Conversion Notes:

If converting from the Hârn to Fantasy Realms, then you will need to tweak a bit because of the differences between the mechanics. Height, Frame and weight can all be applied as are, as these are not mechanical attributes in Fantasy Realms, but merely part of character description. Comeliness is handled in Fantasy Realms as Traits instead of an attribute, and is converted.

Hârn Comeliness Fantasy Realms Trait
01-05 Unattractive Appearance Rank 2
06-08 Unattractive Appearance Rank 1
09-12 No Trait (Average)
13-15 Attractive Appearance Rank 1
16-17 Attractive Appearance Rank 2
18 Attractive Appearance Rank 3
19+ Attractive Appearance Rank 4


The other attributes in Hârn are used to construct the universally used Fantasy Realms attributes of BODY, COORDINATION, HEALTH, LIFT, MIND, PERCEPTION, POWER, SPIRIT, and TOUGHNESS. A numeric formula is used to produce these as shown on the following table. Results should be rounded to the nearest whole number, and if less than 1 then should be made 1 instead.

Fantasy Realms Attribute Derived From Hârn Attributes
Body (Strength/2.2)
Coordination ((Dexterity+Agility)/4.5)
Health (Stamina/2.2)
Lift ((Strength+Stamina)/10) : If Less than .51 then becomes 0
Mind (Intelligence/2.2)
Perception ((Eyesight+Smell+Hearing)/6.5)
Spirit ((Will+Aura)/4.5)
Toughness ((Stamina+Agility)/10) : If Less than .51 then becomes 0
Power (Aura/2.2)

Morality, Piety and Voice are unused attributes in Fantasy Realms when translating.

Skill Mastery Translation:

Converting characters, from Hârn native mechanics to Fantasy Realms, primarily deals with the problem of converting their Skill Mastery ratings into Fantasy Realms' 0-8 scale. Instead of backwards engineering, a simple conversion can be done using the following table.

Hârn Skill Mastery Fantasy Realms Rank
Less Than 30% 0
30-40% 1
41-50% 2
51-60% 3
61-70% 4
71-80% 5
81-85% 6
86-90 7
91+ 8






Magic & The Pvaric Wheel:

The primary form of magic stems from Pvaric Philosophy, or Pvarism, which sees the cosmos in terms of elements or convocations (similar to the standard Fantasy Realms concept of Magic Realms). It is seen as a conceptual framework for focusing the occult powers of the universe. The Wheel is the common form, used by both the Sindarin and the Shek-Pvar orders of Melderyn.

In general it is taught that one can begin training anywhere upon the wheel, and move in any direction of additional training later in other convocations, but that one cannot skip any spoke in the wheel in one's advancement. Thus one might start with Fyvira and learn Odivshe or Jmorvi as one's next convocation, but could not learn Lyahvi until one had learned all the intervening convocations between Fyvira and Lyahvi on the wheel.

Player character Shek-Pvar and Sindarin at start can start with any number of convocations, but must declare a primary convocation and which must be at Rank 4 before they can take another one, and which no other convocation they take can exceed (though they may equal its rank value).

Characters that are not Sindarin or Shek-Pvar can only have a maximum of three convocations, but do not have to declare a primary. This is because the principles involved are highly complex and guarded by the Shek-Pvar. If one who already had three such convocations was to be trained in a fourth they would find themselves declared an enemy by the Shek-Pvar and hunted by them as renegades. Those who taught such a renegade would themselves be declared renegade, under the code of the Shek-Pvar.

Shek-Pvar are sworn to a code of conduct as part of the price of their greater knowledge and potential. The Shek-Pvar cannot serve the military needs of any Human Ruler or government, though they act as advisors or personal protectors of a ruler. They cannot, outside of Melderyn, hold a position of rulership, or hold land totaling more than 30 acres.

Those who practice magic but who are not Shek-Pvar start much the same way. They get 1 spell at start per MIND point, at rank 1. They can buy additional spells as separate skills. They can only have a maximum of 3 convocations, unless they are renegades or Sindarin.

Shek-Pvar must share their income, paying 10% to their chantry. They must also give written copies of their spells in their main convocation to the chantry within a year of its development. They may only take students with permission from the chantry. All Shek-Pvar are sworn to protect the reputation and interests of their chantry, and to aide in the elimination of renegades.

Spellcasting:

Spells in Hârn are cast differently than in many FR worlds. Characters visiting from another world will find that their spells mostly work as before, presuming that they are not drawing from a realm of power that is unknown in Hârn (thus a T'Phon mage whose realm was Agni would be as fully functional since that realm matches Peleahn, but a mage whose realm was Desh would be powerless as that realm does not exist within Hârn). No penalty exists for mages coming into Hârn. Learning the magic realms of Hârn would be much harder for them, taking twice the normal learning time, and they would have to learn the native spells in the native way, as separate skills.

Non-Hârn mages will find that the fatigue factors in the world will affect them as much as the native mages, and that the local feedback results will occur to their magics.

For Hârn characters: To cast a spell you take the spell rank, add the Convocation the character has in it (if a spell overlaps more than one, then the lower convocation rank is used). Minus the difficulty of the spell (unlike in many Fantasy Realms worlds, the spell difficulty is ONLY used to create the spell, not to cast it later). This final result is applied to a die toll. If the roll is uncontested, a 10 or better succeeds. If it is contested it must be higher that the total of the defending roll (usually d20+SPIRIT of the target).

An unknown spell, being cast for the first time, gets a -4 to be cast, until it is cast successfully and thus learned thru trial and error. Thus the first casting of a very difficult (-8) spell, without a high convocation rating, could be very harrowing (impossible if one's convocation is less than 2).

Spell feedback happens on all failed non-contested castings. Failed contested castings only result in feedback on a natural '1', unless the casting was of a new untried spell idea (in which case all failures result in feedback, since its risky). You cannot learn the effect of a spell feedback.

Hârn mages are subjected to fatigue after casting. They must make a HEALTH roll, subtracting the difficulty of the spell (and if this was the first casting also the -4). If the roll after these modifiers is less than 10, the mage is fatigued from the casting and cannot cast the next round, and will be at a -2 to all other rolls while fatigued. Each round they will need to make a fatigue roll, to seek to recover from the affects of the fatigue. If a '1' is rolled at any time of these fatigue rolls, the mage slips unconscious for 1d20 minutes (10-200 rounds). If sleep, meditation or other complete inactivity is taken, no matter the recovery rolls, they will be recovered after 30 minutes of such rest.

