Enchanted Realms Rulebook


Exploring the ancient tomb of horrors, slipping through the back alleyways of an urban setting, carving one’s way through the savage jungles of the Ape King – these are the stories which drive the game. The PCs will embark on many tales, face challenges and hopefully reap reward. This section will cover many additional details, not covered elsewhere to manage those stories.



There are many who believe that story-telling, defining tone and narrative to the game are more important elements than the numbers of stats, attributes or whatever the game system chooses to call them. Yes, the metrics of the numbers determine the odds of success or the amount of incoming trauma that one's character can withstand. Having those measurements allow for equal application to all players. That balances the fairness of the game by the mechanics of its system. All of that is good.

However, when players crunch those numbers, find the statistical advantages to maximize success and minimize threat all in the name of having a powerful character, this is when game designers and game masters begin to use the phrase “metagaming.” Now, to be fair, that is an oversimplified explanation. Players should pick skills and place attribute values to give themselves the best chances, but all that should be in the context of the character, not the player. Selecting skills at random or without choosing those that help a character reach his or her goals is just silly and would ruin the enjoyment of the game. On the other extreme of the silliness and destroyed fun are the players who pick skills for the sole purpose of padding the systemic numbers used in the system without regard to why a character would make that choice.

Strong GMs have many methods to handle metagaming. If in the story a player's character joins a guild, church, or perhaps a cult to gain access to learning specific skills, there is often an agreement and expectation of behavior that goes along with the benefit of being able to train in those skills. Often GMs know the loopholes of the system and create cultural and in-story protections to prevent min-maxers from exploiting the imperfect set of rules. When a member of that organization starts becoming a problem by drawing attention, misusing his or her power, not paying dues or whatever the reason, often the guild itself will mark that member for discipline, punishment, expulsion and perhaps even assassination. This is why having meaning beyond just the numbers is critical to the game. That said, there is no need to discuss metagaming here. The point is players should avoid doing it.


Beyond the numbers

What is worth discussing instead is metaphysics. Perhaps one has noted that the game makes three distinct segregations: Body, Mind and Spirit. These things are not just numbers but rather things that exist within every form of life. This includes those entities where it appears one might be missing. For example, an undead skeleton is basically mindless when we read the description and look at its numbers on the monster stat sheet. However, a skeleton can follow instructions. It can sense and perceive the world around it, albeit limited and different that humans do. All of that indicates that there is a mind present; however, it is infinitesimally small, registering as a zero as a metric. This is true about its spirit or soul as well.

Why does that matter? The answer is because many aspects of Enchanted Realms has been built upon the fantasy world physics of these aspects being the building blocks of life -- even if life has a little different meaning in the game. I know, it's a bit difficult to think of the undead as a form of life, but in a fantascientific category, the undead have “life.” Further, how things work, world interactions, rules outside the numbers, explanations of cosmology, metaphysics and even epistemology -- the building blocks of fantasy-world physics are based on the concepts of Body, Mind and Spirit and other rules of three. These explanations behind how things work are very different than how they do on Earth, even if observably there is virtually no difference. More on this spread through out the rulebook, but as a player, the thing to remember is this is a fantasy world where dragons and fairies roam, where fire is evoked into existence by command, where spirits warn warriors on their journeys. Don't expect earthly explanations to mean the same, and the numbers used in the game are merely representations of something greater, the balance of many variables, not just a math problem to be solved.

Fantasy Physics

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 will 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, has 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.


How one perceives the world

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.

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.

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).

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.

Many subterranean creatures have sunlight sensitivity. Batfolk have echolocation. Lizardfolk have vibrational awareness called tremorsense. 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. Finally, the table below defines how different sensations work under different circumstances. Whenever there are more than one sensation in play below, then the best of the scenarios applies, except for blind and deaf -- in which case, the worst on the chart is used.

Being AwareIn Direct
Normal VisionNormalNormal-2 Perception-4 PerceptionPerception DisadvantagePerception DisadvantagePerception Required
Deafness-2 Perception-2 Perception-4 PerceptionPerception DisadvantagePerception DisadvantagePerception DisadvantagePerception Required
Sunlight SensitivityPerception DisadvantageNormalNormaln/an/an/an/a
Night VisionNormalNormalNormal-2 PerceptionPerception DisadvantagePerception DisadvantagePerception Required
DarkvisionNormalNormalNormalNormalPerception DisadvantagePerception DisadvantagePerception Required
Spirit SightNormalNormalNormalNormalPerception DisadvantagePerception DisadvantageNormal
Devil SightNormalNormalNormalNormalNormalPerception DisadvantagePerception Required
EcholocationPerception AdvantagePerception AdvantageNormalNormalNormalNormalPerception Required
Tremorsense-2 Perception against Flying-2 Perception against Flying-3 Perception against FlyingPerception Disadvantage against FlyingPerception Disadvantage against FlyingPerception Disadvantage against Flying-2 Perception against Flying
True Sight+3 on Perception+3 on Perception+3 on Perception+3 on Perception+3 on PerceptionNormalNormal

Night vision becomes “normal vision” when indoors or underground
Echolocation must be actively being used
*Movement adjustment occurs when awareness/sight is worse than normal

Size Categories

Every creature has a size category. Many descriptions reference size categories to describe limitations or rules of contests should opponents be different in size. To intuitively understand what the numbers or words mean, note the descriptions below as well as understanding how a creature of a particular size fits on a hex map.

Size Category Classification Dimensions Controlled Space On Map
1TinyUp to 15 inches; up to 20 pounds½ hex
2SmallFrom 15 to 42 inches; from 20 to 75 pounds1 hex
3MediumFrom 42 inches to 7 feet; from 75 to 275 pounds1 hex
4LargeFrom 7 to 10 feet; from 275 to 2400 pounds2 hexes
5HugeFrom 10 to 14 feet; from 2400 to 6000 pounds3 hexes
6GiantFrom 14 to 20 feet; from 6000 to 15,000 pounds7 hexes
Brute Force

When trying to use brute force to break or bend something, such as a door, chains or a barred window, then a Strength feat save on a d20 is used. Being successful against the DC of the various objects and materials means the door is opened or the manacles broken. However, if failing, then the object remains unmoved and another attempt cannot be made for another 6 hours. However, if it is mathematically impossible, a raw 20 will work, but the duration between attempts increases to 24 hours in such cases. Timing is a bit of a variable as well. When busting down a door, rarely is the first strike perfectly successful. It is more of a series of blows and attempts that combine to make the success. If the adjusted roll is 3 points or higher above the DC, then it happens on the first try. If one or two points above, then two actions (or a total of 10 seconds) are used. If making it exactly (or necessary raw 20), then three actions are needed. In many cases, the timing will not matter; however, if there is someone on the other side, who opens the door in the meantime, that could be significant. However, success is success - meaning that actions on the other side to reinforce the door (or whatever) will not be significant to overturn the original feat roll. That said, adding additional barriers beyond the first, such as adding some sort of magical wall of force would be fair game.

If leverage for size is applicable or magical assistance is given, the bonuses may apply. Magical assistance will be detailed by the spell, item or potion used. Size, however, allows +1 per category above medium is typically permitted. However, if chained in a prone position, a being's size would not offer much assistance and the bonus would not be permitted. When this is in question, the GM will make the decision.

Obstacle DC
Break Simple Wooden Door13
Break Solid Wooden Door17
Burst Ropes20
Break Stone Door22
Bend Iron Bars23
Burst Iron Chains ¼-inch23
Break Reinforced/Barred Door24
Burst Iron Chains ½-inch24
Burst Steel Chains ¼-inch24
Bend Steel Bars25
Burst Steel Chains ½-inch25
Burst Iron Chains 1-inch26
Burst Steel Chains 1-inch27
Social Interactions

Completing quests and slaying monsters is part of the game; however, no less important are the social interactions with other inhabitants of the world. Interaction takes on many forms, but it breaks down to primarily two aspects: role-playing and skill-use.

The GM assumes the roles of any characters in an interaction that are not controlled by another player at the table. Any such character is called a nonplayer character (NPC). When encountering an NPC, the GM will give a brief description and a general attitude perceived about the NPC, such as friendly, indifferent, or hostile. Role-playing opens a dialog where information can be learned - or possible misinformation, depending on the goals and motivations of the other persona.

Roleplaying is, literally, the act of playing out a role. In this case, it is the player determining how a character thinks, acts, and talks, interacting with the GM, who plays the role of the NPC. There are two styles you can use when roleplaying a character: the descriptive approach and the active approach. Most players use a combination. With the descriptive approach the player describes the character’s words and actions to the GM and the other players. Drawing on mental images, the player tells what the character does and how it is done. For an active approach, the player speaks with the character’s voice, like an actor taking on a role. Perhaps even movements and body language of the character become imitated. This approach is more immersive than descriptive roleplaying, though you still need to describe things that cannot be reasonably acted out.

The GM uses the character’s actions and attitudes to determine how an NPC reacts. A cowardly goblin buckles under interrogation, while a short-tempered dwarf may challenge the players to a fight. Interactions in the game are much like interactions in real life. If NPCs are offered something they want, threaten with something they fear, or have their sympathies played upon, then often the interaction can get almost the players what they want. On the other hand, if insulted, some NPCs may grow resistant to helping the players.

When the role-playing has not played out to a clear conclusion, this is when dice get involved. To be clear, if an NPC has no intention or ability to help the players, then there is no reason to roll anything, just finish things by role-playing. However, when as a GM, it is uncertain which decision the NPC will choose, then die-rolling and player skills will make the determination.

Using the chart below, a GM can make the final call. The attitude of the NPC must be determined. In general, this falls into three areas: leaning towards helping, impartial, and tending toward not getting involved. A d20 is rolled for the NPC using those conditions (and any adjustments the GM sees fit) to be the DC to overcome. Further, skills applicable to the situation can add to the DC. In any scenario, if the NPC successfully saves, then the choice is to not give in to the desire of the players. Moreover, if a raw 20 is rolled, an impartial or disagreeable NPC may give false information just to get rid of the group.

