THE IMMACULATE SYSTEM 

MAGIC-USE GUIDE — TABLE OF CONTENTS
Introduction
Casting Spells
Using Items
Lore by Class
Barbarians
Bards
Clerics
Druids
Fighters
Monks
Paladins
Rangers
Rogues
Sorcerers
Warlocks
Wizards
Spells
 Cantrips
  1st Level
2nd Level
 3rd Level
 4th Level
 5th Level
 6th Level
 7th Level
 8th Level
 9th Level
Magic Items
Potions
Scrolls
Rings
Rods
Staves
Wands
Belts
Boots
Bracers
Cloaks
Gloves
Headgear
Neckwear
Robes
Tattoos
Books
Containers
Figurines
Instruments
Jewels
Tools
Armors
Shields
Weapons
Munitions
Artifacts
Deities
Apollo
Arawn
Ares
Chih Sung-Tzu
Chung Kuel
Dagda
Dionysus
Geb
Hades
Hel
Lei Kung
Loki
Mannanan Mac Lir
Ma Yuan
Odin
Oghma
Osiris
Ptah
Ra
Set
Shang-Ti
Silvanus
Thor
Tyr
Zeus
Relics
Peoples
Bugbears
Cambions
Dragonborn
Dwarves
Elves
Firbolgs
Gnomes
Goblins
Goliaths
Halflings
Half-Elves
Half-Orcs
Hobgoblins
Humans
Kobolds
Lizardfolk
Minotaurs
Nymphs
Orcs
Pixies
Satyrs
Sprites
Tieflings
Tritons
Typhonians
Index


 ⇈ Title ⇈  ↡ Index ↡  ↑ Contents ↑  → Preface ←  ↓ Introduction ↓

Preface

Suspension of Disbelief Adventurers in this game inhabit a world awash in potent magical resources. Otherwise impossible structures stand firm through accomplishments of arcane engineering. Persons of ordinary intellectual ability can become formidable spellcasters. Angry brutes of arcane heritage might still cast spells as a birthright. Playing this game involves dealing with a fantasy world where our understanding of physics sometimes fails and our understanding of magic certainly does.
 The potential energy realized when a box suddenly falls from a shelf is analogous to the untapped forces racing through every location in a world home to ages of arcane conflict. Adventurers savvy to the ways of magic pull powerful energies out of thin air with just the right words and gestures. Characters less versed in arcana nonetheless accept the existence of these pervasive powers. Many have seen wizards unleash spectacular energies, and almost everyone has witnnessed clerics performing miracles.
 Spellcasting should always be adjudicated by the rules of that process and spells themselves. Yet the same can be said for all gameplay conventions. A player need meet no test of physical strength to play a musclebound warrior. Everyone at the table is assuming a persona with capabilities beyond the grasp of players themselves. In this fantasy roleplaying game, participants do well to support the fantasies of their collaborators. Suspending belief in a shared fantasy enriches that experience to the benefit of everyone participating in good faith.















































All (1-2, 3-4, 5-9) · Bard · Braced Battlemage · Cleric · Druid · Monk · Paladin
Ranger · Shamanic Militant · Sorcerer · Stage Magician · Warlock · Wizard

All Spells
 Cantrips 1st level 1st level 2nd level 2nd level
Acid Splash
Brilliant Strike
Coiling Creeper
Cosmic Veil
Dancing Lights
Eldritch Blast
Enhance Assistance
Firebolt
Granite Fist
Green Thumb
Grievous Grasp
Light
Mage Hand
Mending
Message
Mindbolt
Minor Illusion
Mystic Shield
Poison Spray
Prestidigitation
Produce Arcs
Produce Flame
Produce Ice
Produce Stone
Ray of Frost
Reflect Image
Resistance
Sacred Flame
Shillelagh
Shocking Grasp
Spare the Dying
Steady Beast
Sunbolt
Thaumaturgy
Vicious Mockery
Vile Miasma

Alarm
Animal Friendship
Animate Ropes
Aura Sight
Bane
Bless
Breadcrumb Trail
Burning Hands
Charm Person
Color Spray
Command
Comprehend Languages
Cosmic Ray
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Disguise Self
Divine Favor
Entangle
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Find Familiar
Floating Disk
Fog Cloud
Guiding Bolt
Healing Word
Hellish Rebuke
Heroism
Hideous Laughter
Hunter's Mark
Identify
Illusory Script
Inflict Wounds
Jump
Lightning Jolt
Lithographic Touch
Locate Companion
Longstrider
Loudspeaker
Mage Armor
Magic Missile
Mental Brawl
Metamorphic Weaponry
Oily Ooze
Penetrating Glimpse
Purify Food and Drink
Putrid Shiv
Program Puppet
Protection from Entities
Quick Shield
Resounding Noise
Resplendent Garb
Restore Sense
Sanctuary
Signal Flare
Silent Image
Sleep
Shield of Faith
Speak with Animals
Spider Climb
Steady Person
Tickling Tendrils
Thunderwave
Tripping Hazard
Unseen Servant
Vomit Ichor
Weatherproof Barrier
Winter Wind
Zone of Tranquility
Acid Arrow
Aid
Alter Aura
Alter Self
Agonizing Arc
Animal Messenger
Arcane Lock
Augury
Barkskin
Blindness/Deafness
Blur
Calm Emotions
Continual Flame
Darkness
Dark Chakram
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Enthrall
Excruciate
Find Steed
Find Traps
Flame Blade
Flaming Sphere
Gentle Repose
Gust of Wind
Heat Metal
Hold Person
Invisibility
Knock
Lesser Restoration
Levitate
Light Chakram
Locate Animals or Plants
Locate Object
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Moonbeam
Pass without Trace
Prayer of Healing
Protection from Poison
Ray of Enfeeblement
Rime Cloud
Rot Wood
Rope Trick
Rusting Touch
Scorching Ray
See Invisibility
Shatter
Silence
Spike Growth
Spiritual Weapon
Strange Brew
Suggestion
Unearthly Visage
Unseen Ram
Venemous Lash
Volley of Stones
Warding Bond
Web
Zone of Honesty
 3rd Level 3rd level Forms
 of Magic


★ Contractual
∢ Intellectual
♪ Musical
♣ Natural
✠ Spiritual
≬ Visceral


 Schools
 of Magic


◬ Abjuration
◬ Conjuration
◬ Divination
◬ Enchantment
◬ Evocation
◬ Illusion
◬ Necromany
◬ Transmutation