Multiple mages may help in casting the same spell, but a single roll is made. The combined of each of their convocations is used, but only one caster skill can be used. But all will share in the fatigue, but with a +1 to their rolls for each mage after the first that was involved in the casting. Thus a group of mages might cast a spell of very great power and recover faster.

Spells can be developed in research, instead of in the field, with much less risk to the spellcaster. Instead the devotion of time is needed, based on a simple system, after the difficulty of the spell is known. Take the Convocation(s) Rank(s) involved in the specific spell. If the spell is being derived from one that is already known to the character then add the current RANK of that spell-skill. Minus the difficulty of the proposed spell. If the result is 0 or less then the spell is NOT possible for the character to develop currently. Otherwise roll 1d20 and add it to the total, and compare it on the following table to determine the number of hours needed to develop the spell safely in the lab, resulting in gaining 1 Rank in the new spell-skill.

TOTAL HOURS
2-6 65
7-9 60
10-12 55
13-14 50
15-16 45
17-18 40
19-20 35
21-22 30
23-24 25
25-26 20
27-28 15
29-30 12
31-32 10
33-34 8
35-36 6
37-38 5
39-40 4
41-42 3
43-44 2
45+ 1




Laws of Magic

The laws of magic in Hârn are not yet fully known or defined, and so only the ones fairly well known to the Shek-Pvar are taught:

1) Law of Infinite Phenomena : All possible combinations of existing magical phenomena can be organized in an infinite number of ways. Thus all things are theoretically possible with magic, but some are more probable than others (and the more probable are easier to achieve).

2) Law of Infinite Knowledge : Infinite Phenomena must infer that there is infinite knowledge. All beings are limited in their knowledge, and thus there is no being of infinite power.

3) Law of Infinite Universes : Since not all Phenomena or knowledge has been found within the known Dimensional Worlds, there must be an Infinite number of other worlds, over an infinite number of dimensional universes. The Sindarin have log taught that other worlds exist which can only be reached by sailing beyond the Blessed Realm.

4) Law of Pragmatism : If a Magical Effect works, it must be true, even if it violates other known laws of magic, but must thus be driven by as yet unknown phenomena.

5) Law of Dynamic Balance : All aspects of magic are balanced. There is a price for power that is equal in measure to the value of the magic, though not all that price may be obvious or instantaneous. All power includes responsibility. All magic spells are infused with aspects of their opposites from which one may, thru study, create them.

[Thus a spell that is the opposite effect of a known spell can be created using that knowledge as a building stone]

6) Law of Knowledge : Understanding brings control, ignorance always includes lack of control. Creating magical effects without knowing the minor building steps is more likely to result in failure than success.

7) Law of The Wheel : The Wheel of Convocations is the true way of understanding the Kelestia (the cosmic all) entire, all those who fail to use the wheel will be flawed in their knowledge and subject to greater failure than success.

8) Law of Aura : Each being in the World has a separate and unique personal Aura, and within that aura is stored their true nature, spirit and power. Death occurs when the Aura leaves the body, not when the body ceases to function. Understanding one's own Aura's colors is to understand one's place within the Kelestia.

9) Law of Temporal Singularity : Each moment in time is singular and thus unique, and cannot be influenced by events in the future nor can it be changed after it has occurred. Time flows only forward within the Kelestia.

10) Law of Melding : Knowledge and Power can be melded together between two or more aura's to produce a combined strength or influence upon the Kelestia. Any such melding will have lasting association between them for their continued existence, even after separation and completion of the actual meld.

11) Law of Finite Perception : That which cannot be perceived and which has not been previously perceived cannot be affected directly by magic (but may be affected indirectly).

12) Law of Associations : Any two objects or beings that have one or more features in common, can be used to influence each other thru the facets of what they hold in common. The more common number of features they share, the more influence that can be produced. If the common factor was a previous association (such as a sword to its sheath) then some lasting bond will exist between them after separation.

13) Law of Synthesis : The synthesis of two opposing ideas or data can produce a third idea that will be either a compromise of the two or something brand new that retains some part of each.

14) Law of Negation : Magic spells and their effects cannot be dispelled without some understanding of the effect being negated. Thus each spell requires a specific counterspell to be created for it to end it prematurely.

15) Laws of Transition : Matter can be transformed into energy thru natural processes that occur in the Kelestia. Energy can only be transformed into matter thru the action and vision of sentience. Matter can be transitioned into different material forms thru the usage of energy. The transitioning of complex forms into simplex releases energy; the transition of simple matter forms into complex ones takes the addition of energy.

16) Law of Nexi : Any Nexus (the point where two or more dimensional realities connect or overlap, such as most Earthmaster sites) will be the site of energy ebb and flow between them and thus will potentially enhance the potential available energy for casting spells.

17) Law of Temporal Transition : As time passes matter and energy levels within an object or being will decay or be slowly reduced by that passage of time. The more matter or energy used in the creation, the longer the time until decay is absolute. This Law explains the transition of stone into sand over centuries, and also the nature of magic spells - a greater effort is needed (and thus the greater fatigue price for the caster) for longer duration magical effects. It also says that even 'permanent' spells are actually temporary, but that the duration of the effect is beyond human observation.

Constructing Spells:

All spells are subject to GM approval, and should be written for your GM to examine before attempting to create or use them within a game, to ensure the spell does not violate the laws of magic and that the difficulty has been correctly calculated.

Spell difficulty is calculated via the following tables and rules on the next few pages.

Spell Difficulty is used to research and develop the spell, and is also used in determining the fatigue costs after a spell has been cast. The higher the difficulty, the more effort is needed to learn or develop the spell, and the more effort necessary when casting it (thus the increasing fatigue cost in the system).

The fatigue concept is derived from the one used in Hârn, but modified to the simplicity in play design that is favored in Fantasy Realms.

Casting Time - The time it takes to cast a spell is built into the spell in Hârn, unlike in many Fantasy Realms worlds.

Casting Time Needed Difficulty Mod.
One Round (6 seconds) -2
Five Rounds (30 seconds) -1
Ten Rounds (1 minute) 0
150 Rounds (15 minutes) +1
600 Rounds (1 Hour) +2
Four Hours +3
Eight Hours +4


Duration Of Effect

Duration

Difficulty Mod.
ID : Instant Duration +1
CD : Combat Duration (PWR * RNDS) 0
LD : Long Duration (PWR * Hours) -1
MD : Mage's Concentration Duration -1
DD : Days Duration (PWR * Days) -2
XD : Extended Duration (until X=true) -3
YD : Years Duration (PWR * Years) -4
PD : Permanent Duration (?) -5




Range - The range maximum to the target(s)

Range

Difficulty Mod.