NPC AttitudeDifficulty
Not agreeable7

Below are a few examples:

The group captures an enemy orc. One of the players has interrogation as a skill. Information about the orc encampment is attempted to be learned by the players. The orc is hostile but fearful it may be killed. The orc might give up the information; thus, the base DC is 7. However, the interrogation skill adds +4 to that, making it an 11. The GM rolls for the orc, who scores a 9 - so, the orc give the details of the location as best it can. The players press for more information, wanting to know the number of troops there. The DC is still 11, but the GM lowers it by 1 point as the orc starts to fear his own commanders more than the player characters. The roll for this second piece of information is a 14, and the orc tells them to kiss off.

A sorcerer has cast the friends cantrip on someone outside a buring library. Normally, the request "Would you get me the book on the counter?" would be automatic under the cantrip effect; however, since the buidling is burning, the "friend" wants to help, but is fearful of the flames. The caster might suggest, "You can dart right in and out in under a few seconds" and with the bonus of the cantrip, the DC which would normally be 16 raises up to a 21. Remember, the bystander could still roll a natural 20 to avoid, but most likely he will attempt to retrieve the book.

Bartering could be a social interaction, but the skill places the check on the player rather than the NPC, as the player is using the skill to find a deal more so that haggle down a specific merchant. However, if that interaction were to come to an impasse, then this would become spirit competition save on d12. Anyone with a bartering skill would gain +3 on the roll.

Daily Time Usage

While there are twenty-four hours in the day, a good portion is used sleeping and resting. Another part is used for packing, preparing, eating and other routine chores. From the point of the game, this averages out that a character has effectively eight hours of usable time. This is for travel, research, training, projects or whatever. However, because elves do not sleep, they can function more hours of the day than other races. To achieve a long rest, they only need four hours of meditation; however, two further hours of light activity must also occur. In the end, an elf can perform a ten-hour day rather than eight.

To calculate the efficiency of an elf, calculate the total number of hours of the activity, then divide by ten rather than 8. If the activity is listed in days, it is assumed to be eight-hour days; therefore, multiply 8 times days to determine the total number of hours. For example, if an architecture project cost 100 labor-days, then this would be an 800-hour project. If this were performed by a single elf, it would take 80 days rather than 100. In general, 0.8 times normal give the time needed for an elf; however, in projects when working with other races, a more complicated formula may be needed. Project calculations are detailed in the GM Aide.

However, one should realize that an elf, while being more active, cannot speed up time itself. For projects like brewing where the batch requires n-number of days to fertilize, then an elf performing such tasks cannot create them any faster than any other race.

Finally, more time can be used than eight (or ten) hours; however, when forcing to gain additional time beyond a normal day is requested by a player, for many possible reasons, then the forced-march guideline is used (although the extended activity may not actually be a march). For each additional hour of activity, the character must perform a Resilience feat based on DC:16. However, for each consecutive hour of extra activity increases the DC by 2 points. If failing that feat, one degree of exhaustion sets in. Also, a free-willed character will stop for the day when failing - although if being forced to march by slave-drivers, then another hour could occur. These odds of health concerns apply to mounts as well. A mount that is not charmed or possessed is considered a free-will creature who will stop upon failure.

Therefore, if a person works for nine hours (eleven for an elf), he or should must save using Resilience against DC:16. If saving and working another hour, the next save is against DC:18. And so on.

Finally, an additional risk when pushing past the limits is exposing everyone in the immediate area to disease, including the mounts and other pets. As explained elsewhere, diseases are created, not from germs as here on Earth, but rather through a more miasmatic process. For each additional hour, there is a 5% chance (“natural 1” on a d20) for any creature in the area to have to roll against a random disease chosen by the GM. Should someone or something actually contract a disease, then its method of spreading to others is as its description will explain.


Every creature has a movement rate. This is the distance in feet able to be traveled in a single round of combat. The value works on the assumption that energetic bursts of speed will occur in the midst of serious circumstances and offers an average and consistent number for game usage. This rate may sometimes be referred to as the maneuverability rate. A sustained running speed due to physiology or magic where little deviation to the path occurs is called the straightaway pace.

To translate this to the broader scene where combat is not occurring, other variables must be considered to determine how far a creature can travel in a few minutes, or an hour or for an entire day. Unless the straightaway speed can be maintained for a reasonably long duration, then all of the following calculations are based upon the normal maneuverability pace.

First, the clip of the person or group is a factor. A character or group can travel at either a normal, slow or fast clip. When traveling at a fast clip, greater distance can be covered; however, things get missed. Conversely, a slow clip yields a short distance, but more things are noticed and can be performed simultaneously.

Let’s summarize each method. At a slow clip, the party is moving carefully and quietly. Everyone gains +3 to all Perception checks. Further, an optional rule recommended is a pseudo-group check. If half or more of the party makes the check against a monster encounter as a slow clip 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. Those with a hunting skill could roll the odds here as well. Finally, any navigation checks for avoiding getting lost gain a +4 bonus to the role.

Normal clip is exactly that: normal. Most everything is a straight roll, except for foraging food or hunting. This is performed at disadvantage.

Finally, a fast clip 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 clip.

Base Movement Elf-Day Day Half-Day Hour Minute
25 feet Fast 14 miles 12 miles 7 miles 2 miles 168 feet
Normal 11 miles 10 miles 6 miles 1 mile 140 feet
Slow 9 miles 8 miles 4 miles 1 mile 112 feet
30 feet Fast 17 miles 15 miles 9 miles 2 miles 210 feet
Normal 13 miles 12 miles 7 miles 2 miles 168 feet
Slow 11 miles 10 miles 6 miles 1 mile 140 feet
40 feet Fast 22 miles 20 miles 12 miles 3 miles 280 feet
Normal 17 miles 16 miles 9 miles 2 miles 224 feet
Slow 14 miles 13 miles 7 miles 2 miles 182 feet
50 feet Fast 28 miles 25 miles 15 miles 4 miles 350 feet
Normal 22 miles 20 miles 12 miles 3 miles 280 feet
Slow 18 miles 16 miles 9 miles 2 miles 224 feet
60 feet Fast 34 miles 30 miles 18 miles 5 miles 420 feet
Normal 26 miles 24 miles 14 miles 4 miles 336 feet
Slow 21 miles 20 miles 12 miles 3 miles 280 feet
70 feet Fast 39 miles 35 miles 21 miles 6 miles 490 feet
Normal 31 miles 28 miles 16 miles 4 miles 392 feet
Slow 25 miles 23 miles 13 miles 3 miles 322 feet
80 feet Fast 45 miles 40 miles 24 miles 7 miles 560 feet
Normal 35 miles 32 miles 19 miles 5 miles 448 feet
Slow 29 miles 26 miles 15 miles 4 miles 364 feet

The chart above is a good summary. Any If the sum of the parts do not add up to the whole, this is due to extra time for using the bathroom, picking up a fallen item from someone’s back, stamina, etc – or moments of unexpected ease. If more precision is needed here are the formulas. Remember to always round down, and recognize it is a little “mathy.” Estimating from the chart may be easier, or perhaps using the Travel Tool on the website.

Daily travel is base ÷ 2.5 for normal, ÷ 3 for slow, and ÷ 2 for fast. Half-day is 0.6 × Daily. Hourly travel is 0.3 × Half-day. Finally, one minute of travel is 14 × Daily.

All the speeds given above assume relatively simple terrain: optimal, roads, or clear corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain. While in combat scenarios, movement is at half speed in difficult terrain—moving 1 foot in difficult terrain costs 2 feet of speed, this does not translate well for traveling through rougher terrains. Below is a chart for longer times traveling through such areas. For example, when covering 10 miles on a road over a particular amount of time, only 8 miles would be achieved in grasslands for the same duration -- or only 2 miles when traversing the mountains.

Optimal, Roads100%
Grasslands, Plains80%
Desert, Hills, Tundra60%
Forest, Jungle, Swamp40%

The distances above also assume only eight hours of travel, except for the “Elf-Day” column, which can only occur if all members are elves or enhanced to have that level of activity. As stated above, moving beyond this time falls into the forced-march guideline. For each additional hour of travel over eight hours, the characters cover the distance shown in the Hour column for their clip, terrain and exhaustion; however, at the end of each hour, each traveler must also perform a Resilience feat. The DC for the feat is based at 16 but gains +2 for each hour of the force march condition. On a failed save, a traveler suffers one degree of exhaustion. See Daily Time Usage above for more concerns about traveling beyond the normal limits.


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.


Mounts and steeds are a common part of any fantasy role-playing game. In Enchanted Realms, anyone can get atop many mounts and ride in a general sense. However, having a steed does not give many advantages without certain skills. Some mounts require special training. Additionally, while mounted, normal combat can be performed but with without mountsmanship, but the fighter is at disadvantage for all attacks and actions. Further, this assumes melee is reasonable while mounted. For example, if fighting rats from atop a horse, the GM would rule that this could not be done.

Further limitations exist for riding of a steed. The first of which is the effects of pace. Without mountsmanship, the speed of the animal can only ever be normal or slow, making the miles traveled either in the middle of the range or the lowest value. Even with skills, the stealthy advantages on an opponent’s Perception are not obtained at a slow pace when riding mounts without the base skill. Also, some mounts have limited movement rates without mountsmanship.

Additionally, there is a difference between movement in combat and the speed of travel. The popular riding horse can move at 100 feet per round but only at a gallop. This speed is defined as the straightaway pace. However, when turning tight corners and moving in combat, the maneuverability pace is used. For the horse this speed is 60 feet.

This lends itself to another concept of running endurance which is called active time. This is the same idea as travel time for humanish characters. Mounts have similar limits for active time to be ridden. Some have great endurances and can move at their straightaway pace for the entire travel day. Others, however, have short durations and have to drop to a prosaic pace for the remainder. Some still may have shorter than 8 hour days for traveling. As an example, horses can only run at their top straightaway speed (100 feet) for four hours. After that, they can continue for another four hours but only at a prosaic pace (40 feet movement). This means horses are great for covering long distances in half of a day, but their total day travel is far from double that distance.

