Enchanted Realms Rulebook
Wounds
Injuries and wounds are clearly 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. Mind and Spirit are the same -- just not physical. Perhaps mental stress or the loss of the survival instinct is another way to think of damage or loss of points for these attributes.
Some have questioned how a fighter can be operating at 100% capacity while only having 1 Body remaining. This does seem odd if those points represent damage taken. However, remember they are a representation of damage but also tenacity and luck, which means those wounds only superficial up to that point, real but not vital, not life-threatening. An analogy that might be helpful is these fights are like an MMA bout: competitors are bleeding and bruised from strikes having been landed upon them; however, they are still able to continue at high efficiency until that one blow lands. Those wounds up to that point were real but trivial; yet, those strikes and wounds were lowering the fighter’s Body points when looking at from the perspective of a game system. On the flipside, factors like Pain can incapacitate a fighter long before those Body points represent a real threat.
Death Happens
When reaching zero or negative values, then the inflicting wound has become a life-threatening one. Death absolutely occurs without exception when the Body score reaches a specific negative value. This value is different for each character using the formula: ((3+)×(-1)). However, the earliest death can occur is at zero Body. Thus, a character with a Resilience score of 15 has a death point of -5, while one with a Resilience score of 8 is -2. To be absolutely clear, a character with a Resilience score of 3 has a death point of exactly 0.
Body Score | TM |
---|---|
0 | 4 |
-1 | 6 |
-2 | 8 |
-3 | 10 |
-4 | 12 |
-5 | 14 |
-6 | 16 |
-7 | 18 |
-8 | 20 |
-9 | 22 |
-10 | 24 |
While in the region from zero to the death point, the character is in a state of dying but not yet truly dead. Next are the steps for resolving how long it takes in game time (and if it happens) before real death happens. At the start of the character’s turn, he or she will make 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 save, so don’t forget those important bonuses. Further, any active magical items, perhaps a ring of protection, can assist. The TM for the Death Save is 4 plus 2 for each current negative point of Body. Thus, that character with a 15 Resilience when at -2 Body, then on his or her turn a Death Save is rolled against TM:8. Because of the +2 modifier, whatever is rolled on the d20, then the modifier is added (along with any magic adjustments).
If the Death Save fails, the character suffers a Pain point as well as an additional Body point of damage, delving deeper into the negative values, spiraling towards death from internal bleeding, asphyxiation, shock or whatever the cause. Further, when failing any Death Save, the character falls unconscious and must continue to make Death Saves until either becoming stable or dead. However, if the Death Save is successful, the character stabilizes and stops losing life; however, the severely injured person is limited for what can be performed if somehow remaining conscious. On the other extreme, if the character reaching the death point, then death occurs at the end of the round but not on the character’s turn.
Before addressing restrictions in the dying state, it should be clear what happens if further damage is inflicted. When this happens, assuming the blow did not kill the character, it means the new value is used to calculate the TM for the next Death Save. Even if the character has stabilized, the new damage places him or her back to a dying status.
Other potential harm comes from moving (or dragging) before stabilization has occurred. This forces an immediate Death Save, inflicting another point on failure; however, this immediate save cannot bring stability. Thus, stabilization is not the result but rather the injured person 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.
Mind And Spirit Too
The same process that happens to the Body is also true for Mind and Spirit too. The difference would be the stats used. For Mind, the sub-attribute Judgment is used to set the permanent breaking point, while for Spirit it is Muse. Also, that permanent breaking point is not death, not the ceasing of bodily function; instead, it is an everlasting insanity or catatonia. Once reaching the crisis point, healing no longer works. Functionally, it is the same as death and is considered unchangeable. The only remedy would be performing the same rituals as would be done to bring a person back from the dead.
While in that in between state from zero to the greatest negative extent, a character can function and points will recover. Obviously, no magic powers associated with the damaged attribute can be birthed at this time. The recovery will be explained below, but behavior will be not fully under control of the player during this span of negative points. If inflicted by additional damage to the negative attribute, then one of the insanity behaviors temporarily appear. Even if just under undue stress, the GM could rule that these effects happen as well. However, for general fairness the GM should rule a secret Will save (TM:12) for impromptu occurrences. Also, unless just choosing to be silly, the same manifestation should be the repeated issue during the same suffering.
