference with a Target’s being.
- EvasionFeat · Tier 1 · Common
Evasion is a Feat built for fighting in Light Armor.
- EvokerClass · Tier 1 · Common
Evokers are a Class whose energy channels mystery.
- ExertFeat · Tier 1 · Common
Exert is a Feat that lets you push yourself for a better roll.
- Exotic MountItem · Mount · Tier 3 · Rare
Exotic Mounts are intelligent Mounts with unique personalities and cultures who bond with a chosen rider.
- Creature
- Explorer’s ToolkitItem · Toolkit · Tier 1 · Common
Explorer’s Toolkits are Toolkits that contain tools for exploration, investigation, and problem-solving.
- Object
- ExposedVisibility
Exposed is a Visibility state in which you can be seen clearly, such as in Brilliance and areas of light fog or sparse foliage.
- Extra ReachFeat · Tier 1 · Common
Extra Reach is a Feat built for fighting with Polearms.
- Eye TonicItem · Concoction · Tier 1 · Common
Eye Tonics are Concoctions that treat Blinded.
- Alchemical
- Consumable
- Object
- Topical
- FadeFeat · Tier 1 · Common
Fade is a Feat that lets you slip away after you strike.
- FailureTest
Failure is a Test Result that means you don’t achieve your goal.
- FaithboundSociety · Tier 1 · Common
Faithbound is a Society that values divination, devotion, and upholding spiritual principles and teachings.
- FalchionItem · Weapon · Tier 1 · Common
Falchions are Swords with a heavy single-edged blade that broadens toward the tip.
- Body 2
- Melee
- Object
- Fall ArrestAction
Fall Arrest is an Action you take as a Reaction to catch yourself as you fall.
Falling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you.
- FalloutSpell · Tier 5 · Common
Fallout is a Destroy Spell that rains sickening fallout on a Movable Area and knocks Creatures down.
- Magical
- FamilyRule
Families are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Fatigue is a Condition that tracks exhaustion as it builds up.
- FeatFeat · Tier 1 · Common
Feats are abilities you buy with SP.
- FeatureFeature
Features are descriptors that provide additional information about an Object or Effect.
- FervorFeat · Tier 2 · Common
Fervor is a Feat that fuels your Melee Attacks with extra force while you keep landing hits.
- FidelityFidelity
Fidelity is how sharp and reliable a Sense is, measured by how much detail you get and how often it lies.
- FighterClass · Tier 1 · Common
Fighters are a Class whose body is their weapon.
- Final BlowFeat · Tier 1 · Common
Final Blow is a Feat that punishes a Target that drops its guard.
- Fine DrinkItem · Service · Tier 1 · Common
Fine Drinks are Food and Drink such as rare spirits or liquors.
- Consumable
- Ingested
- Fine MealItem · Service · Tier 1 · Common
Fine Meals are high-quality Food and Drink.
- Consumable
- Ingested
- FinesseFeature
Finesse is a Feature of items that reward precision as much as strength.
- FireEnergy
Fire is an Element Energy that deals Damage (Fire).
- Fire BombItem · Weapon · Tier 1 · Common
Fire Bombs are Bombs that deal Damage (Fire), Persistent Damage (Fire), and Splash Damage (Fire) based on their potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Fire StarterItem · Supply · Tier 1 · Common
Fire Starters are Supplies of flint, steel, and tinder for starting fires.
- Object
- FirearmItem · Weapon · Tier 1 · Common
Firearms are Weapons built for counterfire.
- Ammo
- Object
- Ranged
- FireballSpell · Tier 3 · Common
Fireball is a Destroy Spell that hurls a ball of fire at a Creature.
- Magical
- FirestormSpell · Tier 4 · Common
Firestorm is a Destroy Spell that engulfs a Movable Area in fire.
- Magical
- FlailItem · Weapon · Tier 1 · Common
Flails are Weapons built for sustained injury.
- Disarm
- Finesse
- Melee
- Object
- Versatile
Flanking is a position where you and an ally surround a Target on opposite sides.
- FlareSpell · Tier 1 · Common
Flare is a Destroy Spell that scorches a Creature with a flash of fire.
- Magical
- Flash BombItem · Weapon · Tier 1 · Common
Flash Bombs are Bombs that impose Blinded on the Target and all Creatures within Splash until the end of their next Turn.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Flat RollTest
Flat Roll is the number on the twenty-sided die before any Modifiers apply.
- FlightSpell · Tier 2 · Uncommon
Flight is an Alter Spell that lets a Creature Fly and Hover.
- Magical
- FloranSpecies · Tier 1 · Uncommon
Florans are a Species of living plants who grow, bloom, and heal with the sun.
- FlyMovement
Fly is a Movement you use to Move through air or another fluid capable of producing lift.
Focus is a sustained state of concentration you keep up by spending Action Points on each of your Turns.
- Food and DrinkItem · Service · Tier 1 · Common
Food and Drink are Amenities served at inns, taverns, and other establishments.
- Consumable
- Ingested
- ForageActivity
Forage is an Activity you use to gather food and resources as you explore.
- Forager’s KitItem · Toolkit · Tier 1 · Common
Forager’s Kits are Explorer’s Toolkits used to identify and gather edible and medicinal plants while ensuring you can distinguish between safe and dangerous species.
- Object
- ForesightSpell · Tier 5 · Common
Foresight is a Reveal Spell that lets a Creature anticipate danger.
- Magical
- FormForm
Forms are Creature categories that define physical structure.
- FormationFormation
Formation is the order your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks.
- FortifySpell · Tier 1 · Common
Fortify is an Alter Spell that reduces the Damage a Creature takes.
- Magical
Fortune is a Modifier that your Game Manager grants when circumstances work in your favor.
- FragFeature
Frag is a Feature of items that burst into shrapnel and strike with several physical Energy types at once.
- Free GripFeature
Free Grip is a Feature of items strapped to or worn on your hand.
- FrightenedCondition
Frightened is a Condition that fills you with fear.
- Frost HeaveSpell · Tier 2 · Common
Frost Heave is a Destroy Spell that freezes Creatures in an area and slows them.
- Magical
- Frostward TonicItem · Concoction · Tier 1 · Common
Frostward Tonic is a Concoction that protects against extreme cold.
- Alchemical
- Consumable
- Ingested
- Object
- Full RestRest
Full Rest is a Rest you use to recover from long-term injury or illness.
Game Managers (GMs) are the people who run the game for the Players at a table.
- GargantuanSize
Gargantuan is a Size for Targets that Occupy 16 or more Spaces.
- GauntletItem · Weapon · Tier 1 · Common
Gauntlets are Gloves with metal plates across the knuckles and fingers.
- Agile
- Free Grip
- Melee
- Object
- Ghost StepFeat · Tier 5 · Uncommon
Ghost Step is a Feat that upgrades Fade so you pass through obstacles and vanish from sight.
- Ghostly WeaponSpell · Tier 3 · Common
Ghostly Weapon is an Alter Spell that lets a Weapon strike incorporeal foes.
- Magical
- Glacial ShiftSpell · Tier 5 · Common
Glacial Shift is a Destroy Spell that grinds a Movable Area under ice, slowing Creatures and knocking them down.
- Magical
- GlaiveItem · Weapon · Tier 1 · Common
Glaives are Polearms with a single-edged blade mounted at the tip.
- Body 1
- Melee
- Object
- Glassblower’s KitItem · Toolkit · Tier 1 · Common
Glassblower’s Kits are Artisan’s Toolkits used to craft, assess, and fix glass items.
- Object
Gloom is dim Illumination with reduced visibility and shadows, such as twilight, moonlight, and weak diffused light.
- GloveItem · Weapon · Tier 1 · Common
Gloves are Weapons built for grappling control.
- Agile
- Melee
- Object
- GoatItem · Mount · Tier 1 · Common
Goats are agile Basic Mounts that climb naturally and thrive in rocky terrain.
- Creature
- GoblinSpecies · Tier 1 · Common
Goblins are a Species of small, quick people who mature early.
- GoliathSpecies · Tier 1 · Common
Goliaths are a Species of towering, powerful people.
Grapple is an Action you use to seize and hold a Creature.
- GreataxeItem · Weapon · Tier 1 · Common
Greataxes are Axes with a large double-bladed head on a long haft.
- Body 2
- Melee
- Object
- GreatbowItem · Weapon · Tier 1 · Common
Greatbows are large Bows with reinforced limbs and an extended stave.
- Ammo
- Body 2
- Object
- Propulsive
- Ranged
- Reload 0
- GreatclubItem · Weapon · Tier 1 · Common
Greatclubs are large Clubs made from a wooden shaft with a reinforced weighted end.
- Body 2
- Melee
- Object
Greater Cover is Cover that blocks most of you or offers moderate protection from Effects, such as a tree, boulder, arrow slit, or castle merlon.
- GreatpickItem · Weapon · Tier 1 · Common
Greatpicks are Picks with a heavy spike balanced by a counterweight on a long haft.
- Body 2
- Melee
- Object
- GreatstaffItem · Weapon · Tier 1 · Uncommon
Greatstaffs are tall, iron-shod Conduits carved to channel supernatural power.
- Magical
- Melee
- Object
- Special
- GreatswordItem · Weapon · Tier 2 · Common
Greatswords are massive double-edged Swords with an extended grip and reinforced tang.
- Body 3
- Melee
- Object
- Versatile
- GriffinItem · Mount · Tier 2 · Uncommon
Griffins are majestic eagle-lion Premium Mounts that travel by ground and air.
- Creature
- GripStat
Grip is the number of hands you need to hold and use an item.
- GritFeat · Tier 1 · Common
Grit is a Feat that lets you shrug off part of the Damage you take.
- Group InvisibilitySpell · Tier 3 · Uncommon
Group Invisibility is an Alter Spell that hides a group of Creatures from everyone but each other.
- Magical
- Gust BulletSpell · Tier 2 · Common
Gust Bullet is a Destroy Spell that blasts Creatures in an area with wind and knocks them down.
- Magical
- HalberdItem · Weapon · Tier 1 · Common
Halberds are Polearms that mount an axe blade, top spike, and rear hook.
- Body 2
- Melee
- Object
- Trip
- Versatile
- HalflingSpecies · Tier 1 · Common
Halflings are a Species of small, nimble people.
- HammerItem · Weapon · Tier 1 · Common
Hammers are Weapons built for crushing disruption.
- Melee
- Object
- Hand CrossbowItem · Weapon · Tier 1 · Common
Hand Crossbows are compact crossbow Bows with a short stock and mechanical trigger.
- Ammo
- Object
- Ranged
- Reload 1
- Hand FlailItem · Weapon · Tier 1 · Common
Hand Flails are Flails with a striking head attached to a short handle by a chain or flexible joint.
