TEXT: Arcana Rising
  Arcana Rising
  AN URBAN FANTASY ROLEPLAYING GAME 
  BY JOHN S. BERRY III
  © 2013 by John S. Berry III and Bedroom Wall Press
  Additional Editing, Consulting, and Forestwalker Concept by Maru Berry
  Cover Model: Jade Macalla
  Cover Background: Sam Drost
  Additional Art by: Billiam Babble, Carter Pierce, Shell Dove, Karolina Wucke, Furkan 
  Çekmece, Richard Stovall, Jeff Preston, Steve Young, Dave Allsop, Tim Madrid, Larry 
  Elmore, and Storn Cook.
  Special Thanks to Joss Whedon, Jim Butcher, Gary Gygax, Dave Arneson, the rest of 
  the Lake Geneva crew of yore, Jack Logan, and the many fine folks of the #rpgnet 
  channel on Magicstar.
  
  Arcana Rising
  In Recognition of Our Backers
  Trever Braet
  Sándor "Ynas" Gebei
  Kerry Harrison
  mick reddick
  John Fiala
  Steve Dodge
  Kittievamp LeMiaow LePurr
  Jonathan M. Thompson
  Tim Davis II
  Geza Letso
  Shane Mclean
  Markku Tuovinen
  Charles Myers
  Ivan V.A.N. Slipper
  Keith E. Clendenen
  Ben Allen
  Antonio Rodriguez
  Mike H
  Zalzator
  Dedstuff
  Pixel8ed
  Ray Schmidt
  Adam Stein
  john hayholt
  Elaugaufein
  Steve Lord
  Aaron Pothecary
  DPH
  J. Quincy Sperber
  Arkane Loste
  Reverance Pavane
  Silvio Herrera Gea
  Justin Meek
  Seth Wilcox
  Sophia Brandt
  Andy Kwong
  Carey Williams
  Martin Wagner
  Seth Hartley
  RJ Stewart
  Marco "_Journeyman_" Bignami
  HarshRealities.org
  Coyotekin
  Kristopher Volter
  Paride Papadia
  Seth Harris
  Mark Knights
  Alex Santonja Rocamora
  Henry "Le Squide" Ulrich
  Joshua Ramsey
  Dan Luxenberg
  Adam Muszkiewicz
  in memory of fun
  Amy Waller
  Glenn Williams III
  Steven D Warble
  Jason Corley
  Peter Aronson
  Kimberly Burgess
  Andy Morton
  Paul DeMars
  Matthew Broome
  Ryan Percival
  Jonathan Marshall
  Nicolas Pingal
  Andrew Byers
  Alessandro La Valle
  Edouard Contesse
  Mark Argent
  Bobby Skeens
  Chris Snyder
  Jonathan Henry
  John "johnkzin" Rudd
  Herbert Nowell
  Mike Watkins
  Chuck B52BUFF Dunn
  David Ho Sang
  Phillip Lawler
  Brian Hobgood
  Sam Curry
  Erik Drake
  Craig "Stevo" Stephenson
  Félix Théroux
  David Lucardie
  James Keener
  Ken "Professor" Thronberry
  Christopher Snook
  Fredrik Sellevold
  2
  
  Arcana Rising
  Table of Contents
  IN RECOGNITION OF OUR BACKERS...2
  INTRODUCTION.........................................6
  WHAT IS A ROLEPLAYING GAME?....................8
  A WORD ON DICE...............................................8
  RULE NUMBER ONE............................................9
  CREATING A CHARACTER...................................9
  CHAPTER 1: STATS....................................11
  STAT DESCRIPTIONS..........................................11
  STAT GENERATION ..........................................11
  STAT CHECKS......................................................12
  STAT CAPS............................................................12
  CHAPTER 2: CLASSES...............................13
  CHAMPION...........................................................14
  CLERIC..................................................................16
  FORESTWALKER..................................................18
  GLADIATOR.........................................................22
  GUNFIGHTER......................................................23
  ROGUE..................................................................24
  WIZARD................................................................26
  CHAPTER 3: SKILLS & DAY JOBS...........29
  SKILLS...................................................................29
  EDUCATION.........................................................29
  DAY JOBS.............................................................30
  SKILL DESCRIPTIONS.........................................37
  CHAPTER 4: EQUIPMENT......................40
  COST & CURRENCY............................................40
  CARRY WEIGHT..................................................41
  CHARACTER CREATION....................................41
  WEAPONS.............................................................41
  FIREARMS ACCESSORIES...................................42
  GRENADES...........................................................43
  ARMOR AND SHIELDS........................................43
  COMMON EQUIPMENT......................................44
  CHAPTER 5: WIZARDRY & FAITH.........45
  WHAT IS MAGIC?................................................45
  CASTING SPELLS.................................................47
  SPELL MISHAPS...................................................48
  STAVES & INCANTATIONS................................48
  CANTRIPS.............................................................49
  LEARNING NEW SPELLS...................................49
  THE POWER OF FAITH......................................50
  USING PRAYERS..................................................51
  THE ELEMENTS..................................................52
  SUMMONING........................................................53
  TRAVELLING THE PLANES................................55
  MAGIC & TECHNOLOGY..................................56
  RECOVERING WILL & FAITH...........................56
  SPELL RANGE......................................................57
  WIZARD SPELLS..................................................57
  CLERIC PRAYERS................................................69
  CHAPTER 6: COMPANIONS....................75
  CHOOSING A COMPANION...............................75
  COMPANION STATISTICS...................................76
  LEVELLING A COMPANION..............................77
  CHAPTER 7: WRINKLES...........................78
  WRINKLES............................................................78
  FAMILY.................................................................79
  CHILDHOOD........................................................80
  ADULT LIFE.........................................................81
  FRIEND/ENEMY.................................................82
  BIZARRE ENCOUNTERS.....................................83
  QUIRKS.................................................................84
  BRINGING IT TOGETHER..................................85
  CHAPTER 8: ADVENTURING.................86
  STAT CHECKS......................................................86
  USING SKILLS......................................................86
  NATURALS............................................................86
  HIDDEN CHECKS...............................................87
  OPPOSED CHECKS..............................................87
  SAVING THROWS................................................87
  ENVIRONMENTAL HAZARDS...........................88
  FOOT TRAVEL.....................................................90
  VEHICULAR TRAVEL..........................................90
  FOOD & WATER.................................................91
  EXPERIENCE........................................................92
  3
  
  Arcana Rising
  CHAPTER 9: COMBAT..............................94
  ORDER OF COMBAT...........................................94
  SURPRISE..............................................................94
  INITIATIVE...........................................................95
  COMBAT ROUNDS..............................................95
  ACTIONS...............................................................96
  DODGE.................................................................96
  ATTACKING.........................................................96
  THROWN WEAPONS...........................................97
  DUAL-WIELDING ..............................................97
  MULTIPLE ATTACKS..........................................97
  USING SPELLS & PRAYERS...............................97
  MOVEMENT.........................................................98
  USE ITEM.............................................................98
  USING STATS & SKILLS.....................................98
  RELOADING & DRAWING................................98
  DAMAGE..............................................................99
  FLEEING...............................................................99
  MORALE.............................................................100
  UNARMED COMBAT.........................................100
  ARMOR CLASS LIMITS......................................100
  NON-PROFICIENT EQUIPMENT....................101
  TAAC0...............................................................101
  ADVANCED MOVEMENT................................101
  CHAPTER 10: THE CITY.........................102
  NAMING THE CITY..........................................102
  CITY CHARACTER.............................................103
  POLICE FORCE..................................................104
  KEY LOCATIONS..............................................105
  FACTIONS...........................................................106
  MAJOR NPCS....................................................112
  CITY HISTORY...................................................113
  GEOGRAPHY & MAPPING..............................113
  CHAPTER 11: THREATS..........................115
  HOW DANGEROUS IS IT?...............................115
  WHAT IS IT?......................................................115
  IS IT DANGEROUS ENOUGH?........................118
  HOW DID IT GET HERE?...............................118
  WHAT DOES IT WANT?..................................119
  WHAT IS IT DOING TO GET IT?...................120
  WHERE IS IT DOING IT?.................................121
  WHAT DO THE FACTIONS THINK?..............122
  CHAPTER 12: RUINS & RELICS.............123
  LOCATIONS........................................................123
  NAMES................................................................123
  MAPPING THE RUINS......................................125
  RUIN CONTENTS..............................................128
  THE MACGUFFIN.............................................128
  RIVAL FACTION................................................128
  HOSTILE LOCALS..............................................129
  PURPOSE.............................................................129
  THE CONTENTS TABLE..................................130
  MAGICAL ARTIFACTS.......................................135
  CHAPTER  13:  DUNGEON  MASTERING
  ......................................................................150
  WHAT IS DUNGEON MASTERING?...............150
  RULE NUMBER ONE........................................150
  PREPARATION & IMPROVISATION................150
  MAKING THE PIECES FIT...............................152
  ON PLOT............................................................152
  LIVING SETTINGS.............................................153
  MONSTERS & NPCS.........................................154
  SANDBOXING IT...............................................155
  FORMING A PARTY..........................................155
  WHAT IS URBAN FANTASY?...........................155
  THE AR WORLD...............................................156
  MAKING IT YOUR OWN.................................157
  SUPERNATURAL KNOWLEDGE......................157
  HOUSE RULING................................................158
  OPTIONAL RULES.............................................159
  CREATING NEW CLASSES...............................164
  CREATING NEW SPELLS..................................165
  GENRE PACKAGES...........................................165
  AWARDING XP.................................................168
  RPG CONVERSIONS.........................................169
  CHAPTER 14: MONSTERS......................170
  MONSTER STATS...............................................170
  CREATING NEW MONSTERS..........................171
  STATTING YOUR MONSTER...........................171
  RESISTANCE.......................................................174
  LEVELLING UP MONSTERS............................174
  THE FAE.............................................................175
  MONSTERS AS PCS...........................................175
  MONSTERPEDIA................................................176
  OPEN GAME LICENSE...........................270
  4
  
  Arcana Rising
  Index of Tables
  TABLE 1: STAT BONUSES..................................11
  TABLE 2: CHAMPION.........................................14
  TABLE 3: CLERIC................................................16
  TABLE 4: FORESTWALKER................................18
  TABLE 5: GLADIATOR.......................................22
  TABLE 6: GUNFIGHTER.....................................23
  TABLE 7: ROGUE................................................25
  TABLE 8: ACTIVATE MAGIC MISHAPS............26
  TABLE 9: WIZARD..............................................27
  TABLE 10: EDUCATION.....................................29
  TABLE 11: CURRENCY CONVERSIONS............40
  TABLE 12: WEAPONS.........................................41
  TABLE 13: WEAPONS (CONT.)..........................42
  TABLE 14: ARMOR..............................................43
  TABLE 15: COMMON EQUIPMENT..................44
  TABLE 16: SPELL MISHAPS...............................48
  TABLE 17: PLANAR TRAVEL TIME..................56
  TABLE 18: RELATIVITY......................................56
  TABLE 19: COMPANION STATS........................77
  TABLE 20: WRINKLES........................................78
  TABLE 21: FAMILY..............................................79
  TABLE 22: CHILDHOOD....................................80
  TABLE 23: ADULT LIFE.....................................81
  TABLE 24: FRIEND/ENEMY.............................82
  TABLE 25: BIZARRE ENCOUNTERS.................83
  TABLE 26: QUIRKS.............................................84
  TABLE 27: VEHICULAR TRAVEL MISHAP.......91
  TABLE 28: EXPERIENCE....................................92
  TABLE 29: CITY NAMES..................................102
  TABLE 30: POLICE FORCE..............................105
  TABLE 31: KEY LOCATIONS...........................106
  TABLE 32: FACTION SPECIES.........................108
  TABLE 33: FACTION INFLUENCE..................111
  TABLE 34: MOTIVATION MODIFIER.............111
  TABLE 35: FACTION RELATIONSHIP............112
  TABLE 36: CITY HISTORY...............................113
  TABLE 37: THREAT LEVEL.............................115
  TABLE 38: THREATS.........................................116
  TABLE 39: THREATS (CONT.).........................117
  TABLE 40: THREAT MOTIVATION.................120
  TABLE 41: THREAT LOCATION.....................122
  TABLE 42: RUIN NAME...................................124
  TABLE 43: RUIN SIZE......................................125
  TABLE 44: ROOM PURPOSE............................129
  TABLE 45: CONTENTS.....................................130
  TABLE 46: MONSTER REACTION..................130
  TABLE 47: TRAPS..............................................131
  TABLE 48: CHALLENGES.................................132
  TABLE 49: ARTIFACTS.....................................133
  TABLE 50: ROOM FLAVOR..............................134
  TABLE 51: ARTIFACT RARITY........................135
  TABLE 52: ARTIFACT TYPE............................135
  TABLE 53: SCROLLS .........................................136
  TABLE 54: SCROLLS (CONT.)..........................136
  TABLE 55: POTIONS.........................................138
  TABLE 56: WEAPON TYPE..............................140
  TABLE 57: SPECIAL WEAPON.........................140
  TABLE 58: ARMOR TYPE.................................142
  TABLE 59: SPECIAL ARMOR............................142
  TABLE 60: WONDROUS ITEMS.......................145
  TABLE 61: STANDARD TO-HIT......................164
  TABLE 62: STANDARD SPELL DAMAGE.......165
  TABLE 63: MONSTER TO-HIT/SAVE............172
  5
  
  Arcana Rising
  Introduction
  It’ll probably go down as one of history’s greatest ironies that it was science that 
  brought magic back to the world. Russian scientists seeking to unearth the mysteries of the 
  ancient world drilled down into Lake Vostok and, unbeknownst to them, breached the seal 
  on what was actually an ancient ward locking away the source of pure magic in the world. 
  As the long untouched waters of Lake Vostok burbled up through the hole in the ice, magic 
  itself sprang forth into the world in full force for the first time in thousands of years. 
  Millennia ago, when the Atlanteans still walked the earth, magic had flowed freely 
  across the world, raw and primal and as much a part of the fabric of the planet as the air 
  above or the earth beneath. Wizardry was real and practiced to great effect, and the 
  influence of the divine will as palpable and evident as the weather or the tide. Earth was 
  rich with magic, and beasts of legend and great heroes warred, as the great Atlanteans grew 
  mighty in their mastery of the forces of magic. In time, their skill and power at the mystic 
  arts grew so great that they were able to bind all magic in the Earth to a single great central 
  pool, and with control of that set out to create a vast empire, enslaving much of the known 
  world.
  There was an unforeseen consequence, however, to the Atlantean domination of 
  the forces of magic and their reckless abuse of it. The unchecked use of power drew the 
  attention of the beings from the outer planes, and more and more dangerous creatures 
  began  to  threaten  the  Earth.  Atlantis’ 
  enemies and the refugees of their empire 
  formed a great Alliance, wielding the powers 
  of  the  gods  to  fight  back  against  the 
  oppression  and  power  mongering  of  the 
  Atlantean lords. In time the Atlanteans were 
  driven back to their home island, warding it 
  against outside incursions using the power 
  of the great well within the island’s center, 
  but this was to prove their undoing.
  To this day no one living past or 
  present has been able to say for certain what 
  occurred on that fateful day and night that 
  the island of Atlantis sank beneath the sea. 
  The great historians report only that a great 
  calamity struck the island. Some believe that 
  the great working they undertook to ward 
  the  island  attracted  the  attention  of 
  something powerful and evil from the outer 
  planes, others that the spell backfired, or 
  that  the  activation  of  so  much  magical 
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  Arcana Rising
  energy within one place overwhelmed nature itself and sparked a great cataclysm. Whatever 
  the true cause, the effect was the same: rather than warding the island from its enemies, 
  instead the magic within the wellspring exploded outward, destroying  the island and 
  sending its energies to rampage across the earth as one single and terrifying magical 
  confluence that seemed to have a life of its own. Through the last ditch effort of arcane and 
  divine practitioners alike, the unleashed magical torrent was eventually sealed and frozen 
  beneath an entire continent of ice, contained in the lake of pure ancient waters locked miles 
  below the Antarctic ice that would eventually become known as Lake Vostok.
  In the generations to come magic dwindled to mere superstition. With the raw 
  force of natural magic sealed away, only the most basic workings could be employed, those 
  that relied on the person’s own will, the waning influence of the divine, or nature’s life 
  force. With the power of pure wizardry dwindled to almost nothing, the divine will stepped 
  back its influence in the mortal world, seeking to maintain balance. The magical beasts and 
  monsters of legend needed the flow of magic to survive as much as they needed air itself, 
  and so with that power dried up and sealed away they fled back to the outer planes where 
  magic was still rich, thereafter to only rarely intrude on the world and become beings of 
  myth and fairy tale. As the march of time passed, the forces of the preternatural seemed to 
  vanish from the world.
  Then one day a group of scientists, after years of research, finally breached the last 
  layer of ice shielding Lake Vostok from the world, and as its waters flowed forth for the 
  first time in centuries, so too did the force of magic itself rise up and at last begin to flow 
  across the Earth as it once did in days long past. The great working that had once bound 
  magic’s source solely to the lake was broken as well, degraded after thousands of years of 
  neglect, and so not only was raw magic once again released to flow throughout the world, it 
  was once again free of any central controlling font as it had been in the days of the ancient 
  Atlantean Empire.  
  The scientists of course had no idea what they had done, not having any sense of 
  the flow of magic, that talent having long been lost to much of the world in the long 
  absence of any serious arcane study. Even among the occult communities and those who 
  still held the knowledge and lore passed down through the generations it was some time 
  before it became apparent that the state of magic had changed and was once again rising to 
  life in the world. Indeed, most of the world is still unaware of the burgeoning magical 
  renaissance occurring right under their noses, dismissing reports of supernatural weirdness 
  and mystical episodes as so much superstition and fakery, just as they always have.
  Yet the reality is clear to those who have begun to dabble in the ancient arts once 
  more: magic has returned. The old spells are working again, perhaps more difficult to wield 
  now than they were in the days of Atlantis when the energies of raw magic coursed through 
  the world as readily as the rivers and the winds, but they nevertheless function for those 
  who can decipher their workings and possess the innate talent for the arcane. The ancient 
  creatures of legend who have long hid away in the outer planes or the darker corners of the 
  world are once again making themselves known, if carefully, and even the divine will is 
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  Arcana Rising
  making itself felt in force again, already responding to meet the demands of balance against 
  the rising supernatural forces. 
  With the return of magic, new dangers arise, and new heroes are arising to grasp 
  its power and to face those dangers, renewing the age-old conflict between mortal kind and 
  those creatures of magic which prey upon them, questing to recover lost knowledge and to 
  protect  mankind  from  unearthly  evils.  With  spell,  gun,  and  sword,  these  modern 
  adventurers must face the rising arcana of old and in so doing set the destiny of mankind in 
  the coming age of awakened magic.
  What is a Roleplaying Game?
  This is! That's not a very informative answer though. To expound in more detail, a 
  roleplaying game is a game of pretend you play with your friends or strange people at a nerd 
  convention, in which each participant takes on the role of a fictional character, except for 
  the Dungeon Master or DM, who creates and describes the world that those fictional 
  characters explore and adjudicates the rules of the game. The DM presents a game scenario 
  to the players, and the players decide how their characters respond, what they want their 
  characters to do, where to go, and then through the DM and the rules, those actions are 
  resolved.
  To make things easier and somewhat fairer, many of these actions are resolved 
  using rolls of the die. The player declares what they want to do, and then the DM explains 
  what die they need to roll and what numbers they'll need to get on the die to succeed at that 
  action, and then further die rolls sometimes determine what effect that success or failure 
  has, such as in combat.
  In many ways, it is much like the games of pretend you played with your friends as 
  a child, just with a little extra bit of rules to hopefully resolve just who shot who first 
  without resorting to digital editing techniques. Roleplaying offers players the chance to 
  explore worlds of imagination and wonder, and DMs the chance to indulge their creativity 
  by creating those worlds and the dangers that lie within them.
  A Word on Dice
  Arcana Rising uses multi-sided polyhedral dice to resolve actions and determine 
  damages and other effects. These dice are described by a simple notation of XdX or DX, 
  where the number before the letter “D” indicates the number of dice to roll, and the 
  number after the “D” indicates how many sides those dice should have. You may also see 
  reference to a “d3” at times, this means to roll a d6 and divide the result by 2, rounding up. 
  An XdX followed by an “H” means to roll the indicated dice and keep the highest result, 
  while an “H” followed by a number means to roll the dice and take the top results up to 
  that number. So 3D6H2 means roll 3 six-sided dice, and count the two highest values.
  Polyhedral dice should be available in sets from your local hobby, comic, or 
  tabletop game shop, or from online retailers. You will want a complete set of at least 1 each 
  of all of the standard polyhedral dice: d4, d6, d8, d10, d12, and d20. You may also wish to 
  8
  
  Arcana Rising
  acquire additional dice of these types, to make it easier when called upon to roll more than 
  one of the same die type. Alternately, one can also find dice roller software for an array of 
  electronic devices from PCs to tablets to smartphones, though be sure to make clear to 
  your DM and players that's what you're using so they don't think you're just goofing off 
  online in the middle of combat!
  If you're playing online, most software for playing tabletop RPGs online contain 
  built-in dice rollers, and many IRC servers have dice roller software built into their servers. 
  Ask your DM or server admin what options are available.
  Rule Number One
  The first rule of any tabletop roleplaying game is to have fun. If any rule in this 
  book isn't fun for you and your group, talk it out, and feel free to change it, especially as a 
  DM. The rules in this book are meant only as tools, to be folded, spindled, and mutilated to 
  please the whims of the DM and the players. Do not feel bound by the rules as written: if 
  you don't like something, throw it out! If something is missing, bash something together 
  and throw it right in! Don't feel the need to cleave to the words of some dusty old designer 
  huddled in front of his computer with a bottle of gin in one hand and a keyboard in the 
  other. It's your game, you paid for it, and you get to do what you must to make it fun for 
  you.
  But remember, as the referee and arbiter of the rules, the DM has the final say on 
  what stays, what goes, and what changes. Feel free to suggest changes to the game if you 
  feel they're warranted, but try not to do it in game, and whatever he decides, relax: maybe 
  what you don't think is fun is still fun for him and the other players at the table. Just pick 
  up your dice and keep rolling. Remember, this is just a game, and a cooperative one at that, 
  so don't let hurt feelings or disputes at the table ruin the fun, and whenever acting either as 
  player or DM, try to keep in mind everyone’s fun, not just your own.
  Creating a Character
  If you are going to be a player in a game of Arcana Rising, you will of course need 
  to make a character. The following seven chapters contain all the rules you will need to 
  make your own urban adventurer or globe-trotting relic hunter, but the basic process 
  follows the steps below. You will need a character sheet (a form you can find in the back of 
  the book) or a piece of paper, pencil, and dice.
  1.
  Roll Stats. Roll 3D6 six times, and assign the resulting numbers as desired to the 
  six core stats. Chapter 1 contains all the details here, as well as the important 
  modifiers those stats also provide, which you will want to record as well.
  2.
  Choose your Class. Your character class defines your character’s special talents 
  and abilities, as well as providing the character’s Hit Dice and To-hit values. These 
  are detailed in Chapter 2, and may be chosen at will, provided the character’s stats 
  meet any requirements for the class. Once you have chosen a class, record their 
  abilities on your sheet.
  9
  
  Arcana Rising
  3.
  Determine Hit Points. Now that we know what die to roll, we can also roll the 
  character’s Hit Points, the amount of damage the character can withstand without 
  dying. 1st level Hit Points are equal to the maximum value of the character’s Hit 
  Die plus any bonus from CON.
  4.
  Determine Massive Damage Threshold. A character’s Massive Damage (MD) 
  threshold  is  the  amount  they  can  safely  take  in  one  blow  without  risking 
  immediate death. This is equal to their CON score, plus the number of Hit Dice 
  they have (1 at first level).
  5.
  Roll for Education. In order to decide what day job and skill options are open to 
  the character, roll on Table 11 (p.11) in Chapter 3, modifying the roll as indicated 
  for INT and WIS values. This will tell you what jobs are available to your 
  character, as well as provide some free skill choices. Record the education level, 
  and note any skills obtained.
  6.
  Choose  Day  Job. Now  that  education  is  determined,  one  may  select  the 
  character’s day job from any of the jobs their education level qualifies them for, 
  provided they meet the stat requirements for that job. Record their demand and 
  income values, making a die roll for the latter if necessary, choose skills, and 
  record any special notes if present. 
  7.
  Purchase Equipment. With the job comes income, and with the income, gear 
  and other items can be purchased in Chapter 4. Each character starts with three 
  times their job’s Income value in Astra to buy equipment with. Be sure to record 
  any combat details for weapons or armor as well.
  8.
  Choose Spells. If the character is a wizard or a cleric, they begin the game with a 
  certain number of spells known. Clerics begin with a number of spells indicated 
  on Table 3 (p.16), while wizards begin with a spellbook containing 1d4+1 cantrips 
  and 1d3+1 level 1 spells. At least half of the cantrips will be memorized, and at 
  least one of the level 1 spells must be memorized. Spells and their descriptions can 
  be found in the latter part of Chapter 5.
  9.
  Choose a Companion (Optional). Characters have the option of taking some 
  kind of animal companion or familiar, anything from a well-trained household pet 
  that’s good in a scrap, to a magically summoned and bound planar creature. 
  Chapter 6 details the selection process, and it is optional, as doing so means the 
  character is slower to level up than other characters.
  10. Roll for Wrinkles (Optional). Players can also roll for additional character 
  background details called ‘wrinkles,’ detailed in Chapter 7. This is an optional 
  process, meant to provide some additional story hooks or character depth for 
  players who do not already have such details in mind. The character may have up 
  to 1d3 wrinkles.
  11. Give it a Name. Names are power, and everyone has one, even if they keep it 
  secret, or if they don’t even know it. Choose your character’s birth name, and if 
  desired, also a nickname or alias they use with others. 
  10
  
  Arcana Rising
  Chapter 1: Stats
  Table 1: Stat Bonuses
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Melee
  To-hit
  Melee
  Damage
  Armor
  Class
  Ranged
  To-hit
  Hit
  Points
  Spell
  Save
  Will/
  Faith
  Magic
  Damage
  2-3
  -3
  -2
  +2
  -3
  -1
  +2
  Can’t
  -2
  4-6
  -2
  -1
  +1
  -2
  0
  +1
  Can’t
  -1
  7-9
  -1
  0
  0
  -1
  0
  0
  0
  0
  10-12
  0
  0
  0
  0
  0
  0
  1
  0
  13-15
  +1
  0
  0
  +1
  +1
  0
  2
  0
  16-17
  +2
  +1
  -1
  +2
  +2
  -1
  3
  +1
  18-19
  +3
  +2
  -2
  +3
  +3
  -2
  4
  +2
  20
  +4
  +3
  -3
  +4
  +4
  -3
  5
  +3
  Stat Descriptions
  Characters in Arcana Rising are defined by the following stats, which describe the 
  various basic capabilities of each character with a numeric value, generally ranging from 3 
  to 18, though higher or lower values are possible in certain cases, such as from stat damage 
  or levelling up. 
  Strength (STR) – Governs a character’s ability to strike with force in melee combat, and 
  the amount of damage delivered once struck. Also covers general raw strength and lifting 
  power.
  Dexterity (DEX) – Determines one’s raw agility and dexterity, ability to avoid and dodge 
  attacks, and ability to hit a target with ranged weapons like firearms.
  Constitution (CON) – One’s raw endurance and ability to resist pain, injury, illness, or 
  poison, and how much damage a character can survive from a single blow.
  Intelligence (INT)  – Governs ability at general analytical thought and reason, general 
  knowledge subjects, and one’s skill at channeling the forces of magic.
  Wisdom (WIS) – One’s perceptive ability, intuition, and force of will, as well as the reserve 
  of internal will or faith used to drive both arcane magic and divine prayer.
  Charisma (CHA) – Measures a character’s pure force of personality, ego, and charm, their 
  ability to convince and persuade individuals, and provides a boost to the amount of raw 
  force the character can deliver with spoken magic or divine prayer.
  Stat Generation
  Stats are generated with a roll of 3D6. Roll six times and assign each number to 
  one of the stats on your sheet. Each one also provides certain modifiers to derived stats as 
  indicated on Table 1 above; be sure to record these values as they will be important later 
  on.
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  Arcana Rising
  Stat Checks
  In addition to serving as the basis for a number of important values as designated 
  in the chart above, stats also govern how good a character is at performing non-combat 
  tasks. Whenever a non-combat action is called for, roll a D20 and compare it to the 
  appropriate stat. If the result is less than the stat, the attempt succeeds. If not, the action 
  fails.
  When attempting a non-combat action that is nonetheless opposed by another 
  person or persons, have all parties roll off, and whichever party succeeds by the greatest 
  margin is the winner.
  If the DM thinks a task is really difficult, he may provide a penalty to the player's 
  stat for a roll. It is recommended this not exceed -5.
  Stat Caps
  No stat may ever go above 20. If a bonus to a stat would bring it above 20, ignore 
  the remaining value. Spending bonus stat points from leveling cannot bring a stat past 20.
  In addition, if a stat is ever reduced to 1, it indicates the character has become 
  functionally crippled and cannot attempt any action that involves that stat. If a stat is 
  reduced to 0, the character dies, succumbing to the shutdown of their systems.
  12
  
  Arcana Rising
  Chapter 2: Classes
  With the return of magic and supernatural beasties to the world, a new array of 
  mortal heroes of various talents has arisen, either newly coming into their power with the 
  awakening of the arcane, or having long fought in secret against those few threats that still 
  remained in the absence of the free flow of magic. Once a character’s stats have been 
  rolled, the next step is to choose which class they are, which will define their main source of 
  might and indicate what abilities they can level against threats both mortal and beyond.
  There are seven classes described in the following chapter, and they are briefly 
  summarized as follows:
  Champion - Avatars of absolute conviction and faith, a champion’s devotion to their cause 
  imbues them with a power unrivaled and makes them a formidable combatant.
  Cleric - Faithful and devout, these followers of the divine will are rewarded for their faith 
  with miraculous power to heal the sick and vanquish the unholy.
  Forestwalker - Ancient followers of the path of nature, the forestwalkers are imbued with 
  the soul of the forests and the magic of life itself.
  Gladiator  - Expert weapon masters, these martial fighters commit themselves to the 
  pursuit of ancient weapons, a surprisingly useful skill in an age of reborn supernatural foes.
  Gunfighter - Masters of the way of the gun, these deadly fighters know their way around a 
  firearm and can deliver deadly results with their twin pistols.
  Rogue - Treasure hunters, thieves, and all around sneaky sorts with a talent for puzzling 
  their way around magical artifacts.
  Wizard - Masters of the arcane, these newly empowered occultists seek out lost ancient 
  spells and channel their arcane power against their foes.
  The following sections will describe each class and the basic rules that govern 
  them. Each section will provide a description of the class along with a table describing their 
  to-hit bonuses, hit dice at each level, saving throws, and class resources like Will, Faith, or 
  spells  known,  followed 
  by  descriptions  of  the 
  class’ special abilities. 
  13
  
  Arcana Rising
  Champion
  While the cleric’s faith brings them the 
  power  of  miracles,  the  champion’s  faith  and 
  commitment  to  absolute  justice  and  the 
  vanquishing  of the unholy  brings them martial 
  power and unwavering courage. Champions swear 
  themselves to serve as warriors in the name of 
  faith and the protection of life and the innocent in 
  the face of evil, and by their oath and unshakeable 
  conviction  their  chosen  weapon  of  justice  is 
  imbued with holy power. Their fearlessness and 
  devotion make them incredibly valuable comrades, 
  as they can be counted on to protect their friends 
  against hostile and evil forces, and never waver in 
  the face of certain death, so long as their vow to 
  maintain absolute integrity remains. 
  Champions’  conviction  gives  them  a 
  great force of personality in the form of a high 
  CHA score, and they are masters of weaponry, 
  generally possessing high STR or DEX depending on their chosen weapon, and usually a 
  high WIS in accordance with their strong will. Their day jobs vary widely, but they often 
  serve in military or police positions where they can continue their commitment to justice 
  and protection.
  Table 2: Champion
  Melee 
  to-Hit
  Ranged 
  To-hit
  Hit Dice
  Saving 
  Throws
  Holy Weapon
  1
  +1
  +1
  1d10
  +1 WIS
  Holy, Magic
  2
  +2
  +2
  2d10
  3
  +3
  +3
  3d10
  +1 CON
  4
  +4
  +4
  4d10
  +1 Enchantment
  5
  +5
  +5
  5d10
  6
  +6
  +6
  6d10
  +2 WIS
  7
  +6
  +6
  6d10+3
  8
  +7
  +7
  6d10+6
  +2 Enchantment
  9
  +7
  +7
  6d10+9
  +2 CON
  10
  +8
  +8
  6d10+12
  11
  +8
  +8
  6d10+15
  12
  +9
  +9
  6d10+18
  +3 WIS
  +3 Enchantment
  Stat Requirements: CHA 7+; STR 7+ or DEX 7+
  Weapons: Long Blades, Heavy Melee, Blunt Weapons, Handguns, Long Arms
  Armor: All Armor, Shields
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  Arcana Rising
  Special Abilities
  Weapon of Faith: The champion’s weapon takes on holy properties through the power of 
  their faith and the execution of their mission. The champion bonds to a single chosen 
  weapon, which takes on supernatural properties so long as they remain steadfast in their 
  faith and only use it for noble and unselfish purposes. At 1st level, the champion’s weapon 
  is considered magical, for the purpose of striking enemies that are resistant to mundane 
  weaponry, and the weapon is imbued with the champion’s faith, causing it to deal extra 
  damage to Unholy creatures such as demons, undead, and spirits as if it were a holy symbol, 
  dealing an extra 1d8 Holy damage +1 per level of the champion. In addition, every 4th level 
  the weapon gains an enchantment bonus as if it were a magical weapon, starting at +1 at 
  level 4 and continuing from there. 
  The champion’s weapon gains its powers through its bond with the owner and its 
  role as a vessel for divine power. Should the champion’s weapon be lost, the champion may 
  not simply take up a new one so easily and expect it to work as the previous one: it takes 
  time for such a bond to form. The champion may designate a new chosen weapon, and 
  spend a week in solemn prayer and ritual to endow the weapon. This will make it once 
  again a Holy, Magic blade. Enchantment bonus is slower to return, and comes only through 
  use, gaining back a +1 for each time the weapon delivers the killing blow to an Unholy 
  creature.
  Turn Unholy: The power of the champion’s faith is unwavering, and this power can be 
  directed to terrifying effect against unholy beings. By holding their holy weapon proudly 
  before them in a defensive motion, the champion can imbue it with the full power of their 
  conviction, terrifying any unholy supernatural beings such that they fear approaching the 
  champion, and may even flee in terror. Subtract the number of hit dice of the highest hit 
  die Unholy creature present from the level of the champion, and apply the resulting 
  number as a modifier to a CHA check. Should the check succeed, no Unholy creature may 
  approach within 30 meters of the champion, and any Morale checks made by such creatures 
  are at a penalty equal to the amount by which the champion succeeded. This effect is 
  broken should the champion strike with the weapon or otherwise break their stance, 
  though as a holy weapon it will continue to deal bonus damage against the unholy beings as 
  described in the previous ability. 
  Fear No Evil: The conviction of the champion is such that they know no fear or surrender 
  in the face of true evil. A champion will always succeed in any saving throws against 
  magical or supernaturally induced fear, and will not back down from an Unholy foe in a 
  fight even at the cost of their own life. So long as they remain true in their conviction, NPC 
  champions also automatically pass Morale checks. 
  Holy Vigilance: Champions are steely-eyed and ever wary of the potential presence of evil, 
  and their faith grants them sight beyond that of the ordinary, enabling them to detect the 
  presence of Unholy beings within 30 meters, and see through magical disguise, polymorph, 
  and even possession to detect the true nature of the Unholy creature beneath.
  15
  
  Arcana Rising
  Cleric
  There  is  power  in  faith,  real  power. 
  While us mortals remain a conflicting mass of 
  guesses as to who is behind it or how it works or 
  if it is even real and not simply the result of 
  personal will, whatever the cause, a select few of 
  those who genuinely believe and live their faith 
  with unwavering conviction seem to be able to 
  work genuine miracles. Wizards, for lack of a 
  better term, call it “the divine will,” and it seems 
  to respond to those of true faith to very real, 
  palpable results that can rival the power of the 
  arcane, especially with the return of magic to the 
  world. For the faithful, it means that those who 
  cleave absolutely to their faith and to the moral 
  convictions it prescribes are rewarded by that 
  divine will with a power in their prayers that can 
  create  true  miracles,  so  long  as  they  use  it 
  responsibly and in the pursuit of the good. These 
  people of great faith are called clerics, be they 
  priests, rabbis, imams, temple servants, or simply 
  lay believers of absolutely unshakable conviction, and their belief provides them with the 
  strength to conquer evil and protect and heal others in the name of the divine. 
  Clerics must have a strong WIS in order to call upon their faith, and they often 
  have a high CHA in accordance with their strong personality. They may come from any 
  walk of life and thus day jobs vary, though many serve in charitable or religious work. 
  Table 3: Cleric
  Melee 
  to-Hit
  Ranged 
  To-hit
  Hit Dice
  Saving 
  Throws
  Faith
  Prayers Known
  1 - 2 - 3 - 4 - 5 - 6
  1
  +0
  +0
  1d6
  +1 WIS
  3
  1
  2
  +1
  +1
  2d6
  4
  2
  3
  +1
  +1
  3d6
  +1 CON
  6
  2 - 1
  4
  +2
  +2
  4d6
  8
  3 - 2
  5
  +2
  +2
  5d6
  11
  3 - 2 - 1
  6
  +3
  +3
  6d6
  +2 WIS
  14
  3 - 3 - 2 
  7
  +3
  +3
  6d6+2
  18
  4 - 3 - 2 - 1
  8
  +4
  +4
  6d6+4
  22
  4 - 3 - 3 - 2
  9
  +4
  +4
  6d6+6
  +2 CON
  27
  5 - 4 - 3 - 2 - 1
  10
  +5
  +5
  6d6+8
  32
  5 - 4 - 3 - 3 - 2
  11
  +5
  +5
  6d6+10
  38
  5 - 5 - 4 - 3 - 3 - 1
  12
  +6
  +6
  6d6+12
  +3 WIS
  44
  5 - 5 - 4 - 4 - 3 - 2
  16
  
