TEXT: June 2017
  AUTARCH’S QUARTERLY SUPPLEMENT FOR  
  THE ADVENTURER CONQUEROR KING SYSTEM
  $3.99
  Eldritch secrets are revealed…
  • 
  Hedge Wizardry and Village Wisdom ........................................................................................................................................3
  • 
  Potions, Lotions, and Other Commotions .................................................................................................................................10
  • 
  Of Mischief and Mountebanks  ....................................................................................................................................................13
  • 
  A Blight Upon the Earth ................................................................................................................................................................20
  
  Axioms Issue 5 ©2018 Autarch™ LLC. Adventurer Conqueror King System © 2011-2018 Autarch LLC. Domains at War © 2013-
  2018 Autarch LLC. The Auran Empire™ and all proper names, dialogue, plots, storylines, locations, and characters relating thereto 
  are copyright 2011-2015 by Alexander Macris and used by Autarch LLC under license. Some artwork is copyright 2012 William 
  McAusland and used with permission. Some artwork is copyright 2018 Mohler and issued by Outland Entertainment. This material 
  is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or 
  artwork contained herein is prohibited without the written permission of the copyright owners. Autarch™, Adventurer Conqueror 
  King™, Adventurer Conqueror King System™, ACKS™, Domains at War™, and Guns of War™ are trademarks of Autarch™ LLC. This 
  product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 
  www.autarch.co
  CREDITS
  Design: 
  Alexander Macris
  Contributors: 
  Jeff Binder 
  James Kerr
  Cover Artist: 
  William McAusland, 
  Mohler
  Layout Artist: 
  Richard Iorio
  Patron Deity: 
  Charles Myers
  Emperors: 
  Brandon 
   
  Jeffrey Binder
   
  Jarrod 
   
  Fredrick Liner
  Kings: 
  Florian Hubner
   
  Stephen Terry
   
  Daniel Granstrand
   
  Steven Dolges
   
  Curtis Anderson
   
  Scott Tooker
   
  Richard P Spainhour
   
  Daniel Bell
   
  Bryan Steelman
   
  Bobloblah 
   
  Wesley Marshal
   
  Aryxymaraki 
   
  Jason Blalock
  Conquerors: 
  Omer Golan-Joel
   
  Matthew Skail
   
  Jon Stevens
   
  Boomishtendency 
   
  David Johnston
   
  Ben Feehan
   
  Jason Hobbs
   
  Maeyanie 
   
  Nathan Birch
   
  Beedo 
   
  Lloyd Rasmussen
   
  Chris Blauwkamp
   
  Michael Morrison
   
  Iyar 
   
  Hardrada 
   
  Miguel Zapico
   
  Jake Parker
   
  Libri 
   
  Simon Stroud
   
  Martin Nesbakken
   
  Martin Nichol
   
  Peter McNamara
   
  Kelly Roberge
   
  David Sullivan
   
  James Hughes
   
  Karl Miller
   
  Simon Forster
   
  Patrick Slauson
   
  James Kerr
   
  Matt Walsh
  Adventurers: 
  Nathaniel Bennett
   
  Candice Bailey
   
  Dan Wood
   
  Josh Kirk
   
  Anthony Ragan
   
  Rahshaad Benjamin
   
  John Davis
   
  Conrad Betts
   
  Michael Taylor
   
  Reece Nelson
   
  Mikko Simonen
   
  georgekapp 
   
  Andrew Gil
   
  Carlos de la Cruz 
   
       Morales
   
  Nigel Ray
   
  Steven D Warble
   
  Gustavo Iglesias
   
  J.Barker 
   
  Sean Keefe
   
  Mark Daymude
   
  Andrew Byers
   
  Matt Maranda
   
  Jonathan Nichol
   
  Mark Bober
   
  Michael De Rosa
   
  Michael Hengeli
   
  Alan 
   
  Chad 
   
  Ricardo Dorda
   
  Torben van Hees
   
  Lee DeBoer
   
  Fabio Milito Pagliara
   
  Shane D
   
  Ian Grey
   
  Bob Dunham
   
  Richard Rohlin
   
  Samuel Gaines
   
  Will Triumph
   
  Chris Heath
   
  John-Matthew 
       DeFoggi
  
  Axioms Issue 5
   
  Cantrips 
  3
  Hedge Wizardry and Village Wisdom
  HEDGE WIZARDRY AND VILLAGE WISDOM
  ADDING CANTRIPS TO YOUR ACKS CAMPAIGN
  Hedge wizards – cunning-folk, wise women, witch doctors – were a 
  genuine historical phenomenon. We must be skeptical of their alleged 
  magical abilities, of course, but that they existed in large numbers is 
  well-attested throughout history. For instance, Owen Davies’ book 
  Popular Magic: Cunning-folk in English History investigates how 
  common the various practitioners of magic were in England during 
  the Tudor era. He concludes that every parish (of which there were 
  15,000) likely had a handful of minor magic-workers, fortune-tellers, 
  and witches, with professional hedge wizards numbering 3,000 to 
  5,000. More aggressive estimates argue for several hundred thousand 
  magical practitioners in England during the Tudor era, when the 
  total population was only 3 million. There were, of course, another 
  15,000 parish priests and an entire hierarchy of deacons, monks, nuns, 
  and other servants of the divine. In Tudor England, then, there was 
  at least one practicing “spellcaster” for every 85 people, and possibly 
  one for every 10 people!
  According to the Demographics of Leveled Characters table in ACKS, 
  a small hamlet of about 30 families (150 people) will likely count 
  one 3rd level, one 2nd level, and seven or eight 1st level characters 
  among their number. Of these, 20% will be divine casters and 10% 
  will be arcane casters – three casters in total. We might imagine 
  such a hamlet to include a 2nd cleric, a 1st level antiquarian witch or 
  priestess, and a 1st level mage; or a 2nd level mage, a 1st level cleric and 
  a 1st level priestess; or any other similar variant. ACKS, then, suggests 
  one spellcaster for every 50 people, somewhere in the mid-range of 
  historical estimates. As I wrote in the Auran Empire Primer, “magic is 
  as abundant [in ACKS] as the ancients of our own world believed it to 
  be in theirs.” And that’s clearly the case.
  But what do all these spellcasters do? That’s a little less clear. Because 
  ACKS is geared to be a game about adventurers and conquerors, 
  its spell selection is heavily geared towards adventure, combat, 
  exploration, and war. In contrast, history’s hedge wizards have tended 
  to assist with more miscellaneous matters – frightening away minor 
  spirits, curing the common cold, locating lost objects, and so on. A 
  1st level priestess can heal when you’ve been stabbed, but she can’t 
  help you with a wart on your finger. A 1st level mage can put to sleep 
  an entire squad of enemy soldiers – but he can’t help you find your 
  missing ox-harness. 
  This article fills in the gap with new spells, new proficiencies, and 
  more.
  CANTRIPS
  Cantrips are minor spells - easy to learn, and not unduly demanding 
  to cast, but highly limited in scope and power. In game terms, a 
  cantrip is a spell designed using the Player’s Companion Spell Power 
  Guidelines that meets the following criteria:
  • 
  The spell’s effect does not scale with level.
  • 
  The spell’s duration is either concentration, instantaneous, or 
  one day or less.
  • 
  The spell’s total cost (spell effect × modifiers) is one spell point 
  or less.
  Spell building notes are included with each new spell herein. New 
  effects and modifiers are underlined.
  LEARNING AND CASTING CANTRIPS
  Arcane cantrips can be learned and cast by any character who 
  possesses the Hedge Wizardry proficiency. Divine cantrips can be 
  learned and cast by any character who possesses the Village Wisdom 
  proficiency. These new proficiencies are described below. Cantrips 
  are learned and cast like spells.
  MAGICAL RESEARCH OF CANTRIPS
  Cantrips can be learned through magical research, and enchanted 
  into potions, scrolls, and permanent magic items like spells. For 
  purposes of magical research, cantrips count as 1/5 level spells (e.g. 
  they require 20% as much time and money as 1st level spells.)
  PROFICIENCIES
  Hedge Wizardry: The character gains the ability to learn and cast 
  arcane cantrips. A character may take Hedge Wizardry multiple 
  times. A character with Hedge Wizardry can cast a number of 
  arcane cantrips per day equal to the maximum number of 1st level 
  arcane spells he can cast per day plus his ranks in this proficiency. 
  The character can have a number of arcane cantrips in his repertoire 
  equal to the maximum size of his 1st level arcane repertoire plus his 
  ranks in this proficiency. When this proficiency is first selected, and 
  each time it is selected thereafter, the character immediately learns 
  one arcane cantrip. The character can learn additional cantrips from 
  his master when advancing in level, by finding scrolls with cantrips, 
  or by finding a spellbook with cantrips, as per Adding New Spells to 
  the Repertoire in ACKS. 
  EXAMPLE: Quintus is a 1st level mage with INT 16. He can cast 
  one 1st level arcane spell per day, and he can have up to three 
  1st level arcane spells in his repertoire. Quintus selects Hedge 
  Wizardry as his 1st level class proficiency. He can now cast two 
  arcane cantrips per day and have up to four arcane cantrips in 
  his repertoire. He immediately learns one arcane cantrip, and 
  can learn others through the usual methods. When he reaches 
  6th level, Quintus is able to cast two 1st level spells per day and 
  can have up to four 1st level spells in his repertoire. He decides 
  to select a second rank of Hedge Wizardry as his 6th level class 
  proficiency. Now Quintus immediately learns another cantrip, can 
  have up to six arcane cantrips in his repertoire, and can cast up to 
  four arcane cantrips per day. 
  In some campaign settings, it may be possible for a character to 
  select Hedge Wizardry without having the ability to cast spells. Such 
  a character gains the ability to learn and cast arcane cantrips. The 
  character can cast a number of arcane cantrips per day equal to his 
  ranks in the proficiency. The character can learn a number of arcane 
  cantrips equal to his ranks in the proficiency plus his INT modifier. 
  The character can use magic items such as scrolls or wands enchanted 
  with arcane cantrips, but cannot perform magic research or use other 
  restricted magic items.
  Village Wisdom: The character gains the ability to learn and cast 
  divine cantrips. A character may take Village Wisdom multiple times. 
  
  4 
  Proficiency Lists
  A character with Village Wisdom can cast a number of divine cantrips 
  per day equal to the maximum number of 1st level divine spells he 
  can cast per day plus his ranks in this proficiency. The character’s 
  repertoire of divine cantrips will be equal in size to his repertoire of 
  1st level divine spells. The character’s specific spell list will depend on 
  his class and deity as well as the Judge’s discretion. Suggested spell 
  lists for various classes in the Auran Empire campaign setting are 
  described below.
  In some campaign settings, it may be possible for a character to 
  select Village Wisdom without having the ability to cast spells. Such 
  a character gains the ability to learn and cast divine cantrips. The 
  character can cast a number of divine cantrips per day equal to his 
  ranks in the proficiency. The character will gain a spell list, selected 
  by the Judge to reflect his class and deity, of four divine cantrips. The 
  character can use magic items such as scrolls or staves enchanted 
  with divine cantrips, but cannot perform magic research or use other 
  restricted magic items.
  PROFICIENCY LISTS
  Unless the Judge rules otherwise, all character classes capable of 
  casting arcane spells can select Hedge Wizardry as a class proficiency, 
  and all character classes capable of casting divine spells can select 
  Village Wisdom as a class proficiency. 
  Dabblers in the Art: At the Judge’s discretion, he may also add Hedge 
  Wizardry to the class proficiency list of Assassins, Bards, and Thieves, 
  and may add Village Wisdom to the class proficiency list for Anti-
  Paladins, Mystics, and Paladins. 
  EXAMPLE: The Judge has added Hedge Wizardry to the Thief 
  proficiency list. Ashen Mice-Catcher, a notorious thief with INT 
  13, was a mage’s apprentice in his youth. He has one rank of Hedge 
  Wizardry. The Ashen Mice-Catcher can cast one arcane cantrip 
  per day, and can have up to two arcane cantrips in his repertoire. 
  He cannot perform magic research or use items restricted to 
  arcane casters, however, unless they are enchanted with cantrips.
  Folk Magic Abounds: If the Judge desires a campaign world where 
  folk magic is common (similar to the world of Glorantha portrayed 
  in the RuneQuest RPG, for instance), he can make Hedge Wizardry 
  and Village Wisdom general proficiencies.
  