 4th level 4th level
Animate Dead
Beacon of Hope
Bestow Curse
Blink
Call Lightning
Clairvoyance
Cleanse Lair
Conjure Animal
Conjure Imp
Corrosive Spill
Counterspell
Create Food and Water
Daylight
Dispel Magic
Envenomed Darts
Fear
Fireball
Firecage
Fly
Gaseous Form
Ghoulish Feast
Glyph of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Mass Healing Word
Meld into Stone
Nondetection

Phantom Steed
Plant Growth
Power Struggle
Power Word Flee
Protection from Energy
Quagmire
Rallying Eloquence
Remove Curse
Reverent Burial
Revivify
Row of Hedges
Sending
Sleet Storm
Slow
Speak with Dead
Speak with Plants
Spirit Guardians
Stinking Cloud
Telepathic Joust
Thundercrash
Tongues
Triple Threat
Unseen Archivist
Vampiric Touch
Water Breathing
Water Walk
Willful Shroud
Wind Wall
Witching Hour
Zone of Mercy
Arcane Eye
Banishment
Booming Battlecry
Bestow Hellsight
Black Tentacles
Blight
Burning Breath
Cleanse Being
Cover of Darkness
Coherent Beam
Compulsion
Confusion
Conjure Minor Elemental
Conjure Woodland Being
Control Water
Death Ward
Devour Death
Dimension Door
Divine Portent
Dominate Beast
Fabricate
Faithful Hound
Fire Shield
Freedom of Movement
Giant Insect
Greater Floating Disk
Greater Invisibility
Guardian of Faith
Hallucinatory Terrain
Ice Storm
Infuse Weapon
Locate Creature
Mass Charm Person
Phantasmal Killer
Polymorph
Power Word Kneel
Private Sanctum
Protection from Swarms
Redirect Lightning
Resilient Sphere
Secret Chest
Shadowy Form
Slithering Serpent
Stone Shape
Stoneskin
Telepathic Bond
Temporary Vigor
Vanish Object
Wall of Fire
Zone of Vitality
 5th level 6th level 7th level 8th level 9th level
Animate Objects
Antilife Shell
Arcane Hand
Awaken
Broadcast Thoughts
Cloudkill
Commune with Divinity
Commune with Nature
Cone of Cold
Conjure Elemental
Contact Other Plane
Contagion
Creation
Dismissal
Dominate Person
Dream
Flame Strike
Geas
Greater Restoration
Hallow
Hold Monster
Insect Plague
Legend Lore
Mass Cure Wounds
Mislead
Modify Memory
Passwall
Planar Binding
Power Word Fumble
Raise Dead
Reincarnate
Resonating Vibrations
Scrying
Seeming
Telekinesis
Teleportation Circle
Tree Stride
Unravel Effect
Vampiric Embrace
Wall of Force
Wall of Stone
Zone of Stability
Acid Rain
Blade Barrier
Chain Lightning
Circle of Death
Contingency
Conjure Fey
Conjure Fiend
Create Undead
Disintegrate
Energize Construct
Eyebite
Find the Path
Flesh to Stone
Freezing Sphere
Globe of Invulnerability
Guards and Wards
Harm
Heal
Heroes' Feast
Instant Summons
Irresistible Dance
Lethal Injection
Magic Jar
Mass Suggestion
Move Earth
Planar Ally
Power Word Fall
Programmed Illusion
Spontaneous Combustion
Sunbeam
Transport via Plants
True Seeing
Wall of Ice
Wall of Thorns
Wind Walk
Word of Recall
Animate Trees
Arcane Sword
Conjure Aberration
Conjure Celestial
Delayed Blast Fireball
Divine Word
Etherealness
Finger of Death
Fire Storm
Forcecage
Heavenly Chariot
Mirage Arcane
Plane Shift
Power Word Sleep
Prismatic Spray
Project Image
Regenerate
Resurrection
Reverse Gravity
Rolling Thunder
Sequester
Simulacrum
Symbol
Teleport
Animal Shapes
Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Create Atmosphere
Demiplane
Dominate Monster
Earthquake
Feeblemind
Flash Flood
Glibness
Holy Aura
Incendiary Cloud
Maze
Mind Blank
Power Word Stop
Sandstorm
Sunburst
Unholy Aura
Astral Projection
Foresight
Gate
Imprisonment
Maelstrom
Meteor Swarm
Perfect Strike
Power Word Die
Prismatic Wall
Shapechange
Storm of Vengeance
Time Stop
True Polymorph
True Resurrection
Weird
Wish


♪ Bard Spells – Charisma
 Cantrips 1st level 2nd level
Brilliant Strike
Dancing Lights
Enhance Assistance
Light
Mending
Message
Minor Illusion
Prestidigitation
Reflect Image
Resistance
Thaumaturgy
Vicious Mockery
Animal Friendship
Charm Person
Comprehend Languages
Detect Magic
Disguise Self
Faerie Fire
Healing Word
Hideous Laughter
Heroism
Identify
Longstrider
Loudspeaker
Resonating Sound
Resplendent Garb
Silent Image
Sleep
Speak with Animals
Thunderwave

Animal Messenger
Blindness/Deafness
Calm Emotions
Detect Thoughts
Enhance Ability
Enthrall
Hold Person
Knock
Lesser Restoration
Locate Object
Magic Mouth
Mirror Image
Misty Step
Shatter
Silence
Suggestion
 3rd level 4th level 5th level
Bestow Curse
Counterspell
Dispel Magic
Fear
Haste
Hypnotic Pattern
Major Image
Nondetection
Rallying Eloquence
Remove Curse
Sending
Slow
Speak with Dead
Speak with Plants
Thundercrash
Tongues
Banishment
Booming Battlecry
Compulsion
Confusion
Death Ward
Dimension Door
Freedom of Movement
Locate Creature
Mass Charm Person
Phantasmal Killer
Secret Chest
Telepathic Bond
Awaken
Broadcast Thoughts
Dismissal
Dream
Geas
Greater Restoration
Hold Monster
Legend Lore
Mislead
Resonating Vibrations
Seeming
Unravel Effect