  Arcana Rising
  Stat Requirement: WIS 7+
  Weapons: Long Blades, Blunt Weapons, Handguns
  Armor: Light and Medium Armor, Shields
  Special Abilities
  Power of Prayer: As the cleric grows in their faith, the divine will imbues their prayer with 
  miraculous effects. Though the words will vary from cleric to cleric, in practice the effects 
  are common from one faithful to another, and each cleric will learn different gifts. Each 
  cleric prayer has a level, and the cleric has a limited number of prayers of each level they 
  will learn, as indicated in the “prayers known” column in Table 3 above. Whenever the 
  number for a given level increases, the cleric may choose a new prayer from the lists in 
  Chapter 5. These prayers are handed down by divine inspiration, though some of the words 
  may be taken from mortal litanies, and a cleric’s prayers will not grant their effects should 
  they fall out of faith or step away from the righteous path they have chosen. 
  When employing a prayer, the cleric simply intones the words of the desired 
  prayer, spends an amount of Faith points equal to the level of the prayer, and makes a WIS 
  check. On a success, the prayer’s effect takes place as described. On a failure, there is no 
  such effect but the Faith points are still lost. The cleric’s CHA bonus affects prayer damage 
  and healing much as it does for wizards.
  Turn Unholy: The aura of faith that surrounds a true believer is already sufficient to make 
  many supernatural nasties uncomfortable, but in the hands of a cleric, this effect can be 
  manifested to powerful results, sending the undead, demonic, ghostly, and other unholy 
  beasties scurrying away, and even harming them. By holding up a symbol of the cleric’s 
  faith and focusing their belief on that object, they can frighten and keep such evil creatures 
  at bay. Subtract the hit die of the highest hit die Unholy monster present from the cleric’s 
  level, and apply the result as a modifier to a check against the cleric’s CHA. If the cleric 
  succeeds, the Unholy creatures cannot approach within 30 meters of the cleric so long as 
  the cleric holds its holy symbol where all can see it, and the enemy takes a penalty to any 
  morale checks equal to the amount by which the cleric succeeded. In addition, direct 
  physical contact between a cleric’s holy symbol and the flesh of an Unholy creature harms 
  it, dealing 1d8+1/level Holy damage to the creature on contact.  
  Blessed Waters: The purifying power of water is a powerful metaphysical symbol as it is, 
  and when blessed by a person of great faith, it takes on power akin to that of the cleric’s 
  holy symbol. A cleric may bless a container of water, roughly a liter per day, and this “holy 
  water” becomes imbued with the power of the cleric’s faith. In the cleric’s hands and from 
  their application, or that of another believer in the divine will, this holy water deals actual 
  damage to Unholy supernatural creatures such as demons and undead, 1d8+1/level Holy 
  damage for each exposure. A circle drawn onto a surface becomes a barrier against such 
  foes as well, who must make a WIS save at -4 in order to cross it and take 1d8 damage +1 
  per level from the effort regardless. The recently deceased cannot be raised as the undead 
  when anointed with holy water, nor can the living be possessed by demons or spirits if 
  similarly anointed.
  17
  
  Arcana Rising
  Forestwalker
  In the modern age of high technology and 
  concrete jungles, few remain who hold the kind of 
  innate connection to nature that was once common to 
  the foresters and shamans of the old times, or know 
  how to commune with the many mysterious spirits of 
  nature that once walked the woods. Yet there are 
  those who still bear the old bonds, and even with the 
  sealing of magic some of their power remained and 
  was  passed  down  from  generation  to  generation. 
  These forestwalkers are sometimes still the subject of 
  whispered legend;  tales tell rumors  of them being 
  descendants  of  the  offspring  of  mortals  and  fae, 
  nature spirits, or even the earth itself, though others 
  scoff, and few forestwalkers themselves could begin 
  to make any more informed a guess. Their innate connection to the nature around them 
  attunes them to the very forces of life itself, giving them keen senses for the natural world 
  and a connection to the spirits of nature beyond that of most mortals. This connection 
  even allows them to channel the flow of life force from the plants and trees to another 
  mortal being in order to bring comfort and healing.
  Forestwalkers have strong WIS in accordance with their innate sense of the nature 
  around them, generally have a good DEX and CON as they tend to be fit and hardy sorts, 
  and their day jobs are often those that put them in contact with nature, especially those that 
  have them living away from the cities and urban environments entirely.
  Stat Requirement: 
  WIS 7+
  Weapons: 
  Blunt Weapons, 
  Archaic Ranged, 
  Long Arms (Hunting 
  Rifles and Hunting 
  Shotguns ONLY)
  Armor: Light, Buckler
  18
  Table 4: Forestwalker
  Melee
   to-Hit
  Ranged 
  To-hit
  Hit Dice
  Saving 
  Throws
  Healing
  1
  +0
  +0
  1d8
  +1 WIS
  1d8
  2
  +1
  +1
  2d8
  3
  +1
  +1
  3d8
  +1 CON
  2d8
  4
  +2
  +2
  4d8
  5
  +2
  +2
  5d8
  6
  +3
  +3
  6d8
  +2 WIS
  3d8
  7
  +3
  +3
  6d8+2
  8
  +4
  +4
  6d8+4
  9
  +4
  +4
  6d8+6
  +2 CON
  4d8
  10
  +5
  +5
  6d8+8
  11
  +5
  +5
  6d8+10
  12
  +6
  +6
  6d8+12
  +3 WIS
  5d8
  
  Arcana Rising
  Special Abilities
  One  with Nature:  The forestwalker lives and breathes the natural world, their senses 
  tuned to supernatural levels where the flow of life around them is concerned. Forestwalkers 
  can instinctively sense disruptions of the natural order within the range of their sight, such 
  as the presence of the undead, chemical and even magical pollution or destruction of the 
  environment, and they can even diagnose the causes of such destruction. This innate sense 
  also makes them subject to the flow of the seasons, their nature subtly influenced in 
  different ways depending on the present time of year.
  •
  Spring: Spring is a time of rejuvenation, of new life, and because of that flow of 
  life energy around them, the CHA bonus to healing for their Tree of Life ability is 
  doubled.
  •
  Summer: As the sun hangs brightly in the sky, and the world is alive with activity, 
  the forestwalker’s body sings with newfound energy, increasing their DEX for the 
  purposes of initiative and saves by +1.
  •
  Fall: Fall is the time of the harvest, and of the hunt, and the hunter’s instinct is at 
  its most acute. Ranged to-hit is at +1.
  •
  Winter: Winter is a time for hardiness and determination, and the forestwalker’s 
  CON and WIS saves are at +1.
  Tree of Life: The forestwalker’s communion gives them the ability to tap into the very life 
  essence of the natural world, and to use that to the benefit of the wounded and the injured. 
  By touching living plants, the forestwalker may transfer some of that life essence into 
  another living being, healing it of wounds and disease at the cost of some of the life force 
  of the plant itself. A small plant or shrub can be sacrificed to immediately stabilize the dying 
  and cure diseases and poisons, at the cost of the life of the plant itself, while a grown and 
  living tree may actually knit closed wounds and heal broken bones and other injury. 
  By anointing the brow of the suffering mortal with a bit of the sap of the tree, 
  then placing a hand on each, the forestwalker transfers life essence from one to another, 
  healing the subject for the amount indicated on Table 4, plus any bonus to spell damage 
  from CHA. A second dose of healing is possible, but will kill the tree, and forestwalkers 
  seek to avoid such measures unless no other healing is available to save the life of the 
  wounded creature. This ritual can be completed once per day per two levels of experience.
  At level 12, such is the power of the transfer that it can revive the dead at the cost 
  of the tree’s life, so long as the tree itself is of sufficient age and vitality, at least 50 years 
  old. This requires a WIS check to succeed, and may only be done once per day to those 
  who died unjustly in the service of protecting life, or by the hand of the unholy or 
  unnatural. Death is a part of the cycle, and interfering with the cycle is not to be taken 
  lightly.
  Eyes of the Beast:  The forestwalker’s connection to the natural world extends to the 
  animals as well, enabling them to go into a trance and send their mind out to reach into that 
  of wild beasts within their surrounding area, seeing and feeling and smelling what it sees as 
  19
  
  Arcana Rising
  if they were the creature itself, and even able to exert subtle control over the creature, 
  though not enough to overcome its natural instincts, only suggest it towards a given 
  direction and action. The forestwalker may sense any animals within 100 meters, and by 
  going into a trance, may send their spirit into the creature and “ride” its mind, experiencing 
  its senses as if they were their own, and may “suggest” that it take a specific action with a 
  WIS check, gently guiding it towards the desired action. If the creature journeys beyond a 
  kilometer from the forestwalker, the creature is injured, or the forestwalker themselves are 
  attacked or the trance interrupted, the link is severed instantly. 
  While within the mind of the creature, the forestwalker may also attempt to search 
  its memories for events in the recent past (no more than a month), but this is challenging, 
  as animals do not possess a human sense of time, and it takes considerable focus to sift 
  through the information. Make an INT check: on a success, the forestwalker finds the 
  information they seek, but on a failure, the creature’s mind rejects the forestwalker’s 
  presence and the link is broken.
  Totem Spirit: Whether it is a byproduct of their connection to the natural world, or even 
  the very source of it, every forestwalker from an early age bonds with a totemic spirit, a 
  manifestation of the soul of the wild itself, each representing a specific type of animal and 
  the traits it represents. Totem spirits are a supernatural bond that lasts a lifetime: each 
  forestwalker’s totem reflects their personality and the true nature of their soul, and through 
  this reflection they gain a lifelong ally. This animal spirit provides the forestwalker with 
  certain natural gifts, and a forestwalker’s appearance even sometimes takes on subtle hints 
  of their chosen animal spirit. 
  The following list represent some common totems, though others are possible. 
  Each type of totem has a gift that it bestows on the forestwalker, which reflects the talents 
  of the spirit that grants it. 
  •
  Badger – Tenacious Fury: Badger’s absolute fearlessness and rage in the face of 
  battle is legend, giving the forestwalker immunity to fear effects, and +1 to melee 
  damage for every 20% of hit points lost in battle. 
  •
  Bear – Thick Hide: Bear’s endurance is unrivaled in the animal world, enough to 
  prove a challenge even for man’s modern implements of death, or for the ravages 
  of winter’s icy chill. The forestwalker ignores the first point of damage against any 
  attack, and the first 3 points against any cold or ice attacks. 
  •
  Eagle – Raptor’s Sight: Eagle’s piercing gaze can spot the smallest prey even from 
  high aloft the winds of the air, and home in on it from above effortlessly. The 
  forestwalker may choose a target, and gains +1 to ranged to-hit against that target 
  until it is dead, and the target may not evade the forestwalker’s sight by any means, 
  either magical or mundane.
  •
  Elk – Unstoppable Charge: The power of mighty Elk’s charge is as unstoppable as 
  nature itself, and destructive enough to stop cars in their tracks. The forestwalker 
  20
  
  Arcana Rising
  can charge into melee combat in a single round, dealing an additional +1d4 
  damage on a successful hit.
  •
  Fox – Trickster’s Feint: Fox is a creature of cunning, relying on clever action and 
  dexterous form over brute force and strength. The forestwalker may use their 
  INT instead of STR to determine any bonus to hit in melee, and may spend their 
  action in combat to make an opposed DEX check against a single target, gaining a 
  -1AC bonus against that enemy. 
  •
  Frog – Waters of Life: Frog is born from water, and even as it transforms from 
  tadpole to grown adult, it retains an ever present connection to its life-sustaining 
  nature. The forestwalker regenerates 1 hit point per hour when immersed in water, 
  and can remain safely underwater for 15 minutes before requiring CON checks. 
  •
  Mouse – Giant Killer: Mouse knows the danger of being the little one in a world of 
  giants, and learns to evade those larger than it, and to know when danger is 
  coming. The forestwalker gains -1AC against any creature of 2HD or more greater 
  than their level, and gains an instinctive sense of danger that grants them +2 to 
  WIS checks against surprise.
  •
  Owl – Night Hunter: Owl is a silent and deadly hunter in the dark, so infamous for 
  its predatory prowess that some see the very sight of an owl as a sign of 
  impending death. The forestwalker can see at night as clearly as if it were day, and 
  when striking an enemy from the dark, the forestwalker gains +2 to hit.
  •
  Snake – Viper’s Sting: Swift and deadly, Snake is a cunning and deadly predator 
  and its bite is an infliction of pure agony. The forestwalker may use Short Blades, 
  and strikes with their blades inflict almost venomous pain, dealing an additional 1 
  damage per turn that can only be stopped by magical healing.
  •
  Tiger –  Lord of Shadows: Tiger is an apex predator, rippling with strength, yet 
  cunning and stealthy, and able to hunt even other predators its size as if they were 
  mere prey. The forestwalker gains +1 Stealth (even if this bonus causes it to 
  exceed +3), and when striking from surprise deals +1d6 sneak attack damage. 
  •
  Turtle – Slow and Steady: Turtle’s gifts are in patience and endurance rather than in 
  strength and speed, relying on its armored shell and its foes’ underestimation of it 
  to defend itself. The forestwalker has a -1 bonus to AC, and on a round when they 
  attack last, their attack deals +2 damage.  
  •
  Wolf – Warrior of the Pack: Wolf is a social hunter, rallying its kindred as one whole 
  to strike at prey or defend its home. The forestwalker gains +1 to-hit when 
  attacking the same target as one of their allies, and opponents it strikes are 
  weakened  against  further  attacks  from  the  forestwalker’s  friends,  taking  an 
  additional +1 damage from any attacks thereafter from other members of the 
  party. 
  21
  
  Arcana Rising
  Gladiator
  While modern technology and the march of 
  years have left a great deal of the ancient weapons 
  and styles of combat more or less obsolete, there 
  have always been those who nevertheless kept those 
  skills alive, and now in an age of ancient beasties 
  who  are  not  necessarily  best  vanquished  with 
  modern guns,  the  skills  of the  ancient gladiators 
  again in demand. Martial artists, fencers, historical 
  re-enactors, eccentric millionaires with odd hobbies, 
  and other devotees of the older forms of combat are 
  suddenly quite a bit more useful than they once 
  were, and those wishing to combat the forces of the supernatural would do well to keep 
  someone around with skill at the sword, and the determination, grit, and sense of honor the 
  gladiator possesses has become invaluable for many adventuring bands of monster hunters 
  or treasure seekers.
  First and foremost, gladiators will usually have a high STR for melee skill and their 
  ability to deliver pain, and often a high DEX and CON as well, for mastering bows and 
  withstanding blows. They may have a wide variety of day jobs, especially if their martial 
  skills are essentially a hobby.
  Stat Requirement: STR 7+
  Weapons:
   Short  Blades,  Long 
  Blades,  Heavy  Melee,  Blunt 
  Weapons, Archaic Ranged
  Armor: All Armor, Shield
  Special Abilities
  Against All Odds:  Gladiators train 
  to survive the onslaught of multiple 
  opponents,  mastering  their  evasive 
  and defensive skills, learning how to 
  take  advantage  of  the  chaos  of  a 
  crowded  melee  to  maneuver 
  themselves  out  of  harm’s  way. 
  Unshaken  courage  in  the  face  of 
  seemingly impossible odds is considered a requirement of honor. Gladiators gain a -1 AC 
  bonus for every 2 opponents within melee range, to a maximum of -3 AC. 
  Bare  Knuckles:  Gladiators  may  be  masters  of  all  manner  of  ancient  and  classical 
  weaponry, but they’re also plenty able to throw down in a straight brawl, whether in an old 
  fashioned bar fight or boxing match, or just when stuck without a weapon. Gladiators 
  22
  Table 5: Gladiator
  Melee
   to-Hit
  Ranged
   To-hit
  Hit Dice
  Saving
   Throws
  1
  +1
  +0
  1d10
  +1 CON
  2
  +2
  +1
  2d10
  3
  +3
  +1
  3d10
  +1 DEX
  4
  +4
  +2
  4d10
  5
  +5
  +2
  5d10
  6
  +6
  +3
  6d10
  +2 CON
  7
  +6
  +3
  6d10+3
  8
  +7
  +4
  6d10+6
  9
  +7
  +4
  6d10+9
  +2 DEX
  10
  +8
  +5
  6d10+12
  11
  +8
  +5
  6d10+15
  12
  +9
  +6
  6d10+18
  +3 CON
  
  Arcana Rising
  strike with 1d6 instead of 1d3 damage when attacking unarmed, gain double benefit for 
  ranks in the Martial Arts skill, and they gain a +1 bonus to STR checks to initiate a grapple.
  Snicker-Snack:  As gladiators gain experience, they improve their ability to press their 
  attacks, allowing them to attack multiple times in combat in a single round. At 4th level, 
  they gain the ability to make a second attack in a round against the same target, increasing 
  again at 8th and 12th level. At 8th level, the attacks may be spread across multiple enemies.
  Honor and Glory: Gladiators value honor highly, and from this commitment to the bonds 
  of martial honor they gain great courage. A gladiator must never flee from a fair fight, may 
  only surrender when no other option is present, and may not kill a helpless mortal 
  opponent without just cause. So long as the gladiator holds to these principles, they gain a 
  +2 to WIS when saving against surprise and fear effects of any kind, and their bravery in 
  charging into combat grants them +1 DEX per 3 levels for the purposes of initiative only.
  Gunfighter
  Part Old Western desperado and part present-day action hero, the gunfighter is a 
  modern fighter for a modern age, channeling their focus and dexterous skill into a martial 
  art of the gun, unmatched with a pistol in both hands, and a crack shot with a rifle as well. 
  Their prowess tends to give them something of an independent streak, and they are often 
  likely to work as a free agent, plying their skills as a bounty hunter, hitman, or private eye. 
  Others some may instead take the role of a sheriff, detective, or elite soldier. 
  Gunfighters generally have a 
  very  high  DEX  skill,  and  often  a 
  strong  WIS,  as  they  are  most 
  perceptive  sorts.  They  will  tend  to 
  favor day jobs that make best use of 
  their martial talents, while still offering 
  them enough leeway and free time to 
  act the free agent or play the roaming 
  adventurer from time to time. 
  Stat Requirement: DEX 7+
  Weapons:  Short  Blades,  Handguns, 
  Long Arms, Heavy Weapons
  Armor: Light, Medium
  Special Abilities
  Guns Akimbo: Gunfighters are masters of dual wielding. While equipped with a pair of 
  pistols or other one-handed firearms, they may attack once with each weapon in a combat 
  round at no penalty, and these attacks do not have to be against the same target. At 6th 
  level, they may attack twice with each weapon, and once again each attack need not be 
  against the same target.
  23
  Table 6: Gunfighter
  Melee
   to-Hit
  Ranged
   To-hit
  Hit Dice
  Saving
   Throws
  1
  +0
  +1
  1d10
  +1 DEX
  2
  +1
  +2
  2d10
  3
  +1
  +3
  3d10
  +1 CON
  4
  +2
  +4
  4d10
  5
  +2
  +5
  5d10
  6
  +3
  +6
  6d10
  +2 DEX
  7
  +3
  +6
  6d10+3
  8
  +4
  +7
  6d10+6
  9
  +4
  +7
  6d10+9
  +2 CON
  10
  +5
  +8
  6d10+12
  11
  +5
  +8
  6d10+15
  12
  +6
  +9
  6d10+18
  +3 DEX
  
  Arcana Rising
  Suppressing  Fire:
   Such  is  a 
  gunfighter’s  control  over  the 
  battlefield  when  equipped  with  a 
  firearm, that even approaching them 
  means  taking  one’s  life  into  one’s 
  hands. Enemies attempting to enter 
  melee range with a gunfighter must 
  make a DEX save, or else be subject 
  to a free attack from the gunfighter, 
  and an enemy hit in melee range by 
  the gunfighter’s pistols must make a 
  massive  damage  save  regardless  of 
  damage rolled.
  The  Quick  and  the  Dead:  A 
  gunfighter trains  in the  art of the 
  quick  draw,  and  may  draw  their 
  pistols or other one-handed firearms 
  without spending their action for the 
  round, and may reload both weapons 
  in a reload action.
  Sharpshooter: The gunfighter’s sole focus is not limited to their pistols however, and they 
  are a crack shot with a rifle if given time to aim. As long as the gunfighter is unobserved, 
  and spends an entire round aiming at a target uninterrupted, they receive a +1 bonus per 3 
  levels to strike the target, and on a successful hit, the target will automatically fail a massive 
  damage check if one is required.
  Rogue
  Be it the lovable smuggler, the clever antiquities 
  thief, the unconventional archaeologist, or the agile tomb 
  raider, each of these are examples of the rogue at work. 
  Rogues specialize in stealth, trickery, security, traps, and 
  increasingly, the business of ancient magical relics. Whether 
  they’ve  delved  deep  into  arcane  lore  or  simply  stolen 
  enough arcane loot to know their way around an activation 
  word or two, rogues are known for their knack for puzzling 
  their way through magical loot, and their talent for the 
  surprise attack makes them foes not to be underestimated. 
  A high DEX is a must for a rogue, and a good STR is recommended for those 
  who prefer to take their sneak attacks up close and personal with an enemy, and INT is 
  important to their ability to puzzle out magical artifacts.
  24
  
  Arcana Rising
  Stat Requirement:  DEX 
  7+
  Weapons:  Short  Blades, 
  Blunt
   
  Weapons, 
  Handguns,
   
  Archaic 
  Ranged
  Armor: Light, Buckler
  Special Abilities
  Sneak Attack:  In matters 
  of combat, rogues rely not 
  on  brute  force,  but  on 
  guile,  precision,  and 
  knowing when and where 
  to strike to cause the most 
  damage while the opponent is off their guard. A rogue attacking from behind, from 
  surprise, or from stealth gains extra damage to their attacks as described in the “Sneak 
  Attack” column in  Table 7. In addition, rogues gain a +2 to WIS for the purposes of 
  surprise checks.
  Tumbling Expert:  Rogues are excellent at the art of avoiding harm through agility. 
  Whenever a rogue makes a DEX save that would result in taking half damage, they instead 
  take no damage. In addition, their agility in combat is such that their bonus to AC from 
  DEX is doubled on any round they have taken an action to move. 
  Skilled Thief: Rogues are master thieves, skilled at the arts of stealth and circumvention, 
  and as such they have talent in these skills above and beyond those who merely dabble in 
  them. Rogues gain +1 automatically in the following skills: Demolitions, Stealth, Security, 
  and Investigation. This +1 is in addition to any skill ranks learned, and thus means that a 
  rogue can exceed the normal maximum skill of +3, to a new limit of +4. 
  Magical Knack: Normally, without occult training, magical devices like wands, rods, and 
  scrolls are a complete mystery, but rogues’ time spent looting and raiding the lost mystical 
  places of the world has brushed off on them, giving them an innate talent for operating 
  such objects. Rogues have access to a special skill, Activate Magic, which they gain at +1, 
  and may spend skill points to improve in later levels. 
  By making a successful check against Activate Magic, the rogue may use a given 
  magical device or object as if they were a wizard or cleric for a single use. Further uses 
  (should the device have more than one charge) will require further checks, but get easier 
  each time, giving a further +1 bonus to the check until it has reached 20 (there is always 
  some chance of mishap). If the roll fails, roll on Table 8 for the result.
  25
  Table 7: Rogue
  Melee 
  to-Hit
  Ranged 
  To-hit
  Hit Dice
  Saving 
  Throws
  Sneak 
  Attack
  1
  +0
  +0
  1d8
  +1 DEX
  +1d6
  2
  +1
  +1
  2d8
  3
  +1
  +1
  3d8
  +1 WIS
  +2d6
  4
  +2
  +2
  4d8
  5
  +2
  +2
  5d8
  6
  +3
  +3
  6d8
  +2 DEX
  +3d6
  7
  +3
  +3
  6d8+2
  8
  +4
  +4
  6d8+4
  9
  +4
  +4
  6d8+6
  +2 WIS
  +4d6
  10
  +5
  +5
  6d8+8
  11
  +5
  +5
  6d8+10
  12
  +6
  +6
  6d8+12
  +3 DEX
  +5d6
  
  Arcana Rising
  Table 8: Activate Magic Mishaps
  Roll
  Mishap Result
  2
  The magical energy is released in a sudden torrent and explodes, dealing 4d6 damage to 
  everyone within 30 yards and destroying the device.
  3
  The device itself sparks and glows brightly for a moment, then promptly stops working 
  permanently.
  4
  The spell backfires and targets the user instead, or a random enemy if self-targeted
  5
  The magical energy shorts out like a bad breaker and fries the user for 2d6 damage
  6-8
  The spell fizzles with a pop, and then nothing happens.
  9
  The magical energies coalesce into something like a lumpy glowing homunculus, which 
  dissipates after biting the rogue on the nearest extremity for 1d6 damage
  10
  The magic spreads wild, calling to life a swarm of 2d10+5 vermin (1d3: 1 – rats, 2 – toads, 
  3 – locusts)
  11
  A fumbling of the activation words summons to life a random monster of Hit Die equal to 
  twice the spell’s level.
  12
  The rogue has mangled the activation so badly that it has offended an evil being from one 
  of the outer planes. The spell appears to fizzle, and the being is still in the beyond, but it 
  will be watching and waiting for its chance to strike. (DM’s discretion)
  Wizard
  Students  of  the  arcane,  wizards  are 
  individuals with the talent and will to channel 
  the forces of magic to their whims, focusing 
  arcane and elemental energy into spells. Of 
  course, it takes more than talent to become a 
  true wizard; it takes training, focus, and most 
  importantly, study of the ancient spells. In 
  days of yore, this training often took the form 
  of a master/apprentice relationship, but that 
  was in an age when magic was still widely 
  practiced. With the return of magic, the old 
  spells may work again, but the trouble is in 
  finding them, and outside of a few simple 
  tricks  readily  learned  by  anyone  with  the 
  knack for it, the rest of wizardry tends to 
  involve the endless hunt for genuine spells 
  from ages past, and the real stuff rarely winds 
  up in the “new age” section of the local mass-
  market bookshop. The raw conjuring of arcane power without the focus of spell formulae 
  is more likely to explode one’s head or summon a hungry neurophage than actually produce 
  a useful effect. Many wizards soon go into the adventuring game, in the hopes of running 
  across real ancient scrolls and grimoires, but even learning these is no sure bet. Still, to 
  those who commit themselves and survive the learning process, wizardry can bring with it 
  power unrivalled by other mortals.
  26
  
  Arcana Rising
  Wizards require sufficient WIS to have the raw force of will needed to contain 
  magical energies, as well as sufficient INT to precisely focus their magic to the right ends. A 
  wizard’s force of ego helps to charge his magical incantations to greater effect, so a high 
  CHA is useful as well. Wizard day jobs tend to be in as academics, researchers, or occultists: 
  many wizards are former dabblers in the occult with enough natural talent that when magic 
  returned, they suddenly discovered that some of their spells actually, really worked!
  Table 9: Wizard
  Melee 
  To-Hit
  Ranged
  To-hit
  Hit Dice
  Saving 
  Throws
  Will
  Spells
  Spell Memory
  1
  +0
  +0
  1d6
  +1 WIS
  3
  Level 1 
  2, 4 Cantrips
  2
  +0
  +0
  2d6
  4
  2, +1 Cantrip
  3
  +1
  +1
  3d6
  +1 DEX
  6
  Level 2 
  3
  4
  +1
  +1
  4d6
  8
  3
  5
  +1
  +1
  5d6
  11
  Level 3 
  4
  6
  +2
  +2
  6d6
  +2 WIS
  14
  4, +1 Cantrip
  7
  +2
  +2
  6d6+2
  18
  Level 4 
  5
  8
  +2
  +2
  6d6+4
  22
  5
  9
  +3
  +3
  6d6+6
  +2 DEX
  27
  Level 5 
  6
  10
  +3
  +3
  6d6+8
  32
  6, +1 Cantrip
  11
  +3
  +3
  6d6+10
  38
  Level 6 
  7
  12
  +4
  +4
  6d6+12
  +3 WIS
  44
  7
  Stat Requirement: INT 7+, WIS 7+
  Weapons: Short Blades, Blunt Weapons, Archaic Ranged, Handguns
  Armor: Light
  Special Abilities
  Wizardry: The defining ability of a wizard is of course the ability to cast spells. Wizards 
  possess an innate knack for feeling and channeling arcane forces through the structure of a 
  “spell,” a formula of incantations, gestures, mental imagery, and arcane manipulation that 
  results in a proscribed effect, so long as the wizard possesses sufficient will to call forth the 
  necessary power, and focus to contain that power within the spell’s formula and release it at 
  the appropriate time. 
  Spells are terribly complex things; a single spell can fill pages of text explaining the 
  mental and physical processes necessary to create the effect, though once a spell has been 
  learned and inscribed in the wizard’s own personal spellbook, the wizard generally need 
  only look at one page containing the spell’s incantation and diagram to accomplish the 
  desired effect, provided their focus holds out. A wizard’s personal spellbooks is thus a 
  closely guarded article, as it contains all of their notes and diagrams for replicating the spells 
  the wizard has learned from other sources. Traditionally this is an actual book, written in 
  some combination of the wizard’s own magical language, their native tongue, and often bits 
  of the prevailing ancient language most popular in the arcane world. With study and 
  interpretation, other wizards can also interpret the result if they are careful, so ambitious 
  27
  
  Arcana Rising
  and less-savory practitioners have been known to hunt other wizards for their spellbooks. 
  Modern tech-savvy wizards have begun recording their spells on digital devices like tablets 
  and e-readers, though fine detail in the magical diagrams can be lost in translation, making 
  digitally recorded spells much more difficult to learn or even useless to other wizards (-3 to 
  INT checks to learn the spell).
  Spell casting requires experience, as well: spells are ranked in levels that describe 
  their comparative power requirements and complexity, and a wizard cannot learn a spell 
  and inscribe it if they have not reached the appropriate level of experience, as detailed in 
  Table 9. 
  When casting a spell, the wizard rolls an INT check, and spends an amount of 
  Will equal to the level of the spell. A success means the spell goes off as described (and any 
  damage may be modified by CHA bonus), a failure usually means nothing happens, though 
  on a significantly bad failure the consequences could be more drastic (see the chapter on 
  Magic for more details.) A Wizard may cast any spell he has learned and inscribed in his 
  spellbook, so long as he has sufficient Will remaining.
  A  wizard’s  spellbook  begins  with 1d4+1  cantrips  and 1d3+1  level  1  spells 
  recorded within. At least half of these cantrips, and one of the level 1 spells will also be 
  committed to the wizard’s spell memory, allowing them to remain magically useful should 
  their book be lost.
  Spell Memorization: Losing one’s spellbook can be a crippling event for a wizard, and 
  many carefully maintain backup spellbooks, but even so, the time can come when one does 
  not have one’s spellbook on hand, or it’s not practical for whatever reason to draw it out. 
  Fortunately, wizards learn to store a handful of “go to” spells in the halls of their memory, 
  studying and encoding the detailed and complex metaphysical formulae into their mind 
  permanently. These spells are limited in number, as described in Table 9, and may be of any 
  level. Once stored the wizard’s mind, they can cast that spell at any time, even without a 
  spellbook; however, once a spell is so stored, it is permanent. 
  This memory also includes a wizard’s cantrips. These are simple arcane tricks they 
  can cast as often as they wish, so long as they still have Will reserves remaining, and 
  cantrrips cost no Will of their own.
  Wizard’s Staff: A wizard’s staff serves as the focus of their spells, giving them a physical 
  medium to channel the energy through besides their own bodies, and in a pinch can even 
  extend the reach of a spell that requires touch by as much as the length of the staff. In 
  addition, the magical energies regularly coursing through the staff leave their mark in the 
  weathered wood: a wizard’s staff is considered a magical weapon for the purposes of 
  countering the immunities of certain kinds of supernatural foes. 
  28
  
  Arcana Rising
  Chapter 3: Skills & Day Jobs
  Unfortunately, there’s more to life than knowing which end of the wizard’s staff 
  to point at the monster, and protecting humanity from forces most still don’t even believe 
  are real doesn’t tend to pay well. There is a small and growing black market trade in ancient 
  relics and old spell books thanks to the slowly returning magic, but it can still take quite a 
  bit of time to find a buyer and in the meantime, rent isn’t free. So most practicing heroes 
  and adventurers tend to keep some kind of day job, and a set of skills that extends beyond 
  knowing which end of the pointy thing goes into the ravenous ghoul about to eat that bus 
  full of schoolchildren. 
  Skills
  Skills represent special training or experience at a particular subject of expertise, 
  generally non-combat related. Each skill known is ranked from +1 to +3, which describes 
  the bonus it gives to stat checks whenever a check is made that relates to that particular 
  subject. Skills are not linked to any specific stat, and apply to any stat check related to that 
  subject, though in practice some may only rarely be used with more than one or two. Skills 
  are learned primarily through the character’s past educational and employment careers, 
  though some additional skills may be earned from experience during play. 
  Whenever a stat check is called for that a skill relates to, the character may apply 
  the skill bonus to the stat being checked against. A character with Stealth +2 could apply it 
  to DEX to sneak past a guard or hide, but they could also apply it to a WIS check to spot  
  possible points of ambush, or an INT check to advise on a plan of attack least likely to get 
  the party spotted. So long as it fits the subject of the skill, and the DM approves, the 
  character can add the bonus to that stat.
  Education
  A character’s skill know-how begins with their education, and thus we begin by 
  determining their level of education by rolling 1d6 on Table 10. If the player desires, they 
  may add +1 if their INT is 13 or higher, and another +1 if WIS is 13 or higher. If either 
  INT or WIS are lower than 7, there is a -1 to the roll. Each education level unlocks new 
  possible job options, as well as providing a number of skill choices for the character. The 
  details of each level are described below.
  Uneducated:  The character has failed to complete even a 
  basic  juvenile  education.  He  may’ve  spent some  time  in 
  school but left at an early age, or simply has never been 
  educated at all. 
  Jobs:
   Ascetic,  Criminal,  Laborer,  Performer,  Soldier, 
  Transporter.
  Skills: Short Blades or Handguns, Streetwise +1. One +1 from: Athletics, Driving, Stealth, 
  Smuggling, Survival.
  29
  Table 10: Education
  Roll
  Education Level
  1
  Uneducated
  2-3
  Basic
  4-5
  Collegiate
  6
  Graduate
  
  Arcana Rising
  Basic: The character has completed a basic 
  comprehensive
   
  education,
   
  passing 
  secondary  school,  high  school,  or 
  equivalent thereof.
  Jobs:
   All  previous  plus:  Constable, 
  Detective, Forester, Technician, Writer
  Skills:  One Weapon Skill of choice except 
  Heavy  Weapons.  Two  +1s  to  any  skill 
  except  Medicine,  Arcana,  Science,  and 
  Xenotherology.
  Collegiate:
   The  character  has  an 
  undergraduate college or university degree, 
  at least a Bachelor’s or equivalent. 
  Jobs:  All  previous  plus:  Agent,  Explorer, 
  Linguist, Priest
  Skills:  One Weapon Skill of choice except 
  Heavy Weapons. Three +1s to any skill.
  Graduate:  The  character  has  a  graduate 
  university degree, at least a Master’s degree 
  or equivalent. 
  Jobs: All previous plus: Academic, Doctor, Lawyer, Scientist
  Skills: One Weapon Skill of choice except Heavy Weapons. One +2 in any skill, and two 
  +1s in any skill. 
  Day Jobs
  A character’s day job is what supports them financially, so they can go out and do 
  the hero thing or adventure across the world. Each of the following jobs, broken into 
  categories based on the minimum education required, has a base stat requirement to take 
  the job, the job skills gained from training for and working at the job, the Demand it places 
  on the character’s time, and the Income they earn per month in disposable funds from their 
  job. 
  Demand is a special stat that measures how much time and effort the job requires 
  to maintain, and is represented as a number that is rolled against whenever the player must 
  balance the demands of their day job with the time needed to take off and save the world 
  (once per game session is sufficient). This is rolled similarly to a stat check, with the 
  character  attempting  to  roll  under  it  to  avoid  unfortunate  consequences  to  their 
  employment status, so the higher the number, the easier it is to take time away from work 
  to plunder ancient ruins buried underneath the Yucatan. The character also receives 
  bonuses to the Demand number from certain criteria indicated in the job description, often 
  adding a bonus from a particular skill, or a bonus for having a stat equal or higher to a 
  given value (i.e. INT 13+, meaning if INT is 13 or higher).
  30
  
  Arcana Rising
  Income measures the amount of disposable income the character has to play 
  about with, measured in Astra ( ), the de-facto standard currency of the outer planes and
  ₳
   
  the mortal supernatural community. Income is the amount left over after all normal cost of 
  living expenses are covered, the spare coinage left over for buying crazy things like 
  automatic firearms or 6 quarts of gold-leaf-and-truffle ice-cream. It is provided as a value 
  per month, and will be received every in-game month so long as the character continues to 
  satisfy Demand. Should this value be given in terms of a die roll, this roll is made once at 
  character creation to determine their standard value per month.
  Demand and Income values represent the default for full-time employment with 
  that job. If the player wishes, employment level can be lowered to part-time, increasing the 
  Demand score by 2 and thus making it easier to keep up with, but also lowering the spare 
  Income earned by half. Should a Demand check on a full-time job fail, the character is 
  automatically reduced to part-time status (representing cut hours or pay, or a change to a 
  lower paying position). A further failure will result in a loss of the job, rendering the 
  character  unemployed.  A  part-time  employee  can  become  full-time  by  making  two 
  consecutive Demand rolls. Making one’s Demand roll for a raise after gaining an experience 
  level also automatically promotes one to full-time status if desired. 
  An unemployed character no longer earns Income every month, and instead must 
  now dip into their remaining funds just to keep the lights on. The character must spend the 
  equivalent of 20% of their usual monthly Income in order to keep afloat.
  Should their cash reserves be insufficient to pay this amount, they will no longer 
  be considered to have cost of living covered, potentially losing food and shelter. They must 
  now roll under INT each week in order to remain housed and fed as the character does 
  their best to find ways to keep their head above water (credit, the dole, theft, foraging, be 
  imaginative), and no additional purchases of any kind may be made. Survival and Streetwise 
  may add to this check in rural/wilderness and urban environments respectively.
  The character may begin attempting to find new employment as soon as they 
  become unemployed, provided they have the actual time to seek it. Make a Demand check 
  at a -2 each month if continuing with their previous career, and on a success the character 
  finds new employment. The character may instead make this Demand check against the 
  Demand of a different career at a -4 penalty, provided they meet any and all requirements 
  for employment in the profession, and possess at least one Skill listed as adding to the 
  Demand value of the job if one is present. Changing jobs does not afford one new skills, 
  only a change in Demand and Income values.
  Most jobs can also be taken freelance. This means that the player is working on a 
  per-job basis, rather than regular employment. Freelance jobs work similarly to being 
  unemployed. They do not require Demand checks to take time off to adventure, but their 
  Income dwindles over time as if they were unemployed, until a new Demand check is made 
  to find another freelance job, providing them with a month’s worth of income. 
  31
  