Personal (On Caster Only) +1
Touch (Caster must touch target) 0
Perception Range (3 yards * Perception) -1
Arcane Connection* -1




*Arcane Connection is one that exists because of specific spells cast previously on the target, such as an apprentice link, or from special means (such as a Telepathic Memorized Mind). With such a connection distance is immaterial.

Targeting - The nature of the possible targets the spell allows. Several Targeting options can be combined into a single spell so that it is more versatile.

Target Info Difficulty Mod.
Personal 0
Target is Energy (Fire, Electricity, Spell, etc) 0
Target is Non-Sentient Object -1
Target is Non-Sentient Creature -1
Target is a Magic Creation -2
Target is Willing Sentient Creature -1
Target is UnWilling Sentient Creature -2
Target is a locale* -3
Target is Radius Sphere Locale Around Caster* -2
Target is Radius Sphere Locale From a Locale Point at Range* -3
Target is a straight Line of Locales to a Select locale from the caster* aka Bolt -2
Target is a cone of Locales from caster to maximum Range of caster* -3
Target is a straight line of locales between two points selected by the caster within range of the spell** -4


*Spells that aim at a space do not get defended against by a Spirit defense roll, instead those in that space get a Coordination roll to move out of the space/dodge the spell effect. These coordination rolls do not prevent the effect from occurring in any way.

** Locales in this case are planes of 2 yard x 2 yard areas each (6' x 6'). Sometimes referred to as a wall, but it can be horizontal as well as vertical.

Target Mass Limit: Objects are limited that may be affected based on the Target Mass Limit involved in a spell. It is NOT used in dealing with Locale Targets or energy targets, animals, sentients or when the target is Personal. (But if a spell for flight on the caster, for example, is to include the ability to bring one's equipment/clothes then mass is needed for the extra).

Mass Limit Difficulty Mod
Power In Pounds affected +1
Power * 5 Pounds affected 0
Power * 10 Pounds affected -1
Power * 25 Pounds affected -2
Power * 100 Pounds affected -3
Power * 500 Pounds affected -4


Special Defense: If the spell is cast on an Animal or sentient it may defend against the effect. The standard means is a SPIRIT roll (0 difficulty Mod), but it is possible to construct a spell with some unusual defenses.

Defense Difficulty Mod.
Coordination -1
Health -2
Power -2
Perception -1
Mind -2
No Defense! -4




Focus Methods : A focus is a method of shaping and visualizing magical energies, and possibly tapping specific laws of magic (like association) for effectiveness. Each spell in Hârn can have a separate focus, or you may use the same method in all your spell designing. Without the elements of focus you will be unable to cast the spell, so be careful how you craft.

Foci can be used in combination with each other, enhancing their effect upon each other and the spell. Foci are not mandatory in spell construction, but make it much easier in general.

Foci can be broken down into Mantra (Words/Sounds/Music), Mundra (Gesture/Movement/Dance), Mandala (Symbols/Runes/Tarot/Patterns) and Talismans (Objects/Materials/Components). A separate table covers each.

Generally Foci help lower the difficulty of a spell, making it easier to create and easier to cast.

The problem with Foci is that they may be interfered with, or in the case of talismans, destroyed.

Mantra Difficulty Mod.
Singing +2
Playing Musical Instrument +2
Chanting/Speaking Loud Voice +3
Chanting/Speaking Normal Voice +2
Chanting/Speaking Soft Voice +1




Mundra Difficulty Mod.
Dance/Full Body Movements +4
Vigorous Upper Body Movements +3
Obvious Arm & Hand Movements +2
Subtle Hand/Finger Gestures +1


Mandala Difficulty Mod.
Drawing or Painting to Cast +2
Weaving or Sewing to Cast +4
Carving or Sculpting to Cast +3
Studying a previously made Mandala with concentration to cast (ex: Looking at a Tarot Card)* +1


*Cannot be used in combination with the other options on this chart. Or with Talismans.

Mandala's may look magical, but contain no magical energy except when being used actively. Talismans may look magical or mundane, but they take time and effort to prepare and an embedding of power. A Talisman has an Arcane Connection to their creator, which can be used both by them and against them (if it falls into the possession of an enemy). A Talisman will take 8 hours to form an Arcane Connection and embed with power, and the creator can cast no other spells than the one(s) that the talisman is being attuned for or the talisman will not charge that day and need to go thru the same process again.

Larger Talismans are more effective, but more obvious, even to non-mages. Precious items (such as gems, silver, gold etc) make better talismans than simpler materials (like paper, cloth, wood, glass etc).

Materials can be combined, but you get the best addition of the materials, and only a +1 for each additional material needed for the spell. Costs to acquire an item for a talisman should be discussed with your GM.

Talisman Element Difficulty Mod.
Small Size {Ring, bracelet, amulet, Tarot Card etc) 0
Medium Size (Dagger, Candle, Figurine, Goblet, scarf, etc) +1
Large Size (Shield, Cloak, Sword, Staff etc) +2
Huge Size (Tapestry, Wall Mural, Boat, Wagon, Statue etc) +3
Paper & Ink +1
Glass (including beads, stained glass or blown glass) +1
Wood +1
Leather , Cloth +1
Bone or Soft Stone +1
Hard stone (Granite, Marble etc) or ordinary metals +2
Silver +3
Gold +4
Semi-Precious Stones +3
Precious Stones & Gems +4


Example: A Ring (small +0) of Silver (+3) Set with Turquoise, a semi-precious stone (+3) would be a Talisman that gives a +4 in the difficulty calculation.

Side Effects & Special Limits: Spells may have special limitations built into them or have side effects that may be annoying, attract attention or problematical that are outside of the normal concepts of the spell. These may be caused by flawed magic concepts, errors in visualization, interaction with as yet unexplained phenomena or interference by the gods. In general these will be constant once the spell is created, and the caster will have to live with them. These limits and effects will affect the difficulty of the spell as well. GM's may help you identify and create other limits and side effects beyond those on the table that follows.