- Body 1
- Disarm
- Finesse
- Melee
- Object
- Versatile
- Hand PickItem · Weapon · Tier 1 · Common
Hand Picks are Picks with a single pointed spike on a short haft.
- Agile
- Melee
- Object
- HarpoonItem · Weapon · Tier 1 · Common
Harpoons are Projectiles with a barbed spearhead and an attached rope line.
- Body 1
- Object
- Tethered
- Thrown
- HasteSpell · Tier 2 · Common
Haste is an Alter Spell that speeds Creatures up.
- Magical
- HastedCondition
Hasted is a Condition that speeds up your actions.
- HatchetItem · Weapon · Tier 1 · Common
Hatchets are Axes with an axe blade and hammer poll on a short handle.
- Agile
- Melee
- Object
- Thrown
- HazardHazard
Hazards are sources of potential Damage or adverse Effects.
- Heal UndeadFeat · Tier 3 · Uncommon
Heal Undead is a Feat that lets your healing Spells mend Undead.
- HealingHealth
Healing is restoration that increases your Hit Points.
- Healing AuraSpell · Tier 3 · Common
Healing Aura is an Alter Spell that heals Creatures with a large wave of vital energy.
- Magical
- Healing BurstSpell · Tier 2 · Common
Healing Burst is an Alter Spell that heals Creatures with a burst of vital energy.
- Magical
- Healing PotionItem · Concoction · Tier 1 · Common
Healing Potions are magical Concoctions that restore Hit Points when you drink them, based on their potency.
- Consumable
- Ingested
- Magical
- Object
- Healing SurgeSpell · Tier 4 · Common
Healing Surge is an Alter Spell that heals a Creature with a surge of vital energy.
- Magical
- Healing TouchSpell · Tier 1 · Common
Healing Touch is an Alter Spell that heals a Creature with a touch of vital energy.
- Magical
- Healing WindSpell · Tier 5 · Common
Healing Wind is an Alter Spell that heals Creatures with the strongest wave of vital energy.
- Magical
- HearingSense
Hearing is a Sense you use to audibly perceive your surroundings.
- Heater ShieldItem · Shield · Tier 2 · Common
Heater Shields are tall, rectangular Modest Shields with rounded top edges.
- Body 1
- Cavalry
- Object
- Heatward TonicItem · Concoction · Tier 1 · Common
Heatward Tonic is a Concoction that protects against extreme heat.
- Alchemical
- Consumable
- Ingested
- Object
- Heavy ArmorItem · Armor · Tier 1 · Common
Heavy Armor is Armor that offers maximum protection but limits mobility.
- Bulky
- Object
- Worn
- Heavy ShieldItem · Shield · Tier 1 · Common
Heavy Shields are Shields that provide maximum protection but take significant strength to wield.
- Body 3
- Bulky
- Object
- Unwieldy
- Helping HandSpell · Tier 1 · Common
Helping Hand is a Conjure Spell that summons a spectral hand to act for you.
- Magical
- HelplessCondition
Helpless is a Condition that leaves you open to harm.
- HiddenCondition
Hidden is a Condition you gain when you are concealed from view.
- HideAction
Hide is an Action you use to slip out of sight.
- HideawayFeat · Tier 1 · Common
Hideaway is a Feat that lets you Hide with less to hide behind.
- High FidelityFidelity
High Fidelity is the most detailed level of Fidelity, precise enough to pinpoint a Target’s Space.
- High StakesStake
High Stakes is a Stakes level for highly difficult and risky actions.
- HippocampusItem · Mount · Tier 2 · Uncommon
Hippocampi are horse-fish Premium Mounts for underwater travel and exploration.
- Creature
- HippogriffItem · Mount · Tier 2 · Uncommon
Hippogriffs are swift horse-eagle Premium Mounts suited to aerial scouting.
- Creature
- HirelingItem · Service · Tier 1 · Common
Hirelings are Amenities you hire for skilled help with tasks and endeavors.
- Creature
Hit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal.
Hit Points (HP) are the pool that measures how much Damage you can take before dropping to 0.
- HookFeature
Hook is a Feature of items built to snag Targets and drag them off balance.
- Hostile ShelterShelter
Hostile Shelters are Shelters in active combat zones or areas patrolled by threats.
- Hot Weather OutfitItem · Supply · Tier 1 · Common
Hot Weather Outfits are lightweight Outfits for hot environments.
- Object
- Worn
- HoverMovement
Hover is a Movement you use to Fly in place.
- HugeSize
Huge is a Size for Targets that Occupy 9 Spaces.
- HumanSpecies · Tier 1 · Common
Humans are a Species of adaptable, short-lived people.
- HumanoidForm
Humanoids are a Form of creatures that exhibit the basic physical characteristics and form typically associated with sapient bipedal beings.
Hunger & Thirst are Hazards you face when you go without enough food and water.
- HuntboundSociety · Tier 1 · Common
Huntbound is a Society that values survival, tracking, and living in harmony with the natural world.
- Hunter’s KitItem · Toolkit · Tier 1 · Common
Hunter’s Kits are Explorer’s Toolkits used to track, hunt, and fish for game in the wilderness, set and disarm traps, conduct harvests, and field dress kills.
- Object
- HurricaneSpell · Tier 5 · Common
Hurricane is a Destroy Spell that batters a Movable Area with gale winds and knocks Creatures down.
- Magical
- HushfallSpell · Tier 3 · Uncommon
Hushfall is a Conjure Spell that creates a zone of Magical silence.
- Magical
- IceEnergy
Ice is an Element Energy that deals Damage (Ice).
- Ice BombItem · Weapon · Tier 1 · Common
Ice Bombs are Bombs that deal Damage (Ice) and Splash Damage (Ice) based on their potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Ice KnifeSpell · Tier 1 · Common
Ice Knife is a Destroy Spell that stabs a Creature with a shard of ice and slows it.
- Magical
- Ice SledgeItem · Vehicle · Tier 2 · Uncommon
Ice Sledges are heavy Land Vehicles built for frozen terrain.
- Object
- Ice SpearSpell · Tier 3 · Common
Ice Spear is a Destroy Spell that impales a Creature with a spear of ice and slows it.
- Magical
- Identify MagicSpell · Tier 1 · Common
Identify Magic is a Reveal Spell that reveals the Magical Features affecting a Target.
- Magical
- IlluminationIllumination
Illumination is the light level that affects how you detect Targets using your Sense of Sight.
- Illusory ScriptSpell · Tier 1 · Uncommon
Illusory Script is a Conjure Spell that disguises writing and markings with illusions.
- Magical
- ImmobilizedCondition
Immobilized is a Condition that holds you in place.
- ImmuneSusceptibility
Immune is a Susceptibility that negates Damage.
- ImpairedCondition
Impaired is a Condition that hampers everything you do.
- InaudibleAudibility
Inaudible is an Audibility state in which you can’t be heard, such as in vacuums, areas of Magical silence, or during heavy wind and rain.
- IncapacitatedCondition
Incapacitated is a Condition that stops you from taking actions.
- InfiltrateActivity
Infiltrate is an Activity you use to move through hostile areas without being noticed.
- IngestedFeature
Ingested is a Feature of items that activate when swallowed.
- InhaledFeature
Inhaled is a Feature of items that activate when released from their container and take effect once breathed in.
- InitiativeCombat
Initiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome.
- InjectedFeature
Injected is a Feature of items that activate on contact with a wound, cut, or puncture in the skin.
- InstantStat
Instant is a Duration for Effects that resolve the moment they happen and don’t last.
- InstinctSkill
Instinct is a Skill that measures your creativity, inspiration, and impulse.
- InteractAction
Interact is the catch-all Action for handling things around you.
Intercept is an Action you take as a Reaction to strike a Target that moves out of your Reach.
- InvisibilitySpell · Tier 1 · Uncommon
Invisibility is an Alter Spell that makes a Creature Invisible.
- Magical
- Invisibility MistItem · Concoction · Tier 1 · Uncommon
Invisibility Mist is a Concoction that hides you from sight.
- Alchemical
- Consumable
- Magical
- Object
- Topical
- InvisibleCondition
Invisible is a Condition that makes your body impossible to see.
- InvokeFeat · Tier 1 · Common
Invoke is a Feat built for casting through Conduits.
- JavelinItem · Weapon · Tier 1 · Common
Javelins are light, spear-shaped Projectiles with a weighted shaft and throwing grip.
- Body 1
- Object
- Thrown
- Jeweler’s KitItem · Toolkit · Tier 1 · Common
Jeweler’s Kits are Artisan’s Toolkits used to craft, assess, and fix jewelry and gemstones.
- Object
- JinxSpell · Tier 1 · Common
Jinx is a Compel Spell that curses a Creature’s next Check.
- Magical
- JuggernautFeat · Tier 5 · Rare
Juggernaut is a Feat that keeps you moving through anything that tries to stop you.
- KinshiftFeat · Tier 1 · Uncommon
Kinshift is a Feat that lets you Shape-Shift into your animal.
- KirinItem · Mount · Tier 4 · Rare
Kirin are celestial deer-dragon Exotic Mounts at home in any environment.
- Creature
- Kite ShieldItem · Shield · Tier 2 · Common
Kite Shields are teardrop-shaped Modest Shields with an extended lower point.
- Cavalry
- Object
- KnifeItem · Weapon · Tier 1 · Common
Knives are Weapons built for precision.
- Agile
- Melee
- Object
- KnockSpell · Tier 2 · Common
Knock is a Compel Spell that opens a locked Object.
- Magical
- KnockbackFeat · Tier 1 · Common
Knockback is a Feat built for fighting with Clubs.
- Knuckle ClawItem · Weapon · Tier 1 · Common
Knuckle Claws are Gloves made from a metal plate that fits over the knuckles, with sharpened claw extensions.
- Agile
- Melee
- Object
- Versatile
- Knuckle DusterItem · Weapon · Tier 1 · Common
Knuckle Dusters are Gloves made from metal plates shaped to fit over the knuckles.
- Agile
- Melee
- Object
- Land VehicleItem · Vehicle · Tier 2 · Uncommon
Land Vehicles are Vehicles that travel over ground under their own power.
- Object
- LanguageRule
Languages are the systems of speech, writing, and sign that Creatures use to communicate.
- LargeSize
Large is a Size for Targets that Occupy 4 Spaces.
- LassoItem · Weapon · Tier 1 · Common
Lassos are Entanglers made from coiled rope with a running loop at one end.
- Hook
- Nonlethal
- Object
- Tethered
- Thrown
- LawboundSociety · Tier 1 · Common
Lawbound is a Society that values law, order, justice, and the eloquent defense of truth through argument and persuasion.
- Leather ArmorItem · Armor · Tier 1 · Common
Leather Armor is Light Armor made from hardened leather, molded or boiled.
- Object
- Worn
Lesser Cover is Cover that blocks part of you or offers minimal protection from Effects, such as a low wall, thin door, fence, furniture, dense vegetation, or a thick tapestry.
