GLOG Flying Banners Edition Classes


Starting Equipment: Gambeson, Sword, Bow, 20 Arrows

Starting Ken: Endurance, The Hunt, Sailing, War, or Weather Predicion

A: Parry, Extra Attack

B: Notches

C: Quick Learner, +2 Attack Stat

D: Impress, Cleave

You gain +1 HP for each Fighter Template you possess

A: Parry

Once per day, you can parry a blow to reduce incoming damage by 1d12 points.

When you choose to sunder your shield, you reduce can damage by 12 points instead of 1d12.

A: Extra Attack

Once per round, you can make an attack as a free action.

B: Notches

Every time you get 10, 10, 30, and 50 kills with a weapon type (ie 10 kills with a sword), you unlock a new ability for that weapon. You must keep track of this yourself. Choose one of the following abilities at each milestone:

C: Quick Learner

You become proficient with a weapon after 4 succesful hits, instead of 8. If you Crit with a weapon, you immediately become proficient.

D: Impress

Whenever you win a challenging fight, people who dislike you make a new reaction roll with a +4 bonus. This even works against those you best, provided you don’t cause them undeserved or disproportionate harm. Hirelings instead get +2 morale or a new Save vs Fear.

D: Cleave

If you reduce an opponent to 0 HP, you can make another attack with the same weapon against a target within 5’ of the last one.

You can cleave a number of times equal to your level every round.


Starting Equipment: Writing utensils, Dagger

Starting Ken: Artifice, Cosmology, Diligence, Fecundity, Healing, History, Logistics, Mimicry, Prestidigitation, or Ventriloquism

A: Cantrips

B: Dabbling

C: Safe Casting

D: Reckless Casting

You gain 1 school’s cantrips with every Adept Template you posses, and 1 MD every 2 templates.

A: Cantrips

You enjoy dabbling with a variety of magics. With each Adept Template (including this one) you gain access to all of the cantrips of a new School of Magic, in addition to any you already possessed.

B: Dabbling

You now have Magic Dice! Pick one of the school’s you know cantrips from and roll a d6 on its spell table. You can change what spell you know during a Good Night’s Rest. You don’t need to prepare spells, since you have only this one. You can cast it as long as you have MD.

C: Safe Casting

Your MD now are only expended on a 5 or 6 now.

D: Reckless Casting

You can choose to use more MD than you have to cast a spell, but you take whatever the extra MD rolled as magic backlash damage. You cannot have more than 4 MD total in a spell using this.


Starting Equipment: Gambeson, Dagger

Starting Ken: Artifice, Brewing, Drugcrafting, Escape Artistry, Healing, Heraldry, Logistics, Mimicry, Sailing, or Ventriloquism

A: Assassinate, Poisoner

B: Opportunist

C: Dramatic Infiltration, Artisanal Poison

D: Deadly Opportunist

Gain +1 to Stealth for each Assassin Template you possess.

A: Assassinate

Learning about targets is critical. For each piece of information you gain about a target, you deal +1 points of damage to them during the first round of combat (max +5). Information doesn’t have to be major (though that counts too), but it can’t be trivial. If you can just look at them and get the information, its too trivial.

A: Poisoner

Over the course of a Good Night’s Rest, you can consume some common cooking ingredients and plants to create a special blend of poison. The poison deals 1d6 damage when ingested or boosts damage on an applied weapon by 1d6 once. A vial of this poison is a small item. You are limited to having (Level) vials on your person or stored for later.

B: Opportunist

Whenever you have a situational bonus in combat (surprise, elevation, etc.) you deal an addition 1d6 points of damage to whoever the bonus applies against.

C: Dramatic Infiltration

You can declare that you are leaving at any time. Later, you may reveal yourself to have been disguised as a minor NPC in the background “all along”. This is limited by plausability and the presence of background NPCs. You can return normally as well.

C: Artisanal Poison

You can tailor poison to a specific target. Each dose requires three vials of normal poison, five facts about the target, and some piece of them (hair, blood, etc.) The final product is an especially deadly poison (2d6) that will affect targets normally immune to poison.

D: Deadly Opportunist

The damage from your Opportunist ability is now 2d6 instead of 1d6.


Starting Equipment: a Large weapon, Leather Armor (as Gambeson)

Starting Ken: Augury, The Hunt, Mimicry, War, or Weather Prediction

A: Rage

B: Danger Sense, Taste of Home

C: Feat of Strength, Die Hard

D: Tough

You gain +2 HP for each Barbarian Template you possess. You get +1 stealth if you possess more than 1 Barbarian Template.

A: Rage

You can enter a rage at either the start of your turn or in response to taking damage. The appearance and style of this rage are up to you. While in a rage:

You cannot end your rage until you kill, subdue, or drive off all enemies. If an ally has injured you this fight, they count as an enemy. To stop early, you may Save at the start of your turn.

