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May 14, 2024 3:17 PM
   
Manual Updated
An optional mechanic is explained under Movement in the rules. This is for running a combat while the participants are effectively running a footrace.
The content has been converted and updated. There are some typos and minor editing needed, but the Rules are now considered complete.
A subtle but important rules modification: Rapid Speed against a Flee Attack will be made at disadvantage rather than a limited number of d20s.
Perhaps this is a silly change, but I have tired of the TSR/WotC term “halfling.” From hence forth, in the world of Enchanted Realms, the race will be known as “nhoblit.” Most of the manual has been updated to reflect the change, but there are a few images to redo. That will likely be addressed when I reskin the site and manual.
GM Note: This is a new combat restriction, which I hope will add a new dimension to the game and help bridge that binary gap between fully-capable and dead. A character could still be rendered unconscious at zero Body points in certain cases. Of course, this might be used with villains and NPCs, but the intention is not to be a strict rule but rather designed for PCs to add flavor. This is not a GM-counter to thwart “taking out the sentry” or other techniques by letting the victims get extra actions when they should be rendered dysfunctional; however, for the sake of the game and story, the PC might get the break that NPCs and monsters don't. The point is characters near death might still be able to contribute to the story, perhaps heroically as their final act before dying. Before adding this officially, I would be interested in feedback. Further, we could test play it in the next session.

The Dying Condition

Upon reaching zero or negative Body points, the damage becomes a life-threatening condition. Death absolutely occurs without exception when one’s Body score reaches the negative value of its Resilience score. Temporary health is not considered in any way. Death occurs at the end of the round, not on the character’s turn. This allows the opportunity for emergency healing; however, mere stabilizing or minor treatment incantations will not be enough to save the dying character.

Once reaching this condition, special “Death Saves” are made at the start of the character’s turn. These saves continue until either the character dies, stabilizes, or is healed. The “Death Save” is a Resilience; plus, any active magical items, perhaps a ring of protection, can assist. However, a “natural 1” will always fail. The DC for the “Death Save” is 4 plus 2 for each negative point of the current health. Thus, if a character with a Resilience of 4 is at -2 hit points, then at the start of his or her turn a “Death Save” is rolled against a DC 8.

If the “Death Save” fails, the character falls unconscious immediately and suffers an additional Body point of damage. This additional point of damage might result in death at the end of the round if the score has reached Negative-Resilience. While unconscious, these “Death Save” continue, resulting in the loss of an additional Body point on a failed save; however, if success while unconscious, then the character stabilizes at the current negative value, and no further saves are made. Of course, new damage to the stabilized character will re-introduce the need for rolling new “Death Saves.”

If the “Death Save” is successful, the character remains conscious and can take limited actions. The character is not considered stabilized at this point; thus, consecutive “Death Saves” are still required. A conscious character will be stabilized only after taking no actions for three turns and making successful rolls on those turns -- or by falling unconscious and rolling appropriately.

As stated above, while still conscious and restricted by the dying condition, the character can take limited actions. Movement becomes crawling speed even though not necessarily being prone; thus, moving one hex will cost 15 feet. Speech is limited to one word per turn. Combat is under a 2d20 penalty. This is like being at disadvantage twice. The character truly is under the disadvantage restriction; so, the loss of d3 in damage is also inflicted. Thus, if normally attack with 3d10, the dice formula becomes 1d20. Attacks that normally have fewer d20s would use the lesser of two dice as the attack. All incantations are called using “silent prayers,” which means the spell costs an extra point of Spirit and also require a successful Muse save. This incantations are also limited to those marked with divine preservation. To cast sorcery axioms, it requires a Judgment save against a base DC:14 plus the cost points of the spell; otherwise, the sorcery fails but still levies the cost. Cantrips require an easier save using Agility against DC:7 to be successfully cast. Wheedlism demands a Muse save against DC:10 and cost the appropriate Spirit amount regardless of success.

The existing rules of exhaustion and healing once falling into this state remain as they have been.

Again, feel free to give your feedback.

Edited By Dj the GM at September 3, 2023 12:05

Tackling
There is yet one more untrained wrestling-style option in combat, and this is tackling. In some ways it is like a grapple and a trip combined. With such, the aggressor grabs the opponent while using his own weight and momentum to bring both parties to the ground. However, there can only be one size-category difference between the two to attempt a tackle. If successful, both aggressor and victim end up prone; however, no hold is established. Like a shove, only Strength can be used in the competition, but due to the nature of this attack, the aggressor gains a +2 bonus for success. Further, the delay for either party to use a reaction to stand is 2 counts of initiative rather than 1. On the flip side, if the tackle fails, the aggressor ends up prone alone.

Certain skills can enhance the ability to tackle, as well as defending against it. The charging skill allows the tackler to roll the competition with advantage, assuming a 30-foot run prior to the tackle. Martial arts allows for +2 on the competition but only for the defender. However, unarmed combat does not offer any bonus for tackling.

ConditionModifier
Tackler+2 bonus
Size advantage+2 for larger Competitor
Environment is rainy, icy or slick-3 for the Victim
Charging skillAdvantage for Tackler
Martial arts skill+2 for Defender
Takedown skillSee skill for details
Unarmed Combat skillNo Bonus for either
Other Elements of the Turn

While options of an action, listed above, are the bulk of one's turn, there are a few other elements that occur on one’s turn in the combat round. There is movement, and there is communication.

Movement is fairly simple as a method of feet able to be traversed during one’s turn. Of course, terrain, skills, conditions and magic can all affect that value, but the concept is fairly straight forward. More information can be found in the Movement Details subsection below.

As for communication, there has not been much stated other than a small blurb in the Combat Mechanics section. However, that blurb bears repeating: “Speaking and gesturing to other characters is permitted, but only on one’s turn. These should be brief utterances or expressions that can be conveyed in under 10 seconds.” This requires a bit of discipline of the players and likely some enforcement by the GM. The difficulty occurs due to the playing out of combat consuming far more time than actually passes during the character’s awareness of time. This means ideas and strategies are going to be had during that additional time. This is fine as it reflects a hero’s uncanny odds of acting optimally in a story. However, sharing information that character’s could not receive in the passing game time falls into the category of meta-gaming -- something most players and GMs do not really want in the game. In this case, it is easy to creep in.

That is the premise of why the low-communication rule exists and why sharing at the table should be limited to “in-character” statements. Further, there are magic items, spells and skills that will allow more communication to be shared. Some spells are written around these rules for determining the type and amount of information that can be gained. If this base rule is ignored, it will imbalance the advantages of many other aspects of the game. This is why players should resist sharing too much during the combat portions of the game and try to adhere to this idea. If it becomes difficult, then perhaps that player should acquire a few of those communication skills.
Restrictions in Combat


Restriction   Adjustments
Asleep   
•Can be awakened by an ally as a standard action
•Awakened when wounded
•Suffers -3 penalty on Perception checks to wake
•Cannot attempt Perception checks that rely on sight unless accompanied by a significant change in light
•If wakened by ally or wounding, a Perception check (DC:14) to determine surprise of current round
Asphyxiating   
•The same as Held Breath
   ⬦No cantrips, axioms or divine powers can be used unless capable of casting in silence
   ⬦All attacks, saves/feats are rolled at disadvantage
•Movement rate becomes equal to crawling
•Attacks against the asphyxiated creature are made with advantage
Blind   
•Cannot see and automatically fails all saves/feats involving sight
•Attacks by blinded creature are at disadvantage
•Attacks against blinded creature are with advantage
•Surprise Perception checks suffer -3 penalty
Bound   
•Movement normal, unless tied/shackled to an object
•Movement halved if shackled at the feet as well
•Attacks are at disadvantage and suffer a -5 penalty to hit
•All Body saves/feats and competitions are made at disadvantage
•Attacks against bound creature are with advantage
•No mechanical or ammo weapons can be operated
Charmed   
•Cannot attack the charmer or target with harmful effects
•Charmer has advantage for any saves/feats involving social interactions with charmed being
Deaf   
•Cannot hear and automatically fails all saves/feats involving hearing
•Surprise Perception checks suffer -3 penalty
Drowsy   
•Half-awake and inattentive
•Suffers -2 penalty on all Body, Mind and Spirit saves
•Suffers -3 penalty on Perception checks (not cumulative with above penalty)
•Must make Mind or Spirit feat (DC:5) with above penalty or fail spell-casting
•Must make Spirit feat (DC:10) every 2d10 minutes or fall asleep
•Otherwise able to act normally
Frightened   
•Has disadvantage on all die rolls when source of fear is in sight or known to be present
•Cannot willingly move closer to the source of fear
•Surprise Perception checks suffer -4 penalty
Grappled   
•Movement rate becomes 0
Held Breath   
•No cantrips, axioms or divine powers can be used unless capable of casting in silence
•All attacks, saves/feats are rolled at disadvantage
Incapacitated   
•Cannot take any actions or reactions
Invisible   
•An invisible being cannot be seen by natural sight
•An invisible being can be located by sound and tracks
•Attacks against an invisible creature at disadvantage and suffer -3 penalty on all remaining dice used
Maimed    
•Movement rate has been reduced due to wounding (typically due to slashing weapons that reduce 5 feet of movement cumulatively)
Nauseated    
•Movement rate becomes equal to crawling
•Cannot attack, cast spells, concentrate on spells, or do anything else requiring attention
•Cannot use reactions
•Surprise Perception checks suffer -2 penalty
Paralyzed   
•The same as Incapacitated
   ⬦Cannot take any actions or reactions
•Cannot move, speak or gesture
•Automatically fails all saves/feats involving Body attributes
•Attacks against a paralyzed being are with advantage
•If suffering a hit from a die pool attack, one of the successful dice is considered to be a critical hit
•Surprise Perception checks suffer -5 penalty
Petrified   
•The same as Incapacitated
   ⬦Cannot take any actions or reactions
•A petrified creature and its non-magical items are alchemically transformed to another substance
•A petrified creature weighs ten times its original weight
•Cannot move, speak or gesture
•Unaware of surroundings
•Automatically fails all saves/feats involving Body attributes
•Attacks against petrified creatures are with advantage
•Only die pools with a critical hits inflict damage, and then only the critical die chain damage
•A petrified creature is immune to poison, disease, and does not age; however, any poison or disease present are not neutralized
Poisoned   
•At disadvantage for all attacks and saves/feats attempted
Prone   
•Movement limited to crawling
•Standing up consumes half of normal movement in feet
•Attacks by prone creature are at disadvantage
•Attacks against prone are with advantage for melee and at disadvantage for range
Restrained   
•Movement rate becomes 0
•Attacks by a restrained being are at disadvantage
•Attacks against a restrained being are with advantage
•Body preservation saves/feats are at disadvantage
•Dodge and deflection reactions are not permitted
Shaken   
•A less severe status than frightened
•Can willingly move closer to the source of fear
•Suffers -2 penalty on all to hit, saves/feats
•Surprise Perception checks gain +1 bonus
Stunned   
•The same as Incapacitated
   ⬦Cannot take any actions or reactions
•Movement is 0
•Speech is limited to three words between turns
•Automatically fails all saves/feats involving Body attributes
•Attacks against a stunned creature are with advantage
•Surprise Perception checks suffer -5 penalty
Surprised   
•Movement is 0 but speaking on one's turn is permitted
•Cannot take any actions
•Are attacked as normal
•Only reactions of involving self allowed, such as dodge or standing up
Unconscious   
•The same as Incapacitated
   ⬦Cannot take any actions or reactions
•Cannot move, speak or gesture
•Unaware of surroundings
•Drops whatever held and falls prone
•Automatically fails all saves/feats involving Body attributes
•Attacks against an unconscious creature are with advantage for melee and at disadvantage for range
Underwater   
•Conditions listen may vary, and it is assumed no magic, no special-physique aspects and no specific-rule exemptions exist
•Untrained movement rate becomes 10
•An underwater creature has fire resistance
•Non-archery ranged weapons are useless
•Archery weapons are limited to linear shots, have range limited, and are at disadvantage
•Melee attacks are at disadvantage unless having a swimming speed of 20 or better
•Surprise Perception checks made at disadvantage, unless adaptation to water exists
•The Held Breath restriction might be used. If so, the worst of attack conditions would apply.
   ⬦No cantrips, axioms or divine powers can be used unless capable of casting in silence
   ⬦All attacks, saves/feats are rolled at disadvantage

Edited By Dj the GM at August 22, 2023 03:34

Surprise
Not every encounter give equal opportunity to respond. This would be in cases of sleeping persons, being caught in an ambush or someone breaks parlay to attack. When the GM determines that surprise is involved, then there is an opportunity of a “surprise” round; however, how this works is not purely one side against the other but rather all individuals on the battlefield.

When an event or an entity’s action that creates combat, that episode occurs prior to any round. This could be an act of passion that no one expects or it could be a planned part of an ambush; however, that cast axiom or shot fired is resolved and calculated separate before starting the initial round of battle. Obviously, the one took the action is automatically aware. All others must make a Perception check to have an action in the immediate round. Depending on one's state and restrictions will impact the difficulty, which is by default DC:14.

Those who had foreknowledge the trigger would happen are allowed to roll the Perception at advantage with the base being only DC:10. While rare, even those prepared can be caught off guard or distracted at the wrong moment. All others who have no restrictions use the DC:14 default, with of course only one d20. Finally, there are special circumstances that must be managed. These are usually detailed by the restriction type. For example, for someone who is asleep, he or she would suffer -3 (or DC:17) on the check but would only be allowed a die roll if the event had noise, heat or smell.

Those who are aware, can take an action that first round; while those who failed the Perception check are considered surprised. This restriction does not mean the combatant is at disadvantage as no action can occur, but it merely means that combatant is not prepared to take an action quite yet. This could be one knows something is happening but cannot spot the threat to make an offensive action. This could mean one’s sword is unexpectedly stuck in its scabbard. Perhaps the combatant runs to do something, then gets distracted, changes his mind, goes to do a different action and becomes ineffective for the first round. In game terms, surprised beings do not take an action and cannot use movement during the first round.

While surprised targets are not at advantage to be attacked; however, they are potential targets for a sneak attack. The failed Perception check for surprise does not act as the first check of the sneak attack; when attempting to sneak attack a surprised victim, another check is made to see whether they are aware of that specific individual, which can vary greatly based on skills and magic. If aware, no sneak attack. If unaware, then see the details in the combat detailed subsection.

The following round (the second round), those who were in surprise can now interact normally. Of course, those who remained asleep would still be asleep but allowed another Perception check to wake. Of course, those wakened must make a second check to determine the state of surprise.

CircumstanceDC
Part of plan10 at advantage
Default14
Asleep17 to wake
second roll: 14 for surprise
Asphyxiating14 at disadvantage
Blind17
Deaf17
Drowsy17
Frightened18
Nauseated16
Paralyzed19
Poisoned14 at disadvantage
Shaken13
Stunned19
Underwater14 at disadvantage

Edited By Dj the GM at August 22, 2023 03:16

Priests’ turn undead still acts as an incantation and costs Spirit points; however, it has a little more oomph to it, which may make others reconsider whether to take it again.

Turn undead harms undead creatures. The holy symbol is required. The spiritual power extends from the priest striking the weakest (then closest) four undead within a 40-foot sphere. This automatically inflicts d4+1 points of smiting damage to each affected. Mindless undead will recoil from the priest as if under the frightened restriction, lasting 10 minutes. Those beings with mental capacity, shadows, wights, wraiths, vampires, etc, must make a Logic save against a DC (d6+8) plus the priest’s Faith bonus (DC range: 9-19). If failing this save, even these powerful feratu will fall under the frightened restriction for a full minute (6 rounds). While “turned,” an undead being will still defend itself from others but will not engage with the priest’s allies; however, any individual (ally or otherwise) who attacks a “turned” can do so at advantage. Being attacked, the undead may choose to retaliate against that individual, save for the priest oneself. The turning priest cannot be attacked by the affected undead until the frightened restriction has expired. However, an intelligent undead may use techniques against the priest, such as magic items, spells or abilities, but only to defend itself or flee.
Both Bane and Grace have both had their standard durations extended just a little bit.
Take note that the treat minor damage incantations have had a minor enhancement, making it possible to use a reaction to heal with them under special conditions.
A minor change to the sleep axiom, but it may alter the targets chosen.

The sorcerer forces from up to four targets within range to fall into an enchanted slumber. Creatures in a 60-degree cone up to 20 feet from the caster are potential victims. However, only those having a maximum Mind score of 10 or lower can be affected. Qualifying adversaries closest to the caster will become a victim. If more than one are equidistant, then the one with the lowest current Mind is selected first. When a target is determined to be a victim, then tally its maximum Mind score. When another target becomes a victim, add its Mind score to the running total. When either four victims or 40 total points of Mind score have been affected, then no more prey of this axiom are selected. A slept creature is under the unconscious restriction but can be awakened as the asleep restriction. At the end of a victim’s third turn and still asleep, it will awaken on its own. This axiom can only affect anthropoids and atavistoids. However, elves, any beings who are immune to charm, persons with a shielded mind, and those who do not sleep cannot be affected even if they are part of an affected phylum.
Materials

MetalDimensionsWeightRatioDetects as MagicKnown Properties
Stone1.5 x 1.5 x 1.510 oz60%No-1 Bonus, +1 to Initiative
Cold Iron1.5 x 1.5 x 1.51 pound100%No+1 to Damage against Fey
Iron1.5 x 1.5 x 1.51 pound100%NoNone
Steel1.5 x 1.5 x 1.514 oz90%No+1 Bonus, Strikes as Normal
Electrum1.5 x 1.5 x 1.514 oz88%Yes+1 Bonus, Strikes as Silver
Orichalcum1.5 x 1.5 x 1.511 oz70%Yes+1 Bonus, +1 to Init, Strikes as Magical
Meteore1.5 x 1.5 x 1.51 pound, 8 oz150%Yes+2 Bonus, Strikes as Magical
Scarletite1.5 x 1.5 x 1.51 pound100%Yes+2 Bonus; potential fire properties
Mythril Alloys1.5 x 1.5 x 1.59 to 12 ouncesVaries by alloyYes+2 or better, +1 to Init
A minor clarification update for using a reaction to stand up after being knocked down.

Knocked Down
Finding oneself in a prone position happens a lot in an RPG. Creatures are often knocked to the ground or fail to meet the DC required for jumping over some space.

Choosing to drop to prone can be performed at no cost of movement. However, recovering takes more effort and requires half of one’s standard movement per round to accomplish. Thus, if a human is in medium armor, his or her current speed would be 40 feet; therefore, 20 feet of that would be spent to stand up. If less than that amount is available, then standing up is not possible until the start of one’s next turn. Furthermore, if standing is not possible due to lack of movement remaining, then a reaction to do so cannot be used.

The timing of the stand-up reaction is important to understand. When knocked prone, if having a reaction available and the movement remaining to return to one’s feet, then this can be performed. However, there is a minor delay before the character regains his or her feet to remove the prone restriction. As the initiative values of the round count down from highest to lowest, then regaining one’s feet does not happen until the first result of the next lower initiative. For example, if a character is knocked prone in initiative 7, then he or she remains prone throughout all actions and turns of 7. Should other monsters have a 7 other than the thing that knocked the victim down, then actions against the prone creature are still with whatever benefit or deficit during their actions, even when using a reaction to stand. The character standing up will be out of the prone restriction before any actions take place in initiative 6.

If prone and not standing, then movement is only possible by crawling. For every foot crawled, it costs an extra foot in movement. If crawling through rough terrain, then 2 extra feet are lost. Moreover, dash and other effects which increase movement through speed cannot be employed while crawling.

Obstacles in the way of movement must be gone around. Exceptions are when a magical effect dictates otherwise, such as being ethereal or the space is occupied by an ally. However, the hex belonging to another is effectively rough terrain. Thus, understanding the space used by creatures of different size categories, shown later, is important to understand.

If riding a mount and it becomes prone or unconscious, then the rider can use a reaction to dismount and land safely. Otherwise, the rider falls prone in a space within 5 feet (one hex) of the fallen mount.
A little more clarification, including a minor change for range weapons, have been added to the Attack subsection of the Combat Mechanics portion:

At this point, the different methods of attacks should be explained -- not just in mechanics but in the game philosophy. There are essentially three methods: melee, range and savage. Melee is the use of some type of martial weapon with which to strike an opponent at a close proximity. Range is using throwing or launching an object at an enemy usually at a distance farther than the opponent can instantly strike back. Finally, savage attacks are things like a wolf bite, a harpy’s claws, the punch of a pugilist, or any body weapon attack.

This is where game balance comes into play to ensure that the options are not improperly favoring a particular method. Statistics and test play has allowed the equity of risk/reward to establish slight differences between these methods. Melee and savage are quite close with small differences between them, more limited by progression and damage potential, but that also gets balanced back by so many monsters making multi-attacks. Using range weapons comes with a lower risk of being hurt on average. Thus, there are some design in the mechanics to make up for that, and this is shaped not out of realism but rather game balance. By no means does this mean attacking at range is pointless; instead the strategy of the methods of attack vary with circumstances better for each in different ways.

All of this in mind, range attacks by default cannot crit, which will be explained later. Further, the damage from ranged weapons is lower on average compared to that of melee or savage with similar skills. On the flip side, range weapons often can inflict post-battle damage for removal. Another benefit is that ranged weapons gain better chances to hit larger targets. Please remember that “hitting” an opponent means scoring an effective strike that inflicts damage not merely making physical contact. All of this has been explained to demonstrate how different methods have their pros and cons.


{text of section}

As stated before, range weapons are more effective against larger targets. There is no difference for creatures who are medium-sized or smaller. However, firing a bow against a large creature grants a +1 bonus on all the d20s of the to-hit roll. Against huge sized targets, ranges gains a +2 bonus for all d20s. The bonus is +3 when firing upon a giant-sized opponent. Lastly, anything colossal offers a +4 to hit on all d20s rolled.

THE MATH:
Melee:  each d20 + Strength Score + Othervs AC  if successful: (1 per die-hit) + Strength Modifier + Weapon
Range:  each d20 + Agility Score + TargetSize + Othervs AC  if successful: (1 per die-hit) + Agility Modifier



Also, there is another axiom. There was a bad html issue that kept it from displaying, but it has been corrected: personal silence
Sorcery axioms that would aid with locks: skeleton key. Ones that do the opposite: lock and unpickable lock.
Divine magic which involve locks: divine lock or the prescience skill
Runes to alter locks: lock rune
Other skills that will assist in picking a lock: locksmith
Semi-common magical items: a zombie key
Alchemical substances: thieves' paste
Lock picking, tap and touch.
Thank you. It looks like sorcery, veil, and wraithstrike are in my future. Is there a spell that helps with lockpicking and traps?
Veil is invisiblity.

