TEXT: Inside Left Panel
  Advanced Spell Casting
  A spell can be cast in five different ways: Normally, Carefully, Patiently, Patiently 
  and Carefully, and Hastily.
  Normally
  This method uses the standard obstacle and actions for each spell. No special 
  consideration is taken. This is Basic Spell Casting as described above.
  Carefully
   
  +1D = x2 actions
   
  +2D = x4 actions
   
  +3D = x6 actions, etc…
  The maximum bonus dice from casting carefully is equal to the spell obstacle or 
  the Sorcery skill exponent, whichever is lower.
  Patiently
   
  +1D = x3 actions
   
  +2D = x6 actions
   
  +3D = x9 actions, etc…
  The maximum bonus dice from casting patiently is equal to the spell obstacle or 
  the Forte stat exponent, whichever is lower.
  Patiently and Carefully
   
  +1D Cast/+1D Tax = x5 actions
   
  +2D Cast/+2D Tax = x10 actions
   
  +3D Cast/+3D Tax = x20 actions
   
  +4D Cast/+4D Tax = x40 actions, etc…
   
  The same limits apply as for both Carefully and Patiently.
  Hastily
  Hurrying a spell can reduce time, but it increases the difficulty of the casting 
  and the chance of making an error. Add +1 Ob to the casting for each action 
  extracted from the incantation. A spell can never be reduced below half its original 
  actions.
   
  +1 Ob Cast/+0 Ob Tax = –1 action
   
  +2 Ob Cast/+1 Ob Tax = –2 actions
   
  +3 Ob Cast/+2 Ob Tax = –3 actions
   
  +4 Ob Cast/+3 Ob Tax = –4 actions
  Do
  ub
  le
   A
  re
  a  
     
     
     
  M
  ea
  su
  re
  d 
  Ar
  ea
     
     
     
    
  Ha
  lf 
  Ar
  ea
     
     
     
     
   D
  ou
  bl
  e 
  N
  at
  ur
  al 
  Eff
  ec
  t  
     
     
     
    
  Na
  tu
  ra
  l E
  ffe
  ct 
     
     
     
     
  Ha
  lf 
  Na
  tu
  ra
  l E
  ffe
  ct  
     
     
     
    
  Do
  ub
  le
   P
  re
  se
  nc
  e  
     
     
     
    P
  re
  se
  nc
  e  
     
     
     
    
  Ha
  lf 
  Pr
  es
  en
  ce
     
     
     
     
   S
  in
  gl
  e 
  Ta
  rg
  et 
     
     
     
     
  Ca
  st
  er 
   
  C
  r
  e
  at
  e 
  D
  e
  st
  r
  o
  y 
  T
  a
  x 
  Tr
  a
  n
  s
  m
  u
  te
   
  C
  o
  n
  tr
  o
  l 
  I
  n
  fl
  u
  e
  n
  c
  e 
  E
  n
  h
  a
  n
  c
  e
  A
  r
  c
  a
  n
  a
    
    
    
  H
  e
  a
  v
  e
  n
    
    
    
  W
  h
  i
  t
  e
    
    
    
    
    
  F
  i
  r
  e
    
    
    
   
    
    
    
  A
  i
  r
    
    
    
    
    
   
  E
  a
  r
  t
  h
    
    
    
    
   
  W
  a
  t
  e
  r
    
    
    
  A
  n
  i
  m
  a
   
  Pe
  rs
  o
  na
  l 
  O
  ri
  gi
  n 
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
   S
  ig
  ht
   
  O
  ri
  gi
  n 
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  Pr
  es
  e
  nc
  e 
  O
  ri
  gi
  n
  Su
  st
  ai
  ne
  d 
  D
  ur
  at
  io
  n 
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  In
  st
  an
  ta
  ne
  ou
  s 
  D
  ur
  at
  io
  n 
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  El
  ap
  se
  d 
  Ti
  m
  e 
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  Pe
  r
  ma
  ne
  nt
   D
  ur
  at
  io
  n 
   
  2: Years
  3-4: Actions
  5-6: Seconds
  7-8: Exchanges
  9: Minutes
  10: Hours
  11: Days
  12: Months
  2d6 for Variance
  Measured Area
  1: Paces
  2: 10s of Paces
  3: 100s of Paces
  4: Miles
  5: 10s of Miles
  6: 100s of Miles
  Wheel of Magic and Spell Failure
  If you fail to meet the casting obstacle of a spell, roll the Die of Date!
   
