Enchanted Realms Rulebook

 How to Play
 Create a Character
 Using Skills
   Acquiring Skills
   Group Feats
   Advantage and Disadvantage
   Raw Dice
 Racial Skills
 Vocational Skills
 Combat Skills
 Adventuring Skills
 Rune Magic
 Divine Powers
   Invocations (A-C)
   Invocations (D-L)
   Invocations (M-R)
   Invocations (S-Z)
   Divine Skills
   Holy Ground
   Axioms (A-C)
   Axioms (D-M)
   Axioms (N-Z)
 Combat Detailed
   The Action
   Different Modes
   Knocked Down
   The Attack
   Raw Die Scores
   Critical Hits
   Physical Damage
   Sneak Attacks
   Getting The Drop
   Touch-based Effects
   At The Ready
   Flee Attack
   Impalement Maneuver
   Friendly Fire
   Weapon Negating
   Defense Rolls (Variant)
   Restrictions in Combat
   Craftsman Armor
   The Market
   Size Categories
   Brute Force
   Social Interactions
   Short Rest
   Long Rest
   Death Saves
   Climate Extremes
   Mind-Spirit Death
 Appendix A - Character Sheet
Using Skills

Other than the three qualities and race, everything is based on a skill. Some skills may be restricted by a prerequisite, but all mechanics of the game are controlled by skills. All beginning characters have roughly three skills when factoring in racial skills. All of those must be selected from the basic skill list above or be a free skill by the chosen race.

Skills attempt to perform an action. The simplest and most common example would be combat. Another example would be social interactions, such as bartering for price. The details of each of these will be explained later; however, as an explanation of game mechanics, the skill allows the player to roll a die against a DC (Difficulty Class). The die is thrown to determine the raw score. Then any other modifiers are applied. The most common come from quality score modifiers. Then any other modifiers from magic or other effects. The total score is added. If the adjusted value is equal or greater than the DC, then the action is successful.

When more skills are gained that work in conjunction, then all applicable skills can be used for the action. Thus, if two skills can apply, then 2d20 are rolled rather than just one die. The adjustment modifiers apply the same to each separate die roll, comparing each separate total against the DC. This means there can be multiple successes to an action. When multiple successes occur, this means that many effects are applied. In the case of combat for example and two skills are successfully rolled, then the attacker inflicts damage twice against the opponent. Other skills may have specific details for what occurs when multiple dice are used.

As skills increase and combine, more dice can be used on an attempted action. However, regardless of applicable skills, there is a maximum of 5 skills that can be applied on any single skill event roll. Some skills may allow bonus dice, and there is also the case of advantage gaining an extra die; therefore, the rule-of-5 applies only to skills, not the number of dice rolled. Nonetheless, these are special cases, making it rare to use 7 dice on a single action.

Not every action that can be taken requires a skill. “Can my character hold her breath without a skill?” Well, of course. There is a fuzzy line in some cases between whether an action is possible or not. Riding a horse in a general direction can be performed without a skill but fighting atop of one would require a skill. Following tracks in fresh snow would not require a skill; however, following the path from broken twigs in a forest would. If a skill is explicitly listed in this manual and no explanation for unskilled actions equal to it, then one should assume that action cannot be done without it. Lock-Picking would be an example. Other skills enhance one’s chances of success by granting extra dice and having an advantage for success (or multiple successes).

Before listing out the skills in detail, there are a few other items to address.


When embarking on the adventures of the story, as results occur based on the relative success, then the GM will award advancement points, called Karma. There are a few different ways to dole out karma, but the allocation is essentially at the discretion of the GM. A few examples would be if there were a pivotal challenge to the story that needs to be overcome and one of the player characters is successful in the skill-actions to prevail. Another might be defeating a monster preventing the group from entering somewhere. Yet another could be completing the goal, big or small.

Amount is based on the difficulty of the challenge for a single encounter. The GM may save these up until a story-point is reached before giving the award; however, each small scenario should be evaluated. The GM might keep track by individual and give different amounts; after all, what is tough for one character might have be barely a threat to another. Likewise, the GM might average the challenge as a group effort and award everyone the same. Again, that is a GM choice.