Level (LV) is a measure of your Scribe’s adventuring experience that tracks progress from Level 1 to 20.
- Life TransferSpell · Tier 4 · Uncommon
Life Transfer is an Alter Spell that trades life force between a donor and a recipient.
- Magical
- LifewaterItem · Concoction · Tier 1 · Common
Lifewater is a non-magical Concoction that restores Hit Points when you drink it, based on its potency.
- Alchemical
- Consumable
- Ingested
- Object
- Light ArmorItem · Armor · Tier 1 · Common
Light Armor is Armor that offers minimal protection while keeping full mobility.
- Object
- Worn
- Light ShieldItem · Shield · Tier 1 · Common
Light Shields are Shields that offer basic protection while keeping maximum mobility.
- Agile
- Object
- LightbornSpecies · Tier 1 · Uncommon
Lightborn are a Species whose lineage carries radiant energy, visible in their features.
- Lightning BoltSpell · Tier 3 · Common
Lightning Bolt is a Destroy Spell that strikes a Creature with lightning.
- Magical
- Llama or AlpacaItem · Mount · Tier 1 · Common
Llamas and Alpacas are surefooted Standard Mounts bred for high altitudes.
- Creature
- Locate CreatureSpell · Tier 2 · Common
Locate Creature is a Reveal Spell that points you toward a Creature.
- Magical
- Locate ObjectSpell · Tier 1 · Common
Locate Object is a Reveal Spell that points you toward an Object.
- Magical
- LocationTarget
Locations are Targets that Creatures, Objects, and Effects can Occupy.
- LodgingItem · Service · Tier 1 · Common
Lodging is an Amenity that gives you a place to rest and recover.
- Location
Logic is a Skill that measures your reasoning and understanding.
- Long RangeRange
Long Range is a Range for Effects that can Originate within 24 Spaces of you.
- Long RestRest
Long Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep.
- LongbowItem · Weapon · Tier 1 · Common
Longbows are tall Bows made from a single curved stave and string.
- Ammo
- Body 1
- Object
- Ranged
- Reload 0
- LongswordItem · Weapon · Tier 1 · Common
Longswords are Swords with a long, straight, double-edged blade, crossguard, and lengthened grip.
- Body 1
- Melee
- Object
- Two-Handed
- Versatile
- LoreboundSociety · Tier 1 · Common
Lorebound is a Society that values academic excellence, learning, and knowledge.
- Low FidelityFidelity
Low Fidelity is the least detailed level of Fidelity, giving only subtle clues or traces.
- Low StakesStake
Low Stakes is a Stakes level for actions with low difficulty and risk.
- LuckyFeat · Tier 1 · Common
Lucky is a Feat that lets you shake off a disastrous roll.
- Luxury SuiteItem · Service · Tier 1 · Common
Luxury Suites are Lodging with furnished private quarters.
- Location
- MaceItem · Weapon · Tier 1 · Common
Maces are Clubs with a heavy flanged metal head on a wooden shaft.
- Agile
- Finesse
- Melee
- Object
- Versatile
- MagazineFeature
Magazine is a Feature of items that hold several rounds of Ammunition between reloads.
- Magazine 1Feature
Magazine 1 is a Magazine Feature that holds a single round.
- Magazine 10Feature
Magazine 10 is a Magazine Feature that holds 10 rounds.
- Magazine 2Feature
Magazine 2 is a Magazine Feature that holds 2 rounds.
- Magazine 6Feature
Magazine 6 is a Magazine Feature that holds 6 rounds.
- MagicalFeature
Magical is a Feature that marks an item, Effect, or Energy as a product of magic.
- Major Acid BombItem · Weapon · Tier 3 · Common
Major Acid Bombs are Acid Bombs of Major potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Major Earth BombItem · Weapon · Tier 3 · Common
Major Earth Bombs are Earth Bombs of Major potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Major Fire BombItem · Weapon · Tier 3 · Common
Major Fire Bombs are Fire Bombs of Major potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Major Healing PotionItem · Concoction · Tier 3 · Common
Major Healing Potions are Healing Potions of Major potency.
- Consumable
- Ingested
- Magical
- Object
- Major Ice BombItem · Weapon · Tier 3 · Common
Major Ice Bombs are Ice Bombs of Major potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Major LifewaterItem · Concoction · Tier 3 · Common
Major Lifewater is Lifewater of Major potency.
- Alchemical
- Consumable
- Ingested
- Object
- Major Pulse BombItem · Weapon · Tier 3 · Common
Major Pulse Bombs are Pulse Bombs of Major potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Major Shock BombItem · Weapon · Tier 3 · Common
Major Shock Bombs are Shock Bombs of Major potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Major Sonic BombItem · Weapon · Tier 3 · Common
Major Sonic Bombs are Sonic Bombs of Major potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Major Toxin BombItem · Weapon · Tier 3 · Common
Major Toxin Bombs are Toxin Bombs of Major potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Major TricksSpell · Tier 4 · Uncommon
Major Tricks is a Conjure Spell that creates convincing large-scale illusions.
- Magical
- Major Water BombItem · Weapon · Tier 3 · Common
Major Water Bombs are Water Bombs of Major potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Major Wind BombItem · Weapon · Tier 3 · Common
Major Wind Bombs are Wind Bombs of Major potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Major Wound BombItem · Weapon · Tier 3 · Common
Major Wound Bombs are Wound Bombs of Major potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- ManaDrive
Mana is the Drive Evokers use.
- ManticoreItem · Mount · Tier 4 · Rare
Manticores are lion-bodied Exotic Mounts with a scorpion tail.
- Creature
- MartialTraining
Martial is a Training level for Weapons that require training to use effectively.
- Mason’s KitItem · Toolkit · Tier 1 · Common
Mason’s Kits are Artisan’s Toolkits used to craft, assess, and fix stone items.
- Object
Mastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
- MattockItem · Weapon · Tier 1 · Common
Mattocks are long-hafted Picks with a pick blade on one end and an adze blade on the other.
- Body 2
- Melee
- Object
- Versatile
- Mechanical WalkerItem · Vehicle · Tier 3 · Uncommon
Mechanical Walkers are steam-powered, walking Land Vehicles.
- Object
- Medic’s KitItem · Toolkit · Tier 1 · Common
Medic’s Kits are Explorer’s Toolkits used to diagnose injuries and illnesses, perform surgery, treat wounds, set bones, and fit prosthetics.
- Consumable
- Object
- MediumSize
Medium is a Size for Targets that Occupy 1 Space, about the size of a typical human adolescent or adult.
- MeleeFeature
Melee is a Feature of items built for close combat.
- Mend ObjectSpell · Tier 1 · Common
Mend Object is an Alter Spell that repairs a small part of an Object.
- Magical
- Mess KitItem · Supply · Tier 1 · Common
Mess Kits are Supplies of basic cooking and eating utensils.
- Object
- MessengerItem · Service · Tier 1 · Common
Messengers are swift Hirelings who deliver messages.
- Creature
- Meteor ShowerSpell · Tier 5 · Common
Meteor Shower is a Destroy Spell that rains burning meteors on a Movable Area and knocks Creatures down.
- Magical
- MicroburstSpell · Tier 3 · Common
Microburst is a Destroy Spell that slams a Creature with a downdraft of wind and knocks it down.
- Magical
- Mid FidelityFidelity
Mid Fidelity is a middle level of Fidelity that detects Targets without pinpointing them.
- Mid RangeRange
Mid Range is a Range for Effects that can Originate within 12 Spaces of you.
- Mid StakesStake
Mid Stakes is a Stakes level for moderately difficult and risky actions.
- Mild Acid BombItem · Weapon · Tier 1 · Common
Mild Acid Bombs are Acid Bombs of Mild potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Mild Earth BombItem · Weapon · Tier 1 · Common
Mild Earth Bombs are Earth Bombs of Mild potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Mild Fire BombItem · Weapon · Tier 1 · Common
Mild Fire Bombs are Fire Bombs of Mild potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Mild Healing PotionItem · Concoction · Tier 1 · Common
Mild Healing Potions are Healing Potions of Mild potency.
- Consumable
- Ingested
- Magical
- Object
- Mild Ice BombItem · Weapon · Tier 1 · Common
Mild Ice Bombs are Ice Bombs of Mild potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Mild LifewaterItem · Concoction · Tier 1 · Common
Mild Lifewater is Lifewater of Mild potency.
- Alchemical
- Consumable
- Ingested
- Object
- Mild Pulse BombItem · Weapon · Tier 1 · Common
Mild Pulse Bombs are Pulse Bombs of Mild potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Mild Shock BombItem · Weapon · Tier 1 · Common
Mild Shock Bombs are Shock Bombs of Mild potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Mild Sonic BombItem · Weapon · Tier 1 · Common
Mild Sonic Bombs are Sonic Bombs of Mild potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Mild Toxin BombItem · Weapon · Tier 1 · Common
Mild Toxin Bombs are Toxin Bombs of Mild potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Mild Water BombItem · Weapon · Tier 1 · Common
Mild Water Bombs are Water Bombs of Mild potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Mild Wind BombItem · Weapon · Tier 1 · Common
Mild Wind Bombs are Wind Bombs of Mild potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Mild Wound BombItem · Weapon · Tier 1 · Common
Mild Wound Bombs are Wound Bombs of Mild potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- MindTrait
Mind is a Trait that measures your applied knowledge, understanding, and perception.
- Minor Acid BombItem · Weapon · Tier 2 · Common
Minor Acid Bombs are Acid Bombs of Minor potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Minor Earth BombItem · Weapon · Tier 2 · Common
Minor Earth Bombs are Earth Bombs of Minor potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Minor Fire BombItem · Weapon · Tier 2 · Common
Minor Fire Bombs are Fire Bombs of Minor potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Minor Healing PotionItem · Concoction · Tier 2 · Common
Minor Healing Potions are Healing Potions of Minor potency.
- Consumable
- Ingested
- Magical
- Object
- Minor Ice BombItem · Weapon · Tier 2 · Common
Minor Ice Bombs are Ice Bombs of Minor potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Minor LifewaterItem · Concoction · Tier 2 · Common
Minor Lifewater is Lifewater of Minor potency.
- Alchemical
- Consumable
- Ingested
- Object
- Minor Pulse BombItem · Weapon · Tier 2 · Common
Minor Pulse Bombs are Pulse Bombs of Minor potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Minor Shock BombItem · Weapon · Tier 2 · Common
Minor Shock Bombs are Shock Bombs of Minor potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Minor Sonic BombItem · Weapon · Tier 2 · Common
Minor Sonic Bombs are Sonic Bombs of Minor potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Minor Toxin BombItem · Weapon · Tier 2 · Common
Minor Toxin Bombs are Toxin Bombs of Minor potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Minor TricksSpell · Tier 1 · Uncommon
Minor Tricks is a Conjure Spell that creates small convincing illusions and effects.