  Arcana Rising
  Uneducated Jobs
  Ascetic
  The character is a monk or nun in a religious order, taking vows and often living in a 
  convent or monastery.
  Requirements: WIS 7+
  Skills:  +1 Religion. +1 to three of the following: Arcana, Athletics, History, Language, 
  Martial Arts, Medicine, Performance, Science, Xenotherology.
  Demand: 12+Religion
  Income: 50/month.
  ₳
  Special:  The character has taken vows, focusing their life solely on study, faith, and self-
  improvement. The ascetic gains a -1AC bonus, and may raise a single stat by 1 point.
  Criminal
  The character is a member of the criminal underworld, be it a street thug, professional thief, 
  Mafioso, or other shady type. The life of a criminal is dangerous, and risky, and not always 
  all that in line with the heroic, but they’re useful to have around when adventuring.
  Requirements: STR 7+ or DEX 7+
  Skills: Short Blades OR Handguns, Streetwise +1, +1 in two of the following: Athletics, 
  Demolitions, Driving, Investigation, Security, Stealth, Smuggling.
  Demand: 13+Streetwise, +1 for DEX 13+, +1 for STR 13+. 
  Income: 1d6×50/month.
  ₳
  Special: A failure on a Demand check for a Criminal could mean legal trouble: make an INT 
  check, and on a failure the character has managed to run afoul of the law during the course 
  of their work.
  Laborer
  The character works a basic hourly job. From day laborer to service employee to custodian, 
  if it’s drudgery for minimal pay that requires little to no experience, this is your job.
  Requirements: None
  Skills: +1 to two of the following: Athletics, Bureaucracy, Computer, Driving, Persuasion, 
  Repair, Streetwise. No freelancing.
  Demand: 14
  Income: 100/month
  ₳
  Performer
  The character works in the performance business in some capacity. Actor, comedian, 
  clown, porn star, if it involves entertaining people, this is the job.
  Requirements: CHA 9+
  Skills:  +1 Performance. +1 to two of the following: Athletics, Language, Martial Arts, 
  Persuasion, Streetwise.
  32
  
  Arcana Rising
  Demand:  13+Performance.  +1  for  CHA 
  13+. 
  Income: 2d6×50/month.
  ₳
  Soldier
  The  character  serves  in  some  form  of 
  military, either standing, reserves, or as a 
  mercenary.
  Requirements: STR 7+ and DEX 7+
  Skills: Two Weapon Skills. +1 in two of the 
  following:  Athletics,  Computer,  Driving, 
  Language,  Martial  Arts,  Navigation, 
  Piloting, Repair, Security, Stealth, Survival.
  Demand: 10. +1 for DEX 13+ or STR 13+. 
  +1 for Ranged or Melee To-Hit of +3 or 
  better. 
  Income: 150/month.
  ₳
  Special: Serving in a standing (i.e. full-time) 
  capacity is a compulsory position, and there 
  are consequences for being absent from duty without proper leave. A failure on a Demand 
  check requires an additional INT check to avoid possible legal consequences unless the 
  character is an officer (requires Collegiate education level but affords + 100 additional
  ₳
   
  income per month and +1 Demand). 
  Transporter
  The character works in the transportation business in some fashion, such as working as a 
  driver, courier, or pilot.
  Requirements: DEX 7+
  Skills:  +1 Driving or Piloting, +1 Navigation, +1 in one of the following: Martial Arts, 
  Persuasion, Repair, Security, Streetwise, Smuggling. 
  Demand: 12+Driving or Piloting. 
  Income: 125/month.
  ₳
  Basic Jobs
  Constable
  The character works in the local police force in some capacity, whether as a beat cop, traffic 
  cop, SWAT officer, or even just as a desk sergeant or jailer. 
  Requirements: DEX 7+ and INT 7+
  Skills: Handguns or Blunt Weapons. +1 to three of the following, or two plus Long Arms: 
  Athletics,  Bureaucracy,  Demolitions,  Driving,  Investigation,  Language,  Martial  Arts, 
  Persuasion, Piloting, Security, Streetwise. 
  33
  
  Arcana Rising
  Demand: 10+Investigation or Streetwise, whichever is higher. +1 for DEX 13+, +1 for INT 
  13+. No freelancing.
  Income: 200/month.
  ₳
  Detective
  The character is a full blown detective, either with the police or as a private dick.
  Requirements: WIS 9+ and INT 9+
  Skills: Handguns, Long Arms, +1 Investigation and Streetwise. +1 to two of the following: 
  Bureaucracy, Computer, Driving, History, Martial Arts, Persuasion, Security, Stealth.
  Demand: 11+Investigation (police) or 13+Investigation (private). +1 for INT 13+ or WIS 
  13+.
  Income: 250/month (police) OR 3d4×25 (private).
  ₳
  ₳
  Forester
  The character makes a living off the wilderness, such as a lumberjack, park ranger, or game 
  warden.  
  Requirements: DEX 7+ and WIS 7+
  Skills: Long Arms OR Archaic Ranged. +1 Survival. +1 to two of the following: Athletics, 
  Driving, Investigation, Navigation, Piloting, Science, Stealth, Xenotherology.
  Demand: 13+Survival. No freelancing.
  Income: 175/month.
  ₳
  Technician
  The character is a specialist in some kind of technical field, specializing in repairing or 
  operating some kind of equipment.
  Requirements: INT 9+
  Skills:  +1  Computer or Repair.  +1  to three  of the  following:  Bureaucracy,  Driving, 
  Persuasion, Piloting, Security, Science.
  Demand: 14+Computer or Repair.
  Income: 250/month.
  ₳
  Writer
  The character makes a living with the written word, producing scripts, stories, news, or 
  even tabletop roleplaying games.
  Requirements: INT 9+ or CHA 9+
  Skills: Language +1. +1 to 3 of the following: Arcana, Computer, History, Investigation, 
  Persuasion, Religion, Science, Streetwise, Xenotherology.
  Demand: 15+Language.
  Income: 1d12×25/month.
  ₳
  34
  
  Arcana Rising
  Collegiate Jobs
  Agent
  The character works as an intelligence or investigative agent, usually for some kind of 
  government agency.
  Requirements: INT 11+ and CHA 9+
  Skills: One Weapon Skill of Choice. +1 Persuasion. +1 Investigation. +1 to three of the 
  following: Athletics, Bureaucracy, Computer, Demolitions, Driving, Language, Martial Arts, 
  Piloting, Security, Stealth, Streetwise, Smuggling, Survival.
  Demand: 8+Persuasion OR Investigation. +1 for CHA 13+.
  Income: 300/month.
  ₳
  Explorer
  The  character  works  as  a  field  researcher  or  explorer,  such  as  an  archaeologist, 
  cartographer, or naturalist, seeking new knowledge in wondrous new places.
  Requirements: INT 11+ and DEX 9+
  Skills: +2 to one of the following: Arcana, History, Religion, Science, Xenotherology. +1 to 
  three  of  the  following:  Athletics,  Bureaucracy,  Driving,  Investigation,  Language, 
  Navigation, Piloting, Smuggling, Survival.
  Demand: 13+Navigation.
  35
  
  Arcana Rising
  Income: 2d4×50/month.
  ₳
  Special:  The character’s employment involves considerable travel. Should an adventure 
  require travel related to their specialty, or the character make a successful CHA check, 
  modified by  Bureaucracy  or Persuasion,  the  character  maybe  be  able  to have  travel 
  expenses covered under the auspices of their employment. 
  Linguist
  The character works in a field involving foreign language study or as a translator or 
  interpreter.
  Requirements: INT 11+
  Skills: +2 Language. +1 to three of the following: Arcana, Bureaucracy, Computer, Driving, 
  History, Investigation, Navigation, Performance, Persuasion, Religion.
  Demand: 12+Language. +1 for CHA 13+
  Income: 250/month
  ₳
  Priest
  The character serves in the clergy or priesthood of an organized religion, or as a monk or 
  nun of an order. Note that this is not the same as being of the cleric class; a priest does not 
  necessarily possess that level of divine connection or faith, he merely works in that field.
  Requirements: INT 9+ and CHA 11+
  Skills:  +1 Religion. +1 Persuasion. +1 to three of the following: Arcana, Bureaucracy, 
  History,  Investigation,  Language,  Martial  Arts,  Medicine,  Performance,  Science, 
  Xenotherology.
  Demand: 10+Religion. +1 for CHA 13+.
  Income: 200/month.
  ₳
  Graduate Jobs
  Academic
  The  character  works  in  upper  academia,  as  a  professor,  school  administrator,  or 
  professional scholar.
  Requirements: INT 13+
  Skills: +2 to any one skill, and +1 to four of the following: Arcana, Athletics, Bureaucracy, 
  Computer,  History,  Investigation,  Language,  Martial  Arts,  Medicine,  Performance, 
  Persuasion, Religion, Science, Xenotherology. One of these +1s may be substituted for one 
  of the following weapon skills: Long Blades, Archaic Ranged, Handguns, Long Arms.
  Demand: 13+Highest skill.
  Income: 400/month.
  ₳
  Doctor
  The character is a medical school graduated health professional, such as a doctor or a 
  surgeon. 
  36
  
  Arcana Rising
  Requirements: INT 13+
  Skills:  +2  Medicine.  +1  to  four  of  the  following:  Athletics,  Bureaucracy,  Computer, 
  Driving, Martial Arts, Persuasion, Science, Streetwise, Survival.
  Demand: 10+Medicine
  Income: 500/month.
  ₳
  Lawyer
  The character works in the legal profession, either in private practice or as an attorney with 
  the government.
  Requirements: CHA 11+, INT 11+
  Skills: +2 Bureaucracy. +2 Persuasion. +1 to two of the following: Athletics, Computer, 
  History, Investigation, Language, Performance, Streetwise.
  Demand: 11+Persuasion.
  Income: 2d4×100/month.
  ₳
  Scientist
  The character works in scientific research, such as in a laboratory or particle accelerator, or 
  in a position that requires significant scientific know-how, like a nuclear reactor.
  Requirements: INT 13+
  Skills:  +2 Science. +1 to four of the following: Bureaucracy, Computer, Demolitions, 
  Driving History, Investigation, Language, Medicine, Persuasion, Piloting, Security, Repair, 
  Survival, Xenotherology.
  Demand: 13+Science
  Income: 3d4×50/month.
  ₳
  Skill Descriptions
  The following descriptions describe the areas of expertise covered by each skill. 
  Note that some skills are very broad, and require the selection of specific specialties, and 
  bonus from that skill only applies to actions related to those specialties. Some skills may 
  also provide bonuses to other types of action.
  Arcana:  The study of the arcane forces and the lore of the magi, covering metaphysics, 
  arcane symbolism, spell recognition, ley-line navigation, and any other subjects related to 
  occult practice and mysticism. Wizards may add this to their INT when making checks to 
  cast spells.
  Athletics:  Knowledge, practice, and training in physical exercises of all sorts, from basic 
  running, jumping, and climbing, to organized sport. 
  Bureaucracy: Experience and knowledge of the intricacies of bureaucratic systems, and how 
  to navigate them.
  Computer:  Skill and training in all aspects of computer operation, repair, hacking, and 
  research.
  37
  
  Arcana Rising
  Demolitions:  Expertise and training in the safe usage, construction, and dismantling of 
  explosives.
  Driving:  Skill at the operation of motor vehicles, from defensive driving, pursuit driving, 
  heavy equipment operation, to performance racing.
  History:  Knowledge of the history of human culture and civilization, important events, 
  major conflicts, and notable figures.
  Investigation:  Skill at the art of investigation, interrogation, searching for clues or hidden 
  objects,  predicting  criminal behavior, researching  general information,  and assembling 
  suspects and theories to match information known or suspected.
  Language:  Skill at the use of language both foreign and native, covering one’s fluency in 
  foreign tongues and the ability to eloquently employ one’s own, as well as the ability to 
  interpret or translate unknown languages.  Each +1 grants the character fluency in a 
  language beside their own native tongue. 
  Martial Arts: Focus and training at the art of bare handed, unarmed combat. Martial Arts 
  skill may be added to melee damage when striking an opponent with one’s bare limbs. 
  Medicine: Knowledge and training in human anatomy, pathology, forensic analysis, and the 
  treatment of ailments from disease to physical injury. A Cleric may add his medicine skill to 
  healing from prayers.
  Navigation: Knowledge of map-reading, compass and GPS usage, and ability to navigate to a 
  desired destination with or without the assistance of maps or electronic devices.
  Performance:  Ability and training in the performing and entertaining arts, such as acting, 
  dance, singing, comedy, and the playing of musical instruments. Choose the character’s 
  specialty, one for each +1 in the skill. 
  Persuasion: One’s skill at persuading others to a desired outcome or line of thinking, whether 
  by forceful or effective argument, manipulation, or deception.
  Piloting: The operation of larger vessels such as small planes, jets both light and commercial, 
  helicopters,  and  ships,  from  small  yachts  to  massive  commercial  liners.  Choose  the 
  character’s specialties, one for each +1. 
  Religion: Knowledge of religious practice, beliefs, dogma, metaphysics, theology, and ritual. 
  Clerics may add this skill to WIS when making checks to perform prayers. 
  Repair:  The knowledge and ability to repair mechanical, electrical, or electronic devices, 
  from automobiles to stereos to computers. Choose one area of specialty for each +1.
  Security:  Knowledge and ability at the operation and circumvention of security measures, 
  from mechanical locks to electronic seals, and any other intrusion countermeasures such as 
  booby traps, tripwires, and detection systems. 
  Science:  Knowledge and practice in the sciences, from biology to physics to geology and 
  beyond. Choose one field of specialty for each +1 in this skill. 
  Stealth: Expertise in remaining silent and out of sight, evading capture or observation, and 
  in setting up and predicting ambushes. 
  38
  
  Arcana Rising
  Streetwise:  Knowledge  of  criminal  activity, 
  black markets, locating illegal contractors, 
  organized  crime  organizations,  standard 
  modes of criminal operation, and anything 
  else on the shady side of the law.
  Smuggling:  Ability  to  conceal  goods  and 
  evade  inspection,  whether it  means  how 
  best to conceal an object on one’s person 
  or in a vehicle or container, such that it 
  won’t be spotted by authorities. 
  Survival: Knowledge of how to survive and 
  even thrive in the wilderness, such as how 
  to  find  food,  shelter,  and  water  in  the 
  uncivilized  places  of  the  world,  and 
  knowledge of wild animals and their typical 
  behaviors.
  Xenotherology:  A newly formed field whose 
  name translates roughly to “the study of 
  strange beasts,” xenotherology is the study 
  of supernatural and preternatural creatures, 
  their  natures,  behavior,  special  abilities, 
  mythic lore, and known habitats.
  Weapon Skills
  Unlike other skills, weapon skills are not ranked with a bonus. Instead, knowledge 
  of a given weapon skill gives one the ability to use weapons in that category without 
  penalty. Most classes include several weapon skills, but additional skills can be learned 
  through one’s training and employment.
  Short Blades: Short bladed one-handed weapons such as daggers, knives, and short swords. 
  Long Blades:  Longer one- or two-handed bladed weapons such as longswords, axes and 
  rapiers. 
  Heavy Melee: Two-handed heavy instruments such as greatswords, battle axes, spears, and 
  halberds.
  Blunt Weapons: Blunt instruments such as clubs, maces, and staves. 
  Archaic Ranged: Ancient ranged weapons such as bows and crossbows. 
  Handguns: Side-arm class firearms such as pistols, revolvers, and machine pistols.
  Long Arms: Primary-weapon class firearms such as rifles, SMGs, and shotguns.
  Heavy Weapons: Larger heavy weapons such as machine guns, anti-material rifles, and RPGs. 
  39
  
  Arcana Rising
  Chapter 4: Equipment
  Fighting otherworldly monsters long thought to be mere legend and fairy tale is 
  not often successfully accomplished with one’s bare hands. An adventurer needs weapons 
  and armor to defend themselves,  for starters,  and depending on the nature of their 
  adventure, any number of gadgets or helpful tools. Of course should they be a wizard, 
  they’ll also need that spellbook and a stout staff to channel their arcane power.  None of 
  these things come free, so a beginning adventurer needs to put together their loadout with 
  what income they can spare.
  Cost & Currency
  Items are priced in Astra ( ), the ancient currency of the planes and of the lost
  ₳
   
  Atlantean empire. Each Astrum is minted by the astral plane itself of a mystical alloy that 
  forms only within its reaches, an indestructible compound of all 5 elements and the only 
  inanimate object to possess such properties. A faintly luminous metal that swirls with the 
  colors of the elements, some believe the stuff of the Astrum to be the remnant of lost 
  spirits of greed, formed of their last moment of active will and the immense pressures and 
  currents of the astral energies. Others believe them to be created by the influence of every 
  mortal  dream  of  avarice,  made  solid  and  material  by  the  sheer  volume  of  their 
  manifestations in the astral realm.
   These ancient coins are the common currency of all of the outer planes  that 
  operate on any kind of monetary system, and the Astrum was the highest denomination of 
  currency in the old Atlantean empire. They are widely employed on the Earth of today by 
  the supernatural community, especially the so-called “black bazaars,” an underground 
  economy trading in the goods and services adventuring wizards require and the magical 
  artifacts they uncover. Exchanges also exist to trade Astra to the local currency, and there 
  are even a few very exclusive banks that will maintain a balance in Astra, allowing one 
  whose  stock and trade  is in the ancient currency to still take advantage  of modern 
  conveniences like the credit card and the ATM. 
  Table 11 details the exchange rates to some common currencies. In the old days 
  of Atlantis, the value of an Astrum was commonly linked by imperial decree to the price of 
  a pound of meat, though in modern times it tends to be closer to the price of a fast food 
  burger.
  It  is  up  to  the  individual  DM 
  whether  they  wish  to  handle  actual 
  currency conversions for players wishing 
  to  purchase  things  from  the  mundane 
  world,  thus  requiring  them  to  keep 
  reserves of local currency on hand, or to 
  simply abstract this process and handle all 
  costs in Astra.
  40
  Table 11: Currency Conversions
  Currency
  Value per Astrum (₳)
  U.S. dollar ($)
  $5
  British pound (£)
  £3
  Euro (€)
  €4
  Japanese yen (¥)
  ¥320
  Indian rupee (₹)
  ₹90
  Chinese Yuan (¥)
  ¥16
  
  Arcana Rising
  Carry Weight
  Portable  items  will also  have  a  weight in  kilograms.  A  character  may  only 
  comfortably carry on their person as many kilograms in weight as their STR value times 2. 
  Any more than that can only be carried for short distances.
  Character Creation
  At the time a character begins adventuring, they may have three months’ worth of 
  Income to purchase goods, representing an amount saved for one’s first expedition or 
  simply smart savings now being drawn on to fund one’s adventures.  
  Weapons
  The life of a hero and adventurer is sadly one that involves a shocking amount of 
  regular violence, and when violence is impending, it is usually best to be prepared with the 
  appropriate tools rather than try to fight off a rampaging werewolf with one’s bare hands. 
  The following tables list the Damage, Ammo, and Cost in Astra for the various weapons 
  most commonly available, divided up by weapon skill. Ammo indicates the number of 
  shots the weapon may fire before a reload action must be taken. A weapon’s description 
  will also indicate whether the weapon may be used with 1 or 2 hands (1H and 2H).
  Table 12: Weapons
  Weapon
  Damage
  Ammo
  Cost
  Hands
  Weight
  Notes
  Short Blades
  Axe, Hand
  1d8
  --
  15
  1H
  1kg
  Combat Knife
  1d4
  --
  5
  1H
  --
  Dagger
  1d6
  --
  10
  1H
  --
  Sword, Short
  1d8
  --
  20
  1H
  2kg
  Long Blades
  Axe, Battle
  2d6
  --
  30
  2H
  2kg
  Katana
  1d12
  --
  180
  2H/1H
  1kg
  1
  Sword, Arming
  1d8
  --
  40
  1H
  1kg
  Sword, Bastard
  1d10
  --
  60
  1H/2H
  2kg
  2
  Sword, Long
  2d6
  --
  80
  2H
  2kg
  Blunt Weapons
  Baton
  1d4
  --
  5
  1H
  --
  Club
  1d6
  --
  7
  1H
  1kg
  Mace
  1d8
  --
  20
  1H
  2kg
  Staff
  1d8
  --
  6
  2H
  1kg
  Warhammer
  1d10
  --
  50
  2H
  3kg
  Heavy Melee
  Greatsword
  2d8
  --
  90
  2H
  3kg
  Halberd
  1d12
  --
  70
  2H
  4kg
  Longspear
  1d8
  --
  25
  2H
  2kg
  Maul
  2d6
  --
  60
  2H
  4kg
  Scythe
  1d10
  --
  50
  2H
  3kg
  41
  
  Arcana Rising
  Table 13: Weapons (cont.)
  Weapon
  Damage
  Ammo
  Cost
  Hands
  Weight
  Notes
  Archaic Ranged
  Bow, Compound
  2d8H
  1
  50
  2H
  2kg
  Bow, Long
  1d8
  1
  20
  2H
  2kg
  Bow, Short
  1d6
  1
  15
  2H
  1kg
  Crossbow, Heavy
  2d10H
  1/2
  60
  2H
  3kg
  3
  Crossbow, Light
  1d6
  1
  15
  1H
  1kg
  Throwing Blades
  1d4
  1
  6
  1H
  --
  Handguns
  Automatic
  1d8
  15
  100
  2H
  1kg
  Automatic, Heavy
  1d10
  7
  200
  2H
  2kg
  Machine Pistol
  3d4H2
  10
  400
  2H
  2kg
  Revolver
  1d8
  6
  75
  2H
  1kg
  Revolver, Magnum
  2d6
  5
  150
  2H
  2kg
  Shotgun, Sawed-Off
  1d12
  2
  200
  2H
  3kg
  Long Arms
  Rifle, Assault
  3d8H2
  10
  1,000
  2H
  4kg
  Rifle, Hunting
  2d8
  5
  150
  2H
  4kg
  Rifle, Sniper
  2d10
  5
  800
  2H
  8kg
  4
  Shotgun, Hunting
  2d8
  2
  120
  2H
  4kg
  Shotgun, Combat
  2d8
  8
  280
  2H
  5kg
  Submachine Gun
  3d6H2
  10
  900
  2H
  3kg
  Heavy Weapons
  Flamethrower
  1d8*
  10
  1000
  2H
  30kg
  5
  Grenade Launcher
  3d8
  6
  2500
  2H
  6kg
  6
  Machinegun, Light
  4d6H3
  20
  2000
  2H
  10kg
  Machinegun, Medium
  4d8H3
  20
  3000
  2H
  12kg
  Machinegun, Heavy
  4d10H3
  20
  4000
  2H*
  60kg
  7
  Rocket Launcher
  3d10
  1
  3500
  2H
  7kg
  8
  Notes
  1.
  Can be used with 1H at -1 to-hit
  2.
  Can be wielded with 2H for +2 damage
  3.
  Takes 2 rounds to reload.
  4.
  Accurized barrel and scope gives +1 to-hit
  5.
  1d8 per round to ignited targets. DEX to stop-drop-roll.
  6.
  Deals damage to 10m radius.
  7.
  Must be used from prone or mounted position.
  8.
  Deals damage to 10m radius.
  Firearms Accessories
  Gun bunnies love to strap extra gizmos on their toys, and here are some of the 
  most common instruments of extra death for installation on most firearms.
  42
  
  Arcana Rising
  Bayonet:  An optional attachment for submachine guns and rifles, a bayonet enables the 
  firearm to be used as a melee weapon more efficiently in combat, dealing 1d6 damage. 
  Cost: 30.
  ₳
  Holographic Sight: Enhanced gun sight provides holographic reticle or red dot, enabling faster 
  target recognition and aiming at close ranges. Increases chance to hit by +1. Cost: 90.
  ₳
  Laser Sight: Emits a small red dot at the approximate point of impact of the weapon. Gives 
  +1 to hit with the weapon, but could give away shooter’s position, especially in foggy or 
  smoky environments (-1 to Stealth checks). Cost: 5.
  ₳
  Suppressor: Reduces the report of the weapon it is attached to, reducing WIS by 2 for checks 
  to  detect  direction  or  presence  of  weapons  fire.  Only  effective  on  handguns  and 
  submachine guns. Damage reduced by -2. Cost: 40.
  ₳
  Grenades
  Grenades are single-use thrown weapons or devices that deliver an effect to an 
  area on contact with the target. The following are some common grenade types, their 
  damage or effect, and cost. All grenades weigh 0.5kg.
  Frag: A high explosive charge with a fragmenting metal exterior. Deals 3d6 Damage to 
  target and 1d6 damage in shrapnel to surrounding targets within 10m. DEX saves for half-
  damage. Cost: 40.
  ₳
  Incendiary: Ignites the target and the area around it within 10m with flame. DEX save to 
  avoid the area. Cost: 30.
  ₳
  Flash: Generates a blinding flash of light, blinding any subject within 20m range of the 
  target point. WIS save to avoid the 
  effect. Cost: 20.
  ₳
  Gas: Creates a cloud of choking gas 
  within  10m  of  the  blast  point, 
  causing -2 to all rolls unless a CON 
  save  is  made,  and  causing  a  -2 
  penalty to hit any targets obscured 
  by the gas cloud. Cost: 50.
  ₳
  Armor and Shields
  Just as important as a weapon when 
  defending oneself is to have armor 
  to  protect  one’s  fleshy  bits  from 
  violent  intrusion  by  bullets  and 
  blades.  The  following  are  some 
  common  varieties  of  armor  and 
  shields  available,  their base  Armor 
  Class, Cost, and Weight. Unarmored 
  43
  Table 14: Armor
  Armor
  AC
  Cost
  Weight
  Notes
  Unarmored
  10
  --
  --
  Light
  Leather duster
  9
  40
  3kg
  Full leathers
  8
  80
  5kg
  Ballistic vest
  7
  120
  3kg
  Medium
  Chainmail 
  6
  75
  5kg
  Duty vest
  5
  200
  6kg
  Scalemail 
  4
  150
  15kg
  Heavy
  Assault vest
  3
  400
  14kg
  Plate armor
  2
  450
  20kg
  Full riot suit
  1
  500
  30kg
  Shields
  Buckler
  -1
  20
  1kg
  1
  Small Shield
  -2
  40
  2kg
  Tower Shield
  --
  80
  4kg
  2
  
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  AC is provided for reference. Table 14 is divided into categories which correspond to the 
  proficiencies of each character class.
  Notes
  1. Does not use up a hand to wield.
  2. Provides cover in combat.
  Common Equipment
  Table  15 
  details  some 
  common items, goods, and services 
  the characters may have need for in 
  addition  to  their  various  killing 
  implements.  A double-dash indicates 
  that the carry weight of an object is 
  either negligible, or is not applicable 
  to the item.
  Notes
  1.
  Can be financed for 
  32/month. Cruising
  ₳
   
  100km/h, Top 200km/h
  2.
  Can be financed for 
  48/month. Cruising
  ₳
   
  90km/h, Top 180km/h
  3.
  Can be financed for 
  160/month. Cruising
  ₳
   
  140km/h, Top 280km/h
  4.
  Can be used as a spellbook
  5.
  Can be used as a spellbook
  6.
  Can be financed for 
  80/month. Cruising
  ₳
   
  60km/h, Top 120km/h
  7.
  Can be financed for 
  48/month. Cruising
  ₳
   
  90km/h, Top 180km/h
  8.
  Can be financed for 
  60/month. Cruising
  ₳
   
  80km/h, Top 160km/h
  9.
  Can be financed for 
  54/month. Cruising
  ₳
   
  70km/h, Top 140km/h
  44
  Table 15: Common Equipment
  Name
  Cost
  Weight
  Notes
  Airfare, Commuter
  50
  --
  Airfare, First class
  100
  --
  Airfare, International
  200
  --
  Backpack
  5
  2kg
  Binoculars
  6
  1kg
  Canteen
  2
  1kg
  Car, Compact
  3,200
  1700kg
  1
  Car, Estate/Wagon
  4,800
  2300kg
  2
  Car, Sports
  16,000
  1600kg
  3
  Climbing Kit
  40
  3kg
  Computer, Desktop
  150
  15kg
  Computer, Laptop
  100
  3kg
  Computer, Netbook
  60
  2kg
  Computer, Tablet
  50
  1kg
  4
  Crowbar
  2
  5kg
  Electronic reader
  20
  1kg
  5
  First aid kit
  10
  2kg
  Flashlight
  6
  1kg
  Gas mask
  6
  1kg
  GPS
  20
  1kg
  Handcuffs
  2
  --
  Head-strap lamp
  4
  --
  Holy symbol
  1*
  --
  Hotel room, Budget
  7
  --
  Hotel room, Average
  14
  --
  Hotel room, 4-star
  28
  --
  Lock picks
  2
  2kg
  Meal, Fast food
  1
  --
  Meal, Ready-to-eat
  2
  1kg
  Meal, Restaurant
  3
  --
  Multi-tool
  6
  --
  MP3 player
  40
  --
  Night-vision goggles
  90
  1kg
  Phone, Cellular
  10
  --
  Phone, Satellite
  100
  1kg
  Phone, Smart
  40
  --
  Pocket lighter
  1
  --
  Spellbook
  10
  2kg
  Truck, Armored
  8,000
  4500kg
  6
  Truck, Pickup
  4,800
  4000kg
  7
  Truck, SUV
  6,000
  2700kg
  8
  Van
  5,400
  3200kg
  9
  
  Arcana Rising
  Chapter 5: Wizardry & Faith
  The practice of wizardry has been around for millennia, and in the pre-Atlantean 
  age was as commonplace as technology is today. With the sealing of the source of magic 
  beneath the frozen waters, only now has the practice returned in numbers as the old forces 
  once again flow freely across the Earth. Seemingly in mirror to the flow of magic is the 
  influence of the divine will, as the practice of holy miracles through the power of faith 
  seems to rise and fall with the influence of magic in the world, an ever present balance 
  against the potential threat to the natural order that magic’s abuse might represent. 
  What is Magic?
  Magic is sometimes seen by practitioners as the “fifth element,” the force of 
  creation itself, binding together the traditional four elements of air, water, fire, and earth 
  into the infinite shapes of creation. It is a force of nature born of the collective will and 
  essence of life itself, the most powerful union of the ancient elements there is. This natural 
  energy springs forth from the emotion, will, and sheer life-force of mortal beings, which is 
  why it is often strongest in cities and in ancient forests, as such places teem with life and the 
  collective will of their inhabitants. 
  Naturally, magic flows from these places out across the world in currents called 
  “ley lines,” rivers of magical energy that flow and ebb between the nexus points of magical 
  power that cities and great reserves of life produce. However, with the great working of the 
  Atlanteans, for generations this natural flow was disrupted through the creation of the 
  Great Wellspring, a secret font at the heart of the Atlantean empire. With its creation, all 
  magic now flowed towards the seemingly bottomless vacuum of the Wellspring, giving the 
  Atlanteans a near-limitless supply of magical energy which could be wrought into workings 
  of truly grandiose proportions not seen before or since on the Earth. The once wise and 
  learned Atlanteans grew corrupt and greedy, and soon began to use this power to conquer 
  much of the known world, spreading out from their central capital across Europe, Africa, 
  and the Americas, founding a vast empire with almost none strong enough to oppose it.
  But oppose it they did, in time, forming a great Alliance to confront the power of 
  Atlantis and eventually see an end to the unchecked magical power of the mage lords, as 
  champions and priests of the divine will stood with mortal magi of the East and warriors of 
  many races both mortal and supernatural, driving Atlantis’s forces back to their homeland. 
  As the Atlanteans sought to cast a great ward and protect themselves from the possibility of 
  a final extermination at the hands of those they had oppressed, the spell went awry and the 
  Great Wellspring exploded with magical energy, sinking the entire island beneath the waves 
  and sending the released magical energies across the earth in a cataclysmic wave of arcane 
  power. In order to prevent such a catastrophe from ever occurring again, the surviving 
  mages and clerics alike cast a new seal, binding all magic to the frozen Lake Vostok, 
  essentially creating a new Wellspring, but one sealed away such that none might access it 
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  ever again. Should the seal ever break, it 
  would release the flow of magic back to its 
  natural state once more. 
  Modern  wizards  sometimes  call 
  the ensuing millennia the “Intermagica,” a 
  great dark age for the practice of wizardry 
  as a whole, as the once flowing rivers of 
  magical ley lines that once crisscrossed the 
  Earth seemed to simply dry up. While the 
  wild places of the world, and the flow of 
  life  and  death  among  humanity  still 
  produced some element of magical energy, 
  it seemed that something about that ancient 
  seal would simply draw it all back to the 
  earth from whence it came, pulling it ever 
  towards the lost Wellspring and preventing 
  it from flowing freely.
  Other sources of power could be 
  found of course, such as the dark energy 
  released from  death or  through bargains 
  struck  with  otherworldly  forces,  and the 
  practice  of  ritual  could  manage  to  trap 
  enough  energy  given  enough  time  and 
  focus  to  still  work  some  lower  effects. 
  Wizardry as a whole became more of an 
  odd mish-mash of archivists, occultists, and 
  out-right  frauds,  archiving  and  collecting 
  what  ancient  lore  could  be  found  but 
  seldom  able  to  work  more  than  simple 
  cantrips powered only by their own natural will. 
  There have been periods throughout history where some rising magical influence 
  even exerted itself for a time, usually coinciding with a great upheaval in the flow of life and 
  death, and the magical impact such events have, or in places where the flow of natural life is 
  simply so strong that even the binding of the Great Wellspring isn’t sufficient to fully 
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  Arcana Rising
  dampen the flow of magic. The Black Death and WWII are known for upswings in the 
  practice of alchemy and occultism for a reason, and the often legendary reputation given to 
  the ancient jungles of Africa and South America similarly have an origin in the great flow of 
  magical energies that still moved there during the Intermagica. Some say that there are lost 
  tribes within these untouched wild places that still practice wizardry to rival that of the 
  ancients.
  In time, however, the warming of the Earth began melting the seal’s frozen 
  barrier, allowing ever more of its contents to seep out from its home beneath the ice, and 
  the final breach of it by human technology has broken the last vestiges of the seal. Now 
  after thousands of years of magical drought, the natural flow of magic has begun anew, and 
  practitioners have once more found that the truly talented can access the flow of magical 
  energies through the old spells. It’s still not as easy as it once was, but through focus, will, 
  and ego combined one can again work many of the ancient spells long thought nothing 
  more than useless folklore and superstition. 
  Casting Spells
  Casting spells is, of course, the defining act of a wizard. Spells are magical 
  formulae; sets of incantations, mental foci, and diagrams that detail how to focus magical 
  energy to a specific effect. Concentrating on the written formulae in their spellbook, or the 
  incantations and focus patterns within their memory, the wizard draws upon their own will 
  to harness raw magical energy, and then through the focus of their intellect, that magic is 
  shaped into a specific effect as described by the spell, before finally being released through 
  the wizard’s staff, further empowered by the force of pure ego they place into the spell’s 
  incantation. So long as each of these steps goes right, the desired effect manifests as 
  expected. Should it not, most likely the magical energy will simply fizzle and be released 
  back into the world, though if the wizard is attempting a new spell for the first time or if 
  they fail particularly badly, the energy can instead manifest in unexpected ways.
  In game terms, the wizard first decides which spell they wish to cast. If they have 
  their spellbook in-hand and are able to read from it, they can cast any spell recorded 
  therein; if they do not, they are limited to only those spells they have committed to 
  memory. Each spell has a specific Level (unless it is a cantrip), which is a classification of 
  both how powerful the spell is, and how much Will they must expend to cast it: 1 Will per 1 
  Level. So a Level 4 spell costs 4 Will to cast.
  The wizard expends the amount of Will necessary for the spell, and then makes an 
  INT check, adding their Arcana skill if they have it. On a success, the spell’s effect takes 
  place as described. If it deals any damage, they may add their bonus from CHA to this 
  damage.  If  the  spell  fails,  then  no  effect  takes  place,  and  in  certain  circumstances, 
  catastrophic events can occur. Most of the time, the wizard need only be concerned if they 
  roll a natural 20, see the below section for details on how this works.
  Some spells may also allow a save to reduce or avoid the effects of the spell. 
  Which stat one saves against will vary from spell to spell, and may nullify the effect entirely, 
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  or merely reduce it. Importantly however, if the wizard’s INT is high enough, it has an 
  effect on the difficulty of saving against the spell, providing a penalty to the victim’s save 
  value before attempting the roll.  
  Spell Mishaps
  Whenever a wizard rolls a 20 on an INT check to cast a spell, or has a simple 
  failure when first learning a new spell from a spellbook or scroll, the magical energies called 
  forth do not simply fizzle, but instead manifest potentially dangerous and unpredictable 
  results as the wizard’s control slips and the spell’s energy is unleashed at once. Roll on 
  Table 16 for effect. A successful WIS save will reduce any backlash damage by half.
  Staves & Incantations
  Wizards use staves and incantations as an important focusing element of casting. 
  A wizard’s staff acts as a kind of capacitor for magical energies, giving somewhere for the 
  flow of energy to go besides the wizard’s own body and making it easier to target those 
  energies. The act of incantation meanwhile is an important mental focusing exercise, the 
  meaning of the words to each caster an important part of closing the magical formula and 
  thus sealing the spell’s effect. Without either of these  elements,  spell-casting can be 
  incredibly dangerous and even deadly, increasing the possibility of a catastrophic result.
  A wizard who attempts to cast a spell without a staff or without speaking the 
  incantation attached to that spell is at a cumulative -2 to the INT check for each element of 
  the spell missing, and a simple failure is enough to trigger a spell mishap, requiring a roll on 
  Table 18 (p.56). Further, a wizard casting a spell without a staff cannot make a WIS save to 
  48
  Table 16: Spell Mishaps
  Roll
  Mishap Result
  2
  The magical energy is released in a sudden torrent and explodes, dealing 3d6 
  damage to everyone within 30 yards.
  3
  The wizard fails to contain the magical energies and it overloads their staff, which 
  explodes in splinters and deals 2d6 damage to the wizard.
  4
  The spell backfires and targets the caster instead, or a random enemy if self-
  targeted
  5
  The magical energy surges back through the wizard’s staff and the heat of it 
  burns the caster for 1d6 damage, requiring a DEX save to avoid dropping it
  6-8
  The spell fizzles with a pop, and then nothing happens.
  9
  The magical energies coalesce into something like a lumpy glowing homunculus, 
  which dissipates after biting the wizard on the nearest extremity for 1d4 damage
  10
  The magic spreads wild, calling to life a swarm of 2d10+5 vermin (1d3: 1 - rats, 2 
  - toads, 3 - locusts)
  11
  A fumbling of the incantation summons forth a random monster of hit dice equal 
  to the level of the spell.
  12
  The wizard has mangled the incantation so badly that it has torn a breach into 
  one of the outer planes and let loose a monstrous entity of at least 2d4 Hit Dice. 
  The breach will not seal until the creature is slain or sent back through the rift.
  