B: Danger Sense

If you are surprised, you have a 50% chance to act in the surprise round anyway. If you encounter a creature no one in the group has seen before, you can test your Intelligence to recall a detail or weakness of the creature, provided it isn’t unique.

B: Taste of Home

You can consume a special ration to regain 1d6+1 HP. This takes 1 round. You get to choose what this unique delicacy is. This ration can be purchased for 1gp in any trading city. You can’t eat while raging, but you can immediately rage after eating the ration. Like Lunch, this stops at healing you up to 0 HP if you were below it.

An ally can wave this under your nose, giving you the opportunity to test Constitution to instantly wake up from a sleep.

C: Feat of Strength

Once per day, you have a Strength of 22 for 1 round. Your Strength Bonus is +5

C: Die Hard

You have 4 rounds to remove Fatal Wounds instead of 3.

D: Tough

Reduce all incoming damage by 1 point.

+2 to saves against mind altering effects.


Starting Equipment: An instrument, Soap

Starting Ken: Animal Charming, Augury, Begging, Camping, Dancing, Heraldry, Mimicry, Music, Rhetoric, and Singing

A: Busking, Charming

B: Storyteller, Leader

C: Soothing Tones

D: Recorder of Deeds

Gain +1 to Stealth and 1 Ken for every 2 Bard templates you possess.

A: Busking

Given a few hours on your own in town, you can go busking on street corners, in market squares, or somewhere else appropriate. On doing so, you will gain (Level)d6 silver pieces in assorted change, as well as at least one local rumor.

A: Charming

You at least try to be charming to everyone. +1 bonus to all of your reaction rolls.

B: Storyteller

You have an incredibly number of stories memorized now. For most topics (such as people, dungeons, monsters, or treasure) you can test Intelligence to see if you can remember any helpful stories about the topic.

Also, when busking, you can now attempt to seed rumors or gossip. Test Charisma when doing so and on a success, everyone in town (or a reasonable approximation thereof) will have heard it by the same time tomorrow.

B: Leader

A master of working with people, all of your followers gain a +1 bonus to their morale and your companions gain a +1 bonus to Saves against Fear.

C: Soothing Tones

Whether it be through pleasant music, humor, or even a distracting story, you can help people forget their wounds. As non-magical healing, you can heal allies who can hear you for 1d4 HP. If you use this ability outside of combat, allies instead gain 2d4 + Charisma Bonus HP. Note: This healing cannot remove fatal wounds.

D: Recorder of Deeds

You do not just know stories of the past, you write new ones based on the present. After experiencing or hearing about a suitably adventurous, impressive, heroic, etc. tale you can compose a piece about it.

For each composition, you gain a piece of Inspiration. You can spend a piece to give someone advantage (or negate disadvantage) on a Test, provided you can relate the piece you are using. Once used, a piece cannot be reused for inspiration.

If you choose to share the tale, Test Charisma. On a success, the tale becomes popular and will spread throughout the area.


Starting Equipment: Hauberk, Shield, Sword, Horse, 5 silver

Starting Ken: Courtesty, Diligence, Heraldry, History, Racing, or War

A: Challenge, Champion

B: Bodyguard

C: Dragon Slayer, Parry

D: Aura of Courage, Inspire

Gain +2 to Save vs Fear for each Knight Template you possess.

A: Challenge

Only works on creatures that can understand you and are capable of being offended. If you challenge a creature outside of combat, it must Save or accept your challenge. This might be a duel, joust, other contest, or even brawl. Powerful or high up creatures may send out champions.

In combat, you can challenge one creature per round as a free action. They must save or attack you, though this will not cause them to make major tactical errors.

A: Champion

After all enemies have attacked in a combat round, choose one that only attacked you and that you attacked. Make another attack against them as a free action.

B: Bodyguard

Once per round, if an adjacent ally is going to take damage, you may make an attack roll to take the damage instead.

C: Dragon Slayer

Once per day, you may add +[X] to the damage of one of your physical attacks. X is the HD of the most powerful monster you or your party have slain. Keep track of this yourself. If you miss your attack, this ability is not used.

C: Parry

Once per day, you can parry a blow to reduce incoming damage by 1d12 points.

When you choose to sunder your shield, you reduce can damage by 12 points instead of 1d12.

D: Aura of Courage

Allies who can see and hear you can use your Save vs Fear instead of their own. This ability does not work if you are currently afraid.

D: Inspire

Once per day, you can use an action to Inspire allies who can see and hear you. Everyone affected heals 1d4 HP or gains +2 to their next attack roll.


Starting Equipment: Gambeson, Lockpicks, Dagger

Starting Ken: Begging, Brewing, Camping, Locks, Mathematics, Pickpocketing, or Ventriloquism

A: Always Prepared, Evaluate, Wall Crawler

B: Lucky, Quick Draw

C: Backstab

D: Great Escape, Very Lucky

You gain +1 to Stealth for each Thief Template you possess.

