Rules Enchanted Realms Rulebook Search Basic Game Rules Quick Guide Previous Next Quick Guide Playable Species BatfolkDwarvesElvesEquirdaGnomesGryfHumansJen’esseJzakaNhoblitsOrkaneTritons Basic Equipment ArmorShieldsHelmetsWeaponsEncumbrance & BulkMaterial Economy MoneyThe Marketplace AnimalsApothecaryArmorArms & WeaponsChurchClothingCrimeExoticFoodFurnishingsMagicMusicReal EstateServicesStorageSubstancesToolsTransportation Skills KarmaGaining Skills Combat SkillsAdventuring SkillsAlchemyAnimal SkillsArtificingArtisan/CraftsmanEducated Skills Magic Skills & Powers Divine Magic Devout Cache Incantations Fey Influence Cantrips Occultic Powers Rune Skills Type of Runes Sorcery Skills OversiphoningConcentrationChannelingAxioms Musical Skills Species Specific Transportation Skills Urban Skills Divine Powers PantheonsDivine PleasSpiru-DynamicsHoly GroundIncantationsReligions DyadikíLacerta (Jen’esse)Selquerine (Elfin)Shire Matriarchs (Nhoblit)Skabronrhirs (Terrac)Voluperi (Jzaka) Sorcery RequirementsChannelingAxioms Advanced Mechanics Crit ChartAwarenessAdvantage/DisadvantageAttacks Die PoolsDamage TypesOnly Touch RequiredGround FightingBrawling: GrapplingBrawling: PushingThrowing StuffSneak AttackGetting The DropCompelled SurrenderShackles ReactionsRangeSize CategoriesCircumstantial Markers Wounds & Dying Damage/WoundsDeath SavesMind/Spirit DamageHeroes at Death’DoorRecoveryDeath Outside The Numbers Previous Next