∢ Braced Battlemage (Fighter) Spells – Intelligence
 Cantrips 1st level 2nd level 3rd level 4th level
Acid Splash
Brilliant Strike
Enhance Assistance
Firebolt
Grievous Grasp
Light
Mending
Message
Mindbolt
Mystic Shield
Poison Spray
Prestidigitation
Ray of Frost
Reflect Image
Resistance
Shocking Grasp
Sunbolt
Vicious Mockery
Alarm
Aura Sight
Breadcrumb Trail
Burning Hands
Detect Magic
Expeditious Retreat
Feather Fall
Floating Disk
Fog Cloud
Identify
Jump
Lightning Jolt
Lithographic Touch
Longstrider
Loudspeaker
Mage Armor
Magic Missile
Mental Brawl
Program Puppet
Quick Shield
Signal Flare
Sleep
Spider Climb
Thunderwave
Unseen Servant
Weatherproof Barrier
Winter Wind
Acid Arrow
Alter Self
Agonizing Arc
Blindness/Deafness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Flaming Sphere
Gust of Wind
Invisibility
Levitate
Locate Object
Magic Mouth
Magic Weapon
Misty Step
Rime Cloud
Scorching Ray
Shatter
See Invisibility
Unseen Ram
Volley of Stones
Web
Bestow Curse
Blink
Cleanse Lair
Counterspell
Dispel Magic
Fear
Fireball
Fly
Haste
Lightning Bolt
Magic Circle
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sleet Storm
Slow
Telepathic Joust
Thundercrash
Triple Threat
Vampiric Touch
Arcane Eye
Banishment
Booming Battlecry
Burning Breath
Cleanse Being
Coherent Beam
Dimension Door
Fire Shield
Greater Floating Disk
Greater Invisibility
Ice Storm
Locate Creature
Polymorph
Redirect Lightning
Resilient Sphere
Stoneshape
Stoneskin
Wall of Fire


✠ Cleric Spells – Wisdom
 Cantrips 1st level 2nd level 3rd level 4th level
Acid Splash
Brilliant Strike
Cosmic Veil
Dancing Lights
Enhance Assistance
Grievous Grasp
Light
Mending
Message
Mystic Shield
Poison Spray
Resistance
Sacred Flame
Spare the Dying
Steady Beast
Sunbolt
Thaumaturgy
Vicious Mockery
Aura Sight
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Poison and Disease
Divine Favor
False Life
Guiding Bolt
Healing Word
Heroism
Inflict Wounds
Locate Companion
Loudspeaker
Mental Brawl
Purify Food and Drink
Protection from Entities
Restore Sense
Sanctuary
Shield of Faith
Steady Person
Weatherproof Barrier
Zone of Tranquility

Aid
Augury
Blindness/Deafness
Continual Flame
Darkness
Enhance Ability
Enthrall
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Magic Weapon
Prayer of Healing
Protection from Poison
See Invisibility
Silence
Spiritual Weapon
Warding Bond
Zone of Honesty
Animate Dead
Beacon of Hope
Bestow Curse
Cleanse Lair
Create Food and Water
Daylight
Dispel Magic
Fear
Ghoulish Feast
Glyph of Warding
Magic Circle
Protection from Energy
Remove Curse
Reverent Burial
Revivify
Speak with Dead
Spirit Guardians
Tongues
Water Walk
Zone of Mercy
Banishment
Bestow Hellsight
Cleanse Being
Coherent Beam
Control Water
Death Ward
Devour Death
Divine Portent
Freedom of Movement
Guardian of Faith
Locate Creature
Private Sanctum
Protection from Swarms
Slithering Serpent
Stone Shape
Zone of Vitality
 5th level 6th level 7th level 8th level 9th level
Commune with Divinity
Creation
Dismissal
Flame Strike
Greater Restoration
Hallow
Hold Monster
Insect Plague
Legend Lore
Mass Cure Wounds
Raise Dead
Zone of Stability
Blade Barrier
Create Undead
Find the Path
Globe of Invulnerability
Guards and Wards
Harm
Heal
Heroes' Feast
Planar Ally
Sunbeam
True Seeing
Word of Recall
Conjure Celestial
Divine Word
Etherealness
Heavenly Chariot
Plane Shift
Regenerate
Resurrection
Symbol
Antimagic Field
Antipathy/Sympathy
Control Weather
Earthquake
Flash Flood
Holy Aura
Sandstormm
Sunburst
Astral Projection
Foresight
Gate
Perfect Strike
Prismatic Wall
True Resurrection


♣ Druid Spells – Wisdom
 Cantrips 1st level 2nd level 3rd level 4th level
Coiling Creeper
Dancing Lights
Enhance Assistance
Granite Fist
Green Thumb
Light
Mending
Mystic Shield
Poison Spray
Produce Arcs
Produce Flame
Produce Ice
Produce Stone
Reflect Image
Resistance
Shillelagh
Spare the Dying
Steady Beast
Animal Friendship
Animate Ropes
Breadcrumb Trail
Burning Hands
Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Faerie Fire
Fog Cloud
Jump
Locate Companion
Longstrider
Oily Ooze
Purify Food and Drink
Restore Sense
Speak with Animals
Spider Climb
Steady Person
Tripping Hazard
Winter Wind
Zone of Tranquility

Alter Self
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Find Steed
Flame Blade
Gust of Wind
Heat Metal
Lesser Restoration
Locate Animals or Plants
Misty Step
Moonbeam
Pass without Trace
Protection from Poison
Rot Wood
Rusting Touch
Spike Growth
Volley of Stones
Web
Call Lightning
Cleanse Lair
Conjure Animal
Create Food and Water
Daylight
Dispel Magic
Firecage
Meld into Stone
Nondetection
Plant Growth
Protection from Energy
Quagmire
Reverent Burial
Row of Hedges
Sleet Storm
Speak with Plants
Stinking Cloud
Water Breathing
Wind Wall
Zone of Mercy
Cleanse Being
Conjure Minor Elemental
Conjure Woodland Being
Control Water
Dominate Beast
Fire Shield
Freedom of Movement
Giant Insect
Ice Storm
Locate Creature
Polymorph
Protection from Swarms
Redirect Lightning
Slithering Serpent
Stone Shape
Wall of Fire
 5th level 6th level 7th level 8th level 9th level
Antilife Shell
Awaken
Cloudkill
Commune with Nature
Conjure Elemental
Greater Restoration
Insect Plague
Reincarnate
Scrying
Teleportation Circle
Tree Stride
Wall of Stone
Chain Lightning
Conjure Fey
Find the Path
Flesh to Stone
Freezing Sphere
Move Earth
Sunbeam
Transport via Plants
Wall of Ice
Wall of Thorns
Wind Walk
Word of Recall
Animate Trees
Etherealness
Finger of Death
Fire Storm
Heavenly Chariot
Mirage Arcane
Regenerate
Rolling Thunder
Animal Shapes
Control Weather
Create Atmosphere
Demiplane
Earthquake
Flash Flood
Sandstorm
Sunburst
Astral Projection
Gate
Maelstrom
Shapechange
Storm of Vengeance
True Polymorph


