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.

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
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.


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.

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. First, pace is a factor. A character or group can travel at either a normal, slow or fast pace. When traveling at a fast pace, greater distance can be covered; however, a penalty of -3 is used for any Perception checks. Conversely, a slow pace yields a short distance, but it throws a -2 penalty to others’ Perception check to notice the character or group.

Base Movement Day Half-Day Hour Minute
25 feet Fast 12 miles 7 miles 2 miles 168 feet
Normal 10 miles 6 miles 1 mile 140 feet
Slow 8 miles 4 miles 1 mile 112 feet
30 feet Fast 15 miles 9 miles 2 miles 210 feet
Normal 12 miles 7 miles 2 miles 168 feet
Slow 10 miles 6 miles 1 mile 140 feet
40 feet Fast 20 miles 12 miles 3 miles 280 feet
Normal 16 miles 9 miles 2 miles 224 feet
Slow 13 miles 7 miles 2 miles 182 feet
50 feet Fast 25 miles 15 miles 4 miles 350 feet
Normal 20 miles 12 miles 3 miles 280 feet
Slow 16 miles 9 miles 2 miles 224 feet
60 feet Fast 30 miles 18 miles 5 miles 420 feet
Normal 24 miles 14 miles 4 miles 336 feet
Slow 20 miles 12 miles 3 miles 280 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 form 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.

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: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain. Movement is at half speed in difficult terrain—moving 1 foot in difficult terrain costs 2 feet of speed; therefore, characters can cover only half the normal distance in a minute, an hour, or a day when moving through difficult terrain.

The distances above also assume only eight hours of travel. Moving beyond this time falls into a rule known as a forced march. For each additional hour of travel over eight hours, the characters cover the distance shown in the Hour column for their pace, terrain and exhaustion; however, at the end of each hour, each traveler must also perform a body feat. The DC for the feat is based at 10 but gains +1 for each hour of the force march condition. On a failed save, a traveler suffers one degree of exhaustion.


Mounts and steeds are a common part of any fantasy role-playing game. In Enchanted Realms, anyone can get atop a mount and ride in a general sense. However, having a steed does not give many advantages without certain skills. The animal’s miles per day value can be obtained by riding. Additionally, while mounted, normal combat can be performed but with without mountsmanship 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.

Maneuverability of the unskilled rider is another issue. Unlike being on foot and changing directions quickly, the inexperienced rider cannot turn his beast easily. Unless at a complete stop (and not moving during a hex-move opportunity), the steed must take two movements in the same direction before changing, and the angle of change can never be tighter than a 60° angle, which will require 10 movement hexes to reverse direction. However, with a Mountsmanship skill, a rider can perform a barrel-racing feat and turn much tighter, needing only one movement hex before turning, making a reversal of direction a much quicker process.

Further limitations exist for riding of a steed. The first of which is the effects of pace. Without mountsmanship, the speed of the animal is used, but a fast pace cannot be obtained for any calculation. Even with skills, the stealthy advantages on an opponent’s Perception are not obtained at a slow pace when riding mounts.

Below is a chart of the most common mounts, listed with movement rate. Remember that the daily mileage value is based on optimal terrain, just as the movement chart above. This should be adjusted when traveling otherwise.

  Movement Rate
Mount Burden Barding Unskilled Skilled Daily Daily(Fast)
Borgaaz 800 pounds Yes 55 feet 70 feet 28 miles 35 miles
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 orcish society. Orcs can ride without a skill. Others can ride these beasts but require special training.
Dolphin 300 pounds No 75 feet 90 feet 36 miles 45 miles
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.
Elephant 2000 pounds Yes 50 feet 65 feet 26 miles 32 miles
Elephants are large and powerful, but slow and expensive to maintain. They have no climbing ability and can only traverse flat ground. They can carry 2000 pounds, but elephants require 50 bits in maintenance each month in food alone. Barding and tack cost 10 bits per month to maintain.
Eagle, Giant 250 pounds No 75 feet 90 feet   45 miles
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 rarer, and maintenance costs run around 25 bits per month.
Goat, Terrac 200 pounds No 45 feet 60 feet 24 miles 30 miles
Goats 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 a unique the specially bred 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. Goats cost are low, averaging about 3 bits per month.
Gryphon 600 pounds No 105 feet 120 feet   60 miles
These bird-mammals can be domesticated and are large enough to carry two 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, the second passenger does 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.
Horse 500 pounds Yes 85 feet 100 feet 40 miles 50 miles
 (Draft Breed) 800 pounds Yes 65 feet 80 feet 32 miles 40 miles
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 horse runs around 10 bits per month. If it is a war horse with barding, then an additional 5 bits each month is needed.
Lizard Steed 1000 pounds Yes 55 feet 70 feet 28 miles 35 miles
Not as fast as horses, lizards can carry heavier riders and have great climbing ability. 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 30 feet, even while mounted. Lizard Steeds eat less, making their maintenance only 6 bits per month, but if barding is used, then an additional 5 bits is required.
Llama 350 pounds No 45 feet 60 feet 24 miles 30 miles
Llamas are slow-riding mounts. They are pack animals, beasts of burden and steeds for lighter and smaller races. They can carry up to 350 pounds. Llamas are often kept as guards because of their perception and communication abilities. Like goats, llamas have a low maintenance cost – only 3 bits monthly.
Mule 600 pounds No 40 feet 55 feet 22 miles 27 miles
Mules are pack animals, which may be ridden by dwarves, haflings 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.
Osprider 150 pounds No 60 feet 75 feet 30 miles 37 miles
Not much faster than walking speed, 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 moment 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.
Pegasus 200 pounds No 105 feet 120 feet   60 miles
Pegasi are strong flyers 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, Giant 400 pounds No 35 feet 50 feet 20 miles 25 miles
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 is having the sea horse skill.
Timber-Elk 400 pounds No 75 feet 90 feet 36 miles 45 miles
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 their optimal pace. The Timber-Elk eats 10 bits monthly.
Wolf, Dire 80 pounds No 105 feet 120 feet 48 miles 60 miles
Goblins would likely be the only rider of a dire wolf.