A: Always Prepared

In town, you may spend as much money as you would like to purchase an unlabeled package. When the package is unwrapped, you can declare what it contains as long as:

You can put multiple items inside, including a smaller unlabeled package. You can only have up to two unlabeled packages at a time.

A: Evaluate

You automatically know the value of mundane items. Unique or special items may require you to test Intelligence.

A: Wall Crawler

You can climb as well without climbing gear as most people do with it. Simple climbs don’t even require a test. You can attempt impossible climbs.

B: Lucky

You may reroll 1 d20 per day.

B: Quick Draw

Your first 6 inventory slots are quick draw, instead of the first 3.

C: Backstab

Whenever you have a situation bonus to an attack, it deals an additional 1d6 damage if it hits.

D: Great Escape

Once per day, you can automatically escape from something that is restraining you and that you could plausibly escape from. Examples include rope, grapples, pit traps, and lynchings.

D: Very Lucky

You may reroll a second d20 per day. An adjacent ally can use one of your rerolls, as long as you could have plausibly helped them.


Starting Equipment: Short Bow, 40 arrows, Dagger, Leather Armor (as Gambeson)

Starting Ken: Animal Charming, Brewing, Camping, Cosmology, Escape Artistry, Navigation or The Hunt

A: Rangefinder, Wilderness Sense

B: Crippling Shot, Precision

C: True Caution

D: Impossible Shot, Vanish

You gain +1 to Stealth for each Hunter Template you possess.

A: Rangefinder

You get -1 to attack with ranged weapons every 20’ past the listed range, instead of every 10’.

A: Wilderness Sense

You have a 50% chance to act in surprise rounds.

When the DM gives an Omen for an encounter, you can choose to reroll and get a different Omen. The new result stands.

B: Crippling Shot

If you hit an enemy with a ranged weapon, you can choose to deal 1 point of damage instead of rolling. If you do so, the enemy deals $1/2$ damage on their next attack.

B: Precision

When you choose this template, choose Strength or Dexterity. The stat’s bonus now applies to damage rolls of ranged weapons.

C: True Caution

You always act in surprise rounds.

When the DM gives an Omen for an encounter, you can choose to reroll and then choose between the two options.

D: Impossible Shot

Once per combat, you can make an impossible shot with a ranged weapon. The attack automatically hits, provided the distance is within 2× its listed range. The attack can bounce around corners, cut a leaf in half, or split an arrow down the shaft.

D: Vanish

If you are in terrain with lots of sight-blocking features such as hills, caves, or a forest you can choose to vanish. While Vanished, you cannot affect the world or be affected by it. You can reappear at any time by coming out of cover, droping down from above, etc.

This is limited by plausibility.


Starting Equipment: Robes, Holy Book

Starting Ken: Artifice, Augury, Brewing, Cosmology, Dancing, Healing, Massage, Numerology, or Rhetoric

A: Literacy, Restrictions of your Order, Unarmed Strike

B: Flighty, Stunning Fist

C: Evasion, Obscure Knowledge

D: Improved Dodge, Pronouncement

A: Literacy

You can read and write exceptionally well. Your writings allow for Charisma tests at a distance. You can Test to discern author intentions, themes in a work, and inconsistencies in a contract.

A: Restrictions of your Order

You can wear armor, but it takes up 2 additional inventory slots. You are expected to avoid violence and magic, as well as stay celibate. Create at least 2 other behavioral restrictions.

In practice, you only have to worry about your order finding out.

A: Unarmed Strike

You do not start with proficiency with any weapons, unlike others who at least get daggers. All attacks you do deal 1 damage at most.

If you gain a template in a Fighter-type class, this restriction no longer applies.

B: Flighty

If you choose to act defensively instead of attacking in a combat round, you count as wearing plate armor (16 Defense)

B: Stunning Fist

If you hit a target before they act in a round or when they were not expecting it, you deal normal damage. Further, the target must Save or be Stunned for the rest of the round.

C: Evasion

You are able to dodge and evade to a surprising degree.

In conversation, no one can make you admit something you did not intend to admit. Any accidental disclosures are fixed retroactively, if possible.

In combat, you can Save against area of effects with advantage.

C: Obscure Knowledge

Once per session, you can declare something is true because you read it in a book. The base chance of something being true is 50%, and you will not know if it is actually true. The DM should roll when it actually matters. Further, there must be a plausible way to have read this bit of information in a book.

D: Improved Dodge

Once per session, you can declare that an attack that hit you missed instead. This doesn’t work for falls or enormous things such as landslides, but does work for traps or spells.

D: Pronouncement

You are able to lecture, philosophize, or generally talk about any given topic for up to 3 hours without rest without needing any form of test.