- Magical
- Minor Water BombItem · Weapon · Tier 2 · Common
Minor Water Bombs are Water Bombs of Minor potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Minor Wind BombItem · Weapon · Tier 2 · Common
Minor Wind Bombs are Wind Bombs of Minor potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Minor Wound BombItem · Weapon · Tier 2 · Common
Minor Wound Bombs are Wound Bombs of Minor potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- MirageSpell · Tier 2 · Uncommon
Mirage is a Conjure Spell that creates duplicates of you to draw Attacks.
- Magical
Misfortune is a Modifier that your Game Manager imposes when circumstances work against you.
- Modest ArmorItem · Armor · Tier 1 · Common
Modest Armor is Armor that balances protection and mobility.
- Object
- Worn
- Modest ShieldItem · Shield · Tier 1 · Common
Modest Shields are Shields that balance protection and mobility.
- Cavalry
- Object
- ModifierTest
Modifiers are bonuses and penalties that adjust your Flat Roll to produce your Test Total.
- Mold CloudSpell · Tier 4 · Common
Mold Cloud is a Destroy Spell that fills a Movable Area with toxic mold.
- Magical
- MonitorActivity
Monitor is an Activity you use to watch for threats, attuning your senses to anything out of place, suspicious, or revealing.
- Moon SparkSpell · Tier 1 · Common
Moon Spark is an Alter Spell that forces a Shape-Shifted Creature back into its true form.
- Magical
- MoonbeamSpell · Tier 4 · Common
Moonbeam is an Alter Spell that forces Shape-Shifted Creatures back into their true form.
- Magical
- MorningstarItem · Weapon · Tier 1 · Common
Morningstars are Clubs with a large spiked metal head on a heavy shaft.
- Body 2
- Finesse
- Melee
- Object
- Versatile
- MountItem · Mount · Tier 1 · Common
Mounts are Creatures you can ride or load with cargo.
- Creature
- Mounted CombatCombat
Mounted Combat is Special Combat that occurs while riding a mount.
- Movable AreaTarget
Movable Area is an Effect Area that lingers for its Duration and that you can move to a new Origin.
Move is the Action you use to change your position.
- MovementMovement
Movement is how you change your position.
- MuffledAudibility
Muffled is an Audibility state in which you can barely be heard, such as in loud areas, through thick physical barriers, or during modest wind and rain.
- MultilingualFeat · Tier 2 · Common
Multilingual is a Feat that grants native fluency in additional Languages.
- Musician’s KitItem · Toolkit · Tier 1 · Common
Musician’s Kits are Artisan’s Toolkits used to craft, assess, and fix musical instruments, compose music, and play instruments.
- Object
- MusketItem · Weapon · Tier 1 · Common
Muskets are black-powder, muzzle-loading Firearms.
- Ammo
- Magazine 1
- Object
- Ranged
- Reload 3
- NavigateActivity
Navigate is an Activity you use to guide your party through unfamiliar terrain.
- Navigator’s KitItem · Toolkit · Tier 1 · Common
Navigator’s Kits are Artisan’s Toolkits used to craft and fix maps, navigate any terrain, and determine the current time and date when you can see the sky.
- Object
- NecroticEnergy
Necrotic is an Energy group that delivers Healing or deals Damage, depending on whether Targets are living or Undead.
- NerveDrive
Nerve is the Drive Stalkers use.
- NetItem · Weapon · Tier 1 · Common
Nets are Entanglers of woven mesh with weighted edges and a drawstring closure.
- Nonlethal
- Object
- Thrown
- NetherEnergy
Nether is an Essence Energy that deals bodily Damage.
- NonlethalFeature
Nonlethal is a Feature of Weapons built to subdue rather than kill.
- ObjectTarget
Objects are inanimate, discrete physical Targets you can manipulate.
- ObscurementHazard
Obscurement is anything in the environment that makes it harder to hear or see.
- ObservedDetection
Observed is a Detection state you’re in when a Creature detects you with a High Fidelity Sense.
- OccupyRule
Occupy is how you, and other Targets, take up Spaces while in them.
- Off GuardCondition
Off Guard is a Condition that leaves gaps in your defenses.
- On UseStat
On Use is a Trigger for Effects that happen when you use them.
- OnrushFeat · Tier 2 · Common
Onrush is a Feat that turns momentum into action.
- OnslaughtFeat · Tier 1 · Common
Onslaught is a Feat that carries one hit into the next.
- Open ShelterShelter
Open Shelters are Shelters at basic campsites in the wilderness or a dungeon.
- OrbItem · Weapon · Tier 1 · Uncommon
Orbs are Conduits made from a polished sphere of crystal or glass that strengthens its wielder’s connection to supernatural power.
- Magical
- Object
- Special
- OrcSpecies · Tier 1 · Common
Orcs are a Species of strong, resilient people.
- OriginStat
Origins are the points where Effects are created.
- OutfitItem · Supply · Tier 1 · Common
Outfits are Supplies of clothing.
- Object
- Worn
- OverclockFeat · Tier 5 · Rare
Overclock is a Feat that pushes your strongest Spells past their limit.
- OverflowFeat · Tier 3 · Uncommon
Overflow is a Feat that turns excess Mana into protective Temporary HP.
- Ox or BuffaloItem · Mount · Tier 2 · Common
Oxen and Buffalo are powerful Premium Mounts that can haul enormous cargo.
- Creature
- PacePace
Pace is the travel setting that decides how fast you move and which Activity you can do.
- Padded ArmorItem · Armor · Tier 1 · Common
Padded Armor is Light Armor made from quilted cloth with layers of batting.
- Object
- Restful
- Worn
- ParalyzedCondition
Paralyzed is a Condition that locks your whole body in place.
- ParryFeat · Tier 1 · Common
Parry is a Feat built for fighting with Staves.
- PathboundSociety · Tier 1 · Common
Pathbound is a Society that values pathfinding and guiding others safely through unknown terrain.
- PathfinderFeat · Tier 1 · Common
Pathfinder is a Feat that lets you move freely through rough ground.
- PaviseItem · Shield · Tier 4 · Common
Pavises are enormous Heavy Shields with a built-in ground stand and reinforced base spike.
- Body 3
- Bulky
- Object
- Planted
- Unwieldy
- PegasusItem · Mount · Tier 3 · Rare
Pegasi are noble, winged-horse Exotic Mounts suited to aerial travel.
- Creature
- Performer’s KitItem · Toolkit · Tier 1 · Common
Performer’s Kits are Explorer’s Toolkits used to impersonate others, create convincing disguises with makeup and prosthetics, and blend into different social contexts through costume.
- Object
- Persistent DamageCondition
Persistent Damage is a Condition that keeps hurting you over time.
- PerytonItem · Mount · Tier 3 · Rare
Perytons are majestic deer-bird Exotic Mounts that navigate mountains with ease.
- Creature
- PetrifiedCondition
Petrified is a Condition that transforms you into inert stone.
- PhantasmicEnergy
Phantasmic is a Wound Energy that deals pure Magical Damage.
- Magical
- PhantomFeat · Tier 5 · Rare
Phantom is a Feat that makes you vanish when an Attack misses you.
- PhysicianItem · Service · Tier 1 · Common
Physicians are Hirelings who provide basic medical treatment and care.
- Creature
- PickItem · Weapon · Tier 1 · Common
Picks are Weapons built to crack Armor.
- Melee
- Object
- PiercingEnergy
Piercing is a Wound Energy that deals Damage (Piercing).
- PistolItem · Weapon · Tier 1 · Common
Pistols are semi-automatic handgun Firearms with a high-capacity magazine.
- Agile
- Ammo
- Magazine 10
- Object
- Ranged
- PlagueSpell · Tier 5 · Common
Plague is a Destroy Spell that spreads a toxic plague through a Movable Area and knocks Creatures down.
- Magical
- PlantForm
Plants are a Form of creatures whose physical nature consists of vegetative matter, including both rooted and mobile forms.
- Plant SpeakSpell · Tier 2 · Common
Plant Speak is a Reveal Spell that lets you talk with Plants.
- Magical
- PlantedFeature
Planted is a Feature of items you can set in the ground as a barrier.
- Plasma BurstSpell · Tier 2 · Common
Plasma Burst is a Destroy Spell that bursts with plasma and burns Creatures in an area.
- Magical
- Plate ArmorItem · Armor · Tier 4 · Common
Plate Armor is Heavy Armor made from shaped metal plates fitted and articulated to cover the entire body.
- Body 3
- Bulky
- Object
- Worn
- PlayerTerm
Players (capital ‘P’) are the people at your table who control Scribes.
- PlungeSpell · Tier 3 · Common
Plunge is a Compel Spell that lets Creatures Swim and breathe underwater.
- Magical
- Point BlankFeat · Tier 1 · Common
Point Blank is a Feat built for fighting with Projectiles.
- PoiseFeat · Tier 2 · Common
Poise is a Feat that turns a near miss into a clean result.
- PoisonHazard
Poisons are Afflictions caused by Toxin substances.
- PolearmItem · Weapon · Tier 1 · Common
Polearms are Weapons built for area control.
- Melee
- Object
- PonyItem · Mount · Tier 1 · Common
Ponies are compact, reliable Basic Mounts, perfect for smaller riders.
- Creature
- PortalSpell · Tier 5 · Uncommon
Portal is a Conjure Spell that opens a gateway to another plane.
- Magical
- PorterItem · Service · Tier 1 · Common
Porters are Hirelings who carry your equipment and supplies.
- Creature
- Potion of Acid ResistanceItem · Concoction · Tier 2 · Common
Potions of Acid Resistance are Potions of Resistance that make you Resistant to Damage (Acid) until you finish a Long Rest.
- Consumable
- Ingested
- Magical
- Object
- Potion of Earth ResistanceItem · Concoction · Tier 2 · Common
Potions of Earth Resistance are Potions of Resistance that make you Resistant to Damage (Earth) until you finish a Long Rest.
- Consumable
- Ingested
- Magical
- Object
- Potion of Fire ResistanceItem · Concoction · Tier 2 · Common
Potions of Fire Resistance are Potions of Resistance that make you Resistant to Damage (Fire) until you finish a Long Rest.
- Consumable
- Ingested
- Magical
- Object
- Potion of FlightItem · Concoction · Tier 2 · Uncommon
Potions of Flight are Concoctions that let you fly.
- Consumable
- Ingested
- Magical
- Object
- Potion of HasteItem · Concoction · Tier 3 · Uncommon
Potions of Haste are Concoctions that speed you up.
- Consumable
- Ingested
- Magical
- Object
- Potion of Ice ResistanceItem · Concoction · Tier 2 · Common
Potions of Ice Resistance are Potions of Resistance that make you Resistant to Damage (Ice) until you finish a Long Rest.
