Tag: System

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  • Class Changes

    Most all of the [[Classes of Creed]] have had a major overhaul. A few additional notes and thoughts on creating new classes are below. *Consensus Rule:* Most classes and variants chosen must be allowed with a general group consensus, as with many …

  • Artifacts

    The term ‘artifact’ in this world is used in a rather drastically different context then conventionally. In this world, any form of technology is considered to an artifact. Artifacts are commonly referred to as 'artifice' when discussing the existence or …

  • Races and Species

    The races and species available here are some that you may or may not run across during your travels in [[Creed]]. Some races have some slight changes to statistics and most have strong changes to their normal aesthetic from a "normal" world, check out [[ …

  • The Crafter System

    Beings of incredible and unique power, [[Crafter|Crafters]] are unique individuals capable of creating nearly anything they can imagine. The Crafter system has three main focuses. First, the Crafter system allows the DM and their players to collaborate …

  • Item Evolution

    When advancing as a character, you often find old equipment to have too few uses or to be inferior to more advanced items. When you hit level 22 those Boots of Speed don't seem to quite have the kick they used to - but those epic Boots of Swiftness sure …

  • Mana

    Mana is the magical energy fueling spells of spellcasters. It is also deeply interconnected with life-force in every plane in the universe, and it can take that role by itself as well. When there is no mana in an area, everything dies, and where mana’s …

  • Spells

    Some restrictions have been placed upon spellcasting for this game. A few spells have been changed for various purposes. Some new types of magic exist, see [[New Magic]] for more information. *Allowed Spells:* In general, any spell from any source is …

  • Material Components

    Magic is not entirely a science, but it does work on principles. The choice of material components for a given spell can now be shown not to be a pointless piece of arbitrary restriction there to make spells harder to cast, nor a definite and unalterable …

  • Skills

    This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here, at the GM's discretion. For a complete summary of all of the skills, see *Table: Skill Summary*. …

  • Mana Burn

    Should you fail to maintain proper control over a spell, the mana you were funneling into the spell can backlash and burn violently through your system. This effect is called mana burn by spellcasters, and it is one of the most painful things a …

  • Armor

    Below are the rules for how armor functions, and what stacks and what doesn't, and what you can enchant. Some of this is changed from possible interpretations in Core but because of the nature of the campaign I believe any changes to be a needed balancing …

  • Retraining

    Below are the rules for retraining various aspects of your character during campaign. Almost all retraining can only occur when a character is leveling and takes place before the next level is gained. The feat or skill points you retrain to must have …

  • Mana Essence

    Every living thing has a mana essence, it is a natural tie every entity has to [[Mana]] - be they humanoids, animals, or even plants. It is unknown whether a creatures attitudes, and tendencies create the tie between itself and a specific type of mana or …

  • Feats

    Some restrictions have been placed upon feats for this game. The purpose of any restrictions here are for game balance and for some additional roleplay opportunities. *Allowed Feats:* In general, any feat from any source is allowed so long as there is …

  • Magical Items

    Magic items have received quite an overhaul for this game. Listed below are the changes, with elaborations for those needing them outlined afterwords. * Magical Weapons, Armor and Shields have been changed considerably (see below). * A single Crafter …

  • Weapon and Armor Enchantments

    Magical weapons, armor and shields are no longer individually enchanted. Instead, characters undergo rituals that allow them to temporarily imbue any weapon or shield they wield or any armor they wear with specific powers. This allows characters to change …

  • Classes of Creed

    Across [[Creed]] there is a wide array of fearsome fighters, clever aristocrats, daring rogues and mages in startling variety. Many of these professions are listed below, from the more common to the nearly unheard of - to the purely legendary. Comments on …

  • New Magic

    Below are many of the new magics, which are worth noting, that you may run across as the campaign progresses. * [[Dreambound Magic]] * [[Fairy Magic]] * [[Runic Magic]] * [[Chronomancy]] * [[Wild Magic]] * [[Nymphology]] * [[Sovereign Magic]] * …

  • Languages of Creed

    There are a plethora of languages across [[Creed]], ranging from the harsh clicks and snaps of Aven to the almost melodic Elven. While most all races have a language of their own, regions will often have a certain language (or a collection of languages) …

  • Magic in Creed

    [[Mana]] is the lifeblood of Creed, a power that surges through the oceans, races through the forests, burns in the mountains, wallows in the swamps, and dances through the plains. From these lands, and memories of such places, beings can draw forth this …

  • Knowledges

    You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. *Areas of Study* Below are listed typical fields …

  • Spellcraft

    The study of magic is a common pastime in [[Creed]], and for many it is their life's devotion. Unsurprisingly, scholarly mages have discovered quite a number of new tricks for spellcraft, some of which are baseline and some of which require training. …

  • Spellcasting

    Skies of Glass will be using the spellcasting system developed for the alpha-testing *Magic: The Gathering* roleplaying game. * [[Colors of Magic]] * [[Mana Essence]] * [[Attunement]] * [[Mana-Touched]] * [[Drawing Mana]] * [[Allied and Opposed …

  • Spells by Pool

    Each [[Mana Pools|Mana Pool]] has a slew of aspects and powers unique to the spells it powers, where-as some spells bleed over between Pools and some spells require that you draw from multiple pools. Below are the spell-lists for the different pools, …