A Great weapon only does 1 more point of damage than an medium. Issie was doing so much because he was using Wraithstrike placing him at advantage and getting the extra d3 damage from it. He also has an extra point from strength.

Edited By Darren Sills at May 17, 2023 11:15

@Joel, there's a lot here to unpack, but let me hit the highlights.

1. Backstab will guarantee more damage potential is inflicted; bad rolls can always ruin that. Also, the final striking d20 acts as a crit rather inflicting a d3 rather than just one additional point.
2. The invisibility spell is call veil. That's probably ambiguous and difficult, and perhaps it should change.
3. Adding more to the stealth ability: equipment like soft shoes help, fog of war or other obscurement will lower the victim's roll, and creative solutions like coordinating a diversion are all useful.
@DJ Thank you.

Disclaimer - I never play the rogue types - so I only observe what happens around the table with other players or as a DM.

My two cents on sneak attack and backstab. This is based on two gaming sessions and complete ignorance of the rule mechanics. Compared to a Two Handed Weapon, it does less damage. Lots of dice are rolled, but there is not that ouch factor. I would do 3-4 body points on hits. The two handed weapon has little or no skill investment to deliver more damage on a consistent basis. With skill investment, it could be a lot. Backstab requires a big karma investment (stealth prerequisite) and does not have a scaling ability tree. For Sneak attack I get it - just advantage 3-4 points reasonable. A real backstab should be significant - I like the possible incapacitation result, but it seems that when the unaware attack happens, its a strike to the vitals, versus another d20. Maybe the computer mechanics are not calculating extra damage correctly if you intended for more damage in the actual backstab being a critical hit. Once a player is engaged in combat, unless there is a flanking or penalty to defense or awareness, one should not be able to repeatedly backstab - there has to be a situation that is created to cause a surprise. It should be a one time deal.

If backstabs are beneficial, how does one improve the skill? How can someone increase stealth 4d6+AGI other than camouflage cantrip? I dont see invisibility as a sorcery skill. Wraithstrike could be used to convert a regular hit into a backstab when a defender is unaware that your weapon is going through his breastplate. Looking at stealth opposed by perception, how does a backstabber learn to get the drop more effectively? Maybe we can develop a skill tree for light/finesse weapons like there is for other ones? Maybe there is a knockout skill that lasts a few rounds?

Additionally, there is a new section in Part 4: Wheedlism. It is merely a description of what it will offer, but the details and associated skills have not yet been added.
Finally, arrows and bolts from range weapons add post-battle damage through the immured option. Not all arrows will lodge in their victims. Not all victims can be affected by the immured effect, but it does add some flavor and reason to use bows due to their weakening through game-balancing rules. Note the rule is for the default types of ammo. If you haven’t discerned it yet, just know that special, engineered, and magical ammo will be fashioned as a result of this. Also, it means all the “magical arrows” without special explanation remain physical upon firing; however, they lose their enchantment after one-use.
Now for backstab, ranged weapons are not allowed. So that’s off the table. Someone with a backstab skill can still use a sneak attack with a range weapon, but it would only be a standard sneak attack. Also, backstab allows for medium-weight melee weapons to be used. Since a backstab attack is an enhanced sneak attack, the chance for incapacitation exists for it as well.

@Joel, understandable as there around 136 sections of rules. I have to look stuff up all the time to recall some of the lesser-used methods. But let me detail sneak attacks:

The general criterion needed to perform a sneak attack is when the victim can be attacked but is not aware of the attacker, such as an ambush or just being awakened. Use of veil or stealth are other options that could make it a possibility. It is not an absolute, but most often the victim is granted an Perception check to know whether or not it is unaware. Again, conditions can vary. If the victim is unaware than a sneak attack is possible.

Once concluding an attack will be a sneak attack, the method of attack has to be determined. Range attacks are possible in this condition. A sniper can fire upon the unsuspecting target. If it is a range attack and primarily silent (no trebuchets), the sneak attack is automatic and the extra dice are added in to the attack. However, if it is a melee attack, this gives the victim a last-moment chance to take notice; thus, another Perception check is granted. If the check is successful, then the attack only gains +1d20 for advantage rather than +2d20 for the whole sneak attack. Lastly, sneak attacks can only be made with certain types of weapons: range weapons, light weapons, reach weapons or specifically noted in the weapon’s description. (Don't worry, that weapon list changes for the backstab skill)

The new addition of the incapacitation possibility is to give a sneak attack a little more value in the “take out the sentry” scenario. The short-coming before was the total Body points of even the conscription-level soldier, which is probably 9 points at the lowest. With a light weapon or a ranged weapon, a combatant with stylized training is going to inflict no more than 4 maybe 5 points of damage, which means the guard is hurt but still able to sound the alarm, scream for reinforcements, etc. Taking the sentry out isn’t realizist possibility. However, now, by adding a chance for incapacitation from a strong hit, the sentry may go into shock and be unable to take any further actions. Obviously, more skilled persons or monsters will require a lot more damage to create that chance, so it won't be heavily abused.
I dont reallyundertand the diference, as long as you do, we are good :) Is backstab a requirement to make a ranged sneak attack? What skills/items/actions/circumstances can improve the stealth checks? I am aware of the camouflage cantrip
What the new "immured" victim looks like in Roll20. Left: one missile. Right: three missiles.
Also in the weapons subsection:

Weapon Special Conditions
Certain weapons have the potential to inflict other effects other than just damage. These are detailed below:

Crit: This weapon is an exception to the normal crit rules. It can strike a critical hit even if fewer than 2d20 are used or if acting as a range weapon.

Heavy: Due to the weight of the weapon, this condition will place the victim under disadvantage if the score is significant.

Immure: This is not exactly the weapon but rather the ammo typically used. When firing arrows or bolts from a bow or crossbow, the damage is initially lower than most melee damage; however, such ammo does have a peculiar specialty that can affect creatures made of flesh. Whenever a raw score is high enough, the projectile doesn't merely graze the target’s shoulder or plink a small cut through the armor; instead, the missile lodges itself deep into the target’s flesh. This does not deliver any immediate additional damage, but it does create a risk when being extracted. If the “arrow” is pulled out, the victim must perform a Resilience save (DC:8). If the fail saves, the victim bleeds instantly for an additional d3 points. Upon a successful save, the bleeding is only 1 point. Magical removal or extracted by someone with either the skills medical zoology or stitch and wrap, then the save is assumed to be automatically made. This save is required for each embedded arrow. Should the victim ignore the lodged missile (or magically healed prior to removal), then this will develop a potential infection of earth rot. Each additional missile ignored increases the disease’s severity roll by +10.

Maimed: Weapons with a chance of maiming will reduce the movement rate of its victim should the required save fail.

Restrained: Weapons such as bolas have a chance place the victim under the restrained condition.

Stunned: Weapons with a stunning effect allow the victim to make a specific save against the attack. Certain helmets usually aid towards this save. However, if failing the save, the victim is placed under the stunned restriction until the end of its next turn, which further means it will lost the action and movement of that turn.

Edited By Dj the GM at May 15, 2023 05:08

A clarification has been added to the Weapons subsection.

Finally, it is vital to acknowledge how range weapons work, specifically those without the flung property. As stated above, someone armed with a range weapon and a combatant engages then within 5 feet, then range attacks are at disadvantage. To be perfectly clear, if the entity using a range weapon, one without the flung property such as a bow or crossbow, then even if moving a short distance backwards (one or two hexes) from the target, the attack will still be at disadvantage because the archer begin his or her action while being engaged at the close distance. The archer could move a greater distance to remove the disadvantage; however, doing so would give those engaged the chance to perform a flee-attack. Lastly, a wielder of a pole-arm attacking with reach beyond 5 feet would not inflict disadvantage to the range-using combatant.
A slight change to the rules of sneak attacks has been made.

Sneak Attacks
There are several opportunities for a sneak attack. The general criterion needed to perform a sneak attack is when the victim can be attacked but is not aware of the attacker, such as an ambush or just being awakened. The first strike from an invisible attacker could be an example, depending on many other variables. The victim must have lost track of the one attempting the sneak attack during the previous round or could have never been aware during that time, such as being asleep. The victim is usually permitted a Perception check, and if failing said save, the attack is considered a sneak attack. However, understand this is establishing whether or not the sneak attack is possible. A second Perception check might occur, as explained below.

When making a sneak attack, 2d20 is added to the attack roll. The first d20 is made for being at advantage. The second d20 is for striking a vulnerable and unaware victim. If advantage has been granted for another reason, it cannot be gained twice. Therefore, if the victim is stunned or otherwise already to be attacked at advantage, then only the second d20 is added to the attack. Nonetheless, these extra dice act cumulatively above the normal attack. In other words, if a character has a melee skill, using a dagger, performs a sneak attack, then 3d20 are rolled for the attack. Moreover, if enough skills circumstances exist to reach the 5d20 maximum, a sneak attack could still exceed that and permit six or even seven total dice to be used.

If having established a sneak is possible, then range attacks can happen with the extra dice automatically. However, if closing in to strike in melee, even with reach, then the victim is allowed a second Perception check to ensure the strike is successful. If this second Perception check is made by the victim, then only 1d20 is added for advantage, but the second die (the sneak die) for a more accurate and more powerful attack is removed. Further, when closing in on the victim to perform the sneak attack in melee, movement rate must be slower than normal; thus, the total distance that can be traversed in that round is 15 feet shorter than the normal rate. Also, the GM will consider how stealth works for defining the DC for the victim's second Perception roll in such as case. If the victim cannot be reached by the end of movement, the target will be permitted yet another Perception check the following round.

Obviously, the primary goal of a sneak attack is to deliver more damage than from an ordinary attack. However, a close second is to incapacitate the victim, especially when trying to remove guards silently. To that end, certain sneak attacks can orchestrate that result. When damage from a single sneak attack or backstab inflicts at least (equal or greater than) 50% of the victim’s total Body maximum value, then the victim must make a Resilience save due to the shock. The DC of the save is a base of 5 plus a point per inflicted point of damage. If the victim fails the save, then the target is under the incapacitated restriction for its next d3 actions. Note this is not unconsciousness; thus, recognition of the attacker might be possible, although unlikely.

Lastly, there are restrictions when performing a sneak attack, such as the one performing the sneak attack cannot be at disadvantage either for any reason. Also, weapons used for such an attack must be made either at range or have the light or reach property or specifically noted as being usable in this way. Finally, if closing to strike, one can only move half the normal movement with making a stealthy approach.

Edited By Dj the GM at May 16, 2023 01:46

A very minor but important detail about the sorcery skill has been added into the manual.

What the sorcery skill does is train a being how to feel, find and manipulate this forces to create exceptions to the standard physics in reality. Another very important detail is the sorcery skill means that the trainee has undergone an abscission and modification to one’s hands to better grasp the knurls of magic. As its very purpose, sorcery is a process of breaking the natural rules of the cosmos.

From an in-game stand point, this means the expense and mentorship under which one went determines whether the scars of the hand-adjustment are visible or not. Some trainers believe in displaying the scars as a mark of pride or intimidation, while others use healing priests to completely conceal the evidence. Obviously, those who self-train the initial skill have some mild additional risks in doing so.
When updating the marketing section this weekend, there were typos on a few line items in the Arms and Weapons section. These have been corrected.
Appended in the Materials section:

One of the things that makes these rarer, higher-quality metals sought after is not just the bonuses to weapons and armor, but they also allow special enhancements. For example, orichalcum permits Agility modifiers to be used in heavier armors constructed with this ore. Thus, those metal armors which normally receive no AC modifiers can use Agility when made from orichalcum. Meteore is a door-kicker’s dream metal for armor, as it uses Strength modifiers to adjust the wearer’s AC.
Items have been updated in the Market section, specifically Animals, Armor and Arms.
The character sheet has been updated. You can see the new version in the rules here.
I like that. We have mineralogy and the like. It would be a nice addition.
You need to add another vocational skill. Metallurgy. Lets one know special uses and mixtures of metals. Maybe another prerequisite to enchanted metals.
A Materials section has been added under Equipping The Character:

Before continuing on to the weapons list, an important note to make is that everything listed in the armors above and the weapons below assume that materials are basic ones. This means for metal, iron is assumed. For leather, cow hide, horse hide or perhaps camel hide is the material used. Exceptions are listed in the description for armors like goluka or iron-skin leather, but otherwise, those basic materials are what would be used when the material is excluded.

The reason this is important pertains to the lifesong integrates with objects worn and carried. Remember, an object, especially armor or a weapon, has several components to it consisting of shape, material and trueform. As such, the material used to create armor and weapons become very important when crafting them.

Let's discuss steel for a moment. It is a higher quality metal than iron. It is created through a special process of adding charcoal to iron while smelting at a higher temperature that results in a stronger alloy. To forge with steel, a metal-worker must have the enhanced metals skill; thus, not just any blacksmith can create steel objects. However, when creating an armor from steel rather than iron, the base armor component of the protective suit increases by one point. So, that chain shirt made from steel instead of iron goes from AC 14 to AC 15. Of course, you will find the purchase price increasing as well. Likewise, when looking at weapons, one made from steel rather than iron gains +1 to hit on all its d20s. In the end, this is a simple example of how material can alter the properties and value of an object.

Another example is silver. Weapons are not forged from pure silver. That would be inefficient in cost, especially when compared to other mythical ores. However, a silver weapon can be produced by a weaponsmith who also has the enhanced metals skill. This allows the smith to coat an ordinary iron weapon with a plating of silver. While this process does not add to the chances to hit or wound a creature, it will inflict harm to many monsters that are resistant or immune to ordinary metals, such as iron or even steel.

By this point, someone reading this has considered silver-plating a steel weapon to gain the best of both methods. Unfortunately, the physics and chemistry of the fantasy world is not like that of earth. As such, the silvering process does not work on steel objects. To forge a weapon that can strike special creatures, like lycanthropes and demons, one must find a metalworker who can forge with enchanted metals.

However, even non-magical metals can have some special properties. There are several other materials that could become important to a character in the fantasy world. Copper is a precious metal; on the low end, but coins are minted in copper. Tin and zinc are other important metals, even though they are not thought of much as their use for armor and weapons are limited. However, tin mixed with copper creates bronze, while zinc mixed with copper creates brass. This is important as bronze has be shown to block magical sensors and x-ray vision. The GM can give more details if it becomes relevant. Further, brass has been known to protect against certain forms of psychic attacks. The point is even normal, non-magical metals have special properties that can be harnessed.
Sorcery axioms updated:

Sawtooth
Shimmering Armor
A few divine powers have been updated.

Dragonskin
Find the Gap
Foundation of Stone
Static Shield
Minor updates to two more skills:

Swimming; Resilience 3+
Anyone can wade through water, even moving water; however, to travel through it when no surface below is available requires a swimming skill, which is measured as a movement of 20 feet. The duration one can swim is equal to double one's current Body score in minutes. This means distances of 240 feet per Body point can be traversed (1,920 feet for Body score 8). However, should a character choose only to wade water, this can be performed for 15-minutes per Body point. After either, a short rest is required before swimming again. Encumbrance will adjust movement as if on land; therefore, swimming in heavier armors without certain armor skills would be impossible. This can be trained as a vocational skill in 30 days, but requires a Strength save-feat (DC:4) at the end of the training to acquire.

Flow; Swimming; Body 15+
This is an enhancement skill for the prerequisite of swimming, which increases the movement rate to 25 feet. The duration one can swim is equal to five minutes per current Body points. This is 750 feet per Body point for swimmable distance; e.g. 11,250 feet for current score of 15. Should a character choose only to tread water, this can be performed for 1 hour per Body point. After either, a short rest is required before swimming or treading again. Encumbrance reduces movement as it normally would.
Relevant adjustments to Combat Skills have been made.

Unarmed Combat
This skill permits better grappling and balance. It also train the basics of boxing. However, there is no guaranty it will inflict deadly force. When grappling, shoving or tripping, this skill grants a +2 to the competition. If other bonuses are granted from skills, spells or items, the bonus from this skill will not be additive; thus, the best bonus is selected. However, if trying to escape or trying to stop an escape, no bonus is given. As for punching an opponent, this acts much like the whip in that it cannot inflict lethal damage. A slug thrown with this skill strikes against a target’s Bludgeoning AC but is ineffective against a target wearing an armor type that weighs 20 pounds or greater (or monsters with an armor component of its AC being 13 or higher). If successfully striking an eligible target, the victim suffers a pain effect. If failing a Will preservation save (DC:8), the punched suffers the frightened restriction due to pain until the end of the victim's next turn.

Evasive Motion; Martial Arts; Agility 4+
This is the training of one's body to move in an uncanny fashion, which effectively grants +2 to AC. This is categorized as the “other” component of armor class. Therefore, it does not combine with magical AC rings or other magical protection. Moreover, it cannot be applied if wearing armor which has an actual weight of 40 pounds or greater. This restriction is true despite having skills such as heavy armor or even the racial skill armor movement. And it can be used wearing armor between 20 and 40 pounds, but only if the medium armor skill has been obtained.

Medium Armor; Melee Fighting; Resilience 3+
As explained in the combat section, anyone can wear any type of armor; however, the heavier the armor, the greater the encumbrance. This skill allow the wearing of any armor weighing between 20 pounds up to but not including 40 pounds; however, when doing so, the weight used for the calculation of encumbrance is only 20 pounds. This does not change the structure, weight or mass of the armor, which still weighs exactly as before. The 20-pound value is only for the use of the calculation of encumbrance. Further, should the armor have disadvantage factors to it, this skill makes no changes to those; thus, social, stealth, magic use and range weaponry would remain the same for the armor type.
Armor Allowed: Breastplate, Brigandine Chain, Chain Shirt, Dark Ring, Lamellar

Heavy Armor; Medium Armor; Resilience 4+
Similar to the medium armor skill, this one allows armor weighing 40 pounds or more to act as 20 pounds lighter for the calculation of encumbrance. As with other armor skills, this does not affect the true weight or mass of the armor. Further, this has no affect upon any disadvantage values a particular type of armor may have.
Armor Allowed: Brigandine Chain, Chain Mail, Ring Mail, Split Mail, Plate Mail

Armor Mastery; Heavy Armor or Armor Movement; Will 4+
With this skill, one is able bond with metallic, heavier armors to have them act similarly to those that permit an attribute adjustment to AC. By gaining a familiarity of wearing such armors, the person with this skill learns to inject some of their lifesong into the armor while it is donned. From an AC calculation view, this skill permits the wearer to add his or her Will modifier into the AC as a bonus. Thus, if wearing iron ringmail and having a Will score of 6, the armored combatant would change from AC 15 to AC 17 (AC 18 against edged damage). This skill also allows using that Will bonus to be added to any physical area of effect attack that permits half damage, such as fireblast. This bonus will add to any preservation save that is not specifically against the Will sub-attribute; in other words, the bonus cannot be added twice. It will work completely complementary with shield cover.
Armor Allowed: Breastplate, Brigandine Chain, Chain Mail, Chain Shirt, Dark Ring, Dwarven Scale, Jack of Plates, Lamellar, Plate Mail, Ring Mail, Splint Mail
The armor movement racial skill for dwarves has been updated in the Racial Skills section.

Armor Movement
With this racial skill, all armor worn will have an effective encumbrance-weight of no more than 10 pounds. If the actual armor is lighter, then its real weight is used for the calculation of encumbrance. This does not alter one’s true mass. If pressure plates or weight tolerances are triggered, the creature’s true weight of the armor will be used. It is only obtainable to dwarves and specifically-identified monsters.
The Armor section has been updated.
Calculation
To be clear, Armor Class (AC) is the numerical value that must be met in an attack roll to strike an enemy and inflict damage. The base AC is 10; thus, if someone is wearing normal clothing or even naked for that matter, that being’s Armor component is 10.

The calculation of AC comes from four components: armor base, attribute modifier, shield component and the “other” category. When something modifies a value in one of the components, only the best value is used; then all the numbers are summed up to determine the total AC.

If a character is wearing armor that is the new armor base; however, some armors adjust slightly against different damage types. If a shield is employed, then an additional +2 is added. Atop that value, any modifiers might be added; however, that is dependent on the type of armor worn. This is an important detail, as someone without armor does not gain a modifier bonus unless some other item or spell allows for it. This means a normally clothed person has an AC of 10, even if that character’s Agility score is 12. This is due to how the lifesong works and interacts with inanimate objects. Finally, if there are any protective magics from enchantments to the armor or magical spells, those bonuses are added as well. However, as stated above, if more than two magical effects are in play, they are not cumulative; only the greater of the values can be added.

In other RPGs, armor will have bulk, like light or heavy; however, here each piece of armor has a few properties that are used instead of that concept. Clearly, all armors have weight and calculate into the encumbrance rules. When a character carries too much weight, penalties will occur - mostly movement and delays to initiative. Armor will likely be the heaviest item kept on one’s person. The Roll20 character sheets will automatically calculate encumbrance and offer warnings if moving too much in a single action.

Further, each armor type will has a sub-attribute that can modify the AC. If there is nothing listed in a table or item description, then no modifier is permitted. Most often, this sub-attribute will be Agility, but some materials and craftings will allow a different value to be used to modify AC.

Additionally, there are details of how long it takes to don the armor. Lighter, more supple armor can be put on and buckled up in around 30 seconds, while something detailed with multiple pieces, such as plate mail could take up to 5 minutes. This is important especially for a priest who might consider selecting the assemble armor incantation. Another aspect is how long an armor can be worn before penalties occur. This is listed in hours, but a character’s Resilience score can add an additional hour per point. Thus, leather armor can be worn for 168 hours (one week) before penalties set in. However, when worn by someone with a 6 Resilience, the armor can be worn up to 174 hours before the penalties occur. On the other end, plate mail has a standard of 6 hours; thus, that same character can wear it for 14 hours before worrying about penalties.

The penalties once going beyond the alloted time when wearing armor occur during rests. This is referenced as an “insomnia phase.” A short rest will not allow any Body points to be recovered as the initial penalty. Long rests will recover 2 points below the normal amount of Body-point recovery, and max-health acts one point lower than normal. As subsequent long rests are taken, that max health value lowers by another point until reaching the half-way point. Even if taking the armor off, the “insomnia phase” persists until max-health is restored. Each long rest out of armor will restore one point towards max-health and recovery will be normal. However, if wearing armor during an “insomnia phase,” no recovery will happen on the next long rest.

As a final note, any person can wear any type of armor; however, encumbrance might prevent weaker characters from being able to move once putting it on.
Adjustments to the rules concerning AC, armor and encumbrance are in the works. Here is the first excerpt from the Armor section:

Lifesong is a key element to Enchanted Realms. All living beings, even undead beings, have a lifesong which defines what they are. It is a simple concept with many, many layers to it. One of those layers is how inanimate objects integrate with a person when being worn and carried. Specific to armors, these items are not merely coverings to prevent physical harm but also have an interaction with one’s lifesong. Typically, this merely means that one is able to use an Agility modifier (from zero to five) to adjust the AC. However, this does not work quite as intuitively as commonly thought for most RPG games.