- Consumable
- Ingested
- Magical
- Object
- Potion of Pulse ResistanceItem · Concoction · Tier 2 · Common
Potions of Pulse Resistance are Potions of Resistance that make you Resistant to Damage (Pulse) until you finish a Long Rest.
- Consumable
- Ingested
- Magical
- Object
- Potion of ResistanceItem · Concoction · Tier 2 · Common
Potions of Resistance are Concoctions that make you Resistant to one type of Energy until you finish a Long Rest.
- Consumable
- Ingested
- Magical
- Object
- Potion of Shock ResistanceItem · Concoction · Tier 2 · Common
Potions of Shock Resistance are Potions of Resistance that make you Resistant to Damage (Shock) until you finish a Long Rest.
- Consumable
- Ingested
- Magical
- Object
- Potion of Sonic ResistanceItem · Concoction · Tier 2 · Common
Potions of Sonic Resistance are Potions of Resistance that make you Resistant to Damage (Sonic) until you finish a Long Rest.
- Consumable
- Ingested
- Magical
- Object
- Potion of TorporItem · Concoction · Tier 3 · Uncommon
Potions of Torpor are Concoctions that slow you down.
- Consumable
- Ingested
- Magical
- Object
- Potion of Toxin ResistanceItem · Concoction · Tier 2 · Common
Potions of Toxin Resistance are Potions of Resistance that make you Resistant to Damage (Toxin) until you finish a Long Rest.
- Consumable
- Ingested
- Magical
- Object
- Potion of Water ResistanceItem · Concoction · Tier 2 · Common
Potions of Water Resistance are Potions of Resistance that make you Resistant to Damage (Water) until you finish a Long Rest.
- Consumable
- Ingested
- Magical
- Object
- Potion of Wind ResistanceItem · Concoction · Tier 2 · Common
Potions of Wind Resistance are Potions of Resistance that make you Resistant to Damage (Wind) until you finish a Long Rest.
- Consumable
- Ingested
- Magical
- Object
- Power SaveStat
Power Save is the Trait your Class excels at when making Saves.
- Premium MountItem · Mount · Tier 2 · Common
Premium Mounts are Mounts bred and trained for challenging tasks and harsh environments.
- Creature
- PrerequisiteStat
Prerequisites are the requirements you must meet before you can take a Feat.
- PriceStat
Price is the Coin-cost to buy items.
- Private RoomItem · Service · Tier 1 · Common
Private Rooms are Lodging with a bare, private sleeping space.
- Location
- Private ShelterShelter
Private Shelters are Shelters in locked, personal spaces, protected from intrusion and observation.
Proficiency is a Modifier showing your competence with certain Objects when used as intended.
- ProjectileItem · Weapon · Tier 1 · Common
Projectiles are Weapons built for quick Target swaps.
- Object
- ProneCondition
Prone is a Condition you gain when you are knocked or dropped to the ground.
- PropulsiveFeature
Propulsive is a Feature of items that turn your strength into extra force.
- ProtectionStat
Protection is the rating of how much an Armor or Shield raises your Defense.
- Public ShelterShelter
Public Shelters are Shelters where witnesses and social expectations discourage open conflict, and aggression invites intervention.
- PulseEnergy
Pulse is an Element Energy that deals Damage (Pulse).
- Pulse BombItem · Weapon · Tier 1 · Common
Pulse Bombs are Bombs that deal Damage (Pulse) and Splash Damage (Pulse) based on their potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Pump ShotgunItem · Weapon · Tier 1 · Common
Pump Shotguns are Firearms with a tubular magazine and pump-action mechanism.
- Ammo
- Magazine 6
- Object
- Ranged
- Scatter
- Punch DaggerItem · Weapon · Tier 1 · Common
Punch Daggers are Knives with a short blade and a perpendicular T-shaped grip.
- Agile
- Melee
- Object
- Versatile
- PunctureFeat · Tier 1 · Common
Puncture is a Feat built for fighting with Picks.
- Quality OutfitItem · Supply · Tier 1 · Common
Quality Outfits are fine Outfits.
- Object
- Worn
- QuarterstaffItem · Weapon · Tier 1 · Common
Quarterstaves are Staves made from a sturdy wooden shaft with careful weight distribution and reinforcement.
- Agile
- Melee
- Object
- Trip
- Two-Handed
- Quick DrawFeat · Tier 1 · Common
Quick Draw is a Feat built for fighting with Firearms.
- Quick RaiseFeat · Tier 2 · Common
Quick Raise is a Feat built for fighting behind Modest Shields.
- Quick RestRest
Quick Rest is a Rest you use to patch wounds, strategize, and catch your breath between scenes.
- QuickstepFeat · Tier 1 · Common
Quickstep is a Feat that gives you a burst of speed.
- Radiant WardFeat · Tier 1 · Uncommon
Radiant Ward is a Feat that protects you from Damage (Wind and Water).
- RangeRange
Range is the distance an Effect can Originate from you.
- RangedFeature
Ranged is a Feature of items built to strike from a distance.
- RapierItem · Weapon · Tier 1 · Common
Rapiers are Swords with a slender, rigid, needle-tapered blade and a complex hand guard.
- Agile
- Finesse
- Melee
- Object
- RareRarity
Rare is a Rarity for powerful options that usually take a quest, great wealth, or a specialist to obtain.
- RarityRarity
Rarity is a rating of how easy an option is to find or gain.
- RationItem · Supply · Tier 1 · Common
Rations are preserved food Supplies for travel.
- Consumable
- Ingested
- Object
- ReachStat
Reach is the Range an Effect extends from its Origin.
- ReactionCombat
Reactions are Actions you take immediately in response to changing situations.
Ready is an Action that lets you hold another Action until a chosen Trigger.
- ReanimateSpell · Tier 3 · Uncommon
Reanimate is a Conjure Spell that raises a Defeated Creature as Undead.
- Magical
- RearguardFormation
Rearguard is the back rank of a Formation that watches for threats from behind.
- ReindeerItem · Mount · Tier 1 · Common
Reindeer are arctic Standard Mounts built for frozen wastes and extreme cold.
- Creature
- RejuvenateSpell · Tier 4 · Uncommon
Rejuvenate is a Conjure Spell that restores an Undead Creature to true life.
- Magical
- RelentlessFeat · Tier 1 · Common
Relentless is a Feat that keeps you fighting when you drop to 0 Hit Points.
- ReloadFeature
Reload is a Feature that sets how many Action Points an item takes to reload.
- Reload 0Feature
Reload 0 is a Reload Feature that lets you reload an item without spending Action Points.
- Reload 1Feature
Reload 1 is a Reload Feature that takes 1 Action Point to reload.
- Reload 2Feature
Reload 2 is a Reload Feature that takes 2 Action Points to reload.
- Reload 3Feature
Reload 3 is a Reload Feature that takes 3 Action Points to reload.
- RemedySpell · Tier 1 · Common
Remedy is an Alter Spell that cures blindness, deafness, and stunning.
- Magical
- RendFeat · Tier 1 · Common
Rend is a Feat built for fighting with Flails.
- RepeatableStat
Repeatable is what you gain when you take a Feat you already have.
- RepelSpell · Tier 4 · Common
Repel is a Compel Spell that keeps Creatures out of an area.
- Magical
- RepertoireFeat · Tier 1 · Common
Repertoire is a Feat that lets you swap out a Spell you know.
- ReprisalFeat · Tier 1 · Common
Reprisal is a Feat built for fighting with Swords.
- ResistantSusceptibility
Resistant is a Susceptibility that reduces Damage.
- ResonateSpell · Tier 5 · Uncommon
Resonate is a Destroy Spell that shakes a Movable Area with deafening sound and knocks Creatures down.
- Magical
- RestRest
Rests are breaks you take to recover between fights and adventures.
- RestfulFeature
Restful is a Feature of items built for sleeping in.
- RestrainedCondition
Restrained is a Condition that binds or pins you.
- ResurrectionSpell · Tier 5 · Uncommon
Resurrection is a Conjure Spell that returns a Defeated Creature to life.
- Magical
- RetributionFeat · Tier 5 · Uncommon
Retribution is a Feat that upgrades Grit to turn prevented Damage back on the attacker.
- RevealSchool
Reveal is a School of Spells that give you information.
- Reverse GravitySpell · Tier 5 · Uncommon
Reverse Gravity is a Compel Spell that flips gravity in an area.
- Magical
- RevolverItem · Weapon · Tier 1 · Common
Revolvers are handgun Firearms with a rotating cylinder that serves as the magazine.
- Agile
- Ammo
- Magazine 6
- Object
- Ranged
- RideAction
Ride is an Action you use to mount and travel on a Willing Creature.
- Riding HorseItem · Mount · Tier 1 · Common
Riding Horses are Standard Mounts bred for speed and endurance on open terrain.
- Creature
- RitualCasting
Rituals are a slow way to Cast Spells using material Components.
- RiverboatItem · Vehicle · Tier 2 · Common
Riverboats are shallow-draft Aquatic Vehicles for rivers and lakes.
- Object
- Rock SlideSpell · Tier 3 · Common
Rock Slide is a Destroy Spell that buries Creatures in a line under falling rock.
- Magical
- RodItem · Weapon · Tier 1 · Uncommon
Rods are reinforced Conduits with a polished handle and decorated tip.
- Agile
- Magical
- Melee
- Object
- Special
- RootboundSociety · Tier 1 · Common
Rootbound is a Society that values plant knowledge for crafting healing remedies, potent poisons, or other botanical purposes.
- RopeItem · Supply · Tier 1 · Common
Rope is a Supply of twisted or braided fibers that reaches up to Mid Range.
- Object
- RoundCombat
Rounds are the units of time that divide play into 6-second intervals.
- Rushed PacePace
Rushed Pace is a Pace built for covering ground quickly.
- Rustic ShelterItem · Service · Tier 1 · Common
Rustic Shelters are Lodging on a pile of hay shared with livestock.
- Location
- Sailing ShipItem · Vehicle · Tier 3 · Common
Sailing Ships are ocean-going Aquatic Vehicles for long voyages.
- Object
- Sand SkiffItem · Vehicle · Tier 2 · Uncommon
Sand Skiffs are wind-powered Land Vehicles that sail across desert sands.
- Object
- SandstormSpell · Tier 4 · Common
Sandstorm is a Destroy Spell that scours a Movable Area with sand and roughens the ground.
- Magical
- SapItem · Weapon · Tier 1 · Common
Saps are Clubs made from a weighted lead core wrapped in leather.
- Agile
- Melee
- Nonlethal
- Object
Saves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat.
- Scale ArmorItem · Armor · Tier 2 · Common
Scale Armor is Modest Armor made from a long shirt of overlapping metal or chitin scales layered over leather.
- Body 1
- Object
- Worn
- ScatterFeature
Scatter is a Feature of items that spread harm to those near the Target.