  • Character Advancement

    As player characters overcome challenges, they gain experience points. As these points accumulate, PCs advance in level and power. Basic character advancement is detailed in *Table: Character Advancement and Level-Dependent Bonuses*. *Advancing Your …

  • Post-Combat Bleeding

    For every 10 hit points a character is missing after a combat (or other dangerous situation), the Post-Combat Bleeding condition deals them 1 point of bleed damage at the end of every minute after that situation has ended. This is notably distinct from …

  • Alcohol Rules

    *Consumption* p. When a character consumes alcoholic beverages in excess, they go through gradual states of intoxication. Characters can consume one drink per 6 points of Constitution, per hour, without having to make any checks. This assumes that a …

  • Reputation and Renown

    The politics of Creed can be a complex, interwoven mess at the best of times. Fortunately, the recent centuries has been relatively peaceful, with alliances holding steady, trade flourishing, and even Keld playing nice. Many attribute this to the serious …

  • Reputation Bonuses

    Each level of reputation gained with an organization - as tracked in [[Reputation and Renown]] - grants a bonus to the players. Gaining this bonus requires some amount of training (always offered for free by the organization), usually taking between an …

  • Damage Types

    In a world filled with magic and mystical creatures, there are uncountable ways to harm your foes. Below is a list of many of the types of damage you can encounter on Creed. Unless otherwise specified, damage ablation (as rare as it is) is functional …

  • Banned Spells

    The spells below have been banned by group decision. Be aware that some spells have become [[Spells|Legendary, Trial, or Imbued spells]], and thus cannot be learned without the noted efforts and do not appear on the allowed or banned spells list. * …

  • Wild Magic

    In some areas of Creed, the mana is so warped or frayed that magic rarely functions reliably. This damage may be due to some magical disaster or due to some powerful effect that fractures mana, such as breaking [[Powerstones]]. While most zones of wild …

  • Wild Items

    Wild items are objects created by wild mages by infusing fragments of wild magic into the item during its creation. This may be done by the wild mage either drawing the power of an area of wild magic into themselves and the item during the item's creation …

  • Nymphology

    Though rarely discussed, the fact is the erotic arts are one of the most beguiling and least discussed aspects of the mystical professions. Just as with all other aspects of magic there are dangers and rewards both. There is no immorality here, just the …

  • Magical Item Descriptors

    For all but the most novice adventurer, magical items are an integral part of their plans and often a vital part of their survival. However, not all items are made the same and knowing the occasionally subtle differences between the many types of magical …

  • Crafting New Spells

    While there are already many spells floating around Creed, new ones are always being researched and created every day. While some new spells are simple alterations of existing spells, some are radical new concepts never seen before. Spells fall into one …

  • Acrobatics

    You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents. h4. Uses This skill has three distinct uses, spit up into their own pages: # [[ …

  • Balance

    A subset of [[Acrobatics]], determining your ability to keep your balance while traversing narrow or treacherous surfaces. h4. Uses *Cross Narrow Surfaces/Uneven Ground* You can use Acrobatics to move on narrow surfaces and uneven ground without …

  • Jump

    A subset of [[Acrobatics]], determining your ability to jump and fall. h4. Uses *Jumping* You can use the Acrobatics skill to make jumps. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height …

  • Tumble

    A subset of [[Acrobatics]], determining your ability to avoid attacks and confuse your opponents. h4. Uses You cannot use Acrobatics to tumble if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an …

  • Appraise

    You can evaluate the monetary value of an object. *Check* A DC 15 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge …

  • Climb

    You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs. *Check* With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has …

  • Swim

    You know how to swim and can do so even in stormy water. *Check* Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move …

  • Animal Tricks

    Training an animal how to do a trick is a subset of [[Handle Animal]]. *Tricks* The following tricks can be taught to animals by training the animal for a week and making a successful Handle Animal skill check against the listed DC. * Aid (DC 20 …

  • Handle Animal

    You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them. *Check* The DC depends on what you are trying to do. *Table: Handle Animal DCs* |*Task*|*Handle Animal DC*| | …

  • Disguise

    You are skilled at changing your appearance. *Check* Your Disguise check result determines how good the disguise is, and it is opposed by others’ Perception check results. If you don’t draw any attention to yourself, others do not get to make …

  • Linguistics

    You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well. h4. Uses …

  • Speak Language

    A subset of [[Linguistics]], determining your ability to learn to read and speak multiple languages h4. Uses *Learn a Language* Whenever you put a rank into Linguistics, you can begin to learn to speak and read a [[Languages of Creed|new language …

  • Forgery

    A subset of [[Linguistics]], determining your ability to create and detect script-based forgeries. h4. Uses *Create or Detect Forgeries* Forgery requires writing materials appropriate to the document being forged. To forge a document on which the …

  • Decipher Script

    A subset of [[Linguistics]], determining your ability to work with language, in both its spoken and written forms. h4. Uses You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 …

  • Stealth

    You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently. *Check* Your Stealth check is opposed by the Perception check of anyone who might notice you. …

  • Disable Device

    You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors. *Check* When disarming a trap or other device, the Disable Device check is made …

  • Perception

    Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell. *Check* Perception has a number of uses, the most common of which is an opposed check versus …

  • Sleight of Hand

    Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed. *Check* A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as …