Most people will listen politely, unless they have something better to do. Most monsters will not care, though some might sit down to debate you.


Starting Equipment:Travelling Robes, Ceremonial Robes, Holy Book, Holy Symbol, 3 Candles

Starting Ken: Augury, Cosmology, Dancing, Endurance, Healing, History, Massage, Prestidigitation, or Singing

A: Rite of Exorcism, Undead Sense

B: Warding Marks

C: Brandish

D: Soul of Iron, Zone of Truth

A: Rite of Exorcism

Through ritual and prayer you invoke divine power to enforce natural order. Make an opposed Charisma test against a spirit, curse, demon, or disease inside of a creature or object. You must be within 10’ of the target to make this check and you must be visible and audible to the target.

If you pass, the target is banished. If you fail, you take the creature’s HD in damage. You can attempt this once per hour.

+1Per Exorcist Template-1Per HD of the Spirit
+1If assisted by a priest or very devout person-2Cumulative for being possessed for a day, week, month, or year
+1Per hour in uninterrupted ritual before attempting test-#If in a crisis of faith
+1True Name Known-2Only vague details known
A: Undead Sense

You can sense undead up to 50’ away, even in total darkness. You can also sense approximate number and strength.

B: Warding Marks

You can create special wards (decide their appearance) that can be placed or attached. You can only use them safely once per day. The second time, drop to 0 HP. The third, save or die. Marks last until canceled or destroyed. Only 1 set can be active at once. Marks can be used one of two ways:

C: Brandish

You can use your Holy Symbol to cause undead, spirits, or spells to turn aside. As an action, you can brandish the symbol and they must Save to get within 10’ of you. Creatures get a bonus to the save equal to their HD. Spells get a bonus equal to the number of MD put into them. Some spells might seek a new target. Very minor (0 to 1 HD) undead and spirits must Save or be banished.

As long as you keep the symbol raised (Constitution test per hour, -1 for each hour), the creatures or spells first affected by this ability cannot approach you. If you are having a crisis of faith, this ability fails.

D: Soul of Iron

When you must Save against Fear, a direct demonic attack, or any soul-altering effect (such as a curse, enchantment, or possession), you can spend any number of HP, including lethal damage, and get a bonus equal to twice that on the save. Wounds appear as stigmata, premature aging, or some other appropriate effect.

D: Zone of Truth

You are unsettling and odd to be around. No one can lie to you about murder and everyone must Save to lie about any other topic. Topics can be evaded or not answered, but lies cannot be told to you. Every minute spent talking with you imposes a -1 penalty to morale.


Starting Equipment: Varies by type of Wizard

Starting Ken: Varies by type of Wizard

A: Spellcasting, +2 Spells known (1-6)

B: Book Casting, +1 Spell known (1-8)

C: Friendly Spell, +1 spell known (1-10)

D: +4 spells known - your choice

You gain 1 MD for each Wizard Template you possess. You cast spells with Intelligence.

A: Spellcasting

As laid out in the Spellcasting section, you must use Magic Dice to cast your spells.

B: Book Casting

You can cast a spell from your Spellbook in the same way that you can cast one from a Scroll. As described there, you must declare this before the round begins. You automatically go last and automatically fumble the spell if you are damaged during the round. You must also make an Intelligence Test to successfully cast the spell.

If you succeed, the spell disappears from your spellbook until Dawn.

C: Friendly Spell

You can reroll a MD when casting a spell that you frequently cast. This spell must be decided in advance. The DM has say on when it is appropriate for a different spell to become the Friendly one.

Wizard, Orthodox

Starting Equipment: Spellbook, writing utensils, dagger, robes

Starting Ken: Artifice, Augury, Cosmology, History, Mathematics, Numerology, Prestidigitation, Rhetoric, or Weather Prediction


You can roll for spells normally, or use the 1d100 Orthodox spell list instead. You must accept the new result.



  1. Change the color or texture of an object smaller than a horse for 10 minutes.
  2. Create a tiny light as bright as a match on a fingertip.
  3. Move a light object with a wave of your finger.
1d6Orthodox Wizard Mishaps
1MD only return to your pool on a 1-2 for the next 24 hours
2Take 1d6 damage
3Random mutation for 1d6 rounds, then Save. Permanent if you fail
4Lose 1 MD for 24 hours
5Agony for 1d6 rounds
6Cannot cast spells for 1d6 hours
1d3Orthodox Wizard Dooms
1Lose the ability to cast spells for 1 day
2Lost the ability to cast spells for 3 day
3Lose the ability to cast spells permanently
Orthodox Spell List

1. Lock

R: 50’ T: [Dice] creatures or objects D: 10 Minutes

Non-living object closes and becomes locked. If it is something that can shut, it will deal [sum] damage to anything caught between when it slams shut and trap the thing there. This works on things that aren’t doors or windows. Requires Str 10 + [Dice] x 4 to open.