Roll | Effect |
---|---|
01-02 | Faints (can be awakened by vigorous action taking 1 round; but under the shaken restriction). |
03 | Thinks every other creature is more powerful than it, and treats them with either respect or fear. |
04 | Believes its power became overwhelming, and hardly ever attacks out of fear of breaking the world. |
05 | Screaming fit for d4 minutes. |
06-07 | Doesn’t feel safe alone, and will panic unless accompanied by another character. |
08-09 | Flees in panic. |
10 | Seems to think he has switched bodies with the first person he sees every day. |
11 | Now only talks in third person. |
12-13 | Shows physical hysterics or emotional outburst (laughing, crying, and so on). |
14 | Feels that its self worth is elevated, almost in a euphoric state as its false confidence causes them to be too confident in ability. |
15-16 | Babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech). |
17 | Believes his or her body parts have separate personalities and spends most of the time trying to broker peace between them. |
18-19 | Gripped by intense phobia, perhaps rooting it to the spot. |
20-21 | Fears that lying in any way will bring about death, becoming genuine and honest to a fault, saying what is on one’s mind but with obvious terror, shame, or hesitation. |
22-23 | Becomes homicidal, dealing harm to nearest person as efficiently as possible. |
24-25 | Convinced that everyone else is flirting with him or her somehow, and the character is appalled at how libido-driven everyone seems to be. Ironically, becomes terrible at flirting back. |
26-27 | Has hallucinations or delusions (details at the discretion of the GM). |
28-29 | Gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do). |
30-31 | Everything is a conspiracy: this town is run by doppelgangers, the king is a dragon in disguise, the gods are stories to control the masses, etc. |
32-33 | Gripped with severe phobia, refusing to approach the object of phobia except on successful Will save (TM:20). |
34-35 | Aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on). |
36-37 | Develops an attachment to a “lucky charm” and cannot function without it. |
38-39 | Psychosomatic blindness, deafness, or the loss of the use of a limb or limbs. |
40-41 | Uncontrollable tics or tremors (-4 penalty on all attack rolls, feats, and saves involving Body). |
42-43 | Inability to communicate via speech, writing and even gestures. Any sorcery with a gesturing component is uncastable. |
44-45 | Catatonic, having no will or interest. No independent action can be taken and must be fed. |
46-47 | Pathological hatred of ducks. |
48-49 | Autocannabalism, and finds the taste of her own flesh more delicious than anything else. |
50-51 | Hears the voice of its grandmother (or similar familial character) occasionally telling them to kill people. |
52-53 | Trypophobia, a fear or disgust of closely-packed holes, such as honeycomb or strawberries. |
54-55 | Behaves as though under the confusion spell the following round when experiencing pain or wounds. |
56-57 | Obsession with black hair. |
58-59 | Believes he or she can grant wishes at will, and tries frequently. |
60-61 | Believe its skin is incredibly durable, and refuses to wear armor of any kind. |
62-63 | When addressed by name, will paralyze themselves in fear until left completely alone. |
64-65 | Convinced he or she is a lycanthrope, and will seek out a cure. On a full moon, they will shed their clothes and try to bite people. If the character IS a lycanthrope, he or she believes the opposite. |
66-67 | Convinced they are the “Chosen One” of the first prophecy they hear, and will seek to fulfill their destiny no matter how impossible. |
68-69 | Incredibly terrified of the dark because of the unspeakable creatures and horrific sounds that exist there, so he always carry some form of light and are likely to freak if it ever goes out. |
70-71 | Convinced he or she has been made god over something incredibly small, specific, and pointless, and make sure everyone knows about this newfound divinity. |
72-73 | Knows, without a doubt, that he is the real, biological parent of someone else (ideally, a PC); and the afflicted want to make it up to their child for never having realized this before. |
74-75 | Sees everything as being in a slightly different physical place than it actually is and changes when looking away. It’s a tiny, almost insignificant difference. |
76-77 | Does not believe he exists anymore and does not believe people can notice, perceive, or interact with him. When spoken to or observed, he won’t believe it — others must be interacting with something nearby. It’s just a coincidence! Physical touch of any type is ignored, and if physically moved or hurt, the afflicted believes he must be hallucinating or having a vivid dream. |
