Rules

Enchanted Realms Rulebook

 
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 By Topic

By Topic

Index
ConceptBook/Link
ActionsGame Starter:Combat
Fantasy World:Strategy
AdvantageGame Starter:Game Mechanics
Fantasy World:Strategy
ArmorGame Starter:Basic Equipment
Game Starter:Armor List
Fantasy World:Armor
Fantasy World:Armor-Sizing
Fantasy World:Temperature
Armor ClassGame Starter:Armor
AsphyxiationFantasy World:Death
AttributesGame Starter:Creation
AxiomsSortilège
Sortilège:List
BackstoryGame Starter:Creation
BatfolkGame Starter:Species
CantripsSortilège
ChannelingSortilège
CharacterGame Starter:Creation
CharacteristicsGame Starter:Creation
ChecksGame Starter:Game Mechanics
ChimericsFantasy World:Meta-Physics
Fantasy World:Physics
CombatGame Starter:Basics
Game Starter:Concept
Amplified Rules
Sortilège
Fantasy World:Strategy
Fantasy World:Weaponless
Fantasy World:Restrictions
CommunicationFantasy World:Strategy
CompetitionsGame Starter:Game Mechanics
Game Starter:Competitions
ConcentrationSortilège:Divine
Sortilège:Sorcery
CoverFantasy World:Strategy
Critical DamageFantasy World:Strategy
CultureGame Starter:Creation
DamageFantasy World:Strategy
DeathFantasy World:Death
DeflectFantasy World:Strategy
DehydrationFantasy World:Death
DiamondFantasy World
DisadvantageGame Starter:Game Mechanics
Fantasy World:Strategy
Divine MagicSortilège
DodgeFantasy World:Strategy
DwarfGame Starter:Species
DyadikíSortilège:Pantheons
EconomyFantasy World
Effect RestrictionsSortilège:Sorcery
ElfGame Starter:Species
EmeraldFantasy World
EncumbranceGame Starter:Starting Equipment
EquipmentGame Starter:Starting Equipment
EquirdaGame Starter:Species
EthicsGame Starter:Creation
ExhaustionFantasy World:Death
FallingFantasy World:Death
Feat SkillsAmplified Rules
FeySortilège
FlawsGame Starter:Creation
Flee AttackFantasy World:Strategy
Friendly FireFantasy World:Strategy
Getting The DropFantasy World:Strategy
GnomeGame Starter:Species
Gold PieceFantasy World
GrapplingFantasy World:Strategy
Ground-FightingFantasy World:Strategy
GryfGame Starter:Species
HelmetsFantasy World
Holy GroundSortilège
HumanGame Starter:Species
ImpalementFantasy World:Strategy
IncantationsSortilège
ConceptBook/Link
InitiativeGame Starter:Basics
InspirationGame Starter:Creation
Jen’esseGame Starter:Species
JzakaGame Starter:Species
KarmaAmplified Rules
LacertaSortilège:Pantheons
Long RestFantasy World:Recuperation
MarketplaceFantasy World
MaterialFantasy World
MeleeGame Starter:Basics
ModifiersGame Starter:Game Mechanics
MoneyFantasy World
MovementGame Starter:Game Mechanics
Game Starter:Movement
Fantasy World:Strategy
Natural 1Game Starter:Game Mechanics
Natural 20Game Starter:Game Mechanics
NhoblitGame Starter:Species
ObscurementFantasy World:Strategy
Opportunity AttackFantasy World:Sneak Attack
Fantasy World:Flee Attack
OversiphoningSortilège
PantheonsSortilège
Sortilège:Pantheons
PerceptionGame Starter:Combat
PersonalityGame Starter:Creation
PetrificationFantasy World:Death
Platinum RodFantasy World
PushingFantasy World:Strategy
Range AttackGame Starter:Basics
ReactionsGame Starter:Basics
Fantasy World:Strategy
RestrictionsFantasy World:Restrictions
RoundsGame Starter:Basics
RubyFantasy World
Rune MagicSortilège
SapphireFantasy World
SavesGame Starter:Game Mechanics
SelquerineSortilège:Pantheons
ShacklingFantasy World:Strategy
ShieldsGame Starter:Starting Equipment
Shire MatriarchsSortilège:Pantheons
Short RestFantasy World:Recuperation
Silver BitFantasy World
SkabronrhirsSortilège:Pantheons
SkillsAmplified Rules
Amplified Rules:Combat
Amplified Rules:Feat
Amplified Rules:Species
Sortilège:Sorcery
Sortilège:Witchcraft
Sneak AttackFantasy World:Strategy
SorcerySortilège
SpeciesGame Starter:Creation
Amplified Rules:Species
Spell Birth, AxiomsSortilège
Spell Cost, AxiomsSortilège
Spiru-DynamicsSortilège
StarvationFantasy World:Death
Sub-orcGame Starter:Species
SurpriseGame Starter:Basics
TacklingFantasy World:Strategy
Theatre of the MindGame Starter:Basics
ThrowingFantasy World:Strategy
Touch AttacksSortilège
Fantasy World:Strategy
TraitsGame Starter:Creation
TritonGame Starter:Species
Weapon NegationFantasy World:Strategy
WeaponlessFantasy World:Weaponless
WeaponsGame Starter:Starting Equipment
Fantasy World:Weapons
WheedlismSortilège
WitchcraftSortilège
VoluperiSortilège:Pantheons