This can also be cast on a creature, shutting and locking one of its orifices. They get a save to prevent the spell and then a save at the end of each of their turns.

2. Knock

R: 50’ T: [Dice] creatures or objects D: 0

Object is opened. Doors fling wide, locks break, shackles bend open, ropes disassemble, belts come undone, and so on. Treat this as a Strength Test made with Strength = 10 + [Dice] x 4. An armored creature must save or have all of its armor fall off. An unarmored creature must save or vomit for 1d4 rounds.

3. Grease

R: 50’ T: Creature, object, surface D:[Dice]x2 minutes

Affects a single creature or object, or a (10’x10’)x[Dice] surface. All creatures must Save vs Caster’s Dexterity. On a failure they drop anything they were holding and/or drop prone if they were moving.

4. Force Field

R: 10’ T: Plane or Sphere D: Concentration

Creates a shimering force field, 10’x10’, centered somewhere in range. Alternatively, create a create a 5’ diameter sphere centered on the caster. This is large enough for the caster and 1 other person. All attacks against the Force Field hit, though it has [Sum] HP.

5. Levitate

R: 50’ T: Creature or object D: Concentration

You cause an object to raise, lower, or hover. You cannot move the object horizontally with this spell, but nothing holds it in place horizontally. You cannot move the object more than 10’ per round. Maximum weight is [Dice]x500 lbs. Lasts as long as you concentrate, but you start taking 1d6 psychic damage per round after [dice]x3 rounds.

6. Magic Missile

R: 200’ T: Creature D: 0

Target takes [Sum] + [Dice] damage, no save, provided there exists a path entirely within range to them. Your spell is unique to you and can be any shape, color, and pattern you describe.

7. Feather Fall

R: 10’ T: [Dice] creatures or objects D: 1 min

If you would take fall damage, you can cast this spell as a reaction to negate it, causing you to gently float to the ground.

8. Sleep

R: 50’ T: [Sum] HD of creatures D: 10 min / Permanent

Targets must Save or fall into a magical slumber. Sleepers can’t be woken by anything less than a vigorous slap. Non-alert or unaware targets get no Save. If targeting a single creature and [Sum] is at least 4 times the creature’s HD, the duration is permanent (until woken) and they don’t need to eat or drink while sleeping this way. If you invest at least 3 [Dice] when targeting a single creature, the duration is permanent until a condition you set it met.

9. Light

R: Touch T: Creature or object D: [Dice]x2 Hours

Object illuminates with a radius of 20’ + [Dice]x10’ of light and an equal distance of shadows. Alternatively, you can make an attack roll against a sighted creature. On a success, the creature is blinded for [Sum] rounds. If [Sum] is greater than 12, they are permanently blinded instead. You choose the color of the light. If you invest 4 or more [Dice] into this spell, it has all the properties of Sunlight. Alternatively, with the same requirement this spell can take on the properties of another specific form of light, but it will only last 1 minute.

10. Wizard Vision

R: Touch T: Sighted Creature D: 10 min / Permanent

If you invest only one [Die], the target can see invisible things and see through illusions, though this doesn’t work against non-magical disguises.

If you invest two or more [Dice], it can only be cast on yourself. As above, except you can also see through magical darkness and see the true form of shapeshifters. This also has some permanent effects:

11. Prismatic Ray

R: 200’ T: [Dice] creatures or objects D: 0

Target suffers a different effect depending on which color strikes them. Roll 1d10:

1Red. Target takes [Sum] fire damage, Save for half
2Orange. Target takes [Sum] bludgeoning damage and is knocked prone, Save negates
3Yellow. Target takes [Sum] lightning damage, Save for half
4Green. Target takes [Sum] acid damage, Save for half
5Blue. Target takes [Sum] ice damage, Save for half
6Purple. Target takes [Sum] necrotic damage and is blinded for [Sum] rounds, Save negates
7-9Struck twice, roll 2d6 and apply both effects, Save once
10Struck thrice, roll 3d6 and apply all effects, Save once

12. Fireball

R: 200’ T: 20’ Diameter D: 0

Deal [Sum] fire damage to everything in area.

Wizard, Curse-Eater

Starting Equipment: Spellbook, writing utensil, silver needle

Starting Ken: Artifice, Brewing, Drugcrafting, Endurance, Healing, Mimicry, Numerology, Prestidigitation, or Rhetoric


You can take 1 MD from an adjacent wizard’s pool and add it to your spell, though they will know. If the stolen die does not return (1-3), you can choose to heal or damage the wizard for 1d6 HP.


Barring exceptional circumstances, you will suffer for your work after death. Domesticated animals fear you.