✠ Monk Spells – Wisdom
 1st level 2nd level 3rd level 4th level 5th level
Animate Ropes
Aura Sight
Bless
Burning Hands
Cure Wounds
Detect Magic
Detect Poison and Disease
Expeditious Retreat
Inflict Wounds
Jump
Longstrider
Mental Brawl
Purify Food and Drink
Protection from Entities
Restore Sense
Spider Climb
Steady Person
Thunderwave
Winter Wind
Zone of Tranquility
Agonizing Arc
Blur
Calm Emotions
Dark Chakram
Enhance Ability
Gentle Repose
Lesser Restoration
Levitate
Light Chakram
Pass without Trace
Protection from Poison
Rope Trick
Scorching Ray
Shatter
Venemous Lash
Zone of Honesty
Cleanse Lair
Dispel Magic
Envenomed Darts
Fireball
Haste
Lightning Bolt
Magic Circle
Nondetection
Protection from Energy
Remove Curse
Reverent Burial
Slow
Thundercrash
Telepathic Joust
Water Walk
Zone of Mercy
Banishment
Booming Battlecry
Burning Breath
Cleanse Being
Coherent Beam
Devour Death
Fire Shield
Freedom of Movement
Redirect Lightning
Stoneskin
Temporary Vigor
Zone of Vitality
Arcane Hand
Commune with Divinity
Commune with Nature
Contact Other Plane
Geas
Greater Restoration
Hallow
Resonating Vibrations


✠ Paladin Spells – Wisdom
 1st level 2nd level 3rd level 4th level 5th level
Alarm
Aura Sight
Bless
Command
Cure Wounds
Detect Magic
Detect Poison and Disease
Divine Favor
Guiding Bolt
Heroism
Loudspeaker
Mental Brawl
Penetrating Glimpse
Purify Food and Drink
Protection from Entities
Restore Sense
Sanctuary
Shield of Faith
Steady Person
Zone of Tranquility
Aid
Augury
Blindness/Deafness
Calm Emotions
Enhance Ability
Find Steed
Flame Blade
Gentle Repose
Lesser Restoration
Magic Weapon
Prayer of Healing
Protection from Poison
See Invisibility
Spiritual Weapon
Warding Bond
Zone of Honesty
Beacon of Hope
Cleanse Lair
Daylight
Dispel Magic
Fear
Glyph of Warding
Magic Circle
Protection from Energy
Rallying Eloquence
Remove Curse
Reverent Burial
Spirit Guardians
Telepathic Joust
Water Walk
Willful Shroud
Zone of Mercy
Banishment
Booming Battlecry
Bestow Hellsight
Coherent Beam
Cleanse Being
Death Ward
Divine Portent
Faithful Hound
Guardian of Faith
Infuse Weapon
Protection from Swarms
Zone of Vitality
Commune with Divinity
Commune with Nature
Dismissal
Flame Strike
Geas
Greater Restoration
Hallow
Zone of Stability


♣ Ranger Spells – Wisdom
 1st level 2nd level 3rd level 4th level 5th level
Animal Friendship
Animate Ropes
Bane
Breadcrumb Trail
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Expeditious Retreat
Faerie Fire
Feather Fall
Fog Cloud
Hunter's Mark
Jump
Locate Companion
Longstrider
Purify Food and Drink
Restore Sense
Speak with Animals
Tripping Hazard
Acid Arrow
Animal Messenger
Darkness
Darkvision
Find Steed
Gentle Repose
Invisibility
Lesser Restoration
Locate Animals or Plants
Magic Weapon
Pass without Trace
Protection from Poison
Rope Trick
See Invisibility
Silence
Spike Growth
Cleanse Lair
Conjure Animal
Dispel Magic
Envenomed Darts
Haste
Nondetection
Phantom Steed
Plant Growth
Protection from Energy
Quagmire
Sleet Storm
Slow
Speak with Plants
Row of Hedges
Water Breathing
Wind Wall
Banishment
Cleanse Being
Conjure Woodland Being
Dominate Beast
Faithful Hound
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Infuse Weapon
Locate Creature
Protection from Swarms
Temporary Vigor
Antilife Shell
Awaken
Commune with Nature
Conjure Elemental
Greater Restoration
Seeming
Teleportation Circle
Tree Stride


♣ Shamanic Militant (Barbarian) Spells – Wisdom
 1st level 2nd level 3rd level 4th level
Animal Friendship
Aura Sight
Breadcrumb Trail
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Faerie Fire
Fog Cloud
Heroism
Inflict Wounds
Jump
Locate Companion
Longstrider
Purify Food and Drink
Shield of Faith
Speak with Animals
Steady Person
Thunderwave
Tripping Hazard
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Gust of Wind
Hold Person
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Weapon
Moonbeam
Pass without Trace
Protection from Poison
Rot Wood
Rusting Touch
Spike Growth
Bestow Curse
Call Lightning
Cleanse Lair
Conjure Animal
Dispel Magic
Firecage
Locate Plant Growth
Meld into Stone
Protection from Energy
Remove Curse
Reverent Burial
Row of Hedges
Sleet Storm
Speak with Plants
Water Breathing
Wind Wall
Booming Battlecry
Cleanse Being
Confusion
Death Ward
Dominate Beast
Freedom of Movement
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stoneskin
Wall of Fire