  • Explain Everything

    You know how to speak rapidly and carefully summarize information, a skill often useful to generals and political figureheads. Adventurers have often found Explain Everything to be a useful skill, especially when facing an angry king with your pants down …

  • Bluff

    You know how to tell a lie. *Check* Bluff is an opposed skill check against your opponent’s [[Sense Motive]] skill. If you use Bluff to fool someone, with a successful check your opponent fails to discern what you're saying is a lie. Note that this …

  • Sense Motive

    You are skilled at detecting falsehoods and true intentions. h4. Uses *Check* A successful check lets you avoid being bluffed (see the [[Bluff]] skill). You can also use this skill to determine when “something is up” (that is, something odd is …

  • Ride

    You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks. h4. Uses *Check* Typical …

  • Perform

    You are skilled at one form of entertainment, from singing to acting to playing an instrument. Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. You could have several Perform skills, each with its own ranks. Each …

  • Vehicles

    Vehicles in the world of Creed work much as noted in the base Pathfinder rules, available "here":http://www.d20pfsrd.com/gamemastering/other-rules/vehicles, with the following exceptions: * A Ride check may be used instead of a Handle Animal or …

  • Fly

    You are skilled at flying, either through the use of wings or magic, and you can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly. *Requirement* You cannot take this skill without a …

  • Diplomacy

    You can use this skill to ask the local lord for assistance, to convince a band of thugs not to attack you, to talk your way into someplace you aren't supposed to be, or to gather valuable information or rumors from people. *Uses* This skill has …

  • Gather Information

    A subset of [[Diplomacy]] that allows you to gather valuable information or rumors from people. h4. Uses All checks are effected by the same benefits and penalties listed under Diplomacy, wherever appropriate. *Learn Information* An evening’s …

  • Survival

    You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others. h4. Uses Check: You can keep yourself and others safe and fed in the wild. See *Table: Survival DCs by Task* …

  • Concentration

    You are particularly good at focusing your mind. Note that Concentration isn't a skill, but it functions very similarly to one. h4. Uses To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must …

  • Escape Artist

    Your training allows you to slip bonds and escape from grapples. _Note: I'm currently debating adding Use Rope utility to Escape Artist, much as how Gather Information was rolled into Diplomacy. This is largely because I find all but the epic uses of …

  • Intimidate

    You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats, displays of prowess, and menacing behavior. h4. Uses *Demoralize* You can use Intimidate as a standard action to …

  • Use Magic Device

    You are skilled at activating magic items, even if you are not otherwise trained in their use. *Check* You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or …

  • Terrain and Obstacles

    From tangled plants to broken stone, there are a number of terrain features that can affect your movement. *Difficult Terrain* Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each square of difficult …

  • Heal

    You are skilled at tending to the ailments of others. h4. Uses *Check* The DC and effect depend on the task you attempt. The environment and other factors can help or hinder a heal check, such as working in a hail storm or closing a wound on a …

  • Torture

    A subset of the [[Heal]] skill, torture relies on the anatomic knowledge granted by this skill for far more nefarious ends. h4. Uses You can use your anatomic knowledge to attempt to torture a living target with physical and mental anguish. Almost …

  • Alchemy

    The product of Craft (Alchemy), the below items... _(Page in Progress)_ h4. Warning - Construction Ahead While rules for creating alchemical products can be found on the [[Craft]] page, the items it can create are currently unclear. While creating a …

  • Descendants of Power

    Descendants of power are the descendants of beings with great [[Beings of Power|mystical might running through their veins]]. The descendants of outsiders, dragons, and Crafters make up the majority of this category, whether or not the descendant …

  • Hex Travel

    Hex Travel is an _old_ tabletop mechanic used to keep track of overland travel. The world map is divided into 6-mile hexes, making players responsible for choosing each 6-mile step of their journey. This allows for journeys to happen at a speed chosen by …

  • System Overview

    Welcome to the world of Creed, a world of myth, might, and magic, rife with need for great heroes and greater men and women to take the reins. As you begin your adventures here, there are a number of steps worth undertaking to familiarize yourself with …

  • Multiplying Damage

    For Skies of Glass, we've decided to tone down the overwhelming nature of damage multipliers from sources like "Rhino's Rush":http://dndtools.eu/spells/spell-compendium--86/rhinos-rush--4110/ or [[First Strike]] (the replacement for Valorous). For this …

  • Mental Checks

    _This page is under construction_ You have a keen recollection of events from your life and often logical or "common sense" solutions to problems. Note that Mental checks aren't skill checks, but function very similarly to them. *Check* The GM …

  • Special Abilities

    _Work in Progress_ The following special abilities are some unusual examples of those used by the creatures of Creed, though there are certainly countless other abilities not listed here Not all monsters will follow these rules exactly, many creating …

  • Training

    _This page is in the works. Everything on this page is 100% subject to change._ An old adage holds that "Knowledge is Power". While this may not always hold true in the vast world of Creed, few will find any power for themselves without reflecting upon …

  • Pounce

    *Pounce:* The pounce ability, gained either racially or from a class, now gives you three options at the end of a charge, listed below. In all instances, all attacks must be directed against the same enemy. # So long as you aren't wielding a …