Based on the difficult, the following list is the game recommendation:

Difficulty   Karma Awarded
SimpleDC 510 points
EasyDC 820 points
ChallengingDC 1440 points
DifficultDC 2070 points
ExtremeDC 25100 points
ImpossibleDC 30150 points

As a bonus, some GMs will award role-playing karma points at the end of a session to encourage playing in character and keeping consistent. This is where the personality traits can be used for potential bonus awards. Also, character development does happen in a story; thus, the traits could change after significant events of the story. When a player chooses to have the character have growth, it should be noted on the character sheet and shared with the GM.

One other use of karma is to gain a one-time advantage for a specific scenario. When taking an action, but not a reaction, a player may sacrifice (spend) 10 points of awarded and unused karma to gain advantage on that action. See Advantage and Disadvantage below. This can be performed as many times as the player chooses and can afford.

Acquiring Skills

When acquiring enough karma points, a player can choose to “purchase” new skills. This is how a character develops and becomes more powerful. Those “prices” are listed with the skills, but as a general rule, simple ones are around 100 karma. As mentioned previously, quality scores can also be increased. Karma is used to perform this. Each boost is made one-point at a time and cost 100 points per point of what the new ability score will become. Thus, moving from a 3 to a 4 costs 400 karma.

A GM might rule that skills cannot be purchased in the middle of a story and requires a mentor or trainer. Other GMs might allow skills to be acquired at any time the karma is available to acquire them. And lastly, a GM might have a combination of the rules. This is not really a game rule but one up to the group of players who run a story together.

Thus, the following is not a rule but rather a recommendation. If the skill adds a die or follows an existing prerequisite, then the skill might be allowed to be picked up immediately with the purchase of karma. The assumption here is the method was being worked on and finally perfected or possibly continued use of lesser skills simply led to this one being understood. However, if a skill is completely new or requires study or learning, then time and a mentor might be required. Time should not be extreme as the cost has come from karma, but values from days to even one month is likely reasonable, depending on the skill. New axioms should be learned in about one day per point cost.


As stated before, for each 2 points of quality, +1 is given to the skill roll when such a quality is involved. This will always be calculated by the maximum regardless of current injury. As an example, attacking with a sword in melee would use the body quality score. If a character has 5 body points as a maximum, then he or she would gain roll +2 for all d20 attacks. However, there is an upper limit of +9 for modifiers from raw quality scores.


Modifiers can be gained from three categories: qualities, skills, and other. Other usually means magic but it is a catch-all for anything that is not a quality or skill. The modifiers from each category are not stackable but are able to be negated when positive and negative values both apply. There are two concepts here. First, if more than one skill is used and the first gives a +1 modifier while another gives a +2 modifier, then only best can be applied – in this case one might assume it would be +3, but only +2 should apply. As the other concept, if there are negatives from a skill as some sort of offset of another benefit while another applicable skill grants a bonus, then these would be combined for a mutual offset. For example, if one skill caused a -1 penalty modifier while a simultaneous skill granted a +2, then the modifier would be +1.

Further, the application above only applies to each category. A quality might grant +1, while a skill grants +2 and a magical effect grants another +1. In this case the total modifier to the roll would be +4. Granted it could work the same way if the character were under a curse of some sort – quality +1, skill +2, curse -2 would yield a total of a +1 modifier.


There are times when skills don’t apply and raw quality value is used to determine a binary outcome; either it worked or not. The cases of multiple hits, multiple failures do not apply for saves.

These occur in three separate circumstances: preservations, feats and contests. All three use the same game mechanic by presenting a difficulty class (DC) to overcome. A d20 is rolled, using modifiers from quality scores, any applicable skills, and other (magical bonuses). That summed value is compared against the DC, and if equal or better than the DC, it is successful; otherwise, it fails.

