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
Archetypes

As characters develop, there are common archetypes that tend to flourish. Below are paths of progression that one of those types might follow. Variances, of course, can occur based on preferences.

Explorer

Ranged FightingArcheryWeapon ForteStrength Bow
  Dodge    
    Targeting  
    Focused Shot  
  MeleeDeflect MissilesCleaving
Wilderness LoreTracker    
    Skinning  
  Cartography    
  Marathon    
  MountsmanshipMounted-Fighting  
  Wound Care    
  Add Body Score  Add Body Score

Monk

Melee FightingPole-ArmsWeapon Forte  
  Rebuff    
  Martial ArtsFootwork  
    Ground-Fighting  
    Evasive Motion  
Acrobatics      
  Center FocusFire ProofHeart of Stone;
  AlertnessKeen Alertness  
  Stealth    
  Add Body Score  Add Body Score
   Add Spirit ScoreAdd Spirit Score
   Add Mind Score 

Outlaw

Melee FightingSlashingWeapon Forte  
  Dodge    
  Dash    
  Parry    
    Berserker  
    Two-Handed Fighting  
Acrobatics      
  AlertnessKeen Alertness  
  Interrogation    
  Lock-Picking    
  Sleight of Hand    
  Stealth    
Tap and Touch      
  Add Body Score  Add Body Score

Priest

Melee FightingBludgeoning  Weapon Forte
Divine Accord1-3 Priestly Points2-4 Priestly Points2-4 Priestly Points
Wound CareField Medicine    
  Center FocusDisease Resistance  
  Add Spirit ScoreAdd Spirit ScoreAdd Spirit Score
    Add Body Score  

Sorcerer

Sorcery      
AxiomAxiomAxiomAxiom
1 Spell Point1-4 Spell Points3-5 Spell Points4-8 Spell Points
Cantrip ControlCantripCantrip  
  Hurling    
  Melee    
  Add Mind ScoreAdd Mind ScoreAdd Mind Score
      Add Body Score

Warrior

Melee FightingSlashingWeapon Forte  
  Parry    
  RebuffRiposte  
  Spinning Moves    
    Two-Handed Fighting  
  Ranged FightingHurling  
Shield-UseShield-Blitz    
  MountsmanshipMounted-FightingWar-Steed
  Add Body ScoreAdd Body ScoreAdd Body Score