≬ Sorcerer Spells – Charisma
 Cantrips 1st level 2nd level 3rd level 4th level
Acid Splash
Cosmic Veil
Dancing Lights
Firebolt
Granite Fist
Grievous Grasp
Light
Mage Hand
Mending
Message
Mindbolt
Minor Illusion
Mystic Shield
Poison Spray
Prestiditation
Produce Arcs
Produce Ice
Produce Flame
Produce Stone
Ray of Frost
Reflect Image
Resistance
Shocking Grasp
Sunbolt
Alarm
Aura Sight
Burning Hands
Charm Person
Color Spray
Command
Cosmic Ray
Detect Magic
Disguise Self
Expeditious Retreat
Feather Fall
Floating Disk
Hideous Laughter
Identify
Jump
Lightning Jolt
Longstrider
Loudspeaker
Mage Armor
Magic Missile
Mental Brawl
Metamorphic Weaponry
Oily Ooze
Protection from Entities
Putrid Shiv
Quick Shield
Resounding Noise
Resplendent Garb
Signal Flare
Silent Image
Sleep
Spider Climb
Thunderwave
Tripping Hazard
Weatherproof Barrier
Winter Wind

Alter Aura
Alter Self
Agonizing Arc
Blur
Dark Chakram
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Enthrall
Excruciate
Hold Person
Invisibility
Levitate
Light Chakram
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Protection from Poison
Ray of Enfeeblement
Rime Cloud
Scorching Ray
See Invisibility
Shatter
Suggestion
Unearthly Visage
Unseen Ram
Volley of Stones
Web
Blink
Call Lightning
Cleanse Lair
Counterspell
Dispel Magic
Envenomed Darts
Fear
Fireball
Firecage
Fly
Gaseous Form
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Power Struggle
Power Word Flee
Protection from Energy
Sending
Sleet Storm
Slow
Telepathic Joust
Thundercrash
Triple Threat
Vampiric Touch
Water Breathing
Willful Shroud
Arcane Eye
Booming Battlecry
Burning Breath
Cleanse Being
Coherent Beam
Confusion
Control Water
Devour Death
Dismissal
Dimension Door
Dominate Beast
Fire Shield
Freedom of Movement
Greater Floating Disk
Greater Invisibility
Ice Storm
Infuse Weapon
Mass Charm Person
Phantasmal Killer
Polymorph
Power Word Kneel
Protection from Swarms
Redirect Lightning
Resilient Sphere
Stone Shape
Stoneskin
Telepathic Bond
Wall of Fire
 5th level 6th level 7th level 8th level 9th level
Arcane Hand
Cloudkill
Cone of Cold
Dismissal
Dominate Person
Dream
Geas
Hold Monster
Mislead
Modify Memory
Passwall
Power Word Fumble
Resonating Vibrations
Seeming
Telekinesis
Teleportation Circle
Unravel Effect
Vampiric Embrace
Wall of Force
Wall of Stone
Acid Rain
Chain Lightning
Contingency
Disintegrate
Eyebite
Flesh to Stone
Freezing Sphere
Globe of Invulnerability
Irresistiblle Dance
Magic Jar
Mass Suggestion
Power Word Fall
Programmed Illusion
Spontaneous Combustion
True Seeing
Wall of Ice
Arcane Sword
Delayed Blast Fireball
Etherealness
Fire Storm
Forcecage
Plane Shift
Power Word Sleep
Prismatic Spray
Project Image
Reverse Gravity
Rolling Thunder
Teleport
Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Create Atmosphere
Dominate Monster
Earthquake
Flash Flood
Incendiary Cloud
Mind Blank
Power Word Stop
Sandstorm
Astral Projection
Foresight
Gate
Maelstrom
Meteor Swarm
Power Word Die
Prismatic Wall
Shapechange
Storm of Vengeance
True Polymorph


∢ Stage Magician (Rogue) Spells – Intelligence
 Cantrips 1st level 2nd level 3rd level 4th level
Brilliant Strike
Cosmic Veil
Dancing Lights
Enhance Assistance
Light
Mage Hand
Mending
Message
Mindbolt
Minor Illusion
Mystic Shield
Poison Spray
Prestidigitation
Produce Flame
Reflect Image
Resistance
Shocking Grasp
Vicious Mockery
Animate Ropes
Charm Person
Color Spray
Detect Magic
Disguise Self
Expeditious Retreat
Feather Fall
Floating Disk
Fog Cloud
Identify
Illusory Script
Jump
Longstrider
Loudspeaker
Mage Armor
Mental Brawl
Penetrating Glimpse
Program Puppet
Resounding Noise
Quick Shield
Resplendent Garb
Signal Flare
Silent Image
Sleep
Spider Climb
Unseen Servant
Weatherproof Barrier
Alter Aura
Arcane Lock
Blindness/Deafness
Blur
Darkness
Darkvision
Detect Thoughts
Enthrall
Find Traps
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Misty Step
Pass without Trace
Protection from Poison
Rope Trick
See Invisibility
Shatter
Silence
Suggestion
Unearthly Visage
Unseen Ram
Blink
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fear
Fly
Gaseous Form
Haste
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Slow
Telepathic Joust
Water Breathing
Water Walk
Arcane Eye
Bestow Hellsight
Cover of Darkness
Confusion
Dimension Door
Fabricate
Freedom of Movement
Greater Floating Disk
Greater Invisibility
Hallucinatory Terrain
Mass Charm Person
Phantasmal Killer
Private Sanctum
Protection from Swarms
Secret Chest
Shadowy Form
Telepathic Bond
Vanish Object


★ Warlock Spells – Charisma
 Cantrips 1st level 2nd level 3rd level 4th level
Acid Splash
Coiling Creeper
Cosmic Veil
Dancing Lights
Eldritch Blast
Grievous Grasp
Mage Hand
Message
Mindbolt
Minor Illusion
Mystic Shield
Poison Spray
Produce Flame
Reflect Image
Resistance
Shocking Grasp
Vicious mockery
Vile Miasma
Aura Sight
Bane
Burning Hands
Charm Person
Comprehend Languages
Cosmic Ray
Detect Magic
Disguise Self
Expeditious Retreat
Faerie Fire
Feather Fall
Find Familiar
Fog Cloud
Hellish Rebuke
Hideous Laughter
Identify
Illusory Script
Jump
Mage Armor
Magic Missile
Mental Brawl
Oily Ooze
Penetrating Glimpse
Program Puppet
Putrid Shiv
Quick Shield
Resplendent Garb
Silent Image
Sleep
Spider Climb
Thunderwave
Tripping Hazard
Unseen Servant
Vomit Ichor
Weatherproof Barrier
Winter Wind