A preservation save occurs when something outside the physical mechanics of combat attacks a character or monster. An example might be a charm spell attempting to put the victim to sleep. Being poisoned is another case where a preservation save would be used. Even an area-of-affect damage spell like fireball would call for a preservation save. The DC will be explicitly noted in the attacking effect.

A feat save occurs when a character or monster uses its innate abilities to overcome a challenge, where skills are not necessary or simply do not apply. This must also be a success-fail event. An example might be breaking down a door or recalling an obscure but important memory. The DC is determined by the challenge and presented by the GM.

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.

TAKE NOTE: In a competition, a different die is used. Instead of a d20, all contestants roll their save on a d12, using all appropriate modifiers. The reason for the different die is to allow modifiers to have a more impactful difference for the contest. 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.


Determining whether something is noticed or not is the mechanism of perception. This is used for non-obvious circumstances. If a bolder 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 +3 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 mind feat save 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 11. Conditions only apply if they are applicable. For example, mist would not be a factor for the friends cantrip.

EventBase DC
Natural Creature CamouflagePer Description
Magical ConcealmentPer Description
Naturally Obscured11
Skilled Stealth Hiding4d6 + Body Mod
Unskilled Hiding2d6 + Mind Mod
ConditionDC Modifier
Dim Light+1
Invisible Target+6
Mist or Fog+2
Slow-paced target(s)+2
Three or more Targets-2
Tiny Target (Size: 1))+2

If the perception check is used at the start of combat, due to an ambush or being awakened, then those caught unaware are at disadvantage in the first round of combat.

Group Feats

These are rare, but it is when the entire group succeeds or fails. An example might be avoiding quicksand. Even if one person gets caught by a failed save, the others could still help or have skills that quasi-translate to rendering assistance to others. To test this, every member of the group rolls the save against the DC. If over half the group (two of three, six of ten, etc.) are successful, then the entire group is able succeed against the hazard.

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. Then this happens for skill actions, a being with advantage is granted an extra die for the roll. Disadvantage removes a die. Should the applicable dice fall to zero, then the same rules as a disadvantaged save would use. When making a save with advantage two d20s are rolled, taking the better of the two scores; however, for disadvantage two d20s are rolled and the worst of the two must be used. Of course, remember competition saves use d12s rather than d20s.

Advantages and disadvantages do not stack. If a creature has gain two advantages from multiple effects, that creature is still “only at advantage” and rolls one extra die, not an extra for each. 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 halfling’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 halfling has advantage and rolls a 12 and a 1, then chance skill would allow the 1 to be re-rolled.

Raw Dice

There will be times that a character or monster mathematically cannot succeed or perhaps cannot fail. However, in the spirit or fairness and the recognition of dumb luck, the raw scores of 1 and 20 have special meaning. Regardless of the math, if a 20 is rolled on the die, it is considered a success. Conversely, any time score of 1 is rolled, it will be a failure. The chance skill, however, allows the first roll of a 1 to be re-rolled. More details of how this applies in combat is explained in the Combat Detailed section.


• Skills are required to perform actions.
• Compatible skills allow for an increase in dice when performing actions.
• When successfully performing feats, encounters, story plots, etc, a player is rewarded with points of Karma.
• New skills are gained by spending acquired Karma.
• Karma may also be spent in a one-time scenario to gain advantage.
• Quality modifiers exist for every 2½ points (rounded down) for a +1 bonus.
• Saves are a method of determining an outcome of a potentially undesired effect.
 ° Perservation save: something outside the physical mechanics attacks a character; rolled on a d20.
 ° Feat save: use of an innate ability to overcome a challenge where skills do not apply; rolled on a d20.
 ° Competition save: two or more parties fighting in conflict for a single effect; rolled on a d12.
• Difficulty Challenge (DC) is the numerical representation of what must be overcome in a save.
• Perception is mechanic of deciding whether something is noticed or not.
• Group Feats are rare but used to test success for the entire group.
• Advantage and Disadvantage are the gaining or removal of dice from a feat action to increase or lessen the odds or potential.
• When rolling a d20, a “raw 20” is always a success, while a “raw 1” is always a failure.