Effect/Limitation Difficulty Mod.
Talisman Is Destroyed In The Casting +4
Caster Cannot Cast While Spell is Active* +2
Caster Is Always Knocked Unconscious From Fatigue +4
Talisman can only be used once a Day +2
If Spell is Interrupted Then It Results in Feedback on Caster +1
Spell causes audible side effects** +1
Spell Temporarily Drops The Caster PERC by 2 pts*** +2
Spell causes visual side effects (flash, smoke etc.) +1
Spell causes olfactory Side Effects (smells in area) +1
Spell Reduces Caster's POWER by 1 While Active* +2
Spell causes Long Term Physical Side Effect **** +6


*Not used on ID Duration Spells

** Not used if Singing or musical instrument playing is used in the casting

***Example: Blinding Flash, Deafening Sound, Body Numbness, etc

****Example: Ages Caster a Year in appearance. Lowers Casters HEALTH by a point.

Effect Qualifiers:

The effect of the spell is the major difficulty in magic. The following table is meant to generally cover most potential concepts (though some may need combining) and categories of spell effects.

If a spell being created has effect qualifiers to an existing spell that the character already knows then they get a +1 per Rank in that similar spell skill against the difficulty when first developing the spell (but this bonus is NOT applied to the difficulty in regards to the fatigue factor of the spell, and only applies until the spell has been learned as a rank 1 skill itself).

If a spell uses multiple qualifiers, you must take the difficulty mods for all of them into the calculation. Ex: an illusion that affects one sense uses the sensory illusion qualifier (a -1) but if it is to affect all five senses then it is a -5 from qualifiers.



Qualifier Difficulty
Modifies, Controls or Manipulates Another Spell the Caster Cast -1
Detects the Presence of an object, energy, creature, being or condition

(ex: Detect Magic, Detect Life, Detect Invisible Sentient)

0
Divines whether a current condition or statement is true in the present (ex: Which way is North) -1
Divines whether a condition or statement about the past is true -3
Analyzes the target's current condition for details (ex: Seriousness of wounds; What & nature of poison present is; What an active spell does and what its properties are in general) -2
Modifies, Controls, or manipulates a spell cast by another caster in concordances the character is educated in (but not dispel). -3
Blocks, Wards or Banishes a creature, being or creation -3
Divines, Perceives, or detects events or conditions in the future -4
Projects a sensory illusion (if more than one, then compound for each) -1
Lightly Repairs or Heals damage to target (Minor wounds) -1
Repairs or Heals damage to target (Full wounds, Limbs) -4
Greatly Repairs or Heals damage to target (Attributes restored, Major wounds and all lesser wounds etc). -6
Incredibly repairs or heals damage (everything but fatal damage) -8
Causes Damage (Fire, Lightning, Collision, Piercing etc) SPECIAL
Enhances existing properties (ex: Adding to an attribute or property of a being, object, energy or creature) -2
Enhances by giving a new property to an object, energy, being or creature (making cloth waterproof) -3
Animates the Inanimate (ex: making a wagon move under its own power without a horse to pull it; making a statue move as ordered; animating a dead body to walk about.) -4
Influences, manipulates or controls actions, emotions or thoughts -4
Reduces or blocks existing properties or attributes (ex: Temporary blindness; making stone transparent) -4
Transports, calls or summons a known being, creature, object -5
Transports, calls or summons a random being, creature or object that fits a stated criteria (ex: Summoning a horse) -6
Changes, Transforms, Morphs or otherwise drastically modifies SPECIAL
Creates, Builds or Constructs simple mundane object(s) from magic -3
Creates, Builds or Constructs non-sentient mundane creature from magic -5
Creates, Builds or Constructs complex object(s) from magic -4
Instill Partial Personification into an object or creature (giving it a reflection of part of the caster's or another target being's aura but not actually giving it its own MIND, POWER, SPIRIT). Example: a painting of the caster that speaks as him and with his knowledge (up to the creation) when asked questions by others. Such items usually end when the source of the personality dies. -5
Call Sentience (MIND, POWER and SPIRIT) into an object or creature* aka Full Personification. -7
Transfers properties of a target to a second target (ex: Transferring wounds from the caster onto a nearby enemy) -4
Transfers Sentience into another target (including possession effects) -5
Destroys, Instantly Kills, Shatters, Extinguishes -8


*Shek-Pvar do not use magic for this purpose, it violates their code and mages who do this would be declared renegades by them. [Sindarin are not judged for this action by them though]

Damage Causing Effects:

Damage Condition Mod.
Normal Damage Table Roll, no adds -1
Normal Armor not applied -1
POWER as Damage Base (take this twice to double, etc) -2
Realm/Concordance Skill as Damage Base -2
Energy Damage Table Used Instead of Normal Damage Table -1
Normal Personal Toughness not Applied -1
Magical Toughness not Applied -2
Damage Only Occurs Thru Secondary Action : (ex: Spell creates a wall for fire, it only affects those that try to pass thru it and assumes that no one is damaged at the initial creation) +1
Personal SPIRIT acts as additional TOUGHNESS against Damage +1


Note: A spell that ADDS to damage inflicted by another source does NOT use the above table. Thus a spell that doubles the damage base inflicted by a sword is not damage causing.

.

Morphing Effects:

Animal, Vegetable and Mineral are the three Families used in the morphing table. Sentient beings (Humans, Sindarin etc) are considered to be of the Animal Family for this table's purposes. Matter includes all three of these Families. All Factors that apply in a Morph should be included into the calculation.

Morph Factor Difficulty Mod.
Changes Matter to Energy -4
Changes Small Mass and Form to Large Mass and Form (Growth) -3
Changes Large Mass and Form to Small Mass and Form (Shrinking) -2
Changes Complex Form to Simple Form -2
Changes Simple Form to Complex Form (ex: Lead into Gold) -3
Changes Animal Form to Vegetable -2
Changes Animal Form to Mineral -3
Changes Mineral Form to Vegetable -1
Changes Mineral Form to Animal -3
Changes Vegetable Form to Mineral Form -2
Changes Vegetable Form to Animal Form -2
Changes Form within same family (ex: Animal to Animal) 0
Current Environment HOSTILE to New Form -2
Change of Animal Form within same general species (ex: changing a wolf to look like a Dog; changing a person to look like a different person) -2
Changing the Sex of an Animal (without changing species) -1
Changing to an animal or plant into a different species (ex: changing an elephant into a mouse; changing a human into a bird; changing an apple into a pineapple) -4
Enhancing the Body of an animal or vegetable (ex: Adding a tail to a human; changing the color of a fruit; changing the fur color of a cat; Removing the beard of a man;) or adding a positive trait by magic of a physical nature (ex: adding 1 Rank of Attractive Appearance for real, not as a cosmetic illusion) -3