Perception

Hey, what’s that?

Determining whether something is noticed or not is the mechanism of Perception. Yes, the sub-attribute. This is used for non-obvious circumstances. If a boulder is in the road, no one has to make a Perception check to know it is there. However, if a stealthy follower is trailing the group, then it would be needed.

Also, most Perception checks are performed in secret by the GM when it becomes pertinent. However, a player might ask to actively scan the area for anything unusual. The roll again should be made in secret by the GM, but a +4 bonus would be used on the roll. Also, keep in mind, there are skills which train up a character’s awareness.

As a game mechanic, this is nothing more than a Perception check against the DC of the thing to be noticed. For things that do not generate their own DC from skills or magic, a base DC used is 14. Conditions only apply if they are applicable. For example, mist would not be a factor for the friends cantrip.

The modifiers are sometimes applied to the one making the check. At other times, the DC is modified. So long as the appropriate +/- is used, it does not really matter; however, it may be easier to think about it like this: if the effect is on the perceiver, modify the die roll; if the condition external, modify the DC.

EventBase DC
Natural Creature CamouflagePer Description
Magical ConcealmentPer Description
Naturally Obscured14
Skilled Stealth Hiding4d6 + Agility
Unskilled Hiding2d6 + Judgment Mod
ConditionDC Modifier
Darkness+4
Dim Light+2
Deafness (Mostly Auditory Target)Disadvantage
Flying Target+2
Invisible TargetDisadvantage
Magical DarknessDisadvantage
Mist/Fog Obscurement+2
Slow-paced target(s)+2
Three or more Targets-2
Ten or more Targets-5
Twenty or more Targets-10
Tiny Target (Size: 1))+2

Advantage

Circumstances outside one’s control.

There are skills, magical effects and environmental circumstances which gives a character or monster an advantage on an action. Likewise, the converse can occur where one is at disadvantage. 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 each die pool.

However, in cases of physical combat, melee or range attacks, then there is another bonus or penalty. If at advantage when successfully striking an opponent, then an additional advantage crit is added, which means an additional 1 to 3 points of damage. This bonus or penalty of damage applies only to the primary attack. 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.

For other scenarios, where damage is not a component and an extra die for advantage has no meaning, such as on a save, then two d20s are rolled, taking the better of the two scores. Two dice are also used for disadvantage, again using the worst of the two scores. Of course, remember competition saves use d12s rather than d20s.

Advantages and disadvantages do not stack. If a creature has gained two advantages from multiple effects, that creature is still only “at advantage” and rolls one extra die, not an extra for each condition. The same is true for multiple disadvantages. However, if the circumstances and effects are such that a creature gains both advantage and disadvantage, then neither apply and the normal amount of dice are rolled. This is true even if multiple disadvantages apply while only one advantage occurs – and vice versa.

When having advantage or disadvantage along with another circumstance, such as a nhoblit’s chance skill, which allows a re-roll, then only one-die may be re-rolled. If both dice could be re-rolled, the player chooses one. As an example, if the nhoblit has advantage and rolls a 12 and a 1, then chance skill would allow the 1 to be re-rolled, but the new roll would be used even if it is lower than 12.

Action Adjustment
CombatAdvantageextra d20 and +d3 damage
 Disadvantagelose d20 and -d3 damage
Save or CheckAdvantageuse two d20s, taking better score
 Disadvantageuse two d20s, taking lower score
CompetitionAdvantageuse two d12s, taking better scor
 Disadvantageuse two d12s, taking lower score

Surprise

“The surprise is that you continue to be surprised.” ―Jill A. Davis

Not every encounter gives an 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
Asleepinitial roll:17 to wake
second roll: 14 for surprise
Asphyxiating14 at disadvantage
Blind17
Deaf17
Drowsy17
Frightened18
Nauseated16
Paralyzed19
Poisoned14 at disadvantage
Shaken13
Stunned19
Underwater14 at disadvantage

Actions

When it is a character’s or monster’s turn, the announcement of what to do is stated. Then the being moves on the map and takes an action. The character or monster decides whether to move and then act or the other way around. Additionally, movement can be broken up so that part of the distance is moved, then an action taken, followed by the rest of the movement. Further, not all the movement distance has to be used. It is important to note there is no “holding an action” to be used later without having special skills. If the character or monster decides to hold position (or even move some) but take no action, then that is set for the round.