Rather than an armor being supple or bulky to determine how well one can move in it, the construction and crafting of armor - yes even non-magical armor - becomes part of the the wearer’s lifesong. As such, the materials used, its shape, its bulk and density, along with its metaphysical form and purpose, all integrate with the wearer to create effects that are greater than the sum of the parts. Again, this is for non-magical armors. It can become more complicated and unique when augmenting magic into the equation. But as a baseline, this means that different armors may have different properties, making them able to be slept in without issue, enhanced due to the wearer’s Agility score -- or perhaps due to the wearer’s Faith. Yes, some armors, because they are prepared by the Church, in the Church and for the Church, integrate with the wearer’s lifesong to enhance protection based on Faith. This is due to the intrinsic trueform of the robe integrating with one’s lifesong. Likewise, when Agility is the affected stat, the armor, still non-magical, has a slight animation to it as a “symbiotic” process of this lifesong interaction. The character’s high Agility essence from his or her lifesong transfers into the inanimate object, allowing it to react and respond connaturally to an attack. Different materials may also cause different modifications when wearing armor.

Additionally, certain armors integration into the lifesong can create conflict with one’s ability to perform other skills optimally. Due to the material of a type of armor, its trueform, etc., Things potentially interfered with are the skills of archery, sorcery and skills that affect stealth. However, social interactions can also be impacted due to one’s armor. When wearing certain armors, those skills and interactions will occur under the rules of being at disadvantage. However, very strong characters may be able to overcome that disadvantage to wear the armor as without this penalty. If certain sub-attributes are high enough in combination, then the disadvantage rule can be ignored. The number of combined values will be noted as part of the armor when such a penalty applies to the type of armor.

Edited By Dj the GM at November 30, 2022 11:24

Updated details in the Acquiring Skill section.

Not just anyone or anything is able to advance in this way. Certain races, the playable ones, have lifesongs which have a makeup and composition that allows the storage of energies of vigor, psychic and mystical natures. This stored energies within a beings lifesong is what grants the being a skill. As acquired karma is traded for this injected bio-energy, one might think of it similar to the download in the movie The Matrix. However, the transference is not quite so instantaneous. The quickest obtained skills require a long rest before they are able to be used. Some skills, such as difficult axioms, may require several days and even a mentor coach the recipient through the magical theorem. New axioms are be learned in about one day per point cost.

A GM or group of players may want to add a bit of ritual flavor to powering up, perhaps like Highlander but more reverent. Perhaps fighting skills require a few hours of honing the new skill through some sort of solo kata. Maybe priests have to be on holy ground before obtaining the new powers or invocations from their enhanced faith. Dodging, climbing or other skills of Agility might require an action or feat before the new skill can be used. However, these ideas will be based on world-building, culture and imagination rather than any actual game rule. It is more up to the group of players who run a story together.

Requiring something, at least a small amount of time, can add to the flavor of the game, but these should not be extreme as the cost has come from karma. Recommendations will be listed in the skill description.
Encumbrance has been added to the table in the Weapons section.
Weight of armor has been added to the Equipment section
Combat Detailed
   Touch-based Effects
There are several invocations and axioms which require touch to deliver the magic against an opponent. Unless specified in the description, these will be reactions after the action of a touch attack. The benefit of using these as a reaction is the action must succeed before expending the Mind or Spirit points. However, that initial action of a touch attack requires one of two options.

The caster must either make a successful hit against the victim’s armor class, which does not inflict any damage. The other option is to make a successful grappling attack, see below. However, if using grappling, then the result is merely a successful touch for delivery and the victim is not held in any way. Further, if the touch is unsuccessful, the spell or priestly points are lost with no effect manifesting.

With the proper additional skill, the caster does have a third option to use sleight of hand to make contact. There are situational benefits to this technique, as it is possible the touch might go unnoticed. This is performed with a feat (not a preservation save) against a base DC:10, which means it may be easier or more difficult depending on modifiers and the target. However, the only variables that adjust the DC are the victim’s Agility modifier and the victim’s “Other” component of its AC. Further, if the score is 4 points above the DC, then the delivery is clandestine. Obviously, if the spell effect delivered causes pain, damage or something very noticeable, then the GM would ignore the clandestine factor. As an example, if a caster with a 4 Agility score (modifier +1), uses sleight of hand to make contact. The DC of the feat is 10. The target has a 6 Agility score, boosting the DC to 12. Also, the target is wearing a ring of protection which ups the DC to 13. However, these modifiers would be unknown to the caster, who rolls a d20 with a +1 bonus to the die. If scoring 17 or higher, the touch would be unnoticed.

There will be times that touching an ally to produce an effect will be desired. Assuming the ally is willing, which is nearly always the case, then the person touching the other must be standing in an adjacent hex from the recipient or move there before completing the action.
To clarify some ambiguous rules, the following has been added to the sorcery section.

Effect Restrictions
There are several spells where an effect may be removed by subsequent saves made against the effect. However, this might seem ambiguous if the result of the axiom for failing the initial save results in a restriction that makes all future saves automatically fail. An example of this is nauseating breath. If the victim fails the initial save, then he or she is stunned but also allowed subsequent Resilience saves to clear the magical gas from one’s system. The conflict occurs when reading the effects of being stunned, which include the automatic failure of any Body saves while under the restriction. In these cases, subsequent saves are not penalized by the inflicted restriction; however, all other reasons to make a save or feat roll would be. Thus, the following round after failing the save against nauseating breath would be a normal save, but if someone grappled the victim, then the competition would automatically go to the one attempting the hold. Furthermore, previous existing effects might also play into these subsequent saves. If the victim were at disadvantage for some other reason for the initial save against nauseating breath, the subsequent saves would also be at disadvantage, so long as the cause for disadvantage still applied. Combined effects should apply in order as a base rule whenever these factors must be considered. Of course, a specific rule of an item or other magic would override this general one.
The Dyadikí religion section has been updated, as well as the Divine Powers to ensure imbue and infuse have been marked properly.
Abundance; requires Aura of Benevolence and Spirit 15+
This skill can be performed as a single priest or as a group. The more priests with this skill that work in conjunction, the greater the area of effect. The ritual quickens the ripening of a harvest or the growth of woodland. The priest stands anywhere within the area to be affected and designates the exact size and shape of the area. Fields of crops in the affected area grow, ripen, and he ready for harvest in a single day. Seed must be sown any time before the ceremony. A woodland achieves 1 year of growth in per day of the ritual. The ritual for woodlands can continue for any number of continuous days so long as the members involved in the ritual remain the same. Soil capable of supporting the woodland is required for the growth to remain healthy thereafter. The ritual affects 1 acre of cultivated fields or potential woodlands for a single priest; however, the area increases to the number of acres equal to the square of the priests performing the ritual. In other words, two priests affect four acres, while five priest alter 25 acres. Ten priests are the maximum number who can work on this effort together.

Elemental Swarm; requires Pact and Will 7+
This skill allows a 30 minute ritual to open a portal to one elemental plane corresponding to the province of the priest. Upon the completion of the ceremony, 2d4 elementals will appear. After another 30 minutes, without any action of the priest, the portal will re-open, bring forth another d4 elementals. All the elementals obey the commands of the summoner explicitly and cannot be turned against the priest. There is no concentration required to maintain control over these creatures. As there is a tether between the elementals and the dimension through which they arrived, these elementals cannot be dismissed or banished. The elementals remain in the material world for one hour after the completion of the ritual, meaning 1 hours for the first set and 30 minutes for the second. Due to the power of this rite, deities granting the connection between the planes will not permit its use more than once per month.

Etherwalk; requires Divine Accord and Ceremony and Faith 5+
Through one minute of concentration, the priest transports himself and any number of followers who are joined by hands to the border ethereal plane of existence. If the circle of connection (hand-holding/touching) is broken during the attempt, it will ruin the transport. This commute is physically stressful for the priest, inflicting d2 points of Body damage per traveler, including the priest oneself; therefore, if the priest and four companions, then upon arrival the priest would suffer 5d2 points of damage. It is entirely possible the trip could kill the priest. To return to the material world, the priest will have to perform this ritual again, which subjects him or her again to the same bodily stress. Finally, travel on the border ethereal results in time passage being a bit out of sync. When first arriving, time occurs much faster in the ethereal, but while remaining relative time gets closer together. Using the image to the right, the perception of the passage of time in the material world is represented by the green line, while and time experienced in the ethereal is the blue line. Whenever returning to the prime material, more time will have passed there than perceived while off plane. For the first hour in the ethereal, time occurs at a three to one ratio; thus, if spending 10 minutes in the ethereal, when returning 30 minutes will have passed. However, over the next two hours, the ratio slows to two to one. After that, time synchronizes to a one to one ratio. Nonetheless, the first faster periods still impact the total time; for example, if a total of eight hours is spent in the ethereal plane, then when returning fourteen hours will have passed (1+2+7 => 3+4+7).
Tree-incarnation; requires Divine Accord and Ceremony; Faith 5+
This ritual-skill is only available to the worshipers of Lacerta or Selquerine. After a day-long ceremony, this permanently links the soul of the priest with a tree, usually chosen carefully for its health, vigor, and remote environment. This joins the life force of the elder with that of the tree; as long as the tree lives, the prist ages only one year for each four years that pass. Due to this link, the tree remains exactly the size it was at the time of the ritual. Moreover, the priest’s spirit merges with the tree at the character’s death. No form of reincamation or return to life or other life-restoration used upon the character’s body will work unless the corpse is within 10 feet of the tree. One year after the priest dies, his or her spirit animates the tree as a treant. The chosen tree must he of treant height; the exact size determines the size of the new treant, which possesses the cleric’s memories and personality but has no granted powers, spells or skills from its previous life. It must communicate as a treant. The GM decides whether to consider this treant an NPC or allow the player to control it. However, a priest who uses this ceremony to link with a tree suffers any physical damage inflicted on the tree. For instance, if someone hacks at the tree with an axe and causes 4 Body points of damage, the priest also loses 4 Body points; the priest knows the tree has been harmed but does not know the nature of the injury. If the tree dies but does not sustain enough damage to kill the linked being, the priest is stunned for d6 combat rounds and must make a successful Faith preservation save (DC:20) to avoid death. Spells that heal the priest do not affect the tree. Damage to the priest does not affect the tree. However, it is usually in the priest’s best interest to have some sort of guard for the tree. Obviously, this ceremony can only be performed once.
New (and special) divine skills:

Greed Sacrifice granted only to priests of Rahdji
This is a special ritual that is freely granted to priests of Rahdji once having a Faith score of 8 and higher. This ceremony requires 30 minutes to perform, but after it is complete it will have transformed gems, trade bars, and/or coinage into restored Spirit points. For each value of 250 bits sacrificed in a hollowed fire burned in a special kiln, one point of Spirit is gained. The materials sacrifice are divinely disintegrated in the process. This ritual cannot take the score above the maximum, and only 4 points at most can be regained by this ceremony. Additionally, the special kiln weighs over 1,000 pounds; thus, it is movable but highly unlikely to travel with the priest. The cost of such a kiln is 2,500 bits. Once performing this ritual, it cannot be performed against until after a long rest.

Edited By Dj the GM at August 21, 2022 12:05

While a few details are still missing, the spell lists of all the halfling deities have been completed.
The halfling deity Gerekt has been updated.
Frayft has also been updated.
Shaynae of the The Celestrashire has been updated.
Adjustments to the invocations granted by non-human pantheons have been updated in the Divine Powers section:

All deities for the Terrac (Dwarven, Gnomes) races have a province; however, none grant incantations for that province that cost greater than 6 Spirit points. Instead all natural terracs, and other races accepted by the deity, who become priests of the Skabronrhirs pantheon can be granted invocations that are marked with the symbol regardless of province. These special invocations include Animate Dirt, Battle Cry, Battle Fate, Combined Effort, Commune with Earth, Detect Harmful Gas, Detect Magic, Detect Metals and Minerals, Detect Runes, Divine Lock, Gateway, Gravel Footsteps, Intimidating Presence, Land Lair, Meld With Rock, Reeking, Renew Deposit, Spike Stones, Stepping Stones, Stone Talk and Terrac Mettle. Further, each god in the Skabronrhirs pantheon will grant skills or abilities. For more details about the Skabronrhirs, see the Religion section.

The halflings have a small pantheon of deities. These gods grant by province; however, like the Skabronrhirs, none grant incantations for that province that cost greater than 8 Spirit points. However, those who worship the Celestrashire and become priests will gain access to additional invocations, marked with the symbol. Access to these extra divine powers will possible regardless of the province of the granting deity. Such invocations include Aplomb, Backbiter, Blessing of Luck and Resolve, Bountiful Chance, Breath of Life, Detect Magic, Divine Deterrence, Escape Ward, Fearsome Duplicate, Halfling Vengeance, Intuition, Opportunity, and Tricker's Blessing. For more details about the Celestrashire, see the Religion section.
Azrael
Azrael’s worshipers revel in the night and admire all things nocturnal. The followers of Azrael do not worship in hope of favors but instead honored and placated in hopes to keep evil away. Religious cautionary tales talk of this god not being appeased and releasing his minions. While attempting to push this philosophy, his priests do not necessarily hide their allegiance, but often they do not function well in society as their methods are less than moral. As a result, many priests of Azrael attempt to not have a public face as a worshiper. This does create risk with the god who enjoys having his ego assuaged.

Lower-ranked priests, who have not had time to get dirty yet, act as open missionaries who warn doom if proper homage is not given. Meanwhile higher-rank priests will establish hidden temples where the real work is done. The church does have one day of reasonable popularity mostly due to the unique festivities surrounding Azrael’s holy day. September 13th is the date of celebration which is similar to the holiday of Halloween on Earth. People on all rungs of society dress up in costume, and it is said that Azrael’s minions come out this night to blend with the revelers. Those not “in disguise” may make a tasty treat for her undead.

Finally, the church of Azrael loves the state of war and battle. Followers are almost always trying to perform clandestine acts that will promote a fight, even if it is merely a bar brawl. For many of his followers, witnessing violence is arousing, erotic, lewd and seductive. Better skilled members perform this on a grander scale to actually disrupt politics and misrepresent things to goad states and nations into going to war. Often the targets are based upon vengeance; however, the timing may continue over generations just to continue the lust of it.

Tamiel
Tamiel is at times called the Shadow Queen. She has few temples or shrines. Those that exist are difficult to recognize as such, as these are often hidden, appearing as something else, or left abandoned. However, for special nights the followers of the church gather to lead the people in paying their respects to things that are far worse than death. Vile rituals have been reported, but few know what truly occurs.

Despite existing in a dualistic pantheon where most of the culture views things as good vs. evil, Tamiel relies on worshipers of the religion. That does not necessarily mean they worship her, but rather that there is a healthy fear of her presence. This fear feeds her power, even if those exuding it are not her followers. As such, should there be a holy war, church members act a spies and assassins. Their contributions to such wars is rarely recognized, which is also by Tamiel’s design.

The true identity of church members is rarely known, as the church operates much like a secret society, members often appear as having whole others lives, perhaps even members of another church. Followers are taught to strike from dark places and take little wherever they go. They loathe the blunt-force war tactics of Zuriel to be pointless. Instead, worshipers of the Shadow Queen believe that people are terrorized when leaders are taken from them and a terrorized leaderless people are easily conquered and controlled. In the chaos and cruelty of war and hopelessness, the priests find refugees ripe for conversion.
All of the invocations granted by the gods of Dyadikí in the Religion section have been updated. There are still a few missing details in the evil deities, but those will be filled in soon.
I am reorganizing the manual to be laid out in a better fashion -- or so I hope so. In the interim, some links may be broken. Feel free to report them.
The Vehicles section has been completed.
Vehicles
In ages where human or animal muscle-power is the only thing generally available to propel vehicles, and roads are often little more than dirt tracks, land vehicles are inherently limited. However, the rich and adventurous hire engineers and invest into mythical solutions. But for most, carts and carriages are the largest feasible conveyances, and chariots are the only military type that have seen widespread use. However, carts and wagons are essential for goods transport in many places, and coaches of some kind may be a major form of long-distance transport.

Pulling and Teaming
How fast can these vehicles move? It’s an important question to ask, but one difficult to answer. Often it depends on the weight, the pulling power of the animal or other method of moving the vehicle. Must of it depends on the types of animals and the hitching.

This begins with the pulling burden of an animal. Most weights are listed in the mounts section. However, if it is not listed, then its max pulling burden is calculated by 20 times its Strength score plus its own weight. Thus, a 100 pound mastiff can pull 140 pounds. Likewise, for determine the requirements of a necro-tank, the max pulling power of a skeleton is 50 pounds.

Once calculating the power, then its normal movement (or maneuverable movement rate) minus 10 feet is used for pulling up to the halfway point carry burden and the pulling burden. Above that weight, it is half movement rate. For example, a horse has 500 pounds of carrying burden and 2,500 pounds of pulling burden. It has a 65 foot movement rate; thus it can pull a weight up to 1,500 pounds at 55 feet movement rate, and above that at 30 feet. Likewise, that dog can pull 110 pounds at 50 feet of movement.

Next is the hitching and teaming calculations. For each additional animal, up to the most the vehicle will allow, half of pulling power is added for the extra animal. This is based on the weakest animal if a hybrid combination of creatures is used. Thus, if two horses are used, then the total pulling power becomes 6,250 pounds. This is two horses at 2,500 pounds for a total of 5,000; then half more for one extra horse, tallying to 6,250. If three horses are used, the total weight becomes 10,000 (2,500 x 3, plus 1,250 x 2). However, if one horse and one ox are used, then the total pulling power is 9,750 pounds.

Optionally, a GM might allow for differences in driving configurations. Those three horses could pull up to 4,500 using a 55 movement rate and up to 10,000 at 30. But the GM might that is the three-abreast configuration. If hitching in a unicorn pattern, two in back and one in the front, then it drops the maximum burden to 9,000 pounds but would allow the speed between 4,500 and the top weight to be 40 movement rate instead. Of course a little higher cost in hitching would be required as well, but it is up to the GM to allow minor adjustments for different methods of hitching.

Carriage: The carriage is a small, open vehicle used to get around large towns and cities. Up to four human-sized beings can occupy the carriage. Its body is suspended on leather straps for comfort.

Coach: The coach is a stagecoach, used for long-distance commercial transportation. It has no greater capacity that the carriage, but it is covered and has stronger straps for suspension. Customers are typically willing to pay more for an inside ride.

Dog Sled: A dog sled is a sleigh pulled by one or more sled dogs used to travel over ice and through snow. This can also be adjusted to traverse the sandy deserts.

Gryphon Gondola: Strapped to the belly of a gryphon, this small carrier can hold two human-sized persons. However, this small structure weighs around 50 pounds. The total weight carried by a gryphon is 600 pounds and there must still be a mounted driver. Nonetheless, the one in the gondola can be resting or sleeping, not using activity time.

Houdah: A houdah is strapped to it where a second driver can rest for part of the journey. If sleeping for 4 of the 12 hours of elephant travel in a houdah, it will allow drivers to switch when one has reached his or her maximum activity time before the elephant’s does.

[More to come]
Minor changes in a base skill that defines so many others.

Mountsmanship ; Body 10+
Riding a trained mount in a general direction can be performed without a skill. However, to command one well requires mountsmanship. With this skill, one can ride at a gallop and travel the extended daily distance at a fast clip. Otherwise, only normal or slow clips are possible. Conversely, without the skill, the maneuverability movement rate of a mount is 15 feet slower in combat and straightaway, unless specified differently in the description of the mount. Also, one can fight effectively from atop his or her mount, gaining the movement of the steed; doing so without this skill places the fighter at disadvantage. However, this is limited to the primary-hand. Shields and two-handed weapons cannot be properly employed with only this skill, as as the off-hand is required to manage the reins. Finally, this skill is specific to an animal. If one has mountsmanship for a horse that does not imply mountsmanship of a lizard steed. This can be trained as a vocational skill.
The spell called “Disrupt Thaumaturgy” has been renamed to a simpler “Disrupt Magic.”
The sections for Daily Time Usage, Travel, Mounts, and Disease have all been updated.
I am updating the Mounts section. The beasts of burden of Enchanted Realms are not the same as those of Earth; however, there should be notable differences beyond speed and burden. Something that I'm adding is movement rates for maneuverability and straightaway speeds. Horses can move at a 100ft per round rate but only at a gallop. If they turn or maneuver in combat, they are limited to 60ft.

This lends itself to another concept of active time. This is the same idea as travel time for humanish characters -- usually 8 hours, except for elves who can travel 10. Mounts have the same. For example, horses can only run at their top straightaway speed (100ft) for four hours. After that, they can continue but only at a prosaic pace. This means they are great for covering long distances in half of a day, but their total day travel isn't quite as far as it has been prior to this change. In fact, it maxes out at 36 miles, which sounds like a lot until you realize the horse covered 30 of those in the first four hours. Lastly, that would be the speed for a skilled rider. Conversely, an elephant has an active travel time of 12 hours, which is longer than humans can actively ride. However, with special equipment, there are methods to allow people to travel the full 12 hours and cover up to 32 miles in that time.

More to come...
A minor change to priests’ granted list:

The spells in the list are built based on points and the priest’s Faith score. Once an invocation is added to the list, it becomes a permanent power of the priest and is not interchangeable until the priest has a Faith increase again. When building the list for the very first time, a total number of points is assigned to build the list. Based on the Spirit spell point cost of an incantation, it can be added to the list, then those points are subtracted from the available points for the list. However, when the priest’s Faith increases, then the list of granted invocations can be completely rebuilt, keeping whichever ones are wanted but also replacing lower point-cost spells with improved ones, if so desired.
you know you creating a Skill monkey soo may skills i want looks like i'll need a ton of playtime.
For those looking for a nice index of all the skills, Appendix B - Skills By Topic entry is now fully hyperlinked. Please let me know if there are any dead links.