  Arcana Rising
  reduce the damage from a spell mishap, and a wizard casting without an incantation does 
  not add their bonus from CHA to the damage or incur a penalty to the save from INT.
  Cantrips
  A “cantrip” is a simple little spell that makes minimal use of the wizard’s arcane 
  talent, usually little more than a parlor trick, but occasionally useful. Cantrips do not have a 
  “Level” in normal spell terms, and as such, do not have a cost to cast, though the wizard 
  cannot attempt a cantrip unless they have at least some Will remaining. Because cantrips are 
  a manifestation of the wizard’s natural talent rather than a formal spell, they also do not 
  require a staff or an incantation. They also still require the usual INT check to successfully 
  cast, though because of their simplistic nature they afford a +2 bonus to INT for the check. 
  Wizards do not record their cantrips in a spellbook either, they are only memorized, and 
  thus the number of such tricks a wizard knows is limited.
  Learning New Spells
  Each spell is the result of complex metaphysical formulae that often required ages 
  of study to create, can be incredibly sensitive to the slightest miscalculation, and is made all 
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  the more complex by the fact that the ebb and flow of magical energy in the world changes 
  over time, its character reflecting the nature of the life that spawns it. Even the wizard is a 
  variable in this arcane calculus; their own intellect, life-force, and identity are an integral 
  part of the formula and thus a successful spell must take them into account.
  As such, learning a new spell takes more than simply picking up some old tome 
  and reading off a few words, not if it’s to be done safely. Reading a new spell blind is 
  dangerous, significantly increasing the chance that something catastrophic will go wrong. 
  The safest approach is to study how the spell works, and fine-tune it to the wizard’s own 
  unique style, recording the resulting final spell into their spellbook. This produces their own 
  unique version of the spell that will be safe for them to cast routinely, though similarly 
  dangerous to the next passing wizard who might find it and attempt to cast it. 
  Casting a new spell found in a tome or scroll incurs a greater chance of a spell 
  mishap, as indicated previously: one need merely fail the spell to incur a mishap. This will 
  continue to be the case until the wizard has a chance to spend some downtime studying the 
  spell’s formula and recording their own version to their personal spellbook. This study 
  process takes 1 week per Level of the spell.  
  The wizard must cast the original spell at least once in order to study its effects, 
  but they may avoid the risk of catastrophic result when first attempting the spell by imbuing 
  it with less will and energy than usual, essentially making a “practice” version of the spell. 
  This “practice” casting has no effect, and is attempted at a penalty to the roll equal to the 
  Level of the spell. In exchange, failure of the new spell does not induce a mishap unless a 
  20  is  rolled.  Should  the  spell  succeed  this  will  still  be  enough  to  fulfill  the  study 
  requirement, though not seeing it in its full power will make it take an additional week of 
  study.  
  The Power of Faith
  Magic is not the only supernatural force at play. There is a higher power ever at 
  work, a force that is embodied through the faith of the just, the righteous, and the noble, 
  interceding in the name of the good and the holy. The true nature of this divine influence is 
  a mystery to mankind, known only through religion and myth, called by a litany of names, 
  abstract concepts, and metaphysical theorems. Wizards know it as “the divine will,” an 
  ever-present influence that seems to exist in counterbalance to the forces of earthly magic. 
  Through this will’s intervention, the power of faith can have tangible influence on the 
  material world with a force that rivals that of the wizards’. 
  Much as the flow of magic waned during the Intermagica, so too it seems did the 
  direct intervention of the divine will. Absent the power of magic in the world, the divine 
  seems to take a step back as well, as if moderating its supernatural influence to only that 
  needed to level the playing field and keep the magical powers in check. Certainly miraculous 
  events  still  occur,  and indeed have  many  times  throughout  history  even during  the 
  Intermagica, but the kinds of raw displays of divine power that rival those of a great wizard 
  of the old Atlantean age have been seldom witnessed for several millennia, not since the 
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  ages recorded in the great holy books of the world. The divine is a force never truly 
  comprehensible to mortal minds, and even today, as it makes its influence more heavily felt 
  in response to the rising power of the arcane in the world, its intercession can never be 
  demanded or controlled merely by will as magic can, only asked for in earnest faith.
  Using Prayers
  For the chosen faithful, the right prayer can call down the power of the heavens, 
  to heal the sick, and injure the evil. Faithful clerics learn prayers through divine inspiration, 
  giving them the words to speak to call upon the divine will and ask it intercede on their 
  behalf, though whether it responds is never certain. As the cleric gains experience serving 
  the will of the divine, they learn greater and more powerful mysteries. 
  When using a cleric’s prayer, decide on the prayer known that the cleric wishes to 
  speak. Each prayer is classified by a Level, and it costs that many points of Faith to attempt 
  it. Subtract the cost from the cleric’s current Faith, and make a WIS check, modified by 
  Religion. On a success, the prayer’s effect takes place, otherwise no effect occurs. There is 
  no mishap for a failed prayer. Any damage or healing dealt by a prayer is modified by CHA 
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  bonus as normal, and INT bonus penalizes any saves against the prayer, just as with wizard 
  spells. 
  Unlike wizards however, clerics do not actually have to intone spoken words to 
  complete a prayer. The divine will knows the mind of its faithful, so merely concentrating 
  on the words within the mind is sufficient. CHA bonus does not apply in the case of a 
  prayer spoken silently, as the cleric is thus unable to pour the force of their conviction into 
  the impact the words have on their intended target. 
  The Elements
  While modern scientists have of course discovered some ten dozen elements and 
  a near infinite variety of combinations of them that make up our natural world, in the 
  language and metaphysics of magic, the old classical elements still rule. Fire and water, earth 
  and air, joined and bound by the fifth element of magic itself, form the magical building 
  blocks of spell craft. The interaction of those elemental energies in a spell as well as the 
  nature of the monstrous beings of the outer planes are important factors to consider. While 
  humans and other mortal races exist as a complex intertwining of all five elements, most 
  beings of the outer planes instead reflect the elemental makeup of their home plane, 
  inextricably bound by their very nature to a specific element. These elements often affect 
  their vulnerability or resistance to magical forces, and can inform their very personality. 
  The five classical elements, joined as well by the holy and unholy in opposition, 
  form the complete list of supernatural elements, described as follows:
  •
  Fire: The heat of the summer sun and the roaring flame, Fire is the element of 
  passion, destruction, and even rage.  Yet it is also the source of  the life-giving 
  warmth that protects against the ravages of the frozen snows and bitter rains of 
  Water and Air. The plane of Fire is a scorching desert of ever burning sands 
  roamed by dangerous creatures of both purifying flame and hot-blooded violence, 
  ever close to both the holy and the infernal. Fire opposes Water, melting its 
  frozen forms and evaporating it to air.
  •
  Water:  The crashing wave, the jagged ice, and the gentle stream, Water is an 
  element of determination and inevitability, of flexibility and change, able to flow 
  freely through any shape and able to erode the mightiest bastion given time. The 
  domain of Water is both cold and yet abundant with life, a realm of much mystery 
  but also of terrible danger, home to mysterious undersea beings and of the ancient 
  and terrible creatures of ice and winter. Water opposes Fire, extinguishing Fire’s 
  heat and leaving only ash.
  •
  Air: The breath of life and the wind that carries it, Air can be both gentle and of 
  terrible destructive power, a spring breeze or a terrible gale. This unique balance 
  of potential is often connected to intelligence and the spark of lightning. Its home 
  plane is the realm of many spirits and beings of such thunder and intellect, and it 
  is said that the plane of air is the closest to the Many Heavens and the domain of 
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  Arcana Rising
  many of the old gods of Asgard and Olympus, and their progeny. Air opposes 
  Earth, eroding its might with the steady winds of change. 
  •
  Earth: The force of the stone and of nature, earth is the energy of the ground and 
  stone beneath and the plants that draw life from it, at times slow to act but 
  striking with great impact for those with the power to wield it. Yet it is also the 
  ground to which life returns, the time of harvest and of fall’s fading leaves. While 
  the plane of Earth is home to many of the Fae folk and to the pure spirits of 
  nature, unchangeable and unbounded beings as old as the mountains themselves, 
  it is also the closest plane to the underworld, and this maddening border with 
  death makes the folk of Earth’s realm alternately constant and treacherous. Earth 
  opposes Air, grounding its lightning to impotence.
  •
  Magic: Magic is the raw, arcane power of the will, energy, and imagination of all 
  living creatures and the force of creation. It is the glue that binds the other four 
  elements together. It echoes in the Astral Plane, the realm of dreams and ghostly 
  spirits, a raw and untamed place that ebbs and flows with the changeable minds of 
  mortals.
  •
  Holy: The metaphysical manifestation of the divine will in the real world, a light 
  and wondrous energy of nobility, truth, and holiness that emanates from angels 
  and other divine beings. It flows through the workings of clerics and champions 
  of the divine. Its home plane is the Many Heavens, thought to be the home plane 
  of the divine will itself.
  •
  Unholy: The dark and corrupt energy of beings of death and the underworld, the 
  unholy is a manifestation of the pure force of evil and destruction that seeps up 
  from the Great Underworld that dwells beneath the other planes, a place of the 
  condemned dead, the undead, and the demonic, and the plane of the many Hells. 
  Any spell which deals damage or imposes a negative effect on a target will do so 
  through one of these elements, and certain creatures (and even humans with the right 
  spells) resist damage from certain sources, or may even be immune to them. Some creatures 
  are even immune to all forms of damage other than a specific element or elements, such as 
  some kinds of spirits which can only be harmed by Holy or Magic damage. 
  Summoning
  The summoning of extraplanar beings is one of the most useful yet dangerous 
  skills in the wizard’s arsenal. Planar beings generally don’t take any more kindly to being 
  ripped across the planes and into the mortal realm than you would to suddenly being 
  yanked from your dinner table in the midst of a date with an underwear model.
  As a result, unless you can offer them something to make up for their time, and 
  pay for any assistance you might wish to ask of them, they’re likely to want to make you 
  their dinner instead, or at least to carry a serious grudge. So long as the summoning circle is 
  rated at equal to or higher than their hit dice, the creature won’t be able to cross it unless 
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  the caster or some third party disrupt the 
  circle.  That doesn’t mean the wizard is 
  safe, just that the being on the other side 
  of the magical barrier can’t kill them right 
  now.  There  are  other  ways  out  of  the 
  planes, and powerful wizards might even 
  find  themselves  jaunting  the  planes 
  sometime, only to run across some being 
  they’ve previously offended.
  Fortunately, almost every creature 
  in the outer planes has a price, something 
  they’re  willing  to  take  in  exchange  for 
  favors. Once bound by a fair and agreed 
  upon exchange,  a  planar  being  cannot 
  attack their summoner, and so long as the 
  wizard was smart  enough to make  the 
  creature’s return to the outer planes on 
  completion a condition of the exchange, 
  it’s  usually  safe  enough.  Information 
  exchange can even be accomplished without breaking the circle at all, meaning the whole 
  business can be safely concluded for both parties. The flipside of this is that breaking one’s 
  fair and agreed upon deal with a planar creature will guarantee that said creature will wish to 
  kill one, eat one, and devour one’s still beating kidneys over a bed of rice. Wizards break 
  summoning pacts at their own peril.
  Each summoning circle spell will summon and contain safely a single type of 
  creature of no more hit dice than the limit described for that class of circle spell. In 
  addition, the monster descriptions later in this book will explain what the creature’s favored 
  price is for assistance or information, whether it be a gobbet of food, a sliver of one’s 
  immortal soul, or cold, hard Astra. This price will almost certainly have to be paid before 
  the creature is willing to assist the summoner, but once accomplished the summoned being 
  will obey the agreement with the caster in both letter and spirit if the caster and creature are 
  both trustworthy. Wizards who routinely break their bonds may instead be lucky to count 
  on the letter, and unholy beings and some particularly fickle creatures like those of the 
  faerie  realms may  also  be  particularly  selective  about just how  precisely  they  follow 
  instructions.
  In general, a creature’s price is enough to acquire the desired information, or 
  retain their services until sunset or sunrise, whichever is soonest. Extended service will 
  require further payment of the price for each day, if the creature is even amenable to 
  sustained presence in the material plane. More long term relationships will require serious 
  negotiation and may entail a sizeable price, even one too precious for the wizard to bear. In 
  addition, each price is sufficient for only one creature, and only one creature will be 
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  summoned by the spell regardless of how many typically appear as listed in the monster’s 
  entry in Chapter 14, unless the wizard spends double the casting time and offers sufficient 
  payment for each creature.
  Travelling the Planes
  The planes are a vast and malleable reality beyond our own where the laws of 
  creation are often mutable, changing to suit the region or domain one is presently in. 
  Wizards and other planar scholars have broadly broken them down into the categories 
  described above, but these only describe the planes in the broadest sense. Each elemental 
  plane is subdivided into many sub-realms and domains, each home to whole nations and 
  civilizations of planar creatures, many of which are completely unknown to mortal kind. In 
  between  each  sub-domain  are  also  vast  stretches  of  elemental  wilderness:  enormous 
  bottomless oceans, great seas of clouds as solid as ground, burning deserts of sand and 
  glass,  and endless  dark  forests  and treacherous  mountain passes  that  stretch on for 
  uncountable kilometers, all potentially inhabited with wild and monstrous beasts of both 
  familiar lore and unknown horror. 
  As a result of all this, it is generally dangerous beyond imagining to attempt to 
  enter the outer planes without a precise idea of where one is going. Travel and time within 
  the outer planes is subjective and unpredictable: a journey of what seems like hundreds of 
  kilometers can seem to go by in a few minutes brisk walk, while simply crossing a bridge 
  could take an eternity.  Traveling distances between realms in the outer planes is less a 
  measure of physical distance as it is of the will of the traveler, the conceptual similarity or 
  discord between one realm and another, and even what some wizards experienced in planar 
  travel have described as an effect almost like narrative pacing. Travel in the outer planes 
  often seems to take precisely as long as it needs to.
  Travel within a given domain, however, generally follows predictable physical laws 
  as according to the species or being that commands said domain. When a given greater 
  planar being, or society of beings, lays claim to a stretch of one of the elemental planes, that 
  realm takes on a more grounded, solid reality. It is shaped by the will of its inhabitants and 
  their expectations, and it will grow or shrink in size relative to the power and will of those 
  that rule it. Some of the realms of the great ancient pantheons and elemental powers are 
  entire massive universes of their own, while others whose believers in the material realm 
  have dwindled or that have fallen from a position of strength in the tide of planar politics 
  and conflict have found their domains dwindling sometimes to merely the space taken by 
  their own domiciles or strongholds.
  For travel within a realm, handle it as you would any normal foot travel. For travel 
  between realms, have the wizard or cleric who cast the spell to bring the party there roll a 
  WIS check, determine the difference between the die roll and the character’s WIS, and 
  consult Table 17. Feel free to bonus or penalize this roll as needed, but no more than +4 or 
  less than -4 is recommended.  
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  Time in the outer planes is relative, and thus 
  time spent within the outer 
  realms  does  not  necessarily 
  match up with the amount of 
  time  the  character  was 
  actually  gone  from  the 
  material world.  In order to 
  determine how long the character was actually gone, roll on Table
  18 to determine the amount of real time that took place relative to 
  time spent in the outer planes.
  Magic & Technology
  Contrary to the assumptions of many, there is not necessarily an incompatibility or 
  even a hostile relationship between magic and science or technology on a fundamental 
  level. Magic does tend to follow its own set of metaphysical laws, but those laws are still 
  more or less universal and consistent with the function of the natural world. The trouble 
  with technology is rather a practical one. Most technology since the advent of electricity is, 
  in magical terms, a matter of harnessing the power of Air through channels of Earth, a 
  straightforward task through purely physical engineering, but one that is an absolute bear if 
  not outright impossible through magical will. Air and Earth are largely opposing forces; 
  Earth grounds Air in magical formulae just as the ground itself does to the electricity of 
  lightning or technology. Further, Earth magic tends not to be terribly precise, and requires 
  considerable magical power to move in any case, making precision difficult and thus any 
  working that might alter the working of an electrical apparatus more or less impossible 
  without breaking the balance of forces.
  The practical result of all this is that, when it comes to modern electronics and 
  such, the only useful spells largely just involve deliberately breaking the balance rather than 
  trying to work with it. Changing the flow of electric information in a wire is all but 
  impossible, but breaking the balance of elements enough to cause a short-circuit, or to de-
  magnetize a hard drive is more or less trivial. In general, destroying technology is pretty 
  easy, while doing anything more productive is beyond the reach of magical forces.
  Recovering Will & Faith
  The working of magic and the calling of divine forces takes a physical and 
  emotional toll on the wielder, and there is only so far they may strain themselves in 
  handling these elemental forces. Once a wizard has expended their Will, or a cleric their 
  Faith, they may not invoke any further spells or prayers until they have recharged their 
  spiritual batteries with some much needed rest.
  A full night’s sleep is sufficient to restore the Will or Faith of the practitioner. 
  Should their sleep be interrupted, then they may still gain back half of their maximum value 
  of Will or Faith so long as they received at least 4 hours sleep. 
  56
  Table 18: Relativity
  d100
  Result
  01-30
  1/10th
  30-59
  1/2
  60-79
  Equal
  80-94
  x2
  95-00
  x10
  Table 17: Planar Travel Time
  Difference
  Time Taken
  -10 or less
  2d6 days
  -5 to -9
  2d12 hours
  -4 to +4
  1d6 hours
  +5 to +9
  2d4x10 minutes
  +10 or greater
  1d6x5 minutes
  