  • Multi-limb Fighting

    *Multi-limb Fighting:* Wielding a weapon with multiple limbs beyond the first two no longer adds iterative multiplications of Strength to damage, but rather increases your damage by a static +2 damage with that weapon and a +2 to CMD vs being disarmed for …

  • Immunities

    *Immunities:* Immunities may now only be gained through racial and class abilities, or from extremely powerful items. Any item or spell that used to grant immunity now grants a Heavy Fortification-like 75% chance to ignore the effect. Ongoing effects are …

  • Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Blood magic, otherwise known as sangromancy, is the practice of tapping the power inherent in blood. While many magics may call …

  • Feats of Sacrifice

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ * [[Bleed Dry]] * [[Blood of Power]] * [[Blood Sacrifice]] * [[Opportunistic Sacrifice]] * [[Tormented Sacrifice]]

  • Oni Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ The blood magic of the oni is by far the most primal and overtly aggressive form of sangromancy. While the bloody powers of …

  • Vampiric Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Vampiric sangromancy is a natural expression and expansion of the vampire's innate powers. Vampiric blood magic allows the mage …

  • Demonic Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ The concept of the devil's bargain, the contract written in blood, that is the power of demonic sangromancy. Ancient beyond …

  • Sangromancy Spells

    _Warning: [[Sangromancy]] is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Compared to many unique magics, sangromancy spells are relatively easy to learn and cast. Any caster that meets the …

  • Arcane Spell Failure Chance

    Armor interferes with the gestures that a spellcaster must make to cast any spell that has a somatic component. Spellcasters face the possibility of arcane spell failure if they're wearing armor. Spell-like abilities, supernatural abilities, and spells …

  • Artifice

    _This page is in the works_ The art of an artificer, artifice is technology at its most basic or its most mystically complex. There are three major types of artifice: pure technology, physically held spell matrices, or a mix of these two. For a more …

  • Malfunction Rating

    Each mechanical object has a Malfunction Rating between O and 5. This number represents the chance that the item will suffer a catastrophic failure when used. If you roll a number equal to or below the Malfunction Rating (MR) when making a skill check or …

  • Grave Injury

    While most injuries can be mended through bed rest and curative magics, some are too complex for the body to heal. Whether its a severed hand or a destroyed muscle, the grave injuries are what turn young adventurers into limping farmhands. Grave injuries …

  • Sleeping

    Sleep is vital to nearly every creature's survival. Every type of creature must sleep, even awakened or otherwise intelligent undead, oozes, constructs, and plants must sleep. Creatures of particularly massive size or of great age often find themselves …

  • Dead Magic

    In some areas of Creed, the land has become so wounded that mana tears apart in its presence. This damage is often due to some extreme magical disaster, though natural destruction can occasionally have similar results. Many believe that dead magic areas …

  • Beings of Power

    Beings of power are creatures with great mystical might running through their veins. True Outsiders, true dragons, and Crafters make up the majority of this category. Beings of power often pass along some of their unique nature to their [[Descendants of …

  • Augmenting Material Components

    A spellcaster may attempt to use an additional material component or focus to amplify or alter the effects of a spell, though such items are usually fairly expensive. Drawing upon the [[Material Components|Five Principles]], these augmenting components …

  • Example Augmenting Materials

    The following are examples of minor augmenting components and major augmenting components for a small selection of spells. These spells also include discussions of the base material components of the spell and some alternate components for the spell might …

  • Spell Circles

    Spell circles are a physical construct that represent a spell matrix as a two-dimensional construct. Many unique spells have evolved from this fundamental concept and even require very basic spell circles be made in their creation, most famously the …

  • Epic

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ * [[Epic Character Advancement]] * [[Classes of Creed|Epic Classes]] * [[Epic Feats]] * [[Epic Magical Items]] - …

  • Epic Character Advancement

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ *Advancing Your Epic Character* An epic character advances in level much like a normal [[Character Advancement| …

  • Epic Magical Items

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ Only Epic characters (that is, characters of 21st level or higher) may make or use Epic items, even if they would …

  • Epic Feats

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ Only Epic characters (that is, characters of 21st level or higher) make take an Epic feat, even if they would …

  • Weapon Groups

    Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups). Weapon groups are most commonly used by the [[Weapon Focus Feats]], but other feats, class abilities, magic items, spells, etc, may also make use …

  • Needs Work Spells

    The spells below have been reviewed and decided unfit for addition to our system. However, these spells have been recognized as being close to balanced or at least as being very good ideas. These spells below have been functionally banned, but are prime …

  • Inspiration Work

    The spells below have been reviewed and decided unfit for addition to our system. However, these spells have been recognized as having interesting ideas, themes, or unique mechanics that may be applicable. These spells below have been functionally banned, …

  • Bleed Damage

    Ending the Bleeding condition can be a difficult task. Bleeding can be stopped by a Heal check to deliver First Aid, DC 15 plus 1 per point of bleed damage the character is currently suffering from their Bleeding condition. This use of the First Aid skill …

  • Polymorph Rules

    A subset of Transmutation, Polymorph spells have a number of unique rules. _Currently under discussion_ *Polymorph:* a polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be …

  • Temporary Hit Points

    Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's …

  • Positive and Negative Levels

    Some spells and a number of creatures have the ability to focus the energies of life or death and use them to strike directly at their opponent's essence. If a creature or spell focuses life energy, they create "positive levels" if they strike a creature …