Of course, the animal could be pushed beyond its limits of its straightaway duration. Doing so does risk the health of the steed, but there is a greater risk. As discussed elsewhere, disease and even part of morality is based upon the concept of the miasma theory. One of the sources of “bad air” is when exhaustion and overworked lungs from mistreated mounts who have been ridden beyond their limitations. Using the guidelines of the forced march would be similarly applied for a mount, yet again, the production of disease that results could become a bigger concern.

Below is a chart of the most common mounts, listed with movement rate. Remember mileage values below are based on optimal terrain, such as a road. Thus if traveling through grasslands or plains, the distance would only be 80% of what is listed. However, some mounts travel through different terrain types better and have higher efficiencies than normal.

Movement Details
 Carry  Cart      Straightaway  Maneuverability  Unskilled Rider  Prosaic  Half-Day  Daily  Note 
Borgaaz800 lbs5000 lbsPlate6 hrs2 hrs10 hrs70 ft50 ftn/a40 ft15-21 mi19-26 miNormal
Centuries of crossbreeding have produced this domesticated bovine-like creature with their ancestry from gorgonops, bear, oxen and boar. One stands about four feet to the shoulder and weighs nearly 1000 pounds. It has cloven back feet and clawed paws in the front. These beasts can be loaded with 800 pounds of pack. They can be ridden and even trained to fight, but this such training is far more difficult than typical war beasts, making their use as mounts reserved only for high stations in orkane society. Orcs can ride without a skill. Others can ride these beasts but require mountsmanship training.
Camel1,000 lbs2,000 lbsLeather8 hrs0 hrs8 hrs70 ft45 ftn/an/a15-21 mi25-35 miDesert
Camels can run for reasonable speeds with a strong endurance. They are not as fast as a horse in a short race. However, they can complete well for the entire day. Further, Camels can travel on sand better than nearly any other. In deserts, camels move at 80% efficiency rather than the normal 60% penalty.
Canivox200 lbs1200 lbsLeather6 hrs2 hrs12 hrs80 ft60 ftn/a50 ft17-24 mi27-32 miPlains
This is a doglike creature that is a domestic cousin to the epicyon; however, the halflings have bred this mount to have a sturdy back capable of supporting the weight of a rider. However, their shoulder height prevent them from carrying any other than small-sized riders. Gnomes have also been known to ride them when acquired from the halfling lands. Further, the canivox can move on plains at the same speed as a road. Maintenance for one costs 5 bits per month.
Dolphin300 lbs800 lbs*None8 hrs0 hrs8 hrs70 ft45 ftn/an/a15-21 mi25-35 miAquatic
Most likely ridden by aquatic races, dolphins can swim are great speeds. If a land-dweller were to ride one, he or she would need to have the sea horse skill as well as having a tamed dolphin trained to be ridden. Should one keep a dolphin as a pet, they cost 5 bits in expenses monthly.
Elephant2,000 lbs8,000 lbsPlate12 hrs0 hrs12 hrs50 ft40 ftn/an/a9-15 mi16-25 mi
20-32 mi**
Elephants are large and powerful, but slow and expensive to maintain. However, because they can walk for 12 hours, they are capable of traveling distances that come close to a horse. Nonetheless, a rider must be driving the mount the whole time, which means either risks of exhaustion -- or the beast can have a houdah strapped to it where a second driver can rest for part of the journey. Most humanish beings can only have 8 hours of active travel; however, sleeping for 4 of the 12 hours in a houdah allows this extended time of elephant travel. These mounts have no climbing ability and can only traverse flat ground but can carry 2000 pounds. Elephants require 50 bits in maintenance each month in food alone. Barding and tack cost 10 bits per month to maintain.
Eagle, Giant250 lbsn/aNone6 hrs0 hrs12 hrs75 ft60 ftn/an/a22 miles28 milesFlight
Giant eagles require an aerial reins skill to ride. They must also be born in captivity to be able to be trained to ride. Their availability is more rare compared to most mounts, and maintenance costs run around 25 bits per month.
Goat, Terrac300 lbs500 lbsLeather8 hrs0 hrs10 hrs65 ft50 ft-10 ftn/a13-19 mi18-34 miNormal
These bovidae are not really beasts of burden, but some specific breeds can be ridden by dwarves. However, they are not pack animals and can only carry dwarves due to centuries of controlled breeding to create uniquely-shaped shoulders and withers of the riding stock. One nice advantage of goats is their ability to traverse mountainous and rocky terrain, allowing them to climb up to 45° angles in such environments. They still suffer the 20% movement rate, but they can cross such terrains when others may not be capable of it. Goats cost are low, averaging about 3 bits per month.
Gryphon600 lbsn/aNone8 hrs0 hrs16 hrs120 ft90 ftn/an/a36 miles60 milesFlight
These massive bird-mammals can be domesticated and have backs large enough to carry up to three human-sized riders. They can transport up to 600 pounds while flying. Like all other flyers, to ride one, an aerial reins skill is needed; however, if the initial rider is skilled, other passengers do not need to be. While capable of traveling great distances, the downside to using a gryphon as a mount is their diet of horse meat, making their monthly maintenance cost at least 100 bits. They also require a long recovery time before flying again.
Horse500 lbs2,500 lbsChain4 hrs4 hrs12 hrs100 ft60 ft-15 ft40 ft18-30 mi26-36 miNormal
 (Draft Breed)800 lbs4,000 lbsPlate3 hrs5 hrs12 hrs85 ft50 ft-15 ft35 ft16-27 mi21-32 miNormal
When it comes to speed, horses are the fastest of all land-based mounts. While they are reasonably sure-footed, horses can only manage rough terrain up to 30° angles. Horses can carry up to 500 pounds. Draft breeds vary. Further, their height and withers make dwarves less fit to ride them. Special saddles are needed for dwarves and without one, miles per day drop to 34. The maintenance cost of a riding horse runs 12 bits per month. While draft horses have a higher expense of 15 bits due to additional food. However. if the draft horse is a war-trained horse where special barding, tack and saddles are needed, then the monthly maintenance becomes 25 bits before factoring in any barding.
Lepuus400 lbsn/aLeather10 hrs0 hrs12 hrs60 ft50 ftn/an/a16-27 mi21-32 miForest
The race of lepuus are giant rabbits capable of being used as mounts. Wood elves in the northern regions have been riding them for centuries. They have virtually no combat ability, but they are more dexterous than they appear and can turn in a very tight radius. This translates to treating forested area as normal rather than difficult terrain. They are not great climbers but are capable of making 40-foot jumps over their normal movement every 2d4 rounds. Leppus adapt well to nearly any weather. Monthly maintenance for one is 8 bits.
Lizard Steed1,000 lbs1,500 lbsChain2 hrs2 hrs14 hrs70 ft50 ft-15 ft30 ft12-18 min/aHills, Mountains
Not as fast as horses, lizards can carry heavier riders and have great climbing ability when needing to cover rocky terrain. There creatures can also act as pack animals, carrying up to 1000 pounds. With assistance with their front claws, Further, they can ascend and descend any rough terrain of even 60° angles and perfectly smooth surfaces up to 45° at a climbing-movement rate of 50 feet, even while mounted. Hills can be traversed at their best speed suffering no terrain efficiency penalty. These steeds can cross mountainous areas at 60% efficiency rather than the normal 20% penalty. The downside to these mounts is they have a limited activity for traveling, only able to be used for 4 hours at a time before needing a significant rest. However, no better mount exists for crossing mountains. A steed of this type can travel 10½ miles per day in the mountains, while the next best would be the the llama at 9 miles and the terrac goat at 6 miles. Even dwarves can only walk about 4 miles daily over mountains. Lizard steeds eat less, making their maintenance only 6 bits per month, but if barding is used, then an additional 5 bits is required.
Llama250 lbs750 lbsLeather6 hrs0 hrs8 hrs60 ft50 ft-10 ftn/a12-18 mi16-24 miHills, Mountains
Llamas are slow-riding mounts. They are pack animals, beasts of burden and steeds for lighter and smaller races. They can carry up to 250 pounds. Llamas are often kept as guards because of their perception and communication abilities. Further, llamas have an 80% efficiency in hills and 40% in mountains. Like goats, llamas have a low maintenance cost – only 3 bits monthly.
Mule600 lbs2,000 lbsLeather2 hrs6 hrs9 hrs60 ft40 ft-15 ft40 ft9-15 mi15-23 miNormal
Mules are pack animals, which may be ridden by dwarves, halflings, human children, or anyone under 5 feet tall. While slower than a horse, mules can be loaded with up to 600 pounds of items. Their maintenance cost runs 8 bits per month.
Osprider150 lbs250 lbsNone10 hrs0 hrs8 hrs70 ft50 ft-15 ftn/a15-21 mi24-35 mi
26-40 mi***
Not much faster than walking speed, but their endurance allows them to compete with horses and camels for all day, even better if the rider is an elf. Moreover, the ospriders appeal come from the appearance and prestige. Further, they are excellent mounts for treacherous terrain, as They ignore flat difficult terrain, and they can climb sheer edges of 75° at a movement rate of 40 feet without requiring any checks. However, they cannot climb perfectly smooth surfaces greater than 30°. However, they cannot use barding due to their builds. Ospriders require special grooming to make the seating area able to be ridden. Because of their prestige, adornments are often included in the grooming which can up their maintenance cost to whatever the rider is willing to spend, but ornamentation will have a minimum 5 bits monthly addition. Feeding ospriders is relatively cheap at 5 bits per month; however, again, the celebrity of owning on of this riding birds often comes with quality name brand foods which could go well over the limit. However, this means the absolute minimum maintenance for an osprider is 10 bits monthly. However, if ownership is based on a social network, not properly feeding expensive foods and not employing decorative grooming could lead to snobbery.
Oxen750 lbs6,000 lbsChain8 hrs0 hrs12 hrs40 ft40 ftn/an/a9 miles16 milesNormal
Oxen are not good mounts; however, the are excellent pack-animals for pulling. Oxen can pull eight times their burden (or 6,000 pounds) when teaming. Also, their speed is constant and they cannot move at a “fast” pace. They also offer no bonus or penalty from skilled riding or lack of skill.
Pegasus200 lbsn/aNone8 hrs0 hrs12 hrs90 ft75 ftn/an/a27 miles45 milesFlight
Pegasi are strong fliers but are not great beasts of burden, as their bone structure is lighter than other equines. They can only carry 200 pounds in flight and about the same when traveling by foot. Pegasi are not domesticated as other livestock, but they will allow ally riders if a relationship is well established. Part of the maintaining the relationship is caring for one, which runs around 20 bits each month in food. Obviously, these magnificent beasts require an aerial reins skill to ride.
Seahorse, Giant400 lbs600 lbs*None6 hrs0 hrs6 hrs50 ft40 ftn/an/a9-15 mi12-20 miAquatic
The giant seahorse cannot be domesticated by surface people. They will die if kept in captivity. However, if during an underwater adventure (and the ability to breathe under the sea), a PC could ride one if having the sea horse skill.
Timber-Elk400 lbs1,200 lbsChain4 hrs2 hrs12 hrs90 ft60 ft-15 ft50 ft21-27 mi25-36 miTundra
Timber-Elk are not great with speed but can carry up to 400 pounds. However, they can only travel on relatively flat ground, only able to climb hills of less than 20° angles. The advantage of Timber-Elk is their ability to travel in tundra, snow and ice at 80% instead of the normal 60% efficiency. The Timber-Elk eats 10 bits monthly.
Wolf, Dire80 lbs600 lbsLeather2 hrs6 hrs12 hrs120 ft60 ftn/a60 ft18-27 mi32-48 miNormal
Goblins would likely be the only rider of a dire wolf.