  Arcana Rising
  Spell Range
  Unless otherwise stated, all spells are assumed to have a range of 100m or line of 
  sight, whichever is shortest.  If the spell has a target, such as an attack spell, there must be a 
  clear line of sight between wizard and target, and the wizard must be able to see their foe. 
  Wizard Spells
  The following lists describe the most commonly known wizard spells, though 
  more may well exist that have yet to be recovered. Spells marked with an asterisks are not a 
  single spell, but rather contain multiple variants which must be learned individually. See 
  spell descriptions for details.
  Cantrips
  Alarm: Magic. A latticework of simple magical wards, enough to cover a 10m by 10m room, 
  this spell alerts the caster to any being that enters within the room for 1 hour per level.
  Animate Tool: Magic. Often taught to young apprentices for simplifying household chores, 
  this spell allows the caster to animate a common household tool for a single task. The tool 
  will perform that task as if being held telekinetically for 10 minutes per level, or until 
  canceled or dispelled. 
  Circle of Simple Summoning*: Magic. The most basic form of summoning circle, capable 
  of calling up and safely containing within the circle an extraplanar being of no more than 
  1HD, provided the caster knows its name (each name is effectively a separate spell). This is 
  a ritual spell, and the casting itself takes 5 minutes, as the wizard carefully constructs the 
  circle. Interruption will cancel the spell.
  Clean: Water. The spell instantly cleans an object no larger than a cubic meter of any dirt, 
  dust, or grime. 
  Haywire:  Air.  The spell disrupts the current flowing through an electrical device, not 
  enough to permanently damage it, but enough to cause erratic behavior temporarily. Any 
  checks involving its use will be at -2 for 1 round per level.
  Light: Fire. The tip of the wizard’s staff glows with soft light, enough to illuminate a 10m 
  by 10m area as if by torch light or lantern for 1 hour per level.
  Mage Hand: Air. Tendrils of air and magical force reach out and grab an object of no 
  more than 2kg, and may move the object about freely for 1 round per level.
  Message: Air. This spell may send a message of a single sentence to the ear of a target 
  silently, able to be heard only by the recipient. The message may be spoken soundlessly, 
  allowing for silent casting, or it can instead be cast on an object, causing the sound to 
  appear to come from the object to any bystanders.
  Rosetta’s Sight:  Magic.  The spell instantly translates up to a page of text, causing it to 
  appear to the reading wizard as their own native language for 1 minute per level. 
  See Magic: Magic. The wizard can see the flow of magic around them, enabling them to 
  detect the presence of magical spells or enchantments. The sight is disorienting, however, 
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  and the wizard is at -1 to any action that involves interacting with the material world until 
  the spell is canceled.
  Sharpen  Sense:  Magic.  The  wizard  focuses  his  body  such  that  one  single  sense  is 
  temporarily heightened at the expense of all others. The wizard gains +1 to any checks 
  involving that particular sense, but -2 to checks involving others. 
  Spark Flame: Fire. A simple fire starter, the wizard may ignite any readily flammable light 
  source within 10m, such as a candle, lantern, campfire, or fireplace, or any object or 
  substance that would ignite instantly on brief contact with a lit match flame.
  Level 1 
  Astral Projection: Magic. The wizard enters a deep trance and projects an image of their 
  consciousness into the local astral plane, appearing in the area most directly associated with 
  their current material location. The astral body has the same statistics as the caster, but 
  damage to the astral body translates to the real world not as physical injury but as 
  psychological trauma. Every 5 points of damage received in the astral plane causes 1 point 
  of temporary ability damage to the wizard’s CHA, INT, or WIS (roll 1d3), which can only 
  be healed by rest (1 point per day). Should the wizard’s astral body be destroyed, they will 
  awake violently and must make a WIS save to avoid permanent psychological damage. A 
  failed save means 1 point of permanent damage to a random stat (roll 1d6). The astral jaunt 
  will last for 1 hour per level or until canceled.
  Burning Hands:  Fire.  The wizard releases a gout of flame, a cone of magical fire that 
  stretches forth from the end of their staff up to 10m in front of the caster, and deals 1d8 
  damage +1 per 3 levels. DEX save reduces damage by half. 
  Call Lesser Elemental*:  Magic.  The wizard conjures forth a being of living elemental 
  energy. Each different element is a different example of this spell, and thus each must be 
  learned  separately.  The  elemental  being  has  2d8HD,  MD10,  AC8,  TH+1,  S8,  I9, 
  Att1d8(R/M), M20, and Resistance +2/ (opposing element). The elemental is at the will of 
  the caster, and will remain for 1 round per level.
  Cause Fear: Unholy. On touch, the wizard overwhelms the target’s mind with gruesome 
  and vivid images of horror, sending them into an uncontrollable panic unless a WIS save is 
  made. Failing the save means the victim must immediately flee the wizard as quickly as 
  possible. The effect lasts 1 round per level.
  Charm Person: Air. Through the wizard’s will and subtle manipulations of the sound of 
  their voice, the wizard is able to present a more charming and convincing persona to a 
  single target, gaining +3 to any CHA rolls involving that target unless it makes a WIS save. 
  This effect lasts until the target leaves the wizard’s presence, though in general such a first 
  impression may lead them to be more favorable to the wizard in the future. This spell’s 
  incantation may take the form of a greeting phrase, thus allowing the wizard to cast it more 
  subtly. 
  Circle of Protection: Magic. The wizard constructs a circle up to 10m across and infuses it 
  with magic, preventing the passing of any extraplanar creatures without a WIS save, and 
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  granting -1AC against attack to any standing within the circle. This is a ritual spell, and the 
  casting itself takes 1 minute, as the wizard constructs the circle.  Interruption will cancel the 
  spell. The resulting ward lasts for 1 hour per level.
  Hold Portal: Earth. The spell instantly shuts a door, locks it, and reinforces it against entry. 
  Any attempt to enter the door for the next hour per level is at -2 to the skill or stat being  
  employed, regardless of method. 
  Jump: Air. The wizard unleashes a gust of wind just beneath their feet, enhancing the force 
  of a single jump such that they may leap up to 5m vertically or 15m horizontally and land 
  safely thereafter.
  Magic Missile: Magic. The wizard unleashes a projectile of pure magical energy which arcs 
  out toward a target and deals 1d8 damage +1 per 3 levels instantly and without any saving 
  throw unless the target possesses a magical shield.
  Short Circuit: Air. The wizard sends a surge through the circuit of an electrical device, 
  knocking out its function completely until it can be repaired. Should the device have a 
  living operator of any magical or mechanical talent, that operator may attempt a WIS save 
  to reduce the duration of the effect to 1 round per level.
  Sleep:  Air.  The wizard warms and thins the air around a target, potentially inducing a 
  soporific effect in any creature which must breathe oxygen to survive. The target falls 
  asleep instantly, and all such beings friendly or hostile within 5m of the target must make a 
  CON save or fall to sleep as well. The effect lasts 1d6 rounds + 1 per 3 levels. 
  Universal Tongue:  Magic.  The wizard’s words take on the universal language of magic 
  itself, and they are thus able to be heard and understood by any sapient being present for 1 
  minute per level.  The wizard hears and understands their replies as clearly as if in the 
  wizard’s own native tongue. 
  Wizard’s Coat: Earth. The wizard strengthens their garments with an earthen protective 
  aura, causing them to act as armor of AC7 for 1 hour per level.
  Level 2
  Acid Arrow: Earth. The wizard launches forth an arrow of hard earth coated in corrosive 
  acid, striking the target for 2d8 damage +1 per 2 levels unless the target makes a DEX save 
  to avoid it. If the target is wearing metal armor, there is a 50% chance its AC will be 
  increased by 1 if the spell strikes successfully. 
  Circle  of  Minor  Summoning*:  Magic.  The  wizard  constructs  a  magical  circle  for 
  summoning capable of calling up and safely containing within the circle an extraplanar 
  being of no more than 4HD, provided the caster knows its name (each name is effectively a 
  separate spell). This is a ritual spell, and the casting takes 10 minutes. Interruption will 
  cancel the spell.
  Color Spray: Fire. A flurry of sparks, colored lights, flashes, and other decidedly distracting 
  things burst forth from the end of the wizard’s staff in a 10m cone of pure bewilderment. 
  Any being within the cone must make a WIS save or be blinded and disoriented for 1 
  round per level, suffering +2 AC and -2 to-hit until the effect wears off. 
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  Command Person: Unholy. By linking their will to a part of a chosen target, or to a part of 
  themselves that the target has ingested, the wizard gains control over their victim,  who 
  must now obey the wizard's every command. The wizard must have a part of the victim’s 
  body such as flesh, blood, hair, teeth, or nails, or by some means cause the victim to ingest 
  a part of the wizard’s body, though this technique is limited to blood and flesh. Once done 
  and the spell cast, the target is now subject to the will of the wizard. They must make a WIS 
  check to resist any command given them by the wizard, though any order that involves 
  harming themselves is resisted at +2. This spell lasts for 24 hours, after which a final WIS 
  check is made that if failed, renders the target under the wizard’s control until the spell can 
  be dispelled. 
  Darkvision:  Fire.  The wizard’s vision is focused towards the infrared and ultraviolet 
  spectra, enabling them to see in darkness by temperature rather than visible light for 1 hour 
  per level. 
  Degauss:  Earth.  The wizard can wipe out the magnetic and electrical fields within an 
  electronic storage device such as a hard drive or flash drive, permanently erasing the data 
  contained therein.
  Frozen Lance:  Water.  The wizard hurls forth a frozen spear of pure ice at the target, 
  striking with piercing force and biting cold. The projectile deals 2d8 damage on impact, and 
  unless a CON save is made, an additional +1 per 2 levels from frostbite to the surrounding 
  tissues. 
  Gust of Wind: Air. A quick sharp gust of wind issues forth from the wizard’s staff with 
  enough force to knock a target or object of no more than 150kg up to 10m backward. 
  Should the target be a physical being or creature, it takes 2d8 damage +1 per 2 levels. DEX 
  save for half damage. 
  Invisibility: Magic. By channeling the flow of the elements around them, the wizard can 
  veil themselves  from  sight,  becoming  invisible  to normal sight  and even darkvision. 
  However, if they move they will still create sound (make Stealth checks to move silently), 
  and the exertion of an attack or any spell more overt than a cantrip will break the effect. 
  This spell grants +3 to Stealth while active, and lasts for 1 minute per level. 
  Locate Object: Magic. By focusing on a mental image of a known object, the caster can 
  intuit its direction relative to their current position, feeling it as a kind of ‘pull’ in the 
  direction of the object. Alternately, they can focus on a generic object, and their magical 
  senses will instead pull them towards the nearest example of that type of object. The spell 
  may locate a person as well so long as they have some tangible remnant of that person, 
  such as hair or blood, which is consumed by the spell. The spell lasts 1 hour per level, after 
  which it will need to be recast.
  Knock: Earth. The wizard may open a single mechanical lock instantly. Electronic locks will 
  have to be disabled first, and this spell will not break open magically sealed locks. 
  Mirror Image: Magic. The wizard creates 1d4 illusory copies of himself, which surround 
  him and mimic his actions. The copies are intangible and so dissipate when struck, and they 
  do not possess a smell, but otherwise appear and sound real to any observer not using 
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  magical sight. Attacking the wizard will instead strike one of his copies first, destroying it, 
  until no more copies remain. 
  Phantasm: Magic. The wizard conjures forth a single illusory image of an object or being of 
  his choosing no larger than a compact car, which appears real to all mundane senses, and 
  can be animate and appear living if desired. A successful WIS save is required to disbelieve 
  the illusion, otherwise it is as convincing as any other reality and even seems real to casual 
  touch, though striking the object with force will immediately reveal it to be false. Animate 
  illusions will always fail to strike, in order to maintain the illusion, and possess AC7. The 
  illusion will last for 1 minute per level.
  Third Eye:  Magic.  The wizard opens the full power of their magical senses, seeing the 
  world around them for how it truly appears on the magical level. They can see the flow of 
  the elements around them, feel and see emotional and spiritual residue, see through 
  invisibility, illusions, magical disguises, shape-shifting, and possession, and even faintly see 
  an echo of their present location’s counterpart in the astral plane. This sight is dangerous 
  though, as images seen with the third eye are taken in through the wizard’s very soul. The 
  sight of unholy beings or traumatic events while the eye is open is dangerous, requiring a 
  WIS check to avoid taking 1 point of permanent INT damage as the rational mind is 
  overwhelmed. Lasts 1 minute per level or until canceled.  
  Seal Lock: Earth. The wizard permanently seals a target lock with magical force. The lock 
  cannot again be opened except by the wizard who sealed it or by dispelling the effect, 
  though the door or container itself could still be destroyed to obtain entry.
  Ward of Protection: Magic. This spell can ward a room or home no larger than 100 square 
  meters as if by a circle of protection permanently. This is a ritual casting, and takes a full day’s 
  effort to complete as the wizard gathers the energy into the spell. An interruption of more 
  than 5 minutes to this process will break the spell and release the energy, requiring the 
  wizard to begin again the following day. 
  Wizard’s Shield: Magic. The wizard creates a shield of magical force bound to their staff. 
  The shield provides cover against all mundane attacks, and grants a WIS save against hostile 
  spells of up to spell level 2. This spell can be cast as a defensive reaction if the wizard has 
  not yet acted this round, at a -2 penalty to the casting check. The shield lasts for 1 round 
  per level. 
  Level 3
  Call Superior Elemental*: Magic. The wizard conjures forth a being of living elemental 
  energy. Each different element is a different example of this spell, and thus each must be 
  learned  separately.  The  elemental  being  has  6d8HD,  MD14,  AC4,  TH+3,  S12,  I13, 
  Att3d8(R/M), M20, and Resistance +3/(opposing element). The elemental is at the will of 
  the caster, and will remain for 1 minute per level.
  Circle of Invisibility: Magic. The wizard casts a circle about them that veils themselves and 
  every non-permanent object or creature from sight, rendering them invisible to all normal 
  non-magical senses and even darkvision. The circle lasts for 1 round per level. 
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  Dispel Magic:  Magic.  The wizard focuses their will on unmaking the magical work of 
  another, targeting an existing ongoing spell or spell effect and ending it instantly so long as 
  the level of the caster of that spell was equal to or less than that of the wizard. Should the 
  caster of the spell be of greater level than the wizard, there is a -1 penalty to the casting 
  check per level higher than that of the wizard’s.
  Explosive Runes: Fire. The wizard inscribes a surface with a rune in the ancient language 
  of the realm of Fire. Any hostile being that steps on the rune or within 1m of it triggers an 
  explosion of fire, dealing 3d8 damage +2 per 3 levels of the caster. If the rune is placed on 
  a door, it will ward against unauthorized entry instead, exploding against any uninvited 
  guest attempting to enter, pick, or force the door. A successful DEX save halves the 
  damage. 
  Fireball: Fire. The wizard hurls a glob of pure explosive fire at a target, dealing 3d8 damage 
  +2 per 3 levels of the caster, and half the resulting damage to all targets within 10m. A 
  successful DEX save reduces the damage by half. 
  Greater Circle of Protection: Magic. As circle of protection, but now extends to 30m, and any 
  creature that succeeds in crossing the circle still withstands 3d8 damage +2 per 3 levels of 
  the caster.
  Hold Person: Earth. The spell seizes the limbs, joints, and bones, paralyzing a target in 
  place for 1 round per level unless a CON save is made. 
  Improved Magic Missile: Magic. A trio of arcane missiles burst forth from the wizard’s 
  staff, striking the target with unerring aim and dealing 3d8 damage +2 per 3 levels instantly 
  with no saving throw unless a magical shield is employed.
  Lightning Bolt: Air. A channel of pure electricity arcs from the wizard’s staff, striking the 
  target and branching out to any targets within 2m of the path between wizard and target for 
  2d8 damage +1 per level. Any target struck will be momentarily stunned, unable to act for 
  1d4 rounds.
  Material Projection: Magic. The wizard enters a trance, and projects mind independently 
  of body, allowing them to travel intangibly and invisibly through the material world. The 
  wizard may pass through any material barrier not protected by magical wards, but cannot 
  interact  with  any  object  in  the  material  world,  being  only  a  projection  of  their 
  consciousness. They can see and hear whatever is present as clearly as if they were standing 
  there. The wizard travels at the speed of thought when reaching destinations or persons 
  known to them, but new locations must instead be reached by ethereal flight, traveling up 
  to 100km an hour in their projected form. The spell lasts 1 hour per level. 
  Penetrating Gaze: Earth. The wizard gains the sight of an earth elemental, able to gaze 
  through any walls and barriers not thicker than 6m unless shielded with magical wards. This 
  sight lasts for 1 round per level.
  Resist Element*:  Magic.  The wizard shields himself against a single element, gaining 
  Resistance +4 against all attacks of that element, as well as from any mundane effects of 
  that element, such as heat or cold. The protective magical barrier lasts for 1 hour per level.
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  Water Breathing: Water. The wizard gains the ability to breathe water as well as air for 1 
  hour per level.
  Wizard’s Mail: Magic. The wizard manifests a suit of arcane armor around them, protecting 
  them from attack as if they were wearing armor of AC5. The armor lasts 1 hour per level 
  before dissipating. 
  Level 4
  Animate Dead:  Unholy.  The wizard calls on dark and forbidden power from chthonic 
  realms to reanimate the dead, raising a single target corpse or group of corpses as zombies 
  if they are still fresh and whole, or as skeletons if they have decomposed to mere bones. 
  The wizard may raise as many HD of undead as his level, or empower a single corpse to a 
  # of HD equal to his level. The corpses are under the wizard’s complete command for 1 
  hour  per  level,  after  which  the  spell  must  be  recast  or  the  creatures will  become 
  uncontrollable and likely turn upon their creator before escaping to feast on mortal flesh.  
  Command Monster: Air. The wizards voice takes an aura of supernatural command, able 
  to speak such words as to place any supernatural or planar creature under the wizard’s 
  command should the target fail a WIS save. Only one such creature may be commanded at 
  a time, and it will not obey any order to harm itself, however the creature is otherwise 
  powerless to resist the wizard’s commands. An additional casting check must be made after 
  a duration of 1 minute per level, and each such period thereafter, or the spell will break and 
  the creature almost certainly turn on the wizard.
  Circle  of  Major  Summoning*:  Magic.  The  wizard  constructs  a  magical  circle  for 
  summoning capable of calling up and safely containing within the circle an extraplanar 
  being of no more than 8HD, provided the caster knows its name (each name is effectively a 
  separate spell). This is a ritual spell, and the casting takes 30 minutes. Interruption will 
  cancel the spell.
  Confusion: Water. By confounding the brains of its victims, this spell causes total gibbering 
  confusion in up to 2d6 nearby enemies. Affected creatures will see enemies as friends and 
  vice versa, acting accordingly, unless they make a successful WIS save, in which case they are 
  merely paralyzed to act. The spell lasts for 1 round per level of the caster. 
  Dimension Door: Magic. The spell opens a portal between any two points within 100m of 
  the wizard. These points do not have to be visible to the wizard, but if they are outside their 
  present line of sight they must at least be well enough known to the wizard to be able to 
  visualize them. Each portal is about 2m square, and one opening may be targeted at a being, 
  opening beneath its feet if desired, though such a target may attempt a DEX save to avoid 
  falling through. The portal lasts for 1 minute per level or until canceled by the wizard. 
  Fireseed: Fire. The wizard plants a seed of pure smoldering heat within the target, dealing 
  1d8 damage +1 per level each round for 1d6+1 rounds. A CON save may reduce this 
  damage to half. If the total damage from the spell is enough to exceed the target’s massive 
  damage threshold or half its hit points, there is a 50% chance the fire manages to escape 
  through their skin and ignites any flammable clothing they may be wearing.
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  Greater Ward of Protection: Magic. This spell can ward a room or home no larger than 
  200 square meters as if by a greater circle of protection permanently. This is a ritual casting, and 
  takes a full day’s effort to complete as the wizard gathers the energy into the spell. An 
  interruption of more than 5 minutes to this process will break the spell and release the 
  energy, requiring the wizard to begin again the following day. 
  Hallucinatory Terrain: Earth. This spell conceals the true terrain of an area no larger than 
  100m2, making the entire ground and surrounding natural features appear as the wizard 
  wishes. A WIS save or magical sight is enough to disbelieve the illusion, and while the spell 
  does its best to incorporate the physical form of the real terrain into the illusion, falling into 
  a concealed water feature or otherwise impacting a solid object where none is expected will 
  also break the illusion (1 in 6 chance with every movement action through the area). 
  Hurl Stone: Earth. The wizard calls forth a great stone from the earth and hurls it at a 
  target, impacting it for 4d8 damage +1 per level. DEX save to roll with the blow reduces 
  damage by half. 
  Lesser Globe of Invulnerability: Magic. The spell forms a magical shield around the caster 
  that protects against physical and magical assault, stopping up to 30 damage from physical 
  attacks completely before failing, and allowing a WIS save to negate the effect of any hostile 
  spell of up to level 4 targeting the wizard. The spell lasts for 1 round per level or until its 
  maximum damage is exhausted.
  Polymorph*: Magic. Not a single spell, but more of a class of spells, each polymorph spell 
  allows the caster to shape-shift themselves into a single creature of no more 7HD, and no 
  more than double the size of a standard human. Any possessions carried with the wizard 
  are concealed by the spell as the wizard takes form, and while in the new form the wizard 
  may employ the same attacks, abilities, and physical advantages such as wings as the 
  creature it has taken the shape of. It takes on the creature’s AC, and may use its to-hit, Save, 
  and Initiative values if they are higher than the wizard’s own. The spell lasts for 1 minute 
  per level, after which it may not be attempted again for at least 1d4 hours unless the wizard 
  makes an additional CON save to withstand the system shock. A failure causes 1d8 damage 
  per hit die of the creature, due to the physical strain.
  Razor Wind: Air. The spell sends forth a blast of wind so harsh and cold that it seems to 
  carry within a thousand blades,  ripping at the flesh of the target and even tearing and 
  damaging armor. The target takes 4d8 damage +1 per level and the first strike with this 
  spell permanently damages their armor, increasing its AC by 1. 
  Wall of Fire: Fire. The spell summons a great wall of magical fire up to 100 square meters 
  in dimension, able to take any shape so long as it is within the limits of those dimensions. 
  Any creature, mortal or otherwise, of less than 4HD may not cross this wall, and any 
  greater being attempting to pass will take 2d8 damage instantly and must make a DEX save 
  to avoid being set aflame. Unholy creatures and creatures of Water or Ice take double 
  damage from this spell. The caster must continually concentrate to maintain the spell, 
  which will hold so long as the wizard wishes provided said concentration is not broken, 
  such as by an attack.
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  Level 5
  Baleful Polymorph: Magic. The spell polymorphs the target into any mundane creature or 
  animal of 1HD unless a WIS save is made. The target retains its intelligence, but otherwise 
  becomes a normal example of the species in question, and the spell is permanent until 
  dispelled, canceled, or a criteria decided by the casting wizard is achieved (a kiss from a 
  handsome prince/princess is common in the faerie realms.)
  Call Supreme Elemental*: Magic. The wizard conjures forth a being of living elemental 
  energy. Each different element is a different example of this spell, and thus each must be 
  learned separately. The elemental being has 10d8HD, MD18,  AC0, TH+5, S16, I17, 
  Att5d8(R/M), M20, and Resistance +4/(opposing element). The elemental is at the will of 
  the caster, and will remain for 1 minute per level.
  Chain Lightning: Air. A bolt of lightning arcs out from the wizard’s outstretched staff to 
  the target, striking and dealing 5d8 damage +3 per 2 levels, before arcing out to 2d4 nearby 
  enemy targets and striking them as well for half the rolled damage against the first target. A 
  successful CON save will reduce the damage by half. 
  Create Portal: Earth. The spell creates an opening the size of a standard doorway on a 
  target wall no thicker than 5m. Once created, the magical opening will remain, allowing 
  passage freely through to only those the wizard allows to pass; any unwelcome travelers 
  must make a WIS save to force themselves through the barrier. The spell lasts for one hour 
  per level or until canceled.
  Hold Monster: Earth. This spell functions as hold person, except that the spell may target 
  any creature of no more Hit Dice than the wizard’s level. 
  Liquefaction: Earth. The spell turns the surface of up to 30 square meters of earth, stone, 
  concrete, or cement into a viscous, muddy sludge 2m deep. A DEX check will prevent 
  falling into the substance if one is near the edge of the resultant pool of earthy goo, but 
  otherwise any subject stuck within it will find themselves sinking up to their waist, unable 
  to walk or swim free of the sludge unless freed by outside assistance such as a rope lead or 
  a handhold (though this will still require a STR check). The spell itself lasts 24 hours, after 
  which the puddle of mud will dry into sand and thus be easily escapable. 
  Magic Missile Storm:  Magic.  The wizard blasts forth a torrent of arcane barbs, arcing 
  forth from one target to the next until the energy of the spell is expended. The spell deals 
  5d8 damage +3 per 2 levels to a chosen target, but once the amount of damage from the 
  spell is enough to trigger a massive damage check in the first target, the remaining damage 
  arcs out to the next, and so on until all damage is expended. 
  Planar Projection: Magic. This spell functions as per astral projection, save that the wizard 
  may now project themselves directly into the elemental plane rather than the astral. While 
  there the wizard is still in the form of an ethereal, astral body as with the previous spell, and 
  he may travel swiftly through the realms as per  material projection. The holy and unholy 
  realms are still beyond reach without an invitation from one of the powers that lie beyond 
  the gates of heaven and hell. The spell lasts for one hour per level of the caster in planar 
  time, though the actual real time will vary as per the usual rules. This fact can have 
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  dangerous consequences for a wizard who sleeps too long, so it is advisable to have 
  someone to watch over the wizard while he is within the trance.
  Gravitic Slam: Earth. The wizard momentarily manipulates gravity around a target, first 
  lightening it and sending it flying upward, before reasserting the earth’s pull and sending the 
  target hurtling downward with force. The impact deals 5d8 damage +3 per 2 levels, and a 
  DEX save reduces the damage by half.
  Steal  Body:  Unholy.  The  wizard  chooses  a  victim  to  become  host  to  the  wizard’s 
  consciousness, leaping their mind from one body to the other and leaving the victim’s mind 
  behind in the wizard’s original form. The wizard gains the same base STR, DEX, and CON 
  as the target body, but their other stats remain the same, as do their hit points, attack 
  bonuses, and saves. Appearance and voice also are  those of the new body, though the 
  wizard will have to make a successful opposed CHA vs. WIS check to fool anyone who 
  knows the victim and could detect the changes in mannerisms and speech. This spell is 
  permanent, though if both wizard and victim can be brought together,  dispel unholy  can 
  break the spell and force the two back into their original bodies.
  Telekinesis: Magic. The wizard concentrates, and in doing so may move up to 10 kg per 
  level about the air freely, though living beings the wizard attempts to move may attempt a 
  WIS save to resist the effect. Objects may be moved up to 10m per round, and the spell 
  lasts for 1 round per level of the caster. 
  Teleport:  Magic.  The wizard focuses intently on a location familiar to them, and then 
  simply takes a step, instantly transporting themselves to that location regardless of distance. 
  Attempting this spell is dangerous, however, as unless the target location is one intimately 
  familiar to the caster such as a home or workplace that is frequently visited, there is a risk 
  that the spell will go off course. A failed teleport sends the wizard 1 km off course for each 
  point by which the check is failed. If the check fails by 5 or more points, the wizard has 
  also aimed high, appearing 1d10m above the resultant point, and a roll of a 20 simply 
  teleports the wizard beneath the ground, instantly killing them. 
  Wall of Stone: Earth. The wizard creates a wall of impenetrable stone of up to 30 cubic 
  meters, in any dimensions or shape desired within those limits and the limits of physics. 
  The wall is permanent unless the wizard chooses to cancel the spell or it is dispelled. 
  Wizard’s Plate: Water. The wizard instantly crafts a suit of armor of pure crystalline ice 
  that shields them from damage, acting as armor of AC2. This suit of armor will remain for 
  1 hour per level. 
  Level 6
  Anti-Magic Circle:  Magic.  This spell wards a circle around the caster of up to 10m in 
  diameter of all magical energy. The wizard must concentrate continually to maintain the 
  spell, and while doing so no other spell may be cast within the circle, no magical spell effect 
  may cross the circle to affect those inside, and any continuing magical effect within the 
  circle is instantly dispelled. In addition, beings of the astral or outer planes except for the 
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  holy and unholy realms cannot cross the circle by any means or they will die as if by 
  suffocation. The circle can be maintained for 1 round per level. 
  Circle  of  Grand  Summoning*:  Magic.  The  wizard  constructs  a  magical  circle  for 
  summoning capable of calling up and safely containing within the circle an extraplanar 
  being of no more than 12HD, provided the caster knows its name (each name is effectively 
  a separate spell). This is a ritual spell, and the casting takes 30 minutes. Interruption will 
  cancel the spell.
  Cloudkill:  Unholy.  The wizard creates a noxious cloud of pure death 30m across. Any 
  creature of 4HD or less within the cloud must make a CON save or die instantly, and even 
  those of higher HD or who survive the initial check will take 1d8 HP of damage per round 
  within the cloud even if they do not breathe. The cloud lasts for 1 round per level before 
  dissipating. Unholy creatures are immune to this spell.
  Control Weather: Air. The wizard may command the element of air so well as to change 
  the weather at a whim. This spell allows the wizard to change the present state of the 
  weather to that of his choosing, clearing a great storm or creating one as desired, even 
  creating tornados and hurricanes by focusing on the casting for an additional 30 minutes. 
  The effect of this weather change however is limited to a local area within 250m of the 
  caster, however, and will diminish back to its natural state after 1 hour per level. 
  Crushing Wave: Water. The wizard calls forth a great wave of water with the force of a 
  minor tsunami, striking all foes in a swath 10m wide and 50m long for 6d8 damage +2 per 
  level. 
  Disintegrate:  Unholy.  The wizard unleashes a ray of pure concentrated destruction that 
  attacks at the atomic level, simply unmaking any non-magical target or object of up to 10m 
  by 10m in volume, stripping them to their component elements and leaving nothing 
  behind. Living beings may make a CON save to merely suffer 6d8 damage +2 per level.
  Gate: Magic. The wizard may open a gateway directly to any point known by name within 
  the astral or outer planes. The gateway will remain open for 1 minute per level of the caster, 
  but a new one can be opened back to the material plane when needed. Entry to the holy 
  and unholy planes directly is impossible without an invitation by the powers beyond, 
  though a suitable blood sacrifice may be enough to placate the unholy realms (and the 
  caster may find themselves unable to gate back out).
  Geas: Magic. The wizard imposes upon the target a quest, under penalty of curse if the 
  target refuses to do everything in their power to fulfill that quest. The quest may be a task 
  as trivial or as great as the wizard desires, but may not ask the target to directly harm 
  themselves, though they may issue a dangerous quest that could potentially put the target in 
  harm’s way. The curse for breaking the target’s bond may take almost any form the wizard 
  desires, though it may reduce any given stat by no more than half, and may not include 
  death. The geas and the curse’s effects remain until the quest is completed, though it may 
  be lifted by the original caster by another use of the geas spell, or by another wizard casting 
  geas so long as the dispelling wizard is of greater level than the original caster.
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  Globe of Invulnerability: Magic. The spell forms a magical shield around the caster that 
  protects against physical and magical assault, stopping up to 60 damage from physical 
  attacks completely before failing, and allowing a WIS save to negate the effect of any hostile 
  spell targeting the wizard. The spell lasts for 1 round per level or until its maximum damage 
  is exhausted.
  Greater Polymorph: Magic. Works as per polymorph, except that the wizard may now take 
  the form of creatures up to 12HD. 
  Project Image: Magic. The wizard creates a perfect duplicate image of themselves, which 
  appears identical  to the  caster  to  every  sense  except  touch,  and  acts completely 
  independently albeit under the caster’s mental control. Spells targeting the image will appear 
  to fail or be resisted, but any physical attacks will break the spell, and physical touch will 
  reveal the image as an illusory and intangible one. The image lasts for 1 round per level.
  Regenerate:  Earth.  The  source  of  many  a  legend  about  ‘backwards-aging’  wizards, 
  regeneration allows an ailing or dying wizard to regenerate themselves a fresh new body. 
  The wizard’s form must be near-death from ailment, injury, or age to initiate this spell. 
  Once complete, the regeneration will appear as a younger version of their former self, 
  though the change is not perfect, and they take 1 point of permanent damage to STR, 
  DEX, or CON (roll 1d3). They are otherwise free of all injury, ailment, or infirmity, and 
  even lost limbs and digits are restored.
  Shake Earth:  Earth. The wizard commands the earth itself to shake violently as if in a 
  localized earthquake, trembling and cracking with such forces as to deal 6d8 damage +2 per 
  level to all within a 30m wide circle. Targets within this circle must make a DEX save or be 
  thrown to the ground and unable to act for 2 rounds. 
  Vengeful Whisper: Unholy. With the wizard’s last breath, they lay a terrible curse on the 
  one that struck the final blow, reaching out with the last of their magical will and leaving a 
  lingering doom or a terrible retribution upon their killer. The wizard must not have been 
  killed by surprise, and must have at least 6 Will remaining to cast the spell, but may 
  otherwise cast this spell as a free reaction when killed so long as it is contained within their 
  memory. The effects of this spell may be as insidious or instantly deadly as the wizard 
  desires, and may include instantly killing the foe with no saving throw; draining any of its 
  stats or secondary values such as Will, Faith, or HP by 50% permanently; barring it from 
  accessing one single skill, class ability, or monstrous power; inflicting mundane dooms such 
  as inability to eat or sleep; or imposing a geas as per the spell on the target. Other effects of 
  a more poetic nature such as ‘die alone’ or ‘never love’ are also allowed. This effect, 
  whatever it may be, is permanent, and may not be reversed except by divine intervention. 
  The curse however, cannot penetrate an anti-magic circle, and a globe of invulnerability will grant 
  the victim a save against the effect. 
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  Cleric Prayers
  The following lists describe the most commonly known clerical prayers, though 
  the divine will almost certainly has the power to grant more that aren’t known. All cleric 
  prayers are considered Holy unless otherwise indicated. 
  Level 1
  Apostle’s Tongue: The divine will understands all speech, and translates it for the cleric. 
  Functions as per the wizard spell universal tongue. 
  Cure Light Wounds: The cleric lays hands on a living target and heals it for 1d8 damage 
  +1 per level. If applied to an undead target, this prayer causes damage instead with no 
  saving throw possible. 
  Divine Sight: The cleric is gifted divine vision, able to see unholy creatures for their true 
  form, and see the flow of any unholy energies around them, as well as detect the presence 
  of magical effects within their sight. The prayer’s effect lasts for 1 round per level. 
  Guided Strike: The cleric calls upon the divine to guide their hand in combat, making a 
  single strike with a +10 bonus to hit. 
  Heavenly Warmth:  The cleric imbues  themselves or a friendly target with the warm 
  embrace of heaven, rendering them immune to mundane cold for the duration of the spell 
  and giving them Water Resistance +2. Lasts for 1 hour per level.
  Holy Lamp: The cleric ignites a tiny holy flame just above their head, granting them light 
  as if by lantern for 1 hour per level. Any Unholy creatures near the cleric when the light is 
  first cast are blinded for 1 round. 
  Protection from Unholy: The cleric lays a protective aura on the target that grants -1AC 
  and +1 to all saving throws against Unholy enemies. The prayer’s effects last for 1 round 
  per level. 
  Purify Food and Drink: Up to 5 cubic meters of food or drink are purified of all poisons, 
  contaminants, and optionally, undesired intoxicants at a wave of the cleric’s hand. 
  Remove Fear: By laying a gentle but firm hand on the target and bolstering their will with 
  divine comfort, the target of this prayer is cured of any magical or supernaturally induced 
  fear, and gains a +1 bonus to morale checks or to saves against fear effects for 1 round per 
  level. 
  Resist Magic:  The divine will is the natural opposite of the magical will, shielding its 
  chosen and those under their protection from magical effects. The target of this prayer 
  temporarily gains Magic Resistance +1 for 1 round per level of the cleric. 
  Sanctuary:  The cleric lays a protective aura upon the target, shielding them by divine 
  providence from all harm. Anyone attempting to attack the target of this prayer must first 
  make a WIS save, or find their hand guided elsewhere by the effects of the prayer. The 
  effect lasts 1 round per level.
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  Level 2
  Bless: The cleric prays for divine inspiration for themselves and their allies, granting a +2 
  bonus to morale checks and saves against fear, and a +1 bonus to hit and damage. This 
  bonus lasts for 1 round per level. 
  Blinding Sands:  The cleric casts forth their hand, and  a cloud of sand flies from it, 
  blinding up to 5 targets within 10m in front of them for 1 round per level unless a DEX 
  save is made.
  Disrupt Magic:  It is said that it was the divine will that first threatened the ancient 
  wizards, and the cleric has a gift for confounding magical workings. By intoning a hymn of 
  dissonance, magical speech is disrupted within 15m of the caster, thus requiring all spells 
  cast within range to be cast without an incantation, and suffering all applicable penalty to 
  the casting check as a result. The prayer’s effects last for 1 round per level. 
  Freeing the Bonds: The cleric may cast off any mundane bonds or shackles from their 
  body, instantly freeing themselves to move. 
  Hold Person: The cleric speaks a word of holy rebuke and the target is rendered unable to 
  move. Functions as per the wizard spell. 
  Know Soul: The divine will knows the most intricate details of the souls and past deeds of 
  every mortal being, and through this prayer it shares some of that knowledge with the 
  cleric. The cleric will instantly know if the target has ever cast unholy magic, committed any 
  grave crime such as murder or torture, instantly recognize any demonic possession or 
  influence, and for the duration of a single conversation, can sense whenever the target tells 
  a lie or intends grievous harm to the cleric or their allies. 
  Multiply Food: The divine will provides for its own. The prayer instantly doubles a target 
  amount of food and beverage not exceeding 10kg. 
  Passing Unseen: Clerics are often known for the force of their oratory and their ability to 
  draw a crowd, but when needed the divine will can also help to hide its chosen from danger 
  within it. For 1 minute per level, the character automatically succeeds on Stealth checks 
  while within a crowd, and none either within it or without can detect his presence in the 
  crowd without the use of magical senses. 
  Resist Fire: The cleric is protected from the ravages of flames both mundane and magical. 
  For 1 round per level, the cleric is immune to mundane fire and has Resistance +2 against 
  magical fire attacks and spells. 
  Speech of the Wolf: The cleric’s gift for the holy tongues extends even to the non-human. 
  For the duration of a single conversation, the cleric may speak as if by their native tongue 
  to a target animal, able to ask them questions about the area in which the animal dwells. 
  Spiritual Weapon: A holy instrument of judgment springs forth in the air near the cleric. 
  The appearance is up to the cleric or their chosen belief, but is most often a sword, and 
  regardless of appearance it deals 1d8 damage +1 per level, and attacks once per round at 
  the cleric’s melee to-hit for 1 round per level.  
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  Level 3
  Circle of Protection: While not as gifted at magical warding as the wizard perhaps, the 
  practice of the basic magic circle is still well within bounds for a cleric. This prayer 
  functions as per the wizard spell.   
  Cure Disease:  The cleric lays hands on the target and instantly heals any magically or 
  supernaturally afflicted disease from the subject, and a further WIS save from the subject 
  will heal mundane diseases as well. Note that any damage to HP or stats must still be healed 
  separately. 
  Cure Serious Wounds:  The cleric lays hands on the subject and heals them for 3d8 
  damage + 1 per level, or deals the same amount as damage if the target is unholy in nature.
  Dispel Magic: Through the divine will, the power of prayer can conquer the power of the 
  arcane. This prayer functions as the wizard spell of the same name. 
  Glyph of Warding:  The cleric wards a chosen door or room with a prayer of divine 
  retribution,  magically  inscribing  holy  glyphs  upon  its  surface  that  shield  it  from 
  unauthorized entry. No creature, mortal or otherwise may enter said room without either 
  speaking a chosen password or being invited by the cleric or a member of the warded 
  household. Attempting to do so without such consent will inflict 3d8 Holy damage against 
  the intruder and hurl him backwards from the breached entry point 1d4×10 meters. This 
  spell is permanent, but expires upon discharge of its damaging payload.  
  Locate Object: The divine will grants guidance to those in search of it. This spell functions 
  as the wizard spell, save that a material component is not necessary. 
  Remove Curse: The cleric prays for divine intervention to free the subject of any magical 
  curse, provided the level of the curse’s caster is equal to or less than that of the cleric. Note 
  that the curse of a geas is recurring, so removing it will only last for 24 hours unless the geas 
  itself is removed. This spell can remove the effects of vengeful whisper however, provided the 
  cleric is of sufficient level.
  Speak with Dead: The divine will is the ultimate authority on the flow of souls between 
  the material world and the realms beyond, and in times of need can open a channel 
  between material body and absent soul. In intoning this prayer, the cleric may hold one 
  conversation of no more than 1 minute per level with the soul of a deceased target.
  Throw Open the Doors:  The divine will casts open barriers with ease. This prayer 
  functions as the wizard spell knock, but may also be used on magically sealed locks provided 
  the cleric’s level is equal to or greater than that of the wizard who sealed the lock.
  Walking on Water: The cleric may walk on the surface of the water as if it were glass for 1 
  minute per level.
  Level 4
  Burial of the Dead: The prayer seals away a target corpse, sending it deep beneath the 
  earth and preventing it from being disturbed by anything short of an act of the divine, and 
  the corpse itself from ever being raised as one of the undead. This effect is permanent.
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  Covering Darkness:  The divine will responds to the cleric’s prayer with a blanket of 
  darkness, covering an area up to 50 meters across in complete darkness. Darkvision and 
  magical senses are sufficient to penetrate it, but all normal vision is useless, and even 
  technological vision assistance is useless. Attempting to fight in darkness without the 
  assistance of magical vision essentially renders the AC of all targets to AC0.
  Create Food and Water:  The cleric prays for manna from heaven, and it is granted, 
  creating up to 5kg of edible bread with all the nutrition needed to survive, as well as up to 3 
  liters of pure and clean water into a waiting vessel. Unholy creatures cannot eat or drink the 
  resulting meal, as its consumption will act like a holy poison, burning them from the inside 
  for 4d8 damage.  
  Cure Blindness: The cleric lays their hands over the target’s eyes and intones a prayer of 
  healing, instantly curing magical or mundane blindness.
  Curse of Babel: Calling on one of the most ancient of curses, the cleric confounds the 
  speech of as many targets as their level, preventing them from understanding speech or 
  being understood, as if they were suddenly only fluent in a language known only to 
  themselves. This effect lasts for 1 minute per level of the cleric. The effects of this spell will 
  disrupt magical incantations, effectively forcing all spells to be cast as if without speech.
  Exorcism:  The unholy has no power to torment those the divine has chosen for its 
  protection, and may not dwell within those that a chosen cleric chooses to free of their 
  bonds. By intoning this prayer, the cleric may cast out possessing creatures from a chosen 
  target, who must make a WIS save in order to remain. This spell may be repeated, should 
  the effect fail, and the target possessing spirit or spirits will suffer a cumulative -2 penalty to 
  the save against the spell with each attempt, to a maximum of -6.
  Flaming Sword: The cleric imbues their weapon with flames of divine justice, dealing an 
  additional +2d6 damage to all unholy enemies in melee for 1 round per level.  
  Mass Protection from Unholy: This spell functions as the spell protection from unholy, but 
  may now be applied to as many friendly targets as the cleric’s level so long as they are 
  within 30m of the cleric. 
  Neutralize Poison: The cleric cleanses the target’s body of all toxins both mundane and 
  magical, though any permanent damage must be healed separately. 
  Night Walk: As the prophet once did, the cleric may step from their body and walk the 
  earth as a soul. This spell functions as the wizard spell material projection.
  Stone of David: The cleric imbues a single stone with divine force, hurling it at the target 
  with the speed of a sniper’s bullet. Roll as a ranged attack with a +5 bonus to strike, and on 
  hit it deals 2d10 damage to the target, or 4d10 if the target is an unholy creature.
  Level 5
  Anti-Magic Circle: The arcane is no match for the will of the divine when it exerts its full 
  power. This prayer functions as the wizard spell of the same name.  
  Armor of God:  The mantle of the divine shields the cleric from harm, granting them 
  Resistance +4 against all damage for 1 round per level. 
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  Cure Critical Wounds: The cleric lays hands on the target, healing 5d8 damage +1 per 
  level, or causing that amount of damage to an unholy target. This prayer will also heal 1d4 
  temporary stat damage, distributed to any stat as needed. 
  Dispel Unholy: The devout prayer of the cleric can unmake the bonds of unholy magic 
  with such force as to destroy unholy creatures. The cleric targets one unholy creature, and it 
  and all unholy beings within 10m of the target must make a WIS save or find the bonds 
  that keep them within this reality broken. Undead creatures who fail this save are destroyed, 
  and demonic creatures are banished back to the unholy plane. Even if the save is made, all 
  creatures affected must flee the scene, automatically failing their Morale check at the end of 
  this round of combat.  
  Flame Strike: A column of holy fire strikes the earth from above. All targets within 10m of 
  a target point take 5d8 damage. Non-unholy creatures may make a WIS save for half 
  damage.
  Greater Circle of Protection:  The cleric’s knowledge of magical wards improves. This 
  prayer functions as the wizard spell of the same name, save that the damage dealt is 
  considered Holy instead of Magic damage. 
  Geas: The cleric may charge a subject with a holy duty. This spell functions as per the 
  wizard spell of the same name, save that the cleric may not instruct their charge to commit 
  any evil or unholy act.  
  Plague of Retribution: The cleric curses the target with a plague of biblical proportions 
  which may only be cured by the intervention of the divine. Unless a successful CON save is 
  made, the subject takes 1d8 damage per round +1 per level. This spell lasts for 1 round per 
  level of the cleric or until cured by cure disease.
  Plane Shift: Divine beings pass at will between the veils that separate each plane, and the 
  chosen of the divine will may also take such jaunts. The cleric, and up to 5 of its allies 
  within 10m may simply shift themselves to a location anywhere in the astral or elemental 
  planes that is known to them at least by name or description. Shifting to the unholy plane is 
  not possible by any means with this spell, but shifting to the holy realm is possible with 
  permission from the powers above.
  Raise Dead: By laying hands upon the recently deceased, the cleric may restore a perished 
  mortal being of the material plane to life. The target must not have been dead longer than 1 
  day per level of the caster, and the target revives with only 1 hit point, and will be weak for 
  2d6 days unless a CON save is made, suffering a temporary 50% penalty to all of their stats. 
  If cast on an undead creature, the creature must instead make a CON save or perish 
  instantly. 
  True Seeing: The divine will grants the cleric the sight of truth, able to see all things by 
  their true nature. The cleric sees through all illusions, shapeshifting, magical concealment, 
  darkness,  possession,  polymorph, invisibility, stealth, and may even see into the near 
  reaches of the astral plane by concentrating and focusing his gaze to the reality beyond the 
  material. This sight lasts for 1 round per level. 
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  Level 6
  Angelic Intervention: The cleric calls forth the intervention of one of the divine beings 
  themselves, a holy manifestation of their chosen faith which will fight by the cleric’s side. It 
  will defend them and attack the cleric’s enemies, so long as the cleric’s cause against them is 
  just or the foe is unholy. This manifestation has 12d8HD, MD20, AC-2, TH+6, S18, I19, 
  Att4d8(R/M, Holy), M20, and Resistance +4/Unholy, and will remain to fight for 1 round 
  per level. 
  Blade Barrier: The cleric calls forth a barrier of holy blades to shield them from attackers. 
  This wall of divine steel may be up to 10 square meters in any shape, and deals 6d8 damage 
  to any unwelcome foe that dares cross it, though mortal creatures may make a DEX save to 
  halve the damage. 
  Commanding the Storm: The cleric calls on the divine will to summon or cast out the 
  storm and winds. This prayer functions as the wizard spell control weather, save that it may 
  only be used to create or calm an ongoing storm. 
  Heal: The cleric lays hands on the target and completely heals it of all malady and injury, 
  completely healing it to full hit points, and removing any poison, disease, magical malady, 
  or temporary stat damage from the target. 
  Part Water: The cleric raises their hands and parts the very sea before them, creating a dry 
  walk way through an open body of water. The prayer clears a path of up to 1km through a 
  river, lake, or sea no deeper than 100m. The pathway lasts for as long as it takes the cleric 
  and their allies to cross, after which the pathway instantly crashes back.
  Resurrection: The cleric may now raise the dead to even greater health and after greater 
  time period. This spell functions as per raise dead, except the target is now raised with full hit 
  points, and the corpse can be no older than 1 year per level of the cleric. 
  Shake Earth: With a word of divine power, the very earth shakes before the cleric. This 
  prayer functions as the wizard spell.
  Transfiguration:  The cleric is taken up to the heavens,  traveling directly to the divine 
  plane, and from there to any point in the material. The entire motion takes but 1d6 minutes 
  in real time, unless some divine being chooses to waylay the cleric in the holy plane. 
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  Arcana Rising
  Chapter 6: Companions
  Few heroes are true lone wolves, and even a simple temple thief can always 
  benefit from someone or something to watch their back. A wizard might keep a familiar or 
  a creature of the planes that is bound to his service, a forestwalker might have a wild beast 
  it has raised from a cub, and everyone respects the value of a loyal canine companion. The 
  following represents an optional system for player characters to take such a companion, a 
  loyal creature which will follow the character into harm’s way when needed so long as the 
  character can care for its needs.  
  Choosing a Companion
  The choice of what sort of creature the character may choose as their companion 
  depends upon the nature of their bond with the animal, though regardless, the creature 
  cannot be humanoid or possess human-level intelligence, and it cannot be of greater than 8 
  Hit Dice. Each type of bond has its merits and flaws, and some are only available to certain 
  classes due to the nature of the supernatural link involved. These types are listed as follows.
  •
  Raised: The character has raised a mundane animal such as a dog or even a wild 
  creature such as a fox or wolf, and it is thus a loyal pet and companion. This may 
  be any animal found in the natural world that can thus be raised and trained, and 
  will react and respond to command as a particularly intelligent and well-trained 
  example of the species. The animal must however be cared for, and thus the 
  player will need to spend 50 per month for the creature’s needs. 
  ₳
  •
  Bestowed:  Some  supernatural  force  or  being  has  granted  the  character  a 
  companion, perhaps for services rendered in the past, or as an assignment, 
  entrusting the creature to the character’s care. The creature will be a supernatural 
  being, of the elemental type of the plane of the force bestowing it on the 
  character, and so long as the character is diligent in raising and caring for it, it will 
  remain loyal to the character. The supernatural needs of the creature are more 
  expensive, however, and it will cost 75 per month to maintain. 
  ₳
  •
  Spirit-Linked:  This option is available only to forestwalkers, and represents a 
  spiritual bond to a creature of the wild. This creature can be any mundane animal, 
  and is linked to the forestwalker by a bond similar to that of a totem spirit. The 
  forestwalker may communicate with the creature freely as with any animal, and so 
  long as the forestwalker dwells or travels in wild places it need only call for it and 
  it will appear. The forestwalker need not worry for maintaining the creature’s 
  needs or training, but the creature itself may from time to time ask for assistance 
  with matters of the natural world, such as protecting its pack or home territory 
  from danger.  
  •
  Guardian:  The divine will has appointed a cleric or champion with a holy 
  protector, a mundane or supernatural being of holy countenance that will aid and 
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  protect the character when it sees it is most needed. So long as the character is in 
  pursuit of a noble cause, the creature will fight beside the character as long as 
  needed, and guard them and their household from harm so long as the character 
  remains in loyal service to their divine cause. This creature does not require 
  upkeep of any kind, but will only obey a just and righteous order, and retreat to 
  the planes rather than take part in odious action on the part of the character or 
  their allies. Should such transgressions occur too frequently, the creature will 
  simply revoke its service and leave, never to return.
  •
  Summoned: The creature is a magically summoned creature, one that the wizard 
  has called forth with enough frequency and formed enough of a bond with that 
  bringing it forth is a near-cantrip level spell. It may be any planar creature, though 
  it still must be non-humanoid and below human intelligence, and it dwells most 
  times within the planes as always. The wizard may summon the creature into the 
  material plane for 1 Will and without a casting check, though anything that 
  disrupts spell casting such as an  anti-magic circle  or being silenced will also 
  prevent bringing the creature forth. The creature will stay as long as the wizard 
  wishes, and the wizard may send it back to the outer planes whenever needed. 
  Maintaining this relationship, however, does require that the wizard regularly pay 
  the creature’s summon price, which practically speaking amounts to 10 per
  ₳
   
  month per Hit Die of the creature (as according to its current stats).
  •
  Soulbound: The wizard’s very soul has been bound to the creature in question by 
  ritual or by supernatural intervention. It can be any supernatural creature, though 
  must  still  be  non-humanoid and below human intelligence. The bond between 
  them is such that the two beings may communicate instinctively. The creature may 
  be  summoned  at  will  whenever  needed,  and  will  remain  loyal  unto  death. 
  However, this bond has its cost: if the bound creature ever perishes, the wizard 
  suffers 1 point of WIS damage permanently, and permanently loses 1d3 points of 
  Will.
  Regardless of the type of bond to the creature, the chosen creature’s standard stats 
  are ignored, as the bond and the training of the creature’s master overrules its natural 
  instincts.  If the creature’s standard HD is greater than 2, it will begin its life with the 
  character as one of the species’ young rather than a full-grown example, and will not attain 
  full size until its level reaches that of the original creature’s standard HD.  In addition, if the 
  creature is of 2HD or greater and has additional attacks or abilities beyond tooth and claw, 
  those abilities will not be available immediately, but will instead become available as the 
  creature levels: one new ability from the creature’s description of the player’s choice each 
  level. 
  Companion Statistics
  A character’s companion possesses stats similar to that of a monster, but as its 
  master levels, these stats improve. Table 19 represents the creature’s stats at each level of 
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  experience. Note however, that the Morale column is only relevant to raised, bestowed, or 
  summoned creatures; guardian, soulbound, and spirit-linked creatures will not abandon 
  their masters under any circumstance unless instructed to. In addition, if the character has 
  not fulfilled its upkeep of the pet for the month, its Morale checks are at -4.
  Table 19: Companion Stats
  Hit Dice
  MD
  H.P.
  To-Hit
  Save
  AC
  Init
  Damage
  Morale
  1
  2d8+2
  10
  11
  +1
  10
  8
  10
  1d8+1
  12
  2
  3d8
  11
  13
  +1
  11
  7
  11
  1d8+2
  13
  3
  3d8+2
  11
  15
  +1
  11
  7
  11
  1d8+3
  13
  4
  4d8
  12
  17
  +2
  12
  6
  12
  2d8
  14
  5
  4d8+2
  12
  20
  +2
  12
  6
  12
  2d8+1
  14
  6
  5d8
  13
  21
  +3
  13
  5
  13
  2d8+2
  15
  7
  5d8+2
  13
  23
  +3
  13
  5
  13
  2d8+3
  15
  8
  6d8
  14
  25
  +4
  14
  4
  14
  3d8
  16
  9
  6d8+2
  14
  27
  +4
  14
  4
  14
  3d8+1
  16
  10
  7d8
  15
  29
  +5
  15
  3
  15
  3d8+2
  17
  11
  7d8+2
  15
  31
  +5
  15
  3
  15
  3d8+3
  17
  12
  8d8
  16
  33
  +6
  16
  2
  16
  4d8
  18
  Levelling a Companion
  A companion gains experience levels over time relative to that of its master. Each 
  time the master levels up, so too does the companion, its stats increasing accordingly as 
  described in the previous sections. In exchange, a character with a companion requires 20% 
  more experience to gain a new level of experience so long as the companion remains with 
  them.  
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  Chapter 7: Wrinkles
  By now, we have a pretty good number of important details about the player 
  character: how skilled they are, where their gifts for combat and the supernatural lie, their 
  education, and what they do for a living when not doing the hero thing. For some players, 
  this information and a name (and you should choose a name!) may be all they need to 
  proceed. For others who wish for a little more inspiration or detail, the following chapter 
  will provide a handy system of tables for adding some additional key details to the character 
  in order to make them more interesting. Players who already have a solid back story in 
  mind for their character need not make use of the system; it is a purely optional system 
  meant to provide players with extra inspiration.
  Wrinkles
  Wrinkles are those little tidbits that give a 
  character  and  their  life  a  bit  more  flavor  and 
  personality, key quirks or life events that have shaped 
  the character into who they are today. Just as even a 
  young face that has seen a few things in its time will 
  have a few lines and creases, so will the very soul of 
  one who has chosen to take up a life of action.
  To determine which wrinkles might define a 
  character’s past and present nature, one may roll on Table 20 1d3 times, followed by rolling 
  on the sub-table  on the page indicated. How you choose to have these events and 
  characteristics define your character is up to you, though most descriptions will hint at 
  some common traits. 
  78
  Table 20: Wrinkles
  d6
  Sub-table
  1
  Family (p.79)
  2
  Childhood (p.80)
  3
  Adult Life (p.81)
  4
  Friend/Enemy (p.82)
  5
  Bizarre Encounters (p.83)
  6
  Quirks (p.84)
  