  1 
  Unwanted Summoning
   
  2 
  Garbled Transmission
   
  3-6  Harmless Dissipation
  Harmless Dissipation
  Harmless dissipation indicates that the sorcerer has gotten lucky this time. His 
  spell has no further effects, harmful or otherwise.
  Garbled Transmission 
  Garbled Transmission means that the spell has misfired and has an unexpected 
  effect. Consult the Wheel of Magic!
  To use the Wheel of Magic, roll two differently colored dice. The darker die 
  indicates direction on the wheel: Odd is counterclockwise, even is clockwise. The 
  lighter die indicates how many steps the wheel shifts in that direction. Thus if I 
  roll a 2/3, I move clockwise three steps.
  Starting in the center ring, find the Element, Impetus, Origin, Duration and Area 
  of the attempted spell. These are the starting points when using the Wheel of 
  Magic. 
  If the Destroy facet result is rolled on the Wheel, use the same mechanics described 
  for Damaging Effects. When factoring the Power of the failure, add to the base 
  Power for each success below the spell obstacle!
  Unwanted Summoning
  This result indicates the sorcerer has torn a rift in the fabric of reality with his 
  senseless prattle. Spellcasting is a dangerous game, and this is about as bad as 
  it gets. 
  The simple version of it: Roll a Die of Fate. On a 1, a really big bad demon comes 
  tearing through. Anything else, and something weird or creepy scurries out into 
  the darkness.
  The other way is to consult the Offering Wheel of the Summoning chapter from 
  the forthcoming Magic Burner (the beta’s available on burningwheel.org). Roll a 
  d6 to see what type of calling the summoner has put forth: Even is angelic, odd is 
  dæmonic; 1-3 is a roll on the Inner Star, 4-6 is a roll in the Outer Circle. Roll a d6 
  to determine the precise type of calling: Start with the lowest Named and count 
  up. For example if the dæmonic Outer Circle is rolled: a Lesser Imp is 1-2, Imp is 
  3-4, Greater Imp is 5-6. Or if the angelic Inner Star is rolled: a Lesser Seraph is 
  1-2, a Seraph is 3-4, and a Greater Seraph is 5-6.
  © 2005 Luke Crane. Burning Wheel is a Registered Trademark of Luke Crane.
  
  Artha in Brief
  Spending
  Name 
  Cost/Type 
  Effect
  Luck 
  1 Fate 
  Open-ends 6s
  Shrug it Off 
  1 Fate 
  Temporarily negates Sup. wound penalty
  Boon 
  1 Persona 
   +1D to a stat or skill for one test; max 
  three points per roll
  Focus 
  1 Persona 
  Counter a time complication 
  Grit Your Teeth 
  1 Persona 
   Temporarily negates Light Wound 
  penalty
  Will to Live 
  1 Persona 
   Allows player to test Health so their 
  character may recover from a Mortal 
  Wound
  (Complication) 
  1 Persona 
  Cheat death! 
  Divine Inspiration 
  1 Deeds 
  Double dice for one test
  Saving Grace 
  1 Deeds 
  Reroll failed dice from one test
  Aristeia 
  5 F, 3 P, 2 D 
  Gray skill/stat, or ignore wound penalties
  Earning
  Name 
  Earns/Type 
  Description
  Belief 
  1 Fate 
  Driving the game forward with a Belief
  Instinct 
  1 Fate 
   Playing an Instinct that makes the 
  character’s life difficult
  Trait 
  1 Fate 
   Invoking a trait that sends the story in an 
  unforeseen direction
  Humor 
  1 Fate 
  For an in-character game-stopper
  Right Skill Right Time 
  1 Fate 
  For having a skill to make the story go
  Embodiment 
  1 Persona 
  For really good or distinctive roleplaying
  Moldbreaker 
  1 Persona 
  For going beyond the bounds of character
  Workhorse 
  1 Persona 
  For doing all the work for the scenario 
  MVP 
  1 Persona 
  For being the crucial element of success
  Personal Goals 
  1 Persona 
  Revenge, triumph, seduction, victory
  Greater Goals 
  1 Deeds 
   Accomplishing goals bigger than you!
  Beyond the Call 
  1 Deeds 
  Helping, no matter the cost
  Steel Test Advantages 
  and Disadvantages
  Conditions for Steel Advantages
  Being startled by something mundane 
  +2D
  Feeling safe in a group of friends/allies 
  +1D
  Conditions for Steel Disadvantages
  Being shot at 
  +1 Ob
  Being directly affected by magic 
  +1 Ob
  Witnessing a person killed 
  +1 Ob
  Small explosions 
  +2 Ob
  Committing murder 
  +2 Ob
  Explosions 
   