  • Armor Enchantment Review

    This page is basically a dump of our In Progress work regarding Armor and Shield Enchantments. Eventually all these should have their own pages, as needed. For now, they're here. ======== As discussed during our last session, one of the things Epic …

  • Weapon Enchantment Review

    This page is basically a dump of our In Progress work regarding Weapon Enchantments. Eventually all these should have their own pages, as needed. For now, they're here. ======== As discussed during our last session, one of the things Epic needs is …

  • Combat

    This list of pages is a combination of base Pathfinder and heavily sprinkled with homebrew. To differentiate between the two, look to the tags on the given page. Should the tag include 'Setting', then it is homebrew. It is highly suggested in reading …

  • Combat Maneuvers

    During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar …

  • Bull Rush (Maneuver)

    You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without …

  • Dirty Trick (Maneuver)

    You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, …

  • Disarm (Maneuver)

    You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a …

  • Drag (Maneuver)

    You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than one size category larger than you. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. If you do not have the …

  • Grapple (Maneuver)

    There are times when you wish to capture a foe, or hinder their movement in some way. For those times, you may want to perform a Grapple maneuver. To ease the complexity of the Grapple maneuver, it has been split into three sections, with a number of …

  • Overrun (Maneuver)

    As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved …

  • Reposition (Maneuver)

    You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation …

  • Steal (Maneuver)

    You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You …

  • Sunder (Maneuver)

    You can attempt to sunder an item held or worn by your opponent in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver. …

  • Trip (Maneuver)

    You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of …

  • Delay

    By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up …

  • Ready

    The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so). h3. * …

  • Aid Another

    In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard …

  • Charge

    Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move. h3. *Movement During a Charge* You must move before your attack, …

  • Feint

    *Note:* Though the feint action is located here, near the rules for combat maneuvers, and while it seems like it might BE a combat maneuver, feinting is NOT a combat maneuver. Feinting is a standard action. To feint, make a Bluff skill check. The DC of …

  • Mounted Combat

    These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such as a griffon or dragon. h3. *Mounts in Combat* Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess …

  • Throw Splash Weapon

    A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no …

  • Two-Weapon Fighting

    If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight …

  • Flanking (Combat)

    When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner. When in doubt about whether two characters flank an opponent in the middle, trace …

  • Immediate Actions

    Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it’s …

  • Miscellaneous Actions

    The following actions take a variable amount of time to accomplish or otherwise work differently than other actions. h3. *Take 5-Foot Step* You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step …

  • Combat Modifiers

    A number of factors and conditions can influence an attack roll. Many of these situations grant a bonus or penalty on attack rolls or to a defender’s Armor Class. |_*Table: Attack Roll Modifiers*_| |_*Attacker is…*_|_*Melee*_|_*Ranged*_| |[[Dazzled …

  • Cover

    You can’t execute an attack of opportunity against an opponent with cover relative to you. *Cover and Reflex Saves* Cover grants you a +2 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover …

  • Concealment

    To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that provides concealment, the target has …

  • Helpless Defenders

    A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy. *Regular Attack* A helpless character takes a –4 penalty to AC against melee attacks. In addition, a helpless character is treated as having a …

  • Free Actions

    Free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below. h3. *Cease Concentration on …

  • Swift Actions

    A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is …

  • Move Actions

    With the exception of specific movement-related skills, most move actions don’t require a check. h3. *Move* The simplest move action is moving your speed. If you take this kind of move action during your turn, you can’t also take a 5-foot step. …

  • Full-Round Actions

    A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step. h3. *Full Attack* If you get more than one attack …

  • Actions In Combat

    During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell. h3. *Types of Combat Options* Many attacks are basic combat options or combat maneuvers any character can attempt, while …

  • Action Types

    An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are 7 types of actions: # Standard # Move # Full-round # 1 round # Swift # …

  • Standard Actions

    Most of the common actions characters take, aside from movement, fall into the realm of standard actions. h3. *Attack* Making an attack is a standard action. *Melee Attacks* With a normal melee weapon, you can strike any opponent within 5 feet …

  • Big And Little Creatures In Combat

    Creatures smaller than Small or larger than Medium have special rules relating to position. |_*Table: Creature Size and Scale_*| |_*Creature Size*_|_*Space*_|_*Natural Reach[1]*_| |Fine|1/2 ft.|0| |Diminutive|1 ft.|0| |Tiny|2-1/2 ft.|0| |Small|5 …

  • Underwater Combat

    Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature's attack rolls, damage, and movement. In some cases a creature's opponents might get a bonus on attacks. The effects are summarized on Table: Combat …

  • Tactical Movement

    Your [[Speed | speed]] is determined by your race and your armor. Your speed while unarmored is your base land speed. h3. *Encumbrance* A character encumbered by carrying treasure. a large amount of gear, or fallen comrades may move slower than …

  • Measuring Distance

    As a general rule, distance is measured assuming that 1 square equals 5 feet. h3. *Diagonals* When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on. You …

  • Moving Through a Square

    You can move through an unoccupied square without difficulty in most circumstances. Difficult terrain and a number of spell effects might hamper your movement through open spaces. h3. *Friend* You can move through a square occupied by a friendly …