  Arcana Rising
  Family
  Family is where we come from, and as much as we may wish to escape it, that can 
  shape who we are for generations to come. Something in the character’s family history, 
  background, or even bloodline continues to affect them even now that they have grown 
  and moved on.
  Table 21: Family
  d10
  Details
  1
  Orphan: You no longer have living parents, and may not have even known them. 
  Whether they died before your birth or during childhood, your life soon became a 
  nightmare of foster homes, orphanages, or even homelessness.
  2
  Immigrant: You or your family are not from here. You may have been adopted by 
  native parents, immigrated as a family, or immigrated on your own, but as a result 
  you have dealt with racism and difficulty adjusting to your new home.
  3
  Happy Household: You had a perfectly normal, happy childhood. It was awful. In 
  your boredom you were prone to all the usual childhood attention games, and 
  while you maintain your parents’ strong moral code, you’ve added a notably anti-
  establishment bent to it that continues in adulthood.
  4
  Disowned: You are no longer on speaking terms with your family. Something you 
  have done, or not done, lead your family to disavow your role, leaving you alone 
  in the world because of it.
  5
  Death in the Family: A cherished family member died through tragedy in your 
  formative years, perhaps by illness, or even through murder, likely leaving you 
  with some determination to combat such causes in the future. 
  6
  Fairy Godmother: You have a supernatural benefactor, one sworn to you on your 
  birth. How that benefactor chooses to intercede however, may be up to its own 
  alien interpretation of such duty, and be as much a curse as a boon.  
  7
  Blooded: There is something ‘special’ about your familial bloodline, be it traces of 
  extraplanar descent, magical talent, or mortal inheritance or nobility.  There is a 
  long tradition in your family which you are often burdened or even fated to 
  uphold as a result of that blood.
  8
  Divorce: Your parents divorced while you were still young, leaving you either with 
  one parent while the other was denied access (or refused to be involved) or torn 
  back and forth from one parent to another.
  9
  Poverty: You grew up in great poverty. Your parents did the best they could, but 
  even as a young child your next meal was never certain. You may even have slept 
  in the streets or in shelters, a world you have no desire to return to.
  10
  Supernatural Parent: One of your immediate parents, or at least a grandparent, is 
  an actual supernatural or planar being of some stripe. Sadly this afforded you no 
  actual supernatural ability save maybe the talent that lead you to your class, but 
  you look ‘different,’ for good or ill, and it makes family politics really interesting. 
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  Childhood
  One’s time growing up and entering the halls of learning is a very formative one, 
  shaping the character’s life for years to come. Something notable has occurred in that time 
  that still marks the character’s personality to this day.
  Table 22: Childhood
  d10
  Details
  1
  Bullied: You had the misfortune  of growing up ‘different,’ and children are 
  ruthless conformists. The other kids made your life a living hell growing up, and it 
  still smarts to this day.
  2
  Traumatic Lesson: Some well-meaning teacher, parent, or authority figure taught 
  you a lesson that you indeed never forgot, with a force that still leaves mental 
  scars and influences your actions in not always rational ways.
  3
  Apprenticeship: You knew the mixed benefit that is a traditional apprenticeship, 
  learning your craft from a master who was both wise and harsh at times. You 
  learned much, but being forced through that much at an early age was hard on 
  you.
  4
  Tragic First Love: Young love rarely lasts, but in your case it was particularly 
  traumatic. Perhaps your lover died, or rejected you in a most spectacular fashion, 
  but it left you scarred towards love for the rest of your life.
  5
  Abuse of Authority: You were someone’s least favorite child. Be it a bad teacher, 
  an unfair administrator, a resentful parent, one of your authority figures in youth 
  was not a good person, and they took it out on you.  Their position  let them 
  punish you seemingly for being alive, and left you with a permanent distrust of 
  power.
  6
  Expelled: You were either a bad seed, fell in with one, or merely made a really 
  spectacular mistake, but somehow you got expelled from one or even many of 
  your schools. If you still pulled together an education, good on you, but it’s likely 
  you still have a certain distaste for authority. 
  7
  School Tragedy: Something truly awful happened at your school, while you were 
  still in it. Whether a natural disaster, or a human-induced one, seeing a place of 
  safety so violated is a rough experience, and it still makes you wary.  
  8
  Lost Opportunity: The ankle break before the big game, the fumbled word at the 
  spelling bee, the misfiled essay that cost you the scholarship, something happened 
  that cost you an opportunity that could have given you a whole different life than 
  the one you have now, and the bitterness still eats at you.
  9
  Accomplishment: You did it, won the championship game, topped the school 
  math contest, aced your SAT … and then did nothing with your life afterward, 
  leaving you to rest on increasingly withering laurels to hide a secret guilt of never 
  topping yourself again. 
  10
  Bad Vacation: You had a childhood vacation that went horribly wrong: the 
  summer camp murders, the tornado on the way to grandma’s house, the time an 
  ex-con hijacked the car and made your family drive to Mexico … You are thus 
  understandably something of a homebody, whose idea of ‘vacation’ these days is 
  ordering takeout and staying home to watch reruns. 
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  Adult Life
  The real world is no less scary than the supernatural one at times, and any number 
  of things can occur that leave an indelible impression, changing fortunes, scarring minds, 
  and leaving behind consequences for decades. 
  Table 23: Adult Life
  d10
  Details
  1
  Heartbreak: Someone hurt you. Bad. You tried so hard, and got so far, but in the end, it 
  didn’t even matter. Now you’ve got a heart made of stone and a chip on your shoulder, and 
  an easy trigger finger when it comes to smart remarks about the opposite sex.
  2
  Jail Time: You fought the law, and the law gave you 5 to 10 with time off for good 
  behavior. Your time in the joint left its mark, and it also left a good recipe for toilet wine 
  and a healthy paranoia about the politics of violence.
  3
  Workplace  Accident:  Something  went  wrong  on  the  job,  and  not  in  the  ‘gave  you 
  superpowers’ way, but in the ‘workman’s comp claim and 6 months of physical therapy’ 
  way. You still have some lingering effects of the accident: a bad knee, a missing finger, or 
  even just nervousness around loud noises and heavy machines.
  4
  Military Service: The character served a tour of service in the military, either as volunteer or 
  draftee. Chances are good that most of the time was more boring than most people can 
  imagine, but the parts that weren’t still stick with you, and the sense of discipline and 
  camaraderie has remained for life.
  5
  Disgraced: You are not on your first career. You had another job before this one, one in 
  which you did something for good or ill that got you blackballed from the profession. 
  Maybe you were just that bad, maybe you peeved the wrong person  in power, but the 
  reputation you gained nonetheless still haunts your life. 
  6
  Dark Secret: You did something. Something bad. Something no one must ever find out 
  about or risk dire consequences or at least complete disgrace.  It might be a capital crime, 
  betrayal, enraging the wrong powers that be, or some supernatural sin beyond mortal law 
  that would lead anyone to condemn you. You always live in fear of being discovered and 
  are often cagey about your past.  
  7
  Unfulfilling Job: Your job sucks. Not like ‘daily threat to life’ sucks, or ‘digging through 
  human excrement’ sucks, but more ‘insurance telemarketer’ suck: that slow, miserable 
  tedium that makes you feel guilty for hating it because you know it could be worse, but it 
  nevertheless gives you the desire to escape it as often as possible.
  8
  Oppression: You come from somewhere where you are not free. Whether you still live in 
  that place or not, you know intimately what it is like for your speech, your movements, and 
  your very existence to be under oppression and fear from powers on high, and it has 
  shaped you into someone who values freedom and fears authority and power. 
  9
  Crime Victim: Your sense of safety and security were rocked by an assault on life, body, or 
  property, a threat profound enough that it drives you either to fear of harm and violation, 
  or a rage for justice or vengeance.  Whether the crime was solved and the perpetrator 
  punished will have profound impact on your opinion of the law.
  10
  Crisis: You were there at ground zero of a major national crisis, be it natural or man-made, 
  from hurricanes to invasions. Whether as a victim or one of those responding in aid, your 
  reaction to that event shaped who you are. Did you stand with those who sought to help? 
  Did you loot and riot in the ruins? Were you hurt or frightened and left huddled in the 
  dark? 
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  Friend/Enemy
  We leave our mark on the world by who we affect, and are known by both the 
  company we keep and the enemies we make in this life. The character has had a notable 
  experience that has left them either with a notable ally, or a bitter foe.
  Table 24: Friend/Enemy
  d10
  Details
  1
  Wanted: You have committed a crime in the eyes of one or more authorities and now you 
  are wanted by the law. It may not be an active manhunt, or even an ongoing investigation, 
  but a warrant is at least in the system. Further legal entanglements are best avoided. 
  2
  Political Rival: You’ve angered someone in the local political power structure, someone 
  with the clout to make life difficult for you so long as you live within their jurisdiction, and 
  possibly even mean harsher judgment should you run further afoul of the authorities.
  3
  Blood Feud: You have a sworn enemy, and the feeling is mutual. Someone from your past, 
  or even your family’s past, has sworn violent retribution against you and yours for some 
  slight either just or otherwise, or has wronged your own line such that you yourself are 
  sworn to vengeance against them. 
  4
  Planar Threat: You made the worst kind of enemy, the kind that doesn’t even live in this 
  world. Some being or power in the outer planes has you on their hit list, meaning jaunts 
  into their home plane are a recipe for violent confrontation, and it may be only a matter of 
  time before they find a rift here to settle the score.  
  5
  Crime Lord: You have drawn the attention of a powerful figure in the local criminal 
  community, and that is almost never good, even when it is positive attention. Merely 
  knowing such a figure can be a dangerous position, and if the nature of your relationship is 
  a hostile one, you can count on them aiming to settle the score soon.
  6
  The Ex: You had a relationship that was to stand the test of time … until it didn’t. Whether 
  it split amicably, or with prejudice, this person still manages to find a prominent role in 
  your life, either as a friend, an enemy, or merely someone who you have no choice but to 
  try to get on with. It's for the kids, you see …
  7
  Monstrous Friend: You pulled the thorn from the lion’s paw, only the lion is actually a 7-
  foot tall creature of nightmare with a taste for mortal flesh who dwells in a land of horrors 
  and tortures exquisite. Still, it’s a good marker to be able to call in when some violence 
  needs doing, and despite their inhuman nature, they have a way of growing on you. 
  8
  Rogue Element: You’ve got a friend who is on less than great terms with the law, and 
  probably doesn’t really mind. They’re great to have around when it comes time to do some 
  law-breaking, but they also have a habit of showing up and making you an accessory to 
  something simply by their presence.
  9
  Police Connection: You’ve got a friend on the local force, not high up enough to get you 
  out of much more than a parking ticket, but a good friend to have around when you need 
  to run a background check or a license plate without paying some internet contractor 
  entirely too much money for not enough information.
  10
  Mentor: There is someone in your life who has been a valuable teacher and adviser through 
  the years: the master to your apprentice, or a favorite professor, or a respected employer. 
  When you need career guidance or a level head to bounce things off of, they can at least be 
  counted on to lend an ear.  
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  Bizarre Encounters
  The  supernatural  is  very  real,  and  while  most  live  their  lives  without  ever 
  encountering anything more than a funny chill while walking through a graveyard, those 
  who take up a life of danger often do so because they’ve had a run in with some 
  supernatural force or event.
  Table 25: Bizarre Encounters
  d10
  Details
  1
  Ritual Murder: Your life was touched by occult sacrifice. Someone you knew died for 
  unholy purposes, and you may even have been witness to the ritual scene itself. Ritual 
  sacrifice leaves touches of dark magic behind on all who witness it, and a touch of madness 
  will always haunt the back of your mind. 
  2
  Cult: You were part of a cult, perhaps as a willing convert in the beginning, or dragged 
  along by family, or even as an abductee. It may have taken years to escape the cult’s hold on 
  you. If the cult is still active it may even guard its members jealously, willing to act overtly 
  or covertly to either bring you back or silence you from speaking out against them.
  3
  Abduction: You were abducted by something from the beyond, snatched from where you 
  stood by some planar being for a purpose you may still be unaware of, and even your 
  memories of the event may have been clouded by hallucination and illusion. No one takes 
  you seriously, and many even suspect your sanity has gone.
  4
  Divine Intervention: The divine will has touched your life in a way far more overt than 
  most will ever encounter. An angelic visitation, a miraculous sign, a holy message, or even 
  an act of pure unbelievable providence has given you a strength of faith, or a doubt in your 
  own sanity, depending on your perspective of the events. 
  5
  Close Encounter: You saw something. You’re sure of it. You’re not sure what, and no one 
  but a few people you’re pretty sure are borderline schizophrenics will believe you, but you 
  know there was something in those woods that night, if only you could clearly remember it. 
  You’ve spent a potentially unhealthy amount of time in search of answers to piece it 
  together. 
  6
  Arcane Dabbling: You have a history of occult study and arcane experimentation. Even if 
  you are not now a practicing wizard, you have at least attempted it, and may even have a 
  better than average understanding of magical laws. You also may have long term magical 
  side effects from clumsy juvenile spell casting.
  7
  Demonic Possession: You or someone you know have felt the cold violation of an unholy 
  presence taking root within your soul. The demon, if it still lives, knows your name, a fact 
  that still wakes you in a cold sweat some nights, knowing that someday it may find you 
  again.  
  8
  Accidental Summoning: Somewhere along the line you read the wrong passage from some 
  old tome of magical lore you thought bunk or to be a recipe for a simple love curse, and it 
  drew forth a creature of the planes without benefit of a magical circle. You survived, but 
  depending on how it played out the thing may hold a grudge.
  9
  Astral Jaunt: You’ve seen the astral plane. Vividly. Whether through a lucid dream gone 
  wrong, a too-deep meditation session, or just a bad acid trip, you tripped the light fantastic 
  right into the nearest outer plane, and man was it weird. The stuff you saw there still gives 
  you dreams both terrible and beautiful. 
  10
  Fey Dalliance: You have known the hospitality of the fae, dancing with woodland sprites, 
  partying with satyrs, bowling with gnomes, or even laying with a sidhe lady herself. It was 
  an experience that is still so dreamlike in your mind it is hard to know if it really happened, 
  and its glamour has left the rest of reality with a dull sheen to your eyes.
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  Quirks
  Everyone has their little flaws, or for that matter, sometimes big ones. These are 
  the kinds of traits and habits that are strong enough to leave an impression on all one 
  meets, and to inform more actions than perhaps they even should.  
  Table 26: Quirks
  d10
  Details
  1
  Addiction: You have a vice that needs indulged. Be it as simple as a Finn’s taste for coffee, 
  a love for good old-fashioned alcohol, or Holmes’ love for a nip of the cocaine, you have 
  an addiction and you need your fix on a regular basis.  Otherwise you will be a cranky 
  person, to put it mildly, and resisting a fix takes some doing. 
  2
  Code of Honor: You have a code of honor or ethics that you cling to no matter what. It 
  may not exactly be in line with any legal structure or religion known, but they are your  
  principles, and in a darkened world it is more important than ever to hold on to them. 
  3
  Soft-Spot: Perhaps out of sympathy from some personal tragedy, or just an irrational need, 
  there is some particular kind of trouble that you just can’t help but get involved in. Be it 
  children in need or a damsel in distress, you can’t help charging in on your white horse to 
  save the day.
  4
  Depression: You don’t feel the way other people feel. They think you’re too sad, or too 
  negative, but that’s not the half of it: being sad would be a step up, something to feel. 
  Either by trauma or chemistry, you find it hard to find joy or even real pain in many things,  
  as if your brain just can’t muster the energy to even be tired; leaving you in a dull, listless  
  state of being that saps your will and makes you fear happiness and lust for hurt.
  5
  Mis-identity: You weren’t born into the right physical you. Maybe you were born the wrong 
  sex. Maybe you’ve the soul of some other thing that got lost on its way to the mortal plane 
  and its new body. Or maybe you’ve just been thrust into a role in life that is not now and 
  never will be your comfort zone, living in what feels like an age a century too soon or too 
  late. What is certain is you’re never quite comfortable in the skin you were born with.
  6
  Terminally Cautious: Discretion may be the better part of valor, but that only tracks so far, 
  and you’ve gone well beyond that line a long time ago. Too many scary stories and things 
  that go bump knocking on your door has left you with the temperament of a cockroach just 
  as the lights come on. Danger is not your middle name. It’s probably something like 
  ‘Release Form’ or ‘Double Indemnity.’
  7
  Honest to a Fault: Whether through a commitment to the virtue, impatience with tracking 
  one’s stories, a lack of a self-censor, or simply no talent for mistruth, you just don’t lie. You 
  might have no issue keeping your trap shut when it’s needed, but you just can’t be counted 
  on to tell even a half-truth if called upon to do so.
  8
  Fish out of Water: You aren’t from around here, or at least you’re new on the job. You 
  might not necessarily be foreign to where you are, but you might be new to the city, or the 
  type of work environment, or a little bit too wide-eyed and lacking caution when it comes 
  to all this crazy supernatural nastiness.
  9
  Pleasure-seeker: Life is short, and you don’t believe in wasting a minute of it. You 
  adventure as much for the fun as any other purpose, and you’ve a love of fine food and fine 
  booze that knows few limits.
  10
  Out of Time: Your days are numbered. Maybe you’ve a terminal disease, a magical curse 
  with a long fuse, or some magical or mortal creature that wants to see you dead and has the 
  means to make that a certainty. Whatever the means, you know your time is short and you 
  aim to make the best of it.
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  Bringing it Together
  Once you’ve taken down all of the Wrinkles, spend some time thinking up some 
  general details for them, figuring out the whys and wherefores  of each piece. Take 
  particular  effort to  look  at them as  a  whole  as well,  to see  if there  might be  any 
  commonalities between them that might suggest a pattern or even a single sequence of 
  events. A set of Wrinkles need not necessarily describe isolated incidents. As well, if you are 
  generating characters together with the rest of the group, you might look for possible ways 
  your back stories are actually linked. Two characters with one of the same Wrinkles might 
  actually have been part of the same event.  Even seemingly unrelated ones can have a 
  connection: maybe one character's Dark Secret is that they were the one responsible for the 
  other's Lost Opportunity, though it is wise to be careful with combinations like that which 
  could lead to too much inter-party conflict.
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  Chapter 8: Adventuring
  Whether saving the world or just the lower west side, an adventurer’s talents 
  beyond merely the martial ones will be challenged constantly. When exploring the many 
  ancient ruins and dangerous lairs one might delve into in search of unholy creatures or lost 
  treasures, all manner of hazards might await. The following chapter will detail the basic 
  methods for handling basic tasks and dangers that don’t involve stabbing some nether thing 
  in the gentleman’s area.  
  Stat Checks
  The  basic  method  of  resolving  an  action  that  doesn't  involve  combat  or 
  immediate life-threatening or dangerous consequences is the stat check. The player declares 
  what action they wish to attempt, and the DM decides what stat is most appropriate to that 
  action based on the descriptions in Chapter 1. Once the appropriate stat is determined, roll 
  a D20. If the result is less than the indicated stat, the action succeeds. 
  If the DM decides an action is especially difficult, they may apply a penalty to the 
  action. This can range from -1 for mildly challenging tasks, to -5 for extremely hard ones, 
  or even beyond if desired. A good rule of thumb for the DM to remember is that every -1 
  to the stat reduces the chance of success by 5%, and the chance of success for any stat 
  check is (Stat – 1) x 5 percent. The DM may even choose to reward the player with a bonus 
  of a point or two, if they feel the character's plan of action is particularly clever or well-role-
  played.
  Using Skills
  A character’s skills come into play whenever a skill’s area of expertise applies to a 
  given task, acting as a bonus to the stat while rolling a stat check. Whenever a given stat 
  check is being made for an action that relates to one of the character’s skills, the character 
  may add the bonus from that skill to the stat for the check before making their roll, so long 
  as the DM agrees that it is applicable to the situation. 
  Note that a given skill is not necessarily limited only to rolls on a single stat, but to 
  any stat check related to that area of expertise. For example, Investigation might be applied 
  to a WIS check to search an area for clues, a CHA check to interrogate a subject, or an INT 
  check to research a suspect’s past. Feel free to be creative in applying your skill set, but 
  remember too that the DM has the final right of approval for such stretches of the 
  imagination.
  Naturals
  A natural 20 rolled on the D20 for any check, saving throw, or to-hit roll is always 
  an automatic failure, regardless of the target number. Similarly, a natural 1 is always a 
  success, regardless of the target number involved. 
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  Hidden Checks
  The nature of the stat check system means that a player always knows what 
  chance they have to succeed and whether or not they’ve done so. This can be a problem if 
  the DM wants to determine if the characters have detected something secret or clued in to 
  an important piece of information.  A good example  of this is WIS checks to spot 
  something hidden, or a CHA check to determine if someone they are talking to is lying, 
  where the player even knowing a check is being made could give away a dangerous or 
  important surprise. 
  In these cases, it is perfectly acceptable to simply make the roll for the player in 
  secret and then reveal whatever the result appears to be from the character's perspective, or 
  even not tell them at all. A failed WIS check to spot a hidden trigger for an alarm might 
  simply go unmentioned until the players clumsily stumble onto it, and that shady contact’s 
  undetected lie may not be realized until it is too late, leading the players down a blind alley.
  Opposed Checks
  Sometimes, a character is competing with another character at a non-combat task, 
  rather than attempting something on a passive object. Rather than simply attempting 
  something and succeeding or failing, their interest is in whether they succeed where the 
  other failed, or which one succeeds first. In those cases, have each character roll the D20, 
  and whomever succeeds by the greatest margin wins. In case of a tie, simply roll again. 
  Remember also to apply any relevant skills to either character’s stat when making the roll: 
  actual training at a task can be a real edge in competition.
  Saving Throws
  Sometimes rather than attempting something, the characters are confronted with 
  some kind of dangerous hazard to be resisted or quickly avoided. It could be an incoming 
  fireball, a manticore’s poisonous sting, or a psychic scream from a feareater. In these 
  situations, we make a saving throw, sometimes called a “save” for short. 
  There are three saving throws, each based on one of three of the stats described in 
  Chapter 1: DEX, which is used whenever something requires quick movement or reflexes, 
  CON, which is used whenever something must be resisted physically like pain, poison, or 
  disease, and WIS, which is used whenever willpower or mental resistance is called for, such 
  as against magical powers or fear. 
  To make a saving throw, add any saving throw bonus from your class to the 
  appropriate stat, and then try to roll under that number on a D20. If you succeed, you 
  avoid or reduce the effect depending on the power or event in place. If you fail, you take 
  the full effect. 
  In some cases, there may be a penalty to the saving throw, such as from the INT 
  penalty to spell save of a powerful wizard, or from particularly difficult traps. This penalty is 
  applied to the stat in question before the roll.
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  Environmental Hazards
  There are a number of common environmental hazards that crop up in the lives 
  of  men  and  women  of  action.  In  particular,  wizards  have  a  habit  of  setting  their 
  surroundings on fire once the spells start flying, and there’s always that old standby of 
  falling off of something, or fun experiences like drowning or extraplanar disease.
  Fire
  Fires have a tendency to break out when the spells and dragons start flying, and 
  they don’t call it a firefight for nothing. Attempting to walk through a roaring blaze is a 
  guaranteed ignition, but running can be attempted. Make a DEX saving throw to safely 
  enter within 1m of the flames, and again for every 5m traveled through open flame. If it 
  fails, the runner is ignited. Armor will help protect against ignition as most is at least 
  partially fire resistant; treat the flame as an attack with a To-Hit of 0, if it succeeds, the 
  character is ignited. Once ignited, the future burn ward patient will take 1d6 per round of 
  damage until they remove themselves from the flames and extinguish them. A “stop-drop-
  and-roll” method can be attempted once  out of harm’s way,  make a DEX save to 
  extinguish the flames. A water source or other fire extinguisher will instantly put them out. 
  Fire spells such as fireball or fire attacks like a dragon’s breath can ignite the 
  surrounding environment or even their targets. Whenever making such a spell, if a 6 is 
  rolled on any of the damage dice, the ground or wall near the target area will ignite if the 
  surface is made of flammable material, and if a target being fails their save against the spell 
  they will be ignited by it. 
  Drowning
   
  & 
  Suffocation
  If  a  character 
  finds  themselves  in  a 
  situation  where  there  is 
  no breathable air, such as 
  underwater  or  in  an 
  oxygen  starved  room, 
  they will suffocate. The 
  average  character  can 
  hold  their  breath  for  3 
  minutes,  modified  by 
  their CON bonus to HP 
  in minutes. After this amount of time, their brain will become deprived of air and they must 
  make CON checks every round to stay conscious. After 1 minute, the deprivation of 
  oxygen begins taking its toll on the body, dealing 1d4 damage every round. After 2 minutes, 
  this damage increases to 1d6 and begins taking permanent stat loss of 1d4 to a random stat 
  (roll a D6). 
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  Falling
  Sometimes the ground simply isn’t there anymore, and a character gets the 
  experience of free falling towards the rapidly approaching ground, probably being severely 
  injured in the process. Without safety equipment such as a climbing harness or a parachute, 
  a character takes 1d4 damage for every 5m fallen.
  Crushing
  Other times, it's not so much a matter of a character falling, as it is something 
  falling on a character. Ancient ruins are not often known for their structural stability, and 
  sometimes things fall. Sometimes, those things are even being pushed. If something is 
  about to fall on a character, they make a DEX save. If they succeed, they avoid the falling 
  object. If not, they take 1d8 damage per 20kg of the falling object, plus the falling damage 
  the object incurs. So a 40kg object falling 30m deals 2d8 + 6d4 damage. Should the victim 
  survive the damage, a STR check will be needed to remove the object.
  Temperature
  The outer planes do not necessarily obey human limits for climate, and some 
  planar incursions might even bring a little piece of the home weather with them when they 
  arrive. Vast stretches of the plane of Water are bathed in permanent ice, and the Fire plane 
  is practically defined by its unbearable temperatures. And of course, sometimes one simply 
  finds themselves in nasty weather or environs right here in the material plane. Exposure to 
  ambient temperatures above +50C and below -50C without protective gear is dangerous, 
  and can cause injury and even death. Every minute spent exposed to such temperatures 
  requires a CON save, modified by -1 for every 20 degrees above or below. Should the save 
  fail, the character takes 1d6 damage. 
  Lower temperatures can also cause problems. Normal “comfortable range” for a 
  clothed person is about -10C to +35C for humans. Between these marks, and the hard 
  mark above, severe fatigue sets in, and the character is at -1 CON and -1 STR, and will take 
  1 damage every hour unless a CON save is made.
  Disease & Poison
  Both the real world and the planes beyond fester with all kinds of random disease, 
  and some planar creatures may themselves carry diseases as a natural weapon or a simple 
  aspect of their biology. Diseases tend to attack specific parts of the body, but then spread 
  to additional regions as the infection festers. A disease is defined by the main stat it attacks, 
  its vector, and by its virulence. The first will be a specific stat, the second is the means by 
  which it travels (blood, fluids, ingestion, or airborne), and the final is a penalty to the CON 
  save needed to resist it, from 0 to -5. When a character is exposed to the disease vector, 
  make a CON save, modified by virulence. If the save succeeds, the character avoids 
  contracting the disease. If it fails, the character is now infected. Symptoms will begin to 
  show in 24 hours, causing -1 damage to the stat indicated. Each day, make a CON save. On 
  a success, the character has shaken the ailment, but on a failure, the condition worsens, 
  incurring a further -1 damage to the stat. Once the main stat has reached -3, it will also 
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  begin applying -1 damage to another stat, selected randomly on 1d6. When the main stat 
  has reached -6, the character is truly suffering, and begins taking actual HP damage, 1d6 per 
  day. If either HP or a stat reach 0 from the ailment before the character has succeeded on a 
  save, he dies. Damage from a disease heals at a rate of 1 point of stat damage per day.
  Foot Travel
  Sometimes, you can't get to where 
  you want to go in a car, a plane, or even on 
  a rented mule from some farmer in the 
  Andes. So, sometimes, the characters will 
  need to hoof it a bit to get where they're 
  going. 
  On  average,  a  party  can  travel 
  about 30km per day so long as they receive 
  adequate rest, food, and water along the 
  way. On a forced march with fewer rests, 
  they can travel up to 60km so long as they 
  have adequate water and still rest at night, 
  but must make a CON save on the second 
  day at this pace. Failure means the subject 
  takes  1  damage.  Additional  failures  on 
  subsequent days begin dealing temporary 
  CON damage, 1 per day. A full 24 hour 
  march with no rest will result in an extra 10 km per day, however, the CON save is 
  penalized -2 per day this is attempted, and the hikers also suffer temporary INT and WIS 
  damage as well, 1 per day. 
  Difficult or hazardous terrain such as jungle, desert, mountainous areas, frozen, 
  volcanic,  or snowy regions, will slow foot travel by anywhere from 5-10km per day 
  depending on the severity of the environment. 
  In the shorter term, if more immediate movement figures are required, assume a 
  character runs about 20m per round, plus their DEX score. If a chase is required, handle 
  this as an opposed check between the participants' DEX scores. 
  Vehicular Travel
  When traveling longer distances, or wanting to get somewhere quickly, it is most 
  handy to get hold of a motor vehicle. Each motor vehicle listed in Chapter 4 has a Cruising 
  and a Top speed value listed. The former is the average speed it can accomplish under 
  highway conditions with good fuel economy, while the latter is its maintainable speed with 
  petal to the floor, the limit of what the vehicle's engine can provide.
  A vehicle with a full tank of fuel can generally travel half a day (12 hours) at 
  Cruising speed before needing another fill up. This means that a character can travel 12 
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  times the vehicles cruising speed in a day with time taken for stops and fill ups, and of 
  course stopping to sleep at night. Driving through the night is dangerous: without sleep, 
  after the 12 hour mark the driver will become fatigued, and have to make WIS checks 
  (modified by Driving) every hour just to remain fully aware and in control of the vehicle. 
  Failure means the driver has lost control of the vehicle and potentially caused a crash; roll 
  on Table 27 for results.
  Table 27: Vehicular Travel Mishap
  d6
  Result
  1
  Woke in time, but the sudden swerve wakes other sleeping passengers.
  2
  Ditched. The vehicle has gone off the road and wedged itself. Needs a tow.
  3
  Off road. The vehicle was not stopped by a ditch, careening up to 1d10km off road
  4
  Object collision. The vehicle went off road and collided with an object. See Below.
  5
  Spin-Out. The vehicle turns sharply around, DEX check to prevent collision as #6.
  6
  Vehicle Collision. The vehicle collides with another going the same speed in 
  opposite direction
  Vehicular collisions are dangerous things. A head on collision effectively destroys 
  both vehicles unless they were going no more than 50km/h, and passengers within take 1d6 
  damage for every 20km/h of combined speed between the two vehicles, though a DEX 
  save will halve this damage. Collision with an object is similar, but the object contributes no 
  speed to the equation. A T-bone collision results in 1d6 damage to both vehicles passengers 
  for every 30km/h of speed of the aggressor's vehicle. A collision between two vehicles 
  going the same direction is more survivable, dealing 1d6 damage for every combined 
  50km/h of speed and the vehicles survive and can even remain in motion provided the 
  drivers make DEX checks, modified by Driving skill.
  Vehicular chases on the other hand are more a factor of the vehicle’s top speed. 
  Keeping up with a target vehicle is an opposed DEX check made every minute, modified 
  by Driving skill and by the difference between chaser and chased Top speed: apply a -1 to 
  the chaser’s check for every 20km/h faster the vehicle they are chasing is. A success means 
  that the chaser maintains distance with the target vehicle, while a success by at least 5 points 
  means they may attempt a sideswipe or to get ahead of the opponent with another opposed 
  DEX+Driving roll.
  Note however that going flat out is straining on a vehicle’s fuel reserves; chase 
  time is measured in minutes rather than hours: on a full tank, most vehicles without 
  additional fuel capacity additions can maintain chase speed for only about an hour, after 
  which the driver will be forced to slow or risk simply sputtering to a halt and having an 
  accident. Roll 1d20 every minute: if the roll is less than 15, the vehicle can continue, but 
  this target number decreases by 2 every minute the vehicle remains chase speed.
  Food & Water
  Without food and water, no human being will survive long. In general, a character 
  requires at least one meal a day, and about a liter of water to survive in good health, albeit 
  perhaps with some discomfort.
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  After 1 day without water, physical and brain function suffers, causing -1 penalties 
  to all rolls. After two days, severe dehydration sets in, and the character begins taking 1d4 
  damage a day as their body shuts down, and the penalty increases to -3. CON saves for half 
  damage. After 4 days, the penalty increases to -5, and the damage increases to 1d8, and no 
  CON save is allowed.
  Food is somewhat less urgent. A character can survive up to a week without food 
  with little more than discomfort, though concentration suffers, taking a -1 penalty to INT, 
  WIS, and CHA rolls. The second week, penalties become more severe, extending the -1 to 
  all rolls in or out of combat. On the third week, severe malnutrition sets in as the body's 
  lipid stores are depleted and it begins breaking down cells to survive, increasing the penalty 
  to -2 and dealing 1 STR, DEX, or CON damage if a CON save is failed (roll 1d3). This 
  continues the third week, with the penalty increasing to -3, and each subsequent week 
  thereafter. On the fourth week, the body is on its last legs, and CON saves must now 
  become daily to avoid taking 1d4 damage and 1 stat damage to a random stat. On the fifth 
  week, this increases to 1d6 and 2 stat damage. On the sixth, the checks become hourly and 
  the character is barely clinging to life. Stat damage taken at this point becomes permanent. 
  Without immediate medical attention, they will die by the end of the week. 
  Experience
  As characters pursue a life of adventure and danger, they will eventually become 
  more skilled at their craft, better able to take punishment or dish it out in a fight, and to 
  complete tasks related to their skills. This process is measured through character level, and 
  the character's level increases by earning experience points, also known as “XP”. 
  At the end of each session, the DM will reward the players XP based on their 
  actions during the session and on the completion of adventurous tasks. If a character earns 
  enough XP to meet the requirement for the next level, he levels up, and gains the benefits 
  therein. Table 28 below indicates how much total XP a character must earn to reach each 
  level, to a normal maximum of 12. 
  On reaching the amount of XP required for a level, the character 
  performs the following steps:
  1.
  Increase Stats. At levels 3, 6, 9, and 12, the character gains 1 point 
  to add to one of his stats. Be sure to adjust any earned bonuses and 
  saves from that stat accordingly.
  2.
  Roll for new hit points. Roll the character’s hit die, and add or 
  subtract  the character's  CON  bonus. Add  this  number  to  the 
  character's maximum number of HP. If the character’s number of 
  hit dice has increased, also add one to their Massive Damage 
  Threshold. At level 7 and above, instead apply the listed bonus.
  3.
  Improve  to-hit  bonuses. Refer  to  the  to-hit  table  for  the 
  character's class, and if either column has increased, increase the 
  appropriate to-hit bonus on the character's sheet as needed.
  92
  Table 28: Experience
  Level
  XP Needed
  1
  0
  2
  10
  3
  40
  4
  90
  5
  160
  6
  250
  7
  360
  8
  490
  9
  640
  10
  810
  11
  1000
  12
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  4.
  Improve skills. Each level, the character earns a single +1 they may apply to any skill they 
  possess.
  5.
  Learn new prayers. Clerics learn new prayers each time they level, handed down to them by the 
  divine will. See Table 3 (p.16) to see what level of prayer(s) the cleric has learned.
  6.
  Learn a new spell. Every level, a wizard may make an INT check modified by Arcana skill to 
  attempt to learn a new spell through their own study and experimentation. On a success, they 
  have mastered a new spell of their choice, of any level they are capable of casting. Further spells 
  however, must be learned by finding spellbooks and scrolls.
  7.
  Increase Will/Faith. When a character levels, they gain new strength of will and mastery of the 
  magical forces. Increase the character's maximum Will or Faith to the amount shown on Table 3 
  (for Clerics) or Table 9 (for Wizards) plus their bonus from INT or WIS.
  8.
  Ask For a Raise. So long as the character is still in good standing with their job, the player may 
  make a Demand roll, and on a success, their Income is increased by 10%.
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  Chapter 9: Combat
  With  the  rise  of  the  supernatural  in  our  world,  the  streets  are  once  again 
  experiencing incursions from beings that see humans as little more than food, and the 
  bottom line is that such beings can’t always be reasoned with. They might not even know 
  what ‘reason’ is, at least by any comprehensible human standards. As a result, the life of the 
  modern hero and monster hunter is one that tends to entail a certain amount of necessary 
  violence, and within this chapter we will discuss how to resolve that violence.
  Order of Combat
  In order to resolve violence quickly and efficiently, combat follows a very specific 
  order of events, which is presented here and then detailed in the following sections.
  1.
  Check for Surprise: Opposed WIS/Save check determines combat advantage
  2.
  Determine Initiative: Turn order follows in order of DEX/Initiative + 1d6, modified 
  by Surprise, if any
  3.
  Begin Combat Round: Each player or NPC takes a turn doing the following:
  a)
  Apply periodic damage: If the character is undergoing any periodic damage effects, 
  roll these now.
  b)
  Make Saves: If there are any ongoing saves required of the character, make these 
  now.
  c)
  Decide Action: This can be an attack, use of a power, movement, or another action 
  like reloading
  d)
  Resolve Action: If the action involves a roll, such as to-hit with an attack, roll that 
  now.
  e)
  Apply Damage: Roll any damage dice if an attack or spell succeeds
  4.
  Play passes to next player or NPC
  5.
  End Combat Round: Once all players and NPCs have acted, the combat round ends, 
  as do any effects indicated to end at the end of the combat round
  6.
  Check Morale: NPCs must make a morale check, modified by state of health, to keep 
  fighting
  7.
  Repeat steps 3 through  6 until combat concludes,  whether by one side being 
  defeated, or fleeing.
  Surprise
  It's important to know which side has the combat advantage once the shooting 
  starts. When combat begins, a Surprise check is made to determine that advantage. This is a 
  special opposed WIS check between the two sides, or WIS vs. Save in the case of monsters. 
  The best score on either side rolls against their WIS or Save. If both sides succeed, or both 
  sides fail, then there is no Surprise and Initiative follows as normal. If one side succeeds 
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  and the other fails, however, 
  then the  winning side has 
  Surprise, and gains a +2 to 
  their DEX/Initiative for the 
  rest of the combat.
  The  DM  may 
  choose to forgo the surprise 
  check however, if he feels 
  the  circumstances  warrant, 
  such  as  when  both  sides 
  have  clearly  spotted  each 
  other  before  combat,  or 
  when  the  players  have 
  successfully sneaked up on 
  their  opponents.  In  the 
  latter  case,  the  DM  may 
  simply  decide  to  give  the 
  player's surprise so long as 
  they've  made  a  DEX  + 
  Stealth check to sneak up 
  on the opponents.
  Stealth
   