  +3 Ob
  Witnessing pronounced sorcery at play 
  +3 Ob
  Seeing a ghost +3 Ob
  Seeing the living dead 
  +4 Ob
  Volcanic eruptions, cataclysm 
  +4 Ob
  Seeing horrible magic at work 
  +4 Ob
  Being in the presence of the supernatural 
  +5 Ob
  The increased obstacle increases the character’s hesitation. The more scary 
  and frightening, the longer a character is likely to hesitate.
  Occupation
  Broad occupation/profession,  
  an occupation common to your circle 
  —
  Uncommon occupation, 
  an occupation uncommon to your circle 
  +2 Ob
  Specific occupation, an occupation  
  completely outside of or unavailable to your circle 
  +3 Ob
  Station
  Same station/rank  
  —
  Higher or lower rank by one iteration 
  +1 Ob
  Lowest station/rank 
  +2 Ob
  Highest station/rank 
  +3 Ob
  Place
  Anywhere in the region or GM decides 
  —
  Somewhere local 
  +1 Ob
  In a specific place or player decides 
  +3 Ob
  Disposition and Character Knowledge
  Disposition or knowledge common to the circle 
  —
  Disposition/knowledge different from members of circle +1-2 Ob
  A specific disposition or detailed/rare knowledge 
  +3 Ob
  Time
  Eventually or GM decides 
  —
  Soon (sometime this game session) 
  +1 Ob
  Now or player decides 
  +3 Ob
  Circles
  Sample Resources Obstacles
  A list of sample obstacles for Resources tests follows. The examples are taken from 
  items in the various Resources lists and are not all available for purchase. It’s not a 
  store, it’s reference.
  Ob 1— 
   Food for the day. Lodging for the night. Clothing, shoes, and other simple, 
  mundane material goods. Day laborer’s wages.
  Ob 2— 
   Rent for a small flat or farmer’s cabin. A sumptuous meal. A fancy pair of 
  shoes. A mule. Padded or leather armor. Poor quality arms. Poor quality 
  plated leather. Passage on a ship. Traveling gear. Servant’s wages. 
  Ob 3— 
   Rent for a townhouse or a country villa. A riding horse. Run of the mill arms. 
  Run of the mill bow. A letter of marque. Pay for household staff or a single 
  professional assistant. Popular books. Riding or draft horse. A small cart. 
  Exotic spices. Quilted or leather barding. A knight’s wages.
  Ob 4— 
   Jewelry, exotic fabrics, rare antiques and books. A palfrey or rouncy. Run of 
  the mill chainmail. Craftsman tools. A run of the mill long or great bow. A 
  crossbow. A large baggage wagon, small barge or sturdy 18-man longboat. 
  Rare herbs and minerals (wink, wink). Plated leather or lamellar barding. 
  Pay and support for a bodyguard or trainer. 
  Ob 5— 
   Turcoman warhorse. Run of the mill plated chainmail. Superior quality 
  arms. Elven Tome of Lore. Chainmail barding. A lord’s or captain’s wages. 
  Ob 6— 
   Destrier. Run of the mill full platemail. Dwarven arms. Elven bow. Plated 
  mail barding. A donation to the court for consideration of baronial rank.
  Ob 7— 
   Warhorse of renown. Donation to the royal court to be considered for a 
  viscountyship. Full plate barding. Dwarven shield or mask.
  Ob 8— 
   Industrial equipment: a printing press, a forge, a small cargo ship.
  Ob 9— 
  A large cargo ship. A legendary warhorse. Elven plated mail.
  Ob 10— A warship. Building a castle. Dwarven mail.
  Resources
  Inside Center Left Panel
  © 2005 Luke Crane. Burning Wheel is a Registered Trademark of Luke Crane.
  