Acid Arrow
Alter Aura
Alter Self
Agonizing Arc
Blindness/Deafness
Darkness
Darkvision
Dark Chakram
Enlarge/Reduce
Excruciate
Gust of Wind
Heat Metal
Hold Person
Invisibility
Locate Object
Mirror Image
Misty Step
Moonbeam
Pass without Trace
Protection from Poison
Ray of Enfeeblemment
Rime Cloud
Rot Wood
Rusting Touch
Shatter
Strange Brew
Suggestion
Unearthly Visage
Venemous Lash
Web
Animate Dead
Bestow Curse
Cleanse Lair
Conjure Imp
Corrosive Spill
Dispel Magic
Envenomed Darts
Fear
Fly
Gaseous Form
Ghoulish Feast
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Phantom Steed
Power Struggle
Quagmire
Remove Curse
Sending
Speak with Dead
Stinking Cloud
Telepathic Joust
Thundercrash
Tongues
Triple Threat
Unseen Archivist
Vampiric Touch
Willful Shroud
Witching Hour
Arcane Eye
Banishment
Bestow Hellsight
Black Tentacles
Blight
Cleanse Being
Cover of Darkness
Compulsion
Confusion
Devour Death
Dimension Door
Dominate Beast
Faithful Hound
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Infuse Weapon
Mass Charm Person
Phantasmal Killer
Planar Binding
Polymorph
Private Sanctum
Protection from Swarms
Redirect Lightning
Secret Chest
Shadowy Form
Slithering Serpent
Temporary Vigor
 5th level 6th level 7th level 8th level 9th level
Animate Objects
Arcane Hand
Cloudkill
Contact Other Plane
Contagion
Dismissal
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Planar Binding
Resonating Vibrations
Scrying
Seeming
Teleportation Circle
Vampiric Embrace
Wall of Force
Acid Rain
Circle of Death
Conjure Fey
Conjure Fiend
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of Invulnerability
Irresistible Dance
Lethal Injection
Magic Jar
Mass Suggestion
Spontaneous Combustion
True Seeing
Wall of Thorns
Conjure Aberration
Etherealness
Finger of Death
Fire Storm
Forcecage
Mirage Arcane
Plane Shift
Project Image
Reverse Gravity
Sequester
Symbol
Teleport
Antimagic Field
Antipathy/Sympathy
Control Weather
Create Atmosphere
Demiplane
Dominate Monster
Feeblemind
Glibness
Incendiary Cloud
Maze
Mind Blank
Unholy Aura
Astral Projection
Gate
Imprisonment
Maelstrom
Perfect Strike
Prismatic Wall
Shapechange
Storm of Vengeance
True Polymorph
Weird


∢ Wizard Spells – Intelligence
 Cantrips 1st level 2nd level 3rd level 4th level
Acid Splash
Brilliant Strike
Cosmic Veil
Dancing Lights
Enhance Assistance
Firebolt
Grievous Grasp
Light
Mage Hand
Mending
Message
Mindbolt
Minor Illusion
Mystic Shield
Poison Spray
Prestidigitation
Produce Arcs
Produce Flame
Produce Ice
Produce Stone
Ray of Frost
Reflect Image
Resistance
Shocking Grasp
Sunbolt
Vicious Mockery
Vile Miasma
Alarm
Animate Ropes
Aura Sight
Breadcrumb Trail
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
Feather Fall
Find Familiar
Floating Disk
Fog Cloud
Heroism
Hideous Laughter
Identify
Illusory Script
Jump
Lightning Jolt
Lithographic Tourch
Longstrider
Loudspeaker
Mage Armor
Magic Missile
Mental Brawl
Penetrating Glimpse
Program Puppet
Quick Shield
Resounding Noise
Resplendent Garb
Signal Flare
Silent Image
Sleep
Spider Climb
Thunderwave
Tripping Hazard
Unseen Servant
Weatherproof Barrier
Winter Wind
Zone of Tranquility

Acid Arrow
Alter Aura
Alter Self
Agonizing Arc
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Enthrall
Flaming Sphere
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Ray of Enfeeblement
Rime Cloud
Rope Trick
Scorching Ray
See Invisibility
Shatter
Silence
Suggestion
Unseen Ram
Volley of Stones
Web
Animate Dead
Bestow Curse
Blink
Clairvoyance
Cleanse Lair
Counterspell
Dispel Magic
Fear
Fireball
Firecage
Fly
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Major Image
Magic Circle
Nondetection
Phantom Steed
Power Struggle
Power Word Flee
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking Cloud
Telepathic Joust
Thundercrash
Tongues
Triple Threat
Unseen Archivist
Vampiric Touch
Water Breathing
Willful Shroud
Arcane Eye
Banishment
Booming Battlecry
Burning Breath
Cleanse Being
Coherent Beam
Confusion
Conjure Minor Elemental
Control Water
Devour Death
Dimension Door
Fabricate
Fire Shield
Freedom of Movement
Greater Floating Disk
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Infuse Weapon
Locate Creature
Mass Charm Person
Planar Binding
Polymorph
Power Word Kneel
Private Sanctum
Redirect Lightning
Resilient Sphere
Secret Chest
Stone Shape
Stoneskin
Telepathic Bond
Temporary Vigor
Vanish Object
Wall of Fire
 5th level 6th level 7th level 8th level 9th level
Animate Objects
Arcane Hand
Broadcast Thoughts
Cloudkill
Cone of Cold
Conjure Elemental
Contact Other Plane
Creation
Dismissal
Dominate Person
Dream
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Power Word Fumble
Resonating Vibrations
Scrying
Seeming
Telekinesis
Teleportation Circle
Unravel Effect
Vampric Embrace
Wall of Force
Wall of Stone
Zone of Stability
Acid Rain
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Energize Construct
Eyebite
Find the Path
Flesh to Stone
Freezing Sphere
Globe of Invulnerability
Guards and Wards
Instant Summons
Irresistible Dance
Lethal Injection
Magic Jar
Mass Suggestion
Move Earth
Power Word Fall
Programmed Illusion
Spontaneous Combustion
True Seeing
Wall of Ice
Arcane Sword
Delayed Blast Fireball
Etherealness
Finger of Death
Forcecage
Mirage Arcane
Plane Shift
Power Word Sleep
Prismatic Spray
Project Image
Reverse Gravity
Rolling Thunder
Sequester
Simulacrum
Symbol
Teleport
Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Create Atmosphere
Demiplane
Dominate Monster
Earthquake
Feeblemind
Flash Flood
Glibness
Incendiary Cloud
Maze
Mind Blank
Power Word Stop
Sandstorm
Astral Projection
Foresight
Gate
Imprisonment
Meteor Swarm
Power Word Die
Prismatic Wall
Shapechange
Time Stop
True Polymorph
Weird
Wish