78-79 | Believes that her hands and feet have been replaced with spoons. |
80-81 | Believes he suffers from spontaneous combustion and tries to prevent others from getting too close, just in case. |
82-83 | Overly critical against the party members, and mocks and insults them even for the slightest mistake. |
84-85 | Uncontrollable fear of water, including ice and bottled water. He may even let himself die of thirst. |
86-87 | Compulsion for feeding any creature it sees, with whatever is at hand. |
88 | Convinced that the end is near, and there's nothing anyone can do to stop it. So, he or she decides to live the rest of the days as hedonistically as possible. |
89 | Gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on). |
90 | Falls into a stupor (assumes fetal position, oblivious to events around her). |
91 | Becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action). |
92 | Suffers from amnesia cannot remember things; his name, his skills, and his past are all equal mysteries. He can build new memories, but any memories (including skills) that existed before he became an amnesiac are suppressed. |
93 | Compulsive behavior (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on). |
94 | Believes that he can talk to his weapon. If the affected does not have a weapon, then he believes himself able to communicate with another party member’s weapon. |
95 | Finds the most inconvenient things to be absolutely hilarious, bursting into cacophonic laughter at the worst times. |
96 | Believes she has extra, imaginary appendages, and she try to use these extra limbs, which obviously never works. |
97 | Confused sense of time. He or she speaks of the past as if it is in the future and has yet to happen. |
98 | Believes to be in a dream, and is constantly trying to wake up. However, the afflicted is too afraid to try to commit suicide in order to wake. |
99 | Attracted to one’s own image but is unable to recognize it. Seeing a reflection in a mirror is believed to be a different person and the love of their life. |
00 | Believes to be aging backwards, and getting progressively younger He or she mistake signs of senescence for signs of youth. |
Heroes Die Hard
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. If that first Death Save is successful and the character remains conscious, then limited actions can be taken. Movement becomes crawling speed even though not necessarily being prone; thus, moving one hex will cost 15 feet. Speech is limited to one word per turn. Combat is under a 2d20 penalty. This is like being at disadvantage twice. The character truly is under the disadvantage restriction; so, the -2 loss of in damage is also penalized on the attack. Thus, if normally attack with 3d20, the dice formula becomes 1d20. Attacks that normally have fewer d20s would use the lesser of two dice as the attack. All magic use is also under disadvantage. But perhaps the worst penalty is moving, attacking or casting magic will de-stabilize the character, meaning a new Death Save will be required on the next turn.
Recovery
When wounded, even if those scratches, punctures and burns are only superfluous, a bit of rest and downtime allows them to heal. The numbers recover a bit; the Body, Mind, Spirit will heal. For every 24-hour period of time, a base of 4 points are healed; however, that is modified by Resilience, Judgment and Muse modifiers respectively for Body, Mind, Spirit. Thus, someone with an 18 Resilience would recover 8 points of Body after the day.
Daily Allotment | Short Rest Withdrawal | Interrupted |
---|---|---|
4-5 | 1 | 2 |
6-7 | 2 | 3 |
8-9 | 2 | 4 |
10-11 | 3 | 5 |
12 | 3 | 6 |
However, the recovery happens after significant times of rest. The first type of rest is called a Short Rest. This 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. At the end of a Short Rest, characters draw an early acquisition of approximately 25% of the daily allotment, which can be found on the table to the right. However, when later and receiving the full amount, this early withdrawal is balanced out with the remainder. Thus, a character who should regain 7 Mind points for the day, can regain 2 early for an hour of downtime. However, note that only one Short Rest can be used to recover points until a Long Rest is successfully completed.
The rest of the daily allotment of healing will be received after a Long Rest, which is at least eight hours, during which a character sleeps and performs light activity: reading, talking, eating, or standing watch; however, at least six hours of the rest must be sleeping. This duration is a little different for elves because of their short sleeper trait. Elves only need three hours of meditation and only six total hours for a Long Rest. Upon the completion of the Long Rest, a creature will receive the full daily allotment minus any amount previously taken by a Short Rest.
