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