Armor Translation

Item Toughness Coordination COST (.d)
Heavy Clothes 1 -1 varies
Boots, Soft Leather 2 0 64
Boots, Hard Leather 2 0 76
Surcoat, Leather 2 0 208
Leggings, Leather 2 0 176
Gauntlets, Leather 1 -1 16
Vest, Leather 1 0 112
Cap, Leather 1 0 16
Breastplate, Kurbul 3 -1 60
Backplate, Kurbul 2 -1 60
Half-helm, Kurbul 2 0* 20
Vest, Ringmail 4 -1 196
Hauberk, Ringmail 6 -2 455
Leggings, Ringmail 3 -2 308
Hood, Ringmail 3 -1 60
Cowl, Chainmail 4 -1 120
Leggings, Chainmail 5 -2 660
Hauberk , Chainmail 7 -3 975
Vest, Scale 6 -2 280
Great helm, Plate 6 -1** 275
Back & Breastplate 8 -4 300
Ailettes, Plate (shoulders) 2 -1 100
Rerebraces (upper arms) 2 -1 150
Coudes, Plate (elbows) 1 -1 50
Vambraces, Plate (Forearms) 2 -1 125
Kneecops, Plate (Knees) 2 -1 75
Greaves, Plate 2 -1 250
Half-Helm, Plate 5 0* 100


* -1 Perception while worn

** -2 Perception while worn

Shields

Shield Defense Roll Mod. Cost
Buckler +1 24 d
Kite (Chivalric) +3* 72 d
Knight (Chivalric) +2 60 d
Round +2 42 d
Tower (infantry) +3* 96 d


*These shields are quite cumbersome and reduce offensive skill rolls by -2 with all weapons.

Blowgun
Blowgun +1 12 d




Bludgeons
Weapon Damage Die Mod Cost
Maul (tool) [2 handed] +7 24 d
Mace (Chivalric) +8 84 d
Morningstar +7 48 d






Bows
Weapon Damage Die Mod. Cost
Shortbow +3 24 d
Longbow +8 36 d
Hartbow (Sindarin) +10 96 d




Chopping Weapons
Weapon Damage Die Mod. Cost
Sickle (tool) +4 10 d
Shorkana (light throwing axe) +4 48 d
Hatchet (tool) +5 12 d
Handaxe +6 72 d
Warhammer (Chivalric) +7 90 d
Battleaxe (Chivalric) +9 100 d




Crossbows
Weapon Damage Die Mod. Cost
Crossbow, Light (1 rnd to reload) +6 60 d
Crossbow, Heavy (6 rnds to reload) +9 150 d


Daggers & Knives
Weapon Damage Die Mod. Cost
Knife (tool) +2 6 d
Dagger +3 24 d
Taburi (Throwing Blade) +3 20 d
Longknife (Sindarin) aka Vagorsereq +5 96 d
Keltan (Main Gauche-like) Def +1 +4 36 d








Heavy Swords (Chivalric Mostly)
Weapon Damage Roll Mod. Cost
Broadsword +9 150 d
Falchion (non-chivalric) +8 120 d
Bastardsword (2 handed) +10 180 d
Battlesword (2 handed) +11 230 d


Light Swords
Shortsword +6 90 d




Staffs & Polearms
Weapon Damage Roll Mod. Cost
Quarterstaff (tool) +5 36 d
Javelin +4 48 d
Spear +6 60 d
Trident +7 72 d
Lance (Chivalric) +7/+9* 120 d
Falcastra (Tool) +5 42 d
Glaive +8 84 d
Poleaxe (Chivalric) +8 96 d
Pike +8/+10** 96 d


*The second number is for Horse mounted charges.

** The second number is value Against Horse mounted charges



Throwing Weapons
Weapon Damage Roll Mod. Cost
Javelin +4 48 d
Spear +6 60 d
Taburi (Throwing Blade) +3 20 d
Shorkana (light throwing axe) +4 48 d




Whips & Flails
Weapon Damage Die Mod. Cost
Grainflail (tool) +5 12 d
Ball & Chain +7 60 d
Warflail +8 60 d
Whip +3 12 d


Quick Mechanics Explanations for Fantasy Realms

Actions & Skill Rolls

A character has a skill ranking, between 0 and 8, with 0 being non-skilled in the skill. When performing an unopposed skill they roll their 1d20 and add their skill rank to the result. If the result is a ten or higher then they have succeeded in performing the skill in question.

The GM may choose, under certain circumstances, to declare a specific task to be harder than normal and thus may assign a specific modifier to the skill usage. An example of this might be the need for a character to mount and ride a horse who has suffered a broken leg, making the task much harder and adding another -2 to the skill usage (and if they are doing so while be shot at by an opponent, include another -2 to their roll result accordingly). The exact nature of the modifier and whether it is applied is up to the GM's judgment.

In the case of an opposed (or challenged) skill against another character, each character makes a roll and adds their appropriate skill rank. The actor (character acting) subtracts the total of the challenger and if the result is greater than 0 then they have succeeded. The value produced is called the 'differential'.

If this was a combat action then you would go on to the combat resolution section of the rules. Combat provides special modifiers for circumstance and terrain etc. that can further add to or subtract from the dice rolls, and special maneuvers which give different results.

Remember that in most campaigns combat should not be the primary goal of play. It may act as an instigation for action, or as a background for events, or as a single episode in a series of events within an adventure but should not be a goal within itself.

By using 10 as the success point of the unchallenged skill a character with 1 skill rank in the skill will make a success 60% of the time, with 2 skill rank this becomes 65% and so forth upto the 8th skill rank which would have a 95% success rate.

The exception to this is the 0 Rank skill. Instead of simply adding 0 the GM must determine if the character has a similar skill to the one being attempted. If no such similar skill exists then there is a -5 to the success roll normally, giving a 30% success rate. If a similar skill exists, such as a character who has automobile driving skill trying to drive an 18 wheeler, then a -3 is made to the success roll, giving a 40% success rate.

Additionally the GM might assign an additional minus to the character's success because of circumstance, environment or difficulty, but the minuses to perform a skill should never exceed the maximum number of pluses (that is, you cannot have more than a -8). This is the basic 'Rule of Eight'.

Combat and magic are the exceptions to the rule of eight, which is why they are dealt with separately.

A roll result of a '1' on the D20 before skill adds etc. is ALWAYS a failure result. Thus there is always a 5% chance of even the very best at a skill to make a mistake or apply the skill incorrectly. No one is perfectly infallible.