  Axioms Issue 5
   
  Cantrip Spell Lists  
  5
  Hedge Wizardry and Village Wisdom
  CANTRIP SPELL LISTS 
  Arcane Cantrips
  1
  Alarm ill
  2
  Bludgeon elm(earth)
  3
  Call Woodland Creature
  4
  Daze enc
  5
  Detect Spirits
  6
  Exterminate Pest dth
  7
  Find Wealth
  8
  Guidance trn
  9
  Frostbite elm(water)
  10
  Lullaby enc
  11
  Overlookability ill
  12
  Phantasm of the Fire elm(fire) ill
  13
  Recover Object
  14
  Shock elm(air)
  15
  Singe elm(fire)
  Divine Cantrips (Priestess)
  1
  Call Woodland Creature
  2
  Cure Minor Wounds*
  3
  Detect Spirits
  4
  Guidance trn
  5
  Moon’s Call
  6
  Mother’s Awareness
  7
  Mother’s Insight
  8
  Mother’s Prediction
  9
  Mother’s Ministry
  10
  Purify Meal*
  11
  Relaxing Respite
  12
  Remedy*
  13
  Remove Affliction*
  14
  Sleepy Creature enc
  15
  Tame Animal enc
  Divine Cantrips (Witch)
  1
  Bestow Affliction*
  2
  Call Woodland Creature
  3
  Detect Spirits
  4
  Infection*
  5
  Moon’s Call
  6
  Mother’s Awareness
  7
  Mother’s Insight
  8
  Mother’s Prediction
  9
  Mother’s Ministry
  10
  Putrefy Meal*
  11
  Relaxing Respite
  12
  Remedy*
  13
  Remove Affliction*
  14
  Sleepy Creature enc
  15
  Tame Animal enc
  Divine Cantrips (Bladedancer)
  1
  Call Woodland Creature
  2
  Cure Minor Wounds*
  3
  Daze enc
  4
  Detect Spirits
  5
  Guidance trn
  6
  Purify Meal*
  7
  Recover Object
  8
  Remove Affliction*
  9
  Sleepy Creature enc
  10
  Tame Animal enc
  Divine Cantrips (Cleric)
  1
  Cure Minor Wounds*
  2
  Daze enc
  3
  Detect Spirits
  4
  Guidance trn
  5
  Purify Meal*
  6
  Relaxing Respite
  7
  Remove Affliction*
  8
  Remedy*
  9
  Sleepy Creature enc
  10
  Tame Animal enc
  Divine Cantrips (Shaman)
  1
  Call Woodland Creature
  2
  Detect Spirits
  3
  Moon’s Call
  4
  Mother’s Awareness
  5
  Mother’s Insight
  6
  Mother’s Prediction
  7
  Remedy*
  8
  Remove Affliction*
  9
  Sleepy Creature enc
  10
  Tame Animal enc
  CANTRIP SPELL DESCRIPTIONS
  Alarm
  Range:
  10’ per caster level
  Arcane Cantrip
  Duration:
  special
  An alarm is an audible illusion hung on a chosen non-living object, 
  such as a tree, rock, door, or chest, and triggered when a specified 
  audible or visible event occurs nearby. The alarm may consist of 
  one sentence of up to three words long (“Warning! Intruder Alert!”), 
  spoken any volume from a whisper to a yell, in any language known 
  by the caster. The voice created by the cantrip resembles, but is not 
  identical, to the caster’s own, and cannot be mistaken for an actual 
  voice. The voice cannot use command words or activate magical 
  effects. Once it begins, the alarm will be repeated each round, up to 
  a maximum number of rounds equal to the caster’s level. However, 
  the alarm immediately ends if the object is touched by an intelligent 
  creature or attacked. 
  Triggers can be as general or as detailed as desired. Triggers react to 
  what appears to be the case. Disguises and illusions can fool them. 
  Normal darkness does not defeat a visual trigger, but magical 
  darkness or invisibility does. Silent movement o r magical silence 
  defeats audible triggers. Audible triggers can be keyed to general types 
  of noises or to a specific noise or spoken word. Actions can serve as 
  triggers if they are visible or audible. An alarm cannot distinguish 
  level, Hit Dice, or class except by external garb. The range limit of 
  the trigger is 10’ per caster level. Regardless of range, the alarm can 
  respond only to visible or audible triggers and actions in line of sight 
  or within hearing distance.
  Alarm: create illusion, non-visual mono-sensory (3), illusion 
  limited to 1 obviously fake, harmless category (×0.2), target 1’ × 1’ 
  × 1’ cube (×1), range 10’ per caster level (×1), duration 1 round per 
  level (×1), duration does not begin until triggered (×2.75), expires 
  if attacked (×0.75), expires if touched by an intelligent creature 
  (×0.75), total cost 0.93
  
  6 
  Cantrip Spell Descriptions
  Bludgeon/Frostbite/Shock/Singe
  Range:
  150’
  Arcane Cantrip
  Duration:
  instantaneous
  The caster can smash the target with a small shard of hard earth. If the 
  caster makes a successful attack throw against the target, he deals 1d6 
  points of bludgeoning damage to it.
  Similar cantrips exist for other elemental damage types – frostbite 
  freezes the target with a short blast of cold, shock electrocutes the 
  target with a small bolt of lightning, and singe burns the target with 
  a hot ball of cinders. 
  Blast: 1d6 damage per level (27), maximum 1d damage (×0.1), 
  elemental (×1), target 1 creature (×1), attack throw required to hit 
  target (×0.35), range 150’ (×1), duration instantaneous (×1), arcane 
  (×1), cost 0.95
  Call Woodland Creature
  Range:
  10’
  Arcane and Divine Cantrip
  Duration:
  1 turn
  This cantrip calls a nearby animal of up to 1 HD to serve the caster. 
  The animal may make a saving throw versus Spells to resist the effect. 
  If the save fails, the animal will approach the caster and do whatever 
  is commanded of it. The effect lasts so long as concentration is 
  maintained or until one turn elapses, whichever comes first. Once 
  the cantrip ends, the animal will return to its original location. Its 
  disposition towards the caster will depend on how it was treated 
  when called. 
  Call Woodland Creature: summon a creature (65), creature may 
  have up to 1 HD (×0.15), caster must concentrate to control creature 
  (×0.5), summoning restricted to animals (×1), target summoned only 
  from within spell’s range (×0.66), range 10’ (×1), duration 1 turn (×0.5), 
  saving throw avoids spell effect (×0.5), arcane (×1) or divine (×1.2), 0.80 
  or 0.96
  Cure Minor Wounds*
  Range:
  touch
  Divine Cantrip
  Duration:
  instantaneous
  This cantrip heals the creature touched of 1 point of damage. Any 
  given creature can only benefit from cure minor wounds once per 
  day. Like other cure spells, cure minor wounds never increases a 
  creature’s hit points beyond the normal amount.
  The reverse form of this cantrip, cause minor wounds, causes 1 
  point of damage to the creature touched. A successful attack throw 
  is required in this case. Like other cure spells, undead are affected by 
  this spell and its reverse in opposite fashion; they are injured by cure 
  minor wounds and healed by cause minor wounds.
  Cure Minor Wounds: 1 point curing (3), target 1 creature (×1), 
  attack throw required (×1), range 0’ (×1), duration instantaneous 
  (×1), spell can only be cast on each target once per day (×0.33), 
  divine (×1), beneficial effect (×1), total cost 0.99
  Daze
  Range:
  10’
  Arcane and Divine Cantrip
  Duration:
  1 round
  This cantrip can momentarily daze a target humanoid creature of up 
  to 4+1 HD. The target may make a saving throw versus Paralysis to 
  resist the effect. If the save fails, the creature spends its next action in 
  a stupor, unable to take any action. It is not helpless, however, and can 
  still defend itself if attacked.
  Daze: Target mesmerized for duration of spell (30), 1 creature of 
  up to 4+1 HD (×1), only target humanoids (×0.5), range 10’ (×0.5), 
  duration 1 round (×0.1), saving throw avoids spell effect (×0.5), 
  arcane enchantment other than hold (×1) or divine enchantment 
  (×1.5), total cost 0.38 or 0.57
  Detect Spirits 
  Range:
  60’
  Arcane and Divine Cantrip
  Duration:
  1 turn
  This spell detects the presence of incorporeal undead within 60’. If the 
  incorporeal undead are within the caster’s line of sight, the caster sees 
  them as surrounded by a sickly grey-green aura. The more powerful 
  the undead, the thicker the aura. If the incorporeal undead are not 
  within the caster’s line of sight, he is nevertheless aware of them in his 
  mind’s eye, gaining a sense of their proximity, number, and relative 
  power. The cantrip can only be performed once per week, typically 
  being limited to a day associated with a psychopomp to the dead.
  Detect Spirits: Detect incorporeal undead (5), spell can only be 
  performed once per week (×0.2), range 30’ (×1), duration 1 turn 
  (×0.5), no saving throw (×1), arcane (×1) or divine (×.15), cost 0.5 
  or 0.75
  Exterminate Pest
  Range:
  30’
  Arcane Cantrip
  Duration:
  instantaneous
  This cantrip deals 1d8 points of damage to affected swarming 
  creatures. Up to 1 HD of such creatures can be affected per level of 
  experience of the caster. All of the creatures to be affected must be 
  within a 30’ radius of the caster. Swarming creatures include ordinary 
  bats, ordinary rats, and ordinary insects, but not any kind of giant 
  animals or giant vermin. Creatures with the fewest HD are affected 
  first. The swarming creatures do not receive a saving throw. 
  This cantrip is commonly used to delouse children, eliminate pests 
  from a house, etc., but adventurers have found it useful against actual 
  swarms. When exterminate pest is cast against a swarm, treat the 
  swarm as a number of 1HD sub-swarms equal to its HD, and deal 
  damage accordingly, then apply the total damage dealt to the swarm’s 
  hit points. 
  EXAMPLE: Yrsa Raghilddottir, a 3rd level antiquarian witch, 
  casts exterminate pest on a 4HD insect swarm with 18 hp. A 4HD 
  insect swarm counts as four separate sub-swarms of 1 HD each, 
  of which Yrsa can affect three. She deals 1d8 points of damage to 
  each of the three sub-swarms, rolling 7, 4, and 2 respectively. The 
  Judge applies the total of 13 points of damage to the insect swarm, 
  leaving it with (18 – 13) 5 hp left.
  Exterminate pest: 1d8 damage per level (44), maximum 1d damage 
  (×0.1), target 1 HD of creature per level within 60’ diameter 
  (×1.5), creatures with fewest HD are affected first (×0.5), only 
  works on swarm-sized creatures (×0.5), range 60’ (×0.6), duration 
  instantaneous (×1), no saving throw (×1), arcane (×1), cost 0.99
  
