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Enchanted Realms
Forum
Welcome
Game Tomes
Game Starter
Player’s Rules
GM Aide
World Calendar
Game Starter
Overview
Character Creation
Start A Character
• Attributes
• Species
Traits
Cultural Paideia
Personal History
• Backstory
• Personality
Game Mechanics
Just The Basic Numbers
• Modifiers
• The Competency Challenge
• Raw Dice
• Movement
Combat
Combat Basics
• Theatre of the Mind
• Rounds
• Initiative
• Protective Points
• Striking The Opponent
• The Melee Attack
• The Ranged Attack
• Critical Hits
• The Whole Turn
• Reactions
Basic Equipment
Starting
Armor
Weapons
Complete Rules
Why The Second Tome?
Chimerics
Features of Combat
The Encounter
• Perception
• Surprise
• Advantage
• Types of Damage
Combat Equipment
How Gear Works
Armor
Weapons
The Skills System
Skills Overview
• Karma
• Acquiring Skills
Combat Skills
Fantasy World Skills
• Adventuring Skills
• Alchemy & Medicine
• Animal Skills
• Art & Construction
• Artificing
• Equipment Skills
• Expression Skills
• Knowledge
• Magical Powers
• Meta-Physical
• Music Skills
• Species Specific
• Transportation
• Urban Skills
• Skill Descriptions
Combat In Detail
Combat Essentials
• The Action Revisited
• Movement In Action
Weaponless Combat
• Touch-Based Attacks
• Going To The Ground
• Grappling
• Pushing
• Tackling
Depredation Design
• Sneak Attack
• Getting The Drop
• Weapon Negation
• Shackling
Scope of Skirmish
• Throwing Things
• Cover
• Obscurement
• Friendly Fire
Reactions in Combat
• Dodge & Deflect
• Flee Attack
• Impalement Maneuver
• Paired With Action
Applying Vantage
• Combat
• Stealth
• Saves/Competitions
• Incantations
• Sorcery
• Reactions
• Advantage/Disadvantage Chart
Restrictions
Magic
Fey Magickery
Fey Origin
• Cantrips
Pious Influence
Divine Magic
• Pantheon Defined
• Divine Manifestation
• Spiru-Dynamics
• Concentration
• Divine Powers Involving Combat Attacks
• Holy Ground
Incantations
• Building Prayer List
• Incantation List
Pantheons
• Religions
• Dyadikí
• Lacerta
• Selquerine
• Shire Matriarchs
• Skabronrhirs
• Voluperi
Rune Magic
Rune History
• Types of Runes
Sorcery
Basics and Risks
• Axioms
• Advancement
• Spell Cost
• Casting Time
• Oversiphoning
• Spell Birth
• Vantage Condition
• Interruptions
• Effect Restrictions
• Channeling
Axioms
Wheedlism
Spirit Connection
• Witchcraft
Fantasy Setting Precis
Economy
Money
The Marketplace
• Animals
• Apothecary
• Armor
• Arms & Weapons
• Church
• Clothing
• Crime
• Exotic
• Food
• Furnishings
• Magic
• Music
• Real Estate
• Services
• Storage
• Substances
• Tools
• Transportation
Recuperation and Death
Numbers and Wounds
• Short and Long Rests
• Upon Dying
• Depleted Mind and Spirit
• Exhaustion
Ways To Die
• Asphyxiation
• Dehydration
• Starvation
• Falling
• Petrification
Illusions
Altering Perceptions
• Glamours
• Phantasms
• Shrouds
Glossary
Quick Reference
Index
GM Aide
Chimerics
Metaphysics
Fantasy Physics
Semblances
• Size Categories
• Senses
• Brute Force
• Survival Checks
Travel & Time
Itineraries
• Daily Time Usage
Methods of Travel
• Mounts
• Barding
• Vehicles
Hazards
Adventuring Challenges
• Underwater
• Climate Extremes
• Social Interactions
• Curses
• Disease
• Poisons
Equipment
Background
Dice
Labor
Skills & Spells
Axioms
Incantations
Tongues
Weapon Special
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