  • Special Movement Rules

    These rules cover special movement situations. h3. *Accidentally Ending Movement in an Illegal Space* Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the …

  • Saving Throws

    Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an [[Attack Roll | attack roll]], a saving throw is a d20 roll plus a bonus based on your class and level (see [[Classes of Creed | …

  • Loss of Hit Points

    The most common way that your character gets hurt is to take lethal damage and lose hit points. h3. *What Hit Points Represent* Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to …

  • Stable Characters and Recovery

    On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 [[Constitution]] check to become stable. The character takes a penalty on this roll equal to his negative …

  • Healing

    After taking damage, you can recover hit points through natural healing or through magical healing. In any case, you can’t regain hit points past your full normal hit point total. h3. *Natural Healing* With a full night’s rest (8 hours of sleep or …

  • Nonlethal Damage

    Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest. h3. *Dealing Nonlethal Damage* Certain attacks deal nonlethal damage. Other effects, such as heat or …

  • Attack Roll

    h2. Attack Roll An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your [[Attack Bonus | attack bonus]] ([[Allowed Bonuses | Other modifiers]] may also apply to …

  • Attack Bonus

    h2. Attack Bonus Your attack bonus with a melee weapon is: Base attack bonus plus [[Strength]] modifier plus [[Size | size]] modifier plus [[Allowed Bonuses | other bonuses]] Your attack bonus with a ranged weapon is: Base attack bonus plus [[ …

  • Armor Class

    Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following: 10 plus armor bonus plus shield bonus …

  • Allowed Bonuses

    Many factors modify your character in combat. Some statistics only apply to armor, and have been noted as such. Unless noted otherwise, multiple bonuses of the same type _*do not*_ stack. *Resistance* p. Whether its the ability to naturally walk …

  • Touch Attacks

    Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the …

  • Damage

    If your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. Damage reduces a target’s current [[Hit Points | hit points]]. h3. *Minimum Damage* If penalties reduce the damage result to less than 1, …

  • Hit Points

    When your hit point total reaches 0, you’re [[Disabled | disabled]]. When it reaches –1, you’re [[Dying | dying]]. When it gets to a negative amount equal to your [[Constitution]] score, you’re [[Dead | dead]]. See the Injury and Death section of the [[ …

  • Attacks of Opportunity

    Sometimes a combatant in a melee lets her guard down or takes a reckless action. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity. h3. * …

  • Speed

    Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your size and your armor. Races move at a variety of speeds on Creed, and this is slowed down by armor or carrying …

  • How Combat Works

    Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence: # When combat begins, all combatants roll [[Initiative | initiative]]. # Determine which characters are aware of their opponents. These characters …

  • The Combat Round

    Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act. Each round’s activity begins with the character with the highest [[Initiative | …

  • Initiative

    h3. *Initiative Checks* At the start of a battle, each combatant makes an initiative check. An initiative check is a [[Dexterity]] check. Each character applies his or her [[Dexterity]] modifier to the roll, as well as other modifiers from feats, …

  • Surprise

    When a combat starts, if you are not aware of your opponents and they are aware of you, you’re surprised. h3. *Determining Awareness* Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of …

  • Conditions

    Conditions are a variety of _usually_ negative states that your character may experience in your adventures on [[Creed]]. Some classes, feats, and/or places in the world may modify these conditions, making them more or less negative. Remember: If more …

  • Bleed (Condition)

    The Bleed Condition is given to a character when they are suffering bleed damage each round, not when they are damaged by an attack that does bleed damage (though often this will cause the bleed condition). A creature that is taking bleed damage takes the …

  • Blinded

    The creature cannot see. It takes a –2 penalty to Armor Class, loses its [[Dexterity]] bonus to AC (if any), and takes a –4 penalty on most [[Strength]]– and [[Dexterity]]-based skill checks and on opposed Perception skill checks. All checks and …

  • Broken

    Items that have taken damage in excess of half their total [[Hit Points | hit points]] gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item. * If …

  • Confused

    A creature with the Confused condition is mentally befuddled and cannot act normally. A creature with the Confused Condition cannot tell the difference between ally and foe, treating all creatures as enemies (including saving on beneficial spells they …

  • Cowering

    The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to [[Armor Class]] and loses his [[Dexterity]] bonus (if any).

  • Dazed

    The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to [[Armor Class | AC]]. A dazed condition typically lasts 1 round.

  • Dazzled

    The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based [[Perception]] checks.

  • Dead

    The character’s [[Hit Points | hit points]] are reduced to a negative amount equal to his [[Constitution]] score, his [[Constitution]] drops to 0, or he is killed outright by a spell or effect. The character’s soul leaves his body. Dead characters cannot …

  • Deafened

    A deafened character cannot hear. He takes a –4 penalty on [[Initiative | initiative]] checks, automatically fails [[Perception]] checks based on sound, takes a –4 penalty on opposed [[Perception]] checks, and has a 20% chance of spell failure when …

  • Disabled

    A character with 0 [[Hit Points | hit points]], or one who has negative [[Hit Points | hit points]] but has become [[Stable | stable]] and conscious, is disabled. A disabled character may take a single [[Move Action | move action]] or [[Standard Action | …

  • Dying

    A dying creature is [[Unconscious | unconscious]] and near death. Creatures that have negative [[Hit Points | hit points]] and have not stabilized are dying. A dying creature can take no actions. On the character’s next turn, after being reduced to …