  Axioms Issue 5
   
  Cantrip Spell Descriptions 
  7
  Hedge Wizardry and Village Wisdom
  Find Wealth 
  Range:
  120’
  Arcane Cantrip
  Duration:
  1 round per level
  The spellcaster may, by concentrating for one turn, sense the direction 
  and distance of the most valuable treasure within 120’. In order to be 
  detected, the total value of the treasure must meet or exceed a value 
  of 50gp. No physical barrier will impede detection, with the exception 
  of magical wards or lead. The cantrip can only be performed once 
  per week, typically being limited to a day associated with the god of 
  fortune or wealth.
  Detect Wealth: Detect treasure (15), 1 small area, object, or 
  creature in range (×0.7), spell takes 1 turn to cast (×0.8), spell can 
  only be performed once per week (×0.2), range 120’ (×1.5), duration 
  1 round per level (0.25), no saving throw (×1), arcane (×1), cost 0.63
  Guidance 
  Range:
  touch
  Arcane and Divine Cantrip
  Duration:
  1 round
  This cantrip grants the creature touched a +1 bonus on its next 
  proficiency throw within one round. The bonus does not apply to 
  attack throws or saving throws. 
  Guidance: current form gains +1 to proficiency throw (5), target 
  1 living corporeal creature (×1), range 0’ (×0.6), duration 1 round 
  (×0.25), beneficial effect (×1), arcane (×1) or divine (×1.25), total 
  cost 0.75 or 0.9
  Lullaby
  Range:
  0’
  Arcane Cantrip
  Duration:
  concentration
  By singing a song, the caster can cause a nearby living creature of less 
  than 1 HD to fall into a peaceful, dreamless slumber. The target must 
  be close enough to touch, although neither actual physical contact 
  nor an attack throw is required. An unwilling target may make a 
  saving throw v. Paralysis to resist the effect. The caster must remain 
  stationary and concentrate on singing the lullaby. The cantrip expires 
  when the caster stops singing or otherwise loses concentration. 
  However, a willing subject of this cantrip will not necessarily wake up 
  if he was otherwise tired or in need of rest. This cantrip is commonly 
  used to help agitated, ill, or sleepless people get some rest!
  Sleeping creatures are helpless and can be killed in one round by 
  unengaged opponents. Slapping or wounding awakens an affected 
  creature, but normal noise does not. Lullaby does not affect creatures 
  that are already unconscious or undead, constructs, oozes, and other 
  creatures that do not rest. 
  Lullaby: Target asleep for duration of spell (15), 1 creature of less 
  than 1 HD (×0.5), only target living creatures (×0.75), range 0’ 
  (×0.4), duration concentration, must remain stationary (×0.8), 
  saving throw avoids spell effect (×0.5), arcane, cost 0.9
  Moon’s Call
  Range:
  touch
  Divine Cantrip
  Duration:
  instantaneous
  This cantrip can cause the creature touched to immediately enter 
  menses. This cantrip is commonly used by women to end unwanted 
  pregnancies. If the pregnancy had advanced to more than 50% of its 
  term, the subject will have to suffer through a stillbirth in 2d6+7 days; 
  otherwise, the pregnancy ends with the menstruation. An unwilling 
  target of moon’s call may make a saving throw v. Death to resist the 
  effect. If the cantrip is cast on a creature incapable of entering menses, 
  the caster begins bleeding from her nose and suffers 1 point of damage. 
  Mother’s Awareness
  Range:
  touch
  Divine Cantrip
  Duration:
  1 round
  This cantrip allows the caster to detect whether the creature touched is 
  pregnant, and if so, how far into the term and with how many young. 
  The caster feels the presence of each child within as a warmth in her 
  hands, with the temperature indicating how long the child has been 
  carried. This warmth cannot be felt by anyone else. The cantrip does 
  not reveal any information about the characteristics, gender, health, 
  or race of the child or children. If this cantrip is cast on a subject 
  incapable of giving birth, it has no effect except that the caster begins 
  bleeding from her nose and suffers 1 point of damage.
  Mother’s Awareness: Detect pregnancy (5), range 0’ (×0.5), all 
  creatures within range (×1), duration 1 round (×0.2), no saving throw 
  (×1), divine (×1), cost 0.5
  Mother’s Insight
  Range:
  touch
  Divine Cantrip
  Duration:
  1 round
  This cantrip allows the caster to determine the likely sex of the 
  child or children being carried by an expectant mother. The caster 
  intuitively “knows” the sex of each child, but there is no sensory 
  indicator. The cantrip does not reveal any other information about 
  the child or children. The cantrip is not perfectly accurate; when cast, 
  the Judge should secretly roll 1d20. If the result is a 1, the cantrip yields 
  a random result for each child. If this cantrip is cast on a subject that 
  is not carrying children, it has no effect except that the caster begins 
  bleeding from her nose and suffers 1 point of damage. 
  Mother’s Insight: Detect gender (5), range 0’ (×0.5), all creatures 
  within range (×1), duration 1 round (×0.2), no saving throw (×1), 
  divine (×1), cost 0.5
  Mother’s Prediction
  Range:
  touch
  Divine Cantrip
  Duration:
  1 round
  This cantrip gives the caster insight into the potential talents of an 
  unborn child or children carried by a creature touched. The cantrip 
  is not perfectly accurate; when cast, the Judge should secretly roll 
  1d20. If the result is a 5 or more, the cantrip correctly reveals what the 
  child’s ability scores will be as an adult. If the result is a 2-4, the cantrip 
  reveals a random set of ability scores unrelated to what the child’s 
  will be as an adult. If the result is a 1, the cantrip reveals an opposite 
  set of ability scores, diametrically opposed to what the child’s ability 
  scores will be as an adult (the Judge may calculate each diametrically 
  opposed score as 21 less the child’s actual ability score, or make up 
  values). If this cantrip is cast on a subject that is not carrying children, 
  it has no effect except that the caster begins bleeding from her nose 
  and suffers 1 point of damage. More than one village wise woman 
  has been killed when mother’s prediction incorrectly predicted a 
  healthy, beautiful child and a misshapen monster was born instead… 
  Mother’s Prediction: Gain insight into potential (5), range 0’ 
  (×0.5), all creatures within range (×1), duration 1 round (×0.2), no 
  saving throw (×1), divine (×1), cost 0.5
  
  8 
  Cantrip Spell Descriptions
  Mother’s Ministry
  Range:
  touch
  Divine Cantrip
  Duration:
  special
  This cantrip eases the pain of childbirth. For the duration of the spell, 
  the creature touched experiences a mild analgesic-like effect. The 
  cantrip expires when the subject gives birth or dies. If this spell is cast 
  on a subject that is not giving birth, it has no effect except that the 
  caster begins bleeding from her nose and suffers 1 point of damage.
  Overlookability
  Range:
  self
  Arcane Cantrip
  Duration:
  1 round per level
  The spellcaster, along with any worn or carried items that extend less 
  than 10’ from him, becomes easily overlooked by casual observers. 
  Provided the caster remains stationary, and does not speak, move, 
  attack, or cast a spell, he is detected as if he were a secret door. The 
  spell ends when the duration expires, or if the caster speaks, moves, 
  attacks, casts a spell, or if the caster is successfully attacked. 
  Overlookability: Target becomes partially invisible (12), target 
  self (×0.33), duration 1 round per level (×1), if target creature 
  speaks (×0.9), expires if target creature successfully attacked (×0.9), 
  expires if target creature casts spell (×0.75), expires if target creature 
  attacks (×0.75), expires if target creature moves (×0.5), cost 0.9
  Phantasm of the Fire
  Range:
  0’
  Arcane Cantrip
  Duration:
  concentration
  This spell creates the visual illusion of an object, creature, or area to 
  appear in the flickering flames of a fire within reach. The illusion can 
  be up to 1’×1’×1’ in size. The phantasm of the fire can be anything 
  the caster can visualize, but it is not accompanied by any sound, smell, 
  texture, or temperature save that of the fire itself. The caster can move 
  the image within the limits of the size of the effect. The phantasm of 
  the fire persists so long as the caster concentrates upon it.
  Create Illusion: create illusion, visual mono-sensory (9), illusion 
  can only be cast into a fire (×0.25), illusion dynamic (×1), target 1’ 
  × 1’ × 1’ cube (×1), range 0’ (×0.5/.), duration concentration (×1), 
  expires if touched (×0.75), arcane (×1), total cost 0.85
  Purify Meal*
  Range:
  10’
  Divine Cantrip
  Duration:
  Instantaneous 
  This spell makes spoiled, rotten, poisonous, or otherwise contaminated 
  food and water pure and suitable for eating and drinking. This spell 
  will purify a single glass of water or one meal for one person. This 
  spell does not prevent subsequent natural decay or spoilage. The spell 
  has no effect on creatures of any type, nor upon magic potions or 
  unholy water.
  Reversed, this spell becomes putrefy meal. It will spoil a single glass 
  of water, or one meal for one person Anyone consuming putrefied 
  food and water must make a saving throw versus Poison or become 
  violently ill for the next 2 hours (12 turns), unable to do anything save 
  retch and heave. The spell has no effect on creatures of any type, nor 
  upon magic potions or holy water.
  Recover Object
  Range:
  120’
  Arcane Cantrip
  Duration:
  1 round per level
  The spellcaster may, by concentrating for one turn, sense the direction 
  to a well-known or clearly visualized object. The caster can search 
  either for a unique item that he has observed firsthand (not through 
  divination), or he can search for a general item, in which case the 
  nearest one of its kind is located if more than one is within range. The 
  spell is not impeded by most physical barriers but is blocked by even 
  a thin sheet of lead or gold. Creatures cannot be found by this spell. 
  The cantrip can only be performed once per week, typically being 
  limited to a day associated with the god of fortune or thievery.
  Detect Known Object: Detect known object (8), spell can only 
  be performed once per week (×0.2), spell requires one turn to cast 
  (×0.8), range 120’ (×1.5), duration 1 round per level (0.25), no 
  saving throw (×1), arcane (×1) or divine (×1.5), cost 0.6 or 0.9
  Relaxing Respite
  Range:
  touch
  Divine Cantrip
  Duration: 
  special
  This spell allows its subject to enjoy soothing, peaceful sleep, free of 
  pain and sorrow that night. As a result of this relaxing respite, the 
  subject of the spell will heal an extra hit point in the coming day if 
  he rests completely. The spell ends when the subject stops completely 
  resting or takes any damage, or after one full day of rest.
  Remedy*
  Range:
  touch
  Divine Cantrip
  Duration:
  instantaneous
  This spell aids the subject in recovering from minor acute illnesses 
  such as the common cold. When remedy is cast, the subject 
  immediately makes a saving throw versus Death. If the save succeeds, 
  the subject will recover in half the usual time. If the save fails, the 
  subject receives no benefit. Remedy can be cast repeatedly on the 
  same subject, but no more than once per day. 
  The reverse of this spell, infection, can infect the target with a minor 
  acute illness. The target receives a saving throw versus Death. If the 
  save succeeds, the target resists the spell. If the save fails, the target is 
  infected with a cold. While infected, the character suffers a -1 penalty 
  to reaction rolls due to his irritable state and he cannot force march. 
  (If using the Campaign Play rules from Axiom Special Issue, the 
  character cannot work overtime.) An infected character will recover 
  naturally after 2d6 days.
  Remedy: remedy minor disease (1), target 1 creature (×1), range 
  0’ (×1), duration instantaneous (×1), beneficial effect (×1), divine 
  (×1), total cost 1 
  Remove Affliction*
  Range:
  30’
  Divine Cantrip
  Duration:
  instantaneous
  This cantrip instantaneously removes all afflictions on a creature. (An 
  affliction is a type of minor curse caused by a cantrip.) Any affliction 
  cast by a character of equal or lower level than the remove affliction 
  caster’s level is ended automatically. Those curses bestowed by higher 
  level casters might not be removed; there is a 5% chance the remove 
  affliction will fail for each level the afflicting character’s level exceeds 
  the level of the caster removing the curse. 
  
  Axioms Issue 5
   
  Cantrip Spell Descriptions 
  9
  Hedge Wizardry and Village Wisdom
  The reverse of this spell, bestow affliction, allows the caster to place 
  an affliction on a target creature. A saving throw versus Spells is 
  allowed to resist. The caster can choose one of the following effects:
  • 
  Bad body odor, unsightly skin condition, or similar blemish 
  causing a −1 penalty on reaction rolls
  • 
  Chronic body aches and pains causing a -1 penalty to initiative 
  rolls
  • 
  Misfortune at work causing a 5% decrease in the character’s 
  daily construction rate with one proficiency
  The caster may also invent his own affliction, but it should be no 
  more powerful than those described above. The affliction thus 
  bestowed cannot be dispelled, but it can be removed with a remove 
  affliction or remove curse spell. There is no limit to the number of 
  different afflictions a character may suffer from.
  Sleepy Creature
  Range:
  touch
  Divine Cantrip
  Duration:
  6 turns
  This cantrip can cause the animal touched to fall asleep. The animal 
  must have 4+1 HD or less in order to be affected, and may make a 
  saving throw v. Paralysis to resist the effect. Once asleep, the animal 
  is helpless and can be killed in one round by an unengaged opponent. 
  Slapping or wounding awakens the affected animal, but normal noise 
  does not. A creature that was wide awake when this cantrip was cast 
  will always awaken when the duration expires, but if the animal was 
  already tired or in need of rest it may continue to slumber. 
  Sleepy Creature: Target asleep for duration of spell (15), 1 creature 
  of up to 4+1 HD (×1), only target animals and giant animals (×0.5), 
  attack throw required to target spell (×0.4), range touch 0’ (×0.4), 
  duration 6 turns (×1.2), saving throw avoids spell effect (×0.5), 
  divine (×1.5), cost 0.71
  Tame Animal
  Range:
  15’
  Divine Cantrip
  Duration:
  concentration
  This spell can temporarily tame one or more wild animals. The spell 
  can affect up to 1d4 animals (including giant animals) of up to 4 HD 
  The caster may decide which individual animals in range are to be 
  affected. Any animals that make a successful saving throw versus 
  Spells resist the effect. The animals remain tame as long as the caster 
  concentrates upon the spell. 
  A tame animal is not necessarily under control, but it is much less 
  dangerous than a wild animal. If left alone, the animal will ignore the 
  caster and his allies. If the animal is approached, make a reaction roll. 
  Apply a +2 bonus if the character approaching it has the appropriate 
  Animal Training proficiency. (Characters with Beast Friendship or 
  under the effects of speak with animals always count as proficient 
  for the purposes of handling trained animals.) If the reaction roll is 9 
  or higher, the character can handle the animal safely for the duration 
  of the spell. A tame, handled animal can be held helpless and slain, if 
  desired. Since the duration is short, the handler is advised to quickly 
  leash, muzzle, cage, or kill the animal. 
  Tame Animal: Target tame for duration of spell (4), 1d4 creatures 
  of up to 4 HD (×1.2), only targets animals and giant animals (×0.5), 
  range 15’ (×0.6), duration concentration (×1), saving throw avoids 
  spell effect (×0.5), divine (×1), cost 0.72
  