- ScepterItem · Weapon · Tier 1 · Uncommon
Scepters are ornate, ceremonial Conduits that channel supernatural power through a decorated head and strike like a mace.
- Agile
- Magical
- Melee
- Object
- Special
Schools are the categories of Spells that tell you what type of Effect a Spell makes.
- ScimitarItem · Weapon · Tier 1 · Common
Scimitars are Swords with a curved blade sharpened along its outer arc.
- Body 1
- Melee
- Object
- ScoutActivity
Scout is an Activity you use to move ahead of your party to spot threats, find safe routes, and gather information before everyone else arrives.
Scribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs).
Scribe Sheets are the records that list your Scribe’s abilities, resources, and trackers.
- Scribe’s KitItem · Toolkit · Tier 1 · Common
Scribe’s Kits are Artisan’s Toolkits used to craft, copy, and authenticate documents, forge official papers, detect forgeries, and preserve written materials.
- Object
- ScryingSpell · Tier 2 · Common
Scrying is a Reveal Spell that lets you watch and listen to a distant Target.
- Magical
- ScytheItem · Weapon · Tier 1 · Common
Scythes are Polearms with a curved blade mounted perpendicular near the top.
- Body 1
- Melee
- Object
- SearchAction
Search is an Action you use to examine your surroundings for anything hidden or out of place.
- Second WindFeat · Tier 1 · Common
Second Wind is a Feat that lets you catch your breath mid-fight.
- SecreteSpell · Tier 1 · Common
Secrete is a Destroy Spell that coats a Creature in toxin.
- Magical
Self Range is a Range for Effects that can Originate within and affect only you.
- Semi-Auto RifleItem · Weapon · Tier 1 · Common
Semi-Auto Rifles are military-grade Firearms with a high-capacity magazine.
- Ammo
- Magazine 10
- Object
- Ranged
- SendingSpell · Tier 3 · Common
Sending is a Reveal Spell that sends a short message to distant Creatures.
- Magical
- SenseSense
Senses are the five natural ways you perceive your body and surroundings.
- SensorTarget
Sensors are invisible points an Effect creates for you to perceive through.
- ServiceItem · Service · Tier 1 · Common
Services are Amenities that provide professional help during your travels.
- Location
- SetbackTest
Setback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Shadow WardFeat · Tier 1 · Uncommon
Shadow Ward is a Feat that protects you from Damage (Fire and Earth).
- ShadowstepFeat · Tier 1 · Common
Shadowstep is a Feat that carries you from shadow to shadow.
Shape-Shift is how a Creature changes its body into a different form.
- Share SensesSpell · Tier 2 · Uncommon
Share Senses is a Reveal Spell that lets you sense through another Creature.
- Magical
- ShatterSpell · Tier 1 · Uncommon
Shatter is a Destroy Spell that shatters a Target with sound.
- Magical
- ShelterShelter
Shelter is how safe and secure your location is when you Rest, which determines which Rest benefits you can gain.
- ShieldItem · Shield · Tier 1 · Common
Shields are Objects you wield to increase your Defense.
- Object
- Shield BashFeat · Tier 1 · Common
Shield Bash is a Feat built for fighting behind Light Shields.
- ShieldwallFeat · Tier 3 · Common
Shieldwall is a Feat built for fighting behind Heavy Shields.
- ShiftMovement
Shift is a Movement you use to Move across a surface in basic ways, such as walking, running, jumping, rolling, or slithering.
- ShockEnergy
Shock is an Element Energy that deals Damage (Shock).
- Shock BombItem · Weapon · Tier 1 · Common
Shock Bombs are Bombs that deal Damage (Shock) and Splash Damage (Shock) based on their potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- ShopboundSociety · Tier 1 · Common
Shopbound is a Society that values coin, trade, negotiation, and the art of buying, transporting, and selling goods.
- Short RangeRange
Short Range is a Range for Effects that can Originate within 6 Spaces of you.
- Short RestRest
Short Rest is a Rest you use to relax, eat, drink, tend to wounds, and perform other activities.
- ShortbowItem · Weapon · Tier 1 · Common
Shortbows are compact Bows made from a single curved stave and string.
- Ammo
- Object
- Ranged
- Reload 0
- ShortswordItem · Weapon · Tier 1 · Common
Shortswords are compact Swords with a straight double-edged blade and protective crossguard.
- Agile
- Melee
- Object
- Versatile
- Shotgun ShellItem · Ammunition · Tier 1 · Common
Shotgun Shells are Ammunition made from metal casings that hold multiple pellets or a single slug, stored in a shell bandolier.
- Consumable
- Object
- Shrink ObjectSpell · Tier 1 · Common
Shrink Object is an Alter Spell that shrinks an Object to a smaller Size.
- Magical
- ShroudedVisibility
Shrouded is a Visibility state in which others can barely see you, such as in Gloom, or in areas of modest fog, foliage, rain, or mist.
- SickenedCondition
Sickened is a Condition that turns your stomach.
- Sickening StareSpell · Tier 3 · Common
Sickening Stare is a Destroy Spell that sickens a Creature with a glare.
- Magical
- SickleItem · Weapon · Tier 1 · Common
Sickles are Knives with a curved single-edged blade on a short handle.
- Agile
- Finesse
- Melee
- Object
- SiegeTraining
Siege is a Training level for Weapons that require specialized training to use at all.
- Siege ControlFeat · Tier 3 · Uncommon
Siege Control is a Feat built for operating Siege Weapons.
Sight is a Sense you use to visually perceive your surroundings.
- Sight LineTarget
Sight Line is the part of Targeting that means you can detect your Target using Sight.
- SilenceSpell · Tier 2 · Uncommon
Silence is a Compel Spell that silences a Creature.
- Magical
- SilencedCondition
Silenced is a Condition that cuts you off from all sound.
- SimpleTraining
Simple is a Training level for Weapons that most people can use with minimal training.
- SizeSize
Size is the number of Spaces you, and other Targets, Occupy.
- SkillSkill
Skills are Modifiers that measure your trained capability.
Skill Points (SP) are currency you use to develop your Scribe.
- SlashingEnergy
Slashing is a Wound Energy that deals Damage (Slashing).
- SledItem · Vehicle · Tier 1 · Common
Sleds are Drawn Vehicles on runners for travel over snow and ice.
- Object
- SledgehammerItem · Weapon · Tier 1 · Common
Sledgehammers are Hammers with a large double-faced striking head on a long handle.
- Body 2
- Melee
- Object
- SleeplessnessHazard
Sleeplessness is a Hazard that tracks whether you’ve rested enough to avoid exhaustion.
- SlingItem · Weapon · Tier 1 · Common
Slings are Projectiles made from a leather or fabric pouch with two braided release cords.
- Ammo
- Object
- Propulsive
- Ranged
- Sling StoneItem · Ammunition · Tier 1 · Common
Sling Stones are Ammunition of natural stone or crafted clay, metal, or other dense material, stored in a pouch.
- Consumable
- Object
- SlotStat
Slots are units that measure your item capacity.
- Slow FallSpell · Tier 1 · Common
Slow Fall is a Compel Spell that slows a Creature’s Fall.
- Magical
- SlowedCondition
Slowed is a Condition that drags down your pace.
- SlumberSpell · Tier 1 · Common
Slumber is a Compel Spell that puts Creatures to sleep.
- Magical
- SmallSize
Small is a Size for Targets that Occupy 1 Space, about the size of a human child.
- SmellSense
Smell is a Sense you use to perceive your surroundings through scent.
- SmiteFeat · Tier 2 · Common
Smite is a Feat that infuses your Melee hits with a new Energy.
- Smith’s KitItem · Toolkit · Tier 1 · Common
Smith’s Kits are Artisan’s Toolkits used to craft, assess, and fix metal items.
- Object
- Smoke BombItem · Weapon · Tier 1 · Common
Smoke Bombs are Bombs that make the Target and all Creatures within Splash Veiled until the start of your next Turn or until wind disperses it.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
Sneak is an Action you use to move while staying Hidden.
- SocializeActivity
Socialize is an Activity you use to share a meal, talk, or spend time together with your party.
Societies are cultures your Scribe can come from.
Sonic is an Element Energy that deals Damage (Sonic).
- Sonic BlastSpell · Tier 3 · Uncommon
Sonic Blast is a Destroy Spell that blasts a Creature with sound and deafens it.
- Magical
- Sonic BombItem · Weapon · Tier 1 · Common
Sonic Bombs are Bombs that deal Damage (Sonic) and Splash Damage (Sonic) based on their potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Sonic BoomSpell · Tier 4 · Uncommon
Sonic Boom is a Destroy Spell that fills a Movable Area with deafening booms.
- Magical
- SoulTrait
Soul is a Trait that measures your charisma, confidence, willpower, and courage.
- Soul WardSpell · Tier 3 · Common
Soul Ward is an Alter Spell that shields the Souls of Creatures in an area.
- Magical
- Sound BurstSpell · Tier 2 · Uncommon
Sound Burst is a Destroy Spell that bursts with sound and deafens Creatures in an area.
- Magical
- SpaceRule
Spaces are grid tiles that measure position, distance, and Size.
- Space PodItem · Vehicle · Tier 4 · Rare
Space Pods are single-person Space Vehicles for short journeys.
- Object
- Space VehicleItem · Vehicle · Tier 4 · Rare
Space Vehicles are Vehicles that travel between worlds.
- Object
- SpearItem · Weapon · Tier 1 · Common
Spears are Polearms with a leaf-shaped or triangular pointed head.
- Agile
- Melee
- Object
- Thrown
- SpecialFeature
Special is a Feature that flags an item with a rule of its own.
- Special CombatCombat
Special Combat is the set of rules for situations that change how fights work, such as fighting in the air, underwater, or while mounted.
Species are Scribe ancestries that set your Form, Size, and a starting Feat.
- Spectral HandSpell · Tier 2 · Common
Spectral Hand is a Conjure Spell that summons a spectral hand to deliver your Touch Spells.
- Magical
- Spectral WeaponSpell · Tier 2 · Common
Spectral Weapon is a Conjure Spell that manifests a Magical Weapon in your grip.
- Magical
Speed (SD) is the number of Spaces you can Move.
- SpellRule
Spells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.
- Spell ImmunitySpell · Tier 5 · Rare
Spell Immunity is a Destroy Spell that wards a Creature against one Spell you name.
- Magical
- Spell TurningSpell · Tier 5 · Rare
Spell Turning is a Destroy Spell that reflects a Spell that targets you back at its caster.
- Magical
- Spell VoidSpell · Tier 5 · Uncommon
Spell Void is a Destroy Spell that ends and suppresses Magic in an area.
- Magical
- SpellboundSociety · Tier 1 · Common
Spellbound is a Society that values magical study, arcane knowledge, and the disciplined practice of spellcasting.