Edited By Dj the GM at May 23, 2022 03:53

There are a whole lot of axioms available:
Acid Cloud
Boiling Oil
Explosive Missile
Fire and Ice
Land Skiff
Magma Siege Stone
Nauseating Breath
Night Scar
Psychic Poison
Divine Manifestation
A ritual of words as a prayer, calling upon the power of one’s deity to intercede is the basis of how a divine spell is cast. There are some invocations which will require the priest to use his or her holy symbol. Occasionally, other materials are required. When this is necessary, it will be listed in the description of the power. Otherwise, one should assume that only verbal factors are responsible for manifesting these divine effects. However, there is a method called “silent prayers.” By this method, the invocation can be brought to fruition by adding an extra point of Spirit to the cost, but also requires a successful Muse save against a base of 10 plus the normal amount of Spirit cost; e.g. favor would have a DC of 12 and cost 3 Spirit points, whether succeeding or failing. When performing a silent prayer, this is basically the same as a mental only element for casting, assuming the specific invocation does not have other requirements listed. Finally, the only invocations that can be used with the silent prayers method are the same list of powers designated by the divine preservation symbol.
A few more axioms added, making the total sorcery spells on the market around 200.
Ghoul Strike
Glyph Analysis
Random Casualty
Razorscales
Retro Motus
Reverse Arrow
Shelter Other
Symbolize Lifesong
Even more axioms:
Odious Goo Entity
Ruthless Assault
Scattered Form
Seeking Missile
Servant Army
Shieldbearer
Shuriken of Shadow
Sigil Drift
Viper Dart
New axioms available:
Feratu Shroud
Reverberation
Shadow Path
Stronger Slumber

A few more invocations:
Disturb Sleep
Extend Breath
Renew Breath
Target of All
Also, three new restrictions have been added: held breath, asphyxiating and underwater.
The Asphyxiation details have been updated. A review of items and spells is underway to be certain this change does not create ambiguity.

Updated text
A character can hold his or her breath for the number of rounds equal to his Resilience score plus his Resilience modifier. Thus, if Resilience is currently 4 points, then the person has five rounds before the effects of not breathing begin. In this example, if underwater or caught within a non-magical gas, then the victim would have 5 actions to free oneself before its body forcefully attempts to reach for air. While holding one’s breath, no cantrips, axioms or divine powers can be used. A further restriction is that all attacks, saves and feats are rolled at disadvantage while one’s breath is being held.

However, at the end of the victim’s turn of available actions to reach breathable air, one can no longer hold its breath and the need for air becomes uncontrollable. It is at this point when asphyxiation begins. When asphyxiating, the victim remains under all the same restrictions as if holding one’s breath, but additionally, plus movement rate becomes like that of crawling and any attacks against the creature are at advantage. Further, the victim breathes in the environment around it. If the external atmosphere is, that might inflict actual Body damage. If the area is filled with poisonous gas, then the effects for it would then be applicable. If underwater while gulping and gasping, then the being would be drowning. Due to the shock to one’s respiration, one degree of exhaustion immediately applies to someone who starts to asphyxiate; however, this is limited to one degree penalty per day. Lastly, a creature can only survive a limited amount of time if unable to reach breathable air. The period is based off the creature’s current Body score and found in the chart below:

ScoreRounds / Turns
1-41
5-82
9-143
15-224
23-305
31-406
41-507
51-608
61-709
71+10

If able to find breathable air again before reaching the maximum number of rounds of asphyxiation, then the creature returns to the restrictions as if holding its breath for the number of turns it experienced the asphyxiation. However, if unable to reach breathable air when the maximum number of rounds expire, then the victim’s Body score immediately becomes zero and the state of unconsciousness results. At the start of each subsequent turn, the victim must make a “death save.” If failing the save, the creature suffers a point of damage, delving deeper into the score of negative Body points. If the “death save” succeeds, then no point is suffered. However, whether succeeding or failing, one further point of damage is inflicted due to the continued lack of breathable air.
I also noticed that the vocational skills listed below were not in the chart. This has been corrected.
Linguistics
Magical Reading
New axioms on the market:
Arcane Resistance
Closing Speed
Flame Walk
Magic Seal
Scribe
Snow Boots
Upshot
Venomous Spew
Vocalink
Even more axioms:
Blink Enemy
Blood Boost
Burst of Thought
Skip Moment
Stolen Breath
Stone Spiders
Sudden Formation
Tentacle Guard
More new axioms on the market (or black market):
Faintheartedness
Freeze Thought
Improved Psychic Shield
Indifference
Intervocalism
Maladroitness
Mark That One
Mishap
Pebble to Boulder
Supreme Fortune
Thicken Damage
Touch of the Pitohuis
Twisted Throw
Undead Freedom
Unpickable Lock
The axiom, enfeeblement, has had minor verbiage changes to remove ambiguity.
New axioms on the market:
Blink Other
Chill Touch
Earth Move
Valet
Venomfire
Verbalize
Volcanic Rage
Warning Shout
Waresense
Whirlwind Blade
Wind Compass
Wing Gift
Word Stone
Wraithstrike



With over 300 total divine invocations, the list is now considered complete. I will be switching to updating new axioms on the market next.
Closure of Confusion
Devout Combat
Elemental Breath
Exultation
Find the Boss
Free Movement
Hearken Lifesong
Heartseeker
Hellfire Burst
Hidden Lodge
Hindsight
Holy Storm
Howling Chain
Hypothermia
Imbue Undead
Instant Refuge
Instill Vulnerability
Intellectual Redoubt
Intuition
Iron Gut
Know Other
Land Lair
Lasting Breath
Leaf Into Dagger
Life Bolt
Lifesilt
Maggots
Native Port
Obsessions
Even More:
Foundation of Stone
Free Will
Gateway
Great Worm of the Sea
Greater Sculpt
Horde of Healing
Icy Backlash
Radiance
Radiant Halo
Sorcery Bane
Taint Body of Water
Zealot's Charge
Additional spells for priests:
Elemental Body
Find the Gap
Flesh Shiver
Flitter
Frost Gaze
Greater Acupressure
Larvated Tone
Lesser Acupressure
Life’s Grace
Quell Fire
Recruit Medic
Another important change is about spell concentration. It is subtle, but combat attacks while maintaining spell concentration are at disadvantage:

Like sorcery, the divine powers have some spells which require concentration. While concentration is required no reactions can be performed nor can any new axioms, cantrips or invocations be cast. However, partaking in conversations and observing the surroundings are perfectly legitimate; even further, other actions, such as drinking a potion are valid as well. Combat attacks, whether melee or at range, can be performed at disadvantage. Further, movement rate is half during concentration.

Concentration may be broken by inflicting damage against Body, Mind or Spirit. However, the caster is permitted a save against a DC:14 plus the number of points of damage to maintain concentration. If struck with Body damage, a Resilience save is used. If Mind damage, then Judgment; and if Spirit, then Muse. Should the priest’s concentration be broken, it will usually end the incantation. Thus, if the concentration is required to maintain or complete an effect, then breaking the caster’s concentration would free the victims.
Even more (up to 250):
Disarm Foe
Divine Sacrifice
Dragonskin
Earth Reaver
Echoes of Cowardice
Elemental Infusion
Epuration
Gibberish
Hypnotic Evulsion
Lacuna
Shrine for the Undead
Taint Cuisine

Edited By Dj the GM at May 7, 2022 03:11

This new batch brings the total incantations just under 240 in number:
Compose Mind
Crystalbrittle
Death Armor
Death Perception
Death Sense
Deeper Darkvision
Divine Deterrence
Harmonic Shabti
Volatile Torch
A few more incantations:
Circle of Privacy
Clarity of Mind
Cloak of Bravery
Combined Effort
Locus
Additional incantations:
Chariot of the Sun
Charnel Fire
Chaotic Fate
Grave Robbery
Infusion of Chaos
The Sorcery list has also been updated to use hyperlinks to spell description.
Additionally, here are a few new axioms:
Charge Object
Gorge Burst

Also, Strix Cloud has been updated.
A new set of priestly incantation:
Airy Shadow
Bedevilment
Bewildering Charm
Blood Bond
Blood Lightning
Blood Wind
Breath of the Elements
Breathsense
Burning Blood
Burrowing Claws
Call the Beast
Calm Winds
Capitulation
Celestial Fist
Chain of Madness
Champion’s Strength
Treestaff
Weapon Boon
Weapon of Nightmares
The Building the Invocation List now has hyperlinks to the invocation details and descriptions.
Also new spells are:
Aplomb
Battle Cry
Battle Fate
Blindsight
Curse of Woe
Momentary Mind Bastion
Pair to Other
Revive
Slow Wound
Additional invocations added to the Divine Powers section:
Anti-Cold Shell
Aura of Glory
Backbiter
Enlighten Undead
Misstep
Mute
Necrozone
Sorcery Curse
Terrac Mettle
Torus of Terror
Touch of Appraisal
There are several new invocations that have been added in the Divine Powers section of the manual. Plus many more are still to be added. However, this created a game balance issue for those with divine accord because priests gain all spells in their province. This would give them too many abilities at low levels.

To resolve that -- and make priests more interesting, there are changes to how an invocation list is created for a priest. Basically, there are a limited number of invocations that any individual priest can add to his or her granted list. This is built over time as the priest increases in Faith. The specific details are here.

The new invocations added so far are listed below, and their descriptions are in the manual:
Abolish Shadows
Absorb Song
Aid Movement
Alter Fate
Analyze Portal
Animal Spy
Blood Reprisal
Borrow
Déjà Vu
Exhaustion
Harden Armor
Know Magic
Rapport
Sail
A new Transportation section has been added to the Market.
An Exotic entry has been added to the Market as well.
Animals and weapons have been added to the Market section.
New Items to be added to the Market

VesselDescriptionPurchaseBuildMaintenance
CogA single-mast vessel, roughly 50 feet in length with a 20-foot beam; requires a 5-man crew2,000 to 4,000 bits2,500 bits,
120 labor hours
25 monthly w/o crew payroll
CaravelThis is a two-mast caravel, capable of 30 tons of cargo. Its length is about 60 feet, and its beam is roughly 20 feet, and it requires a 10-man crew6,000 to 10,000 bits6,000 bits,
250 labor hours
65 monthly w/o crew payroll
Brigantine A brigantine has a length around 75 to 90 feet with a 30-foot beam, capable of up to 100 tons of cargo. The sails of a brigantine are two-masted, with her foremast fully square-rigged and her mainmast rigged with both a fore-and-aft mainsail Such a ship requires twenty people to operate.10,000 to 25,000 bits14,500 bits, 600 labor hours110 monthly w/o crew payroll
ClipperThis vessel has a length of 120 feet and a beam of 40 feet. Its cargo holds around 150 tons and requires a crew of twenty to thirty-five to properly operate.20,000 to 35,000 bits26,000 bits,
1000 labor hours
140 monthly w/o crew payroll
GalleonThese three mast vessels can achieve a length of nearly 160 feet and has a cargo hold capable of of 250 tons of burden. The typical crew size of a galleon is over twenty-five and possibly up to sixty.35,000 to 75,000 bits45,000 bits,
1500 labor hours
180 monthly w/o crew payroll
Minor rephrasing in the shield description:

Likewise, anyone can carry a shield unless employing a weapon with a heavy, reach or ammo-use property. If using one of those weapons, then adding a shield in a fight is simply unworkable. Moreover, to employ one without a skill and gain the +2 bonus to AC, the weapon used must be tagged as a light weapon. Otherwise, no bonus is granted. However, the shield-use skill will remove the light weapon restriction.

Also, putting a shield to the ready in the first round of combat suffers a penalty of 10 feet from movement that round. It does not require an action, but it does reduce distance that can be traversed in that first round. Subsequent rounds suffer no penalty unless the state of the shield's equipped status changes. Dropping the shield costs nothing, but putting it back to the ready would cost movement again. All this said, the skill of shield-use neutralizes these penalties, making it to be brought to the ready without any movement modifiers.

One other thing to consider is that a shield is a reasonably weighted object. Thus, like a chair, it could be picked up and used to strike someone. If doing this, then it is considered an improvised weapon and no bonuses would be granted for holding it -- even if one has shield-use as a skill. Only until shield-blitz is obtained do options exist for using it offensively while retaining some defensive value.
IMPORTANT UPDATE ON ADVANTAGE AND DISADVANTAGE

There are skills, magical effects and environmental circumstances which gives a character or monster an advantage or a disadvantage on an action. When this happens for skill actions, unless stated otherwise, a being with advantage is granted an extra die for the roll. The default for disadvantage removes a die. Should the applicable dice fall to zero because of disadvantage, then two dice are rolled using the worse score of the two. When die pools are involved, the extra die goes to the primary hand die pool by default. If for some reason, there is no primary hand, then the pool considered the main attack gains the die.

However, in cases where damage is potentially involved, either from attacks or spells, then there is another bonus or penalty. If at advantage, then an additional advantage crit is added, which means an additional 1 to 3 points of damage. This crit is “non-exploding” so it cannot generate another crit. When at disadvantage, a “negative crit” applies, meaning 1 to 3 points are removed from the damage. If zero or a negative number occurs, then the attack acts as a miss, not allowing any other special powers or properties to transfer to the victim, such as infusion of ice. These special crits can only apply if one of the attack dice from one of the die pools successfully hit the target. Finally, on the damage component, it is applied by target, not by strike, meaning if multiple targets can be attacked at advantage, then those separate targets could each be inflicted with bonus damage. These details will become more clear in The Attack section of Combat Mechanics.

Edited By Dj the GM at April 20, 2022 11:08

Also, these descriptions are worthy of being singled out:

Spinning Moves; requires One of Bludgeoning, Cleaving, Savage Form, Slashing or Specialty; Body 13+
On the onset, these seems like a simple skill that permits striking “multiple targets” in melee combat. However, this dividing of attacks come become very complex. The first option of spinning moves is straight forward. If two or more or the initial die pools, then each of those strikes may attack a different target. When performing this attack against “multiple targets,” all strikes must occur from the same location (hex). The same-hex restriction is true for all other options of this skill as well, which is called “splitting die pools.” Using only one die pool as an example allows this concept to be best understood. For that single die pool, it can be split into smaller pools by dividing the available dice in the original pool as desired. Thus, if having 3d20 in the primary hand die pool, one die could be assigned to three targets, or assigning a die pool of two dice to one enemy and one die to another is also possible. Regardless of the split, all those new die pools would all attack with the same style as the original pool, and none of the new pools could perform a special maneuver like weapon disarm. Should the initial die pools count more than one, such as when using two-handed fighting, then each die pool could be split using the same explanation above. Thus, if the primary hand pool and the off-hand pool each had 2d20, then both could be split to strike against four separate targets; or 1d20 from the primary could strike target-1, the other d20 from the primary pool could strike target-2, while 1d20 of the off-hand strikes target-3 and the last die pool from the off-hand strikes target-1 again with the other weapon. However, remember each die pool calculates the weapon weight as part of the damage, but the Strength bonus adds only once for each target individually.

Style: Specialty; requires Melee Fighting or Ranged Fighting; Body 13+
This skill enhances the use of specialized weapons that do not follow the standard styles, such as the sai or the whip; however, it is specific to that weapon. If someone learns specialty in the sai, it would be required to acquire it again for the whip. To be perfectly clear, this cannot apply to improvised weapons, like bar stools, beer mugs, etc. Further, the requirement for this style is based on the weapon's uses with either melee fighting or ranged fighting. The benefits of this style is that it can be used as a substitute for a style requirement of another skill. For example, if taken for the sai, then this skill would permit the advancement to weapon forte or weapon lock. Acting as a substitute for a style requirement is not universal. If a skill has a single style requirement, such as blade mastery, this would not act as a substitute for that requirement without approval by the GM. Whenever, there is ambiguity for how this substitution applies, the GM will arbitrate for that condition. Lastly, this style skill does NOT guaranty an extra d20. In fact some weapons, like the whip, do not even gain an extra d20 for weapon forte, even if this style is selected. Any benefits from having this style skill for a specific weapon will be listed in the weapon description should there be any benefit at all.

Style Dominance; requires Style Leverage and Weapon Forte; Body 18+
As with its predecessors, this skill is specific to a style; thus, its style leverage prerequisite must be the same style as this one. However, style dominance is further restricted to a specific type of weapon as well. Therefore, one might have style leverage for bludgeoning weapons, but when upgrading to this skill, the weapon, war maul for example, would have to be additionally named. Further, that weapon would require having the weapon forte skill applied to it as well. Using the example, the bonuses from this skill would only apply to the war maul, even though all other bludgeoning weapons would still benefit from style leverage bonuses. When striking with that weapon, the battler gains +3 on all to hit dice originating from that weapon. To be clear, the +3 already includes the bonus from style leverage, and that modifier should not be added in again. This could include all dice when using two-handed fighting. Unlike style leverage, this could apply to an off-hand die pool from shield-blitz but only if a style dominance is applicable specifically to shields.

Whip-Blitz; requires Whip Master and Ambidexterity; Agility 4+
With this skill, a whip is used in the off hand, similarly to shield-blitz to gain a free whip attack during one’s attack action; however, the target of the whip attack does not have to be the same target as who is being attacked by the primary hand pool. This could be used with two leather weapons for two separate whip attacks. Moreover, this skill permits a flee-attack reaction with the off-hand whip instead of the primary. Because does not fit under any style method, it cannot be used in conjunction with two-handed fighting; however, two-handed mastery can be used with this so long as the whip never exceeds 1d20. Further, martial arts or savage form can be the main attack as a “savage” die pool and gain the off-hand whip-blitz attack - effectively having no primary hand attack. Unlike whip master this skill cannot be used with the spiked chain.

Whip Steal; requires Whip Master; Agility 4+
The skill of whip steal can be used as either an action or a reaction; however, there are some limitations when using it as a reaction. That said, the action targets an opponent’s single weapon or single item being held by the hands. In no way can this action target something on a belt, in a pouch or backpack -- only in the victim’s hands. The method is similar to weapon disarm, striking it and pulling it free. All the dice of the primary hand die pool are reduced to a single d20 which must successfully hit against the target’s AC. If doing so, the opponent may attempt to resist by using an available reaction. This would initiate an Agility competition, similar to the disarm competition. However, the wielder of the whip gains only +3 on the competition roll rather than being at advantage. If the weapon is taken, it is reeled to the feet of the whip wielder. No action is needed to spin the whip free from the grasped item; however, collecting the stolen weapon cannot be performed until the following action.
    If using this skill as a reaction, then it must be used before the character’s turn. The result of the reaction is to bump up the whip wielder's action to the immediate turn. In other words, if an opponent’s turn is before the whip-stealer’s turn and the opponent is going to use a healing salve as his action, the whip wielder may use a reaction to move his or her action to be immediately before the opponent’s action. Then the action is used to try to steal the salve away. For clarity, when used as a reaction to interrupt the opponent’s action by disarming victim and winning the Agility competition, that ruins the opponent's action for the round, who cannot take an alternate one. Lastly, unlike whip master this skill cannot be used with the spiked chain.
The descriptions of the Combat Skills have been updated to better describe what hands can be used in what combination with which other skills. Sounds confusing? Well, hopefully these descriptions will help to alleviate that. Also, there have been a few other related changes to support these descriptions, mostly descriptions of weapons and special conditions. Below are a few of the more significant updates:

Flee Attack
When a creature moves through the adjacent space around someone with a melee weapon at the ready also with an available reaction, then a special attack, known as a "flee attack," may be taken against the enemy by using a reaction. Such an attack would use the primary hand die pool as a single strike. Examples of this circumstance could be due to the combatant breaking from a stance, running through to get to another location, attacking on the run and continuing, merely running through a guarded area, or even an aerial assault and flying back out of range.

Sai
A sai is a customized weapon designed for weapon lock. However, none the normal fighting style skills can enhance attacks with it; therefore, it style: specialty is required before one can use it with weapon forte. If acquiring the style: specialty skill for the sai, no extra d20 is granted to the die pool; however, an extra die is granted for weapon forte. Further, despite having the light property, the sai is an exception to the rule and can be used with the weapon lock skill to catch an opponent’s weapon. The sai gains a +4 bonus on each d20 used in the attack when declaring an attempt either to lock an opponent’s weapon or to disarm the victim with weapon disarm. Also, if used underwater, the sai suffers no penalties. Finally, the sai is similar to the dagger in that it is not designed in a way to be used with rebuff but can use riposte like a dagger, as explained in the riposte skill.

Whip
The whip is a specialized weapon, which does not inflict lethal damage, but offers a lot of special benefits. First, it requires a melee fighting skill to operate; otherwise, it is ineffective when used as an improvised weapon. By its design, it has a natural reach of 10 feet (not requiring a skill to extend) and does inflict slashing damage; however, this damage does not inflict body points but instead inflicts pain. Further, a whip does not have the tensile strength to penetrate armor; therefore, even the pain-effects cannot be inflicted to a target wearing medium or heavy armor (or monsters with an armor component of its AC is 13 or higher). This pain-effect offers the potential to place a target into a frightened restriction until the end of the victim's next turn. When a whip successfully strikes non-immune target, the victim makes a Will preservation save (DC:9) or becomes frightened due to pain. As a second attack option, the whip offers a tripping option against an opponent up to ten feet away (2 hexes). This requires a success hit against the target’s AC and can affect any target regardless of its armor type. The rules of pushing govern tripping, and the whip offers a +3 bonus on the competition. This can be very effective when using a flee-attack reaction especially due to the whip’s natural reach, allowing those who break from 2 hexes away to be subject to such a reaction. A whip can also be used as a make-shift garrote; however, attacking with it as such suffers a -3 to hit on the attack. Finally, with other advanced skills, the whip can perform even more feats, but it would require a style: specialty skill to use such maneuvers as weapon lock. The style: specialty skill does not add an extra d20 and neither does weapon forte. This weapon only ever has 1d20 in its die pool. The whip cannot be used for parry or rebuff.

Ambidexterity; requires Agility 5+
This skill allows for the off-hand to become the primary hand for die pools, but by itself this skill still only permits a single die pool to be used during the attack action. Thus, this is not a “multi-strike” ability but rather the ability to use either hand as the die pool with which to attack. This allows a couple of options as one could hold different styled weapons in each hand, assuming neither is heavy or required two hands, and switch methods of attack every other turn without the movement penalty for switching weapons. It also offers the option when having one's weapon pinned or disarmed, to use the already equipped weapon with no penalty or use a reaction to draw a new weapon with a free hand. Further, it allows an enhancement when combined with two-handed fighting which allows parry to inflict -2 to incoming melee attacks instead of the normal parry benefit; this assumes at least one of those weapons has the parry property. Lastly, if the off-hand is free, then it is possible to reduce the primary hand die pool to 1d20 for a pure attack and pick up an item in the same action. However, in this case, the movement penalty would increase to -20 feet or half one's current mode of movement, whichever is worse.

Dual Knifing
Not limited to knives, this technique can employ fighting with both hands whenever the employed weapon has the light property and the same weapon type (dagger-dagger, mace-mace or sai-sai) is in each hand. This skill permits the off-hand to be used for an additional die pool based on the style of weapon. All applicable skills that increase dice to a die pool are applied; however, for this skill, a single skill can only be applied to one die pool - melee fighting cannot exist in both, nor could style: slashing, but one could be in the primary hand while the other is in the off-hand. Once all viable skills have been applied as desired, then an additional 2d20 is applied to the choice of one of the die pools to represent the speed of these lighter weapons. Calculating Strength bonuses are figured for each target, while weapon weight is by strike. This can be used with spinning moves, but without the skill, dual knifing it can only be used against a single target. Further, neither two-handed fighting nor two-handed mastery can be used to grant additional dice, die pools, or effects. Lastly, the only types of maneuvers that can be used with the off-hand are pure attacks; however, the primary-hand could disarm or perform another special action from a die pool.