GM's should avoid over-using the action resolution mechanic. It is meant primarily to deal with stress situations. Thus a character with a cooking skill should not make a roll to cook each meal, but would make a roll if preparing a gourmet meal to get a job as a chef for a major restaurant.

Under using the mechanic this way also helps prevent the cumulative learning experience growth method from being abused, if it is being used within the game.

It is also a good rule of thumb to keep things simple, because spending too much time on mechanics takes away from the atmosphere of the game and makes it less fun for everyone involved.

Combat Resolution

Basic combat acts much the same as any other opposed action, except that there are some standard modifiers used to action and defense rolls based on conditions. After each successful roll a Combat Damage Roll is also made.

In HTH combat an attacked target can use EITHER their HTH Combat (unarmed combat) skill or their Coordination, depending on whether they have such a skill and which is higher if they do. When dealing with HTH weapons (such as swords) the attacked can use either their own weapon skill OR their COORDINATION to defend. They can use HTH Combat skill against a weapon if they are holding no weapons themselves. To use a weapon to defend against a weapon attack the character must be using a weapon that specifically can parry attacks.

Using missile or bow weapons from horseback limits the number of ranks applied of the attacker's skill to that of their skill in riding.

Combat modifiers, for offense OR defense CAN exceed the rule of eight (normally used for skills), primarily because of these modifiers.

The combat Modifiers are fairly basic and mostly based on the environment or status of the attacker or defender.
Condition Modifier
Undetected Attacker, Invisible Attacker, or Ambushing Attack +4 to Attack/Defense Rolls of Attacker (each rnd only if invisible); +8 to Damage Roll if target is struck.
Prone -6 to Defense/Attack Rolls While Prone
Seated -3 to Defense/Attack Rolls While Seated
Partially Blocked View (includes structures, people, heavy smoke, or fog). -4 to Fire/Throw Missiles at such a covered target
Using a Shield Depends on Shield, adds to Defenders rolls to defend against all attacks
Elevation +2 to Attack the Lower Targets, +2 to Damage Rolls against them
Multiple Attacks made in single round against single target +2 to attackers to attack the same defender in that round (cumulative)
Drunk -2 to Attack/Defend Rolls





Weapon Ranges

Ranges are determined by the character's Perception attribute, and the weapon type being used.

Range is used by characters using small hand thrown weapons (darts, daggers, knives, throwing stars, etc.) with the same limits of the mage, that is it is equal to their PERCEPTION multiplied by three yards.

Range is used for spears, javelins, and the like at a rate of 5 yards per 1 Perception possessed` (Producing a maximum range of 120 feet for a character with an 8 Perception.).

Range for bows, slings, crossbows and other missile launchers is based on 10 yards per 1 Perception. Although the launchers COULD be used at a greater range, in actuality they lose accuracy (getting a -1 to succeed per 10 yards beyond the characters Perception that they are fired at).

Scale Modifications

The size of a creature can affect the ability of them to be hit, seen or damaged in combat. In general smaller than human sized things are harder to hit with ranged attacks, but easier to damage with physical and ranged attacks (but not with energy based damage). The following table should act as a modifier table when dealing with these smaller than normal human range creatures and targets:

Size Less Than Perception Mod for Attackers (Ranged) Damage Table Roll Modifier
1' -4 +16
2' -3 +8
3' -2 +4
4' -1 +2
5' 0 +1


A slightly different problem occurs when dealing with combat and larger than human targets.

Basically larger targets are easier to hit with ranged attacks (including spells) from a greater distance, but harder to damage with Hand and ranged weapon attacks (again, excluding energy based attack damage). They also get an addition to the damage that they will do to someone if they make a hand based attack against a normal human. The following table covers the basics :

Size Greater Than Perception Range Mod for Attackers Opponents Damage Roll Mod. Non-Ranged Attack Damage Roll Modifier
7' +1 -1 +1
8' +2 -2 +2
9' +3 -3 +3
10' +4 -4 +4
11' +5 -5 +5
12' +6 -6 +6
13' +7 -7 +7
14' +8 -8 +8




The scale tables are not used if you are dealing with two opponents of roughly the same size. Thus two Giants who are both shrunk to 9' in height are, as far as they are concerned, the same size, and not affected by the damage rolls for size (but the perception rolls would still apply for ranged attacks, since larger targets are easier to hit from range).

Martial Maneuvers

Martial arts are variant maneuvers to be used with hand to hand combat. Whether they are possible in a situation is primarily a matter of GM determination. A GM may also choose to add to the list of maneuvers, or allow improvised maneuvers, using the standard maneuvers as examples to determine what effects and problems such a maneuver may have. It is NOT recommended to have any maneuver that if successful results in instant death within the game mechanics.

Blind Fighting

This separate skill is used as a replacement for Hand To Hand combat (but cannot be Greater than your HTH Combat ranking, you must have HTH combat to take it) when you are blinded, in darkness or fighting in heavy smoke or other sight restricting situations (If a character has the negative modifier of being blind they would always use this skill for HTH). It is NOT used for a replacement for ranged weapons, but it CAN be used as a replacement for a hand weapon skill, but again, you use the lower value of the two skills.

Cloak

This is a separate skill, used in close combat with a hand weapon that one is skilled in and a cloak.. The cloak is used as a distraction and a substitute for a shield, as well as a means to entangle one's opponent's weapons. It is nearly useless in weaponless combat, and does not apply against missile or firearm combat. The player must announce they are using the cloak and its maneuvers in the combat. In combat, a damage hit against 'Shield' means that the cloak has been destroyed instead. The defender using the cloak maneuver gets to add 1/2 their cloak skill rank to their defense rolls, compounded with any other modifiers they may have. A cloak can also be used to bind a pinned opponent so that they cannot fight.

Coshing

This is performed with a hand held weapon skill or with a weapon capable of being used in a blunt manner upon an opponent without headgear. It is an attempt to aim at the head of the opponent for the purpose of knocking them unconscious instead of severely wounding them. It is announced before attacking. After an actual hit is made a second die roll is made instead of a damage roll, and if the die roll is an odd number (1,3,5,7,9,11,13,15,17) then the character hit is coshed, that is knocked unconscious. This does not work if the character is armored with headgear or if the character has a natural or magically created overall toughness of greater than 6. Characters with the Positive Trait of Pain Tolerance get a SPIRIT roll against being coshed in this manner as well.

A coshed character is rendered unconscious, and will become prone in the process.

Disarming Shot

This is performed with a ranged personal weapon, such as a throwing knife. A Disarming shot is an attempt to knock aside an opponent's weapon from their hand (and thus is NOT applied to animals or natural weapons) doing minimal damage.