  1. Touch a creature or object to discover if it is cursed. Test Intelligence to attempt to divine the nature of the curse.
  2. Touch a recently deceased person, perform a 10 minute ritual, and Save. On a success, you take all of their sins upon yourself. They will only have their positive deeds remembered in the afterlife.
  3. Spit or make a symbol with one hand to crack all non-magical mirros in 50’. Calm water will riple and other reflective surfaces may crack or darken.
1d6Curse-Eater Wizard Mishaps
1MD only return to your pool on a 1-2 for the next 24 hours
2Take 1d6 damage
3Random mutation for 1d6 rounds, then Save. Permanent if you fail
4Blind for 1d6 rounds
5Agony for 1d6 rounds
6Spell targets enemy(if beneficial), ally(if negative), or fizzles(else)
1d3Curse-Eater Wizard Dooms
1You are transported to the afterlife for 24 hours. You won’t be tortured, but you will be carefully examined and measured before being returned
2You cannot enter sanctified places. Touching silver inflicts 1 damage per round. Silver weapons deal 2× damage to you.
32d4 afterlife guides along with any other interested groups they can gather descend upon your location and drag you, bodily, into the afterlife.
Curse-Eater Spell List

1. Fingerbreaker R: 100’ T: Creature of [dice]x2 HD or less D: 0

The target of the spell must have fingers. You snap your fingers and the target’s fingers (or limbs) crack, break, and bend. They take [sum] damage and must Save or drop whatever they are holding. You can choose to deal no damage, but then they Save at +2.

2. Deflect Spell R: 100’ T: Spell D: 0

You can cast this spell in reaction to another spell being cast. Save, with a bonus equal to [sum]. A roll of 20 always fails. If you succeed, an incoming spell is deflected to [dice]x10’ away. The spell must be targeting you or something within 10’ of you.

3. Crush Flames R:[dice]x20’ radius T: Area D: 0

Mundane flames in the area of this spell are extinguished with a great deal of smoke. Torches fill a 10’ cube and bonfires a 30’ cube. Wind dissipates the smoke in 10 minutes. If you cast this spell with 3 or more [dice], living creatures lose 1 HP per round while they remain in the smoke.

4. Transfer Disease R: Touch T: Two Creatures D: 0

Touch a diseased creature and a healthy creature. [Dice] diseases move between targets. If the recipient is unwilling, they get a Save. If the disease is magical, it also gets a Save.

5. Forget R: 10’ T: Creature of [dice]x4 HD or less D: 10 min

Target creature must Save or forget the last 10 minutes. They may recall vague details, but not useful information.

6. Enfeebling Sigil R: Touch T: Object D: [sum] rounds/Permanent

A writhing arcane symbol appears on an object you touch. Any creature within 100’ of the sigil that looks at it must Save or be reduced to Strength 1 for [dice] rounds. Nothing can cause their Strength to drop lower than 1 while under this effect. The sigil vanishes after [sum] rounds, but if 3 or more [dice] are invested, the sigil is Permanent, until someone looks at it. Once it is seen, the duration becomes [sum] rounds.

7. Abjure R: 100’ T: Creature or Object D: [sum] rounds

Name and point at a creature or object. The target cannot approach within [dice]x10’ of you for the duration of the spell. They are allowed to Save once, at the start, to attempt to negate the spell.

8. Drain Life R: 50’ T: Creature D: 0

Target living creature takes [sum] damage, though they can Save for half. You heal for 1/4 [sum]. Negative HP costs 2 HP to heal 1 HP. Fatal Wounds cost 4 HP to heal, each.

9. Cure Wounds R: Touch T: Creature D: 0

Target creature heals [sum] HP. Negative HP costs 2HP to heal 1 HP. Fatal wounds cost 4 HP to heal, each. This cannot restore lost limbs, remove injuries, or cure diseases.

10. Remove Curse R: Touch T: Creature or Object D: 1 hour/Permenent

Up to [dice] diseases or curses are removed from the target. If [sum] is at least 12, the effect is permanent.

11. Cloudkill R: 30’ T: [dice] 10’ cubes D: 24 hours

Summon a cloud of ghastly yellow-green vapor. Creatures of 2HD or less in the cloud are instantly slain (no Save). Creatures of 3 to 5 HD must Save or die each round. Creatures of 6 or more HD must Save or take 3d6 damage each round. The cloud is heavier than air and slowly drifts. A gentle breeze moves it 10’ per round. A strong wind dispers the cloud in 10 minutes.

12. Death Ward R: Touch T: Self D: [sum] days

Designate a date up to [sum] days in the future. You cannot die until that date. You can be hideously mangled, burned, mashed, or otherwise damaged. But, your spirit will remain in your body (or its remains) until the date designated. On the designated date, you automatically fail all Saves.

Wizard, Elementalist

Starting Equipment: Spellbook, Writing utensils, Grey Robes hemmed in appropriate elemental colors

Starting Ken: Artifice, Begging, Camping, Cosmology, Escape Artistry, Numerology, or Weather Prediction

The elements are: acid, air, fire, ice, lightning, stone, and water.