A couple of notes on the traveling speeds of mounts. It should be obvious that flying speeds are always calculated at a fast pace. Further, burden can be used for land-based beasts who to calculate towing capacity if teamed to a wagon. The calculation is five times the burden. As an example, a team of two horses could pull a wagon weight of 5000 pounds.


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 his or her bonus value in body points; thus, a character who is currently at 3 points would be permitted 1 point of recover, as that value is his or her current modifier. Of course, recovered points cannot exceed maximum scores. Thus, in this example, the character’s max would have to be 4 or higher to need recovery. Clearly, characters currently at only 1 or 2 body cannot take advantage of a short rest. Furthermore, body recovery from a short rest can only be performed once until after experiencing a long rest.

For mind point recovery, the player has a few options. First only one can be chosen, and all mind recovery options can only be performed once from a short rest until a long rest occurs. The mind score itself can be restored, using the same rules as body, only using the mind modifiers instead. As a second option, spell points can be recovered. The number of spell points recovered are equal to the current mind modifier value as well. Thus, a sorcerer at her max mind of 6 would recover two spell points from the obvious choice of options. Regardless of recover option, no score can exceed its maximum.

Spirit recover is identical to mind recover, only the options are for the quality score itself or to be used to recover priestly points. Like all others, maximums cannot be exceeded, and a short rest can only 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 all lost body, mind and spirit points – unless existing in a near-death state of being zero or negative. Further, 10 spell points and 10 priestly points are recovered from a long rest. Of course, this recovery cannot exceed the maximum points obtained. And this benefit is also restricted if existing in a near-death state.

Finally, a long rest will remove one degree of exhaustion.

Death Saves

Only upon reaching zero or negative values is a life-threatening wound inflicted. Death absolutely occurs without exception with the negative value of body points equal or exceeding the positive maximum hit point value. Temporary hit points to max are not considered.

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-max, 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 now special body preservation save where the rolls act as if the character were at max health for bonuses applied; thus, with a max body score of 3, then d20+1 is used. 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 body max 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 negative or zero body score character. Recovery is slow at one body point per day. 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 reoccurrences 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.


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 damage occurs, randomly selected between body, mind and spirit

Upon reaching the 6th degree of exhaustion, when losing a point from a quality 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 3 as a max, is lowered by one point, then until that degree of exhaustion is removed, the max-mind score is effectively 2.

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.


A character can hold his or her breath for the number of rounds equal to the square of his current body score. Thus, if body is currently 2 points, then the person has 40 seconds before the effects of not breathing begin. In this example, if underwater or caught in a non-magical gas, then the victim has 4 actions to free himself before the asphyxiation damage begins at a rate on 1 body point per round, inflicted at the end of a creature’s turn.

No cantrips, axioms or divine powers can be used while holding one’s breath. A further restriction of not breathing is that all attacks and saves are rolled at disadvantage while one’s breath is being held. Once asphyxiation begins, the victim suffers an added degree of exhaustion. If falling to a zero-value body score, the point of body damage from asphyxiation occurs atop any damage from the “Death Save.”


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 randomly against body, mind or spirit. As with the 6th degree of exhaustion, these negative-temporary points lower the effective maximum value of the quality.

One day of normal hydration will remove a negative-temporary point. If there are multiple qualities 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 quality max scores. A normal day of eating will remove a negative-temporary point. As with dehydration, if more than one quality has been affected, then one is selected at random.


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 a body preservation save against a DC 8; however, for each compounded ten feet fallen, the DC for each die roll becomes a point higher. This continues to a maximum of 5 dice.

HeightDCSaving Dice
10 to 19 feet81d20
20 to 29 feet92d20
30 to 39 feet103d20
40 to 49 feet114d20
50+ feet125d20

For each failed save, the fallen victim will suffer 1 point of body damage and 1 degree of exhaustion. A successful save avoids any penalty from that die. 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 potential of 5 body points rather than each single failed save.

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. Of course, if scores lowered but are still positive, sorcery or divine powers may not work, but when reaching zero, that’s a whole new extent of seriousness.

If reaching zero but not going negative, then one degree of exhaustion occurs from the stress of the ordeal. After one day of rest, the score will raise to 1 point with the exhaustion still intact. It is inconvenient and requires the loss of a day, but no long-term penalties would exist.

Entering the negative values is when things become difficult. 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. Whether successful or not, the point is restored; however, if the save is missed, then one point from that qualities max values is lost. Thus, if the sorcerer had a mind score of 5, it would become a 4 – permanently (or until more karma could be used to raise it again).

Of course, if the new max score becomes zero in the process, the character becomes unplayable. This would be a complete cognitive divergence from reality for the mind and 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 not be harmful to gameplay, as the penalty against the quality’s maximum has already suffered; however, it might be a way to introduce a different story or personality into the game.


Certain spells, abilities and items can create illusions. There are basically three subtypes of illusion. It is important to understand what each is because who they affect their victims is 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.