One may recall when discussing initiative, that all the actions of all those in combat are occurring simultaneously. It is because intent and prior gambit which one is already committed towards the action to be taken why the “holding an action” cannot occur by default. This moment is merely the opportunity to take the chosen action. However, one should not be confused by the strategic benefits, game-wise, of a later initiative, as this allows a player to be more aware of the happenings on the battlefield to choose a more strategic action. All this means is the character made a better gamble of choice with this intent prior to the initiative score value.

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. There are skills and magic which may override this rule.

Typically, this is move and attack, cast a spell, use some item, or render aid to a wounded ally. However, actions might include unusual deeds such as “grab the idol from the pedestal” or “crank down the drawbridge.” These non-hostile actions do offer the potential of a contest. Should any other character or monster intend to take the same action that would result in a contest, then the player (or NPC) would announce that intent. The GM will decide if the distance permits interference. Despite a later initiative, those who intend to take the same action, assuming movement is available, will enter a contest to “grab the idol” or “open/close the door” which will be decided as the final determination of the round. However, those details will be explained later.

All actions fall into one of the following categories, which will be detailed later:

• Attack“Fire my bow at the goblin!”
• Skill-Use“Chant the battle cry incantation.”
• Item-Use“Drink my invigoration potion.”
• Deeds“Grab the idol from the pedestal.”
• DefendingPuts incoming attacks at disadvantage.
• At-The-Ready“If the creature approaches within 20 feet of me, I'll run away.”
An action must be taken at the time of one’s turn. There is no generic method for holding an action until later; however, there are skills that permit this special delay.

As a reminder, the distance a character or monster is permitted to move on one’s turn is listed on the character sheet and possibly modified by encumbrance. Remember, when using a map, each hex is five feet.

Movement Revisited

A quick reminder of what we know about movement

• A hex on the battlemap equals 5 feet
• Normal movement is a 1:1 ratio in measured feet to traveled feet
• Difficult terrain costs 2 feet for every 1 traveled
• Crawling speed costs 3 feet for every 1 traveled
• When moving, subtract the hex cost until no movement remains

Rather than altering one’s initiative by delaying because the character took time to dismount from his or her horse, this is managed by making those types of actions part of the movement cost. Because of this, there are several conditions where is penalized. Below is a list of many conditions:

ConditionPenalty
Mounting/dismounting medium or large steed50% species movement
Mounting/dismounting huge or bigger-sized steed100% species movement
Pick up item from ground-10 feet
Ready shield without shield-use-10 feet
Standing up from prone50% species movement
Unsheath/switch weapon-10 feet
Both picking up a weapon and readying it for use-20 feet

There is a bit of semantics involved to properly calculate some scenarios. Note that some of the penalties are percentages of the species movement. Thus, dismounting a horse for a human costs 25 feet of movement, but for a dwarf it costs 20 feet. This may initially sound unbalanced; however, remember that after dismounting, the human has 25 feet of movement remaining, while the dwarf only has 20 feet to use.

This is also important when a magical effect or a restriction is involved. For example, if that mounted dwarf had a quick step axiom previously cast upon him, then the penalty to dismount is still only 20 feet, i.e., half his species movement; this would leave him with a remaining remaining 30 feet to use for other movement on his turn. However, if that same dwarf later is placed in shackles while still under the magical effect, he would then be under the bound restriction, which restricts his “total” movement by 50%. Since his augmented movement rate has not become 50 feet, this means while bound, the dwarf’s only has 25 feet of movement to use each round. This is very important when other conditions are applied. Furthering this example, let’s assume the shackled but quick-stepped dwarf is now touched by a ghoul, having his “total” movement reduced by another 25 feet -- suddenly, the dwarf is effectively paralyzed, as his movement is now zero.

That example did not even consider encumbrance, which will be detailed later. However, let’s use that human for this example. It's species rate is 50 feet. However, the armor and equipment used is so heavy that it lowers his “total” movement for the round down to only 40 feet. Let's place him in shackles, which would reduce his movement to 20 feet. Now if that ghoul touches him, his movement becomes negative, and he too is paralyzed.