  and 
  Investigation skills can also 
  affect a surprise check. One 
  or the other skill, but not both, can be added to WIS for the purpose of determining 
  surprise, as these skills entail knowledge and awareness of possible ambushes or combat 
  situations. Be sure to factor in ranks from these skills when determining who has the best 
  WIS score. 
  Initiative
  Initiative describes the order of who acts when in combat. Once surprise has been 
  determined, characters may then make initiative rolls. Add the value of a 1d6 roll to their 
  DEX or Initiative, with an additional +2 bonus if their side has gained surprise. The order 
  of character and NPC turns then follows in descending order of initiative result, with the 
  highest total going first, and the lowest going last.
  Combat Rounds
  A round is a unit of time used to divide up combats into discrete periods of time. 
  Generally, each round takes about 10 seconds, and there are 6 rounds to a minute, and 360 
  rounds in an hour. Within a round, each character or NPC gets to take a single turn, in 
  order of their initiative result.
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  Actions
  Once a character's turn arrives, they may take an action, from one of the following 
  options:
  1.
  Attack: Attack an enemy with a weapon or fists
  2.
  Use Magic/Prayer: Cast a spell or intone a prayer
  3.
  Move: Close into melee range with an enemy, move away from one, or move into 
  cover
  4.
  Dodge: Focus the round on avoiding enemy attacks. 
  5.
  Use item: If the character has any magical potions, or tools they can employ, they 
  can take their action to use them, or to draw a different weapon from their pack
  6.
  Use Stat/Skill: If the player is attempting some non-combat action, like trying to 
  fix a broken engine, make the Stat check as their action this round
  7.
  Reload/Draw Weapon: If the character's weapon has expended its ammo, they 
  must spend an action to reload it.
  8.
  Flee: Retreat from combat
  The character gets one action per round, though some actions may contain 
  multiple sub-actions such as if the character has multiple attacks or is trying a stat check 
  with multiple components.
  Dodge
  Sometimes cover is not enough, and the character wishes to take extra effort to 
  evade attacks and avoid damage in combat. A character may spend their action focusing 
  exclusively on defending themselves and avoiding attacks. Make a DEX check. If the check 
  succeeds, then the character gains a -2 bonus to their AC until their next turn, but can make 
  no other action until then.
  Attacking
  To make an attack, whether by a melee or ranged weapon, the character must be 
  within range of a target. For melee attacks, the character must be within physical reach of 
  their target. For ranged attacks, the target must be within line of sight, to a maximum of 
  50m for handguns and bows, or 200m for long arms and heavy weapons, and the attacker 
  expends ammunition to take the shot, reducing Ammo by 1. 
  To make the attack, the character must make a To-Hit roll, attempting to roll 
  under a target number determined by the relevant To-Hit bonus and the enemy's Armor 
  Class (AC). An unarmored opponent is considered to have an AC of 10 unless otherwise 
  indicated. This target number is determined by the following formula:
  Attacker To-Hit Bonus + Enemy AC + 5 = To-Hit Number
  Note that this number can never exceed 20, and in accordance with the rules on 
  naturals in Chapter 6, a 20 is always a failure, and a 1 is always a success.
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  If the character rolls under the To-Hit Number, they have struck their target and 
  may  proceed to roll damage.  If not,  they  have  missed  the  target,  but still  lose  the 
  ammunition if firing with a ranged weapon. 
  Thrown Weapons
  Daggers and hand axes can be thrown, instead of swung, and throwing blades can 
  be used for nothing but throwing. Treat a thrown weapon as a ranged attack, with a limited 
  range of no more than the character’s STR in meters. Unlike other ranged attacks however, 
  apply any STR bonus to the damage from the thrown weapon.
  Grenades are thrown at a target or at a point on the ground, and deal damage or 
  effect to an area surrounding them. Roll a ranged attack, with an AC of either the chosen 
  target's AC, or 7 for a point on the ground. If the attack succeeds, it lands where the 
  thrower intended. If it fails, it will bounce or scatter 1d6 meters in a random direction. Roll 
  1d12, and treat the number as if it were the  hour hand on a clock, to determine the 
  direction it scatters to.
  Dual-Wielding 
  A character has the option of wielding two weapons in combat, such as a sword in 
  one hand and a pistol in the other. Each weapon must be light enough to carry in one hand: 
  only weapons listed as 1H may be used in this fashion. They may also carry a single one-
  handed weapon and a shield.
  So long as the character still only makes one attack per round, there is no penalty 
  to their attacks, however, if they wish to attack with both weapons in a single round, there 
  is a penalty to their to-hit roll for doing so. The first attack is at -2 to-hit, and the second 
  attack is at -4.
  Multiple Attacks
  Attacking significantly less skilled foes also affords  additional attacks as the 
  character moves more swiftly than their adversary. If the target's level or hit die is less than 
  half of the character's attack bonus, the character may make a free second attack against 
  that target at no penalty. This is the case for all characters, not just those who are wielding 
  two weapons.  
  Note that gunfighters and gladiators each have special abilities that allow them to 
  make additional attacks without penalty. See the relevant class ability descriptions for more 
  details.
  Using Spells & Prayers
  The use and casting of spells and prayers is covered in more detail in Chapter 5, 
  but the basic process follows a general order of operations in each case. The wizard spends 
  Will and makes an INT check, modified by Arcana. A cleric spends Faith and makes a WIS 
  check, modified by Religion. On a success, the spell succeeds and takes the requisite effect, 
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  triggering a potential save from the target. On a failure, the spell fails, and in the case of a 
  wizard’s spell, this may result in a mishap. 
  Only one spell may be cast in a given round, and some spells that take longer than 
  normal may not be possible in combat, or at least will require continuous effort round by 
  round from the wizard or cleric. Such ritual spells will fail if the caster is interrupted unless 
  the caster makes a WIS save to maintain their train of thought.  
  Movement
  Movement in Arcana Rising is dealt with abstractly, to save time and make combat 
  quick and exciting, focusing on action rather than measurements. When a character makes a 
  move action, they can move in one of three ways: moving into melee range with a target, 
  moving away from melee range with a target, or moving into cover if present. This affects 
  what sort of attacks the character can make against that target, and what attacks the enemy 
  can make against the character. 
  Moving into cover is a particularly important defensive maneuver as it allows the 
  character to place an object between themselves and an enemy attacker, and gives an extra 
  line of defense if an enemy attempts to approach them in melee. A character in cover 
  receives an AC bonus of -1 against ranged attacks, and enemies approaching a character in 
  cover must make a DEX save. If the save fails, the covered character may make one free 
  attack against the target.
  Use Item
  In any given round, the character may extract and use one non-weapon item from 
  their pocket or backpack. This could mean pulling out a smartphone to check something, 
  drinking a potion, wrapping a bandage around a wound to stabilize bleeding, or any other 
  action relating to an item. This uses the character’s action for the round.
  Using Stats & Skills
  Any time the character makes a non-combat check during a combat round, they 
  must be aware of the fact that they are in a dangerous situation, and could be attacked at 
  any time. There is thus a trade-off: the character can focus solely on their task, or try to 
  shield themselves while acting thus making the task more difficult. The character must 
  choose whether to take a -2 on the check, or a +1 to their AC for the rest of the round.
  Reloading & Drawing
  Reloading  or  drawing  a  weapon or dangerous  device  such as a  grenade  or 
  explosives takes time to do safely. Normally, taking such an action consumes a character's 
  action for the round. However, the character may choose to attempt a “quick draw”: Make 
  a DEX check, if the check succeeds, they may draw and then attack with the weapon in the 
  same round at a -2 to-hit. If it fails, they lose their action for the round, and there's a 50% 
  chance that one of two mishaps occur. Roll 1d6. On a 1-3, the character drops the weapon 
  and must spend an action picking it up next round. On a 4-6, the weapon discharges while 
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  drawing and they must make a DEX save 
  or take full damage from the weapon.
  Damage
  When  an  attack  or  power 
  successfully deals damage to a target, that 
  damage is rolled and temporarily removed 
  from the target’s hit points. Melee weapons 
  roll a die and add or subtract the character's 
  STR  bonus,  while  damage  from  ranged 
  weapons and spells is a simple die roll.
  Subtract the resulting roll from the 
  target's hit points. If their hit points are 
  reduced to 0 or below, that character is now 
  dying,  and  immediately  becomes 
  incapacitated and unable to act. An INT + 
  Medicine  check  must  be  applied 
  immediately to the character at the end of 
  combat  or  within  a  number  of  minutes 
  equal to their CON, or the character will die.  A successful check stabilizes the character to 
  1 hit point, but they will be unable to function or move safely until they have healed at least 
  one full Hit Die worth of hit points.
  In addition to this, if a character takes an amount of damage in one blow greater 
  than their massive damage threshold, they must make a CON save, or they have taken a 
  critical wound and are immediately reduced to -1 hit point.
  Lost hit points heal naturally at a rate of 1 Hit Die + CON bonus to HP per day, 
  provided the character has a full night's rest and plenty of food and water, and is not 
  suffering the effects of a hostile environment or hazard.
  Fleeing
  On their turn, a character may declare an attempt to flee combat. When fleeing, 
  the character attempts to leave the field of combat by the nearest safe exit as quickly as 
  possible, with some disregard for avoiding attacks. For the rest of the round, the fleeing 
  character suffers a +1 to their AC, and if struck they must make a DEX save or lose their 
  balance and fail to escape. If they are not struck, then at the end of the round they will leave 
  combat.
  Morale
  Even supernatural predators aren't all that interested in a genuine duel to the 
  death, and will generally flee when the going gets rough rather than risk an end to hundreds 
  of years of life. At the end of each combat round in which they have taken at least 50% 
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  damage, or one of their allies has perished, NPC and monster participants must make a 
  Morale check. The NPC makes a WIS save or Morale roll, taking a -2 for each ally dead, 
  and a -2 if they have been injured. If it fails, the NPC will make its first action on the next 
  round Fleeing, and will continue attempting to flee on each subsequent round. The PCs 
  may spend their action attempting to pursue, however, if desired. Make opposed DEX or 
  DEX/Save rolls between the pursuing PC and the fleeing NPC. If the PC wins, then they 
  may make a single attack against the target. If not, the NPC escapes into the distance.
  Unarmed Combat
  At times, one may only have one's 
  bare hands to fight with, or have a desire to 
  not lethally harm an enemy in combat. In 
  those  times,  one  can  make  an  unarmed 
  combat  attack  against  the  opponent. 
  Unarmed attacks roll to-hit as any normal 
  melee attack, however, they deal only 1d3 + 
  STR  bonus  in damage.  If one reduces a 
  target's  hit points to  0  with an unarmed 
  attack,  the  opponent  is  only  knocked 
  unconscious for an amount of minutes equal 
  to the striker's damage roll. 
  Should an attacker wish to grapple 
  with  an  opponent,  have  them  make  an 
  opposed STR check against their target. If 
  they  succeed,  they  have  successfully 
  restrained  their  opponent.  In  subsequent  rounds,  the  attacker  may  make  additional 
  unarmed attacks at a +1 to-hit, and their opponent's only choice of action is responding in 
  kind with unarmed attacks at -1 to-hit, or attempting to escape. To escape, make an 
  opposed STR check. If the restrained character succeeds, they escape. If not, they remain 
  restrained by his opponent.
  Armor Class Limits
  There is a limit on a character's Armor Class (AC). No character's armor class may 
  ever go below -2, or above 10. Any penalties or bonuses that would cause a character's AC 
  to extend beyond this range are lost, and any gear that would cause the character to exceed 
  this limit has no effect. 
  Non-Proficient Equipment
  Each character class has a list of weapons skills they gain for free and armor they 
  are proficient in wearing, and in addition a character may take additional weapon skills 
  through their education and day job. Each skill covers a broad category of weapons, as 
  listed in the equipment chapter. Using a weapon or wearing armor the character does not 
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  have  skill or  proficiency  in incurs 
  penalties due to their lack of skill in 
  using the item in question.
  A character wielding a weapon they 
  lack the skill for takes a -2 penalty 
  to-hit with that weapon, and cannot 
  make  multiple  attacks  with  that 
  weapon. A character wearing armor 
  not listed in their class takes a -2 
  penalty to-hit with all weapons, and 
  a -2 penalty to DEX saves.
  TAAC0
  An  optional  rule  meaning  “To 
  Attack Armor Class 0,” this shortens 
  the math needed to determine one's 
  To-Hit Number for an attack. A character's TAAC0 is their target number to hit an enemy 
  with an AC of 0. This is calculated as their To-Hit Bonus plus 5, and can be pre-calculated 
  on their character sheet for easy reference. To find the To-Hit Number to attack a target, 
  simply add the target’s AC to the character's TAAC0, and roll under the resulting number 
  to hit the target. Remember that To-Hit Number cannot exceed 20, and thus neither can 
  TAAC0. Any bonuses or penalties to To-Hit Bonus also apply to a character's TAAC0.
  Advanced Movement
  Arcana Rising was designed with seat-of-the-pants quick gameplay and easy online 
  play in mind, and thus takes a relatively abstract approach to movement, and provides 
  ranges  mostly  for  reference  purposes.  For  some  groups,  however,  abstraction  and 
  eyeballing isn't sufficiently accurate for their style of play. For those wishing to handle 
  movement  more  precisely,  via  tabletop  with  counters  or  miniatures,  treat  each  1cm 
  increment on the table as 1m, or if using a grid, each square or hex as 3m. Instead of 
  moving automatically within or out of range of targets or cover, a character may move half 
  their DEX in meters per round, or run at their DEX in meters at a +1 penalty to AC 
  against melee attacks. Measure ranges using the same 1cm=1m increments, and line of sight 
  as indicated by your play area. 
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  Chapter 10: The City
  From urban jungles to sleepy suburbs, supernatural threats always seem to seek 
  out where the people are, regardless of their motives. Humans make great pawns (or just 
  delicious meals), and when consolidating one’s power or managing a herd of prey, it’s 
  useful to have plenty of them around. The following chapter will present a system to put 
  the ‘urban’ in urban fantasy, giving DMs the tools to generate a city full of rival factions, 
  important locations, and even history on which to build a campaign. By following the steps 
  below you can generate a fictional city in which to set the player’s adventures. If you prefer 
  instead to base it on a real city, you may still find the generators contained herein useful for 
  creating the factions and setting details that real world data cannot provide.
  Naming the City
  Regardless of what the Bard may have said, there’s a lot in a name, especially when 
  it comes to cities. Cities are often named for the character and location of their founding. A 
  simple and evocative name can tell you much about a place and what its founders valued, or 
  what they found when they arrived. Often, they are named after geographical features; 
  famous figures in town history; important exports or industries; or in some rare cases, 
  supernatural encounters. Table 29 is by no means exhaustive of the possibilities, but should 
  provide a useful set of options. Roll once on each column, and combine the result in 
  whatever way makes the most grammatical sense; you may even wish to reverse the order if 
  the result sounds more pleasing. If you possess any foreign or ancient language skills, you 
  can also try translating the result into another tongue: many towns are often named in the 
  language of their original settlers as opposed to whatever the current lingua franca might be. 
  Table 29: City Names
  D100
  First Word
  Last Word/Suffix
  D100
  First Word
  Last Word/Suffix
  01-02
  Bear
  Bay
  51-52
  Oak
  Isle
  03-05
  Birch
  Beach
  53-55
  Old
  Land/-land
  06-08
  Black
  Borough/-borough
  56-58
  Ox
  Market
  09-11
  Capital
  Bridge
  59-61
  Palm
  Mountain/-mo(u)nt
  12-13
  Central
  City
  62-63
  Pine
  Peak(s)
  14-16
  Church
  Cove
  64-66
  Pleasant
  Plain(s)
  17-19
  Dark
  Creek
  67-69
  Saint’s
  Point
  20-22
  Dead
  Crest
  70-72
  Shady
  Port/-port
  23-25
  Devil’s
  Crossing
  73-75
  Silent
  Reach
  26-27
  Eagle
  Dale
  76-77
  Sleepy
  River
  28-30
  East
  Field/-field
  78-80
  Smoky
  -shire
  31-33
  Forest
  Ford/-ford
  81-83
  South
  Station
  34-36
  Fox
  Garden(s)
  84-86
  Spring
  -stead
  37-38
  Glacier
  Harbor
  87-88
  Stone
  Town
  39-41
  Grove
  Head
  89-91
  Sunny
  Vale/-vale
  42-44
  Heather
  Heath
  92-94
  Thunder
  Village/-Ville
  45-47
  New
  Hill(s)
  95-97
  West
  Wood(s)
  48-50
  North
  Hollow(s)
  98-00
  Wolf
  Yard/-yard
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  City Character
  A name will often tell you many things about a city, but its character stems from 
  far more than a name, and many cities have long since grown past the origins that inspired 
  it. The urban realms of modern wizards and supernatural critters do tend towards certain 
  types of cities though, the most common of which can be found on the following list. Roll 
  a d12 to determine.
  1.
  Suburb.  ‘Nothing ever happens in the suburbs,’ well, besides the 400-year old 
  vampire who runs the school board and the werewolf living in Hampstead Park. 
  Suburbs are great places for supernatural predators to lurk, because crime is 
  something that happens to people in the city, not in Verdant Gables Gated 
  Community.
  2.
  Metropolis. Often possessing some kind of famous nickname that only out-of-
  towners and tourism boards actually use, metropolises are the major population 
  centers of entire countries.  These  vast cosmopolitan spaces stretch the whole 
  breadth of human culture, and of its supernatural predators.
  3.
  Forgotten Town. A sleepy little town in an out of the way place, not actually that 
  small, but somehow just far enough away from everywhere to escape the notice of 
  national authorities and press. This makes them a perfect stomping grounds for 
  things  that  go  bump  in  the  night,  and  city  history  may  hide  otherworldly 
  explanations for its strangely neglected state.
  4.
  Port City. The gateway to a nation, or at least the local state or province, the port 
  city is the first point of entry for shipping and travel alike, and even immigration. 
  This  makes it particularly prone to incursions from foreign supernatural and 
  criminal threats as well, and traffic in illicit merchandise is likely rampant.
  5.
  Slumville. Most cities have slums. This city basically is a slum. Sure there’s some 
  choice spots of real estate dwelt in only by the rich and powerful who control the 
  lower slums, but the majority live in rundown squalor, and the police are more 
  concerned with preventing civil unrest than enforcing the law, so supernatural 
  predators often find prey aplenty with little to stand in their way.
  6.
  Hot Spot. This city is a war-zone, or at least borders one. Be it warring crime 
  lords, terrorism, rival armies, or civil war, one way or another the city has become 
  either a free-fire zone, or a haven from the bloodshed on the outskirts. In this 
  environment  a  hungry  supernatural  marauder  can  find  plenty  of  work,  and 
  scheming fae or elves may turn profit from manipulating events.
  7.
  Capital City. The halls of power to a nation or at least a state, the capital city is 
  where the power brokers are, and because of that it  is  a breeding ground for 
  intrigues and politicking. It is thus especially fertile soil for those species that revel 
  in manipulating mortal affairs to their own gain, or in striking devil’s bargains with 
  power-hungry politicians.
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  8.
  Crossroads. This town is a major trade corridor for the nation, smack in the 
  middle of everything but still far away from everything else. The culture can often 
  be provincial and working class, but this homey charm hides the city’s role as a 
  major corridor for the nation’s illicit trade or an important meeting ground (or 
  battleground) for supernatural and criminal forces.
  9.
  Fallen Industry. Once one of the great industrial centers of the world, this city’s 
  factories pumped out goods sold to countless nations and made its workers and 
  bosses alike quite prosperous. But those times have gone, the factories shuttered, 
  and the workers left to poverty and ruin while the men at the top move out to the 
  suburbs to avoid the crime and misery left behind in their wake.
  10. Old Town. This is a very old city, and its history still colors its nature to this day. 
  The town center has stood for centuries, and the culture has always felt a little lost 
  in time, a piece of the old days still living anew. Towns like these often owe some 
  of their sense of tradition to very old and immortal beings who still hold sway 
  over the goings on of life in the old city. 
  11. Holy City. This city boasts the presence of a major holy site, something of sacred 
  value to believers who flock there from all over the world, but also a magnet for 
  unholy forces seeking to undermine the work of the holy and desecrate blessed 
  ground in their endless war against the divine will.
  12. Warren.  There are simply too many people, and not enough space, but the 
  population finds ways to make do.  They cram into massive tower blocks and 
  cramped apartments, while the streets below swarm with human life. All those 
  people of course have needs and wants that need catering to, and with so many, 
  what’s one disappearing to feed the needs of something else?
  Police Force
  The work of a wizard-cum-superhero often brings one at brush with the law, as 
  supernatural foes rarely feel particularly obligated to obey human customs and regulations. 
  Nonetheless a good police force, one with at least some knowledge of the spooky side of 
  life, can be a useful resource. At least it can be counted on to bring the cavalry around 
  when the shooting gets ugly or a rampaging basilisk starts turning local joggers to stone. 
  The city’s police force is gauged with a trio of stats that define its capabilities: 
  Response, Corruption, and Knowledge. Response is a measure of how well policed the city 
  is and thus how likely it is to respond to the scene of an ongoing crime. When waging a 
  firefight, for instance, this number is rolled each round of combat to determine whether the 
  flashing lights and sirens start appearing. Roll D20 at the end of each round during the 
  morale phase, and if it’s under the city’s Response value, the sirens will be audible the next 
  round, and the police will arrive at the site within 1d6 rounds. The DM may wish to modify 
  the response value relative to the current neighborhood: poorer or more crime-riddled 
  neighborhoods will often have a penalty, while richer neighborhoods and neighborhoods 
  more towards the center of town or a police station may even have a bonus.
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  Corruption  is  a  measure 
  of  how  honest  the  local 
  force  is,  and  thus  how 
  prone to accepting bribery 
  and  to being manipulated 
  for one’s own ends. This is 
  provided in the form of a 
  bonus  or  penalty,  which 
  applies to any CHA bonus 
  when attempting to sway a police officer’s judgment (especially by illicit means), but also to 
  any attempts to investigate police matters and corruption within the force. 
  Knowledge is the measure of a police force’s experience and ability in responding 
  to supernatural threats. Few mortals are trained in even coping with the presence of some 
  horrifying squid-faced thing from beyond the material, let alone managing to put any 
  rounds on target against a thing that doesn’t move like anything of this Earth. It is very rare 
  indeed to find a police force that has yet assembled much knowledge about planar creatures 
  and their behavior, and how they can make investigations complicated. Knowledge thus 
  provides a penalty or bonus to the attack rolls of any  city police personnel against 
  supernatural foes, or to Investigation rolls on cases involving a supernatural element.
  All of these things can be assembled into an alphanumeric sequence for simple 
  conveyance, abbreviating each statistic with a letter, like so: R5 – C+2 – K0. To find their 
  value, roll a d6 three times, once for each column on Table 30.
  Key Locations
  Of  course,  location  and  character  alone 
  won’t necessarily lure packs of roaming ghouls 
  and greedy dwarf clans. Most towns that attract 
  an appreciable  supernatural  presence  have  at 
  least  some  major  locations  that  serve  as 
  resources  for  supernatural  dealings  or  just 
  somewhere for creatures with unusual sleep and 
  food requirements to dwell. Sometimes, certain 
  types  of  locations  themselves  are  breeding 
  grounds for the supernatural, and are likely to 
  indicate extraplanar presence in the area’s past 
  or present.  The following list presents some 
  common locations of interest that cities with an 
  appreciable supernatural presence tend to have 
  one or more of. Roll 1d4 for the number (+1 
  for Metropolis), and 1d20 for type on Table 31. 
  Further details on such unique locales are of course up to the DM to elucidate on.
  105
  Table 30: Police Force
  D6
  Response (R)
  Corruption (C)
  Knowledge (K)
  1
  3
  -2
  -3
  2
  5
  -1
  -2
  3
  7
  0
  -1
  4
  9
  0
  0
  5
  11
  +1
  0
  6
  13
  +2
  +1
  
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  Table 31: Key Locations
  D20
  Location and Description
  1
  Occult Bookstore – A treasure trove of potential arcane lore, albeit often interspersed with 
  quite a lot of complete rubbish. Trusted customers get access to the back room, where the 
  real books are.
  2
  Great Library – The library here has one hell of an out-of-print book collection, the kind 
  that haven’t seen mortal hands in centuries. Great for researching forgotten lore.
  3
  Black Bazaar – Often nothing more than a legend or rumor to those not in the know, the 
  Black Bazaar is a marketplace of magical wonders, all on sale for the right price. 
  4
  Ancient Graveyard – The graveyard in town is old, very old. Local legends abound with 
  tales of the famous bodies interred there getting up and walking or floating about.
  5
  Cave Network – The nearby hills and mountains are riddled with caves, the perfect home 
  for many an Earth planar, or simply anyone interested in a very good hiding place.
  6
  Ritual Ground – There is a ritual circle built right into a local landmark, which makes it a 
  prime place to set up big rituals so long as you can keep any interruptions at bay.
  7
  Ley Nexus – One or more ley lines converge to create a site of considerable arcane power 
  somewhere in the city, though what’s built on top of the thing is another question entirely.
  8
  Urban Forest – There is a huge park or other undeveloped area in the city left to grow 
  wild, offering a perfect home for a forestwalker or any number of supernatural critters 
  looking for a natural place to hide.
  9
  Burial Mound – A prehistoric mound of some variety stands somewhere in town, rumored 
  to be home to the ancient dead or even a gateway to the sidhe realms. 
  10
  Old Castle – The ancient manor of some forgotten lord, castle and family alike are 
  surrounded in myth, from ghost stories to whispers of vampires and immortality.
  11
  Haunted House – This creaking ancient home is lousy with rumors and stories of ghosts 
  and other horrid spirits dwelling therein, often the result of a gateway to the astral.
  12
  Megalith – An ancient standing stone, rune stone, totem, or other prehistoric structure 
  stands somewhere in the city or on its outskirts, marking a site of ancient power.
  13
  Dormant Volcano – Somewhere on the edge of the city, or even within it, lies a long 
  dormant volcano, which while silent still serves as a gateway to the plane of Fire.
  14
  Black Lake – The black lake that lies on the edge of the city is one so deep that its bottom  
  still eludes charting, and legends abound of monsters still dwelling out of sight in its dark 
  depths, or even a portal to the plane of Water in some deep crevasse. 
  15
  Curio Shop – An old antique store with a bit more to offer than meets the eye, the curio 
  shop sells all manner of assorted old junk but the occasional real magically infused knick-
  knacks.
  16
  Cathedral – A great church, mosque, or temple stands in the city as a bastion of the divine 
  will against the darkness that pervades it, and clerical presence is almost certainly assured 
  here. 
  17
  Paranormal Studies Dept.  – The local university holds one of the few departments 
  dedicated to occult studies or the burgeoning field of xenotherology, its faculty lured by 
  local lore or even the chance to catch a paycheck for their own otherworldly knowledge.
  18
  Special Investigations – The police department here has a special division for investigating 
  unexplained weirdness, though it may only be one detective in a back closet office.
  19
  Catacombs – The tunnels under the city hold many secrets, ancient tombs and bootlegger 
  trails  running  alongside  modern  sewer  tunnels,  making  a  perfect  hideout  for  nasty 
  creatures with a limited concern for foul odors. 
  20
  Basement Bar – The city boasts a local bar, known only to those in the know, that serves 
  as neutral meeting ground and hangout for the local supernatural community. A great 
  place to meet your friendly neighborhood wizard, or get up to speed on local rumors.
  106
  
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  Factions
  Any living city is a host of different factions working together or against one 
  another,  from  political  parties,  to  homeowner’s  associations,  labor  unions,  and  even 
  criminal gangs. However, in the life of the monster hunter the most important groups to 
  get the skinny on are the supernatural community present in the city. While many beasts of 
  the planes are more like roving animals or forces of nature and thus seldom engage in much 
  organization, there are a number of the more intelligent planar species that have begun to 
  establish sold presences in the material plane since the return of magic. It’s important to 
  know who they are, what they want, and their relationship with the other factions of the 
  supernatural community. 
  Motivation
  The needs of the supernatural and mortal factions will each fall generally into one 
  of six categories, each broadly describing the creature’s motivations and goals and thus also 
  giving some indication of how it might act as it seeks to pursue those goals. The simple 
  pursuit of those motivations and how they play out among rival factions can provide a 
  wealth of conflict and intrigue all to itself, so it is important for DMs to consider when 
  roleplaying or planning out the actions of the extraplanar creatures in their games. The 
  following list details the six main motivations and how they are generally defined.
  
  Power. The creature craves control, a world with itself at the helm of its own 
  destiny, and preferably plenty of others beneath it who will cater to its every 
  demand. Those who seek Power will manipulate politics, seize power structures, 
  and even conquer rivals or supposed inferiors in order to secure it.
  
  Wealth. The creature is a being of avarice, and desires to hoard more and more 
  valuable resources and precious things. It will seek to obtain it by whatever means 
  suit it, whether or not they are particularly ‘ethical’ or ‘moral’ by human standards, 
  and they will often have little care for whoever else is harmed in the process.
  
  Hunger. The being is a slave to its own appetites, usually quite literally. It has a 
  primal need to consume and indulge, be it for blood, flesh, or darker things, and it 
  is likely to care little for anything else and see most other mortal beings as nothing 
  more than prey to be eaten.
  
  Chaos. The monster is a thing of madness, violence, or disorder, seeking to raid, 
  to destroy, to unmake, or simply to cause interminable mischief. Most often they 
  are beings who worship oblivion and the end of order as we know it, and will wish 
  to unmake or confound it as often as possible.
  
  Knowledge. The creature seeks knowledge, especially the arcane and elusive. 
  Knowledge seekers most often have a particular interest in uncovering new spells 
  and rituals, or in forbidden knowledge of black and terrible things.
  
  Peace. A creature who seeks peace is ultimately the most human, seeking only to 
  preserve life and safety for itself, its own kind, its chosen dwelling, and possibly 
  107
  
  Arcana Rising
  even for humanity itself. They will defend the order and sanctity of life for those 
  beings and places under their protection by any means they see as necessary and 
  within their own personal morals.
  Step 1: Supernatural Factions
  The first step in detailing the faction network of your city is to determine how 
  many such supernatural factions are present. Begin by rolling 2d3, and adding +1 if the city 
  is a Metropolis, Port City, Capital City, or Warren, as high population cities are likely to 
  attract extra factions. 
  Step 2: Species of Faction
  The following list contains the most common supernatural species to establish 
  organized presences in mortal cities. Though other intelligent species do occasionally 
  appear, these are the twenty species most likely to establish a major organized presence in 
  the mortal world. Roll a d20 to determine the species of each faction numbered in the 
  previous step, ignoring any duplicates. Each species description will also include mention of 
  their general Motivation as defined above, and their favorite places of residence. 
  Aralia – Aralia despise humanity, and see the Earth as rightly their 
  domain. Aralia crave Power, and generally live in subterranean 
  places like Catacombs and Cave Systems.
  Couatl – The couatl crave the sacrifices of mortals to feed their 
  blood lust. Couatl act through human or elven cultists, rather than 
  being  present  themselves,  and  these  followers  will  seek  fresh 
  sacrifices to satisfy the Hunger of their god. Cultists of the couatl 
  will often dwell near a secluded Ritual Ground, Megalith, or Ley 
  Nexus where they can perform their sacrifices.
  Djinni – Djinn seek only Peace in the form of a home in the mortal 
  plane away from too many intruding eyes. As ethereal beings, Djinn 
  may dwell almost anywhere, though they often gravitate to above-
  ground Cave Systems, or take on human form and live among the 
  mortals.
  Dragon – Dragons of the underworld sometimes take residence in 
  the mortal plane, building around them retainers or cultists who aid 
  them in pursuing  their sometimes unpredictable  goals (1d4:  1-
  Wealth, 2-Hunger, 3-Chaos, 4-Power). They can usually be found 
  nesting in Cave Systems, Catacombs, or Dormant Volcanoes where 
  they can stretch their true form.
  Dwarf/Gnome –  The  great empire of the gnomes  (and their 
  dwarven allies) seek to gain Wealth without end, and they set 
  themselves up at times in Cave Systems, but as often among mortal 
  kind, albeit with mortal go-betweens as agents. 
  108
  Table 32: Faction Species
  D20 Species
  1
  Aralia
  2
  Couatl
  3
  Djinni
  4
  Dragon
  5
  Dwarf/Gnome
  6
  Elf
  7
  Fomorian
  8
  Halfling
  9
  Lich
  10
  Lizardfolk
  11
  Naga
  12
  Neurophage
  13
  Orc
  14
  Rakshasa
  15
  Seelie Sidhe
  16
  Siren
  17
  Unseelie Sidhe
  18
  Valkyrie
  19
  Vampire
  20
  Vodyanoy
  
  Arcana Rising
  Elf – Above all else, the Alfar desire Power, continually seeking more influence and control 
  in all the spheres to which they may reach. They generally dwell among human society, 
  where their appearance is easily missed or concealed with magic.
  Fomorians – The fomorians crave only Chaos, seeking to undo all that is order in mortal 
  society in revenge for their own lowered station in the cosmic game. They hide and scheme 
  in Black Lakes, Cave Systems, or Catacombs most often, or even ruined factories or 
  buildings in Slumvilles and Fallen Industry cities. 
  Halfling – The halflings seek only the Peace of a comfortable home, at last free of the 
  ravages of Fire’s many marauding foes. They seek out abodes in comfortable suburban 
  climes, but can also make a cave a surprisingly homey place. Halflings always oppose 
  lizardfolk and orcs.
  Lich – Soulless former wizards, the Lich seeks only Knowledge, but at any cost, and will 
  employ undead or human servants in that pursuit. They often dwell in Ancient Graveyards 
  or Burial Mounds where they can easily acquire more fresh corpses to raise as servants.
  Lizardfolk –  Lizardfolk serve as the representatives of their salamander masters in the 
  material realm, seeking Power and prestige for themselves and their lords. They often dwell 
  in Cave Systems and Dormant Volcanoes. Lizardfolk always oppose halflings and orcs.
  Naga – The naga’s interest in the mortal realm is largely the Peace of their lands, of mortal-
  kind, and of the oceans, lakes, and rivers. They often dwell in Cave Systems and Catacombs 
  like unto their realm in the underworld, but may also dwell near Black Lakes. Naga always 
  oppose dwarves and gnomes.
  Neurophage – The neurophages are worshipers of pure Chaos, and seek only destruction, 
  death, and the end of order. They often dwell near Black Lakes, Ritual Grounds, Ley 
  Nexuses, or Megaliths.
  Orc – Orcs seek the Power to secure their independence and freedom once and for all. 
  Orcs always oppose halflings and lizardfolk.
  Rakshasa – The hunger of the rakshasa knows no limit, and their Hunger for the flesh 
  mortal kind is never ending. Rakshasa have a natural talent for shape shifting and illusion, 
  and thus most often hide among mortal kind, though they may also lurk in Urban Forests.
  Seelie Sidhe – The unpredictable and enigmatic sidhe of the Summer court are liable to 
  vary in interest depending on the sidhe lord behind the local retinue. Roll 1d3: 1-Power, 2-
  Wealth, 3-Peace. The sidhe and their fae retinue often live near Burial Mounds, Megaliths, 
  or Old Castles, or hidden away in an Urban Forest dwelling off the land. Seelie sidhe always 
  oppose Unseelie sidhe.
  Siren – Sirens loathe humankind, seeing them as the root cause of their cursed nature, and 
  seek to sow only Chaos among mortal kind. They must dwell near or within water, such as 
  a Black Lake or other body of water. 
  Unseelie Sidhe – The more dangerous and bloodthirsty of the sidhe courts, the Winter 
  court sidhe are equally as unpredictable, but their desires are often more likely to end in 
  death for mortals. Roll 1d3: 1-Power, 2-Hunger, 3-Chaos. Unseelie sidhe may take up 
  109
  
  Arcana Rising
  residence among mortals, or hide away in Burial Mounds, Urban Forests, or Old Castles. 
  Unseelie sidhe always oppose Seelie sidhe.
  Valkyrie – Though they are great warriors, the noble Valkyries seek only the Peace and 
  safety of their order and of their mortal families. They generally dwell among mortal kind, 
  seeking new recruits to take the mantle of the swan. 
  Vampire – Vampires are beings of eternal Hunger who see mortal kind as nothing more 
  than food, though like a cat they may revel in playing with their meal before finishing it. 
  They often dwell in Ancient Graveyards, Burial Mounds, Old Castles, and Catacombs, and 
  may surround themselves with undead minions. 
  Vodyanoy – The vodyanoy seek Wealth by any means, and bear no particular commitment 
  to any form of ethics in constraining how they acquire it, though they can be a valuable 
  source of illicit goods and services. Vodyanoy always live near a deep body of water, such as 
  a Black Lake.
  Step 3: Mortal Factions
  In addition to supernatural entities, there are of course some mortal organizations 
  likely to have some ties to the local planar factions in a given city. Those with a professional 
  interest in keeping tabs on other supernatural types or that run in the underside of society 
  are likely to run up against almost any secret power or faction that operates in the city. 
  Unlike the supernatural factions, these are handled as a simple check on a D6 for the 
  possibility of their presence, with the odds improved by the presence of certain key 
  locations. There are four mortal factions to check for, detailed in the following list.
  
  Wizards. 4+. The city has an organized council or order of wizards, who seek 
  Knowledge of the arcane mostly, though some darker wizards seek Power, and 
  others use their gifts to maintain the Peace. (Roll 1d4: 1, 2-Knowledge, 3-Power, 
  4-Peace). There is a +1 to the check if any of the following are present: Occult 
  Bookstore, Great Library, Black Bazaar, and Curio Shop. A further +1 is applied 
  if a Ritual Ground, Ley Nexus, Paranormal Studies Dept., or Megalith is present. 
  
  Clerics. 5+.  There is an order of clerics and champions with a permanent 
  presence in the local religious community, which seeks to maintain the Peace in 
  the city and protect it against unholy threats. +1 to the roll if a Cathedral or 
  Megalith is present.
  
  Mob. 4+. While there is always organized crime present in most any city on some 
  level,  the  local  crime  syndicate  has  established  some  relations  with  the 
  supernatural factions, in order to further increase their Wealth. +1 to the roll for 
  the presence of a Black Bazaar or Special Investigations.
  
  Insurgent. 6+.  This check is only made for Slumvilles and Hot Spots, and is a 
  flat 6+ chance that an insurgent faction has set up in the city, be they terrorists 
  that fight for only Chaos, rebels fighting for Peace, or a local warlord seeking their 
  own Power. Roll 1d3: 1-Chaos, 2-Peace, 3-Power. 
  110
  
  Arcana Rising
  Step 4: Influence
  Now that we have our list of factions, we must determine how 
  influential they are in the local scene. This is achieved by rolling a 
  d4 on Table 33 to determine their influence level and the bonus 
  or penalty it provides. Influence applies to any checks to get a 
  faction to act on the player’s behalf, or to any social actions taken 
  by the faction itself. It also provides a bonus or penalty to the 
  attacks of a faction’s combat-ready members, essentially measuring their readiness and the 
  quality of personnel the faction may acquire. 
  Step 5: Relationship Matrix
  The final step in faction creation is to determine how the factions relate to one 
  another. The spooky side of a city can feel surprisingly crowded, and most factions will be 
  aware of the others on some level, and may even engage in active opposition or alliances 
  with the other powers present. To determine these relationships, we create a relationship 
  matrix, a table which charts the connections between factions. This table can be referenced 
  to tell us which factions are friends, and which factions want to eat each other’s guts. 
  Start by creating a table with a number of rows and columns equal to the number 
  of factions you generated in the previous sections. Label the rows and columns with the 
  names of the factions, lined up in the same order on either side, and mark a dash or N/A at 
  the points where the same faction name intersects, such as in the following example table:
  Aralia
  Rakshasa
  Wizards
  Clerics
  Mob
  Aralia
  --
  Rakshasa
  --
  Wizards
  --
  Clerics
  --
  Mob
  --
  The points where the other factions intersect are where we will record their 
  relationship to each other, by making relationship rolls to determine that relationship based 
  on how their interests intersect.
  Table 34: Motivation Modifier
  Power
  Wealth
  Hunger
  Chaos
  Knowledge
  Peace
  Power
  -1
  +1
  0
  -1
  0
  -1
  Wealth
  +1
  +1
  0
  0
  0
  0
  Hunger
  0
  0
  -1
  +1
  0
  -3
  Chaos
  -1
  0
  +1
  -1
  -3
  -3
  Knowledge
  0
  0
  0
  -3
  +1
  +1
  Peace
  -1
  0
  -3
  -3
  +1
  +3
  Starting with the first faction’s column, we make a relationship roll with each 
  other faction in turn to determine the attitude of each faction towards one another. For 
  each case, we roll 2d6, and modify by the value given in Table 34 for the intersection of 
  their motivations. So a Vampire seeking to sate its Hunger would have a +1 to their 
  111
  Table 33: Faction Influence
  D4
  Influence
  1
  Weakened (-1)
  2
  Minimal (0)
  3
  Minor (+1)
  4
  Major (+2)
  
  Arcana Rising
  relationship roll with the neurophages, who seek Chaos. To determine the result, consult 
  Table 35, and then write the result in the intersecting box, in the appropriate color if 
  desired. You may also then write the same result in the box under the other faction’s 
  column as well, since they will be the same on either side.
  Table 35: Faction Relationship
  2d6
  Relationship
  Color
  Description
  2-4
  Hostile
  Red
  Open war or violent hostilities are ongoing
  5-6
  Opposed
  Yellow
  Working against each other, occasional skirmishes 
  7
  Neutral
  None*
  No particular political position with each other
  8-9
  Friendly
  Blue
  A history of friendly dealings but no formal ties
  10-12
  Allied
  Green
  Open trust and alliance against their enemies
  Note that some factions automatically possess at least opposed relationship with 
  others, due to their ongoing planar conflicts. In this case, a simple d6 check is made instead, 
  with a 5+ chance that they are openly hostile to their sworn foe. 
  Once you have completed the first faction’s relationship rolls, you may continue 
  on to the next and then the next after that, etc., though remember that you need not re-roll 
  for relationships that have already been established and drawn up. In addition, keep an eye 
  on the relationships that have already formed and modify the results to be sensible. For 
  example, if the Clerics and the Valkyries are allied already, but the Clerics are also hostile 
  with the Vampires, you might ignore any roll above neutral for the Valkyrie/Vampire 
  relationship, or even assume that they are also hostile. Once finished, you should have a 
  result that looks something like this:
  Aralia
  Rakshasa
  Wizards
  Clerics
  Mob
  Aralia
  --
  Allied
  Allied
  Hostile
  Friendly
  Rakshasa
  Allied
  --
  Friendly
  Opposed
  Neutral
  Wizards
  Allied
  Friendly
  --
  Opposed
  Friendly
  Clerics
  Hostile
  Opposed
  Opposed
  --
  Neutral
  Mob
  Friendly
  Neutral
  Friendly
  Neutral
  --
  Major NPCs
  It is also recommended at this point to create at least some of the major NPCs 
  within the city, especially the faction leaders. Any faction with at least Minor influence is 
  likely lead by a significant figure of some note. Certain factions like the Lich or Vampire 
  and their retinues will of course have the titular creature itself at their head.  As these 
  factions are likely to come in direct conflict with the PCs, having at least a complete 
  monster stat line recorded is highly recommended. You may also wish to present any 
  significant figures in the mortal community, such as the main point of contact for the local 
  Paranormal Studies Dept., Special Investigations, the Wizard and Cleric communities, and 
  any local supernatural friendly establishments like Occult Bookstores or Basement Bars.
  When statting your faction NPCs, it is recommended that the leader of any Minor 
  faction be at least a Class D Threat Level (5-6HD), and any Major faction at least a Class C 
  112
  