Disarming shots are done with your normal skill value, but a -4 is applied to the roll as a modifier (in addition to any other modifiers being applied).

If the shot hits then a damage roll is made. If the resulting roll is (after applying all modifiers and defenses) is a 20 or greater value, then the weapon has been hit and knocked away from the target. Otherwise the shot missed doing anything to the target and was wasted.

Using a Disarming shot at the same target to deal with a second weapon or after missing with a previous disarming attempt raises the disarming modifier to -6.

Duel Weapon Usage

The usage of two hand weapons at the same time in close combat is an occasional practice. One might be a parrying weapon (ex: sword and main gauche), both might be capable of parrying or both might be straight offensive (such as a pair of daggers). Separate rolls are not used, but a single roll method. When using two weapon combat you use whichever skill has the lower rating, this is also to deal with the problem of 'offhandedness'. Then you add the damage base of both weapons together on successful attacks, and you add the defensive parrying value of both together on defense rolls.

Head Ram

This maneuver is done with normal unarmed combat skill. It is a great surprise maneuver, as it consists of the attacker banging their forehead against their opponents forehead like a ram does. Only personal toughness and the toughness of helmets are applied against the damage roll. Head Rams do NOT cause an opponent to take a 'limb cripple', 'Weapon Disarm', 'Weapon Break' or 'Shield Damage' result but any wound damage, prone or unconsciousness result is used. The problem is this maneuver for the attacker is that they are stunned thru their next round of action if they hit, and if they missed they are off balance and at -2 to defend and attack the next round.

Kick

The standard unarmed attack is the Punch or hand strike and uses the damage base of a hand. The Kick uses instead the damage base of the foot (or shod foot if appropriate). Besides the extra damage a Kick makes the character who is kicking slightly off balance, and thus lowers their defense rolls for the rest of the round by a -1 if successful, -2 if unsuccessful. Note that a character who uses a Kick maneuver and has Dancing, Acrobatics or Gymnastics skills will not have a defensive penalty for successful kick attacks as they are not unbalanced in the process.



Leaping Kick

The leaping kick does NOT require a separate skill, it uses the standard HTH combat skill of the character. It is an offensive attack that if landed successfully ALWAYS results in the opponent being knocked prone (plus whatever other results occur on the damage table). The disadvantage is that on the combat round afterwards the leaper, whether successful or not, is at -4 to their normal defense. Leaping kicks do require 10 feet or more to the target from the character.

Pinning

This can only be done to a stunned or prone defender. In order to work the attacker MUST have a BODY greater than that of the defender. If the to-hit roll is successful than the defender is pinned and unable to act, and the attacker can continue to hold them motionless. The attacker can also make a non-weaponed attack against them each round they are pinned (But without BODY adds), with the defender being at a -8 (to defense rolls) for being prone and pinned. If the attacker tries such an attack and fails then the defender has broken free and is merely prone (-6) and capable of acting. Pinning is NOT a special martial arts skill, it is performed with normal Unarmed Combat.

Pressure Points

This is an augmentation to normal HTH combat and requires a separate skill on the subject. Pressure points can only be used on an opponent that is humanoid in nature (unless the character has veterinarian skills to use it against animals). It also cannot be used on an opponent who has more than a 2 Toughness worth of armor modifying damage as higher armor values prevent access to enough exposed areas to affect. It is used with hand attacks (fist or equiv.) only and will not work if your hands are covered in any way. When using pressure points the player announces so before making their roll to hit their target, and there is a -1 to their chance to attack on that roll. If they hit then when they calculate their damage roll they get to add their skill points in the pressure point skill to the total.

Prone Combat

This martial maneuver is the skill of fighting when laying down, and primarily involves kicks and leg sweeps against an opponent. It is bought as a separate skill. Instead of their usual defense against HTH attacks (Coordination, less the -6 for being prone) a character with Prone fighting makes their defense rolls using their prone combat skill instead with no minus for being prone. Attacks while prone use this skill instead of normal Hand to Hand combat skill.

Power Blow

Called by many names, the Power Blow is an unarmed combat maneuver that should not be used without full understanding of the consequences. It channels the characters effort into a single strike to do more than normal damage. After using a power blow, whether successful or not, the character will be unable to make any defensive rolls against physical attack, or take any other actions, both for that round and the round that follows, leaving them vulnerable to attack. The Power Blow does the normal damage of a punch (Fist + Body + d20 roll, less toughness and armor) but adds to this the character's Spirit and Power attributes. Note that any abilities or spells the character has active that require concentration will also cease from using this attack. Power Blows are often acts of desperation.

Spinning Kick

This maneuver is done with standard unarmed Combat skill. the attacker swings around their body , bringing the foot out to strike at the end of the arc to strike their opponent with the built up momentum. This also shifts the center of gravity of the attacker, which helps to surprise the opponent. Spinning kicks are difficult, in that they leave the character performing the kick more vulnerable to attacks (-2 to defense rolls for the rest of the combat round, whether they hit or not), but they do an extra +4 to the damage base of the attack.

Tackle

Also known as the body slam, this is done with standard unarmed Combat skill. The attacker will be at a -2 to her attack and defense rolls thru the next combat round, but if successful in hitting gets a damage modifier of +2 for the maneuver against the target. If the tackler missed target the tackler is knocked prone.

Throw

The throw maneuver is bought as a separate skill from the character's HTH combat skill, which is added to the attack roll INSTEAD of the HTH skill. A successful throw ALWAYS ends up with the defender prone, but the damage roll is at -4 from that normally inflicted since much of the attackers BODY is being used for the throw. A failed throw gives the defender a +1 to their next attack against the attacker.

Initiative

Initiative is rolled at the start of each combat round (A combat round is 6 seconds) by the characters present and determines the order of action. Each player rolls a d20, to which is added the character's Coordination attribute. The GM then holds an action 'count down' from the highest possible total (usually 30) and as each characters Initiative comes up their actions are determined at that point.

Players MUST have emphasized to them that they must think and act quickly on their Initiative, and if they don't give a response it is assumed that they are holding action until a later Initiative. If they do not give an action by the end of the count down they have lost their action for that round. They cannot hold action over to the next combat round, as this has proved to cause too much confusion.



Combat Damage Determination

The Combat Damage Roll is made on the Combat Damage Table, which is used to eliminate the normal hit point mechanic used in many roleplaying games.