  10 
  Enchanting Cantrips Into Items
  POTIONS, LOTIONS, AND OTHER 
  COMMOTIONS
  MINOR MAGICAL ITEMS FOR YOUR VILLAGE WIZARDS AND HEDGE 
  WITCHES TO BREW AND CRAFT
  brewed by mountebanks (introduced in the article Of Mischief 
  and Mountebanks in this issue), who specialize in them. However, 
  any character with either Hedge Wizardry or Village Witchcraft 
  proficiency and at least one rank Alchemy proficiency can brew 
  cantrip qucksalves based on the following items: herbal tonics, moon 
  teas, mother’s teas, and oils of relaxing respite. 
  Brewing a cantrip quacksalves costs 10gp and requires 1 hour. After 
  the money and time is invested, the Judge makes a magical research 
  throw on behalf of the brewer against the target value for their class. 
  The brewer gains a +2 bonus on the throw per rank of Alchemy. 
  Regardless of the target value, a natural roll of 1-3 always fails. All the 
  usual rules for magic research and qucksalves (INT bonus, brewing 
  equipment, etc.) apply.
  If the proficiency throw is successful, a quacksalve potion of the 
  desired type has been successfully created. It functions exactly like 
  the normal item of the same type. If the proficiency throw fails 
  with a natural 1, a counter-potion has been created. The counter-
  potion somehow does the opposite of the potion’s intended effect. (A 
  counter-potion herbal tonic might cause the character to develop a 
  minor disease; a counter-potion moon tea might make the drinker 
  more fertile.) If the proficiency throw fails with a natural 2-3, or by 
  missing the target value by at least 4, then a potion of delusion is 
  created. On any other result, the quacksalve is completely ineffectual. 
  EXAMPLE: Hanna fears she may have gotten pregnant by a rogue 
  who will not support her. She visits Helga, the village witch, to ask 
  for moon tea, with old family jewelry worth 10gp to pay. Actual 
  moon tea costs 100gp to brew, but quacksalve moon tea can be 
  brewed for just 10gp, so that’s what Helga brews. Helga is a 3rd 
  level antiquarian witch with one rank of Alchemy. Based on her 
  level, the target value for her magic research throw is 14+, reduced 
  to 12+ because she has one rank of Alchemy. The Judge secretly 
  rolls 1d20 and the result is a 7.
  Helga has unknowingly brewed a potion of delusion. Later, when 
  Hanna drinks what she think is moon tea, she is deluded into 
  thinking she has taken care of her problem. Only when she begins 
  to show does she realizes her mistake…
  CANTRIP ITEMS
  Candle of Comfort: The candle of comfort appears as a foul-scented 
  taper of waxy white fat. If lit, the candle burns swiftly, lasting only 6 
  rounds (60 seconds) if not snuffed out. Each round that the candle 
  burns, it deals 1d8 points of damage to the lowest-HD swarm of 
  creatures within 30’. Swarms may be made of ordinary bats, ordinary 
  rats, and ordinary insects, but not any kind of giant animals or giant 
  vermin. The affected swarm does not receive a saving throw. Candle 
  of Comfort gained their name from their use in eliminating bedbug 
  infestations in the chambers of the nobility. (effect: exterminate pest 
  cantrip; base cost: 600gp; base time: 9 days)
  Hedge wizards and village witches (introduced in the article Hedge 
  Wizardry and Village Wisdom in this issue) are abundant in the 
  world of ACKS, with every hamlet and village having its wise woman 
  or cunning-man. While most of these casters will never exceed 2nd 
  level, some will reach 3rd, 5th, or even 9th level and become capable 
  of creating potions, scrolls, and permanent magic items. Since hedge 
  wizards and village witches have access to the minor magical effects 
  known as cantrips, some of their magic items will almost certainly 
  make use of these minor magics. In this article we present rules for 
  enchanting cantrips into items, as well as offer 15 new cantrip items 
  inspired by folk magic and faerie tales.
  ENCHANTING CANTRIPS INTO ITEMS
  Cantrips can be enchanted into potions, scrolls, and permanent magic 
  items following the rules for magical research in ACKS. For purposes 
  of magical research, cantrips count as 1/5 level spells (e.g. they require 
  20% as much time and money as 1st level spells). The costs in time 
  and gold for various types of cantrip items are summarized on the 
  Cantrip Item Creation table, below.
  Cantrip Item Creation
  Item Type
  Base Cost
  Time
  One Use Effect
  100gp
  1.5 days 
  Charged Effect
  100gp × charges
  0.4 days × charges
  Permanent Effect, Unlimited Use
  5,000gp
  20 days
  Permanent Effect, Use 1/turn
  3,300gp
  16 days
  Permanent Effect, Use 1/3 turns
  2,500gp
  14 days
  Permanent Effect, Use 1/hour
  1,600gp
  12 days
  Permanent Effect, Use 3/day
  1,200gp
  10 days
  Permanent Effect, Use 1/day
  1,000gp
  8 days
  Permanent Effect, Use 1/week
  600gp
  6 days
  CANTRIP SPECIAL COMPONENTS
  When a spellcaster creates potions, scrolls, and permanent magic 
  items, the enchantment process always requires special components. 
  Items enchanted with spells of 1st level or higher typically require 
  special components extracted from slain monsters; items enchanted 
  with cantrips require more readily-available special components, 
  such as animal byproducts, herbs, oils, spices, powdered rocks, and 
  cut woods. 
  Special components for cantrip items can be purchased at a market 
  or gathered from the wilderness by a naturalist. A character with 
  Naturalism proficiency can gather 15gp worth of special components 
  each week with a proficiency throw of 11+.
  CANTRIP QUACKSALVES
  Qucksalves are a type of one-use magic item similar to potions but 
  of much lower cost and far more dubious efficacy. They are typically 
  
  Axioms Issue 5
   
  Cantrip Items 
  11
  Potions, Lotions, and Other Commotions
  Charcoal of Phantasms: This magical briquette smells of peat and 
  exotic woods. If burned in a brazier, the charcoal of phantasms 
  creates a visual illusion of an object, creature, or area to appear in the 
  flickering flames. The image is 1’ × 1’ × 1’ in size and not accompanied 
  by any sound, smell, texture, or temperature. If the character who set 
  the charcoal alight is aware of its properties, he can control the image 
  that appears in the fire through concentration. If the character is not 
  aware of its properties, or does not concentrate on the illusion, the 
  illusion will be random (Judge’s discretion). The illusion persists so 
  long as its is concentrated upon, or up to 1 turn (10 minutes) if no one 
  concentrates on it. (effect: phantasm of fire cantrip; base cost: 100gp; 
  base time: 1 ½ days)
  Cursed Doll: The cursed doll resembles an ordinary children’s toy, 
  albeit with a slightly sinister mien. Over time, a cursed doll brings 
  misery and misfortune to any household it resides in. A cursed doll 
  could be given as gift to an unsuspecting child in the household, or 
  placed within a household by means of stealth. In any case, once it 
  has taken up residence in the household, its magic begins to take hold. 
  Each day, whoever spent the most time near the cursed doll must 
  make a saving throw versus Spells. If the save succeeds, the character 
  resists the effect. If the save fails, the character suffers an affliction. 
  The Judge should select one of the following effects:
  • 
  Bad body odor, unsightly skin condition, or similar blemish 
  causing a -1 penalty on reaction rolls
  • 
  Chronic body aches and pains causing a −1 penalty to 
  initiative rolls
  • 
  Misfortune at work causing a 5% decrease in the character’s 
  daily construction rate with one proficiency
  The affliction thus bestowed lasts indefinitely and cannot be 
  dispelled, and there is no limit to the number of different afflictions 
  a character may receive from the cursed doll. Any given affliction 
  can be removed with a remove affliction or remove curse spell but 
  the only way to remove them all at once and restore good fortune to 
  the household is to destroy the doll. (effect: affliction cantrip; base 
  cost: 1,000gp; base time: 8 days)
  Dowsing rod (A): A dowsing rod is constructed from a forked 
  branch cut from a witch hazel tree. An arcane caster in possession 
  of a dowsing rod can, by concentrating for one turn, determine 
  the direction and distance of the most valuable treasure within 120’. 
  The dowsing rod will magically rotate to point in the appropriate 
  direction and will shake to indicate proximity, with a more violent 
  tremor indicating a more proximate treasure. After 9 rounds (90 
  seconds) the rod will cease its movement. In order to be detected, the 
  total value of the treasure must meet or exceed a value of 50gp. No 
  physical barrier will impede detection, with the exception of magical 
  wards or lead. A dowsing rod will only function in the hands of an 
  arcane caster, and only once per week, typically being limited to a 
  day associated with the god of fortune or wealth. (effect: find wealth 
  cantrip; base cost: 600gp; base time: 6 days)
  Explorer’s Mess Kit: The explorer’s mess kit resembles an ordinary 
  collection of portable eating and cooking utensils designed for troops 
  on extended military campaigns, including a mess tin, cooking pot, 
  skewer, and cutting knife. Close inspection of the utensils shows that 
  the mess tin bears the embossed symbol of Naurivus, god of travelers, 
  and that the utensils have no tarnish or wear. When used to consume 
  a meal, the explorer’s mess kit will render the food pure and suitable 
  for eating, regardless of how spoiled, rotten, poisonous, or otherwise 
  contaminated it might have been. The magic of the explorer’s mess 
  kit can be used on three meals per day. (effect: purify meal cantrip; 
  base cost: 1,200gp; base time: 10 days) 
  Healing Salve: The healing salve is an enchanted liniment based 
  on camphor, wormwood, and oil. If rubbed on a wound, it heals the 
  creature of 1 point of damage. Any given creature can only benefit 
  from the healing salve once per day. (effect: cure minor wounds 
  cantrip; base cost: 100gp; base time: 1 ½ days)
  Herbal Tonic: The herbal tonic resembles an amber-hued tea or 
  infusion and smells of garlic, ginger, honey, and vinegar. If drunk an 
  herbal tonic aids the drinker in recovering from minor acute illnesses 
  such as the common cold. The drinker immediately makes a saving 
  throw versus Death. If the save succeeds, the drinker will recover in 
  half the usual time. If the save fails, the drinker receives no benefit. A 
  character can only drink one herbal tonic per day; additional tonics 
  cause stomach distress and cannot aid recovery. (effect: remedy 
  cantrip; base cost: 100gp; base time: 1 ½ days)
  Lyre of the Lullaby: The lyre of the lullaby appears as a well-made 
  music instrument with a tortoise shell chest painted with scenes of 
  hearth and home. Each lyre has a particular lullaby that triggers 
  its magical effects, analogous to the manner in which a command 
  word triggers the effects of a wand. By strumming the lyre while 
  singing the controlling lullaby, a character can cause a nearby living 
  creature of less than 1 HD to fall into a peaceful, dreamless slumber. 
  The target must be close enough to touch, although neither actual 
  physical contact nor an attack throw is required. An unwilling target 
  may make a saving throw v. Paralysis to resist the effect. The lyrist 
  must remain stationary and concentrate on singing the lullaby and 
  strumming the lyre. The effect ends when the lyrist stops singing 
  and strumming or otherwise loses concentration. However, a willing 
  subject of the effect will not necessarily wake up if he was otherwise 
  tired or in need of rest. It is commonly used to help agitated, ill, or 
  sleepless children get some rest, and wealthy patricians will almost 
  certainly maintain one in their home for use by their child-tenders. 
  Sleeping creatures are helpless and can be killed in one round by 
  unengaged opponents. Slapping or wounding awakens an affected 
  creature, but normal noise does not. The lyre does not affect 
  creatures that are already unconscious or undead, constructs, oozes, 
  and other creatures that do not rest. The magical effects of the lyre 
  can be used once ever 8 hours. It can be safely used as an ordinary 
  music instrument at all other times. Using the lyre does not require 
  Performance proficiency, but if the lyrist has one or more ranks in 
  that proficiency, the target will suffer a -1 penalty per rank. (effect: 
  lullaby cantrip; base cost: 1,200gp; base time: 10 days)
  Moon Tea: This herbal tincture causes the creature that drinks it to 
  immediately enter menses unless it succeeds on a saving throw versus 
  Poison. The tea is used by women to end unwanted pregnancies. If 
  the pregnancy had advanced to more than 50% of its term, the subject 
  will have to suffer through a stillbirth in 2d6+7 days; otherwise, the 
  pregnancy ends with the menstruation. If moon tea is drunk by a 
  creature incapable of entering menses, the drinker begins bleeding 
  from his nose and suffers 1 point of damage. (effect: moon’s call; base 
  cost: 100gp; base time: 1 ½ days) 
  Mother’s Tea: When drunk by a woman in labor, this herbal tincture 
  eases the pain of childbirth. The drinker enjoys a mild analgesic-like 
  effect until she either gives birth or dies. When drunk by anyone that 
  