  Armor Protection Dice
  When a player’s character is struck in a location covered by armor, 
  he rolls the appropriate number of dice according to the armor 
  type to attempt to ward off the blow.
  Armor Types  
  Dice per Location
  Skins, Hides, Leather and Quilted Armor 
  1D
  Plated, Reinforced Leather 
  3D
  Chainmail 
  4D
  Plated Mail 
  5D
  Full Plate 
  6D
  Shields 
  Dice
  Parrying Blade 
  1D
  Buckler 
  2D
  Target 
  3D
  Heater 
  4D
  Great Shield 
  5D
  Weapon 
   
  Optimal 
  Extreme 
  Max. Range
  Hunting Bow  
   
  1D 
  2D 
  100 paces
  Great Bow 
   
  2D 
  4D 
  300 paces
  Crossbow  
   
  2D 
  3D 
  125 paces
  Heavy Crossbow  
  2D 
  4D 
  300 paces
  Pistol  
   
  2D 
  1D 
  10 paces
  Arquebus 
   
  1D 
  2D 
  50 paces
  Thrown Knife  
   
  1D 
  1D 
  10 paces*
  Crossbow and Gun Dice
  hese weapons lose access to their Range dice for one volley after they 
  have fired. They may not fire until the character takes one volley to 
  reload. To reload, a player must be unengaged in melee, and not fire for 
  one volley of positioning.
  Die of Fate for Missile Weapons
  Bow/Crossbow DoF
  1-2 Incidental
  3-5 Mark
  5-6 Superb
  Thrown DoF
  1-3 Incidental
  4-5 Mark
  6 Superb
  Gunpowder DoF
  1-4 Incidental
  5 Mark
  6 Superb
  Extra Successes: Bonus to the Die of Fate
  • One extra success gets a +1 to the DoF
  • Doubling the obstacle gives +2 to the DoF
  • Tripling the obstacle is +3 to the DoF
  Melee Weapons
  Weapon Type Power Add 
  WSpd 
  VA Strike Dist.
  Basic Weapons
  Bare Fist 
  – 
  2 
  Fast 
  – 
  Shortest
  Club or Staff1,2 
  2 
  2 
  Fast 
  – 
  Long
  Stone2 
  1 
  2 
  Slow 
  – 
  Shortest
  Poor Quality Weapons
  Spear1,2 
  1 
  2 
  Fast 
  – 
  Longest
  Sword 
  3 
  2 
  Slow 
  – 
  Long
  Axe1,2 
  4 
  2 
  Unwieldy 
  1 
  Long
  Knife, Shiv 
  0 
  1 
  Fast 
  – 
  Shortest
  Run-of-the-Mill Weapons
  Hatchet 
  3 
  2 
  Slow 
  – 
  Short
  Small Sword 