Probably, a few opportunist-style players will have already prepared rephrasing this scenario: Wait, he has 50 feet of movement normally. The ghoul touch subtracts 25, leaving him with 25 feet of movement. He is also shackled, so that’s half of his movement -- shouldn’t he have 12 feet remaining? Okay, smarty; here are the rules to the party. We use PEMDAS here. In other words, always apply the percentage or fraction first, then add or subtract the static values.

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 competition can supersede that permission.

Implied permission happens 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; however, it does count as 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 competition. Of course, those nimble nhoblits are at advantage for entering someone’s space. The details of how to resolve that competition will be explained in more detail shortly in the Competitions subsection.

Competitions

Whether it is running through someone’s occupied space or two combatants trying to hold a door closed, the way to resolve it is the same a competition mechanic, rolling a d12 and adding modifiers from the appropriate sub-attribute.

Let’s revisit what was discussed in the movement examples above where two people are both trying to gain control of a loose potion. There are several factors that could change the outcome of who could do what. First, we assume that the potion is not in either person’s controlled space. If person A has already taken an action, but person B still had an action available, then there is no competition; person B grabs the potion.

Let’s consider the same scenario, but the potion is at the feet of person A inside that occupied space. Person A has no action while person B does, but to do grab the potion, person A must gain access to the hex controlled by person B. Thus, the potion cannot be picked up freely by the action of person B alone. Person B declares the action is to grab the potion, and a competition would occur. Both sides could choose either Strength or Agility to make the attempt to grab or defend.

Let’s stop right here for moment to discuss something important. Passing through another’s occupied space is a mere competition. However, if taking something from someone’s occupied space, while the owner is aware and able to respond, the owner is at advantage. So, when two persons are trying to grab that loose potion, it is an equal competition if the potion is in a space not controlled by either. The example we are discussing is a bit different.

Back to the resolve… So, person A controls the space; thus, that person will roll at advantage, using two d12s and applying the better of the two scores. Meanwhile, person B would only roll one d12 for the comparison. If person B wins the competition, then the potion is grabbed; person B can run away with whatever movement is left after the 10-ft penalty for grabbing an item. Now, if person A wins… hang on - person A had no action available; so while winning the action to thwart the attempt, no action is available to pick it up. On the floor it remains. Had person A won and had an available action, then it could have been acquired, assuming person A has enough movement remaining. Finally, if the score is tied, the potion would also stay on the ground.

Now, let’s add one more complication: person B is a nhoblit. If one recalls, nhoblits have advantage to enter a hostile’s occupied space. In this case, both sides would roll the competition with advantage. Otherwise, it is the same as above.

ScenarioPerson APerson B
Person A is guarding a hallway,
Person B tries to go passed
Roll one d12Roll one d12
Person A is guarding a hallway,
Person B, a nhoblit, tries to go passed
Roll one d12Roll two d12s
Person A has a potion at his feet
Person B tries grab the potion
Roll two d12sRoll one d12
Person A has a potion at his feet
Person B, a nhoblit, tries grab the potion
Roll two d12sRoll two d12s

With More Skills

Strength: 4
Str Mod: +1
Skills: Melee Fighting
  Style: Slashing
Weapon: Gladius
Damage Type: Edged
Weapon Weight: 1
To-Hit Formula: (d20+4) twice
Damage: Per die +1 +1

The examples above are the simplest attacks. Before long, the character will gain new combat skills. For the one with the gladius, the next skill gained would likely be style: slashing. When picking this up, the character gets to roll two d20 with the primary hand instead of just one. How does this work? Pretty much the same.

The two d20 are rolled. Each die is modified with the +4 bonus. Each die separately is compared against the opponent’s AC. If both die scores miss, no damage occurs. However, for each adjusted d20 score that is equal or better to the target AC will count as 1 point of damage. Let’s assume both die strike the goblin’s AC. Thus, 2 points of edged damage starts the calculation. Next, the Strength modifier is added: +1. Finally, that gladius still has a weight of 1. Thus, 2+1+1=4; the goblin is struck with 4 points of edged damage.

While it does not matter in simple attacks, it is important to understand that those sub-attribute bonuses are not cumulative per strike but rather count only once against an individual target. So, the Strength bonus counts only once, not for each successful die. 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 important when skills reach a point where more than one target can be hit or more than one die pool is used against the same target.

A few final notes. For weight of a weapon, unless stated otherwise, range weapons are zero. 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.

Something not yet discussed is that the size of the attacker is a modifier of the attack. This will rarely matter for the PC, 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.

Further for size being a factor, 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.

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.

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