* This equates to pulling power in the water.
** This is travel for 12 hours.
*** This is travel for 10 hours.


The mounted warrior would want to protect his expensive mount wherever possible. To this end, it would be logic to armur the mount as well as it’s rider. There are three types of barding that can be used: leather, chain and plate.

Leather barding provides a mild protection for horses or borgaaz. This grants an AC:12 to the mount. If the creature, such as a lizard steed, already has that degree of AC, then the leather barding offers no further protection. The downside is this barding slows the mounts base movement by 5 feet. Leather weighs 10% of the animal's base burden weight or 25 pounds, whichever is greater.

Chain barding takes the form of a coat the horse would wear, fitting around the base of the neck and hanging down to the horse’s hips. An extended coif-like garment protected the neck and head. Padding was usually worn underneath, as was the practice with the rider. This grants an AC protection of 15 for the mount. If for some reason the beast of burden is equal or exceeds that value, then the chain barding will not aid the mount. Lastly, the wearing of this barding lowers movement by 10 feet. Chain barding weighs 20% of the animal's burden or 50 pounds, whichever is greater.

Plate barding encloses the horse’s body in plates, and has an articulated extension for the neck. The horse’s head will be guarded, but protection does not extend to the jaw and underside of the head, these areas being hard to attack anyway. This will convey an AC 18 to the mount, but at the movement penalty of 20 feet. This plated protection weighs 30% of the animal's burden or 75 pounds, whichever is greater.


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. This section is dedicated mostly to land vehicles; thus, seafaring vessels and airships will be discussed elsewhere.

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 60 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.

VehiclePowered ByCapacityLimits
BicyclePedal Chain200 lbsRoads, Grasslands, Plains
Carriage1 to 2 Animals4,000 lbsRoads
Clockwork Tread WagonGnomish Fire10,000 lbsAny Terrain
Coach2 to 4 Animals4,000 lbsRoads, Grasslands, Plains
Dog Sled6 to 10 Medium Animals600 lbsDesert, or Snow-covered Tundra
Gryphon Gondola1 Grphyon400 lbsFlyer must have aerial reins
Houdah1 Elephant800 lbsDriver must have mountsmanship
Mule Cart1 Mule, Pony or Ram1,500 lbsRoads, Grasslands, Plains
Phlogistene BalloonAlchemy1,000 lbsCaptain must have balloonery
Wagon2 to 4 Animals8,000 lbsRoads, Grasslands, Plains
Wildlands Wagon1 to 2 Animals3,000 lbsRoads, Grasslands, Plains
Chariot, Heavy1 to 3 Animals3,000 lbsRoads, Grasslands, Plains
Chariot, Light1 Animals2,000 lbsRoads, Grasslands, Plains
Clockwork Spider-WalkerGnomish Fire250 lbsAny Terrain
Dwarven Battle-RamPedal Chain2,500 lbsRoads, Grasslands, Plains
GliderAir200 lbsFlyer must have aerial reins
War Wagon2 to 4 Animals6,000 lbsRoads, Grasslands, Plains

Bicycle: Wooden and spoked wheels, this vehicle follows the rules of mounts for movement required for mounting and dismounting. It has a top speed of 50 feet plus Body score and a maneuverability rate of 50. It can be ridden at the straightaway speed on roads and flat surfaces for 30 minutes per point of Resilience in a single day.

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.

Chariot, Heavy: The primary difference between the heavy and the light chariots is a heavy one has a more robust hitching structure, allowing up to three animals to pull it. Also, it has a larger platform. Depending on its size and configuration, up to two warriors beyond the driver can be supported. Both heavy and light chariots can inflict trampling damage if the driving has the war charioteering skill.

Chariot, Light: Drawn by a single animal and crewed by a driver and possibly one archer. However, its platform is not large enough to have to two melee combatants; thus, is a second occupant is a fighter, range weapons must be used. Further, the chariot is 12 to 15 feet long, occupying three linear hexes on the map.

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.

Clockwork Spider-Walker: This is an advanced vehicle of gnomish engineering, typically used for scout and reconnaissance missions. Unlike other vehicles, walkers can rotate on the spot without forward momentum. They have a top speed of 60 feet. The GM will have more details.

Clockwork Tread Wagon: This is another advanced vehicle of gnomish engineering. It is essentially a wagon with alchemechanical tread for movement. It has a movement rate of 40 feet.

Dwarven Battle-Ram: This apparatus of dwarven pedal-tech is a lumbering metal box with four wheels. Inside, eleven dwarves work furiously at cranks and treadles. The driver is in the front, and the others are in two lines of five each behind him. This allows a movement rate of 75 feet for straightaway rates and 50 for maneuverability. Its functionally limited to operating on roads and other smooth, flat surfaces. It may be found hurtling around the beautifully cut main tunnels of dwarf mines and cavern-cities. Dwarven armies use these to drive off besiegers, mostly by spreading terror (or at least confusion) amongst them. It might also show up on the attacking side in a siege, to assault gates or doors with flat approach roads. It is fitted with a powerful ram, which can inflict trampling damage similar a chariot, except on a single d8. It acts as a Strength 25 for competitions as a siege weapon.

Glider: Little more than a fancy kite, gliders are made with wood, often daintwood, and coverings of darkleaf (goluka). These are similar to Earth hang-gliders. They lack the carrying capacity to be useful transports, but one could be employed for reconnaissance and the occasional clandestine assault, if finding a way to launch them to an adequate altitude and range.

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.

Mule Cart: A simple two-wheeled vehicle pulled by one animal able to hold 800 pounds. Those with two axles can hold 1,500 pounds.

Wagon: A larger vehicle with four wheels, generally using at least two draft animals. This is due to the 8,000 pound capacity that such a vehicle can carry.

War Wagon: This vehicle is basically a mobile barricade, developed with wooden armor exterior and firing slits for crossbows or archery weapons. Those inside effectively have full cover. They cannot be engaged in melee until breaching the wagon.

Wildlands Wagon: This somewhat cinematic vehicle is used to transport high-value loads across a lawless and bandit-ridden wilderness. It looks like a stagecoach at first glance, but the body is mostly just a hollow (but rugged) box; some of the load space may be concealed, to facilitate smuggling. The driver, and optionally a single guard or passenger, ride inside, using a periscope to look around and with reins passing through a slot in the bodywork. Riding outside to return fire at enemies is a desperation option.

Turning Radius

Another factor when running a combat with vehicles in it is the turning radius. This is also true for mounts. Unless highly flexible, such as a giant serpent, all mounts and vehicles follow the simple rule when turning 60° on the hex map, it cannot turn again until the most rear hex of its token reaches the hex prior to the turn. Below is an example of a riding horse (2 hexes long) and a light chariot (3 hexes long).


Injuries and wounds are part of the game. Therefore, it is important understand what the numbers mean and how quickly one can recover. The assumption is body points are a combination of physical toughness, tenacity and luck, but not specifically one of these things. Therefore, a character or monster may be wounded, bruised and bleeding, prior to zero-hp; however, those afflictions are superficial.

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 double 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 is at 4 Body points with a 2 Resilience score, takes a short rest restores 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.

Death Saves

Only upon reaching zero or negative values is a life-threatening wound inflicted. Death absolutely occurs without exception when body score reaches the negative value of one's Resilience score. Temporary hit points are not considered in any way.

Typically, if a monster reaches zero, the PCs will have no plans to save its life and therefore it can be considered dead for all intents and purposes. However, a fallen comrade is another thing. As stated above, from zero to Negative-Resilience, the character is in a state of dying but not yet truly dead. Below are the steps for resolving how long it takes in game time (and if it happens) before real death happens.

Body ScoreDC

When at zero or negative, on the character’s turn, he or she makes a roll known as a Death Save. This special roll continues to happen each turn until the character stabilizes or the character dies. The Death Save is Resilience preservation save. Don't forget those important bonuses. Further, any active magical items, perhaps a ring of protection, can assist. 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 on his or her turn a Death Save is rolled against a DC 8. If the Death Save fails, the character suffers an additional body point of damage, delving deeper into the negative values, spiraling towards death from internal bleeding, asphyxiation, shock or whatever the cause. However, if the save is successful, the character stabilizes and stops losing life; however, the severely injured person does not regain consciousness and is still at a negative value.