Flail Mastery; requires Bludgeoning, Strength 4+
This is special training specifically with the flail. By sacrificing one dice in a flail-wielding die pool attack, all attack rolls from that die pool gain +2 against opponents with a shield. This cannot be combined with spinning moves, but other multi-strike skills where a flail strikes the same target are permitted. For example, two-handed fighting using two flails would allow flail mastery to apply for each die pool, meaning the loss of the d29 would occur in both pools. Further, if successfully striking a victim with a flee-attack reaction with a flail, the target must make a Strength preservation save against DC:8 or be knocked prone. If a “natural 20” were to occur in one or both of the die pools, then the stunning save would additionally be required.

Hand Dominance; requires Strength 4+
This skill only applies with fighting in melee; however, it will add +1 to the weight of the weapon from the initial primary-hand die pool. The skill is linked to the physical side of one’s body. To clarify, even if the off-hand die pool is permitted to act as the primary-hand, it still cannot gain the weight bonus. However, two-handed melee weapons use the primary-hand die pool when making an attack, meaing the effective weight of such weapons would be 3. Moreover, if using spinning moves with this skill, the extra weight bonus is lost. Further hindrances with hand dominance is that it is neutralized if ever learning ambidexterity as if the skill no longer exists. If ambidexterity has been acquired first, then this skill is impossible to obtain.

Shield-Blitz; requires Shield-Use and one of Bludgeoning, Cleaving, Martial Arts, Pole-Arms, Savage Form, Slashing, Specialty, Body 15+
With this skill, it allows a shield to become an actual weapon rather than an improvised one which will complement the primary-hand attack. Further, this allows the shield to act like a medium-weight weapon. When employing a shield and having this skill, one makes an off-hand attack as a separate die pool. Any off-hand attack is limited to melee fighting; therefore, the extra attack from the shield will only be single d20. Neither heavy nor two-handed weapons can be used in conjunction with an employed shield. This skill offers no exception to that rule; however, the primary hand die pool could incorporate the style: polearms skill using a short spear one-handed; however, the spear would lose its reach to accommodate the off-hand strike. To be clear, performing a shield-blitz is a “multi-strike,” meaning each die pool is rolled separately and includes all the proper bonuses independently; thus, for the off-hand shield, it will inflict 1 point from the d20, 1 point for weapon weight, and any bonuses from Strength on a successful strike. This off-hand attack must be made against the same opponent unless combined with spinning moves. Remember, if striking the same target, the Strength bonus can only be applied once. Furthermore, it is not possible to use the off-hand to perform any special maneuvers; it can only be used as a pure attack.
    Martial arts or savage form can be the main attack as a “savage” die pool and gain the off-hand shield-blitz attack - effectively having no primary hand attack.
    Optionally, should someone wish to go all “Captain America,” then shield-blitz can allow the shield to be used for the primary-hand die pool, as the skill teaches to use the shield as an offensive weapon. However, there are some restrictions when using the skill in this way. First, the AC protection from the shield drops from +2 to +1 and one is no longer protected from heavy weapons. Further, with this skill my itself, only one shield can be used. If placing it as the primary hand, then the off-hand cannot use a second shield. However, if using it as the main attack, melee fighting can be combined with style: bludgeoning and weapon forte to obtain 3d20 in the die pool. If combining with two-handed fighting, the the shield could be used as the primary-hand while wielding another weapon in the off-hand. Other skills that can combine with shield-blitz when used as the primary hand die pool are two-handed mastery and shield dancing. The details of combination are explained in those skills.

Shield Breaker; requires Weapon Lock and either Bludgeoning or Cleaving; Strength 5+
The attack can only be performed with blunt or cleaving melee weapons that do not have a light property. Other than that, this is identical to weapon disarm but instead it is used against an opponent's shield. If having flail mastery and using that weapon, then +2 is gained as a bonus on the roll above and beyond other bonuses permitted on the die pool.

Two-Handed Fighting; aplicable from Bludgeoning, Cleaving, Pole-Arms, Slashing or Specialty; Agility 4+
In the simplest terms, this skill allows a character to wield two weapons simultaneously. In game mechanics, this means the off-hand die pool becomes available to be used; however, the wielder must have reached style-level ability (2d20) with each weapons. Thus, improvised weapons could not be used nor could a weapon with which only melee fighting could apply. Further, no heavy or two-handed weapons are permitted, and both wielded weapons must be used in melee. Each hand strikes separately, making the action a “multi-strike.” This means there will be two die pools: one for the primary hand and one for the off-hand. This skill grants an additional d20 which can be assigned to the die pool of either hand.
    Once deciding to attack with two weapons using this skill, the die pools must be determined. Only skills that work with the style of the primary-hand weapon can be used in that die pool. Likewise, only skills of the style for the off-hand weapon can be used in that pool. All the skills that grant a d20 placed into one die pool or the other; however, no skill can be assigned twice. Even though both weapons will have melee fighting as a possible skill to assign, it can only be applied to one die pool. As an example, let’s assume a fighter has a longsword in the primary hand and a gladius in the off-hand. Next, let’s assume the available skills are: melee fighting, style: slashing weapon forte: longsword, and two=handed fighting. Melee could be placed in either, but let’s place it in the primary hand. The same is true for slashing but let’s put it in the off-hand. Now the forte can only go into the primary hand because it is specific to the longsword. This leaves us with the d20 from this skill, which we will also place in the primary hand pool. As a result, the primary hand die pool has 3d20 for the longsword, and the gladius in the off-hand has only 1d20.
    Two-handed fighting can be combined with many other skills. It can be used with spinning moves, allowing it to use the die pools against two different targets or even split each die pool into smaller groups to attack even more targets. However, berserker cannot be mixed with this skill. It could be used with shield-blitz but only if style: bludgeoning has also been acquired; even then, the shield would have to be used offensively as the primary hand die pool. This would work similarly with whip-blitz where the whip would have to be in the primary hand and also require style: specialty for the whip. This skill can also with with the two skills of ambidexterity and parry when both are obtained to grant additional defensive effects for parry weapons. Other skills to review are bleed, charging, drive, flail mastery, martial arts, and shield hand.
    Another rare circumstances would be fighting with two short spears or two ulas, which are the only cases of pole-arms that can be used this way. However, any spear held must be held in a way as not to use the reach property. Lastly, if using two spears and performing an impalement reaction, one of the spears must be dropped to obtain the ten-foot extension.
    One final method to discuss about the two-handed fighting skill is picking up an item, which normally requires an action and suffers a -10 foot movement penalty. It is possible to sacrifice a die pool to pick up an item while still attacking with the other as part the same action. However, in this case, the movement penalty would increase to -20 feet.
The Attack

As stated previously, one of the most common actions in combat is to attack. When first starting, this will seem simple: a target is selected, the d20 is rolled to determine whether or not the victim is effectively hit or not. However, breaking it down to the detailed mechanics, even when it is overly simple, will help to understand how to calculate things when skills grant many options in an attack, some of which can appear complicated.

The first thing to determine for an attack is how many die pools to be used. There can be up to three starting due pools: one for the primary hand, one for the off hand, and one for a savage die pool. One must have appropriate skills to use each die pool. If the skills have not been obtained or an inapplicable, then that die pool cannot be used. Because early characters do not yet have the skills, typically the only available die pool to use is the primary hand.

It may help to think of a “die pool” as a single strike. The words are often used interchangeably. Moreover, once getting to the mechanics of rolling the dice, that is precisely what the die pool is - a single strike against a single target. That is not to say that one will not have many die pools to roll -- and yes, it is possible to have more than just the initial three, but more on that later.

Using this concept of die pools, the combat system builds up, becoming more effective and more powerful by using multiple skills. These skills can combine to increase the number of dice to place into a strike. Further, some skills enhance the bonuses to hit for all the dice in that single die pool. Even more, some skills open up the option to use another “hand” to create a second, maybe a third, die pool that can be used simultaneously in the attack action.

Now to the mechanics; once determining the number of die pools, which is typically only one, and then determining the number of d20s in the die pools, the next player operation is to roll the dice. Modifiers from sub-attribute bonuses are added to each separate d20 in the die pool based on the type of attack. Further, if magic or special weapons are being used that offer bonuses, then those too would tally into the totals. The strike is not necessarily a binary hit or miss, but rather a gradient of success. Each d20 in the die pool whose total score is equal or greater than the opponent’s armor class value will inflict a point of damage. Another number that adds into the strike’s damage is the weight of the weapon, which is from 0 to 2 additional points; see Weapons. Finally, the attacker’s Strength or Agility bonus is a part of the damage. However, those sub-attribute bonuses are not cumulative per strike but rather count only once against an individual target. In a typical attack, where only one or two d20s are rolled against one target, it all seems like it simply adds together; however, that detail is import when skill reach a point where more than one target can be hit or more than one die pool is used against the same target.

Let’s apply this to an example of an adversary using melee fighting. In this case, a die pool for the primary hand would be used and only one d20 would be in that pool. The character would roll that single d20 to see if it is effective against the victim’s AC. Adjustments on the die roll would come from Strength since it is a melee attack. If the total score hits, the attack would inflict 1 point of damage, plus the weapon’s weight value and the character’s Strength modifier. Let's assume the weapon is a long sword (weight:+1) and the attacker has a Strength score of 2, which offers no bonus. The total damage inflicted would be 2 points of edged damage against the opponent’s Body score.

However, if that same character gains the style: slashing skill, then the primary hand die pool would have 2d20 in it. Still assuming the long sword is used but now the fighter has a Strength score of 4, now each d20 is roll from the die pool. These two dice act as a single strike. Based on the results, up to 2 points of damage could be inflicted. The weight of the longsword would add an additional point, plus Strength now adds +1 as well, meaning the total damage would range from 3 to 4 points. Of course, remember that if both d20s missed the target, none of the bonuses would count and the attack would be a complete miss.

A few final notes. For weight of a weapon, unless stated otherwise, range weapons do not have a weight component. As for melee, light weapon have a zero weight value; thus, no further damage is granted with them. A medium weight weapon has a value of +1. A heavy weapon adds +2 to the total damage. Again, weight-damage is listed by weapon later in the manual.

Another part of the attack formula is the size of the attacker. This will rarely matter for the player character, but it is not unreasonable that he or she might be affected by a stature axiom. Large creatures gain +1 to hit on all the dice in all their die pools. Huge creatures gain +2 to hit. Giant gain +3, and colossal gain +4.

THE MATH:
Melee:each d20 + Strength Score + Othervs ACif successful: (1 per die-hit) + Strength Modifier + Weapon
Range:each d20 + Agility Score + Othervs ACif successful: (1 per die-hit) + Agility Modifier

Most attacks will be a single strike against one opponent. However, as stated above additional skills create the options to use two or more die pools, or even divide and existing die pool into smaller, separate die pools. In these cases different targets might be struck or perhaps the same target could be struck by multiple die pools. This type of attack is referred to as “multi-strike.” Skills that grant such opportunities are spinning moves and shield blitz. When performing a “multi-strike”, it is important to calculate each attack separately because weight-damage is counted per strike, but Strength or Agility modifiers only once per target. Also, each separate strike is subject to any potential resistance. More details about those complexities can be found in the section below.

Advanced Attacks

As stated previously, most attacks will be a single strike against one opponent. For this, one just determines the number dice in the primary hand die pool, then rolls, counts the hits, adds the weapon-weight, and factors either Strength or Agility bonuses. However, when a “multi-strike” attack happens, those strikes have to be more carefully calculated.

Let’s return to those starting die pools to understand how they are used. Beginning with the basics of anatomy which apply to all playable races, a character has a primary-hand attack and an off-hand. Each of these could potentially be used as a die pool; however, the off-hand can only be used when certain skills are obtained, and even then those skill likely have specific limitations. However, that primary-hand die pool is almost always available for an attack action. Granted, if a weapon requires two hands, such as heavy weapons do, then the off-hand is employed to deliver the primary attack. While sounding self-evident, this is why a shield cannot be used with such weapons. If the primary-hand weapon only needs one hand, then the off-hand could use a shield. An example of an advanced skill that allows the off-hand to have an attack die pool would be shield-blitz. Another possibility is the two-handed fighting skill, in which each hand becomes capable of acting as a primary-hand strike separately. In the description of each combat skill, it will be designated what “hands” are applicable for that skill and how dice pools are to be calculated.

Of course, not every creature is built with only two hands to apply to attacks. Lizardfolk are a perfect example, as they have a bludgeoning tail that can be used as a savage form strike. As per the description of savage form, such attacks are their own die pool and by default can be the only die pool used. Therefore, if someone or some creature were to have two different appendage-types used in savage form, then the primary hand die pool would not be allowed to be used with either the primary hand or the off-hand, unless specifically stated in the creature's description of physiology or obtaining a skill that overrides the general rule of savage form. Further, unless the appendage specifically states details about prehensile use, it could not act as an off-hand appendage. This is why a lizardfolk cannot wield a shield with its tail.

Of course, as skills increase and one’s attack abilities improve, the use of various skills working together starts to take on a bit of strategy for the enhancement of the character. As such, a clear understanding of the concept of “style” is important because die pools must be filled from skills using the same method and technique. This is why that lizardfolk who used transmogrify to gain an extra horn strike while wielding a sword in one hand and a mace in the other does not get four strikes. No, that lizardfolk has to choose how he or she will attack, either using the savage form, the sword as a primary-hand slashing strike, or bludgeon with the mace as the primary. Those are three different methods of attack; the player must choose only one.

Is it possible to put different styles in one die pool? No! However, certain skills allow additional die pools to be used at the same time in an attack action. For example, shield-blitz and whip-blitz allow an off-hand die pool to be used in the same attack action with the primary-hand strike.

Also, there is a difference between a “multi-strike” and “multiple targets.” The number of die pools used in an attack is what defines the term “multi-strike,” while “multiple targets” is a term to indicate more than one target can potentially be struck in the attack. A “multi-strike” that does not support “multiple targets” means two (or more) die pools can be used, but they will strike against only one combatant. One simple skill that demonstrates a “multiple targets” is the berserker skill, which divides the primary hand die into several die pools equal to the number of dice in the original. Then each of those new die pools, which only have 1d20 each, must used against different, non-repeated targets.

When calculating an attack, including “multi-strike” and/or “multiple targets,” here are the fundamental rules that apply:
   1. Only one die pool can be used in an action unless having skills that permit otherwise.
   2. Skills that allow additional die pools can only be used simultaneously if the description explicitly states it is allowed.
   3. There are three starting types of die pools: primary hand, off-hand, and savage.
   4. Each die pool is calculated separately and is called a “strike.”
   5. Damage from the weight of a weapon is calculated for each strike.
   6. Damage from either Strength or Agility bonuses is calculated per target, regardless of the number of strikes against it.
   7. Skills which grant additional d20s to a die pool can only be applied if the “style” of the strike matches.
   8. If a skill grants more than one d20 for a die pool, such as dual knifing, then all the dice from that skill must be applied to the same strike.
   9. Skills can be applied different die pools simultaneously unless the skill that creates or extends the additional die pool explicitly prohibits it; e.g. two-handed fighting.
   10. Special maneuvers, like silk sleeve, treachery, weapon lock and disarm, can only be performed by the primary hand, unless explicitly stated the other die pools can act as a primary hand.
   11. No more than 5d20 from skills can be applied to a single strike. Dice for advantage and for sneak attacks do not count towards this limit.
   12. Explicit descriptions can override these rules.

This is the bigger point for understanding how a strike, “multi-strike” and a different number of targets really work. Each strike is a die pool that is aimed at a target. That die pool is rolled against that specific target, which may have a different AC than the other targets in the action. That target might have a higher AC against the damage-type being used. It's even possible that target it resistant, immune or vulnerable to that damage-type. Therefore, those individual strikes (die pools) must be evaluated differently as well as understanding how to apply all the modifiers properly. It is detailed, but the base rules are consistent. Further, there is an API for Roll20 that manages all the variables for you.
Details and icons have been added to the Advanced Attacks section, as well as to the Combat Skills descriptions. The skills are not quite finished. However, the goal is to better clarify what can be performed by what hand during the use of a particular skill and the combinations of them.
Here are the four states of encumbrance on the character sheet:
Encumbrance

Another consideration, which is enforced by the API and Roll20 character sheet is a character’s encumbrance or how much one person can carry. The maximum encumbrance is defined as a carrying capacity of 50 times the Strength score. If one carries weight in excess of 10 times the Strength score, that character is encumbered, which means his or her speed drops by 10 feet. If carrying weight in excess of 25 times the Strength score, up to the maximum encumbrance, then the character is “heavily encumbered,” which means standard movement speed drops by 20 feet and the character has disadvantage on ability checks, attack rolls, and saves that use any Body sub-attribute.
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Edited By Dj the GM at March 24, 2022 08:27

Appendix D has been added. Suggestions for other quick reference items are welcome.
A few areas of the manual that set the premise of character advancement and the game design of combat have been rephrased. There were a few paragraphs of different sections that explained this game-ideology, and it needed to be clear and well understood. Also, after reviewing these parts, there are other details that I will be updating as well. Nonetheless, I am sharing these first updates here:

From “How To Play”
A quick note on combat should be made here, as that is a large part of the rules for any fantasy RPG. Enchanted Realms is not a miniatures wargame where armies line up, measuring sticks are used and a degree in engineering is needed to understand the complexity of the rules. On the flip side, it is not a hack-n-slash power-hero game of who has the better weapon and a fatter bag of hit points. The design of combat is to have a semi-realistic feel, as much as that can mean for a fantasy game, where strategy and exploits on the battlefield make a difference. Certain weapons are more effective against certain defenses. Certain energy types block other energy types. Rock beats scissors which beat paper, etc. The point is, the detail, movement and running of combat is somewhere in between the two extremes mentioned above. Because it is synthesis of those, taking what we believed to be the best aspects of both types, it may feel a little different to some players. We understand this may not be everyone’s cup of tea, but it is only fair to have a truthful announcement of what players are getting into here.

From “Combat Mechanics”
However, one of the important factors of combat in Enchanted Realms is it has been designed to use strategy, battle locations, movement, holding ground and calculated retreats. The idea is not just too see whose stat block can wield or withstand the best numbers. “Tougher” characters and monsters always have the better odds, but the idea developed here is to permit the player to have numerous methods to customize the advancement of one’s own character and not be defined by a linear class system. Rules for swarming, weapons that effect movement, armors that are superior against the opponents’ weapons, skills that enhance the use of particular fighting techniques -- all of those variables make a difference in the outcome of the fight and define what “tougher” means. Combat strategy offers the lesser-skilled combatant to overcome the stronger one if recognizing how to take advantage of the situation. And that's the premise of combat in this system: better numbers aren't necessarily the dominant factor.

“Theater of the Mind” subsection
Each opponent takes a turn, moves, performs an action, blah, blah, blah… This can easily be seen as a boring game of chess from reading that description. What is described here are the mechanics of combat for playing the game to allow for that strategy component mentioned above. However, what is really happening is far more fluid. During the ten seconds of a round where ten entities all take their turns, all of the are moving and acting virtually simultaneously. The attack isn't a single strike that happens on the sixth second of the round. Instead that fighter has swung his battle axe two maybe three times during that time, but there is really only one that lands well -- or perhaps imagine it as all of them hit but a little less effectively. That parry skill isn't blocking a single incoming swing, it is thwarting several steps and thrusts, making the character just a little harder to hit. The point is while the tokens on the battle map move in staccato, the imagining of the fantasy fight is vastly different. Thinking of it in this fashion helps to remove the potential monotony.

“Advanced Attacks” subsection
As stated previously, most attacks will be a single strike against one opponent. For this, one just determines the number for the dice pool, rolls, then counts the hits, adds the weapon-weight, and factors either Strength or Agility bonuses. However, there are ways where more than one strike can occur from a single action. This is called a “multi-strike” which can occur from acquiring different skills and having certain racial abilities. When this happens strikes have to be carefully calculated to be sure the points and dice are correct.

Let’s begin with the basics of anatomy which apply to all playable races. A character will have a primary-hand attack and an off-hand. If a weapon requires two hands, such as heavy weapons do, then the off-hand is employed to deliver the primary attack. While sounding self-evident, this is why a shield cannot be used with such weapons. If the primary-hand weapon only needs one hand, then the off-hand might use a shield. If advancing to the skill shield-blitz, then that off-hand can make a special attack as well, limited to only applying melee fighting towards its dice count. However, there is the possibility that one gains the two-handed fighting skill in which each hand, if wielding a weapon, becomes a primary-hand attack.

Of course, not every creature is built with only two hands to apply to attacks. Lizardfolk are a perfect example, as they have a bludgeoning tail that can be used as a savage form strike. Further, these savage form attacks act as primary-hand strike. Therefore, if someone or some creature were to have two different appendage-types used in savage form, then this would be another example of each strike being a primary attack.

Of course, players will start to think about maxing out all the possible primary attack methods and want to use them all together. This is where understanding that concept of “style” is important because unless specifically stated the strikes used in an action must be of the same method and technique. This is why that lizardfolk who used transmogrify to gain an extra horn strike while wielding a sword in one hand and a mace in the other does not get four primary strikes, as some players would argue. No, that lizardfolk has to choose how he or she will attack, either using the savage form for two primary attacks, the sword as a primary-hand slashing strike, or bludgeon with the mace as the primary. Those are three different methods of attack; the player must choose only one.

Is it possible to attack with different styles? Yes, but not by the local kid from the village. Ones who can have honed their Body attributes, acquired seven to eight skills, and have extensive combat experience. Those who can are renowned heroes of the region, notorious anti-heroes and arch-villains. One must gain the skills and ability to overcome the default rule of one style in an action.

Another detail to clarify: There is a difference between a “multi-strike” and “multiple targets.” The number of strikes in an action is what defines a “multi-strike,” while “multiple targets” indicates the number of targets being potentially struck from the attack. A “multi-strike” that does not support “multiple targets” means two (or more) attacks can be made but only against a single combatant. There are several skills that allow each type; the mechanics of how they work are explicitly detailed in their descriptions.

Appendix C has been added. It will be expanded in the future.
The Armor and Weapons sections have been updated with better descriptions, additions to the charts and even a few new items. Furthermore, several of the skills in the Combat list have been rephrased to remove ambiguity.
As the campaign has continued and enhancement has transpired, it has become apparent that normal health and spell recovery does not keep up well with the enhanced numbers. Considering this, the following changes have been made to the rules.