There is some subtle language in the rules of Short and Long Rests, but the verbiage is important. The first point is the duration (eight hours) of the Long Rest, specifically addressing the (six hours of sleep). If the group is attacked repeatedly throughout the attempt of a Long Rest to a point where those requirements are not met, then the Interrupted column value is used rather than the full daily allotment. Any Short Rest withdrawals from earlier would also be subtracted from the interrupted value. That said, nothing prevents the group from adjusting their schedule and extending the Long Rest for up to double the time to be able to get those requirements met. However, this would mean the earliest the next Long Rest could be attempted would be 16 hours later.
The second subtly is about the Short Rest. The rule is only one Short Rest until a successful Long Rest. This means if a Long Rest was interrupted rather than gaining the full amount, then a Short Rest could not be taken if one had been used prior to the unsuccessful Long Rest.
A few other conditions that might impact the points recovered during the day might be resting inside “holy ground” of an opposing deity, which would act as if being interrupted for the recover of Spirit. The same interruption scenario could exist for Mind if the GM declares the area is mentally disturbing to sleep or perhaps if resting in some sort of anti-magic space. Of course, if resting inside an undead zone or place where negative energy heals the undead, then Body would be considered interrupted as well.
Finally, at death’s door, being at zero or lower, the recovery per day is limited. The rules for healing by a Short and Long Rest no longer apply to a character with negative or zero scores in Body, Mind or 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/Mind/Spirit point, another special Death Save is allowed using the same rules for the TM value. If failing, the character remains unconscious but remains stable. However, if successful, then the injured character becomes conscious, suffering the restrictions like described under Heroes Die Hard. Thus, pointing, gesturing, one-to-two-word responses for communication become possible.
Exhaustion
A quick comment on Exhaustion. This game mechanic no longer exists. It has been replaced with the use of Pain, Anxiety and Spite. It is unusual to comment on a rule/mechanic that does not exist, but since it has been part of previous versions, it seemed necessary to explicitly state the feature is no longer part of the game rules.
Other Ways To Die
Because there is the metric of Body points, there is the temptation to think this is used to explain all the ways to die. However, it is merely a measurement of one’s theoretical resistance to wounding prior to suffering a vital one. Thus, it does not translate well to all circumstances. When a PC is drowning, Body points are not being lost really; no wounds are occurring, making the metric a poor measure of the death threat.
Asphyxiation
Dehydration
Starvation
Falling
Petrification
Asphyxiation
Score | Rounds / Turns |
---|---|
1-4 | 1 |
5-8 | 2 |
9-20 | 3 |
20-35 | 4 |
36-50 | 5 |
51-75 | 6 |
76-100 | 7 |
101-150 | 8 |
150-200 | 9 |
201+ | 10 |
A character can hold his or her breath for the number of rounds/turns equal to one-half (round down) his or her Resilience score plus the Resilience modifier. Thus, if Resilience is currently 12 points, then the person has seven rounds (just a little over a minute) before the effects of not breathing begin. In this example, if underwater or caught within a non-magical gas, then the victim would have 7 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, check and maneuvers 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, movement rate becomes like that of crawling and any attacks against the creature are at advantage. Further, the victim will breath in the environment around it.
Should the air be an alchemical gas or something other that forces a save, then an automatic failed save against the effect occurs. If the external atmosphere is such that might inflict actual Body damage, it will occur; e.g., if on the elemental plane of fire. If underwater while gulping and gasping, then the being would be drowning. Some air is not deadly but only a carrier of an effect. However, most cases will cause asphyxiation. If unbreathable, a creature can only survive a limited amount of time without fit air. The period is based off the creature’s current Body score and found in the chart to the side.
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 rounds it experienced the asphyxiation -- coughing and gasping. However, if unable to reach breathable air when the maximum number of rounds expire, then the victim’s Body score becomes zero, and the state of unconsciousness results. At the start of each subsequent turn, the victim must begin making Death Save. If failing the save, the creature suffers a point of damage, delving deeper into the score of negative Body points. Pain also increases. If the death save succeeds, then no point is suffered. However, whether succeeding or failing, the character cannot become stable in an airless environment; thus, the need to make the Death Saves will continue and will die upon reaching the critical negative value.