  2 
  2 
  Fast 
  – 
  Short
  Spear1,2 
  2 
  2 
  Fast 
  1 
  Longest
  Sword2 
  3 
  2 
  Slow 
  – 
  Long
  Light Axe2 
  3 
  2 
  Slow 
  1 
  Long
  Footman’s Axe1,2 
  4 
  2 
  Slow 
  1 
  Long
  Hammer1,2 
  4 
  2 
  Unwieldy 
  2 
  Long
  Dirk 
  1 
  1 
  Fast 
  – 
  Shortest
  Mace2 
  2 
  2 
  Slow 
  2 
  Short
  Polearm Axe Strike1,2 4 
  2 
  Unwieldy 
  1 
  Longer
  Polearm Thrust1,2 
  2 
  2 
  Fast 
  – 
  Longer
  Superior Quality Weapons
  Spear1,2 
  2 
  2 
  Fast 
  2 
  Longest
  Sword2 
  3 
  2 
  Slow 
  1 
  Long
  Sweet Axe1,2 
  4 
  2 
  Slow 
  2 
  Long
  Hammer1,2 
  3 
  2 
  Slow 
  2 
  Long
  Dagger 
  1 
  1 
  Fast 
  1 
  Shortest
  Great Mace1,2 
  2 
  2 
  Slow 
  3 
  Long
  Polearm Axe Strike1,2 4 
  2 
  Slow 
  2 
  Longer
  Polearm Thrust1,2 
  2 
  2 
  Fast 
  1 
  Longer
  Notes: 1: Two-handed, may not be used with a shield. 2: May Great Strike
  Miscellaneous Weapon Gear
  Hilt/Pommela 
  1 
  2 
  Slow 
  – 
  Shortest
  Spiked Pommelb 
  1 
  2 
  Slow 
  1 
  Shortest
  Weighted Pommelb 2 
  2 
  Slow 
  – 
  Shortest
  Beakc 
  2 
  2 
  Unwieldy 
  3 
  As Weapon
  Notes: a: All weapons have access to a hilt/pommel Strike. b: Spiked or weighted 
  hilts and pommels may be added to any weapon. A weapon may only have one 
  type of hilt/pommel. c: Beaks can only be mounted on the backs of polearms, 
  axes and at the reverse ends of spears.
  Missile Range Dice and Die of Fate
  Type 
  Surface Breach Destroyed Integrity Strength
  Cloth 
  B4 
  B5 
  B10 
  3 
  0
  Pottery 
  B3 
  B4 
  B5 
  1 
  0
  Thin Wall 
  B4 
  B6 
  B10 
  4 
  1
  Glass Window B3 
  B5 
  B6 
  1 
  1
  Heavy Door 
  B5 
  B8 
  B12 
  2 
  2
  Brick Wall 
  B6 
  B8 
  B13 
  1 
  3
  Slate Flooring B6 
  B9 
  B11 
  1 
  3
  Granite Wall 
  B8 
  B14 
  B16 
  3 
  5
  Iron Sheet 
  B7 
  B12 
  B14 
  4 
  2
  Copper Sheet 
  B3 
  B4 
  B10 
  5 
  1
  Earthworks 
  B3 
  B10 
  B16 
  8 
  4
   