Short Rest
A short rest is a period of downtime, at least one-hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. Through the short rest a character recovers Body points equal to one-half his or her Resilience score. Thus, a character with a Resilience score of 4 would recover 2 Body points during a short rest. Of course, recovered points cannot exceed maximum scores. Furthermore, body recovery from a short rest can only be performed once until after experiencing a long rest.

For Mind-point recovery, it is nearly identical to Body recovery, only using half the Judgment score instead. For the recovery of Spirit points, half of the Muse score is used. Of course, the recovered point cannot exceed the maximums. Like with Body, a short rest can benefit a character once until after a long rest has been taken.

Even though it has not been mentioned, it should be explicitly clear that a short rest will not aid in exhaustion in any way.

Long Rest
A long rest is a period of extended downtime, at least eight-hours long but it could be longer, during which a character sleeps of performs light activity: reading, talking, eating, or standing watch, so long as at least six hours of the rest include sleeping. If a long rest is interrupted by a period of strenuous activity, defined as an hour or more of walking, fighting, casting spells, or similar adventuring activity, then no benefit can be gained from it.

At the end of a long rest, a character regains Body points equal to his or her Resilience score. Mind points are recovered from a long rest by adding back in one's total Judgment score. Spirit points are healed by adding back the total Muse value. This happens unless the character exists in a near-death state of being zero or negative.

Moreover, a long rest will remove one degree of exhaustion, and only one long rest can be used in a single day (24-hour period). Lastly, if no change occurs in a score between a short rest and a long rest, then the short rest is considered an early payment of the total long-rest points. In other words, if a character has a 2 Resilience score and takes a short rest to restore 1 point. When taking a long rest later, only 3 points will be recovered because the short rest already granted a point and only 4 points can be recovered in one day base on the Resilience score. The GM may allow an exception to this when a character is hurt between the short and long rest, allowing full points from the long rest in addition to the short rest already gained.
The Celestrashire has been added to the Religion section. It is a very brief write-out at this moment.
And the Bestiary is fully up to date.
Update in Sorcery:

Sorcerers want to cast their spells early in the round or be protected from suffering physical damage before attempting an axiom. This is because if the sorcerer has taken physical damage in the same round, then it may interrupt the casting. The sorcerer must decide whether to risk attempting magic or taking another action. If casting, then he or she must succeed on a Resilience save (DC:8); on failure, the axiom-casting has been interrupted. The same DC is used if Mind damage is inflicted using Judgment for the save. Muse is used for Spirit damage. However, only one save is ever required. If different types of damage occur, the greatest amount invokes the type of save. In the event of a tie for damage amount, Body saves will be used when physical damage has been inflicted; otherwise, it would be a Mind save.
The Bestiary updates now include Giantkin, Glitch, Mutant and Ooze.
The Bestiary updates now include Cosmic, Dracos, Elemental, Fey and Fiend.
The Bestiary is currently being reimported due to some data changes. Kingdoms that are complete are Animal, Atavistoid, Celestial, Construct, Humanish, and Undead.
Added to the Armor section:

Helmets
Helmets come is various shapes and sizes; plus, they are made from various materials. There is no skill needed to wear a helmet, but some have Strength requirements. No helmet offers bonuses to one’s AC; however, they do protect against certain types of effects -- most commonly assistance from becoming stunned. Head coverings sometimes have difficulties too. If a victim wearing any helmet must save to prevent a deaf or blind restriction, then said save will suffer a -1 penalty. Additionally, if a victim wearing any helmet suffers the nauseated restriction, then the effect will last for one round longer than normal.

Leather caps grant minimal protection. These will grant +1 to saves against stunning so long as the effect comes from a physical strike rather than mind-affecting magic. The bronze galea is another style of helmet. There grant +3 to saves against physical stunning, but suffer a -1 to any Perception checks while wearing. The galea is the only helmet that does not suffer the -1 penalty against deafness. Finally, the iron or steel bascinet helmet grants +6 to saves against physical stun attacks, but is penalized by -2 to Perception checks.

Edited By Dj the GM at December 27, 2021 02:39

Helmets now are a viable separate part of armor. These do not offer any bonus to AC; however, when wearing one, it grants +4 to any save vs a stunning effect. This comes at a cost of a -2 penalty to Perception checks.
An important section to ensure the proper managing of dice during more complex attack actions has been added. Likewise, many of the “multiple attack” skills have been rephrased or updated slightly to ensure clarity:

Calculating the Attack
As stated previously, most attacks will be a single strike against one opponent. For this, one just adds up the dice, rolls, then counts the hits, adds either Strength or Agility bonuses, and factors in the weapon. However, when “multiple attacks” are an option, then the attacks have to be carefully calculated to be sure the points and dice are correct.

Also, there is a difference between “multiple attacks” and “multiple targets.” The number of strikes in an action is determined by the “multiple attacks,” while “multiple targets” indicates the number of targets being attacked from a single action. Skill that allow these will be explicitly detailed in their descriptions.

For “multiples,” there are a few base rules that must apply:

1. Skills to use multiple attacks must be known to the attacker.
2. Damage from the weight of a weapon is calculated for each strike.
3. Damage from either Strength or Agility bonuses is calculated per target, regardless of the number of strikes or dice against the specific target.
4. Skills used in an action of attack can only be applied once to apply a d20, regardless of the number of strikes or targets.
5. If more than one d20 is granted from a skill, such as dual knifing, then all the dice from that skill must be assigned together to a strike.
6. No more than 5d20 from skills can be applied to a single strike. Dice for advantage and for sneak attacks do not count towards this limit. Explicit descriptions can override this rule.

An example of a multiple attack would be if a fighter had melee fighting, slashing and two-handed fighting and used a longsword. This would permit a d20 from each skill but applied across two longswords. Thus, 2d20 would be assigned to one sword, while 1d20 would be applied to the other. Assuming all three dice successfully hit, then the first sword would strike for four points of edged damage: 2 points for the dice, 1 point for the weapon weight, and 1 point for a Strength bonus; the second sword would inflict two points: 1 point for the die hit and 1 point for the weapon weight. Note that with these skills, multiple attacks are permitted but only against a single target. This is why the second sword did NOT get to apply a Strength bonus. However, if the fighter also had spinning moves, then he could split those strikes against two targets. In that case, the Strength bonus would also apply to the second sword because it struck a separate victim. Therefore, the first sword would inflict four points, and the second sword would inflict three points.

If the fighter had melee fighting, slashing, two-handed fighting, two-handed mastery and spinning moves using a longsword in one hand and mace in the other. In this case, only melee fighting could be applied to the mace; thus, the mace-hand is 1d20, which leaves the other 2d20 for the sword-hand. Of course, two-handed mastery is needed two mix the styles of fighting in a single attack action. Again, if having +1 bonus for Strength and attacking the same target, then the Strength bonus could NOT be applied to both strikes; however, if either one hit, then the bonus damage would be inflicted. If striking a different victim, then the bonus is added in against each victim. Bonuses from Strength or Agility apply by target, not by strike nor weapon.

In a final example, if a lizardfolk had melee fighting, body weapons, slashing, dual knifing and spinning moves, then potentially three targets could be struck because of the spinning moves skill. However, all three strikes could be employed against the same target, but if so, then its Strength bonus could only be applied once. The three strikes might be one dagger using melee fighting and slashing, while the other dagger uses the 2d20 from dual knifing, leaving 1d20 for the tail from body weapons. However, one of the daggers could be 3d20 with the other is only 1d20 -- or the tail could gain the melee as well as body weapons for 2d20, leaving slashing for one dagger and dual knifing for the other. Assuming three different victims and a +1 Strength bonus, the last configuration indicates the tail could inflict 2 to 3 points of blunt damage, one dagger could deliver 2 points and the final dagger 2 to 3 points.

Of course, in these examples if either weapon had special enchantments, such as infusion of fire, then it would apply to the specific weapon per target similar to how weapon-weight works. Additionally, when “multiple attacks” occur, any “natural 20s” produce a crit-chain of exploding crits for each strike.
Skills updated or reworded:

Dash; requires Agility 4 or Higher
With this skill, a character can double his or her movement in combat a combat round. This can be performed for as many rounds that a character has points of Agility. After using that many rounds of dashing, a short rest is required.

Ambidexterity
This is not two-handed fighting but rather the ability to use either hand as the use of a primary weapon. This allows a couple of options as one could hold different styled weapons in each hand, assuming neither is heavy or required two hands, and switch methods of attack every other turn without the initiative penalty for switching weapons. It also offers the option when having one's weapon pinned or disarmed, to use the already equipped weapon with no penalty or use a reaction to draw a new weapon with a free hand. Finally, this skill will allow parry to add an additional +1 to AC in the “other” category when wielding two weapons with two-handed fighting.
Some skills are being rearranged by the hierarchy. No significant impact, just organization. Places to look include Divine Skills, Fey Magickery and Vocational Skills
The human religion has been updated with incantation lists for most of the Dyadikí.
Invigoration Potion: Similar to a healing salve, when drinking this holy mixture, the imbiber gains d4 points of Spirit without exceeding the maximum score. This cannot be used cumulatively on the same target in the same day. The potion will become unusable after one month of its creation.
Update to Travel

Let’s summarize each pace. At a slow pace, the party is moving carefully and quietly. Everyone gains +3 to all Perception checks. Further, am option rule recommended is a pseudo-group check. If half or more of the party makes the check against a monster encounter as a slow pace and the opposing side fails by half its numbers, then the PCs perceive the threat before the monsters can, allowing avoidance or perhaps setting an ambush. However, if the PCs directly initiate combat, then all those on the monster-side that failed will have no turn for the first round. Additionally, the party can forage at a normal rate. Use daily or weekly foraging rules from the wilderness lore skill. Finally, any navigation checks for avoiding getting lost gain a +4 bonus to the role.

Normal pace is exatly that: normal. Most everything is a straight roll, except for foraging food. This is performed at disadvantage.

Finally, a fast pace obviously means they party will travel more distance in a shorter period of time, but while traveling so quickly, the PCs cannot forage at all. Further, all Perception checks suffer a -3 penalty. Those involving a monster encounters mean that the PCs who fail the check will have no turn for the first round. Finally, navigation checks to avoid becoming lost suffer a -4 penalty with traveling at a fast pace.
Update to Grappling

After having held the victim until the grappler’s following turn the next round, the aggressor may choose to drag the victim along with normal movement; however, one’s movement rate is halved when towing another. If the aggressor is two size categories larger, then movement is not altered. Also, if the aggressor is two sizes larger, that grappler may opt to hurl and slam the victim for its Strength bonus in blunt damage (or appropriate damage for the terrain). In the case of slamming, the victim can be placed into any open adjacent space. Obviously, this maneuver frees the victim from the hold.
...
Uncommon Conditions
When grappling, if the defender has body weapons, such as claws or a bite attack, then incidental damage may occur in an attempt to grapple a being or creature. This does not apply if the attacker has body weapons. However, if such a defender rolls a “raw 8” or higher on competition, then the attacker suffers 1 point of the appropriate damage, claw damage over biting if both apply. If that attack normally has poison or other special weaponry, then it will be delivered (or trigger the save) whenever a “raw 12” is rolled in addition to the point of damage.

To be perfectly clear, if this is the initial grapple, the incidental damage will not require Strength feat save should the attacker win the competition; however, if the defender is attempting to escape, but still loses the competition, then the grappler will require the feat save (DC:11).

Additionally, if the attacker is large enough to perform a slam attack, then there a few caveats. If the grappler is ten feet or taller, then slamming can be thrown into any space up to two hexes away. Moreover, when an attacker is that large, it is possible to slam the victim into another target in range. This will deliver the damage to the victim regardless, but also acts as a hurling attack against the AC of the target, which if it strikes also inflicts the Strength bonus damage, which will always be blunt for the target.
Update on Mind-Spirit Death

When wounded badly enough that the Body score hits zero or lower, then physical death becomes a real possibility. However, what happens when the Mind or Spirit score reach zero. In the case these scores reach zero, that becomes a potentially as serious as dying from a Body score. In fact, so serious, even though when a one-point axiom or incantation can still be cast, it might not be considered the best option.

When reaching zero but not going negative for either Mind or Spirit, then one degree of exhaustion occurs from the stress of the ordeal. Short and long rests do not restore points, but rather after one day of rest the score will raise to 1 point with the exhaustion still intact. It is inconvenient and requires the loss of a day, but a state of consciousness and mental awareness is still maintained.

Entering the negative values is when things become difficult. For the negative Mind scores, the character exists under the Drowsy restriction until reaching zero points. While in negative for Spirit, the character is under the Shaken restriction. It requires one full day of resting to restore a single point of Mind or Spirit when in such shock. However, at the end of each day, a special save is made before the point is restored. Using the save calculation as the “Death Save” for body, the wounded character must roll against the appropriate DC based on the current negative score. If successful, the point is restored; otherwise, it remains the negative value.

If a character remains in negatives for either Mind or Spirit for over 24 hours, then he or she is considered to be suffering a temporary insanity. The GM will have more details on what that means. If a character If a character remains in negatives for either Mind or Spirit for longer than three days, then an indefinite insanity will set in. A temporary insanity can be cured by restoring points; however, an indefinite insanity will continue even after regaining positive values for Mind and Spirit. In such cases, when ever the GM deems it appropriate, generally ruled by a failed Will preservation save, then the character will re-enter the necrotic state for several hours, possibly days.

Should the negative value become the negative equivalent for Judgment for a Mind score or Muse for a Spirit score, then the character becomes unplayable, inflicted with a permanent insanity, suffering effectively a mental or spiritual death and sanity break from reality, such as a complete cognitive divergence from reality for the mind or an endless coma of fear for the spirit.

To be clear, this only happens when the current score is negative. When resting that final day at zero, there is no save required. Depending on how adversely affected a character might be from this, the GM or player may wish to add to the story by introducing some mental issues, insanity, deliberate misinformation, etc. It should generally not be harmful to gameplay, as the penalty against the quality’s maximum has already suffered; however, there is no guarantee this misinformation will be safe. It may also be a way to introduce a different story or personality into the game.

Edited By Dj the GM at August 15, 2021 12:34

Fantasy Physics, in the Adventuring section:

What fantasy writers tend to do by default is take a realistic-physics world and add magic. Let’s be clear: that is not Enchanted Realms. This is a world where gods grant powers to mortals to do their bidding, and strands of magical energy can be captured by thought, word and motion. This is not a world with earth-based physics, and it should not assumed to be one.

To be fair, the GM is the ultimate arbiter of how his or her world works; however, it is strongly recommended not to get trapped into chemistry, aerodynamics, fluid-dynamics, fossil records and all those sciences of our world. While Enchanted Realms absolutely has sciences and physics, players should not make assumptions they work the same way as ours; further, players should avoid arguing rules based on that premise.

That said, it is the GM’s duty to ensure that the physics of the fantasy world works consistently -- or if they don’t, understand why. Therefore, here are some suggestions of fantasy lore.

First, understand the triangular relationship of fire, lightning and ice. Fire is an effective defense against ice. ice protects hinders lightning; and lightning blocks fire.

Another important feature of the fantasy world is weather and crop-cycles. Forget photosynthesis and seasons based on orbital revolution of the planet. No, weather is controlled by greater air spirits, who can be angered. While these spirits, called “emasi” by scholars, prefer routine and normalcy, which explains the seasons, these beings ultimately command the winds, rains, temperature, etc. It is not that elves are really good at meteorology that allows them weather omen but rather their fey-blood that creates a connection to empathically sense the well of the emas in the region.

Diseases are not a collection of bacteria and viruses. Instead these are malevolent energies that spawn from an origin closer to miasma theory. Plants and animals do not have a cellular structure. Rather living organisms are structures of the four humours: blood, bile, phlegm and acid. Moreover, the chemical structure is constructed from the four elements: earth, water, air and fire -- with quasi-elements assisting in everything’s nature.

However, perhaps most importantly to grasp is that everything living thing, even undead, have a lifesong. This is an energy shell that surrounds and passes through the being. Perhaps some call it an aura or a bio-field. However, its energies are like a fingerprint, unique to every being. At the same time, patterns of a lifesong can identify the creature as a particular race, gender, temperament or even memory and intention. The lifesong is a very basic and essential concept of fantasy-world physics in Enchanted Realms.

Players and GMs should understand that when playing Enchanted Realms, it is not a Medieval Europe simulation.
The online manual is being re-organized to better convey learning the system and the ideas it uses, especially for the person who has not every played this specific game. Please forgive any bad links that you may find. The process should be complete within one day.
An addition to the poisons sub section:

Rhodo-Honey: This is a natural honey produced by grayano bees. The nectar can be used as an ingredient with powdered lobster tail to produce a powerful hallucinogen. The poison is a injury based poison and ingestion is too weak to affect a person. When a victim is struck by it, he or she must roll a Will save (DC:12) or suffer hallucinations which act as a violent phantasm, usually of something greatly feared and will temporarily loss 1 Mind point. The effect lasts for one minute (or 6 rounds). Even if successfully saving the hallucination acts real to the victim up to its next action fighting off the phantasm; however, there is no Mind lost on a successful save. While needing only a homeopathy skill to produce, the individual must also procure the rare nectar from the grayano bees or have a hive and the animal husbandry skill specific to them.

Edited By Dj the GM at July 24, 2021 02:00

Movement Section Updated
As a base, a character or monster can move up to the number of feet listed on one’s character sheet. Any penalties due to armor or encumberment are subjected from the racial movement. This adjusted value is called the character’s “normal movement.” While this is primarily a measure of how far a character can move on his or her turn; however, there are many conditions, skills, magical effects and environment can alter the exact results.

When using a map, each hex represents 5 feet. Therefore, if a character can move 50 feet in a round, then during his or her turn 10 hexes can be traversed. This is true when the terrain is smooth, such as wood floors, open plains and worked stone. However, difficult terrain, like stalagmites, thicket-covered forests, or a treacherous staircase, cost double the movement cost -- every foot of movement in difficult terrain costs two feet. This means each hex of difficult terrain moved into cost 10 feet instead of 5 feet.

Another condition is when someone is prone and must crawl. Crawling also adds an extra foot to movement cost as well. Thus, for each hex crawled, it also costs 10 feet of movement. However, if crawling through difficult terrain, then it is cummulative; therefore, moving one hex would cost 15 feet. There are more detail about crawling and being prone in the Knocked Down details below.

There are several scenarios were movement is penalized. Below is a list of many conditions:
Condition Penalty
Mounting/dismounting horse/lizard steed 50% of Normal Movement in Feet
Mounting/dismounting gryphon-sized or larger creature 100% of Normal Movement
Pick up item from ground -10 feet Movement
Ready shield without shield-use -10 feet Movement
Standing up from prone 50% of Normal Movement in Feet
Unsheath/switch weapon -10 feet Movement

Further, when a magical effect or restriction is placed on a creature, unless otherwise stated, what is altered is the “normal movement.” Therefore, when quick step is used, the affected being has its “normal movement” increase by 10 feet. If under the bound restriction, the that being’s “normal movement” is halved. If struck by a ghoul, the victim has its “normal movement” reduced by 25 feet. The reason this matters is to ensure not miscalcuating the effect of armor when combined with additional conditions. Also, it might matter for determining whether that final hex can be traversed or not because there is no question about rounding. Either one has the movement remaining or the next hex cannot be entered.

Movement is also important for establishing position and controlling that space. The size category of a being determines how large of an area that falls under that being’s control. However, for these examples a human will be used, who occupies and controls one hex (or five feet).

Why this is important is answered by asking what does occupying and controlling that hex do? The short answer means this space is protected by the occupant and items in that area cannot be touched or manipulated without the space-owner’s permission. That said, there are conditions where permission is implied, and there are other cases where a challenge can supercede that permission.

Implied permission must happen most of the time or people would not be able to walk down a busy street. Therefore, the general rule is permission is only assumed to be denied to hostile creatures. Allies and other non-hostiles can walk through someone’s space as if it were difficult terrain, but they may pass through it. Hostile creatures, however, can only access the space controlled by that person’s permission or by forcing a challenge of some sort.

As an example, if the human in this example were standing over a knife but didn’t have an action remaining; therefore, being unable to pick it up -- then another person who had an action available could attempt to grab the knife. However, to do so, that other person would have to enter the hex controlled by the human. This would mean the item could not be picked up freely and doing so would have to be an action itself. Now as a result of that action invading another’a controlled space and being against the occupier’s will, an explanation of how the knife would be gained would need to be given. Depending on that description, the GM would call for either competition save against either Strength or Agility. If the grabber won the d12 challenge then, he ran by, grabbed the knife and moved to wherever he chose to end his movement; albeit at the risk of a flee-attack reaction. However, if the occupier won the competition, then the invader ran by, missed the knife (perhaps covered by the occupier’s foot), and then continued on -- also at the risk of a flee attack.

In the following round, both of the persons have an action available meaning, each is capable of picking up the item for free at the cost of 10 feet of movement. Whoever has the first initiative would declare he his grabbing the knife freely. The other person may interupt to declare he too would be making an attempt to grab the knife. In this case, both person’s would be forced to use his action to resolve the competition, which would happen on the turn of the one with the lowest initiative.
Additional and updated verbiage in the SAVES section:

Finally, competition saves are when two or more creatures are trying to accomplish the same thing. In this case, the DC is determined by the save score of the others who are in direct opposition. An example might be if a loose dagger is on the floor and two persons want to get it, or when someone is holding shut a door while a monster is trying to break through. It is rare for more than two participants to be in a contest, but it could happen. Whichever contestant has the highest total score wins the action, such as gaining the knife or holding the door in the examples above. If, however, the result is a tie, then circumstance remains as it was, and the struggle continues (assuming all parties continue to struggle). Therefore, the knife would still be free, or the door in a mostly closed state.

As for actions in combat that result in a competition, there are a few seemingly minor details; however, they become very important to game-play and strategy. To pick up an item that is loose on the ground, free on a table or some other similar circumstance, there is a 10 feet movement restriction imposed for picking it up. Also, while not requiring an action, one must still have an action available to pick said item up. This merely means when it is a character’s turn, the item should be grabbed before taking an action rather than after, which also means an action causing an item to become loose or free cannot be instantly snatched up by the provoking character. However, the provoking character could walk to the item and occupy its space, effectively controlling that area, even though he or she cannot yet quite grab it.