- Spellwright’s KitItem · Toolkit · Tier 1 · Common
Spellwright’s Kits are Artisan’s Toolkits used to craft and inscribe magical scrolls, copy spells into spellbooks, and prepare vellum and inks for arcane formulas.
- Consumable
- Object
- Spiked GauntletItem · Weapon · Tier 1 · Common
Spiked Gauntlets are reinforced Gloves with metal spikes or studs across the knuckles and back.
- Agile
- Free Grip
- Melee
- Object
- SplashFeature
Splash is a Feature of items whose Damage comes from the item alone, not your skill.
- Splash ControlFeat · Tier 1 · Common
Splash Control is a Feat built for fighting with Bombs.
- Splint ArmorItem · Armor · Tier 3 · Common
Splint Armor is Heavy Armor made from narrow vertical metal strips riveted to a leather or cloth backing.
- Body 2
- Bulky
- Object
- Worn
- Spore BurstSpell · Tier 2 · Common
Spore Burst is a Destroy Spell that bursts with toxic spores in an area.
- Magical
- StableCondition
Stable is a Condition tied to your Hit Points that marks your recovery from Staggered.
- StablingItem · Service · Tier 1 · Common
Stabling is a Service that provides care, feed, and housing for your mount.
- Location
- StackingRule
Stacking is how multiple Effects combine when they apply to the same Target.
- StaffItem · Weapon · Tier 1 · Common
Staves are Weapons built for defensive counters.
- Agile
- Melee
- Object
- Two-Handed
- StaggeredCondition
Staggered is a Condition tied to your Hit Points that leaves you one step from Defeated.
Stakes measure how difficult and risky your actions are.
- StalkerClass · Tier 1 · Common
Stalkers are a Class with a sharp mind.
- Standard MountItem · Mount · Tier 1 · Common
Standard Mounts are Mounts that carry Medium riders and handle general transportation.
- Creature
- Star CruiserItem · Vehicle · Tier 5 · Rare
Star Cruisers are large Space Vehicles with extended life support.
- Object
- Star SkiffItem · Vehicle · Tier 4 · Rare
Star Skiffs are midsize Space Vehicles for interplanetary travel.
- Object
- Static SurgeSpell · Tier 1 · Common
Static Surge is a Destroy Spell that shocks a Creature with static and stuns it.
- Magical
- SteadfastFeat · Tier 2 · Common
Steadfast is a Feat that lets you hold your Focus when a Check would break it.
- Steady PacePace
Steady Pace is a Pace that balances awareness with progress.
- SteedItem · Mount · Tier 3 · Common
Steeds are Battle Mounts trained from Basic, Standard, or Premium Mounts to stay calm in combat and respond to battlefield commands.
- Creature
- Stone WardFeat · Tier 1 · Common
Stone Ward is a Feat that protects you from Damage (Wound).
- StunnedCondition
Stunned is a Condition that leaves you reeling.
- StunnerFeat · Tier 1 · Common
Stunner is a Feat built for fighting with Hammers.
- SubmersibleItem · Vehicle · Tier 3 · Uncommon
Submersibles are sealed Aquatic Vehicles for underwater travel and exploration.
- Object
- SuccessTest
Success is a Test Result that means you achieve your goal.
- SummonRule
Summons are Creatures or Objects that an Effect creates to act for you.
- SunbeamSpell · Tier 3 · Uncommon
Sunbeam is a Destroy Spell that sears Creatures sensitive to sunlight with a beam of sunlight.
- Magical
- SunbloomFeat · Tier 1 · Uncommon
Sunbloom is a Feat that heals you as you rest in sunlight.
- SunburstSpell · Tier 4 · Uncommon
Sunburst is a Destroy Spell that sears Creatures sensitive to sunlight with a blinding burst of sunlight.
- Magical
- Superior Acid BombItem · Weapon · Tier 4 · Common
Superior Acid Bombs are Acid Bombs of Superior potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Superior Earth BombItem · Weapon · Tier 4 · Common
Superior Earth Bombs are Earth Bombs of Superior potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Superior Fire BombItem · Weapon · Tier 4 · Common
Superior Fire Bombs are Fire Bombs of Superior potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Superior Healing PotionItem · Concoction · Tier 4 · Uncommon
Superior Healing Potions are Healing Potions of Superior potency.
- Consumable
- Ingested
- Magical
- Object
- Superior Ice BombItem · Weapon · Tier 4 · Common
Superior Ice Bombs are Ice Bombs of Superior potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Superior LifewaterItem · Concoction · Tier 4 · Common
Superior Lifewater is Lifewater of Superior potency.
- Alchemical
- Consumable
- Ingested
- Object
- Superior Pulse BombItem · Weapon · Tier 4 · Common
Superior Pulse Bombs are Pulse Bombs of Superior potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Superior Shock BombItem · Weapon · Tier 4 · Common
Superior Shock Bombs are Shock Bombs of Superior potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Superior Sonic BombItem · Weapon · Tier 4 · Common
Superior Sonic Bombs are Sonic Bombs of Superior potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Superior Toxin BombItem · Weapon · Tier 4 · Common
Superior Toxin Bombs are Toxin Bombs of Superior potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Superior Water BombItem · Weapon · Tier 4 · Common
Superior Water Bombs are Water Bombs of Superior potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Superior Wind BombItem · Weapon · Tier 4 · Common
Superior Wind Bombs are Wind Bombs of Superior potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Superior Wound BombItem · Weapon · Tier 4 · Common
Superior Wound Bombs are Wound Bombs of Superior potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- SupplyItem · Supply · Tier 1 · Common
Supplies are Objects that provision and equip you for any expedition, adventure, or journey.
- Object
- Supreme Acid BombItem · Weapon · Tier 5 · Common
Supreme Acid Bombs are Acid Bombs of Supreme potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Supreme Earth BombItem · Weapon · Tier 5 · Common
Supreme Earth Bombs are Earth Bombs of Supreme potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Supreme Fire BombItem · Weapon · Tier 5 · Common
Supreme Fire Bombs are Fire Bombs of Supreme potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Supreme Healing PotionItem · Concoction · Tier 5 · Rare
Supreme Healing Potions are Healing Potions of Supreme potency.
- Consumable
- Ingested
- Magical
- Object
- Supreme Ice BombItem · Weapon · Tier 5 · Common
Supreme Ice Bombs are Ice Bombs of Supreme potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Supreme LifewaterItem · Concoction · Tier 5 · Common
Supreme Lifewater is Lifewater of Supreme potency.
- Alchemical
- Consumable
- Ingested
- Object
- Supreme Pulse BombItem · Weapon · Tier 5 · Common
Supreme Pulse Bombs are Pulse Bombs of Supreme potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Supreme Shock BombItem · Weapon · Tier 5 · Common
Supreme Shock Bombs are Shock Bombs of Supreme potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Supreme Sonic BombItem · Weapon · Tier 5 · Common
Supreme Sonic Bombs are Sonic Bombs of Supreme potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Supreme Toxin BombItem · Weapon · Tier 5 · Common
Supreme Toxin Bombs are Toxin Bombs of Supreme potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Supreme Water BombItem · Weapon · Tier 5 · Common
Supreme Water Bombs are Water Bombs of Supreme potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Supreme Wind BombItem · Weapon · Tier 5 · Common
Supreme Wind Bombs are Wind Bombs of Supreme potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Supreme Wound BombItem · Weapon · Tier 5 · Common
Supreme Wound Bombs are Wound Bombs of Supreme potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
Surprised is a Condition you gain when you are caught unaware.
- SusceptibilitySusceptibility
Susceptibility is your built-in response to an Energy that determines how it affects you.
Sway is a Skill that measures your persuasion and influence.
- SwimMovement
Swim is a Movement you use to Move through water or another fluid dense enough to propel you.
- SwordItem · Weapon · Tier 1 · Common
Swords are Weapons built for reactive misses.
- Melee
- Object
Tabletop Roleplaying Games (TTRPGs) are collaborative story games played through conversation.
- Tanner’s KitItem · Toolkit · Tier 1 · Common
Tanner’s Kits are Artisan’s Toolkits used to craft, assess, and fix leather, hide, and fur items.
- Object
- TargeItem · Shield · Tier 1 · Common
Targes are round Light Shields of metal or wood reinforced with metal bands.
- Agile
- Object
- TargetTarget
Targets are anything that Effects can affect, interact with, or influence.
- TargetingTarget
Targeting is the rule that determines what you can select as a Target and how your Effects reach them.
- TasteSense
Taste is a Sense you use to perceive your surroundings through flavor.
- TavernboundSociety · Tier 1 · Common
Tavernbound is a Society that values hospitality, culinary skill, and creating welcoming spaces where food, drink, and conversation flow freely.
- TelekinesisSpell · Tier 4 · Common
Telekinesis is a Compel Spell that moves a Target with your mind.
- Magical
- Telepathic BondSpell · Tier 3 · Common
Telepathic Bond is a Reveal Spell that links a group of Creatures telepathically.
- Magical
- TelepathySpell · Tier 2 · Common
Telepathy is a Reveal Spell that links your mind with a Creature’s.
- Magical
- TeleportSpell · Tier 3 · Uncommon
Teleport is an Alter Spell that moves Creatures instantly to a destination.
- Magical
- TempleboundSociety · Tier 1 · Common
Templebound is a Society that values martial discipline, rigorous physical and mental training, and the perfection of combat technique.
Temporary HP is a buffer that absorbs Damage before your Hit Points.
- TentItem · Supply · Tier 1 · Common
Tents are portable shelter Supplies for two Medium Creatures.
- Object
- TerrorSpell · Tier 3 · Uncommon
Terror is a Compel Spell that frightens a Creature away from you.
- Magical
- TestTest
Tests are die rolls that resolve actions with meaningful and uncertain outcomes.
- Test ResultTest
Test Results are the outcomes of a Test, determined by comparing your Test Total to the Stakes of your roll.
- Test TotalTest
Test Total is the final number of a Test, your Flat Roll adjusted by relevant Modifiers.
- TetheredFeature
Tethered is a Feature of items tied to a rope or chain so you can recover them.
- Thief’s KitItem · Toolkit · Tier 1 · Common
Thief’s Kits are Explorer’s Toolkits used to bypass locks, set and disarm traps, break into secured locations, and disable security systems.
- Object
- ThrownFeature
Thrown is a Feature of items built to be hurled at Targets.
- ThunderstormSpell · Tier 4 · Common
Thunderstorm is a Destroy Spell that batters a Movable Area with lightning and stuns Creatures.
- Magical
- Tidal WaveSpell · Tier 4 · Common
Tidal Wave is a Destroy Spell that floods a Movable Area and leaves Creatures Clumsy.
- Magical
Tiers are bands of Level that guide how your Game Manager applies certain rules.