  Material Statistics
  Inside Center Right Panel
  © 2005 Luke Crane. Burning Wheel is a Registered Trademark of Luke Crane.
  
  Fighting Distance
  Outside Striking Distance
  A character who is outside of his striking distance may not Strike, 
  Great Strike, Charge, Feint, Push, Lock or Throw his opponent. He 
  may defend from his opponent’s advances with Avoid, Block and 
  Counterstrike. 
  Lunging Distance
  If a character is positioned in his lunging distance, all actions (not 
  positioning) made against or toward his opponent are +1 Ob. Actions 
  defending against his opponent do not suffer this penalty.
  Optimal Striking Distance
  When in optimal striking distance, the character has no penalty to act 
  against his opponent.
  Inside Arms Reach Striking Distance
  Inside striking distance indicates that one of the characters has closed 
  to the point that puts them both inside arm’s reach. 
   Obstacle Penalties for Weapons Used on the Inside:
  Pole Weapons, Two-Handed Axes +4 Ob
  Swords, Axes, Clubs 
  +3 Ob
  Small Swords 
  +2 Ob
  Hilt/Butt/Shield Strike 
  +1 Ob
  Knives, Daggers, Fists 
  No Penalty
  Positioning to Start a Fight
  When two characters engage in close combat, make a positioning test 
  before any actions are scripted. The winner of the test determines the 
  starting fighting distance—outside of striking, lunging or optimal, not 
  inside. After that’s set, then script actions and positioning accordingly.
  I Position with My Lance and Stab Him with My Knife
  The weapon used to gain bonus dice in the positioning test must be 
  used in the melee actions of the volley.
  Positioning Tests, Fighting Distance and Timing
  Positioning tests are rolled before everything else in the volley. Therefore, 
  fighting distance is determined for the upcoming actions before the actions 
  are rolled. If actions are rendered useless because of fighting distance, c’est 
  la guerre. The characters are vying for position. Move on to the next volley.
  Bonus Dice to Positioning Tests
  Higher Speed multiplier  
  +1D
  Higher Reflexes 
  +1D
  Longer Weapon 
  See Length Advantage Dice 
  below
  Weapon Length
  Weapon length is important when determining bonus dice and striking 
  distance in positioning tests. There are five weapon lengths:
  Longest: Spears, Lances, Pikes
  Longer: Polearms
  Long: Swords, Axes, Maces
  Short: Small Swords, Clubs, Hatchets
  Shortest: Knives, Teeth, Claws, Fists, Feet
  Same Weapon Length
  If two characters are using weapons of the same length, when one is 
  in optimal striking distance the other is in optimal striking distance. 
  Longer vs Shorter
  If a longer weapon is in optimal striking distance, the next shorter 
  weapon is in lunging distance; a weapon two lengths shorter is outside 
  of striking distance. 
  Shorter vs Longer
  If a shorter weapon is in its optimal striking distance, all longer 
  weapons are in optimal striking distance. 
  Length Advantage Dice
  If your weapon is longer than your opponent’s, you get a +1D advantage 
  to positioning tests at outside, lunging and optimal striking distance. If 
  your weapon is more than two steps longer than your opponent’s, add 
  +2D to positioning tests at lunging and optimal striking distance.
  Shortest Weapons Inside Striking Distance
  Once one character is on the inside, all weapons are considered to be 
  on the inside: The shortest weapon then gains the +1D advantage.
  Disadvantage in Fight!
  Melee
  +1 Ob Disadvantages
  Acting against a target in lunging distance. Moving quickly: Closing/
  Withdrawing while acting. Striking with the hilt of a weapon on the 
  Inside. Defending from the knees. Driving rain or snow. An unarmed 
  Block or Counterstrike versus an armed Strike. Muddy or icy ground, 
  standing on unstable rocks or in water. Dim light or bad visibility: 
  lantern light. Narrow or restricted fighting quarters.
  +2 Ob Disadvantages
  Using Natural Defenses from the ground, defending from the 
  ground. Striking with a small sword on the Inside. Natural Defenses 
  or positioning from the ground. Defending from your back. Poor 
  visibility: candlelight, heavy rain.
  +3 Ob Disadvantages
  Striking with a sword or axe on the Inside. Near darkness. 
  +4 Ob Disadvantages
  Attacking from the ground. 
  Missile and Throwing Weapons (for Fight! only)
  Note: In melee, shooters and throwers must Acquire Target to get the 
  Ob 1 base. Bows automatically Acquire during the Draw portion of the 
  reloading cycle. Crossbows, thrown weapons and guns must Acquire 
  as normal. Not taking the Acquire Target action incurs the Snapshot 
  penalty (+2 Ob).
  +1 Ob Disadvantages
  Shooting while Maintaining, shooting a smaller than man-sized target, 
  shooting in dim light (lantern light), firing from an uncomfortable, 
  restrained or cramped position, hitting a target who is Closing or 
  Withdrawing (hitting a moving target).
  +2 Ob Disadvantages
  Shooting at target behind cover or shooting at something smaller 
  than a loaf of br ead, shooting while Closing or Withdrawing, smoky 
  or hazy visibility, firing a snapshot, firing a crossbow or pistol one-
  handed. 
  +3 Ob Disadvantages
  Guessing a shot at a known target completely concealed behind cover, 
  firing in near-complete darkness or thick smoke, firing at very small 
  targets like mice or small birds.
  Inside Right Panel
  © 2005 Luke Crane. Burning Wheel is a Registered Trademark of Luke Crane.
  