If additional damage is inflicted while at zero or negative, assuming the blow did not kill the character, it means the new value is used to calculate the DC for the next Death Save. Even if the character were stable, the new damage places him or her back to a dying status.

Other potential harm comes from moving or dragging a negative and still unstable character. This forces an immediate Death Save, inflicting another point on failure. Even if successful, stability is not the result, but rather the injured is merely fortunately not to have been damaged further. The timing of this occurrence is at the action of the person moving the injured character.

The rules for healing by a short and long rest no longer apply to a character with negative or zero scores in body, mind and spirit. Recovery is slowed to one point per day. This recovery rate is true for all attributes even if only one of them falls into this range; thus, when a Body is at or below zero, even Mind and Spirit only recover a single point daily. Typically, negative but stable characters are unconscious; however, with each day’s recovery of another body point, another “Death Save” is made using the same rules for the DC value. If failing, the character remains unconscious but is still stable. If successful, then the injured character becomes conscious, suffering the combined restrictions of being both restrained and stunned. However, pointing, gesturing, one-to-two-word responses for communication becomes possible.

Finally, whenever a character enters a “Death Save” process, one degree of exhaustion is added to the character. This includes re-occurrences into a “Death Save” process from a new injuring while still being negative. Thus, someone reaching -1 Body and stabilizing suffers one degree of exhaustion; however, while still negative another point is inflicted, taking the person to -2 Body, then stabilizes again, a second degree of exhaustion will penalize to the character.

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 scores will raise by 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. However, remember when any score is at or below zero, all attributes only recover at a rate of 1 point daily.

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 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, whenever 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 attribute’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.


Environmental conditions, such as starvation and the long-term effects of exposure, can lead to a special condition called exhaustion. As mentioned previously, this also occurs when a character approaches death’s door. When a creature suffers a circumstance which exhausts it, a degree is added. If the creature has not been able to recover and another circumstance occurs, a second degree occurs; then a third, and so on.

1Disadvantage on all feat and contest saves; preservation saves are normal
2Movement is halved
3Disadvantage on all saves
4Disadvantage on attack rolls
5Movement becomes zero
6+One point of max-damage occurs to body, mind and spirit

Upon reaching the 6th degree of exhaustion, when losing a point from an attribute score, this is considered a negative-temporary point. This means that the acting maximum is lowered by the number of negative temporary points. Thus, if the mind score, normally 13 as a max, is lowered by one point, then until that degree of exhaustion is removed, the max-mind score is effectively 12.

When an event or effort removes exhaustion, it does not remove all the exhaustion but rather only one degree, unless the effect explicitly states otherwise. For example, a long rest will remove exhaustion. However, if a character has two degrees of exhaustion, then it will require two separate long rests to be fully recovered.

Climate Extremes

When traveling in hot summers and frigid winters, how one is dressed is important. This can significantly alter one's choices of armor. On the Fahrenheit scale, most races are safe from exposure between 40 and 90 degrees. Also note that some skills, axioms and invocations may alter this range.

Without magic or other adjustments, which clothing can buffer, a degree of exhaustion is the penalty for exposure outside those ranges. Of course, how extreme the temperature is, the longer the duration required to suffer the penalty. For each duration in a temperature range, one degree of exhaustion is added. The type of armor (based on base AC, not material) one is wearing, the temperature range is adjusted.

Below -1010 minutes 
-10 to -620 minutes 
-5 to -130 minutes 
0 to 440 minutes 
5 to 950 minutes 
10 to 1460 minutes Base AC HeatCold
15 to 1990 minutes 11Leather+2+4
20 to 29120 minutes 12Studded Leather+4+8
30 to 39240 minutes 13Chain Shirt+7+15
40 to 90No Effect 14Ring Mail+10+20
91 to 100240 minutes 15Brigantine Chain+15+25
101 to 105120 minutes 16Chain Mail+15+25
106 to 11090 minutes 17Splint Mail+20+30
111 to 11560 minutes 18Plate Mail+25+35
116 to 12050 minutes 
121 to 12540 minutes 
126 to 13030 minutes 
131 to 13520 minutes 
Over 13510 minutes 

Therefore, a person wearing leather, walking in 95°F (which would be effectively 97°) can do so for four hours before suffering the effects of exhaustion. That same person would suffer the effects of freezing cold temperatures of 18° (effectively 22°) for two hours before suffering penalties. On the other end of armor choices, a person in plate mail would suffer a degree of exhaustion after only one hour if the temperature were 87°, making it 112° for the individual. However, that same person could withstand 8° temperature indefinitely as the internal armor temperature would be 43°.

A few other adjustments can be made. For example, sitting in the shade will lower the effective temperature by 10°. Also, in cold extremes using additional blankets and coverings to hold in the escaping body heat can add 5°. Also, if huddling together with blankets, each person adds 5° to each other up to a maximum of 20°. Thus, five people still only raise their combined effective temperature by 20 degrees. Obviously, the center focus and endurance skills would help.


Any creature who becomes subject to petrification must fail a series of saves before suffering the permanent fate. Special cases may deviate from this rule, but those must be explicitly stated by a description or monster's details. The target must succeed a Resilience save (DC:13) to avoid the effect. On a failed save, a target begins to turn to stone and under the restrained restriction. At the end of the target's next turn, it must repeat the saving throw. On a success, the victim is able to break free from the forming stony skin and the effect ends. On a failure, the target is petrified. However, there is still one more final chance to avoid permanence. In the next round, an initiative is still rolled for the target, even though no actions can be taken. On that turn, the victim repeats the save a final time, which the GM may choose to have the player roll in secret to prevent the other players from knowing the fate. Please note that this final roll is not subject to automatic failure of the petrification restriction; it is made as if the character were whole. If successful, then the petrification effect is only temporary and fades from the target in 2d6 rounds. However, if this third save is failed, the petrification is permanent. Lastly, unless stated otherwise, subjecting a petrified victim (even those affected temporarily) to another petrification effect is moot.


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 unless capable of being cast in silence. 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

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.


Water is required to survive. Roughly a half-gallon per day is needed. If exposed to direct sunlight for most of the day or the temperature is over 80 degrees, then a whole gallon of water would be required. When rivers, streams, canteens, etc. are available, this measure is unnecessary. However, when water is scarce, the effects on a person may have to be factored in game play.

Whenever a creature spends a day with less than half the water requirement, then one unit of under-hydration is tracked. If a creature spends an entire day with no water, then two units are suffered. As the units accrue, negative-temporary points are doled out to the creature against body, mind and spirit. As with the 6th degree of exhaustion, these negative-temporary points lower the effective maximum value of the attribute.

One day of normal hydration will remove a negative-temporary point. If there are multiple attributes down from dehydration, then after the end of day, one is selected randomly to be restored.


Medium creatures need about a pound of food daily, while small ones need only half the amount. When calculating a day’s provision, one day’s worth can feed two small creatures. Typically, this is not a concern; however, if the storyline enters a malnutrition arc, here is what happens as a result.

If eating less than the required amount for the day, then after three-consecutive days of malnutrition, a negative-temporary point is inflicted against one of the character’s attribute max scores. After five consecutive days, one degree of exhaustion sets in. Exhaustion from starvation cannot be restored by normal rest until proper nutrition occurs. A normal day of eating will remove a negative-temporary point. As with dehydration, all attributes are affected simultaneously.


Poison is a substance that is introduced into a creature’s system which causes a damaging effect. Poisons come in the following four types:

Contact: Contact poison can be smeared on an object and remains potent for long periods of time until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. A GM may rule that contact poison can be used as an injury poison with half-effectiveness (i.e., the victim saves with advantage).

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. The GM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they infiltrate nasal membranes, tear ducts, and other parts of the body and are designed to intermix with a creature’s lifesong.

Injury: Injury poison can be applied to weapons, ammunition, traps, and other objects that deal piercing or slashing damage and remains potent for 10 minutes or until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Traps often seal the poison in a container and typically do not expire after 10 minutes. However, when applying to weapons, one dose is applied to a single weapon or can be spread over 4 items of ammo.

Regardless of the type, if a creature becomes subject to a poison, assuming it is not immune, the creature must roll a preservation save to see whether the effects can be avoided. Thus, each poison has a DC value. If the save does not overcome the DC, then the effects of the poison are induced. Once affected, the minimum result is the victim will be under the poisoned restriction for the duration of the effect, which means preservation saves and feats are rolled at disadvantage; all attacks made by the victim are at disadvantage as well.

Poisons take effect instantly, unless stated otherwise in their descriptions. Also, when a poison affects a creature, its dosage is consumed. This means an injury poison placed on a weapon, which remains potent for 10 minutes, are delivered on an injury, making future strikes from this weapon ineffective for delivering that poison again without adding a new dose.

For those with poison resistance, then that victim is at advantage for the save. If the effect is at half-effectiveness for whatever reason, then the resistant creature should be assumed to be immune. If the poison does affect the resistant target, any damage to attribute scores inflicted are at half-damage. Thus one point per incident will not occur. Further, durations are halved, and any bonuses on perpetual saves during the effect are double.