- Tier 1Tier
Tier 1 is a Tier that represents novice power baselines.
- Tier 2Tier
Tier 2 is a Tier that represents skilled power baselines.
- Tier 3Tier
Tier 3 is a Tier that represents expert power baselines.
- Tier 4Tier
Tier 4 is a Tier that represents master power baselines.
- Tier 5Tier
Tier 5 is a Tier that represents legend power baselines.
Time is how the game measures how long things take.
- Time StopSpell · Tier 5 · Rare
Time Stop is a Compel Spell that freezes time for everyone but you.
- Magical
- TinkerboundSociety · Tier 1 · Common
Tinkerbound is a Society that values innovation, mechanical ingenuity, and building and repairing intricate devices.
- Tinker’s KitItem · Toolkit · Tier 1 · Common
Tinker’s Kits are Artisan’s Toolkits used to craft, assess, and fix mechanical and electronic items.
- Object
- TinySize
Tiny is a Size for Targets that Occupy less than 1 Space, about the size of a newborn human baby or smaller.
- ToolkitItem · Toolkit · Tier 1 · Common
Toolkits are Objects that enable specialized tasks.
- Object
- TopicalFeature
Topical is a Feature of items that activate when applied directly to skin, eyes, or other exposed areas.
- TorchItem · Supply · Tier 1 · Common
Torches are portable light Supplies that burn to light your way.
- Consumable
- Object
- TornadoSpell · Tier 4 · Common
Tornado is a Destroy Spell that tears through a Movable Area with a whirlwind and knocks Creatures down.
- Magical
- TorporSpell · Tier 3 · Common
Torpor is a Compel Spell that slows a Creature.
- Magical
- Total CoverCover
Total Cover is Cover that completely blocks you or offers maximum protection from Effects, such as a solid wall, forcefield, sealed room, or enclosed vehicle.
- TouchSense
Touch is a Sense you use to perceive your surroundings through physical contact.
- Touch RangeRange
Touch Range is a Range for Effects that can Originate within 1 Space of you.
- Tough SkinSpell · Tier 2 · Common
Tough Skin is an Alter Spell that makes a Creature Immune to an Energy.
- Magical
- Tower ShieldItem · Shield · Tier 3 · Common
Tower Shields are massive, rectangular Heavy Shields with flat surfaces and reinforced edges.
- Body 3
- Bulky
- Object
- Unwieldy
- ToxinEnergy
Toxin is a Caustic Energy that deals Damage (Toxin).
- Toxin BombItem · Weapon · Tier 1 · Common
Toxin Bombs are Bombs that deal Damage (Toxin), Persistent Damage (Toxin), and Splash Damage (Toxin) based on their potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- TracelessSpell · Tier 2 · Common
Traceless is an Alter Spell that hides Creatures’ tracks.
- Magical
- TrackActivity
Track is an Activity you use to learn what passed through an area and where it went.
- TrainingTraining
Training is the rating of how much practice a Weapon demands.
Traits are Modifiers that measure your untrained capability.
- TranslateSpell · Tier 1 · Common
Translate is a Reveal Spell that grants a Creature fluency in a Language.
- Magical
- TrapHazard
Traps are crafted or environmental Hazards that Trigger as programmed or when you interact with them.
- Travel PackItem · Supply · Tier 1 · Common
Travel Packs are portable Supplies for stowing and carrying items, whether worn as a backpack, hung as saddlebags, or carried by other means.
- Object
- TridentItem · Weapon · Tier 1 · Common
Tridents are Polearms with three parallel barbed prongs.
- Agile
- Disarm
- Melee
- Object
- Thrown
- TriggerStat
Triggers are the events or circumstances that cause Effects to occur.
- TripFeature
Trip is a Feature of items built to knock Targets off their feet.
- TurnCombat
Turns are the part of each Round when you get your chance to act.
- Two-HandedFeature
Two-Handed is a Feature of items you can wield in one hand or two.
- Umbral VeilSpell · Tier 3 · Uncommon
Umbral Veil is a Conjure Spell that creates an area of Magical Darkness.
- Magical
- Unarmed AttackItem · Weapon · Tier 1 · Common
Unarmed Attacks count as Gloves and use natural body parts: fists, elbows, knees, or head.
- Agile
- Finesse
- Melee
- Nonlethal
- UnboundSociety · Tier 1 · Common
Unbound is a Society that values the freedom of nomadic life, exploring new horizons, and discovering diverse landscapes and cultures.
- UncommonRarity
Uncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training.
- UnconsciousCondition
Unconscious is a Condition that leaves you senseless.
- UndeadFeature
Undead is a Feature of Creatures that died and were animated again by Necrotic power.
- UndetectedDetection
Undetected is a Detection state you’re in when a Creature hasn’t detected you with any Sense and has no idea you’re present.
- UnfocusedCondition
Unfocused is a Condition that breaks your concentration.
- UnicornItem · Mount · Tier 4 · Rare
Unicorns are magical horse Exotic Mounts with a single horn on the forehead.
- Creature
- UniqueRarity
Unique is a Rarity for one-of-a-kind options, such as named artifacts, that exist only once in the world.
- UnmuffledAudibility
Unmuffled is an Audibility state in which you can be heard clearly, such as in quiet areas, through thin physical barriers, or during light wind and precipitation.
- UnobservedDetection
Unobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense.
- UnwieldyFeature
Unwieldy is a Feature of items too awkward to guard with from a Mount.
Upcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
- VanguardFormation
Vanguard is the front rank of a Formation that encounters threats and discoveries before anyone else.
- VehicleItem · Vehicle · Tier 1 · Common
Vehicles are Objects built for transportation.
- Object
- VeiledVisibility
Veiled is a Visibility state in which others can’t see you, such as in Darkness, while Invisible, or in areas of extreme fog or dense foliage.
- Venom StrikeSpell · Tier 3 · Common
Venom Strike is a Destroy Spell that strikes a Creature with venom.
- Magical
- VersatileFeature
Versatile is a Feature of items that can deal more than one Energy type.
- VigorDrive
Vigor is the Drive Fighters use.
- VisibilityVisibility
Visibility is a form of Obscurement that measures how well you see something using your Sense of Sight.
- VitalEnergy
Vital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.
- VoidEnergy
Void is a Necrotic Energy that delivers Healing to Undead and deals Damage to the living.
- Voltaic BurstSpell · Tier 2 · Common
Voltaic Burst is a Destroy Spell that bursts with electricity and stuns Creatures in an area.
- Magical
Vulnerable is a Susceptibility that increases Damage.
- WagonItem · Vehicle · Tier 1 · Common
Wagons are large, four-wheeled Drawn Vehicles for heavy cargo.
- Object
- Walking StaffItem · Weapon · Tier 1 · Common
Walking Staves are simple Staves made from a wooden pole with minimal shaping.
- Agile
- Melee
- Object
- Two-Handed
- WandItem · Weapon · Tier 1 · Uncommon
Wands are slender Conduits crafted to channel supernatural power accurately.
- Magical
- Object
- Special
- War FrigateItem · Vehicle · Tier 5 · Rare
War Frigates are battle Space Vehicles armed with weapons and shield generators.
- Object
- War RoverItem · Vehicle · Tier 4 · Rare
War Rovers are armored, all-terrain Land Vehicles with mounted weapons.
- Object
- War ZeppelinItem · Vehicle · Tier 4 · Rare
War Zeppelins are armored Aerial Vehicles with ballistas and bombing bays.
- Object
- WarboundSociety · Tier 1 · Common
Warbound is a Society that values martial prowess and the strength and discipline required for combat and warfare.
- WarflailItem · Weapon · Tier 1 · Common
Warflails are Flails with a large striking head attached to a long haft by a chain or flexible joint.
- Body 2
- Disarm
- Finesse
- Melee
- Object
- Versatile
- WarhammerItem · Weapon · Tier 1 · Common
Warhammers are Hammers with a heavy striking head and rear spike on a long haft.
- Body 2
- Melee
- Object
- Two-Handed
- WarmaulItem · Weapon · Tier 1 · Common
Warmauls are Axes with a double-bladed head and spike on a long haft.
- Body 2
- Melee
- Object
- Versatile
- WarpickItem · Weapon · Tier 1 · Common
Warpicks are Picks with a hammer head opposite a pointed spike on a reinforced haft.
- Body 1
- Melee
- Object
- Two-Handed
- WarshipItem · Vehicle · Tier 4 · Rare
Warships are armed Aquatic Vehicles built for naval combat.
- Object
- Watch ShiftRest
Watch Shifts are guard turns that keep your camp watched while you Rest.
- WaterEnergy
Water is an Element Energy that deals Damage (Water).
- Water BombItem · Weapon · Tier 1 · Common
Water Bombs are Bombs that deal Damage (Water) and Splash Damage (Water) based on their potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- Water WhipSpell · Tier 1 · Common
Water Whip is a Destroy Spell that lashes a Creature with water and leaves it Clumsy.
- Magical
- WayfinderItem · Service · Tier 1 · Common
Wayfinders are local Hirelings who know the terrain and routes.
- Creature
- WeaponItem · Weapon · Tier 1 · Common
Weapons are Objects you use to Attack.
- Object
- Weaver’s KitItem · Toolkit · Tier 1 · Common
Weaver’s Kits are Artisan’s Toolkits used to craft, assess, and fix fabric items.
- Object
- Well-ReadFeat · Tier 1 · Common
Well-Read is a Feat that makes you an expert on topics of your choice.
- WhipItem · Weapon · Tier 1 · Common
Whips are Entanglers made from braided leather cord attached to a short handle.
- Agile
- Finesse
- Melee
- Nonlethal
- Object
- WildkinSpecies · Tier 1 · Uncommon
Wildkin are a Species of animal-folk who can take the shape of their animal.
Willing describes a Creature that chooses to accept an Effect or action.
- WindEnergy
Wind is an Element Energy that deals Damage (Wind).
- Wind BombItem · Weapon · Tier 1 · Common
Wind Bombs are Bombs that deal Damage (Wind) and Splash Damage (Wind) based on their potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- WitherSpell · Tier 1 · Common
Wither is a Destroy Spell that withers a Creature with blight and sickens it.
- Magical
- WornFeature
Worn is a Feature of items you wear on your body.
- WoundEnergy
Wound is an Energy group that deals physical Damage.
- Wound BombItem · Weapon · Tier 1 · Common
Wound Bombs are Bombs that deal Damage (Bashing) and Splash Damage (Bashing) based on their potency.
- Alchemical
- Consumable
- Object
- Splash
- Thrown
- WyvernItem · Mount · Tier 3 · Uncommon
Wyverns are dragon-like Battle Mounts suited to mountains and cliffs.
- Creature
- YakItem · Mount · Tier 2 · Common
Yaks are surefooted Premium Mounts adapted to extreme altitudes and frozen peaks.
- Creature