At this point, any other characters in the area, who still have an action remaining for that round, could freely go get that item with the movement penalty reduced, and still have his or her action available. However, if the space of the item is controlled by another person and the item is still loose, then an action must be used to grab the loose item. Because the space is controlled by another, there would have to be a competition to see whether the attempt to grab the item worked. The subquality to use would depend on the aggressor’s method of getting the item. If he charged pushing on the occupier of the space, then the GM would likely call for a Strength competition. If the aggressor performed a running slide and snatched it quickly before the occupier could respond, then the GM would probably have it be an Agility competition.
Weapon Lock, requires One of Bludgeoning, Cleaving, Pole-arms or Slashing
This skill focuses on pinning the opponent’s weapon in a way that it is locked from attacking. It can only be employed with non-improvised, melee weapons that do not have the light tag, and also it can only be used against actual weapons; it cannot prevent a martial artist or monster with body weapons. One could use a longsword with weapon lock but not a chair from the bar. Furthermore, weapon lock could not be used against a silk sleeve either. Another restriction is it can only be used against an opponent one-size category larger who are also bipeds. Therefore, it is possible for an elf to lock an ogre's club, but a mounted fighter would be immune to weapon lock from the same elf. To determine success only a single attack is used. This means single-die advantage/disadvantage rules would apply for two d20s. However, for the normal attack, a d20 is rolled against the opponents AC. Rather than the Strength, for this maneuver, Agility is added to the die roll. Also, weapon quality and any magic are added to the roll. Some weapons may also offer additional bonuses. If the wielder has weapon forte in the weapon used, then an additional +3 bonus is gained on the attack roll. There are more details about scenarios using this skill in the Weapons Negating section.

Weapon Disarm, requires Weapon Lock
This skill uses the techniques of Weapon Lock and improves upon them to remove an opponent’s weapon. Because of the improvement in skill, this allows light weapons to be employed in the maneuver as well. When using it do disarm an opponent, the same single attack and bonuses from weapon lock are used. Just to clarify, the subquality used in the attack as a modifier is Agility. On success, the opponent has options, but may use a reaction to resist the disarming, assuming the target has one available. If not having a reaction available or choosing not to resist, the weapon is removed from the combatant’s grip. By resisting the disarm, the victim is taking a gamble to maintain the grasp with the cost being some minor damage and is no guaranty of it working. The inflicted damage is a base of 2 points, but the attacker’s weapon weight-size (light, medium or heavy) adds to injury. This means 2 points when attacking with a light weapon, 3 points for a medium one and 4 points for heavy. After accepting the damage, the victim makes an Agility save competition against the attacker. However, the attacker is at advantage on the d12 roll. If the victim wins the competition, then the weapon remains held; if not, then the weapon is thrown some distance away base on the chart below:
Attacker’s WeaponDistance
Light 0 to 1 hexes (d2-1)
Medium1 to 3 hexes (d3)
Heavy1 to 4 hexes (d4)
There are more details about scenarios using this skill in the Weapons Negating section.

***Weapon Negating Entry***
When performing combat between armed combatants, a desire of both sides is to find a way to neutralize the effectiveness of the other side’s weaponry. In the hand-to-hand perspective, the skills weapon lock and weapon disarm are some of the most effective ways to accomplish that goal. Weapon lock is a skill that uses a weapon in a way to lock the opponent’s weapon from being wielded effectively enough to strike. Weapon disarm is a skill that can be used in combination with the previous skill that physically removes the opponent’s weapon from his or her grip. While these are simple concepts, there are a lot of scenarios that have to be understood and considered.

With both skills, the attacker rolls a single chance to lock or remove the opponent’s weapon. It is important to note no matter how many skills complement these maneuvers, no matter what bonuses are granted for a weapon employed, the success roll is a single d20. Of course, what this means is if there is advantage or disadvantage, then two dice are thrown using the better or worse of the two, depending on the situation.

Once the feat is successful and the attacker has locked the weapon or has disarmed the opponent, there are a few items that must be resolved. First, due to the nature of this special attack, a rebuff cannot be used as a defense to block the attack. However, the victim will be allowed the option to use a reaction to prevent the effect which does not require possessing any skill. Obviously, the victim must have a reaction remaining for the round. For a weapon lock, the victim is allowed to make a Strength save competition against the attacker as a reaction to pull the weapon free by brute force. However, the attacker is at advantage on the d12 comparison. All modifiers for size and environments are otherwise normal.

The victim of a weapon disarm can use a reaction to resist the disarming maneuver. This means the torque applied continues longer, perhaps the attacker strikes part of the forearm instead of gaining an effective fulcrum to pry the weapon free, the victim slips the hilt free but the momentum pulls the attacker’s weapon into his face, or yet some other explanation results due to the resistance. The end result of the choice to resist the weapon being disarmed from a rules perspective is the victim is taken a gamble to maintain the hold on the weapon; however, it costs some minor damage and is not guaranteed to work. The inflicted damage is a base of 2 points, but the attacker’s weapon size (light, medium or heavy) adds to injury; thus, the resulting cost for resisting is 2 points against light weapons, 3 points for medium and 4 points for heavy. Of course, the damage type will be equivalent to what the weapon delivers in melee. After accepting the Body damage, the victim enters an Agility save competition with the attacker. But as with the lesser skill, the attacker is at advantage on the d12 roll. If the victim wins the competition, then the weapon remains held; if not, then the weapon is thrown some distance away.

Assuming the success of these skill, then the weapon has become pinned or has been disarmed. There are now options for all parties to consider. When a weapon is locked, whether immediately reacted to avoid or not, using future reactions to pull it free with brute force in future rounds would automatically fail and the weapon is held useless. Further, any bonuses, skills or maneuvers from the wielding that weapon in combat are lost. For example, parry and the opportunity to rebuff or riposte are not permitted.

The wielder of the pinned weapon can free his or her weapon; however, there is a cost to do so, which is equal to 2 attack dice. This means if the skills of his or her attack with that weapon add up to 2d20 for an attack, then the next action can be sacrificed in whole to free the held weapon. However, if the skills add up to 3d20, then on the next action, 2 dice are sacrificed but a 1d20 attack can still be made. Conversely, if the victim only has melee fighting or is unskilled, then this sacrifice of dice becomes spread over two rounds.

Another option to free the weapon is if a third party comes and applies a successful weapon lock against the original attacker placing the lock. Even if the reaction to prevent the pinning of that weapon is successful, the first locked weapon is freed.

Rather than trying to use brute strength, the victim could choose to use a reaction to release the pinned weapon. If this was not chosen at the moment of attack, the victim could choose to use a reaction on either the attacks turn or own’s own turn to drop the weapon. Obviously, this does not free the weapon, but it would allow switching to a different one on his or her person.

No attempt to free the weapon is required. The victim might be contempt to take other actions that require only one hand, such as drinking a option from a belt pouch or casting a verbal-only spell.

Of course, when the employer of the weapon lock has his or her next turn come around, the decision to release the weapon and make a different attack or action is a choice. However, if the opponent's weapon is still pinned when the turn comes around, any action requiring the hands used to wield the weapon must me sacrificed to maintain the hold, but if not employing a two-handed weapon, then drinking a potion or casting a non-gestured spell would also be an option.

Like the victim, the entire time while maintaining the weapon lock, that combatant also loses the benefits from parry and other skills gained from active use of the primary weapon in combat. However, if the locker has shield-blitz, then a d20 of blunt damage can be inflicted - but only against the victim of the pinned weapon.

When disarming a victim, the attacker has no restriction after performing the maneuver. That said, the weapon is up for grabs. Part of luck and strategy is the timing of one’s action during the round. To pick up a weapon, there is a cost of 10 movement points, but as stated in the Saves subsection, while it doesn’t require an action, one must still have an action remaining for the round to pick up a free item. This means the attacker could not grab the weapon in the same action he or she disarmed the weapon, but if the victim still has an action, then it could be retrieved; however, understand that decision could make one susceptible to a flee attack.

Riposte, requires Rebuff. [Is A Reaction]
This is an enhancement to the rebuff skill where a combatant performs a small counterstrike as a reaction in response to an attack. YThe counterattack is merely a single d20 in response instead of a full attack, but it still may inflict damage if striking the opponent's AC; further, no Strength bonus is added in the counterstrike but the weapon size may. This reaction may be chosen even if the incoming attack was unsuccessful and not requiring the rebuff; however, if the incoming attack was success and not thwarted by the rebuff defense, then no riposte counterstrike can be made. Weapons employed at the time of the reaction are limited to melee weapons, but also those with a heavy tag and improvised weapons are restricted from using of this type of reaction. There are a few weapons that can be used with riposte but not rebuff, the dagger being the most notable. While this sounds counter-intuitive, what it means is a dagger counterstrike from riposte can occur, but only when used as a reaction from a failed attack that doesn't require blocking.
A few skills were recently reworded or updated. Those are included here:

Countermove, requires Rebuff. [Is A Reaction]
This is an extension skill using the rebuff reaction when being attacked. Using a melee weapon, the countermove redirects an attack to another creature that is occupying an adjacent hex from the original attacker. When employing this, a successful rebuff must be made before extending it to a countermove. If the rebuff fails to block the incoming damage, then nothing further can occur. However, if successful, the half of the total remaining damage can be pushed onto a nearby target by use of this maneuver. However, no special damage, such as infusion of fire or poison is transferred. Also, that partial damage can only inflict the new target if the highest die of the original attack is capable of striking the new intended victim’s AC. As an example, if a 3d20 attack with a heavy weapon and a +2 Strength successfully strikes the one capable of countermove with all three dice, potentially inflicting 7 points of damage. If the rebuff works, then 2 points from Strength still damage the original target, but 5 points are thwarted. Now, 2 points (half of the remaining 5, rounded down) can be redirected to the new target, assuming the highest die of the original attack can strike that AC.

Deflect Missiles, requires Melee Fighting and Agility 4 or Higher. [Is A Reaction]
This skill permits a reaction to potentially neutralize the entire attack to the target from an archery or thrown-weapon attack. If reacting is chosen to use, then a d6 is rolled and subtracted from the attacker’s highest die score. If this lessened score of the highest roll results in a number which would no longer hit, then that entire attack damage against the target is deflected away, preventing any damage from being inflicted. Moreover, if a raw 6 is rolled, then the attack is deflected regardless of the math, plus the deflector may choose to catch the weapon so long as one hand is free. However, if any value of the attack is a natural 20, the reaction cannot be used, as the attack cannot miss. Magical spells cannot be deflected, which includes any magical effect that turns normal ammo into a magical, non-corporeal projectile, such as some magical arrows. The GM will determine this if the effect or item is ambiguous of the magical enhancement. Furthermore, see the combat section for details on reactions.

Dodge, requires Melee Fighting and Agility 4 or Higher. [Is A Reaction]
This skill permits a reaction to avoid physical damage inflicted by melee. When struck in melee, the one dodging can the score of one of the attacker's dice, so long as that die-score is not a natural 20; however, it must be the lowest score of an attack sequence. If more than a single attack sequence was successful against the target, the one dodging can choose which attack to attempt to dodge. Further, the dodger is permitted to know whether one die or multiple dice were used in an attack. Once selecting the attack (lowest die) to avoid, a reaction is used, so long one remains for the round, and a d6 is rolled. The result of the raw d6 score is subtracted from the lowest successfully-striking die of the selected attack. If that adjusted score is low enough to miss the target AC, then the point from the die is removed and also the Strength bonus is removed from that attack sequence. Furthermore, any special damage, such as heavy blow crit-damage, infusion of fire, poison, disease, or necrotic effect delivered as part of the success of the attack sequence is also negated. Finally, if that is the only die of the attack sequence, then the entire attack acts as a miss and zero points are inflicted as damage. Otherwise, the attack was only reduced to a glancing blow that still inflicted some harm; the remaining die-hits count as one point of damage each in addition to any weapon-related damage and magic included in the attack. Finally, no natural 20 can be reduced or removed, nor can any of its extra dice or exploded values be removed. However, unless all the hits are natural 20s, then the lowest die can still be reduced. Magical spells cannot be dodged. See the combat section for details on reactions.

Rebuff, requires Melee Fighting and Strength 4 or Higher. [Is A Reaction]
Similar to the deflect missiles skill, this allows a reaction to be used in response to any physical damage inflicted by melee from a melee weapon. This requires a melee weapon being wielded to us the reaction; however, there are a few that are not designed to be used with this skill. If the reaction is chosen to use, then a d6 is rolled and subtracted from the attacker’s highest single die score. If struck by more one attack sequence, such as when an opponent uses shield-blitz, then the one reacting must choose which attack sequence to attempt to neutralize. Should the score from the d6 reduce the value enough so the score no longer hits, then the entire attack sequence fails to hit; however, due to the collision and method of thwarting the attack, strong opponents still force the Strength bonus through the attack. Moreover, if a raw 6 is rolled, attack sequence is blocked regardless of the math (except for any Strength bonus damage). Magical spells cannot be blocked. More details on reactions are in the combat section. Further, if under the restrained restriction, rebuff can still be used but at disadvantage where two d6s are rolled, using the lesser of the two rolls.
There has been a slight clarification about Batfolk. I believed it was clear about their echolocation ability; however, part of the racial description has been rewritten to remove any ambiguity:

They also have a form of echolocation, which allows them to effectively see in the dark, even magical darkness, so long as they are not deafened; however, they must emit an 80dB high-pitched screech each round to do so (which is a free action on one's turn). This briefly activates a part of their brains which gives them synesthesia for a few seconds, effectively allowing them to "see" sound.
The character sheet image in the Rules section was an older image. It has been updated.
This comparative infograph has been added to the Bestiary.
Concentration (rule updated)

Some axioms require concentration. The sorcerer can still partake in conversations and observe the surroundings, but while concentration is required no reactions can be performed nor can any new axioms, cantrips or invocations be cast. However, other actions, such as combat or drinking a potion are perfectly legitimate. Further, movement rate is half during concentration. Of course, a specific detail in an axiom could override this general rule. Should the caster’s concentration be broken, it will usually end the axiom. Thus, if the concentration is required to maintain or complete an effect, then breaking the caster’s concentration would free the victims. However, in some cases, such as conjure elemental, it does not return end as one might expect.

Concentration may be broken by inflicting damage against Body, Mind or Spirit. However, the caster is permitted a save against a DC:14 plus the number of points of damage to maintain concentration. If struck with Body damage, a Resilience save is used. If Mind damage, then Judgment; and if Spirit, then Muse.

Other options to break concentration are using arcane disruption as an action or counterspell as a reaction at the start of the caster’s turn. Obviously, killing, stunning or incapacitating the caster would also work. Lastly, the GM may allow for environmental events to break concentration.

Edited By Dj the GM at April 27, 2021 04:31

Throwing Items
Items like globes of acid splash, molotov cocktails, and vials of holy water are somewhat routinely thrown at enemy targets. How does that work in a system that uses weapon styles? And doesn't it say in Combat Skills that “those without a trained combat skill have no dice to roll for an attack?”, so how does that work?

Let's address these one at a time. The trained combat is discussing thrown items that are themselves weapons and can inflict physical damage on their own merit. Items like acid and holy water do not inflict damage because of the force and skill to strike with the “pointy end” or something. They inflict damage because of special properties they possess which when coming in contact of the recipient creates an effect. As such, these items are permitted a d20 for nearly anyone, so long as the one hurling has the physiology to throw the item. For example khaasta would not. If the raw score of the d20 strikes the opponent's AC, then the throw was successful enough to activate the effect in the description of the item.

However, skilled persons can throw “any item” better than untrained. Therefore, a person with ranged fighting is permitted to add an extra d20 to the roll. This does not adjust the damage of the affect in anyway. In fact, it is akin to rolling a single d20 at advantage in such that should either die score a hit, the effect happens. Further, if a person has hurling as a skill, then 3d20 is rolled, but likewise, it is only for the determination of contact with the opponent's AC.









ItemDamageNote
Acid Splashd4Alchemical Damage
Bonfire Blend1Fire Damage; very ineffective
Explosive Oild4Fire Damage; Combustion
Firebreather's Oild3Fire Damage; special attack delivery and save
Holy Waterd4Smiting Damage; limited victims
Sleep SmokeSleepJudgment save
Smoke of RestraintGrappledStrength save

These combat skills can improve accuracy on even magical effects. For incantations like guiding bolt or axioms like fire dart where a magical energy is hurled towards an opponent on a d20 and tested against its AC, then many spells will describe how modifiers work. However, if there is no explanation, the default rule for “throwing magic” is the spell provides the d20. Then if the caster has ranged fighting, then any Agility bonus can be added to the to-hit value. If the cast further has a hurling skill, then the total Agility score is added in lieu of the bonus. Again, these adjustments do nothing to change the damage or power of an effect.
There is a divine law is known as spiru-dynamics. What this means is the output of power from divine magic can never be greater than the input used to manifest the effect. This really only has one applicable scenario, and that is the healing of Spirit. While incantations can heal and restore Body points and even Mind point to produce numbers greater than the cost of the incantation, this is only due to the inequality of types of energies transfered. For example, the treat body incantation costs 2 Spirit but could potentially produce 4 Body points in return. This also true for treat mind. Remember, an introductory axiom costs only one Mind point and axioms max out at six, but the lowest incantation has an expense of two Spirit points; further, the greatest of incantations can cost up to twelve points. All of this indicates that spiritually divine magic as a unit carries more energy than the other qualities.

Again, while all of these healing and restoration spells are useful, the law of spiru-dynamics limits the amount of healing to Spirit that can be produce to the equivalent of the cost put into the incantation. Using again treat body as an example, the incantation heals Spirit on a d4; however, as a two-point cost, the maximum restoration to anyone's Spirit is two points. Granted, the d4 is a statistical measure and the roll indicates that on a raw 2, 3, or 4 the amount healed is the maximum two points, but this divine law prevents no more than two points to be healed for this incantation. To clarify, this is not just the spells in the examples, but also restore spirit and any other incantations that heal Spirit points.
Senses
Different races, monsters and species use different methods of sensation. The most universally referenced sense is vision. In fantasy world, there are several types of vision. The three most common are normal vision, darkvision and spirit sight. There is also night vision, which Jzaka, cats and owls have. Many other senses are used by different creatures. Here will be a brief summary of what each type is.

Normal vision is exactly what is sounds like; it is what you are using now, viewing the normal visual spectrum. What this means is in darkness, normal or magical, it is more difficult to operate and fight. Anyone using normal vision suffers a -2 to attack penalty for attack rolls in the night and disadvantage on attack rolls in total darkness. Also, movement is half of normal for traveling in darkness, including dim light.

Darkvision is unique eyesight adapted by subterranean and nocturnal creatures. It allows them to operate in darkness as if it were normal. Therefore, no penalties for fighting in the dark. Because most creatures with darkvision operate in the normal spectrum as well, there are no penalties for regular lighting. However, different species have different ranges they can see in the darkness. Half-orcs can only see 15 feet, while the svirfneblin can see out to 120 feet. When using darkvision, most of what is seen is a grayscale rather than color; however, there are a few exceptions to this rule when explicitly stated. Moreover, magical darkness thwarts darkvision.

Spirit sight is a special sensation for creatures that do not rely on vision. Most of the walking dead and “unliving” creatures, known as feratu, find their prey like this because many feratu do not have functioning eyes. Spirit sight is the detection of a living creature’s aura, biofield or life song. For those without it, it can be best thought of as the radar sense used by the comic-book hero Daredevil. Of course, this means those with spirit sight are not affected by light conditions; however, if one can mask himself from life-detection, then the spirit sight could not know he was there. Of course, this will not work for all feratu, for example vampires, as they make use of normal vision as well (or possibly darkvision for a dwarven vampire).

Night vision is an above-ground sight relying on the absorption of light waves in materials from sunlight. Even though the material is no longer reflecting current light, there is a shedding of the radiation, partly based on heat and partly based on the subtle glow of the planet's ring. Creatures with night vision have a special sensitivity to be able to see in the dim light of a double-moonless night; however, if being hidden from the atmosphere, either by going subterranean or inside a windowless mansion, those with night vision become as blind as normal vision.

Devil sight is a power form of seeing. This allows not only vision in any darkness as if normal, but also a being with devil sight can see through magical darkness as well. This method is used often by imps and lesser fiends of the devil phylum to endanger their victims.

Blindsight is a general term for being aware of the surrounding even without vision. In some cases this is due to hearing, air pressure or even magnetism from the ground. In other cases it is a bit more mystical. Most everyone has a minuscule amount of this sensation, but unless an entity is explicitly stated to have it, there are no modifiers to adjust. For example, zombies use primarily spirit sight; however, this is based on feeling presence of life forces around them. But one might ask, how then do zombies not walk into walls, know to use doors, not fall into pits? The explanation is a very low-grade use of blindsight -- not enough to identify the types of rocks, but enough to avoid tripping over them. Other creatures, constructs for example, have a high degree of blindsight. They cannot be blinded nor can deafness alter their perception of things around them. Beings using blindsight as a primary sense cannot see through walls, but they are typically unaffected by glamour type illusions.

Batfolk have echolocation. Lizardfolk have vibrational awareness. Some of these have details listed with the race and how members use the sensation; others merely translate to a bonus on Perception. However, it is important to knowledgeable of how these unusual impressions work. It allows a GM to rule for exceptions. For example, echolocation will not work for batfolk who are caught inside a silence spell. A method of mental anguish for a lizardfolk could be placing one in a deprivation chamber to block vibrations; it does no real harm but would become very stressful over time.

Psionics, telepathy and magical means can detect things normally undetectable. The specifics should be detailed in the skill, incantation or axiom. This brings up illusions and how they are perceived. Read the Illusions section for a better understanding. But in that vein, know that something can be invisible (to one type of sensation) and still be seen by others.

The long and short of this is that based on one's senses and awareness of what they mean, everyone should have a better understanding of how characters and monsters can sense and identify others. It also allows one to know when their character is at disadvantage, figuratively and literally.
The Elven Deities section has been updated. All but Lilyth, who can't be worshiped by players anyway, have had the details and dogma added to better understand this pantheon.
With the completion of the Undead the entire Bestiary has now been converted.
Plants have been converted in the Bestiary.
All Oozes have been converted.
Mutant monsters have been converted.
The Humanish beings in the Bestiary have been converted.
After a few more math tests and analysis, it was determined the new changes allowed priests gained too many incantations too early with not enough cost for each effect. To mitigate this issue, the Spirit cost for specific incantations have been adjusted.
All creatures in the Glitch kingdom have been converted.
Updates made to Backstab and Sneak Attacks.
The Giantkin creatures have been converted.
All Fiends have been converted.
The Fey section in the Bestiary has been converted.
All Elementals in the Bestiary have been converted.
All species of the Dracos kingdom have been converted.
All Cosmic beings in the Bestiary have been converted.
All Constructs have been converted.
All Celestials have been converted.
Subraces added to lizardfolk.
All Atavistoids have been converted.
All Animals in the Bestiary have been converted.
Several typos have been corrected in the manual and GM Aide.
The first creature of the Bestiary has been updated.
The "Contents" in the GMAide section has been updated as well.
The "Contents Menu" in the Rules section have been updated to save space and present content better. The same method will be applied to the Bestiary and GMAide soon.
New axioms available:

Instant Wall (Spell Points: 3)
Wall of Force (Spell Points: 4)
Disintegration (Spell Points: 6)
New playable races

Batfolk
Batfolk are atavistoid bipeds with batlike features. They have short brown, black, or gray fur and leathery wings in place of arms; however, from the wingbone, they have an elbow which extends into a prehensile and clawed hand. They have luminescent eyes in shades of red, green, or yellow as well as fangs. They stand about 4 to 4½ feet tall and weigh around 70 to 90 pounds. They have a walking speed of 40 feet and can fly at a movement rate of 75 feet for 30 seconds (3 rounds) until they must must recover for an equal time before flying again. They also have a form of echolocation, which allows them to effectively see in the dark so long as they are not deafened; however, they must emit a 80dB high-pitched screech each round to do so (which is a free action). While batfolk have claws, they cannot naturally use them effectively. Whenever a batfolk learns martial arts, then they can a free body weapons skill which can only be used in conjunction with the martial arts skill, meaning their initial claw strikes are 2d20. Batfolk actually have three sub-races; however, only the nutritional requirements make any differences. Fruit batfolk must consume fruit for three meals per week or they will become sick. Vampire batfolk must consume blood for one meal per week. Lastly, flower batfolk must consume nectar for two meals each week.