↟ Contents ↟  ↡ Index ↡  ↑ Preface ↑  → Introduction ←  ↓ Characters ↓

Introduction

Using the Scrolls These documents are meant to be perused with a Hypertext Markup Language (HTML) browser. Like physical scrolls, they can be skimmed by reading up and down their length. Unlike physical scrolls, they contain links for instantly shifting attention to a specific target. Each begins with a table of contents connected to every major section of the document. Each scroll ends with an index featuring a much more extensive extensive list of internal links to specific topics. Each divider between sections facilitates navigation to the table of contents, the index, the previous section, and the following section. These methods provide direct access to every topic of deliberate focus.
 Most HTML browsers have their own features to enhance the reading experience. Scaling text to larger or smaller sizes may better suit a specific platform. CTRL-F or ⌘-F may make it possible to search for specific patterns of words or glyphs anywhere in the document. Keyboards offering HOME, END, PAGE UP, and PAGE DOWN keys can be useful for repositioning your view. Many browsers also offer a scroll bar and other features for looking at new portions of the text. Adapted for presentation with a wide range of modern devices, these scrolls each feature the content of a book in the format of a single continuous page like their ancient namesakes.
Humanity at the Heart Theatron is chiefly a world of human beings. Centuries prior to the Great Consolidation, humanity already surpassed the population of all other adventuring races combined. Humans now constitute over 90% of the three largest empires in the world as well as the majority of many kingdoms, federations, city-states, and tribal lands. Yet humanity is no monolith. Twenty-six human languages are each presently spoken by more than one million people. Each ethnic group is a product of unique history, politics, and traditions. Even terrain and climate shape the cultures of people who all are ultimately sustained by the land.
 Every biological variation among major human ethnicities is purely cosmetic. Cultural forces promote some abilities over others. These emphases are reinforced everywhere from folklore to training techniques. Thus major ethnic groups possess reputations for particular endowments woven deeply into their cultural identities. When raised among non-humans and given no particular encouragement to conform with any ethnic stereotypes, heritage appears to have no bearing on the potential and actual abilities of individual humans. Ethnicity is an important part of self-image for many people. Even so, it provides no physiological advantages.
 Most sages understand this. Scholars are often curious about all things foreign and quick to overcome personal prejudices. Others may lack this trait. Political leaders rarely resist appeals to ethnic unity (if not also legal favoratism) in order to secure the loyalty of their own people. Unflattering portrayals of outsiders can be an easy way to entertain a crowd inclined toward ethnic pride. Wherever war looms, hostility toward the people governed by an opposing power is likely to follow. Even though all human beings are essentially the same, pandering and divisiveness can become paths to popularity while obscuring the deeper truth – humans of all ethnicities are created equally.

Non-human Peoples Bodily variations of the non-human races are more than skin deep. Some tower over humanity while others never approach 3' in height. Some races grow natural weaponry. All fey and fiends harbor active magic in their blood. Dwarves, elves, halflings, and humans were created to perform specific duties for dragons. Those four races have some sense of kinship despite different physiologies and perspectives on the world. Other non-human races can be more profoundly alien. Individuals entirely unfamiliar with a race may be disturbed by some routine behaviors or startled by the appearance of ordinary members of that race.
 ADVENTURING RACES 
  RaceAppearanceTypeSize  
Bugbearsmonstrousgoblinoidmedium*
Cambionsexoticfiend & human medium
Dragonborn monstrousdragonbornmedium
Dwarvesordinarydwarfmedium
Elvesordinaryfeymedium
Firbolgschangeablefey & giantmedium*
Gnomesordinaryfeysmall
Goblinsmonstrousgoblinoidsmall
Goliathsordinarygiantmedium*
Halflingsordinaryhalflingsmall
Half-Elvesordinaryfey & humanmedium
Half-Orcsmonstroushuman & orcmedium
Hobgoblinsmonstrousgoblinoidmedium
Humansordinaryhumanmedium
Koboldsmonstrouskoboldsmall
Lizardfolkmonstrouslizardfolkmedium
Minotaursmonstrousmonstrositymedium*
Nymphsexoticfeymedium
Orcsmonstrousorcmedium*
Pixiesordinaryfeytiny
Satyrsexoticfeymedium
Spritesordinaryfeytiny
Tieflingsmonstrousfiendmedium
Tritonsexotictritonmedium
Typhonianschangeableshapechangermedium
 * lifts and carries as a large creature
 Even so, the twenty-five adventuring races are all broadly understood to be people. In the modern era, the rules of magic are perfectly inclusive on that point. The laws of mortal regimes and the selection criteria for private groups do not always comport with this understanding. Tireless elven diplomats secure adventuring fey legal status equal to humans in nearly every surface realm. Dwarves and halflings enjoy similar goodwill as valued contributors to industry and commerce. Well-established governments tend to have explicit policies dealing with each adventuring race. Provisions for obtaining legal and social acceptance are typically included in these policies. Most governments would consider it folly to make enemies of an entire race of people.
 After all, each adventuring race is the source of many living heroes and villains. Most aristocracies extend invitations to non-humans distinguished by great achievements and proven loyalty. Enclaves of non-humans often trace their origins to such an exemplar able to provide leadership and security. Yet some non-human stereotypes reflect underlying realities. Minotaurs will not salute any authority they could easily claim for themselves. Bugbears unable to shelter indoors will dig a personal hole and rest under a pile of debris. Dragonborn, kobolds, and lizardfolk sometimes make celebratory meals from freshly fallen foes. Non-human adventurers can encounter many complications in the human world.