  • Energy Drained

    Creatures who are healed through positive energy are _usually_ vulnerable to the Energy Drained condition. The creature gains one or more negative levels, which might become permanent. If the subject has at least as many negative levels as Hit Dice, he …

  • Entangled

    The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes …

  • Exhausted

    A character with the Exhausted condition moves at half speed, can not [[Full-Round Actions | run]] or [[Charge | charge]], and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, a character with the Exhausted condition loses the …

  • Fascinated

    A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made …

  • Fatigued

    A character with the Fatigued condition can not [[Full-Round Actions | run]] or [[Charge | charge]] and takes a –2 penalty to [[Strength]] and [[Dexterity]]. Being subjected to anything that would normally cause a character with the Fatigued condition to …

  • Flat-Footed

    A character who has not yet acted during a combat has the Flat-Footed condition and is unable to react normally to the situation. A character with the Flat-Footed condition loses his [[Dexterity]] bonus to [[Armor Class | AC]] and Combat Maneuver Defense …

  • Frightened

    A creature with the Frightened condition flees from the source of its fear as best it can. If unable to flee, it may fight. A creature with the Frightened condition takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A …

  • Grappled

    A creature with the Grappled condition is restrained by a creature, trap, or effect. A creature with the Grappled condition cannot move and take a –4 penalty to [[Dexterity]]. A creature with the Grappled condition takes a –2 penalty on all attack rolls …

  • Helpless

    A character with the Helpless condition is [[Paralyzed | paralyzed]], held, bound, sleeping, [[Unconscious | unconscious]], or otherwise completely at an opponent’s mercy. A target with the Helpless condition is treated as having a [[Dexterity]] of 0 (–5 …

  • Incorporeal

    Creatures with the Incorporeal condition do not have a physical body. Creatures with the Incorporeal condition can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or …

  • Invisible

    Creatures with the Invisible condition are almost visually undetectable. A creature with the Invisible condition gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). However, the ability …

  • Nauseated

    Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action …

  • Panicked

    A creature with the Panicked condition must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 …

  • Paralyzed

    A character with the Paralyzed condition is frozen in place and unable to move or act. A character with the Paralyzed condition has an effective [[Dexterity]] and [[Strength]] scores of 0 and is helpless, but can take purely mental actions. A winged …

  • Petrified

    A character with the Petrified condition has been turned to stone and is considered [[Unconscious | unconscious]]. If a character with the Petrified condition cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is …

  • Pinned

    A creature with the Pinned condition is tightly bound and can take few actions. A creature with the Pinned condition cannot move and is denied its [[Dexterity]] bonus. A pinned character also takes an additional –4 penalty to his [[Armor Class]]. A …

  • Pilot

    A character with the Pilot condition is one who is in charge of maneuvering a vehicle in some way. Whether the vehicle is a ship on the sea, a wagon on a road or an ornithopter in the air, the character in charge of where it goes has the Pilot condition. …

  • Prone

    The character is lying on the ground. An attacker with the Prone condition has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender with the Prone condition gains a +4 bonus to [[Armor Class]] against …

  • Shaken

    A character with the Shaken condition takes a –2 penalty on [[Attack Roll | attack rolls]], [[Saving Throws | saving throws]], skill checks, and ability checks. Shaken is a less severe state of fear than [[Frightened | frightened]] or [[Panicked | …

  • Sickened

    The character with the Sickened condition takes a –2 penalty on all [[Attack Roll | attack rolls]], weapon damage rolls, [[Saving Throws | saving throws]], skill checks, and ability checks. A character with the Shaken condition may use the [[Delay]] or …

  • Sinking

    A ship that is reduced to 0 or fewer [[Hit Points | hit points]] gains the Sinking condition. A ship with the Sinking condition cannot move or attack, and it sinks completely 10 rounds after it gains the Sinking condition. Each additional hit on a ship …

  • Stable

    A character who was [[Dying | dying]] but who has stopped losing [[Hit Points | hit points]] each round and still has negative [[Hit Points | hit points]] has the Stable condition. The character is no longer [[Dying | dying]], but is still [[Unconscious | …

  • Staggered

    A creature with the Staggered condition may take a single [[Move Actions | move action]] or [[Standard Actions | standard action]] each round (but not both, nor can he take [[Full-Round Actions | full-round actions]]). A creature with the Staggered …

  • Stunned

    A creature who gains the Stunned condition drops everything held, can’t take actions, takes a –2 penalty to [[Armor Class | AC]], and loses its [[Dexterity]] bonus to [[Armor Class | AC]] (if any). Attackers receive a +4 bonus on [[Attack Roll | attack …

  • Unconscious

    Creatures with the Unconscious condition are knocked out and [[Helpless | helpless]]. Unconsciousness can result from having negative [[Hit Points | hit points]] (but not more than the creature’s [[Constitution]] score), or from [[Nonlethal | nonlethal]] …

  • Drowsy

    A character who has the Drowsy condition is half-awake and inattentive, but otherwise able to act normally. A character with the Drowsy condition takes a -4 penalty on all ability checks and skill checks, as well as on concentration checks, Reflex saves, …

  • Sleeping (Condition)