Gnome
Gnomes are a subterranean race related to dwarves; however, they are thinner and smaller, closer in size to halflings. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles beneath their prodigious noses, and their proportionately-larger eyes shine with excitement. Their fine hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. As a free racial skill, they have mathematics, which has led to a significant number in their society to become engineers. Gnomes also gain +1 to the Mind score as a starting character, but it cannot exceed 4 points.

There are four subraces of gnomes: forest gnomes, rock gnomes, deep gnomes and ice gnomes, though only the first two are likely to be playable. Forest gnomes live above ground in forested areas; however, they still sleep and build homes n burrows. They also have an innate ability to speak with small animals like a free language. This is the same as the priest incantation but is limited to small and tiny-sized creatures. Rock gnomes live underground and rarely come to the surface. Rock gnomes have darkvision extending to 20 feet. Deep gnomes, sometimes called svirfneblin, live very deep under the earth. They have darkvision with a radius of 120 feet. Further svirfneblin have a stone camouflage ability, which gives the advantage for rolling the stealth DC in rocky or cavernous terrain. Finally, the ice gnomes, also called barbegazi, live in very cold environments. Their habitats are said to be networks of caves and tunnels accessible near the mountains and glaciers through concealed entrances. The barbegazi resemble the typical gnome except for their larger feet. The ice gnomes are resistant to cold.

Half-orc
The vile and violent orcs are known for their pillaging behavior. During raids, the raping of human women is not uncommon. Occasionally, pregnancy results. And even rarer, a few survive to adulthood. The genetic factor of an orc seems to be stronger than most races in that the orc might not actually be able to be bred out of the lineage. Thus if a half-orc finds his or her orkane kind and mates with another orc, the offspring will be considered a full-blooded orc. Should the half-orc mate with a human, the offspring is another half-orc.

As a starting character, a half-orc has a choice of melee or ranged fighting but one must be taken. Additionally, the unique combination of genetics from orc and human produce an offspring with a +1 bonus to the body score, but starting values cannot exceed 4 points. Half-orcs are usually little taller than 6 feet but might grow as large as 6-9.
New items on the market:

Firebreather Oil: This is a form of paraffin, similar to kerosene, that is used by performers, held in their mouths and spit into a flame for a pyrotechnic effect. It is stronger that lamp oil with a lower flash point. This means it could be used as a weapon in some cases, although it is not very reliable. If one uses it to attack, spitting a mouthful past an open flame (such as a candle, tindertwig, or torch) to ignite it, then it could harm a target 5 feet away (or in an adjacent hex). One rolls a d20 as range and must strike an AC10, regardless of the target's actual AC. If rolling a natural 1, then the attacker accidentally inhales or swallows some of the fuel, leaving the attacker nauseated (as the restriction) until the start of his or her next turn. If successfully striking the target, the victim then makes a body preservation save with the DC being 20 minus the true AC value. If the DC becomes less than 2, remember than a natural 1 always fails. If failing the save, the target suffers 1 point of body damage due to fire.

Explosive Oil: This is combustible mixture of oil and alcohol which has a flash point that results in a fiery explosion. Molotov cocktails are the method of deliver for this oil when used as a weapon. If holding an open flame, such as a torch or candle, and also prepared with wicks, then one can light and hurl in the same action. To attack, one rolls a d20 as range, hurling the 8oz flask at the target successfully striking the target based on their AC. If missing the target, the use the rules of friendly fire to determine if anyone else was struck. Even if missing everyone, consider the terrain for combustibility. If successfully striking the target, the victim suffers 1 point of fire damage, plus must make a body preservation save using a DC at 20 minus the AC. If failing, the oil continues to burn over the victim, which will inflict 1 additional point of fire damage at the end of each of the victim's turns. An inflamed victim can use a full action to stop, drop and roll to extinguish the flames; however, it requires a body feat save (DC:6) to be successful. Moreover, to throw a Molotov cocktail of explosive oil, only three can be carried on one's person safely; however, a pile could be placed at one's feet, causing a loss of 2 points of initiative to reach down to get one for the action. Keeping them in a metal box at one's feet and closing the lid between throws is also possible; however, that comes at the sacrifice being able to throw every other round, with the action in between being used for closing and securing the box. All of that said, if the attacker suffers any fire damage or is exposed to a fiery effect while being in possession of these cocktails, then each explodes upon the owner.
New Adventuring Skills available

Brachiation (requires Climbing)
This skill enhances one's climbing ability to effectively move through trees and branches. This could be, but not necessarily, swinging from branches leaping with one's arms. Alternately, this could be leaping and running from branch to branch on foot -- or a combination of any of those methods of locomotion. The base movement for this skill is 40 feet, which is not subject to dash but could be increased magically. For a full appreciation of this skill, watch the movie House of Flying Daggers.

Contortion
This allows a person to fit into and move through a smaller space than normally would be allowed. Further, there is a chance to remove oneself from being tied or shackled, similar to the knots skill. Escape can be attempted each five minutes with success if rolling a body feat (DC:14) for rope and (DC:20) for shackles. If someone also has knots as a skill in addition, then escaping rope-binding is (DC:12) and can be attempted once per two minutes.

Diplomacy (requires Influence)
This skill permits a character to speak without interruption from others for thirty seconds, unless someone else in the crowd also has the same skill. Also, as an enhancement of charisma and social engineering, the skill allows a person to influence others, making the DC used by the victim to increase by 4 points, rather than just 2 from the influence skill. Further, if using in combat as a complete action, which disallows other actions or reactions until the remainder of the round, then sentient, language-speaking combatants can be convinced to make a momentary truce for one round. This is performed at the end of the round by each hearing opponent, who understands the language and has free will, to roll a mind preservation save (DC:9). If a majority of the opponents fail and take pause, then the following round the diplomat can clearly explain or articulate why the fight should not continue. This may or may not be effective based on the conditions and responses barked by the enemy leader. Moreover, this truce cannot be used more than once in a single combat.

Rock Climbing (requires Climbing)
This is an enhancement to the climbing skill, allowing the person to use the following modifiers for the conditions rather than the base skill. All other conditions skill combine.




Movement while bracing between 2 surfaces+8      
Rough Surface, Rock, Mortar+4      
Smooth Surface With Handholds+0       
Overhang, Traversable Ceiling-3      


Edited By Dj the GM at March 30, 2021 11:37

With the introduction of the gnomes, several new skills are now recorded. However, most are still effectively considered secrets of the culture.

Horology (requires Gear Mechanics) Cost: 400
Technically, this is the science of time-keeping. However, from a game-application standpoint, this is more than that as it it involves the creation and engineering of minuscule gears for exceptional accuracy and precision. With this skill, a winding mechanical timepiece, clock or pocket watch can be created. Moreover, this is a coveted and protected skill that is primarily known by the gnomes. Few outside of that society would have access to this skill.

Mago-horology (requires Horology) Cost: 500
This skill crosses the boundary of engineering into the mystic. The use of small mechanical gears can be used to harness and store magical energy, essentially converting mechanical energy, like a windmill or waterwheel, into magical energy and stored in a way that it can be released at a later date. An example might be a horological channeling object to store spell points.

Clockwork Engineering (requires Alchemy, Horology ) Cost: 500
This gnomish technology is used to create clockwork constructs. These automatons require fuel, and there are more details in the GM Aide documentation.

Advanced Clockwork (requires Clockwork Engineering, Mago-horology) Cost: 600
This gnomish technology is used to create clockwork constructs which are magically powered by internal mechanisms. There are more details in the GM Aide documentation.

Edited By Dj the GM at March 30, 2021 10:01

Swarming (New Combat Skill)

While every participant must possess the skill, this allows a group to use its numbers to overwhelm fewer opponents. To create a swarm, all participants gain positions in adjacent hexes to their opponent or opponents. Further, a swarm cannot exist until there are three participants greater than the enemy. This establishes a swarm. When swarming, a +1 to hit bonus is gained for every swarm member greater than the enemy, up to a maximum of +8. Two small creatures can fight in one hex, while medium creatures can be the only occupant of a hex. This means small swarming creature can exceed the physical six hexes against a single opponent for bonus awards while medium-sized creatures cannot. The partner ploy skill does not count as extra participants for the swarm; however, defenders with the skill can count as two persons for the calculation of the swarm commencement and bonus.

And yes, goblins and kobolds will have this skill as a racial ability.
Anthem of Excitement (New Adventuring Skill)

When the minstrel performs this as an action, its effects continue until the end of his or her next turn. The effect is selecting a single ally target other than the minstrel to gain an additional d20 attack die for melee combat. This die is not subject to the 5d20 maximum rule. Should the songster be a musician, then two allies can be affected. If he or she be a maestro, then three targets can be enhanced.
Encouraging Verse (New Adventuring Skill)

This grants the ability to use musical notes to disrupt mind-influencing effects. As an action, the minstrel begins a performance that lasts until the end of his or her next turn. Upon the next turn, the action may be to continue the performance. During that time, the player and any friendly creatures within 30 feet gain advantage on saves against being frightened, charmed and even phantasms. A creature must be able to hear gain this benefit. The performance ends early if player becomes incapacitated or silenced. Further, the songster could voluntarily end it (no action required). The skill of the music maker impacts the effect of the performance. Should a musician perform this action, then in addition to advantage, +1 on the save is gained. Should it be a maestro, then +2 is gained. Further, it should be noted that only one song type can be performed at one time.
Song of Rest (New Adventuring Skill)

By performing with a musical instrument, this creates soothing music which offers all the same benefits as short rest for the minstrel and all friendly creatures within 60 feet. However, the duration of the song only requires thirty minutes. If the songster is a musician, then the performance to gain the benefit only requires fifteen minutes; plus, one extra spell or priestly point can be recovered by each person who choses that option for the rest equivalent. Finally, if the one playing is a maestro, then the duration is still fifteen minutes but two extra spell or priestly points are potentially restored. Recovered quality points, spell points or priestly points can never exceed their maximums from this effect.
Inspiration (updated skill)

After training in minstrel, a person with this skill can play that instrument in an inspirational way so that two allies, at the player’s choosing and must be other than oneself, gain +1 to hit dice rolled in combat attacks so long as the songster continues to play. This effect cannot combine with any other bonus which gives bonuses to attack, meaning to highest value of multiple effects is used. However, if the music player is a musician with the instrument, then those two allies gain a +2 bonus instead. Finally, if the one performing the inspiration is a maestro, then the bonus is +3.
Countermove (New Combat Skill)

This is an enhancement to the rebuff skill uses as a reaction when being attacked. Using a melee weapon, the countermove redirects some of the damage into another creature occupying an adjacent hex from the original attack. The missed dice (using the highest scores first) up to half of the total attack dice are pushed on to the adjacent target from this parrying-type maneuver. If those scores are capable of striking that target, then damage is inflicted. Thus, if an attack of 2d20 were made and one dice successfully hit while the other missed, then the combatant could direct the strike to over-swing and hit the attackers nearby ally for 1 point of damage, assuming the missed die score is sufficient to strike that ally's AC. However, if the attack were 4d20 and three dice missed, only two dice could be redirected.
Mounted Fighting (updated description)

This can only be used for an animal specific to the mountsmanship prerequisite. Further, the animal must be a war-trained mount. When fighting atop such a beast, this skill conveys an extra d20 for attacks by using the mass and momentum of the mount. A maneuver this skill allows is using weight of the horse to knock down opponents of medium or small size category, using a shoving attack and the better of body modifiers between the rider and horse. Further, if knocking down an opponent from a flanking position or from behind, the +2 to added to the attacker's competition roll.
Getting The Drop

During a sneak attack, it is possible to “get the drop” on the opponent. This action can only be taken as a sneak attack; however, it offers an option for intimidation and bluffing rather pure bled shed. Further, for this to be effective, the victim must be intelligent enough to recognize the threat and have the free will to surrender. “Getting the drop” on a wild animal or zombie is pointless. When the victim is not a valid target, the GM will inform the player to inflict the damage for the sneak attack, barring really bizarre circumstances such as attacking a phantasmal illusion.

When attacking the unaware opponent, the player rolls the dice as an attack but announces that damage will not be inflicted. What this means is the bow-shot is pointed at the back of the target's head or the knife is on the throat, but the actually inflicting of damage is being held. Also, the attacker is free to speak at this point as well, since it is his or her turn. From a game mechanics standpoint, until releasing the dominant position, the character who “got the drop” on the target can inflict all the previously rolled damage automatically on the next action or reaction, plus the reaction can be when anyone else moves to assist or the target resists. This move can be used against leaders to discourage the underlings to fight and often will avoid combat or bring combat to a parley, but it does not always. (Do you feel lucky, punk?)

Not all is lost for the victim, as there is a chance to squirm and fight back since the damage has been delayed. As the next action or reaction, the assailant chooses to inflict the damage, the victim is permitted a body feat save (DC:20) to suffer only half damage. If the victim has foul-play, then that save is rolled at advantage. For each combat round after (or one minute if during non-combat negotiations), the DC drops by one point to a minimum of a DC:14.

Keep in mind that this can become a series of complicated “drops” as a partner might be invisible and then “get the drop” on the original attacker to negotiate the release of the original victim. Also, consider that the player and the GM know how much potential damage the “drop” can inflict, but no other players or NPCs are aware of that meta-gaming detail. Lastly, there will always be special scenarios that are difficult to manage which come from this situation. For example, “getting the drop” on a devil who can teleport at will might be able to do so before the reaction can be made. These circumstances will be adjudicated by the GM.

Edited By Dj the GM at March 7, 2021 05:50

The rules for artificing have been added to the manual. The primary explanation can be found in the vocational skills section; however, there have also been some prerequisites added in other sections.
The GM Details Section has been removed from the Rules section and placed into its own menu item on the website.
Some slight wording changes to the flee attack and the impalement maneuver subsections of Combat Detailed have been made. While only minor, these could have significant impact on the strategies used by some characters and players.

FLEE ATTACK
When a creature moves through the adjacent space around someone with a melee weapon at the ready also with an available reaction, then a special attack, known as a "flee attack," may be taken against the enemy by using the reaction. Examples of this circumstance could be due to the combatant breaking from a stance, running through to get to another location, attacking on the run and continuing, merely running through a guarded area, or even an aerial assault and flying back out of range.

However, there are many circumstances that must be evaluated. Mostly the movement rate of the being entering the unsafe area is the chief determinant of how to handle the event. If the movement used in that round is between 20 feet to 70 feet, then this is considered normal combat speed. Moving 15 feet or less is considered cautious speed, while movement rates at 75 feet or greater are called rapid speed. These speeds are only calculated based on the movement used in the current round, even if previous rounds they have traveled faster on a continuous path closing the distance.

When leaving an area at a cautious speed, the creature is assumed to be in a semi-defensive mode and actively guarding against attacks; therefore, no flee attacks can be made against someone moving through adjacent spaces at such a slower rate. Therefore, so long as there are open spaces to use, a combatant could make its normal attack then warily back up 15 feet (or three hexes) where no one could use a reaction for a "flee attack." However, in the same circumstance, if the combatant ran back 30 or 40 feet, this would be an actual fleeing from the melee allowing those able to gain a free attack as a normal attack against that person. There is one caveat to this normal speed exist maneuver, being if the combatant uses its action to be defensive-only, then movement in that round would allow leaving the fray while also preventing the adjacent opponents from attacking. Finally, when moving at a rapid speed, flee-attacks are fair game; however, because of the immense speed of the one moving, only 1d20 is permitted for the "flee attack" which still costs as a reaction.

Special environment attacks or movement should likely be considered rapid speed regardless of the actual movement; however, if coupled with caution defense, the GM might rule it to be cautious speed instead. Circumstance that might apply are low-to-the-ground fly-by breath weapon attacks, some sort of declared simultaneous closing, such as jousting, attacking from the surface of the water and diving back down, or phasing out of stone or earth for a melee strike then moving back into such special protection.

Another scenario to consider would be a person blocking a hallway where there is only a small space to get by. When a free space, the person moving can avoid a direct struggle by running by; however, if this is by using an adjacent space, then the blocker can still use a "flee attack" reaction. However, if the one moving must run through the same space, then a strength competition will occur, using d12s and body modifiers to resolve the conflict. If the blocker wins, the the combatant could not get through, but if not, then movement can continue; however, even so, the blocker is still free to use a flee-attack reaction if available.

IMPALEMENT MANEUVER
When wielding a polearm and having the polearms skill, a special impalement maneuver can be used as a reaction. One might think of it as a preemptive flee attack under precise conditions. If an opponent using a melee style, who also closes from 25 feet or farther in the same turn before making the attack and attacks the owner of the polearm, then the recipient is permitted a reaction known as impalement. To be clear, this is a reaction; the wielder of the polearm is still allowed a normal attack in the same round. To be even clearer, this could never be combined with a sneak attack, as it is a reaction.

This reaction interrupts the action prior to the attacker rolling his or her d20s for attack. It also occurs ten feet (two-hexes) away with all its results happening before the originating attack event. If the reaction damage incapacitates the attacker first, then the initiating attack is nullified.

With the base skills required to perform an impalement maneuver, a total of 3d20 are rolled in the reaction; 1d20 for a polearm attack and 2d20 for the impalement. However, if the pikeman has weapon forte in the specific polearm being used, then 4d20 are rolled. Lastly, if this pole is a glaive, then the heavy property will cause disadvantage on a natural 18 to 20.

Because of this maneuver, strategy on approaching defenders with polearms will likely be used. If a pikeman is 45 feet away, the combatant could close that distance and strike in the same round. A daring fighters may still chose to do so; however, other battlers may chose to close only 30 feet, avoiding the range of an impalement reaction, fore go that attack and complete the movement and strike the following round. Likewise, pikemen man choose to backup at a cautious speed, based on the timing of all the initiatives, to reintroduce that space needed to allow for the maneuver.
The following three paragraphs have been added to the Sorcery section:

While much of sorcery is mental, nearly all spells require verbalization of arcane words to ensure the proper magical threads combine for the effect. However, not every axiom requires speaking, meaning a few can be cast in the midst of a silence effect, similar to the limitation with divine powers. Further, many axioms will also require physical gesturing to help with the manifestation. And finally, occasionally some sorcery will rely upon external components. Scry is one such example. All of this is address specifically for those who subdue a sorcerer to better understand binding hands and gagging the caster will prevent spell-usage in most cases.

On the flip side, the requirements may also determine whether the sorcerer can perform his or her magical in secret. Verbal intrinsics of an axiom must be annunciated distinctly and at a normal speaking volume; therefore, casting such spells clandestinely in virtually impossible. However, gesture-only axioms may sneak by observers. Those in combat will notice spells almost automatically, unless the GM rules a condition such as blindness or other circumstance. However, for those casually observing the area can notice a gesture-only spell during a non-combat scenario by making a normal Perception check (DC:11). If the caster has the stealth and is specifically attempting to hide the action, then the Difficulty is raised to 13.

Also, if the axiom requires only a gesture but the sorcerer is shackled, bound or otherwise restrained, then there is still a very small chance the caster might manifest the spell, assuming the other factors are not inhibited. In such a case, if the sorcerer can made a mind-feat save (DC:20), then the spell can occur. The GM might adjust appropriately for the knots skill or other circumstances. However, if failing the casting, the spell points attempted will be lost. Further, maintaining concentration, if needed (see below), may also be adjusted by the GM. Finally, mental-only axioms, which tend to fall into the detection category, cannot be observed without magical aid. Further, mental-only effects are extremely difficult to prevent; however, captors have been known to render sorcerer's unconscious or even strike them with a weapon of nonsense to prevent casting.
More Divine Powers
Roughly half of the bestiary has ben updated to reflect the changes for AC and body modifiers.
New craftsman armors can be found in the Armor and Market sections.
I've also added Fey Binding in the vocational skills.
New skills in the vocational section. These are:
• Fiend Practicum
• Magical Research
• Occult Lore

It should be apparent that I am working on giving the scholar/sage character value in the fantasy world. I have more lores and practicums in mind, but I will need time to test and run numbers for them.
There have been a few changes that have been made to the manual. Here is a quick summary:
• Body modifiers are no longer part of the calculation for Armor Class.
• Modifiers are +1 for every 2 points.
• Steel weapons cannot be silvered.
• Natural 20s cannot be dodged, rebuffed, etc
• Total Spirit score is added to the total Priestly Points usable
• Total Mind score is added to the total Spell Points usable

Several creatures will have to be recreated and characters refreshed.
Rules about Petrification were overlooked when writing the original manual. However, those have now been added here.
There are a few new Combat Skills that have been added. At least one of these is significant to even the moderately skilled front-line fighter. Specifically, these skills are Style Leverage, Style Dominance and Two-Handed Mastery.
Several more skills have become available in the manual. Roughly 10 new Combat Skills (mostly specific and circumstantial ones), a couple of Adventuring Skills added, and around a dozen or more Vocational Skills are now available. As a result, the starting skills table has also be updated.
A few more details have been added to the rules. If you are playing a priest character, then note that standard church training will definitely warn you about Abyssal Fever.
Just a few more minor updates to the rules. Actions that can be taken during a fight are better detailed in the Combat Detailed section. New action types explained are Pushing, Defending and being At The Ready.

Further, falling damage is explained in the rules now.
Under the Economy section, there is now a very detailed Market section.
A minor but important change has been made to quality bonuses. Rather than +1 for each 3 points, the new award (using the round-down rule) is now 2½ points. This makes the new increments for bonuses: +1 for score 2; +2 for score 5; +3 for score 7; etc.
There have been a few minor updates to the manual, specifically in the Combat Skills section as well as enhanced details added in the Weapons section.
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