The attacker rolls the damage die (D20) and adds to this the specific damage value of their weapon (usually between 0 and 8). If the attack was with a hand weapon or fist then they add to this their Body. If the attack was with a ranged weapon, such as a bow, gun or thrown dagger then they add their Coordination attribute value to the roll.

Now from the total you subtract the defender's Toughness Attribute Toughness and if the character is wearing armor the armor's damage absorption value. You also apply any damage modifiers the character may have and any modifiers from previous combat wounds the character has been in.

Several entries on the table are wounds, which accumulate through the combat and add to all future rolls on the table for that character. This is known as a progressive damage system.

Players should remember that combat can very easily be LETHAL. The Fantasy Realms Mechanic is designed to be realistic, but it is also not designed to be combat heavy in play. Combat should NOT be the prime goal in play, and will not (in a well run campaign) occupy the majority of game time. The mechanic was designed so that combats do not last huge amounts of time. A combat lasting more than 10 rounds (1 minute) will be highly unusual.

The same damage table is used when dealing with damage causing spells, so as to ease system usage and reduce complication. The magic section of the rules covers this more in depth. Non-sentients also use the same damage table system and are defined basically the same ways as sentients.

Sleeping, unconscious, paralyzed or otherwise immobile targets do not require a roll to hit in HTH or hand weapon attacks. Such attacks against a target simply require the attacker to make a successful action to ensure their marksmanship. (That is, don't roll a 1)

A winged character that is in flight and knocked PRONE in combat is assumed to have fallen, and does not take separate damage from the fall.

Remember that against sentient opponents one always should consider yielding/surrendering if you are losing and can't possibly survive. Fighting to the death is not an intelligent thing to do, and often has legal consequences.



Optional Combat Rules

Some GM's and players prefer more complexity within actual play, to better simulate the variations of combat. Although we do not recommend making the combat system overly complex, as this can over- emphasize it, it is possible to do so in reasonable ways.

Grand Failure

One approach is the 'Grand Failure Rule', under this rule the rolling of a natural one (1) on the die results in greater failure. Defenders rolling this will have a +10 added to the subsequent damage roll as they have moved in such a way as to make themselves more vulnerable and receive more damage.

Grand failure can also be applied to an attacker with a hand weapon. They may lose their grip on their weapon (dropping it), damage their weapon (lowering its damage base by one), or strike the wrong target.

With a missile weapon such as a bow, grand failure would cause a snapped bow string; and on a gun it would cause a misfire, exploding in the users hands and hurting them.

CO & CE

Among the entries on the various damage tables are designations of "CO" and "CE". These, although optional, are recommended additions to the combat damage rolls to enhance play.

The C in each stands for 'Cosh', E stands for 'Even' and O stands for 'Odd'. Basically when a damage total brings you to a slot on the damage table that has such an option there is an added possibility of the character being knocked out. Rather than a complex formula, the system is designed for simplicity.

If the die (not the modified die but the actual die) roll was Even and a CE is present, then the character is knocked unconscious.

Unlike the Cosh maneuver, Coshing thru ordinary damage rolls is not blocked by head armor, is not prevented byToughness above 6.

Combat Damage Table
Total Result
0 or less No Real Damage Done (light bruise or scratch)
1-5 Off Balance -1 to attack/Defend rolls on next round
6-9 If Armored the Armor is damaged and loses 1 point of toughness until mended. Otherwise clothes are torn, or if unclothed a minor wound is inflicted (+2 to all further damage rolls, cumulative).
10-12 Minor wound inflicted, all damage rolls against them gets a +2 until healed. Defender is stunned and cannot act until after next round, and is at -4 to defend until that round ends.
13-15 Minor Wound inflicted (+2 to further damage rolls). Easily breakable objects carried may break (GM decision).CO.
16-18 Wounded (Full, +4 to further damage rolls). Coordination roll or knocked off balance (-1 thru next round on attack & defense rolls).
19 Fate Interception! -2 to all subsequent damage rolls by attacker this conflict.
20-22 Coordination roll to avoid being disarmed. Sprained muscles from avoiding damage leaves character at -1 to perform all physical tasks for the next week.
23-25 Wounded (+4 all further damage rolls) & Stunned for next round (-4 defense)
26-28 Wounded (+4 all further damage rolls) & Knocked prone (-6 to defend). If collision then stunned for 1d20 rounds.
29-30 Weapon dropped (if armed) or Wounded (+4) and armor damaged (-1 to Armor toughness)
31-32 Defenders Weapon damaged (if armed, -1 to damage base), or Knocked Prone (-6 to defend) if unarmed.
33-35 Shield Damaged (-1 to its defensive assistance) or Wounded (+4 cumulative). CE If collision then internal bone broken and internal bleeding will produce death in hour if not treated.
36-38 Limb Crippled (Arm, leg, wing, etc) and cannot be used until healed. -2 to all attack/defend rolls until healed. +4 to future damage rolls. CO.
39-40 Perception Harming Wound (Eye, hearing etc). -1 to Perception until healed. Wounded (+4). CE
41-42 Wounded (+4) and unconsciousness caused for 1d20 minutes.
43-45 Severe Wound (+6). Bleeding Profusely. -2 to attack/defend. CO
46-50 Severe Wound (+6). -1 to Personal Toughness (if any) or -1 to Health.
51-54 Fatal Wound. Unconscious and dying in next 1d20 rounds.
55+ Defender Slain.


Spell Feedback Table
Roll Result
1-5 Spell effect occurs, but at random power (1d20)
6-9 Caster stunned thru the end of next round
10-15 Typoed version of the spell occurs
16-20 Illusionary version of the spell occurs, if it was an illusion then the real version occurs or only the caster perceives the effect.
21-25 Caster -1 to Power for the rest of the day.
26-30 Reverse of the intended spell occurs, or +1d20 added to next feedback roll
31-35 Spell affects wrong target
36-40 Caster falls unconscious for 1d20 rounds from fatigue overload
41-45 Caster Loses 1 Health for the rest of the day
46-50 Incomplete or flawed spell results (GM's discretion on how)
51-55 Spectacular pyrotechnics, smoke & sparks occur, but nothing else.
56-60 Spellcaster hallucinates for next 1d20 hours
61-65 Target randomly teleports to another locale
66-70 Caster's features/body permanently altered (ex: change of eye color, extra limb grows, change of sex, skin color changes, hair color changes, etc).
71+ Random event occurs, such as the appearance of a Shek-Pvar, opening of a gate, a rain of oddities, earthquake, visit by a servant of a deity, comet in the sky, or other such powerful thing.




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