  Task Difficulty Descriptor  
  by Obstacle
  Ob 1 
  Easy 
  Ob 2 
  Routine 
  Ob 3 
  Difficult 
  Ob 4 
  Extremely Difficult 
  Ob 5 
  Master-level
  Ob 6 
  Heroic Effort
  Ob 7 
  Ludicrously Difficult
  Ob 8 
  Nearly Impossible
  Ob 9 
  Phenomenally Difficult
  Ob 10 
  Miraculous
             
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 12 13 14 15 
   Total Dice Rolled
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Obstacle
  R= Routine Test; D= Difficult Test; C= Challenging Test.
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R  
  R 
  R 
  R 
  R 
  R
  D 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R
  C 
  D 
  D 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R
  C 
  C 
  D 
  D 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R
  C 
  C 
  C 
  D 
  D 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  R 
  R 
  R 
  R 
  R 
  R 
  R 
  R
  C 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  R 
  R 
  R 
  R 
  R 
  R 
  R
  C 
  C 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  R 
  R 
  R 
  R 
  R 
  R
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  D 
  R 
  R 
  R 
  R
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  D 
  R 
  R 
  R
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  D 
  R 
  R
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  D
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  D 
  D 
  D
   
  hours per day to earn a test…
  Skill Category 
  Cycle 
  Routine  
  Difficult 
  Challenging
  Academic 
  6 months 
  2 hours 
  4 hours 
  8 hours
  Artist 
  6 months 
  3 hours 
  6 hours 
  12 hours
  Craftsman 
  1 year 
  3 hours  
  8 hours 
  12 hours
  Forester 
  6 months 
  3 hours 
  6 hours 
  12 hours
  Martial 
  1 month 
  2 hours 
  4 hours 
  8 hours
  Medicinal 
  1 year 
  4 hours 
  8 hours 
  12 hours
  Military 
  6 months 
  2 hours 
  4 hours 
  8 hours
  Musical 
  1 month 
  2 hours 
  4 hours 
  8 hours
  Peasant 
  3 months 
  1 hours 
  4 hours 
  12 hours
  Physical 
  1 month 
  2 hours 
  4 hours 
  8 hours
  School of Thought 6 months 
  3 hours 
  6 hours 
  12 hours
  Seafaring 
  3 months 
  2 hours 
  4 hours 
  8 hours
  Social 
  1 month 
  2 hours 
  4 hours 
  8 hours
  Sorcerous 
  1 year 
  5 hours 
  10 hours 
  15 hours
  Special/Misc 
  3 months 
  3 hours 
  6 hours 
  12 hours
  Stat/Attribute 
  Cycle 
  Routine  
  Difficult 
  Challenging
  Will 
  1 year 
  4 hours 
  8 hours 
  16 hours
  Perception 
  6 months 
  3 hours 
  6 hours 
  12 hours
  Agility 
  3 months 
  2 hours 
  4 hours 
  8 hours
  Speed 
  3 months 
  3 hours 
  6 hours 
  9 hours
  Power 
  1 month 
  2 hours 
  4 hours 
  8 hours
  Forte 
  2 months 
  4 hours 
  8 hours 
  16 hours
  Faith 
  1 year 
  5 hours 
  10 hours 
  20 hours
  Steel 
  2 months 
  1 hours 
  3 hours 
  9 hours
  Practice Times
  Dice vs Obstacle to Determine Difficulty
   
  Tests Required to Advance Skills
  type of test: Routine 
   
  Difficult  Challenging
  Skill Exponent
  1 
  1 
  and 
  (1 
  or 
  1)
  2 
  2 
  and 
  (1 
  or 
  1)
  3 
  3 
  and 
  (2 
  or 
  1)
  4 
  4 
  and 
  (2 
  or 
  1)
  5 
  — 
   
  3 
  and 
  1
  6 
  — 
   
  3 
  and 
  2
  7 
  — 
   
  4 
  and 
  2
  8 
  — 
   
  4 
  and 
  3
  9 
  — 
   
  5 
  and 
  3
  n u m b e r  o f  t e s t s  r e q u i r e d
  Advancing Stats
  Routine tests don’t count for the advancement of 
  stats. Players must get high obstacle tests in order to 
  advance them. 
   
  Tests Required to Advance Stats
  type of test: Routine Difficult 
   Challenging
  Stat Exponent
  1 
  — 
  1 
  and 
  1
  2 
  — 
  1 
  and 
  1
  3 
  — 
  2 
  and 
  1
  4 
  — 
  2 
  and 
  1
  5 
  — 
  3 
  and 
  1
  6 
  — 
  3 
  and 
  2
  7 
  — 
  4 
  and 
  2
  8 
  — 
  4 
  and 
  3
  9 
  — 
  5 
  and 
  3
  n u m b e r  o f  t e s t s  r e q u i r e d
  Advancement
  © 2005 Luke Crane. Burning Wheel is a Registered Trademark of Luke Crane.
  
