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
Appendix A - Character Sheet