PoisonType  DC  Duration Effect Recovery Anti-venom
Bane RancorInjuryRes:16up to 12 roundsPoisoned; Bodyn/aRestriction removed, but Body heals normally
BloomburnInhaled, InjuryRes:136 hrPoisoned; Deafenedn/aAll penalties removed
BrittleskinInjuryRes:112 hrPoisoned; Chance to Bleedn/aAll penalties removed
ChokeoozeContactRes:15VariesPoisoned; Asphyxiation;SpecialRestriction removed, but Body and exhaustion heal normally
DeathbaneInjuryRes:1230 minPoisonedn/aRestriction removed
DuskangerInjuryRes:121 hourPoisoned; BodyBody: Normal healingRestriction removed, but Body points return by healing
GhoulclawInjuryRes:1410 minPoisoned; MovementSpecialAll penalties removed
GoblinmangeContactRes:1724 hrInitiative Onlyn/aAll penalties removed
HornmysticContactLogic:115 minPoisoned; Prevents Magicn/aAll penalties removed
IceripInhaled, InjuryWill:1330 minPoisoned; Blindedn/aAll penalties removed
Iocane DustInhaledRes:1215 minPoisonedn/aRestriction removed
MindcrankIngestedJud:111 hrPoisoned; MindSpecialRestriction removed, but Mind points return as recovery
Necro GrudgeIngestedResilience:14InstantaneousBodyn/aBody heals normally
NeurostenchInjuryLogic:121 hrPoisoned; MindSpecialRestriction removed, but Mind points return as recovery
NightvineIngestedRes:1330 minPoisonedn/aRestriction removed
Rhodo-Honey InjuryWill:121 minPhantasmn/aIllusion removed, but Mind points return as recovery
ShadebloodInjuryRes:123 hrsPoisoned; Weaknessn/aRestriction removed
Tears of DoubtInjuryFaith:121 hrPoisoned; SpiritSpecialRestriction removed, but Spirit points return as recovery
VenomoozeContactRes:1130 minPoisonedn/aRestriction removed
YawnspawnIngested, InjuryPerc:1030 secSleepSpecialRestriction removed

Bane Rancor: An injury to a creature with this poison will force the victim to make a Resilience preservation save (DC:16). If failing the save, the victim is placed under the poisoned restriction. In addition, the victim suffers d2 points of Body damage from the mixture. The requirement to make the same continues until it is successfully made, at which point the damage stops and the restriction ends. This continuous requirement will only last up to 12 rounds at the most. With the alchemy skill, one can brew this poison. More details on how to create potions and poisons can be found in the GM Aide guide.

Bloomburn: A creature subjected to this poison must make a Resilience preservation save (DC:13). On a failed save, the victim suffers the poisoned and deafened restrictions for the next six hours. There is no special recovery; however, if an anti-venom procedure (whether magical or alchemical) occurs, it will remove all penalties. With homeopathy, someone can concoct this poison.

Brittleskin: When a victim is exposed to this poison, that creature must make a Resilience preservation save (DC:11). On a failed save, then target becomes subject to a bleeding effect whenever injured by future slashing or piercing damage. This effect lasts for two hours in addition to the poisoned restriction. Whenever such an injury does occur, the victim must make another Resilience preservation save (DC:8) or suffer an additional point of Body damage. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties.

Chokeooze: This contact poison will force a creature who comes in contact with it to make a Resilience preservation save (DC:15). If failing that save, the creature immediately suffers anaphylaxis which prevents the breathing airway to work. This means the creature begins asphyxiation. The victim is allowed to make new saves at the end of its turn and will gain +1 on the roll for each subsequent save. Thus, the failed save creates the effect, but the next save is roll at +1, and the one after that at +2, etc. This continued save occurs until the victim recovers or dies. Once the victim overcomes the poison, healing from this poison occurs under the normal rules of healing. If an anti-venom procedure occurs, it will stop the asphyxiation, but Body points and exhaustion require normal healing.

Deathbane: A creature subjected to this poison must make a Resilience preservation save (DC:12). On a failed save, the victim suffers the poisoned restrictions for a duration of 30 minutes. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties. This can be created by someone with only the distillery skill. More details for batching poisons can be provided by the GM.

Duskanger: When a victim is exposed to this poison, that creature must make a Resilience preservation save (DC:12). On a failed save, then target suffers d4 points of Body damage and is penalized by the poisoned restriction. This restriction lasts for one hour. There is no special recovery and body-point losses must heal normally. If an anti-venom procedure occurs, it will remove the poisoned penalties, but it will not restore lost Body points. The minimum skill required to create this poison is homeopathy.

Ghoulclaw: This poison carries a paralysis effect. When a creature is subjected to ghoulclaw, the victim must make a Resilience preservation save (DC:14). Upon failing the save, the target suffers the poisoned restriction but also has its movement reduced by 10 feet. Cumulative dosages will continue to reduce movement until the victim reaches zero movement. This slowed effect remains for 10 minutes; however, recovery from the toxin is not instantaneous. After 10 minutes from the last dosage, the poisoned restriction is removed, but the movement is restored in increments of 10 feet each passing 10-minute duration after. if an anti-venom procedure occurs, it will remove all penalties, including the movement loss. To devise this poison a homeopathy skill is needed.

Goblinmange: A creature subjected to this poison must make a Resilience preservation save (DC:17). On a failed save, the victim does not suffers the normal poisoned restrictions but rather suffers a very itchy pink rash for the next 24 hours, during which the target suffers -2 to all initiative rolls due to the irritant. There is no special recovery; however, if an anti-venom procedure occurs, it will remove the initiative delay. Further a remove disease invocation will also instantly cure the effects. Lastly, this poison is not created in a lab, but with a skinning skill and another that prevents self-infliction like foul-play, then one dose can be extracted from a goblin dog.

Hornmystic: A creature that makes contact with this poison must make a Logic preservation save (DC:11). On a failed save, the victim suffers the poisoned restrictions for the next five minutes. But also in that duration, concentration becomes very difficult to maintain, resulting in spell-casting being very difficult. All effects cast are at disadvantage. This is true whether by cantrip, axiom, or divine power. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties and restored the ability to perform magic.

Icerip: A creature subjected to this poison must succeed on a Will preservation save (DC:13) or be poisoned and blinded for 30 minutes. There is no special recovery; however, if an anti-venom procedure occurs, it will remove both penalties. To make a batch of icerip poison, one must have a homeopathy skill at a minimum.

Iocane Dust: When subjected to this poison, a creature must make a Resilience preservation save (DC:12) or suffer the poisoned restriction for the following 15 minutes. There is no special recovery, and an anti-venom procedure will remove the penalty. To weaponize the dust from iocane, a homeopathy skill is required.

Mindcrank: This poison directly attacks the victim’s Mind score. When subjected to the poison, the creature must make a Judgment preservation save (DC:11). On a failed save, the victim suffers d3 points of Mind damage and is further penalized by the poisoned restriction. This restriction lasts for one hour. While unlikely to get someone to imbibe such a quantity, this poison can cause a mind-death. After the duration expires, then for each passing hour, one point of Mind score is restored. If an anti-venom procedure occurs, it will remove the poisoned penalties, but it will not restore lost Mind points; however, Mind points will continue to recover one point per hour. This can be created by someone with a homeopathy skill.

Necro Grudge: When this poison is ingested, the victim must make an immediate Resilience preservation save (DC:14). If failing the save, this very toxic poison inflicts 2d4 points of Body damage. However, the effect is immediate and limited to physical damage and does not add the normal poison restriction.

Neurostench: When subjected to this poison, the creature must make a Logic preservation save (DC:12). On a failed save, the victim suffers d2 points of Mind damage and is penalized by the poisoned restriction. This restriction has a duration of one hour. This poison will not reduce a victim below a zero Mind score nor will it cause a mind-death. After that hour, then for each passing hour, one Mind of mind score is restored. If an anti-venom procedure occurs, it will remove the poisoned penalties, but it will not restore lost Mind points; however, Mind points will continue to recover one point per hour. This injury poison can be created by someone with a homeopathy skill.

Nightvine: A creature subjected to this poison must make a Resilience preservation save (DC:13). On a failed save, the victim suffers the poisoned restrictions for a duration of 30 minutes. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties. This can be created by someone with a distillery skill.

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 the victim will temporarily lose 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. No mind-death will occur from an overdose of this honey-based poison, the effective numbers can go as negative as the saves fail, requiring a like time to recover. 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.

Shadeblood: A creature subjected to this poison must make a Resilience preservation save (DC:12). On a failed save, the victim suffers the poisoned restrictions for three hours. In addition, the creature has a loss of physical strength. This translates to a -2 to hit on any melee attacks and a -2 penalty for any feat or competition involving strength, such as grappling. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties. This poison can be prepared by someone with homeopathy.

Tears of Doubt: When subjected to this poison, the creature must make a Faith preservation save (DC:12). On a failed save, the victim suffers d4 points of Spirit damage and is penalized by the poisoned restriction. This poison will not reduce a victim below a zero Spirit score nor will it cause a spirit-death. The restriction has a duration of one hour. After that hour, then for each passing hour, one point of Spirit score is restored. If an anti-venom procedure occurs, it will remove the poisoned penalties, but it will not restore lost Spirit points; however, Spirit points will continue to recover one point per hour. To originate the tears of doubt poison, a distillery skill is needed; however, this special result can come to fruition by combining its alchemy with a priest's ceremony skill. More details can be provided by the GM.

Venomooze: A creature subjected to this poison must make a Resilience preservation save (DC:11). On a failed save, the victim suffers the poisoned restrictions for a duration of 30 minutes. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties. The distillery skill is all that is required to create this poison.

Yawnspawn: When this poison is introduced to a creature, the victim must make a Perception preservation save (DC:10) or fall unconscious. This sleep effect lasts for 30 seconds or until wakened. If a slept creature suffers damage or another uses an action to wake the sleeper, then the victim will rise again with no poison restriction; otherwise, a victim suffers the unconscious restriction. There is no special recovery; however, if an anti-venom procedure occurs, it will remove all penalties and waken the victim if he or she has remained unconscious. To create this sleeping potion, one must have a homeopathy skill.


People get sick. Disease is part of life, even the adventurer’s life. In this subsection are the rules and details of how to manage when someone is potentially exposed to a specific disease. There are several variables, including what the disease is, how and how quickly it is spread, and the degree of severity or risk of fatality there might be.