    A character who has the Sleeping condition is [[Unconscious | unconscious]], takes a -10 penalty on all Perception checks and is considered [[Helpless | helpless]]. The character takes a –4 penalty to [[Armor Class | AC]] against melee attacks. In …

  • Energy Infused

    Creatures healed by negative energy are _usually_ vulnerable to the Energy Infused condition. The character gains one or more positive levels, which might become permanent. If the subject has at least as many positive levels as Hit Dice, he dies. The …

  • Basics and Ability Scores

    This page is a hub to understand the most basic mechanics a character using the system built with Skies of Glass. * [[Ability Scores]] * [[Carrying Capacity]] * "Character Creation":http://www.d20pfsrd.com/basics-ability-scores/character-creation/ * …

  • Ability Scores

    Each character has six ability scores that represent his character’s most basic attributes. They are his raw talent and prowess. While a character rarely rolls a check using just an ability score, these scores, and the modifiers they create, affect nearly …

  • Strength

    Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or “melee”) combat, such as [[Spellblade | spellblades]], [[Paladin | paladins]], and some [[Ranger | rangers]]. Strength also sets the maximum …

  • Carrying Capacity

    Carrying capacity determines how much a character’s equipment slows him down. Encumbrance comes in two parts: encumbrance by armor and encumbrance by total weight. *Encumbrance by Armor:* A character’s armor determines his maximum Dexterity bonus to AC …

  • Dexterity

    Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged …

  • Constitution

    Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their …

  • Intelligence

    Intelligence determines how well your character learns and reasons. This ability is important for spellcasters that utilize Blue Mana because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores …

  • Wisdom

    Wisdom describes a character’s willpower, awareness, and intuition. This ability is important for spellcasters that utilize Green and/or White Mana because it affects their spellcasting ability in many ways. If you want your character to have acute senses …

  • Charisma

    Charisma measures a character’s personal magnetism, and ability to lead. This ability is important for spellcasters that utilize Red and/or Black Mana because it affects their spellcasting ability in many ways. For undead creatures, Charisma is a measure …

  • Magic (System)

    Magic comes in many different types. Whether it is the humble cantrip or a mighty Shivan Dragon's Disintegrating Breath attack, this page acts as a hub that covers the general mechanics you'll be dealing with regarding magic. Player Characters and most …

  • Choosing a Spell

    First you must choose which spell to cast. To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must …

  • Spell Failure

    If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted. Spells also fail if your [[Concentration | concentration]] is broken and might fail if you’re …

  • The Spell's Result

    Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails. This can be found in the [[Descriptive Text]].

  • Special Spell Effects

    Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools. h3. *Attacks* Some spell descriptions refer to attacking. All offensive combat actions, …

  • Combining Magic Effects

    Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. …

  • Name

    The first line of every spell description gives the name by which the spell is generally known. Some spells can have more than one name, or localized names. For instance, an ogre deep within the mountains of Dentyr might call [[Giant Growth]] by the name …

  • School (Subschool)

    Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell belongs. Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A …

  • Descriptor

    Appearing on the same line as the school and sub-school, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor. Some descriptors are used with unique schools of magic. The descriptors …

  • Level

    The next line of a spell description gives the spell’s level, a number between 0 and 18 that defines the spell’s relative power. This number is preceded by the mana [[Attunement]] required to cast the spell. A spell’s level affects the DC for any save …

  • Components

    A spell’s components explain what you must do or possess to cast the spell. The components entry in a spell description includes abbreviations that tell you what type of components it requires. Specifics for material and focus components are given at the …

  • Casting Time

    Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action. A spell that takes 1 full-round to cast requires a full-round action. It comes into effect after you spend both your move and …

  • Range

    A spell’s range indicates how far from you it can reach, as defined in the range entry of the spell description. a spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate …

  • Aiming a Spell

    You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell’s type. The next entry in a spell description defines the spell’s target (or targets), its effect, or its area, as appropriate. h3. *Target …

  • Duration

    A spell’s duration entry tells you how long the magical energy of the spell lasts. h3. *Timed Durations* Many durations are measured in rounds, minutes, hours, or other increments. When the time is up, the magic goes away and the spell ends. If a …

  • Saving Throws (Magic)

    Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The saving throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work. …

  • Spell Resistance (Magic)

    Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 plus caster level) at least equal to the creature’s spell resistance for the spell to affect …

  • Descriptive Text

    This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description includes “see text,” this is where the explanation is found. Some spells have additional notes, in regards to the …

  • Spell-Like Abilities

    Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability’s use, even if …

  • Supernatural Abilities

    These can’t be disrupted in combat and generally don’t provoke attacks of opportunity. They aren’t subject to spell resistance, counterspells, or dispel magic, and don’t function in antimagic areas.

  • Extraordinary Abilities

    These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they …

  • Natural Abilities

    This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.

  • Antimagic

    An antimagic field spell or effect cancels magic altogether. An antimagic effect has the following powers and characteristics. # No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work …

  • Binding Outsiders

    One of the most potent tools a spellcasters can wield is the command of summoned creatures; the most powerful of these spells call forth allies mightier than mere flesh, reaching from the depths of Hell to the peaks of Heaven, and even stranger places …

  • Extradimensional Spaces

    A number of spells and magic items utilize extradimensional spaces, such as _rope trick_, a bag of holding, a handy haversack, and a portable hole. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do …

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