Reduce all incoming damage from a chosen elemental source by 2. You can choose this after rolling for spells, but it can’t be changed later.


Increase all incoming damage from a chosen elemental source by 2. You can cose this after rolling for spells, but it can’t be changed later.

  1. Meditate for 1 hour to gain Elemental Vision, allowing you to see anthropomorphized elemental spirits. Ground might be interlinked stone bodies, a campfire a jolly spirit devouring logs, and clouds fat spirits drifting. You can speak to the spirits, and now they sometimes deign to listen. They won’t obey you, and may even be hostile, but may also offer advice, tell tales, demand offerings, or ignore you.
  2. Summon a minor example of an element (a drop of acid, a puff of flame, flakes of ice, a spark, etc.) This cannot deal damage.
  3. You know the current weather and the approximate weather for the next 2 days.
1d6Elementalist Wizard Mishaps
1MD only return to your pool on a 1-2 for the next 24 hours
2Take 1d6 damage
3Random mutation for 1d6 rounds, then Save. Permanent if you fail
4Inconvenienced based on the nature of the spell cast (soaked, dehydrated, flung, buried, etc.)
5Deafened for 1d6 rounds
6Wild elemental spirits flee your body for 1d6 rounds. Everyone who can see you must Save each round or be stunned
1d3Elementalist Wizard Dooms
1Take sufficient elemental damage to reduce you to 0 HP
2Each time you cast an elemental spell, Save. If you fail, the spell flies out of control. If the spell likes you, it might not be too bad.
3The elements turn against you. Expect 1d6+4 powerful spirits to arrive shortly. In the meantime, fire chases you, stones work to crush you, and lightning bolts fall from the sky.
Elementalist Spell List

1. Circle of Frost R: Self T: [dice]x10’ radius D: 3 rounds

All creatures in area take 1d4 damage, Save for half. Everything that fails its save is frozen to whatever surface they were touching. Creatures can test Strength to break free at the start of each round.

2. Dissolve R: 50’ T: Creature or Object D: Concentration

Target you stare at takes 1d4 acid damage per round and begins to dissolve. Save for half damage. Can bore holes in walls, but it only makes a hole 1’ wide and creates a lot of acidic sludge on the floor. [dice]” / 10 min through stone, [dice]” / minute through wood, cannot affect metal. Heals slimes and oozes by 1d4 HP per round.

3. Control [Element] Choose [Element] when you gain this spell. You cannot change it later. R: 50’ T: Instance of [Element] D: Concentration

[dice] you invest increases the effects. One [die] is minor, 4 [dice] is a legendary display.

4. [Element] Breath Choose [Element] when you gain this spell. You cannot change it later. R: [dice]x20’ cone T: area D: 0 This spell deals 1d4 damage to anything in the cone. Save for half damage. Wind or water breath extinguishes fires smaller than a bonfire. Fire breath ignites things. Acid bleaches color from objects and irritates eyes.

5. Stoneskin R: Touch T: Creature D: 10 min

Reduce all physical damage the target takes by [dice]x2. The target cannot swim, jump, or run.

6. Anklecrusher R: 50’ T: [dice]x2 Creatures or Objects D: 0

Target creature or object is grabbed by the ground, taking 1d6 damage and becoming immobilized. Test Dexterity to negate. Prone creatures automatically fail. Target is immobilized until it can succeed on a Strength test, modified by the ground. Examples include: Dirt +2, Clay -2, Limestone -6, Basalt -8.

7. Protection from [Element] R: Touch T: [dice]x[dice] Creatures or Objects D: 10 min/8 hours

Choose [Element] when you cast this spell. Reduce all damage of the chosen type by 4 for the next 10 minutes. Alternatively, the spell protects its targets from the negative effects of the element for the next 8 hours (arctic chill, acid burns, desert heat, etc.)

8. Ignite R: 50’ T: Creature or Object D: 0

Target Creature or Object takes [sum] damage and catches fire. Save negates.

9. Breathe [Element] R: Touch T: [dice] Creatures D: 2 hours

Choose [Element] when you cast this spell. Targets can breath in the chosen element, in addition to their normal modes of respiration. Clearing your lungs before the spell expires is mandatory. Does not protect you from the element, just prevents drowning in it.

10. Wind Scythe R: 50’ T: Creature or Object D: 0

Apply a melee attack from a slashing weapon to a target within range. If you are unarmed, counts as a dagger (1d6). Gain +2 to the attack and deal +[sum] damage. Even on a miss, human-sized (or smaller) targets must Save or be knocked prone.