Should a creature be saved with a negative Body value through an asphyxiation event and able to breath viable air again, then it is a near death experience with all recovery as serious and with like penalties as being wounded into negative values.
Dehydration
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, then a whole gallon of water would be required. Of course, a triton character would need twice this amount. 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, this is calculated as a negative-temporary point per unit accrued. When applying the under-hydration unit, an attribute, Body, Mind or Spirit, is selected at random and lowered by the as one point per unit applied from the max value. To be clear, these negative-temporary points lower the effective maximum value of the attribute. If Body is selected and the max value is 13, and the character went without any water that day, then the max value effectively becomes 11. Further, each time one of the attributes is adjusted, one point of the associated Pain, Anxiety or Spite is also added.
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. Conversely, if a max-value reaches zero, then the creature dies.
Starvation
Medium-sized 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 (the same as dehydration). Pain, Anxiety or Spite will also be likewise increased. In addition, for each five consecutive days of not eating, an additional point of Pain is specifically added above and beyond other penalties. A normal day of eating will remove a negative-temporary point; however, the recovery from starvation is not as difficult as dehydration. For starvation, all attributes recover simultaneously each day of eating. Nonetheless, like dehydration, if any max score is reduced to zero, the creature will die.
Falling
Height | Agility TM | Successful Save | Failed Save | Injury Die |
---|---|---|---|---|
Below 8 feet | 10 | n/a | Prone | n/a |
10 feet (8 to 17) | 10 | 1d4 1 Pain | d6+2 1 Pain | d4 |
20 feet (18 to 27) | 11 | 2d4 1 Pain | 2d6+3 2 Pain | d6 |
30 feet (28 to 37) | 12 | 3d4 2 Pain | 3d6+4 d4+1 Pain | d8 |
40 feet (38 to 47) | 13 | 4d4 3 Pain | 4d6+5 d4+2 Pain | d10 |
50 feet (48+) | 14 | 5d4 4 Pain | 5d6+6 d4+3 Pain | d12 |
Falling is another potentially harmful occurrences which will happen. Characters and monsters can be seriously injured from falling damage - and in ways beyond body points. For each ten feet of falling, the crashing being must make an Agility save (TM:10); however, for each compounded ten feet fallen, the TM for each die roll becomes a point higher and the damage increases.
If successful on the original Agility save, then use the table to the right to determine damage. If failing the save, the worse column formula is used to determine damage from the fall. 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 die. Usually no further damage will be inflicted; however, a pit of spikes trap might be built in such a way that the spikes inflict damage beyond the mere fall damage.
Injury Roll | Result |
---|---|
1 | Movement reduced by 10ft for 24 hrs |
2 | Physical attacks at disadvantage for 24 hrs |
3 | Unable to use off-hand (shield) for 24 hrs |
4 | Bleed d3 points per round until tended/healed |
5 | Disadvantage on all Body-based saves for 24 hrs |
6 | Death Saves at disadvantage for 24 hrs |
7 | Deafened for 3d8 hrs |
8 | Blinded for 3d8 hrs |
9+ | Rendered unconscious for d6 hrs |
Moreover, if the result of the fall lowers the creature’s current Body score below half of one's Body max-score (even if only one point of damage incurred), then rolling on the injury table is also required. However, the proper die should be rolled for the injury table based on the height of the fall. If less than 8 feet, then no injury will occur; however, from 10 feet and higher a different die from d4 to d12 will be used to determine the severity of the injury from the fall.
As one can tell from the damage and associated injuries, the threat of a fall is a serious matter which can kill or serious harm an individual.
Petrification
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 (TM:13) to avoid the effect. If succeeding, then the total effect is avoided. However, on a failed save, a target begins to turn to stone and is immediately under the restrained restriction. After the first save failed, then at the end of the target's next turn, it must repeat the save, which the GM may choose to have the player roll in secret to prevent the other players from knowing the fate. If failing this one, then permanent petrification will occur. However, if successful on this second save, the victim is able to continue fighting the effect. Initially, the victim will be become petrified but not quite completely. All the restrictions are as if turned to stone; however, the petrification effect will only be temporary and will fade from the target in 2d4 rounds. Lastly, unless stated otherwise, subjecting a petrified victim (even those affected temporarily) to another petrification effect is moot.