  © 2005 Luke Crane. Burning Wheel is a Registered Trademark of Luke Crane.
  
  © 2005 Luke Crane. Burning Wheel is a Registered Trademark of Luke Crane.
  
  Shrugging it Off
  Clearing the Cobwebs: Reducing +1 Ob, Ob 2 Health Test, 2 actions or one action die
  Gritting Your Teeth: Reducing -1D, Ob 4 Health test, 4 actions or one action die.
  Recovery
  Obstacles for Recovering from Wounds
  Superficial Wounds—Ob 1 Health Test
  If successful, the pain fades immediately. If failed, it remains throbbing for the duration of the 
  test. The test takes 10 minus Forte in hours.
  Light Wounds—Ob 2 Health Test
  If successful, the pain fades immediately. If failed, the penalty remains for 24 hours minus the 
  Forte exponent. 
  Midi Wounds—Ob 3 Health Test
  This test may not be taken until and unless the character receives treatment from Field 
  Dressing, Herbalism, Apothecary, Surgery or an analogous skill. See below for more on tending 
  the wounded.
  A Midi Wound takes 2-12 weeks to recover from. The first die is recovered as soon as a successful 
  medical skill test is made. The second die is recovered when the wound closes completely.
  Severe Wounds—Ob 4 Health Test
  This test may not be taken unless the character receives treatment from Herbalism, Surgery 
  or an analogous skill.
  A Severe Wound needs 1-3 months to heal completely. The first die is recovered as soon as a 
  successful medical skill test is made. The second die is recovered at the halfway point in the 
  healing time. The third die is recovered when the wound closes completely.
  Traumatic Wounds—Ob 5 Health Test
  However, the test may not be taken until the character receives treatment from Herbalism, 
  Surgery or an analogous skill.
  2-6 months of rest are required to heal from a Traumatic Wound. The first die is recovered 
  as soon as a successful medical test is made. The second die is recovered in one-third of the 
  healing time, the third die heals in two-thirds of the total time and the fourth die comes back 
  once the wound is completely closed.
  Mortal Wound—Ob 6 Health Test
  Recovering from a Mortal wound most definitely requires the aid of Herbalism, Surgery or an 
  analogous skill.
  Type of Wound
  Obstacles for Treatment
  Superficial
  Light
  Midi
  Severe
  Traumatic
  Mortal
   
  2 
  1 
  1 
  1
   
  4 
  2 
  2 
  2
   
  8 
  4 
  4 
  3
   
  — 
  — 
  5 
  4
   
  — 
  — 
  6 
  5 
   
  — 
  — 
  10 
  7 
    
   Per/Agi 
  Field Dressing 
  Herbalism 
  Surgery
  Skill Tested:
  obstacle
  Note: Bloodletting and Apothecary use the Field Dressing obstacles, 
  Song of Soothing uses Herbalism, and Khirurgy uses Surgery. 
  Type of Wound
  Obstacles for Stopping the Bleeding
  Superficial
  Light
  Midi
  Severe
  Traumatic
  Mortal
   
  — 
  — 
  — 
  —
   
  — 
  — 
  — 
  —
   
  6 
  3 
  3 
  2
   
  8 
  4 
  4 
  3
   
  12 
  6 
  5 
  4 
   
  20 
  10 
  10 
  5 
    
   Per/Agi 
  Field Dressing 
  Herbalism 
  Surgery
  Skill Tested:
  obstacle
  Note: Bloodletting and Apothecary use the Field Dressing obstacles, 
  Song of Soothing uses Herbalism, and Khirurgy uses Surgery. 
  Stopping the Bleeding vs Treatment
  © 2005 Luke Crane. Burning Wheel is a Registered Trademark of Luke Crane.
  
SOURCE: textdata/thevault/Collections/Duet/RPGS/Flexible Genre & Generic Systems/Burning Wheel/Burning Wheel GM Screen 2.pdf