  12 
  Cantrip Items
  is not giving birth, mother’s tee causes the drinker to begin bleeding 
  from his nose and suffer 1 point of damage. (effect: 
  Nondescript Cloak: The nondescript cloak is so ordinary-looking, 
  so overlookable, that it should not even be mentioned by the Judge 
  when he is first describing a room’s furnishings, creature’s inventory, 
  or chest’s contents. A successful search for secret doors, or a detect 
  magic spell, will reveal the cloak, although even then it will appear 
  unremarkable.
  Should a character don the nondescript cloak, he becomes as easily 
  overlooked as the cloak itself. Provided the wearer remains stationary, 
  and does not speak, move, attack, or cast a spell, he is detected as if 
  he were a secret door. The overlookability effect if the caster speaks, 
  moves, attacks, or casts a spell, or if the caster is successfully attacked, 
  but can be renewed again after one round if the wearer returns to 
  stationary silence. (effect: overlookability cantrip; base cost: 5,000gp; 
  base time: 20 days) 
  Oil of Relaxing Respite: The oil of relaxing respite has the pleasant 
  aroma of the lavender herbs which form its primary reagent. A 
  character who massages the oil onto his temples, his forehead, and 
  the back of his neck will enjoy soothing and peaceful sleep that night, 
  free of any pain and sorrow, and will heal an extra hit point in the 
  coming day if he rests completely. The effect of the oil ends when the 
  subject stops completely resting or takes any damage, or after one full 
  day of rest. (effect: relaxing respite cantrip; base cost: 100gp; base 
  time: 1 ½ days)
  Shillelagh of Stunning [A/D]: The shillelagh of stunning appears 
  as a blackthorn walking stick with a stout knot at its top. With 
  the expenditure of one charge and a successful attack throw, the 
  shillelagh can momentarily daze a target humanoid creature of up 
  to 4+1 HD. The target may make a saving throw versus Paralysis to 
  resist the effect. If the save fails, the creature spends its next action in 
  a stupor, unable to take any action. It is not helpless, however, and can 
  still defend itself if attacked. When found, a shillelagh of stunning 
  will have 3d10 charges. Like other staves, its use is limited to arcane 
  and divine casters. (effect: daze cantrip; base cost 100gp per charge; 
  base time 0.4 days per charge)
  Warning Skull: The warning skull resembles an ordinary human 
  skull, but is in fact a magical device used by spellcasters to protect 
  their demesnes. Each warning skull is enchanted with a trigger and 
  an alarm. When the trigger occurs, the skull will issue its alarm. 
  A warning skull’s trigger can be any audible or visible event 
  specified by its owner. Triggers can be as general or as detailed as 
  desired. Triggers react to what appears to be the case. Disguises and 
  illusions can fool them. Normal darkness does not defeat a visual 
  trigger, but magical darkness or invisibility does. Silent movement 
  or magical silence defeats audible triggers. Audible triggers can be 
  keyed to general types of noises or to a specific noise or spoken word. 
  Actions can serve as triggers if they are visible or audible. However, 
  the warning skull cannot distinguish level, Hit Dice, or class except 
  by external garb. The range limit of the trigger is 90’, and regardless 
  of range, the skull can respond only to visible or audible triggers and 
  actions in line of sight or within hearing distance.
  When the trigger occurs, the warning skull will issue its alarm. 
  The alarm may consist of one sentence of up to three words long 
  (“Warning! Intruder Alert!”), spoken any volume from a whisper to a 
  yell, in any language known by the skull’s owner. The voice created by 
  the skull resembles, but is not identical, to the owner’s, and cannot be 
  mistaken for an actual voice. The voice cannot use command words 
  or activate magical effects. Once it begins, the alarm will be repeated 
  each round, up to a maximum number of rounds equal to the caster’s 
  level. However, the alarm immediately ends if the skull is touched by 
  an intelligent creature or attacked.
  Once the warning skull has issued its alarm, it will fall dormant and 
  not react again to its trigger until the following day. The skull’s trigger 
  and alarm can be changed if desired by touching the skull and 
  speaking its command phrase, once per day. (effect: alarm cantrip; 
  base cost: 1,000gp; base time: 8 days)
  Woodwind of the Woodlands: The woodwind of the woodlands 
  appears as a reed pipe carved with pastoral images. If a character 
  plays the woodwind while an animal of 1 HD or less is nearby (10’), 
  the animal must make a saving throw versus Spells. If more than 
  one animal is nearby, the closest one must save. If the animal’s save 
  succeeds, it resists the woodwind’s magic. If the animal’s save fails, 
  the animal falls under the pipe-player’s sway and thereafter does 
  whatever he commands. The pipe-player’s commands are magically 
  conveyed to the animal by the music of the pipe. 
  The effect of the woodwind of the woodlands lasts for as long as the 
  pipe-player continues to play it. Every turn (10 minutes), however, the 
  animal receives another saving throw. When freed of the woodwind’s 
  enchantment, the animal will immediately seek to return to its 
  original location; its disposition towards the pipe-player will depend 
  on how it was treated when ensorcelled. Once the pipe-player stops 
  playing the woodwind or the animal succeeds on a saving throw, the 
  woodwind cannot be used for another turn (10 minutes). 
  Using the woodwind does not require Performance proficiency, 
  but if the pipe-player has one or more ranks in that proficiency, the 
  target will suffer a -1 penalty per rank. (effect: call woodland creature 
  cantrip; base cost: 3,300gp; base time: 16 days)
  
  Axioms Issue 5
   
  Fool 
  13
  Of Mischief and Mountebanks 
  OF MISCHIEF AND MOUNTEBANKS 
  JUST BECAUSE MAGIC IS REAL DOESN’T MEAN EVERY MAGICIAN IS! 
  BY JEFF BINDER
  As they often incite (however unintentional) or find themselves 
  witness to violence, fools are surprisingly accurate (some might 
  say uncannily lucky) combatants, though they lack the toughness, 
  protection, and damaging power of truly experienced warriors. At 
  first level (Nuisance), they hit an unarmored foe (AC 0) with an attack 
  throw of 10+. They advance in attack throws and saving throws as 
  fighters, by two points every three levels of experience. Fools cannot 
  wear armor heavier than hide armor, though they may use shields, 
  and typically wear a motley patchwork of hide, skins, and padded 
  heavy quilts (treated as hide). They are quite limited in the weapons 
  they may wield – clubs, daggers, bolas, and slings. Fools may fight 
  with two weapons or with a weapon and a shield. Through prescience, 
  luck, or the ability to make the best of an opening when they see one, 
  fools can backstab as thieves of equal level.
  All fools begin play with a number of skills germane to their unique 
  calling. They are adept in some kind of performance, though the 
  specific type of performance varies and may be chosen by the player. 
  They take naturally to slight-of-hand and other dexterous tricks and 
  are able to pick pockets as a thief of equal level. Additionally, fools 
  possess no mean skill in acrobatics. They are experts at presenting 
  themselves as harmless or beneath notice or can blend into crowds 
  and groups (treat as hiding in shadows). Finally, all fools have an 
  uncanny ability to hear noise.
  Beginning at 2nd level (Mischief), a fool can taunt an intelligent 
  creature (through word, gesture, or other action) in order to goad 
  them into heedlessly berating or attacking the fool in preference to all 
  else. The taunted creature must be within 30’, be able to see or hear the 
  fool, and must succeed at a saving throw versus Spells or be overcome 
  with rage for 1d4 rounds plus 1 round per level of the fool. In combat 
  environments, hostile creatures who have been successfully taunted 
  will heedlessly attack the fool in preference to all others for the 
  duration with disregard for their own safety, while in more social 
  situations (such as at court), the creature’s reaction immediately turns 
  unfriendly (see page 99 of the ACKS core rulebook) or hostile (if 
  already unfriendly) and the creature will become verbally or possibly 
  physically abusive to the fool should the chance present itself. The 
  Judge may grant bonuses or penalties to the saving throw depending 
  on circumstances, the temperament or natural inclinations of the 
  creature, and/or their training (such as a diplomat in court possessing 
  ranks in Diplomacy). A fool may taunt a creature no more than once 
  per hour.
  At 3rd level (Knave), a fool has learned a series of physical tricks, 
  confusing nonsense, or baffling patter so profound or confusing 
  that it serves to preternaturally distract creatures. Up to 1d6 living 
  creatures within 30’ of the fool may be affected. Creatures with the 
  fewest HD are affected first. Each affected creature may make a 
  saving throw versus Spells to resist the distraction. Creatures already 
  engaged in an extremely stressful or life-threatening situation (such 
  as combat) gain a +4 bonus to saving throws to resist the distraction. 
  The hedge wizard and the village witch may be limited in the scope 
  of their power, but they are, nevertheless, powerful – genuine 
  representatives of the arcane and the divine. But the existence of the 
  real thing doesn’t mean that charlatans and tricksters won’t exist; 
  indeed, they’re likely to be even more common. In this article, we 
  present two such classes, the fool and the mountebank. These classes 
  aren’t spellcasters in the traditional sense, though they often pretend 
  to be. And sometimes, to their own surprise, they just may succeed…
  FOOL
  Prime Requisite:
  CHA
  Requirements:
  None
  Hit Dice:
  1d6
  Maximum Level:
  14
  Fools are characters illuminated by a spark of divine luck but who 
  lack the means, focus, inclination, emotional balance, or moral 
  fortitude to embrace their divine gift fully or bring it to productive 
  fruition. Fools are misfits - societal, physical, or mental. Many are 
  knaves, rascals, and/or children. They are fate’s mirror, reflecting 
  luck’s harsh mockery to those harboring delusions of grandeur and 
  the belief that one day, their power will rival that of the whims of the 
  gods. As living embodiments of the divine comedy, fools are typically 
  touched with a bit of madness. Some find comfort in the dust and 
  filth of humanity because they see more than most that no matter the 
  grand achievements, dust is the inevitable and eternal throne of all 
  man. Others are quite sane and just along for the ride. As fools gain 
  experience and notoriety, they are welcomed to grand courts and 
  into the bosom of the most powerful and influential as living vessels 
  touched by the divine, fonts of homespun or awkward wisdom, and 
  as a breathing reminder of one’s infinitesimal place in the hierarchy of 
  the gods, no matter how besotted one becomes with temporal power. 
  Fool Level Progression
  Experience
  Title
  Level
  Hit Dice
  Backstab
  0
  Nuisance
  1
  1d6
  x2
  3,000
  Mischief
  2
  2d6
  x2
  6,000
  Knave
  3
  3d6
  x2
  12,000
  Rascal
  4
  4d6
  x2
  24,000
  Imp
  5
  5d6
  x3
  48,000
  Larker
  6
  6d6
  x3
  95,000
  Scapegrace 
  7
  7d6
  x3
  190,000
  Varlet
  8
  8d6
  x3
  310,000
  Fool
  9
  9d6
  x4
  430,000
  Fool of Fools
  10
  9d6+2*
  x4
  550,000
  Lord of Fools
  11
  9d6+4*
  x4
  670,000
  High Fool
  12
  9d6+6*
  x4
  790,000
  Prince of Fools
  13
  9d6+8*
  x5
  910,000
  King of Fools
  14
  9d6+10*
  x5
  *Hit point modifiers from constitution are ignored
  