In the world of Enchanted Realms, germs and microbes are really a thing. The concept of disease is more similar to miasmatic theory, where disease exists due to a noxious form of “bad air” created because of rotting organic matter mixing with evil and cursed strains of energy existing in the world. As a result, weather doesn't often carry this “bad air” but rather this pollution settles upon objects or persons who become carriers or victims. Typically one catches a disease due to exposure to a bad object or location. Therefore, disease is not something that will be checked routinely, but only when there is a chance for actual exposure.

01-10MildHalf duration, half effect or possible asymptomatic
86-98FierceDouble duration
99-00ExtremeTriple duration; make another feat save a few days after recovery for re-infection

Of course, exposure comes in different ways: touch, breathing the contagion, ingestion, or perhaps being in the proximity of something. Once the exposure occurs, the GM will secretly roll a feat save against the DC of the disease. At this point, the character is infected. The disease will incubate for a specific time before symptoms occur. Next the GM must determine the severity of the illness that sets in. Unless otherwise noted, the default for severity is determine by the table to the right. Mild cases might not show any symptoms, especially if the victim cannot be affected in a notable way, such as a non-priest character having abyssal fever. However, the infected would still have unusual sweating and be a carrier of the disease. If the severity is worse than normal, then death saves may occur daily for the potential of body point losses at the discretion of the GM; these death saves can occur even if the victim has positive points.

After the incubation period, symptoms will occur. The disease will exist within that person’s lifesong for the duration. Effects of the illness will occur for that duration. If the disease is contagious by touch or proximity, then the diseased person may pass the disease to others during this time. The recovery of the losses will return based on the type of disease the person had.

Of course, due to how diseases work, there is little doubt that powerful beings and perhaps even well-funded evil organizations will develop methods to weaponize the terrible illnesses.

DiseaseExposure  DC  Incubation Duration Recovery Severity
Abyssal FeverTouchRes:151d10 days3d10 daysStandardNormal: 11-00
Ashen PlagueAirborneStr:10
Elves Str:15
5d10 hrs2d10 daysSpecialStandard
Cerebral PyreIngestionLogic:122d4 hrs3d10 hrsStandardStandard
Crimson FeverAirborneAgil:165d10 hrs2d10 daysStandardStandard
Crow FrenzyAirborneJudg:122d6 hrs2d4 daysStandardStandard
Earth RotTouchRes:104d6 hrs4d6 daysStandardStandard
Res:92d6 hrs4d10 hrsStandardStandard
Hangman's DistemperTouchRes:145d10 hrs1d6 weeksStandardStandard
Lunar CombustionTouchRes:112d4 days1d10 daysStandardNormal: 11-00
Necrotic RotTouchRes:152d4 hours4d6 hoursSpecialStandard
Rat FeverTouchRes:105d10 hrs10d10 hoursSpecialStandard
Timber ShiversAirborne
Elves Str:8
5d10 hrs1d10 daysStandardStandard
Vermin FeverTouchRes:72d10 hrs1d6 daysStandardStandard

Abyssal Fever: Fever which causes sweat, which is a mild form of unholy water. If others touch the sweat, it causes itching and possible contraction. During infection, divine skills and incantations require a successful Faith feat (DC:11) to successfully use. Further, Spirit points lost while infected do not recover, even by magical restoration. Once the disease clears, any divine abilities return without difficulty and Spirit is restored at a normal rate. This disease can incubate without symptoms for 1d10 days, this of course means that those not divinely-aligned may be asymptomatic carriers.

Ashen Plague: Elves are more susceptible than other races. The sickness causes vomiting and bleeding from the ears. The victim will require a week of bed rest to recover. If disregarding bed rest, the victim will temporarily lose 1 point of body max per day after onset. Max body returns to normal at a rate of 1 per day after the disease passes. However, if the body reaches zero because of strenuous activity, then there is a 10% chance of death by hemorrhaging.

Cerebral Pyre: Contracted within a few hours of eating or drinking something tainted, this disease reaches the victim’s brain, producing horrific pain inside one's head. It will cause one to scream and claw at the scalp and face. Fortunately, the effects pass quickly. In the meantime, Sorcery requires a Logic feat (DC:17) to successfully cast a spell; and even cantrips require a Agility feat of DC:8. Combat is at disadvantage, and initiative suffer -3 penalty. Further, all saves (other than those listed specifically in this description) suffer -1 on the roll.

Crimson Fever: When contracted, this turns the skin to a reddish hue and is associated with aching pains. While sick, movement is halved. Mild cases do not affect movement, but skin color changes. If severity is fierce or extreme, then movement is one-quarter.

Crow Frenzy: While in the grips of this disease, victims frequently succumb to fits of mad laughter. Any event that causes the infected creature great stress, including entering combat, suffering damage, experiencing fear, or having a nightmare, this forces the creature to make a Resilience save (DC:13). On a failed save, the creature becomes incapacitated with mad laughter for 30 seconds (or 3 combat rounds).

Earth Rot: This usually only is contracted through an open would, but it can become a serious health issue. During its course, the victim acts as if having half the normal Strength and Agility. Like rat fever, this disease requires bed rest to recover, and only then does the timer for recovery begin. During the recovering phase, each day the victim must make another Resilience save (DC:10) or suffer a point of body damage which does not heal under normal rules; however, divine or alchemical methods will restore the lost Body points. If ignoring the need for bed rest, the victim will lose both a normal and max Body point for each day. If Body points are reduced to a value below zero equal to Resilience then the victim will die.

Eyesore: When infected, one’s eyes swell and become covered in a fuzzy mold. During this time, the victim is under the blind restriction. After 4d10 hours, the spores burst and spread in the air. Anyone in the immediate area must make a Resilience feat save (DC:9) or become infected as well.

Hangman's Distemper: This disease produces a strange bruised ring around the neck, eyes bulge, and breathing is difficult. Coughing up blood is typical. Movement is halved. Sorcery requires a Logic feat against DC:6 to successfully cast. Combat is at disadvantage, initiative suffers a -1 penalty, and all saves suffer a -1 on the roll.

Lunar Combustion: This illness causes a severe sensitivity to moonlight, which can create a skin burning like that of a painful sunburn. If a moonburn happens, the victim’s movement is half of normal.

Necrotic Rot: This fast-acting disease turns the skin dead, causing it to rot and fall off. It’s disgusting and smells bad. Every six hours during infection, the diseased must make another Resilience feat save (DC:15) or suffer a point of body damage which does not heal under normal rules. It cannot be healed by wound care or field medicine; however, divine or alchemical methods will restore the flesh. If not magically healed, the restoration of body points after the illness has passed will occur at one point per day.

Rat Fever: The disease causes weakness and fever which lasts for 2 to 3 days. The victim will require bed rest to recover, and only then does the timer for recovery begin. If disregarding bed rest, the victim will functionally lose 1 point of body max per day after onset. Max body returns immediately to normal after the disease runs its course; however, any healing will still require a long rest.

Timber Shivers: It is not a common infection, but it is usually due to be exposed to forests. As groves tending to be the carrier, elves have bred themselves to a special resistance to this disease, making their DC on 8 to contract the malady. It causes twitching and trembling, resulting in the inability to perform delicate tasks. While infected, the victim’s combat attacks suffer -1 per each die. Further, there is a 20% chance of losing bladder control in combat or other stressful situations.

Vermin Fever: The disease is carried by wererats making the sick person suffer restrictions as if having been poisoned. Further, one's movement is halved while under the effects of the disease.


Curses exist. Sometimes they are a direct hex from a witch or an evil priest; however, at other times, curses are passed from victims of the curse, such as sunbane or lycanthropy.

AgeusiaHexMuse:8Free Curse
Bio-nonspectoHexRes:7Free Curse
Demon RotSexual RelationsFaith:4Free Curse
GauchisteHexWill:8Free Curse
GluttonyHexRes:9Free Curse
Horsefold HateHexRes:9Free Curse
LycanthropyBiten By CursedVariesRitual
MalglossimaHexJud:8Free Curse
Mock FeratuHexRes:8Free Curse
NecroficenceDamaged By AffectedWill:6Free Curse
PortclaudoHexJud:8Free Curse
SunbadeSlaying CursedWill:6Free Curse
Thunderous StepHexMuse:5Free Curse
Witch BirdBitten By CursedFaith:6Free Curse

Ageusia: All food and drink become tasteless.

Bio-nonspecto: Character becomes incapable of visually perceiving living creatures.

Demon Rot: The victim who made inappropriate relations with a demon may become a “demonic rotter.” This is a spiritual curse that cover the person’s body with yellow pustules and slowly drive him or her insane. Soon the rotter become crazed and attacks anything that hinders its desires. A rotter becomes immune to fire and the pus-covered skin becomes like iron. There is no chance of spreading this curse through contact with a rotter. Rotters may use weapons and have combat skills and body points from their previous existence.

Gauchiste: The victim cannot turn right.

Gluttony:The character must consume three times the amount of food and drink a normal person does do sustain themselves. They experience terrible thirst and hunger pains. Treat as exhaustion if they do not actively maintain this regimen.

Horsefold Hate: The victim emits a peculiar odor, repellent to all equine or quasi-equine beings. Riding horses, etc. refuse to carry the cursed character on percentile dice rolls of 01-50. On rolls of 51-75, the character can force the animal to carry him or her, but with such difficulty as to cut the animal’s speed by half. If 76-00 is rolled, the animal will fight. Draft animals will balk and refuse to pull a vehicle the character is riding in 50% of the time. Similarly, pack animals will refuse to carry the character’s property or anything he or she has handled 50% of the time. If 01-50 is rolled, draft and pack animals refuse; 51-90, they will submit and act normally, but on 91-00, they will fight. Equine creatures of greater than animal intelligence will be hostile toward the victim; they will flee (75%) or attack (25%).

Lycanthropy: This is one of the most complicated curses and it comes in numerous forms. First, the transference is always to a like form that bite the victim. That said, lycanthropes may be wererats, werewolves or even a wampus.

