Rules

Enchanted Realms Rulebook

 
 Contents
 Introduction
 Overview
 How to Play
 Create a Character
   Qualities
   Race
   Skills
   Backstory
   Personality
   Summary
 Using Skills
   Karma
   Acquiring Skills
   Modifiers
   Saves
   Perception
   Group Feats
   Advantage and Disadvantage
   Raw Dice
   Summary
 Racial Skills
 Vocational Skills
 Combat Skills
 Adventuring Skills
 Magickery
 Rune Magic
 Divine Powers
   Invocations (A-C)
   Invocations (D-L)
   Invocations (M-R)
   Invocations (S-Z)
   Divine Skills
   Holy Ground
 Sorcery
   Axioms (A-C)
   Axioms (D-M)
   Axioms (N-Z)
 Combat Detailed
   Rounds
   Initiative
   The Action
   Reactions
   Movemment
   Different Modes
   Terrain
   Knocked Down
   The Attack
   Raw Die Scores
   Critical Hits
   Physical Damage
   Sneak Attacks
   Getting The Drop
   Touch-based Effects
   Defending
   At The Ready
   Grappling
   Pushing
   Shackling
   Flee Attack
   Impalement Maneuver
   Cover
   Obscurement
   Friendly Fire
   Weapon Negating
   Defense Rolls (Variant)
   Restrictions in Combat
 Armor
   Craftsman Armor
 Weapons
 Economy
   The Market
 Adventuring
   Size Categories
   Brute Force
   Social Interactions
   Travel
   Mounts
   Recovery
   Short Rest
   Long Rest
   Death Saves
   Exhaustion
   Climate Extremes
   Petrification
   Asphyxiation
   Dehydration
   Starvation
   Poisons
   Disease
   Curses
   Falling
   Mind-Spirit Death
   Illusions
   Glamours
   Phantasms
   Shrouds
   Underwater
 Archetypes
 Appendix A - Character Sheet
How to Play

General rules are described in each section; however, specific rules (for race, skill, item or other) will override the general rule. If there is ever a question: specific beats general.

Always round-down. This isn’t just at the half-way mark, but it is a “floor” method; thus, even 1.9 results to a value of 1.

Games dice used are typically d20s; however, there are occasional need for d4s, d6s and d10s.

Circumstances will exist during game play when a character or monster will gain an advantage or will be at a disadvantage. When rolling a skills challenge of d20s, a character with advantage gains an extra d20 to the pool of dice used. A creature at disadvantage loses a d20 from the pool. If the number of dice becomes zero, then that skill cannot be used at that moment. The specific rule which overrides zero-die disadvantage is melee combat, which will be detailed later.

Monsters, by definition of the game, are any creature with which an interaction can potentially occur whether socially or in combat. Thus, even a harmless mouse or benevolent unicorn is called a monster as game terminology. This would also include other civilized people living who might be friends or rivals. Most monsters are designed to be threats, but it is important to understand what it means when this text refers to something as a monster. Finally, all monsters have ability scores, have skills and use the same rules as the players.