  14 
  Fool
  Those that fail the saving throw will take no actions (though they are 
  not helpless) while they are beguiled by the antics of the fool, and 
  are considered distracted for purposes of sneaking and surprise (see 
  page 98 of the ACKS core rulebook). The fool may attempt this sort 
  of distraction no more than once every 8 hours.
  At 4th level (Rascal), a fool may spend an action to whisper a quick 
  prayer or charm to grant himself fool’s luck. For the next 6 turns, 
  an enemy attempting to attack or cast a spell upon the fool will be 
  foiled in the attempt and spare the fool of any potential damage 
  or malevolent effect. Until 6 turns have passed, the fool may be 
  spared 1d4 times before his luck is exhausted. Area-effect spells and 
  area attacks cannot be protected against, nor will they exhaust any 
  potential instances of fool’s luck the fool currently possesses. Fool’s 
  luck may be invoked no more than once every 8 hours.
  By 5th level (Imp), a fool’s white luck presence immediately influences 
  the reactions of others. Whenever a reaction roll is made in the 
  presence of a fool, the reaction is rolled twice and the better (or worse, 
  fool’s choice) roll is taken.
  An 8th level fool (Varlet) may attempt to use wands, staffs, and other 
  magical items only usable by mages. A failed proficiency throw 
  means the attempt backfires in some desultory way.
  At 9th level a fool gains the uncanny ability of prophecy. The fool 
  is subject to mad jibberings, dreams, riddles, obtuse insights, or the 
  random attention of various gods and godlings. These visions will be 
  both cryptic and useful, and functions as the commune spell. This 
  ability may be called upon once per week.
  Value of a Patron’s Favor per Month
  Class Level of Patron
  Maximum Value (gp)
  0
  12
  1
  25
  2
  50
  3
  100
  4
  200
  5
  400
  6
  800
  7
  1600
  8
  3,000
  9
  7,250
  10
  12,000
  11
  32,000
  12
  50,000
  13
  135,000
  14
  350,000
  At 9th level (Fool), a fool does not gain land or establish a domain, 
  but he may find a patron. A patron is a wealthy or well-connected 
  individual who provides aid and succor to the fool in exchange for 
  his services and insight. Patrons are typically grand or powerful 
  nobles such as kings or queens, grand dukes or duchesses, emperors 
  and empresses, but may also be extremely wealthy and influential 
  merchants. The fool is automatically granted lodging within his 
  patron’s seat of power and support within the patron’s domains by 
  those loyal to the patron. The fool gains the patron’s allies and enemies 
  while in the patron’s service.
  Furthermore, through his patron’s resources a fool may request 
  one favor per month (such as goods and services, loaned soldiery, 
  introductions to other powerful patrons, a loaned permanent magical 
  item with each month held counting as that month’s favor, or several 
  disposable magical items). The maximum value of the monthly favor 
  (in gp) is determined by the level of the fool’s patron as detailed in the 
  adjoining chart.
  The Judge determines the extent of a favor’s fulfillment and the 
  availability of favors requested. In general, the favor may not 
  encompass more goods, services, or personnel beyond what may be 
  acquired monthly in the patron’s largest controlled Market (or in the 
  case of a merchant, the largest Market they operate in or where they 
  have established successful ongoing mercantile ventures).
  Fools use the Henchman Loyalty table (ACKS Core Rulebook, p. 51) 
  to determine their relationship with their patron. They begin with a 
  Loyal (9-11) patron. However, the fool is always subject to the whims 
  of the powerful, and they must roll on the Henchman Loyalty chart 
  once per year and whenever their relationship with their patron is 
  tested to determine how their relationship with their benefactor fairs. 
  A fool gains a +1 bonus to the Loyalty roll for every level they are 
  above their patron, and a -1 penalty to their Loyalty roll for every two 
  levels they are below their patron. Requests for more than one favor 
  per month forces an immediate reaction roll at a -2 penalty from their 
  patron. A modified roll of 5 or less indicates the dismissal of the fool 
  from the Patron’s service, and a roll of 2 or less indicates an uncivil 
  parting. It is possible for a fool to maintain service with a patron for 
  many years or to move from patron to patron, depending on the 
  whim of the dice.
  At 14th level (King of Fools), a fool is gifted with luck’s boon, and once 
  per day may reroll (or force a reroll) on an attack roll, saving throw, 
  or any other randomly rolled effect within 60’. The fool automatically 
  chooses the most beneficial of the two rolls.
  Proficiencies: Alertness, Animal Training, Blind Fighting, Combat 
  Reflexes, Combat Trickery (disarm, incapacitate, knock down), 
  Contortionism, Diplomacy, Disguise, Divine Blessing, Divine 
  Health, Endurance, Fighting Style, Gambling, Intimidation, Lip 
  Reading, Mimicry, Mystic Aura, Performance, Precise Shooting, 
  Prestidigitation, Riding, Running, Skirmishing, Swashbuckling, 
  Weapon Finesse, Weapon Focus.
  
  Axioms Issue 5
   
  Fool 
  15
  Of Mischief and Mountebanks 
  Fool Skill Progression
  Level
  Acrobatics
  Pick Pockets
  Hide in Shadows
  Hear Noise
  Arcane Dabbling
  1
  18+
  17+
  19+
  14+
  -
  2
  17+
  16+
  18+
  13+
  -
  3
  16+
  15+
  17+
  12+
  -
  4
  15+
  14+
  16+
  11+
  -
  5
  14+
  13+
  15+
  10+
  -
  6
  13+
  12+
  14+
  9+
  -
  7
  12+
  10+
  12+
  8+
  -
  8
  11+
  8+
  10+
  7+
  4+
  9
  10+
  6+
  8+
  6+
  3+
  10
  9+
  4+
  6+
  5+
  3+
  11
  8+
  2+
  4+
  4+
  3+
  12
  7+
  -1+
  3+
  3+
  3+
  13
  6+
  -3+
  2+
  2+
  3+
  14
  5+
  -5+
  1+
  1+
  3+
  * -1 penalty on the proficiency throw per each level the acrobat is lower than the victim.
  Fool Attack and Saving Throws
  Level
  Petrification & Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Attack Throw
  1
  15+
  14+
  16+
  16+
  17+
  10+
  2-3
  14+
  13+
  15+
  15+
  16+
  9+
  4
  13+
  12+
  14+
  14+
  15+
  8+
  5-6
  12+
  11+
  13+
  13+
  14+
  7+
  7
  11+
  10+
  12+
  12+
  13+
  6+
  8-9
  10+
  9+
  11+
  11+
  12+
  5+
  10
  9+
  8+
  10+
  10+
  11+
  4+
  11-12
  8+
  7+
  9+
  9+
  10+
  3+
  13
  7+
  6+
  8+
  8+
  9+
  2+
  14
  6+
  5+
  7+
  7+
  8+
  1+
  FOOL TEMPLATES
  3d6
  Roll
  Template
  Proficiencies
  Starting Equipment
  3-4
  Outcast 
  Combat Trickery (Incapacitate)
  Intimidation
  Sling, 20 rough-hewn bullets, club, raggedy tunic and leggings, ratty leather belt, 
  well-worn low boots, backpack, small bag of marbles, small bag with collected 
  knickknACKS (trash), moldy bread, pet mouse, 4gp
  5-6
  Fortune’s Child
  Divine Health
  Mimicry
  Piecemeal armor (hide), rough worn leather boots, carved rod showing many childlike 
  images (club), dagger, sling with 12 colored marble bullets, hemp belt, pouches with 
  colored chalk and string, pouch full of jACKS, a ragdoll, backpack, waterskin, 7 gp
  7-8
  Jester
  Prestidigitation
  Performance (clowning)
  Mottled yet colorful patchwork armor (hide), soft boots, bell-laden leather belt, heavy 
  stick with bell-tipped clown face on end (club), dagger, theatrical makeup, sheep’s 
  bladder, flame juggling sticks (torches), “Punch and Judy” puppets, backpack, 7gp
  9-10
  Wildcard
  Swashbuckling
  Alchemy
  Patchwork armor (hide), dagger, bola, sling with 20 bullets, leather belt with 2 small 
  pouches, evergreen and yellow cloak, bag of smooth marbles, 50’ rope, backpack, 
  wineskin, 10gp
  11-12
  Addertongue
  Seduction
  Intimidation
  Formfitting dyed armor sewn from unknown skins (hide), bola, two slender daggers, 
  sling with 20 polished black bullets, high hard boots, sable cloak, black leather belt 
  with several pouches, flask of hard liquor, 25’ silk rope, 15gp
  13-14
  Odd Diplomat
  Diplomacy
  Seduction
  Well appointed padded (hide) armor, fine tunic and leggings, patterned gray cloak, 
  fine dagger, platinum-tipped walking stick (club), fine hard black boots, fine leather 
  belt, 4 belt pouches, pepper box, backpack, 1 week’s iron rations, wineskin, 10gp
  15-16
  Luckbender
  Divine Blessing
  Gambling
  Hardened, pale, skin-stitched hide armor, ivory-handled dagger, iron rod shaped like a 
  dragon with ivory grip (club), sling with smooth white-marble stones, off-white tunic 
  with black embroidery on cuff and collar, ermine and sable cloak, fine black belt with 
  four belt pouches, backpack, 1 week’s iron rations, wineskin, 15 gp
  17-18
  Godtouched
  Mystic Aura
  Intimidation
  Lionskin hide armor, heavy oaken club carved into the shape of a snarling-toothed 
  maw, bone-handled dagger, brass-rimmed heavy oaken shield, ivory holy symbol, 
  lionskin cloak, hide belt with three belt pouches, pouch brimming with strange 
  mushrooms, 1 week’s iron rations, wineskin, 20gp
  