11. Wall of [Element] Choose [Element] when you gain this spell. You cannot change it later. R: 100’ T: [dice] 10’x10’ panels D: Varies

You summon the element to form the panels. You can mold the wall, similar to cutting holes and notches in a sheet of paper. Walls may or may not block line of sight. Some deal 1d6 elemental damage to anything that passes through it. Some may have other effects.

12. Shocking Grasp R: Touch T: Self D: 10 min

You enchant your hand so that it discharges [sum]+([dice]x2) damage worth of lightning into the next thing you touch. Touching an unwilling opponent requires an attack roll opposed by their Unarmored Defense. You cannot wear any metal on the hand you enchant. If you deal more than 12 damage, you and your target must both Save or be flung apart, knocked prone, and deafened for 1d6 rounds.


Starting Equipment: Depends on Religion

Starting Ken: Depends on Religion

A: Miracles, Lay on Hands

B: Sect Bonus

C: Sermon

D: True Believer

A: Miracles

Every cleric belongs to a sect, which has a set of associated observances and miracles. Every day, you must determine what your Faith is, using the following equation:

Faith = 2d6 + [Level] + [Wisdom Bonus]

When you with to call forth a miracle, you must test your faith by rolling 2d6 and attempting to roll at or below your current Faith.

The observances of every sect are a set of guidlines for behavior. Some of them will increase your faith and some of them will decrease it. Each applies only once, but that gets reset whenever a Miracle is cast or a new day begins.

A: Lay on Hands

You gain a pool of healing points. Every morning roll a number of d6s equal to your level. As an action, you can touch a target and heal them any number of points you have remaining in the pool.

B: Sect Bonus

Every sect comes with a bonus. Yours now applies to you.

C: Sermon

With every 10 minutes of relevant preaching or teaching about the Cleric’s faith, everyone involved can Save. If the Cleric’s sect is agreeable to, supported by, or is a character’s faith they get a +4 bonus. If the Cleric’s sect dislikes, fights with, or persecutes a character’s faith they get a -4 penalty

Anyone who saves unlocks the Sect Bonus until they:

D: True Believer

When determining your faith in the morning, you can choose to reroll one of the d6s and choose the better result.

Cleric, Alait - Goddess of Peace

Starting Equipment: Nice Clothing, Medicine Kit, Soap

Starting Ken: Animal Charming, Camping, Dancing, Healing, Heraldry, History, Massage, Music, Numerology, or Singing

+1You give a sermon
+1You heal someone of wounds not gained from battle
+1You advocate for peaceful methods
+1You warn people about the dangers they could face
+1You prevent a dangerous situation from escalating to a fight
+1You work to clean up a battlefield
-1You do not end a conflict as quickly as possible
-1You attack a creature that has not attacked you
-1You harm a follower of Alait, Adali, or Eneavi
-2You resort to or allow a companion to resort to torture
Sect Bonus

Shield of Faith: You get a +1 bonus to your Defense on turns when you do not attack.

Cleric, Alead - God of Travel

Starting Equipment: Tent, Short Spear, Campfire Cooking Set

Starting Ken: Augury, Camping, Cosmology, Dancing, Endurance, Logistics, Music, Navigation, or Racing

+1You give a sermon
+1You heal a creature you have traveled with
+1You offer someone food, shelter, or entertainment
+1You carry more so someone else is not overburdened
+1You create and bless a campsite
+1You complete a journey that lasted at least 3 days
-1You damage a road or campsite
-1You refuse to travel
-1You harm a follower of Alead or Alait
-2Destroying or defacing a natural feature
Sect Bonus

Comfort of the Road: You get a +2 bonus to your comfort when traveling

Cleric, Chend - God of Justice

Starting Equipment: Bow, 20 arrows, Hauberk

Starting Ken: Endurance, History, The Hunt, Law, or War

+1You give a sermon
+1You heal a Lawful creature
+1You recommend someone follow the law
+1You fire a warning shot in a Battle
+1You help ensure justice is dispensed
+1You pray in a shrine of Chend
-1You watch as someone breaks the law
-1You break the law yourself
-1You harm a follower of Chend, Mata, or Eneavi
-2You strike an innocent
Sect Bonus

Power Shot: Bows you wield increment their die by 1 size (d6 > d8 > d10)

Cleric, Passualon - Goddess of Dusk

Starting Equipment: Shovel, 3 Candles, Mace

Starting Ken: Animal Charming, Brewing, Endurance, History, Massage, Numerology, and Rhetoric

+1You give a sermon
+1You heal a creature at or below 0 HP
+1You lie to someone
+1You embrace a refreshing shadow or darkness
+1You bury a body and give it funeral rites
+1You greet the setting sun with at least 6 other worshipers of Passualon
-1You watch the sun rise
-1You prolong someone’s suffering
-1You harm a follower of Passualon, Eneavi, or Alead
-2You desecrate a burial site
Sect Bonus

End, to be Born Again: A Good Night’s rest heals you to full HP, even if you were below 0 hp.