Monsters Abound Lasting comfort requires vigilant defenders. The Archfey and their dragon adversaries developed all sorts of creatures to battle each other across millennia of magical experimentation. These projects are rare in the modern era, yet bizarre creations continue to escape into the wild even today. Respected institutions sometimes allow certain types of monsters to live openly in cities. Most urban monsters live covertly in secret lairs and/or by way of magical disguise. Some even benefit from networks of supporters active in the community. Orderly cities offer bounties to a guild or cadre of heavily regulated monster hunters. The least secure places have even greater need for this service, though many lack the funds to sponsor large bounties.
 Monsters in less populated locales draw adventurers for many reasons. Some preside over hoards of treasure either long forgotten or slowly accumulated. Others serve as guardians of natural wonders or abandoned structures. The Thousandfold Drama during the Age of Heroes saw countless sites lost to conquering armies, divine curses, natural disasters, or rampaging hordes. Those not promptly reclaimed often became lairs for the deadliest creatures in the area. Far from city walls, dangerous monsters roam freely with no disguise. Where governments falter or clash, locals must provide their own security. Danger is intensified as bandits and outlaws share rough territory with monsters that no aristocratic authority would abide.
 Political leaders are expected to deal with any deadly monsters prowling their lands. The best military organizations respond quickly to reports of trouble near major roads or outlying settlements. Many palaces feature trophy rooms where preserved remains and dramatic sculptures are staged to glorify ancestors and the monsters they killed to tame surrounding territory. Some aristocrats respond well to impressive trophies offered in tribute. Major universities, religious institutions, and noble houses all sponsor quests to recover items that convey prestige. Often these retrievals have not already been completed because formidable monsters claimed the lives of parties to previous attempts.

THE FIVESQUARE PANTHEON
DeityAlignmentInvocation
ApolloCGGod of the Setting Sun
ArawnLEGod of Final Rewards
AresCEGod of Untamed Violence
Chih Sung-TzuNGod of Gentle Rain
Chung KuelLGGod of Just Trials
DagdaNGod of Limitless Might
DionysusCNGod of Drunken Revelry
GebNGod of Solid Ground
HadesNEGod of Tranquil Death
HelNEGoddess of Cursed Afflictions
Lei KungLEGod of Ferocious Squalls
LokiCEGod of Endless Disguises
Mannanan Mac LirCNGod of Briny Depths
Ma YuanCEGod of Bloody Murder
OdinNGGod of the Final Battle
OghmaNGod of Accumulated Lore
OsirisLGGod of Noble Sacrifice
PtahLNGod of Forged Marvels
RaNGGod of the Rising Sun
SetLEGod of Darkest Night
Shang-TiLNGod of the Immaculate System
SilvanusNGod of Verdant Wilderness
ThorCGGod of Rolling Thunder
TyrLGGod of Relentless Crusades
ZeusCGGod of the Heavenly Throne
Opposition and Confrontation There are also goals defended by more conventional adversaries. Uncovering secrets of great value often requires doing battle with the keepers of those secrets, even if they are people. The endless intrigues of royal courts quickly make persistent participants into formidable figures. There are also all manner of clashes that welcome public participation, from armies locked in struggle to religions striving to attract new followers. Some individuals develop impressive abilities despite rarely encountering monsters of any kind. Artists, entertainers, evangelists, merchants, messengers, politicians, researchers, smugglers, and thieves are among those who experience serial adventures while dealing mostly with civilized people.
 Minor neighborhoods and ordinary towns see little internal conflict. Effective leaders will settle any disputes slow to resolve on their own. Larger communities inevitably see factions forming as organized interests compete and popular values diverge. Heavy-handed authorities create enduring rifts. Fringe groups of outsiders become less marginalized when their numbers grow or their leaders thrive. Some organizations feel a duty to seek out and challenge traditional counterparts. Every metropolis sees a proliferation of popular faiths, privileged families, productive industries, and secret societies pursuing their own agendas. Managing any huge and diverse population is less about achieving harmony than successful harm reduction.
 Authorized urban monster hunters may be obligated to promptly heal victims and extinguish fires to the best of their abilities. All who serve a noble cause are expected to behave appropriately while in the public eye. Even where duelling is not legal, most bystanders will be astute enough to move away from any active combat. Far from any regulatory oversight, heroes and villains alike are not restrained by any taboos against cruelty, malediction, necromancy, poison, weaponry, or witchcraft. Yet each of these things can create conflict if observed by survivors in jurisdictions with relevant bans. This may force a choice – become identified as an outlaw or kill witnesses like the most dangerous outlaws often do.

Growth Through Struggle The fate of no living mortal is carved in stone. Each sunrise brings with it opportunities to make change. Even the most desperate souls might yet connect with the power of prayer. Those who are already fit and free have the means to leave their mark on the world. Successful efforts also leave marks of their own on adventurers. Those steadfast in their beliefs and loyalties will strengthen those bonds. Figures more inclined toward shifting allegiances and values will become familiar with new perspectives on the world. Be it a winding journey across a broad spectrum of attitudes or an unyielding pursuit of a singular ideal, each meaningful advance contributes to the development of new or enhanced abilities.
 ADVENTURING CLASSES 
MartialMagical
BarbariansBards
FightersClerics
MonksDruids
PaladinsSorcerers
RangersWarlocks
RoguesWizards
 The earliest spellcasting dragons devoured large numbers of other mighty creatures to accumulate power. Slaughtering entire armies of dragons provided a path to immortality for the Archfey. Many thousands of clerics, fighters, magic-users, and thieves each battled their way to legendary prowess during the Age of Heroes. Hardship and violence have always seen survivors emerge with a measure of personal growth. The gods of the modern era inspire their worshippers with narratives crafted to promote mortal conflict. Though some territories have experienced centuries of peace, great nations go to war with the largest armies ever assembled. Those who seek a fight often need do little more than to choose a side in some ongoing clash.
 The most prodigious adventurers begin to make their mark before coming of age. Others are already elderly when they answer the call to action. A typical origin sees institutional studies or military service preceding a series of adventures. No two stories are precisely the same, though each pairs a mix of exceptional challenges with exceptional rewards. Victories drive personal empowerment. Tremendous capabilities become available to the most accomplished adventurers. Heroes may grow into superheroes while villains grow into supervillains. Many other persons of great power do not fit neatly into either archetype. All are unified by a string of triumphs over tests most people would sooner avoid than attempt.


↟ Contents ↟  ↡ Index ↡  ↑ Introduction ↑  → Characters ←  ↓ Feats ↓



Catoblepones (mention Squonks as associated creatures) -->