  16 
  Mountebank
  MOUNTEBANK
  Prime Requisite:
  DEX and CHA
  Requirements:
  None
  Hit Dice:
  1d4
  Maximum Level:
  14
  Mountebanks are charlatans, swindlers, and con artists, typically from 
  society’s underclass but not always so. Roguish connivers and grifters, 
  mountebanks separate people from their possessions using guile, 
  fast-talk, charm, and trickery. Unlike thieves, who pride themselves 
  on the possessions they can take from others, the mountebank is a 
  master at tricking marks into freely giving up the things they value 
  most. 
  Mountebanks are trained combatants, although not as skilled as 
  fighters. At first level (Dodger), mountebanks hit an unarmored foe 
  (AC 0) with an attack throw of 10+. They advance in attack throws 
  and saving throws by two points every four levels of experience. 
  Mountebanks cannot wear armor heavier than leather, and they 
  cannot use shields. They may use any missile weapons and any one-
  handed melee weapons, and may wield a weapon in each hand if 
  desired.
  Like thieves, mountebanks have the ability to backstab surprised 
  opponents, usually because the mountebank is disguised or distracts 
  them in some way. When backstabbing, the mountebank will receive 
  an attack bonus of +4 and, if successful, deal additional damage for 
  every four levels he or she has attained. A mountebank at 1st through 
  4th levels does double the normal damage, at 5th-8th levels does triple 
  the normal damage, at 9th-12th levels does quadruple the normal 
  damage, and at 13th level or higher does quintuple the normal damage.
  Mountebanks have a range of other skills to assist them their 
  profession. All mountebanks are expert bargainers and showmen 
  peddlers, possessing both the Bargaining and Profession (huckster) 
  proficiencies at the start of play. They are also masters at creating 
  minor magical effects, trickeries, and distractions to impress or 
  draw attention away from what they are actually doing (as the 
  Prestidigitation proficiency). Mountebanks can also hear noises 
  and pick pockets with the same efficacy as thieves.
  Mountebanks often have cause to create a persona, disguise their 
  appearance, or take the identity of another individual in order to 
  avoid retribution, put a mark at ease, or potentially surprise a target 
  -- particularly in places where they have already plied their trade. 
  Therefore, all mountebanks possess the ability to impersonate others. 
  The chance of mountebanks successfully impersonating others 
  improves by level, as shown on the Mountebank Skills Progression 
  table below. Mountebanks who select the Disguise proficiency gain a 
  +4 bonus to their proficiency throws to impersonate others. Mimicry 
  and other relevant proficiencies may add additional bonuses to the 
  throw, depending on the circumstances.
  The Judge should adjust the target value depending on the 
  impersonation intended and the tools, trappings, and time available 
  to the mountebank. Typically, general impersonations (such as 
  impersonating an orc soldier in a large military encampment) are 
  far easier to accomplish than impersonations of individuals (such as 
  impersonating Ugrok One-Hand, advisor to the Orc Chieftain). A 
  character who is intimately familiar with the impersonated subject 
  may make a proficiency throw of 14+ to see through the mountebank’s 
  impersonation. The character may add his WIS modifier to the roll, 
  but must apply a penalty based on the mountebank’s level, as shown 
  on the Mountebank Skills Progression table. 
  All mountebanks know a smattering of alchemy (as the proficiency), 
  but rather than pursue true alchemical expertise they instead favor 
  the dubious practice of brewing qucksalves. Qucksalves are similar 
  to the potions brewed by alchemists and mages, but of much lower 
  cost and far more dubious efficacy. Thus a quack potion of healing is 
  similar to a potion of healing but cheaper and less reliable. 
  Brewing a quacksalve costs 50gp per level of the spell effect imbued in 
  the quacksalve. The brewing process requires one day per spell level. 
  After the money and time is invested, the Judge makes a proficiency 
  throw on behalf of the mountebank against the target value listed on 
  the Mountebank Skills Progression table. The mountebank gains a +2 
  bonus on the throw per rank of Alchemy. The mountebank suffers a 
  -2 penalty on the throw per level of the spell effect. Regardless of the 
  target value, a natural roll of 1-3 always fails.
  If the proficiency throw is successful, a quacksalve potion has been 
  successfully created. It functions exactly like a normal potion of the 
  Mountebank Level Progression
  Experience
  Title
  Level
  Hit Dice
  Special Abilities
  Backstab
  0
  Dodger
  1
  1d4
  Alchemy, Brew Qucksalves, Backstabbing, Bargaining, Hear Noise, Impersonation, 
  Pick Pockets, Prestidigitation, Profession (huckster)
  x2
  1,250
  Cheat
  2
  2d4
  -
  x2
  2,500
  Slicker
  3
  3d4
  -
  x2
  5,000
  Rascal
  4
  4d4
  Read Languages
  x2
  10,000
  Grifter
  5
  5d4
  -
  x3
  20,000
  Gouger
  6
  6d4
  -
  x3
  40,000
  Fraud
  7
  7d4
  -
  x3
  80,000
  Rook
  8
  8d4
  -
  x3
  180,000
  Mountebank 
  9
  9d4
  Hideout
  x4
  280,000
  Mountebank Lord
  10
  9d4+2*
  Read Scrolls
  x4
  380,000
  Jack of Knaves
  11
  9d4+4*
  -
  x4
  480,000
  Jack of Patches
  12
  9d4+6*
  -
  x4
  580,000
  Jack of Spades
  13
  9d4+8*
  -
  x5
  680,000
  King of Knaves
  14
  9d4+10*
  -
  x5
  *Hit point modifiers from constitution are ignored
  
  Axioms Issue 5
   
  Mountebank 
  17
  Of Mischief and Mountebanks 
  same type. If the proficiency throw fails with a natural 1, or with a 
  modified roll of 1 or less, a counter-potion has been created. The 
  counter-potion somehow does the opposite of the potion’s intended 
  effect. (A counter-potion of healing might deal damage; a counter-
  potion of invisibility might make the character glow brightly.) If the 
  proficiency throw fails with a natural 2-3, or by missing the target 
  value by at least 4, then a potion of delusion is created. On any other 
  result, the quacksalve is completely ineffectual. 
  The Judge should keep the results of the mountebank’s proficiency 
  throw to brew the quacksalve a secret, so that the mountebank is 
  unsure whether or not his quacksalve is effective. If the mountebank 
  (or another character) uses an Alchemy proficiency throw to identify 
  a quacksalve, a successful result will reveal what the quacksalve is 
  intended to do, but not what it actually does. Since many qucksalves 
  cause delusion or death, wise characters simply don’t drink them! 
  To create a quacksalve potion, the mountebank must possess a 
  formula or sample of the equivalent (genuine) potion (e.g. to brew 
  a quack potion of healing, the mountebank must have a formula or 
  sample of a genuine potion of healing). A mountebank without any 
  formulas or samples of genuine potions cannot make qucksalves at 
  all!
  The mountebank must also possess a set of brewing equipment. A 
  minimum of 400gp must be invested in the brewing equipment to 
  allow the creation of 1st level qucksalves. For each subsequent level of 
  quacksalve to be created, an additional 200gp must be invested in the 
  brewing equipment. For every 1,000gp of value in brewing equipment 
  above the minimum required for the item, the mountebank receives 
  a +2 bonus on his proficiency throw to brew qucksalves. Unlike the 
  workshops and laboratories of mages and alchemists, the equipment 
  a mountebank uses to brew qucksalves is typically very portable, as 
  there is often a great need to gather belongings quickly and make 
  a hasty exit from his or her current location! For encumbrance 
  purposes, each 500gp worth of brewing equipment counts as 1 stone 
  of weight. 
  Regardless of their available formulas, samples, and equipment, 
  mountebanks can only attempt to brew qucksalves with spell effects 
  equal to one-half their class level, rounded up. Thus a 1st level 
  mountebank can only brew 1st level qucksalves, while a 7th level 
  mountebank can brew 1st, 2nd, 3rd, or 4th level qucksalves. 
  EXAMPLE #1: Fornata the Glib, a 1st level mountebank, has 
  400gp in brewing equipment and a sample potion of healing. She 
  wishes to create a quack potion of healing. The cost to create 
  the quacksalve is 50gp and 1 day of brewing. Fornata spends the 
  time and gold required, then makes a proficiency throw to brew 
  quacksalve. As a 1st level mountebank, Fornata has a target value 
  of 18+. Fornata has one rank in Alchemy, so she gains a +2 bonus 
  to her throw. Because a potion of healing uses a 1st level effect 
  in its creation, so she suffers a -2 penalty to her throw. The Judge 
  makes the throw secretly on behalf of Fornata. The die roll is an 
  18, a success! When quaffed, the quack potion of healing will 
  actually work as intended. 
  EXAMPLE #2: Fornata, now a 5th level mountebank, has 
  become a well-known purveyor of potions. She now owns 
  brewing equipment worth 600gp, and her level allows her to 
  brew 1st, 2nd, and 3rd level qucksalves. She is approached by a 
  band of adventurers seeking a potion of invisibility and a potion 
  of polymorph. They have formulas for both that she can work 
  from. Fornata cannot create a quack potion of polymorph, as 
  polymorph is a 4th level effect and a 5th level mountebank can 
  only create 3rd level qucksalves (5/2 = 2.5 rounded to 3). She can, 
  however, brew a quack potion of invisibility, because invisibility 
  is only a 2nd level effect. The cost to create the quacksalve is 100gp 
  and 2 days of brewing. Fornata spends the time and gold required, 
  then makes a proficiency throw to brew quacksalve. As a 5th level 
  mountebank, Fornata has a target value of 14+. Fornata has one 
  rank in Alchemy, so she gains a +2 bonus to her throw. Invisibility 
  is a 2nd level effect, so she suffers a -4 penalty to her throw. The 
  Judge makes the throw secretly on behalf of Fornata. The die roll 
  is an 11, modified (+4 – 2) to a 9. Since the target throw is 14, 
  Fornata failed to create the potion of invisibility. Furthermore, 
  because she missed the target value by 4 or more, she accidentally 
  creates a potion of delusion instead! When Fornata learns of the 
  disastrous effect her quacksalve has on the expedition into the 
  dwarven mines, she wisely gathers her belongings and hurries out 
  of town.
  EXAMPLE #3: Fornata is now a 10th level mountebank. Despite 
  occasional “incidents” with adventurers, she has become quite 
  wealthy, and upgraded her brewing equipment to a value of 
  2,200gp. She has decided to create a potion of polymorph for her 
  henchman to take with her on a dangerous adventure. The cost 
  to create the quacksalve is 200gp and 4 days of brewing. Fornata 
  spends the time and gold required, then makes a proficiency 
  throw to brew quacksalve. As a 10th level mountebank, Fornata 
  has a target value of 6+. She now has two ranks in the Alchemy 
  proficiency, so she gains a +4 bonus to her throw. Polymorph 
  self is a 4th level effect, so she suffers a -8 penalty to her throw. 
  The Judge makes the throw secretly on behalf of Fornata, and the 
  die roll is a natural 1. A counter-potion has been inadvertently 
  created. Since a potion of polymorph allows the imbiber to choose 
  to transform into new forms, the Judge secretly decides that the 
  counter-potion will cause the imbiber to randomly transform 
  into new forms each round. This ends badly for the henchman.
  Upon attaining 4th level, a mountebank gains the ability to read 
  languages (including ciphers, treasure maps, and dead languages, but 
  not magical writings). The mountebank succeeds with a proficiency 
  throw of 5+ on 1d20. If the roll does not succeed, the mountebank 
  may not try to read that particular piece of writing until he reaches a 
  higher level of experience.
  When a mountebank attains 9th level (Mountebank), he can establish 
  a hideout, and 2d6 mountebank apprentices of 1st level will come to 
  work with the character. If hired, they must be paid standard rates 
  for ruffians. These apprentices may be used to engage in hijinks. 
  Mountebanks may substitute disguise ability as the required skill for 
  the spying and treasure hunting hijinks. Additional rules for hideouts 
  are detailed in the Campaigns chapter of the ACKS Core Rulebook. 
  At 10th level, a mountebank can read and cast magic from arcane 
  scrolls with a proficiency throw of 3+ on 1d20. However, a failed 
  throw means the spell does not function as expected, and can create 
  a horrible effect at the Judge’s discretion.
  
  18 
  Mountebank
  Mountebank Proficiency List:  Acrobatics, Alertness, Animal 
  Training, Arcane Dabbling, Bargaining, Bribery, Climbing, Combat 
  Trickery (disarm, incapacitate), Contortionism, Diplomacy, Disguise, 
  Fighting Style, Gambling, Healing, Intimidation, Illusion Resistance, 
  Lip Reading, Mapping, Mimicry, Performance, Running, Seduction, 
  Signaling, Skirmishing, Sniping, Swashbuckling, Weapon Finesse. 
  Mountebank Skill Progression
  Level
  Impersonation*
  Hear Noise
  Pick Pockets**
  Read Languages
  Qucksalves
  1
  14+/-0
  14+
  17+
  -
  18+
  2
  13+/-1
  13+
  16+
  -
  17+
  3
  12+/-1
  12+
  15+
  -
  16+
  4
  11+/-1
  11+
  14+
  5+
  15+
  5
  10+/-1
  10+
  13+
  5+
  14+
  6
  9+/-2
  9+
  12+
  5+
  13+
  7
  8+/-2
  8+
  10+
  5+
  12+
  8
  7+/-2
  7+
  8+
  5+
  10+
  9
  6+/-2
  6+
  6+
  5+
  8+
  10
  5+/-3
  5+
  4+
  5+
  6+
  11
  4+/-3
  4+
  2+
  5+
  5+
  12
  3+/-3
  3+
  -1+
  5+
  4+
  13
  2+/-3
  2+
  -3+
  5+
  4+
  14
  1+/-4
  1+
  -5+
  5+
  4+
  *The first number indicates the throw necessary to succeed, while the second number indicates the penalty applied to someone 
  intimately familiar with the subject of the impersonation to notice some flaw in the mountebank’s ruse.
  **-1 penalty on the proficiency throw for each level the mountebank is lower than the victim.
  Mountebank Attack and Saving Throws
  Level
  Petrification & Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Attack Throw
  1-2
  13+
  13+
  16+
  14+
  15+
  10+
  3-4
  12+
  12+
  15+
  13+
  14+
  9+
  5-6
  11+
  11+
  14+
  12+
  13+
  8+
  7-8
  10+
  10+
  13+
  11+
  12+
  7+
  9-10
  9+
  9+
  12+
  10+
  11+
  6+
  11-12
  8+
  8+
  11+
  9+
  10+
  5+
  13-14
  7+
  7+
  10+
  8+
  9+
  4+
  