Wererats forcibly transform on new moons. However, if the other moon shines with significant brightness, the shapechange may not occur. Their new form is that of a giant rat. In the animal form, no prehensile actions can be taken. Those bitten by the young wererat form and survive the encounter must make a Strength preservation save (DC:7) or become a wererat as well. Even if not, the victim may become diseased. The cursed are often quite aware of this change, and after a year of being under the curse, wererats can take on a hybrid form: part rat, part humanoid. In the hybrid form, the cursed gains two additional body points and can employ weapons as in the bipedal rat-form. These forms can be maintained for up to one hour per night regardless of moon phases. Relationships seem to be part of the wererat drive. After learning to control the transformation, wererats often form small communities in seedier parts of town, possibly underneath in the sewers, and often act as a criminal gang. When in non-human form, the wererat has weak darkvision at a range of ten feet. While not immune to normal weapons, wererats are resistant when morphed; one point of damage is reduced per individual strike from normal weapons. Silver or other special materials allow full damage. Wererats also carry vermin fever to which they are immune.
A werewolf is the transformed form of a person affected by lycanthropy. Full-moon phases trigger the transformation. During this state, the person is not aware of his or her consciousness and has the mind of a wild predatory killer. A werewolf’s mind cannot be affected by skills or spells that alter the mind score. Also, the wolf-form has 4 Body points above the person’s normal form. Additionally, beyond the hardier physique during the transformation, the werewolf is partially invulnerable in that neither wood nor iron can harm it. Weapons must be silvered or made of a magical ore such as orichalcum or mythril. Victims physically harmed by a werewolf who survive the attack must a Resilience preservation save (DC:11) or contract the curse. However, if the werewolf has been harmed by silver, special ore or magical weapons in the recent minutes, then the chances of contagion are reduced, granting the victim advantage on the save. Finally, a werewolf cannot be simply freed by a free curse; a ritual is required.
A Wampus curse is a variation of lycanthropy. However, rather than moon phases triggering the transformation, a person with this curse becomes a panther on nights where the temperature remains very hot. Like most forms of lycanthropy, the person is not aware of his or her consciousness and has the mind of a wild predatory killer. A wampus is not immune to mind effects like a werewolf and further can be harmed by traditional weaponry. However, the beast can howl as a sonic attack with 3d20 against victim’s AC. All within a 20-ft cone (10 hexes) are affected, where successful strikes inflict damage to spirit rather than body. This howl-attack can only happen once per night. Victims physically harmed by a wampus who survive the attack must succeed a Will preservation save (DC:8) or contract the curse.

Malglossima: The victim speaks different languages (whether known or not) for each sentence. Judgment save (DC:8) to speak language desired.

Mock Feratu: Character takes on the appearance and smell of being undead, but isn’t.

Necroficence: A “necroficiary” appears and takes actions completely as one’s normal self, as this curse is quite clandestine. This curse is not limited to humanoids and may affect animals and even mythical beasts as well. Despite no visible change and often unaware of the condition, this spiritual curse links the victim with the dead. Any creature slain by the necroficiary will rise from the dead as a zombie and seek out its slayer and any accomplices. However, this zombie will only attack its intended or those associated with him or her. However, if the zombie does score a successful hit on someone who is not cursed, that being must make a Will preservation save (DC:6) at the end of the encounter. Failed saves indicate that being becoming a necroficiary as well.

Portclaudo: A character must close every door they walk through, even if there are people behind them.

Sunbade: A sunbane is a cursed being that hibernates during the day because the sunlight causes burning damage at a rate of 1 body point per combat round. However, during its night hours it has a bloodlust for fighting. In an odd twist to this curse, it is not the victims of the sunbane who become cursed, but rather the slayer of a sunbane. Whoever delivers the coup de grace must make a Will preservation save (DC:6) or become cursed. This is true whether physical contact is made or is destroyed by magic.

Thunderous Step: Footfalls of the cursed squeak loudly with each step.

Witch Bird: A witch bird is the transformed body of the victim. Legend has it that the original witch bird was an old woman was executed for practicing necromancy. After being slain, she came back in the form of a human-sized owl with her original visage. It has constant transmogrify ability and can change at will as a single action; however, but it will only attack in owl form as it attempts to peck the heart out of its victims. Those not slain after being bitten by a witch bird must succeed a Faith preservation save (DC:6) or transform into one over the following week.


Falling is another potentially harmful occurrences which happen. Characters and monsters can be seriously injured from falling damage - and in ways beyond body points. For each ten feet of falling, then the crashing being must make an Agility feat against a DC 10; however, for each compounded ten feet fallen, the DC for each die roll becomes a point higher and the damage increases.

10 feet (8 to 17)101d4
20 feet (18 to 27)112d4+1
30 feet (28 to 37)123d4+2
40 feet (38 to 47)134d4+3
50 feet (48 or greater)145d4+4

If successful on the original Agility save, then a d6 is rolled to subtract from the damage inflicted. If failing the check, the the total damage from the fall is suffered. Unless specified differently, any damage inflicted from a fall will be blunt damage. However, falling into a pit of spikes would be ruled by the GM as piercing damage. Furthermore, any damage from a fall occurs simultaneously. Thus, any resistance would be against the entire amount rather than each single d4. Moreover, if suffering more than half of one's Body max-score from a fall, then a final Resilience feat is required against the same DC to prevent the wrenching of a limb (d4: arm, arm, leg, leg) which makes either movement half or attacks at disadvantage for the following 24 hours.

Survival Checks

There are times when an effort or creature causes an item to make a survival check. When this occurs, the DC will be stated in the rule or effect. However, depending on the type of item material and the source of the damage, there could be adjustments that should be made. Used the following table to manage those conditions.

Damage SourceBone/ClayClothGlassLeather/RopeMetal*PaperStoneWood
Physical Force+0-1-2+1+2-2+2+0

 * The quality of metal adds bonuses to the survival roll as well. If a metal produces a bonus to hit, then add that value as well.


Certain spells, abilities and items can create illusions. There are basically three subtypes of illusion. It is important to understand what each is because how these affect their victims are different with different immunities. Also note that charming, while magical, is not an illusion. Some illusions may affect the mind in a way that seems like a charm; however, these are too different types of magic.

The three subtypes of illusions are glamours, phantasms and shrouds. All verbiage in the printed material are very specific in usage to ensure what kind of illusion is in being applied.


Glamour illusions create actual images, sounds and smells. Think of this magical stimulus as holograms where all observers respond to the perception. However, senses to perceive the illusion is required. Thus, non-ocular undead, such as skeletons, would not be affected by a visual glamour; however, a vampire, which does have normal vision, would be able to see, and potentially be fooled by a glamour. For a nearly mindless creatures, like a Mind-Zero animal, any save would automatically fail against a visual glamour, whereby the creature would react according to its nature.


Phantasms are illusions in the psyche of the victim. They are merely perception, albeit often powerful one. Nonetheless, only the minds affected can “see” or “hear” the illusion. Others may wonder why their ally is wrestling “nothing” on the ground. Mindless undead, plant-monsters, and other creatures who are not affected by mind-altering magic are immune from these types of illusions. Further, if someone has dark mind or other mind-shielding, phantasms may not be able to affect him or her.


Shrouds are illusions that alters, conceals or modifies the perceivable messages of an object. This is similar to a glamour illusion in that the image or sound is real, observable to anyone able to sense it. However, it alters and masks the light, sounds, smells or tactile information. In some cases, such as veil, it conceals the information. In other cases, shrouds alter the imagery. Those of lesser intellect would react to shrouds the same way as a glamour, even in the face of things that would defy logic to a thinking being. Where a person bumping into an invisible object would deduce something is there, the mindless strix would not realize there was anything beyond its sensory perception.

Even when an illusion is known to be false, what persists depends on its subtype. Nothing in the environment changes for glamour illusions and shrouds. The deception may be known, but the “hologram” or background-noise would still be seen and heard. However, once discovering that a phantasm is only an illusion, the perception will vanish. However, a GM might find it fun to take some psychological parting shots as the nightmare fades away over six or seven seconds for story-telling value.


There will be opportunities to have adventures below the lake surface or in the depths of oceans. The first concern is breathing. If no magical means is provided for characters to breath underwater, then the rules of asphyxiation are first at play.

Once surviving underwater is established, then movement and combat become important details. When a character has swimming or flow, then movement is well defined by those skills. However, for the one who has imbibed the everbreath potion but has not mode of swimming, neither natural or magical, it can be slow-going. Pulling oneself through the water with no skill is a base movement of 10 feet, but this is further modified by armor penalties. Therefore, said character might be able to breathe but may also sink to the ocean floor.

Finally, if aquatic adventurers resolve all the other issues, managing combat must be understood. First, creatures and objects that are fully immersed in water have resistance to fire damage - not that much occurs in this environment. Next, ranged weapons are almost completely useless. Only archery weapons are functional, but even then their normal range become the max range and only linear shots are feasible. This means from zero to normal range for archery weapons, attacks are made at disadvantage. Beyond their normal land range, the water resistance renders the attack moot. However, a few special weapons function well underwater for range, such as the trident, which has its specialized rules defined in its description.

Melee underwater is likewise penalized but are not quite as bad as using range. When making an attack in melee, creatures with an effective swimming speed (either natural or granted by magic) of 20 feet or better can engage as normal. Slower creatures suffer attack at disadvantage unless using a weapon with underwater usage given in its description, such as a dagger or trident.

Spell-casting underwater is grim as well. If a spell can be cast inside of a silence effect, then it can manifest when immersed in water. Otherwise, that axiom or incantation simple cannot be invoked. That said, there are potions and magical items which can overcome these restrictions, just as a hammer of “underwater-throwing” could exist. However, drinking those potions might best be done before entering the water as imbibing a corked potion underwater can only be done by making an Agility feat save against a DC of 18. Otherwise, the potion becomes too diluted between its uncorking and drinking. Of course, magic might offer solutions here as well, such as traveling in air bubbles or other protections that would allow drinking, talking and other activities work as normal.