  Axioms Issue 5
   
  Design Notes 
  19
  Of Mischief and Mountebanks 
  MOUNTEBANK TEMPLATES
  3d6 Roll
  Template
  Proficiencies
  Starting Equipment
  3-4
  Villain 
  Combat Trickery (Incapacitate)
  Intimidation
  Sling, 20 rough-hewn bullets, short sword, tattered leather armor, rough hewn 
  cloak, tunic and pants, ratty leather belt, well-worn low boots, backpack, sap, 1 
  week’s iron rations, 4 gp
  5-6
  Ringleader
  Animal Training
  Performance (Oration)
  Trainer’s whip, bola, net, serviceable leather armor, ruffled tunic and breaches, 
  worn red coat with tails, top hat, short sword, leather belt with large buckle, 
  high black boots, hair grease, moustache wax, backpack, 1 week’s iron rations, 
  7 gp
  7-8
  Imposter
  Disguise
  Mimicry
  Crossbow, case with 20 bolts, makeup kit, short sword, leather armor, gray 
  tunic and pants, dark gray traveling cloak, high boots, leather belt, 2 flasks of 
  common oil, lantern, wineskin, 1 week’s iron rations, 2 daggers hidden in boots, 
  7 gp
  9-10
  Rake
  Seduction
  Diplomacy
  Crossbow, case with 20 bolts, fine rapier, form fitting leather armor, ruffled 
  tunic and tight pants, gentleman’s cloak, fine low boots, leather belt, dagger 
  with sheath, cologne, well groomed riding horse with tack, 1 week’s iron rations
  11-12
  Fortune Teller
  Arcane Dabbling
  Knowledge (Occult)
  Crossbow, case with 20 bolts, leather armor, billowy robes, leather belt, 2 belt 
  pouches, crystal ball (non-magical) with stand, occult fortune cards, backpack, 
  flash powder, incense bowl, short sword, concealed dagger, low soft boots, 1 
  week’s iron rations, 4 gp
  13-14
  Physic
  Alchemy
  Healing
  Shortbow, quiver with 20 arrows, leather armor, university robes and cap, 
  leather belt, 2 belt pouches, backpack, soft low boots, physicians apparatus, 
  brewing equipment, several phials filled with liquid, riding horse with tack, 1 
  week’s iron rations, 7 gp
  15-16
  Four Flusher
  Lip Reading
  Gambling
  Crossbow, case with 20 bolts, short sword, leather armor, respectable tunic 
  and pants, high boots, smoking pipe and tobacco, leather belt, backpack, belt 
  pouch, playing cards or plaques, concealed thin dagger, 3 shells and 1 marble, 
  1 week’s iron rations, 7 gp
  17-18
  Grafter
  Bribery
  Intimidation
  Shortbow, quiver with 20 arrows, fine rapier, fine leather armor, well cared for 
  tunic and pants, fine cloak, snuffbox, leather belt, belt pouch, high hard boots, 
  riding horse and tack, leather saddlebags, 1 week’s iron rations, 7 gp
  • 
  We traded 2 Custom Powers to take additional Custom 
  Powers at levels 2, 4, and 9. 
  • 
  We traded 2 Custom Powers to take additional Custom 
  Powers at levels 3, 5, and 7. 
  • 
  We traded the Custom Power at level 7 to take additional 
  Custom Powers at level 8 and 14. 
  • 
  The Taunt power is a variation of the spell Hideous Laughter 
  from ACKS Dwimmermount, and was bought as a spell-like 
  ability.
  • 
  The Distract power is a variation of the spell Hypnotism from 
  ACKS Dwimmermount, and was bought as a spell-like ability.
  • 
  The Fool’s Luck power is a variation of the spell Mirror Image 
  from ACKS, and was bought as a spell-like ability.
  DESIGN NOTES
  The Mountebank is a straight re-skin of the Thief class, built as HD 0, 
  Fighting 1, Thievery 3. Like the Thief, the class has ten custom powers, 
  with nine selected at 1st level and one custom power traded for a 
  power at 4th and 10th level.
  The Fool is a much more complex build. While all other existing 
  human custom classes were built with 4 build points across the Class 
  Category Values, the Fool was built with just 3: Fighter 2 (1000 XP) 
  and Hit Die Value 1 (500 XP). The Fool’s inordinate number of custom 
  powers comes from taking 10(!) Fighter Trade offs (1500 XP). The 
  Fool spends many of these Custom Powers on thief abilities – which 
  normally cannot be taken with Fighting Value trade-offs. We again 
  made an exception for this unusual class. The nature of the Fool is, 
  after all, to be a breaker of rules, and if it’s a broken class, it’s broken in 
  a way that isn’t game-breaking.
  • 
  We traded Unlimited Armor for Restricted Armor to gain 3 
  Custom Powers. 
  • 
  We traded Unlimited Weapons for Restricted Weapons to 
  gain 4 Custom Powers. 
  • 
  We traded Two-handed Weapons fighting style to gain 1 
  Custom Power. 
  • 
  We traded Fighter Damage Bonus to gain 2 Custom Powers. 
  • 
  We then bought Backstab, Acrobatics, Performance, Pick 
  Pockets, Hide in Shadows, and Hear Noise for 6 Custom 
  Powers. 
  
  20 
  The Process of Despoilment
  A BLIGHT UPON THE EARTH
  DESPOILING THE LAND FOR POWER
  BY JAMES KERR
  There is no shortage of spellcasters who wish to 
  find a shortcut to power, and there are plenty of 
  shortcuts available, for those who are prepared 
  to pay the price (or have someone else pay it 
  for them). Many chaotic sects perform blood 
  sacrifice - dark rituals that use the very souls of 
  living creatures to fuel their magic. 
  But there is more than one way to steal life, and 
  some chaotic casters have taken to sacrificing 
  the life force of nature itself, using a terrible 
  rite called despoilment. Despoilment extracts 
  life energy from a 6-mile hex (32 square miles) 
  and transforms some of the hex’s life energy (as 
  measured by the hex’s land value) into divine 
  power. Despoilment can only be performed by 
  spell casters of at least 9th level who are able 
  to make use of divine power. Despoilment is a 
  highly chaotic act, and spellcasters whose magic 
  system uses a moral code must be chaotic to 
  be able to practice despoilment. A spellcaster 
  who uses shaded magic (see Axioms Issue 1) 
  will suffer 5 points of corruption for performing 
  despoilment. 
  THE PROCESS OF DESPOILMENT
  To despoil a hex a spellcaster must form a 
  spiritual connection to the land. If the hex to 
  be despoiled falls entirely within the spellcaster’s 
  personal 
  domain 
  then 
  the 
  spellcaster 
  automatically has a spiritual connection to the 
  land – the old adage “the King and the Land are 
  One” has truth in the world of ACKS. 
  Otherwise, the spellcaster must construct a 
  monument to the powers they serve within the 
  hex, be it an altar to their chthonic masters, a 
  dread obelisk that taps into the dark forces of 
  the world, or whatever alternative the Judge 
  deems appropriate for the magic system and 
  setting. The monument’s value must be at least 
  500gp per point of land value of the hex. The 
  monument will create a Sinkhole of Evil in the 
  manner of any chaotic altar, as described in the 
  ACKS core rules. 
  Having constructed the monument, the caster 
  must spend a day in close contact with the 
  monument and make a magic research throw 
  with a penalty equal to the land value of the 
  hex. If the throw succeeds, the connection has 
  been established, and despoilment can begin. If 
  the throw fails, the caster has failed to form the 
  
  Axioms Issue 5
   
  The effects of Despoilment 
  21
  A Blight Upon the Earth
  necessary spiritual connection. He may make another attempt in one 
  month, but each attempt requires that the monument be improved 
  with an additional 1,000gp expenditure. Only one spellcaster can 
  have a spiritual connection to each hex. If a spellcaster attains a 
  connection to a hex, it breaks the connection any other caster has to it. 
  THE EFFECTS OF DESPOILMENT
  Despoilment reduces the land value of the hex by 1 permanently and 
  generates 8,580 divine power per month for 3 months. If the process 
  of despoilment is interrupted before the despoilment is complete (by 
  destroying the monument, breaking the caster’s connection to the 
  hex, or slaying the caster performing the despoilment) the land value 
  will recover after 3 full months have passed since the interruption, but 
  all divine power accumulated from the despoilment is lost. This can 
  cause a magic item to lose its enchantment. If another despoilment 
  attempt is made on the hex before the land value recovers then the 
  point of land value is permanently lost without benefit. 
  If the despoilment is successful, another despoilment can be 
  performed on the hex after a month. This can continue indefinitely 
  until the land value of the hex is reduced to 0, at which point there is 
  no longer enough life energy in the hex to drain. 
  THE EFFECTS OF DESPOILMENT
  So long as the land value of a hex is at least 3, the effects of despoilment 
  are obvious, but not catastrophic. Rivers and lakes will shrink, while 
  deserts and standing water will expand, ruining once-fertile land. 
  Crops will grow poorly while stone and metal deposits will grow 
  strangely tainted and weak, making them useless for mining or 
  working. When the land value drops due to despoilment, reduce the 
  land income of any peasants in the hex accordingly. 
  If the hex contains a market or markets, the demand modifier for 
  a random good in each market will increase by 1, to reflect falling 
  production. All domains or settlements within the hex will suffer a -1 
  penalty too their next morale roll due to the disturbing effects of the 
  dark magic on the land. 
  Once the land value falls to 2, the unnatural nature of the despoilment 
  becomes more clear. At land value 2, the chance of encountering any 
  living creature (other than vermin) as a wilderness encounter will 
  halve. 
  At land value 1, the hex’s terrain will change to either badlands (if it 
  was a mountain), swamp (if it includes or is adjacent to a body of 
  water), or desert (in all other cases). Former forest hexes retain their 
  old encounter distance, reflecting thickets of dead trees obstructing 
  the view. 
  At land value 0, the entire hex is devoid of life; no living things will 
  be encountered as wandering monsters (other than NPC parties and 
  Wyrms). The soil is so blighted that not even the dead will rot. 
  REVERSING THE EFFECTS OF DESPOILMENT
  A lawful spellcaster (or a neutral spellcaster affiliated with nature in 
  some way) capable of using divine power may attempt envivification 
  - increasing the life energy flowing through the land. Envivification 
  might be used to reverse the despoilment of some evil priest, or might 
  aim to simply enhance the livelihood of those who dwell under their 
  god’s beneficence. 
  Envivification requires a spiritual connection to the land even greater 
  than that of despoilment. A hex can only be envivified by either 
  the lord or the spiritual advisor of the domain that encapsulates 
  the hex. In the event of multiple domains sharing the hex, all the 
  rulers / spiritual advisors of the domain must work in concert. Any 
  monuments built to despoil the hex must be destroyed before the 
  despoilment can begin. 
  Envivification does not require a magic research throw, but it costs 
  25,740 divine power to increase the land value of a hex by 1. This divine 
  power may only come from congregations that are part of domains 
  covering the hex. The divine caster(s) working envivification must be 
  at least 5 levels higher than the land value to which they are trying to 
  raise the land value. The maximum land value for a hex is 9. 
  In addition to increasing the land value, envivification will decrease 
  the demand modifier of one random good in each market in the hex 
  by 1 point, to reflect rising production. Envivification also acts as if it 
  were agricultural investment - counting as 25,000 GP of investment 
  in the month it is completed.
  Envivification takes place gradually, with the in-game effect occurring 
  3 months after the divine power is spent. 
  
  Open Game License
  DESIGNATION OF PRODUCT IDENTITY 
  The names Autarch™, Adventurer Conqueror King™, Adventurer Conqueror King System™, ACKS™, 
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  DESIGNATION OF OPEN GAME CONTENT
  All game mechanics and rules are open game content, with the exception of text and terms defined 
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  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, 
  Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. 
  Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors 
  Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
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  Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy 
  Collins, and JD Wiker.
  Adventurer Conqueror King Copyright 2011, Autarch™ LLC; Authors Alexander Macris, Tavis 
  Allison, Greg Tito, and Ryan Browning.
  Basic Fantasy Role-Playing Game Copyright 2006-2008, Chris Gonnerman.
  Castles & Crusades: Players Handbook Copyright 2004, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden.
  Castles & Crusades: Monsters Product Support Copyright 2005, Troll Lord Games.
  Labyrinth Lord ™ Copyright 2007-2009, Daniel Proctor; Author Daniel Proctor.
  Labyrinth Lord™ Advanced Edition Companion Copyright 2010, Daniel Proctor; Author Daniel 
  Proctor.
  END OF LICENSE
  Copyright 2012-2016 Autarch LLC. Autarch™, Adventurer Conqueror King™, Adventurer 
  Conqueror King System™, and ACKS™ are trademarks of Autarch Auran Empire™ is a trademark 
  of Alexander Macris. 
  
SOURCE: textdata/thevault/Adventurer Conqueror King/Axioms/Axioms Issue 5.pdf