  Arcana Rising
  (7-8HD). Supernatural factions maintain their power through force, or at least their ability 
  to threaten force, and it is rare for one to survive long in the game of planar powers 
  without gaining some serious mojo and experience along the way. In addition, when 
  statting the leaders of a faction, consider also those factions who most directly oppose 
  them. It’s likely that if two factions have maintained power relative to each other despite 
  hostilities between them, their leaders are probably fairly evenly matched, or at least that 
  they’ve found ways to counter each-others' threat to their control. 
  City History
  Cities of course have pasts just as players do, and those pasts can still sometimes 
  inform events of the day and how the city as a whole reacts to them, or simply provide a 
  colorful history to the place, just as Wrinkles do for characters. Table 36 is an optional table 
  to generate a key event or two from the city’s past, presented only for the benefit of DMs 
  seeking new adventure ideas or local color. Roll a d100 up to d3 times on Table 36 for key 
  events in city history.
  Table 36: City History
  D100
  Description
  01-03
  Great Battle – A major battle between human armies occurred here.
  04-07
  Indigenous People – Another tribe or culture  now gone once dwelt on these lands.
  08-11
  Massacre – A great terror befell the city, and citizens were slain in great number.
  12-15
  Criminal Haven – The city was once a port of call for pirates or other criminals.
  16-19
  Natural Disaster – A great disaster like an earthquake or hurricane struck the city.
  20-23
  Major Export – The city was once fueled by an abundant natural resource like  oil.
  24-26
  Faehome – The city site was once inhabited by a sizable supernatural settlement.
  27-30
  Truly Ancient – The city has been inhabited since ancient times.
  31-34
  Slavery – The town once made heavy use of slaves or indentured immigrant labor.
  35-38
  Public Tragedy – A national horror struck here, as a madman slew many innocents.
  39-42
  Seat of Power – The city was once the capital or seat of power for the local region.
  43-46
  Atlantean Site – The site was once home to an Atlantean colony.
  47-50
  Doomed Cult – A mad cult once held sway here but perished in self-induced tragedy.
  51-53
  Great Depression – A great economic collapse occurred.
  54-57
  Occupation – The city was occupied by foreign or oppressive domestic powers.
  58-61
  Exiles – The town was settled by religious or political exiles from another land.
  62-65
  Immigration Boom – A major boom in foreign immigration expanded the population.
  66-69
  Rebellion – The citizens of the city once rose up in rebellion against tyranny.
  70-73
  Famine – The major shortage of crops led to widespread starvation.
  74-76
  Plague – A great contagion struck the city, costing many lives.
  77-80
  Major Invention – A great invention was first created here, causing an industry boom.
  81-84
  Wild Land – The city was founded in truly dangerous wilderness.
  85-88
  Coup d’état – A bloody coup once occured here, shifting its rule for good or ill.
  89-92
  Moved Town – The old town burned, and everyone migrated to the current site.
  93-96
  Unification – The town was formed by the unification of previous towns or powers.
  97-00
  Conversion – The city once experienced a major religious shift to a new  faith. 
  113
  
  Arcana Rising
  Geography  & 
  Mapping
  Generally, a city 
  will  be  subdivided  into 
  different  districts  or 
  neighborhoods.  For  a 
  sizeable enough city for 
  this game’s purposes, it 
  will  have  at  least  4 
  districts, two residential, 
  one commercial, and one 
  industrial.  
   The  city 
  center 
  is
   usually
   a 
  commercial district, with 
  the  others  distributed 
  around it. Likely however, there are more than this, at least 1d4 additional districts (+1 for 
  Metropolis), roughly adhering to the same proportion of 1 residential for each industrial or 
  commercial zone. Urban Forests are often their own district entirely.
  The city’s geography will also reflect key factors from its name, character, and key 
  locations. A Port City will border the ocean on at least one side (and likely an entire district 
  will be designated to the Docks), a city with ‘River’ in its name will likely have one running 
  through it, or at least along one border. Similarly, most other bodies of water or key 
  physical geography such as the Black Lake or Volcano, will border the city rather than 
  being located within it, though there are exceptions.
  Once you’ve decided on the districts in the city, do a rough sketch of their layout, 
  and the location of any key geographical features, and name each district and landmark. 
  From here, you can also start placing the key locations and faction headquarters based on 
  where is most sensible: commercial locations will probably be in the commercial districts, 
  and many religious or magical features tend to be in residential zones, while the rest may be 
  distributed at will or randomly as the DM prefers. 
  Further mapping of actual streets may not be necessary depending on the nature 
  of your campaign, but it is suggested that you at least be familiar with the general naming 
  scheme of the city streets so that you can provide credible and consistent sounding names 
  and addresses. Are the streets numbered or alphabetical, and in which directions? Are the 
  main streets named for their district of origin? Do the naming conventions vary from 
  district to district? Are they named for specific things, such as famous leaders (many 
  American cities name some cross streets after presidents in alphabetical order), types of 
  flora or fauna, or major geographical landmarks or nearby regional names? Take a moment 
  to name the general scheme and any notable exceptions or major thoroughfares, as it will 
  allow you to add further authenticity to your city descriptions, even if you’re not going to 
  precisely map the town street by street.
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  Arcana Rising
  Chapter 11: Threats
  With the return of magic and the resultant weakening of the barriers between the 
  material plane and the supernatural realms, more and more planar creatures are finding 
  their way into the mortal world, and few of them are necessarily all that friendly to humans. 
  Many of those with supernatural talent or enough know-how and combat smarts to get by 
  in a fight against alien monsters have taken up the task of swatting down these threats to 
  humanity. The following chapter will present some tools to quickly generate the kinds of 
  preternatural foes that might threaten the city the characters dwell in.
  How Dangerous Is It?
  The first step in generating a new threat is determining how dangerous the 
  creature or creatures are. Monsters are grouped by Threat Class, ranging from A to F in 
  descending order of danger. Table 37 allows one to generate the base Threat Class of the 
  creature at the center of the recent threat to the city, based on the level of the PCs. Roll a 
  d10 and consult the appropriate column for the player party’s average level, to determine 
  the Threat Class of the impending danger.
  Table 37: Threat Level
  Level 1-2
  Level 3-4
  Level 5-6
  Level 7-8
  Level 9-10
  Level 11-12
  F (1-2HD)
  1-5
  1-3
  1-2
  1
  1
  1
  E (3-4HD)
  6-9
  4-7
  3-4
  2-3
  2
  2
  D (5-6HD)
  10
  8-9
  5-7
  4-5
  3-4
  3
  C (7-8HD)
  10
  8-9
  6-8
  5-7
  4-5
  B (9-10HD)
  10
  9
  8-9
  6-8
  A (11-12HD)
  10
  10
  9-10
  What Is It?
  We must next determine what sort of planar being the threat is, and whether it is 
  intelligent or not. Use the Threat Class rolled in the previous step and roll a D100 on the 
  relevant column of the tables to follow. Each creature will have an (I) or an (M) marked 
  next to their name, the former indicating an Intelligent creature, while the latter indicates a 
  purely Monstrous one. These indicators will affect both its motivations, and how we 
  improve the monster if wishing to beef it up to provide more challenge to higher level 
  parties. 
  Once you’ve determined what it is, you can also roll the appropriate dice from the 
  ‘# Appearing’ stat for the monster as indicated in its Monsterpedia entry in Chapter 14 to 
  determine how many of them have found their way into the city. 
  115
  
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  Table 38: Threats
  D100
  F (1-2HD)
  D100
  E (3-4HD)
  D100
  D (5-6HD)
  01-03
  Animal, Wolf (M)
  01-03
  Animal, Gorilla (M)
  01-04
  Angel, Lesser (I)
  04-06
  Banshee (M)
  04-07
  Aralia, Typical (I)
  05-08
  Animal, Bear (M)
  07-10
  Brownie (I)
  08-11
  Barghest (M)
  09-12
  Animal, Boar (M)
  11-13
  Dinosaur,
   Velociraptor (M)
  12-15
  Centaur (I)
  13-16
  Animal, Tiger (M)
  14-17
  Djinni (I)
  16-19
  Chupacabra (M)
  17-20
  Aralia,
   Demon-Bonded (I)
  18-20
  Dryad (I)
  20-23
  Demon, Lesser (I)
  21-24
  Basilisk (M)
  21-24
  Dwarf (I)
  24-26
  Dire Wolf (M)
  25-28
  Bunyip (M)
  25-27
  Elemental,
   Lesser (M)
  27-30
  Doppelganger (M)
  29-32
  Demon, Greater (I)
  28-31
  Elf (I)
  31-34
  Feareater (M)
  33-36
  Dire Gorilla (M)
  32-34
  Fir Bolg (I)
  35-38
  Fomorian (I)
  37-40
  Elemental, Greater (M)
  35-37
  Ghost (I)
  39-42
  Ghoul (M)
  41-44
  Golem (M)
  38-41
  Gnoll (I)
  43-46
  Homunculus (M)
  45-48
  Greys (M)
  42-44
  Gnome (I)
  47-50
  Kelpie (M)
  49-52
  Hellhound (M)
  45-48
  Goblin (I)
  51-53
  Lycanthrope,
   Werehawk (I)
  53-56
  Longneck (M)
  49-51
  Halfling (I)
  54-57
  Lycanthrope,
   Werewolf (I)
  57-60
  Lycanthrope,
   Weretiger (I)
  52-55
  Harpy (M)
  58-61
  Neurophage (I)
  61-64
  Ogre (I)
  56-58
  Human (I)
  62-65
  Nymph (I)
  65-68
  Owlbear (M)
  59-62
  Kobold (I)
  66-69
  Phantasm (M)
  69-72
  Redcap (I)
  63-65
  Lizardfolk (I)
  70-73
  Phooka (I)
  73-76
  Salamander (I)
  66-68
  Merfolk (I)
  74-76
  Satyr (I)
  77-80
  Sluagh (M)
  69-72
  Naga (I)
  77-80
  Siren (I)
  81-84
  Toad Lord (I)
  73-75
  Orc (I)
  81-84
  Sylph (I)
  85-88
  Troll (I)
  76-79
  Pixie (I)
  85-88
  Undine (I)
  89-92
  Valkyrie (I)
  80-82
  Sidhe (I)
  89-92
  Unicorn (M)
  93-96
  Vampire (I)
  83-86
  Siyokoy (I)
  93-96
  Vodyanoy (I)
  97-00
  Winged Devil (I)
  87-89
  Skeleton (M)
  97-00
  Wraith (M)
  90-93
  Will-o-the-wisp (M)
  94-96
  Yeti (I)
  97-00
  Zombie (M)
  116
  
  Arcana Rising
  Table 39: Threats (cont.)
  D100
  C (7-8HD)
  D100
  B (9-10HD)
  D100
  A (11-12HD)
  01-05
  Angel, Greater (I)
  01-07
  Angel, Superior (I)
  1-11
  Angel, Supreme (I)
  06-10
  Cat Sith (I)
  08-14
  Chimera (M)
  12-22
  Behemoth (M)
  11-15
  Cloud Giant (I)
  15-21
  Couatl (I)
  23-33
  Dragon, Celestial (I)
  16-21
  Demon, Superior (I)
  22-28
  Cyclops (I)
  34-44
  Dragon, Elemental (I)
  22-26
  Dinosaur,
   Triceratops (M)
  29-35
  Demon, Supreme (I)
  45-55
  Hydra (M)
  27-31
  Dire Bear (M)
  36-42
  Dinosaur,
   Ankylosaurus (M)
  56-66
  Leviathan (I)
  32-36
  Dire Boar (M)
  43-50
  Dinosaur,
   Tyrannosaurus (M)
  67-77
  Lich (I)
  37-42
  Dire Tiger (M)
  51-57
  Dragon, Infernal (I)
  78-88
  Phoenix (M)
  43-47
  Fire Giant (I)
  58-64
  Elemental,
   Supreme (M)
  89-100
  Sphinx (I)
  48-52
  Frost Giant (I)
  65-71
  Gorgon (I)
  53-57
  Gryphon (M)
  72-78
  Kraken (M)
  58-63
  Lycanthrope,
   Werebear (I)
  79-85
  Roc (M)
  64-68
  Manticore (M)
  86-92
  Tarasque (M)
  69-73
  Onachus (M)
  93-00
  Treant (I)
  74-78
  Panoptes (M)
  79-84
  Rakshasa (I)
  85-89
  Stone Giant (I)
  90-94
  Thunderbird (I)
  95-00
  Wyvern (M)
  117
  
  Arcana Rising
  Is It Dangerous Enough?
  When employing monsters of a lower Threat Class against the players, it is 
  sometimes desirable to improve them in some way to ensure they pose a greater threat to 
  the players, lest they get complacent or bored in finding minimal challenge in defeating 
  lesser foes. In addition, many intelligent races are seldom found only as their base power 
  level, as they can gain experience and prowess much as humans do.
  For Intelligent beings, one can simply increase the creatures’ HD to match the 
  level of the players, or at least that of whichever is the leader of the group. It can also be 
  useful, if one is willing to take the extra time, to level up the leader of the group as an actual 
  PC class, in accordance with the rules in Chapter 14.
  For Monstrous creatures, they seldom improve much beyond their basic nature, 
  and so finding them at a higher HD is rare. Instead, one can increase number of the 
  creatures threatening the city, when using the ‘# Appearing’ roll. Compare the average PC 
  level, to the HD range of the Threat Class rolled. For each Class lower it is than the equal 
  range of PC levels, roll or count an additional number of the creatures as indicated by the 
  standard value. So a group of Level 9 PCs dealing with an invasion of hellhounds could 
  find themselves with three of the creatures to deal with, rather than the usual one.
  How Did It Get Here?
  It can be quite important information indeed to know how a creature came to be 
  in this plane, harassing and assaulting mortal beings. Sometimes this is relevant simply to 
  how one might have to deal with it if simply murdering it isn’t an option, while other times 
  it can be an important clue to its motivations. To find out how the creature came to be in 
  the material world, roll a d4 on the following list. In some cases, you may then have 
  additional steps as described by the table entry. 
  1.
  Gate – The creature was sent through a gate from the outer planes. If it is an 
  intelligent creature, there is a 50% chance it came through a gate of its own 
  species’ making. Otherwise, it was likely sent through by someone or something 
  else: roll again for Threat Class and type and ignore any Monstrous creature result.
  2.
  Summoned – The creature was summoned to this plane by another party. There 
  is a 1 in 4 chance (roll 1d4) that the creature was summoned by an independent 
  wizard, otherwise it is likely to have been brought to this plane by one of the 
  resident supernatural factions in the city, determined at random from your list or 
  chosen as you see fit. 
  3.
  Rift – The creature traveled through a rift between planes. The creature simply 
  wandered through a tear between realities and found its way into the mortal plane, 
  then proceeded to act on its nature.
  4.
  Resident – The creature was already present in our reality. There is a 1 in 4 
  chance that the creature has simply always resided in the area, and has only 
  recently awoken or become enraged enough to act. Otherwise, it is likely in the 
  118
  
  Arcana Rising
  service of one of the city supernatural factions: determine randomly or choose 
  based on which seems most likely to employ the creature.
  What Does It Want?
  As discussed in the previous chapter, every creature has needs. As well, if the 
  creature was brought here by some other being, its summoner most likely has a purpose for 
  bringing it into the world, even if it isn’t exactly cooperating with the summoner’s designs. 
  By now, you should be able to get a handle on what the creature might desire based on its 
  description, its means of arrival, and who its masters are, if any. In addition, try to consider 
  the motives of the being who summoned or sent it through as well: a doppelganger let 
  loose in Chicago will likely regardless wish to end the life of its mortal counterpart, but if it 
  was actually summoned here deliberately, then it could entail some sinister mission or goal 
  on the part of whomever did so. Sometimes the creature itself isn’t the real threat, but 
  merely the pawn of some other power, especially when the local supernatural factions get 
  involved.
  Should the existing information prove insufficient, however, one can instead 
  surmise from  Table 40 the most common impulses of most creatures, based on the 6 
  categories defined in Chapter 10. In general, Monstrous creatures are only interested in 
  either the Chaos of pure destruction, or in the satisfaction of their Hunger, while intelligent 
  races will run the gamut. About 20% of the creatures that arrive will in fact have some 
  aberrant impulse: in those cases roll 1d6 along the top line of the table below. 
  119
  
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  MacGuffins
  Often times, especially if the Power, Wealth, or Knowledge motivations are 
  involved, there is an object at the center of the latest intrigue or action that those behind it 
  seek, an artifact of magical power that the actors believe will grant them power to act on 
  their motivation further. We call such an object a ‘MacGuffin.’ There is a 5+ chance on a 
  d6 roll that such an item is involved, with a +1 to the check if one of those three 
  motivations are  involved.  Details for the item can be  rolled using  the magical item 
  generator in Chapter 12. MacGuffins are always at least major magical artifacts.
  What is It Doing to Get It?
  Of course, what it wants is only what’s behind its actions; it is the actions 
  themselves that will draw the attention of the players, the local authorities,  and the 
  supernatural element in the city. Something is stirring the pot, and we need to know how. It 
  is difficult to pin down anything hard and fast here, there is a wealth of possible options, 
  limited only by the DM’s imagination. Think about the creature’s motivations, how it came 
  to be here, and try to imagine how that might inspire it to act. Any creature found in the 
  mortal plane will be acting on its motivations, or on the motivations of whatever creature 
  sent it here or summoned it to this plane. There are some general patterns of behavior one 
  might find in common within a given motivation, though, as described in the following list.
  120
  Table 40: Threat Motivation
  1 – Hunger
  2 – Peace
  3 – Chaos
  4 – Power
  5 – Knowledge
  6 – Wealth 
  Animal, All
  Angel, All
  Centaur
  Aralia, All
  Gnome
  Dwarf
  Banshee
  Brownie
  Cyclops
  Fir Bolg
  Human
  Goblin
  Barghest
  Cloud Giant
  Demon
  Fomorian
  Lich
  Kobold
  Basilisk
  Djinni
  Dragon, Infernal
  Frost Giant
  Lycanthrope, All
  Phooka
  Behemoth
  Doppelganger
  Fire Giant
  Lizardfolk
  Panoptes
  Vodyanoy
  Bunyip
  Dragon, Celestial
  Golem
  Orc
  Sylph
  Cat Sith
  Dragon, Elemental
  Gorgon
  Salamander
  Troll
  Chimera
  Dryad
  Grey
  Sidhe
  Chupacabra
  Elementals, All
  Hydra
  Siren
  Couatl
  Ghost
  Neurophage
  Siyokoy
  Dinosaurs, All
  Gnoll
  Phantasm
  Dire Beasts
  Halfling
  Pixie
  Feareater
  Homunculus
  Redcap
  Ghoul
  Merfolk
  Skeleton
  Gryphon
  Naga
  Sluagh
  Harpy
  Nymph
  Toad Lord
  Hellhound
  Phoenix
  Unicorn
  Kelpie
  Satyr
  Will-o-the-wisp
  Kraken
  Sphinx
  Winged Devil
  Longneck
  Stone Giant
  Wraith
  Manticore
  Thunderbird
  Wyvern
  Ogre
  Treant
  Zombie
  Onachus
  Undine
  Owlbear
  Valkyrie
  Rakshasa
  Yeti
  Roc
  Tarasque
  Vampire
  
  Arcana Rising
  
  Power. Creatures seeking power will try to grab it, by any means necessary. Likely 
  they  are  directly  interfering  with  the  local  power  structure,  and  have  even 
  murdered to get it, or are waging war on one of the local factions to carve out a 
  space in the mortal plane for themselves. 
  
  Wealth. A creature seeking wealth will be doing whatever it can to get more of it. 
  Thievery is common here, as is simple armed robbery and murder, but they might 
  also instead set up trade selling something deadly or dangerous that has begun to 
  attract attention.
  
  Hunger. The hungry seek to eat. They have likely begun to prey upon the locals, 
  leaving bodies and even souls missing from the local community, usually in the 
  vicinity of wherever it entered our reality or wherever it has chosen to nest.
  
  Chaos. A creature of chaos will seek to destroy, to rend, to murder, or to simply 
  cause havoc. They will often target institutions of order or law to attack, or simply 
  engage in old-fashioned serial murder, gang violence, and terrorism.
  
  Knowledge. Most creatures seeking knowledge will have arrived with that goal 
  expressly in mind. Usually the appearance of strange info seekers is clue that some 
  strange info has indeed recently become available, something valuable enough to 
  kill for or steal.
  
  Peace. A creature of peace is ultimately interested in maintaining safety and order 
  for those beings and places under its charge. If such a creature has begun to 
  commit violence, it may do so in response to a perceived threat or injury to kith 
  and kin, and be acting in a way it things will defend them. It may simply be angry 
  and acting out of revenge for such a slight.
  Where is It Doing It?
  Likely,  there  is  a  central  location  around 
  which the creature’s actions revolve: it may have 
  nested there or be using it as a base of operations, it 
  may be the institution of power or civilization it has 
  targeted, or it may be simply the location where its 
  crimes mostly seem to occur. This can also provide 
  clues as to what it is actually after in more specifics: 
  if something is causing a lot of deaths in and around 
  the Great Library, there’s a chance it’s trying to keep 
  something from it or gain access to that something 
  itself. There’s a 5+ chance on a D6 that this location 
  will be one of your city’s Key Locations, determined 
  randomly or as it suits the information so far, but 
  for those that do not,  Table 41 on the following 
  page offers a list of common locations.
  121
  
  Arcana Rising
  What Do The Factions Think?
  It is also important to know how the other factions in 
  the city are reacting to this latest threat to the city. Other 
  supernatural factions might prove allies against a new threat if 
  they can be persuaded to work alongside them, even ones the 
  PCs might normally oppose. In addition, the involvement of 
  the  local  authorities  in  the  ongoing  events  are  likely  to 
  complicate  things  for  the  PCs  if  they  themselves  lack 
  connections to the local police.
  For the major factions of the city, we can resolve this 
  question simply by using the same system we did for the 
  established factions. Treat the new foe as a faction with the 
  appropriate  Motivation,  and  then  make  relationship  rolls 
  against all the other factions in the city not already established 
  by the previous steps to be involved in the case. A result of 
  Hostile means the faction is already engaged in hostilities with 
  the new threat, while a result of Opposed means the faction is 
  not pleased and could possibly  be convinced to assist  in 
  ending  the  danger.  Allied  forces  will  likely  be  fighting 
  alongside the creature, or be directly involved in its actions, 
  and  those  who  are  Friendly  to  it  will  at  least  not  be 
  particularly interested in opposing it. In general, an Opposed 
  faction may be persuaded to assist on a successful  CHA 
  check, a Neutral faction might still be lured if something can 
  be offered in exchange (at a -2 to the roll), and a Friendly 
  faction will have no interest in acting against the foe.
  As for the authorities in the city, this means making a 
  check for the police force’s involvement in the case. Roll a 
  d20, and if it is under the police force’s value for Response, 
  the police are actively investigating the crime already at the 
  start of the adventure. Add +1 to response if they have a 
  positive Knowledge bonus, a Special Investigations key location, or the enemy’s motivation 
  is Chaos or Hunger. As the adventure continues and the bodies pile up, however, their 
  chance of assembling a full investigation increases: every time the creature kills again, 
  commits a crime, or the PCs and their allies themselves commit a crime or a violent act, add 
  +1 to this Response total and roll again. On a success, the police commit to a full 
  investigation, and if the roll was made in response to PC criminal behavior, there’s a 25% 
  chance that they are the new suspects.
  122
  Table 41: Threat Location
  D100
  Location
  01-03
  Bar
  04-06
  Brothel
  07-09
  Church
  10-12
  City Hall
  13-16
  Docks
  17-19
  Factory
  20-22
  Game Store
  23-25
  Graveyard
  26-29
  Hospital
  30-32
  Jewelers
  33-35
  Laboratory
  36-38
  Lake
  39-41
  Landfill
  42-45
  Laundry
  46-48
  Library
  49-51
  Mall
  52-54
  Media Studio
  55-58
  Museum
  59-61
  Offices
  62-64
  Park
  65-67
  Pawn Shop
  68-70
  Residential Area
  71-74
  Restaurant
  75-77
  River
  78-80
  School
  81-83
  Sewers
  84-87
  Theater
  88-90
  Transit Station
  91-93
  Underpass
  94-96
  Warehouse
  97-00
  Well
  
  Arcana Rising
  Chapter 12: Ruins & Relics
  With the return of magic to the world,  the relics and ruins of a bygone age have 
  returned  as well. Atlantean structures were inundated with magical energies and ritual 
  wards, and were so strongly bound to their own magical nature that with the sealing away 
  of magic, most of them simply gradually phased out of reality entirely as they sank into the 
  earth, slipping away into planar pockets and even to the astral or outer planes themselves as 
  if by some kind of magical fail-safe. With the return of magic's full force though, so too 
  have returned many ruins from their age as a result, both Atlantean and those of the great 
  Alliance that fought their empire to its doom. Such ruins often hide magical relics, lost 
  tomes,  and  artifacts  of  the  ancient  Atlanteans,  and  are  thus  highly sought  after  by 
  adventuring heroes and planar monsters alike. The navigation of a subterranean ruin that 
  predates recorded history can be quite treacherous, however, and the local authorities may 
  take unkindly to the theft of priceless antiquities from within their own borders. The 
  following chapter will detail how to create ancient Atlantean and Alliance ruins, generate 
  their contents, and create the impossible magical artifacts that often seem to lie at their very 
  heart. 
  Locations
  Atlantis itself was located in the Atlantic Ocean on an island past the Straits of 
  Gibraltar, but the great Atlantean Empire spread far and wide in all directions, imposing its 
  will across four continents.  In its prime it stretched to the southern reaches of North 
  America, the Yucatan, the northern coast of South America, West Africa, and deep along 
  the Mediterranean as far as Egypt in the south and at least as far as Etruscan Italy in the 
  north, likely farther. In time, the great Alliance formed as a bulwark and eventual rebellion 
  against Atlantis’ power-hungry rule, made up of tribes and cities from throughout Greece, 
  Anatolia (modern-day Turkey), and Mesopotamia, as well as refugees from the lands under 
  Atlantean rule. As well, various theories have suggested that both factions may even have 
  reached farther north, enough to run up against the ancestors of the sidhe in Ireland and 
  Northern Europe, though confirmation on this is scarce. 
  As a result of this, most mystic ruins from that age are concentrated in those 4 
  continents, though rumors speak of a Pacific or Asian rival to the Atlantean powers not 
  recorded in much surviving Western myth that may yet hold ruins of their own. 
  Names
  Many of these ruins bear names in the ancient tongues of the time, attested to in 
  recovered documents or inscriptions in the ruins themselves. Atlantean ruins tend to be, 
  unsurprisingly, named in the Atlantean tongue, specifically the High Atlantean dialect 
  (Sacnimedet).  Alliance  ruins  are  not  as  consistent,  the  ‘Alliance’  being  a  fairly  loose 
  association, but many sites are attested to in the ancient languages of the Greeks, Hittites, 
  and Sumerians and their descendants. Table 42 lists some common words found as names 
  123
  
  Arcana Rising
  of ruins in both High Atlantean and an assortment of languages with common origin to 
  those of the Alliance peoples, and their approximate English translations. The provided 
  vocabulary  was  selected  explicitly  to  provide  the  expected  sense  of  doom  afforded 
  abandoned ruins full of monsters and magical things.
  124
  Table 42: Ruin Name
  D100
  English
  Atlantean
  Ancient Greek
  Hittite
  Sumerian
  01-02
  Tomb
  thaur
  thēka
  harpa-aggātar
  unu-gal
  03-04
  Vault
  shuthi
  kruptē
  harsiyali-
  erim
  05-06
  Demon
  calu
  daimōn
  idālawatar
  udug
  07-08
  Death
  hintha
  thanatos
  aggātar
  namuš
  09-10
  Burial
  celu-ca
  entaphē
  hariya
  kitum
  11-12
  City
  spur
  -polis
  happiriya- 
  iri
  13-14
  Fort
  hamet
  epiteikhisma
  birtu
  15-16
  King
  leu-xum
  basileus
  hassu- 
  lugal
  17-18
  Queen
  mech
  basileia
  hassusara-
  ereš
  19-20
  Wizard
  trut-nut
  magus
  siunan antuhsa-
  irhandi
  21-22
  Magic
  trut
  magikos
  alwanzatar
  niĝak
  23-25
  Iron
  bihu
  sidēros
  anbar
  26-27
  Gold
  anim
  glouros
  ā-misriwant-
  kugsig
  28-29
  Blood
  damm
  haima
  eshār
  umun
  30-31
  Library
  pera zichu
  bibliophulakion
  pēda-hattatar
  da kimu
  32-33
  Knowledge
  hikmat
  eidēsis
  hattatar
  namkugzu
  34-35
  Coffin
  capra
  nekrothēkē
  36-37
  Urn
  mursh
  soros 
  hakkunai-
  ešda
  38-39
  Monument
  man
  mnēmeion
  huwasi-
  alan
  40-41
  Stone
  penthuna
  ekhitēs
  napassila
  alliga
  42-43
  Sacrifice
  fler
  anaruō
  puhugari
  ĝeštaga
  44-45
  Power
  tru-na
  dunamis
  hastāi-
  namurun
  46-47
  God
  ais
  theios
  siu-, siuna-
  diĝir
  48-50
  Temple
  tmia
  koroē
  É karim(n)i
  alal
  51-52
  Ritual
  ais-na
  hagisteia
  sinapsi
  biluda 
  53-54
  Book
  zichu
  biblos
  tuppi-
  le'um
  55-56
  Sacred
  cexa
  thinos
  sihill(iy)as
  kal
  57-58
  Unholy
  hint-ha
  anosios
  huwappa- 
  nu kug-ĝal
  59-60
  Divine
  ais-iu
  zatheos
  kug-ĝal
  61-62
  Punishment
  tu-pi
  timōrēsis
  zankilātar
  šerda
  63-64
  Slave
  marish
  doulikos
  huprala-
  arad
  65-66
  Moon 
  tiur
  Ourania
  sin-as
  itud
  67-68
  Sun
  usil
  Helios
  immu
  ud
  69-70
  Dawn
  thesan
  diaugeō
  luk-
  aguziga
  71-72
  Night
  leil
  nux
  ispant-
  ĝi
  73-75
  Descent
  favin
  katabainō
  kattanda
  dirig
  76-77
  Priest
  cep
  hiereus
  sankunni-
  šimmu
  78-79
  Swan
  tusna
  aglu
  ubi
  80-81
  Owl
  hiuls
  buas
  surassura-
  ua
  82-83
  Ox
  thevr-u
  bous
  gud
  84-85
  Lion
  leu
  leōn
  ug
  86-87
  Spell
  elu
  kēlēma
  alwanzessar
  namšub
  88-89
  Silver
  kesep
  argureios
  misriwant-
  kug
  90-91
  Mountain
  Kar-gura
  oros
  kalmara-
  gabiri
  92-93
  Sword
  caru
  xiphos
  kuask-kugulla
  ugur
  94-95
  Arrow
  hos
  ios
  natī-
  ti
  96-97
  Ghost
  hinthial
  nekudaimōn
  akkanthui
  gidim
  98-00
  Throne
  zelar leu-xum
  thronos
  salli pēdan
  guza
  
  Arcana Rising
  Mapping the Ruins
  Many DMs will wish to bring or create their own 
  maps for ancient ruins, using only the later sections of this 
  chapter and their own instincts to populate the individual 
  rooms of the ruin. For those with a shortage of experience or 
  time, the following steps will walk through how to create a 
  map in the style of the ancient Atlantean ruins discovered 
  thus far. As you generate each room or corridor, be sure to number them in some fashion, 
  for easier reference later.  
  Step 1: Size and Scale
  The first step in creating your ruin map is to determine the scale of the structure. 
  Ancient ruins have been found that range in scope from small estates to massive cities, all 
  lost beneath the earth until the return of magic drifted them back into material existence. 
  The scale of the city determines the modifier you will use on some rolls for things like 
  number of rooms and so forth, as well as the standard room dimensions (if you’re 
  measuring them), and is determined by rolling a d100 on Table 43.
  Step 2: Central Courtyard
  Atlantean architectural design for large estates and settlements in the later period 
  tends to center around a single large courtyard or atrium that borders the main entrance or 
  gate to the site, around which other outbuildings are constructed and from which the other 
  pathways, streets, or corridors branch out. This will form the center piece of your map, and 
  possibly the main entrance as well. The courtyard is always 1d4 times Standard Size in 
  dimensions, and contains a number of buildings attached to it equal to 2d3 + Size Scale 
  modifier, as well as 1d4-1 + Size Scale corridors branching further into the ruin.
  The courtyard itself also usually contains some prominent feature at its center or 
  around the courtyard: Roll 1d8 on the following list.
  1.
  Columns. The entire courtyard is decorated with a ring or evenly spaced matrix of 
  columns the height of the ceiling.
  2.
  Fountain. There is a fountain, well, or water feature centrally figured in the square.
  3.
  Garden. A long dead garden once occupied the square and may even have formed 
  the grounds.
  4.
  Market. If this is a Village or City, this was a market center and stalls may even still 
  stand here. If an Estate, the courtyard was the place of business for the owner and 
  some permanent shop counter stands.
  5.
  Shrine. If an Estate, a shrine to one of the forgotten gods stands in the center of 
  the room. If a Village or City, this is an entire building with a single room and a 
  dais or altar within (number this separately from the courtyard itself).
  6.
  Statue. A great statue of one of the Atlantean lords or Alliance heroes stands.
  125
  Table 43: Ruin Size
  D100
  Size Scale
  01-40
  Estate (+0, 16m2)
  41-75
  Village (+1, 25m2)
  76-00
  City (+2, 49m2)
  
  Arcana Rising
  7.
  Arena. The courtyard regularly served as a sporting arena, with space for games or 
  races.
  8.
  Amphitheater. There are benches and a platform here once used to perform music 
  or drama, or to address the public.
  Step 3: Buildings
  For Estates, each building has a single room. Multiply the Standard Size by 1d3/2 
  without rounding (thus  generating a range of 0.5-1.5), and number it uniquely for the 
  purpose of generating contents later. For Villages and Cities however, we must determine 
  the number of rooms within the building. Roll 1d6 + Size Scale for the number of rooms, 
  and each room is 1d3/2 multiplied by Standard Size in dimensions. Number each room 
  uniquely for contents purposes. In addition, there is a 1 in 6 chance that the building has a 
  corridor that exits from the rear of the building.
  We must also determine if the entrance to the building is locked or sealed. Roll a 
  1d6 and add the Size Scale modifier, and on a 6+ the door is in some way blocked. Roll 1d4 
  on the following list to determine how.
  1.
  Barred/Collapsed. The door has been blocked physically, and a STR check is 
  required to force it open.
  2.
  Locked. The door is locked with a simple enough lock that it can be picked on a 
  DEX + Security check.
  3.
  Lost Key. The door is locked, but is complex enough to elude picking, and the 
  key must be located. There is a 1 in 4 chance the key is elsewhere in the ruin (roll 
  randomly to determine which room), otherwise make a WIS + Investigation to 
  locate a spare key hidden nearby.
  4.
  Mechanism. The door has some kind of mechanical latch system, which must be 
  puzzled out to open. The DM may feel free to be creative here, or simply require 
  an INT check to puzzle out.
  Step 4: Corridors
  In theory, every corridor goes somewhere, though in practice the passage may 
  have been rendered impassible by the ravages of time, making whatever contents lie beyond 
  inaccessible without heavy equipment. 
  There is a 50% chance that a given corridor has collapsed and is thus a dead end. 
  Otherwise, the corridor will end at 1d3-1 plus Size Scale buildings. If a further corridor 
  extends from one of these buildings, there is a 1 in 4 chance it actually passes through the 
  building in question.
  Each corridor segment should be numbered, in order to generate contents for it 
  later. Continue following the ends of any corridors until all end in dead ends. 
  126
  
  Arcana Rising
  Step 5: Entrances
  While the main gate to the ruin may be accessible, it is important still to know 
  where it is and whether it is in some way barred against entry, and if the main gate is in fact 
  not accessible at all, where an alternate entry point might be found. 
  For the main entrance, there is a 5+ chance on 1d6 modified by Size Scale that the 
  main gate is indeed barred in some way. Roll for type using the list in Step 3. For its 
  location, roll 1d4 on the list below.
  1.
  Buried. The interior of the ruin may be passable, but getting to the door means 
  digging it out first, and locating it. This will likely require WIS + Investigation 
  checks to spot it once near the site, and extended effort of at least a day to dig out 
  (during which time rival hunters or authorities might intrude).
  2.
  Cave. The entrance lies within a cave tunnel of some kind, either a simple tube 
  that leads to it, or a more complex cave system which will need to be navigated 
  first. DMs may wish to map out a portion of this themselves, even complete with 
  numbered rooms of their own.
  3.
  Crevasse. The entrance lies within a treacherous crevasse or canyon that must be 
  carefully descended into. This will likely require climbing gear and careful DEX + 
  Athletics checks.
  4.
  Exposed. The entrance is 
  largely  open  and  visible, 
  though  it  may  be 
  concealed  within  forest, 
  jungle,  or  swamp  that 
  must be navigated in order 
  to reach the entrance  (3+ 
  chance on a D6).
  In  addition,  if  the  ruin’s 
  main gate is in some way obstructed 
  permanently, there will instead by at 
  least one other entrance (or 1d3 for 
  City and Village ruins) where some 
  portion of a corridor or room has 
  collapsed and thus allows entry by 
  another route. This entrance will be 
  to a random room (select randomly 
  from your list of numbered rooms 
  and  corridors),  and  will  be  an 
  exposed  hole  with  no  physical 
  barrier,  as  it  is  an  open  collapse 
  rather than an intended door.
  127
  
  Arcana Rising
  Ruin Contents
  Now that we have our map by whatever means, it is time to turn the numbered 
  entries into actual room and corridor contents to challenge the adventuring players with. 
  Every room or building has a purpose at least, and some may contain artifacts, stray planar 
  creatures, hostile rivals or authorities, or dangerous challenges and traps to threaten the 
  players. But first, we must establish a few important details regarding the PCs’ presence in 
  the ruins and any external threats that might be present.
  The MacGuffin
  Very often, the purpose of an excursion into a ruin is explicitly in pursuit of a 
  specific artifact attested to be present therein, whether in legend, recovered documents, 
  local rumor, or even intelligence somehow acquired through planar channels. Most of the 
  undiscovered Atlantean ruins remained undiscovered through magical wards that shielded 
  them from discovery, and this is often because there was some specific artifact of magical 
  power sealed therein. The MacGuffin’s presence in a ruin may even be the center point for 
  an ongoing Threat in the PCs’ home city, thus the reason for their adventure.
  A MacGuffin is always at least a major magical artifact, with a specific name and 
  probably substantial history. It’s location within the ruin will be the room farthest from the 
  entrance. In addition, the presence of a MacGuffin in the ruin will result in a +1 to checks 
  to determine local and rival involvement, as described in the following sub-sections. 
  Rival Faction
  There is a 5+ chance on a 
  d6 that a rival faction is already 
  present in the ruin, who will be 
  hostile towards the PCs’ presence 
  there in order to secure whatever 
  rarities  might  be  present  for 
  themselves. If the ruin hunt is part 
  of  an  ongoing  threat,  this  will 
  likely be one of the city factions 
  involved in the conflict or an ally 
  (3+ on 1d6). Otherwise, it will be 
  a rogue entity or group of entities, 
  possibly  rival  human  treasure 
  hunters, possibly a planar creature 
  and its allies. Roll Threat Level as 
  per Table 37 (p.115), but there’s a 
  1 in 4 chance that the threat are Human rather than a planar force. Ignore all Monstrous 
  results. The presence of a rival faction will affect the results on Monster encounters.
  128
  
  Arcana Rising
  Hostile Locals
  There is a further 1 in 6  chance  that local 
  human authorities or residents will discover 
  the PCs’ intentions to raid ancient ruins in 
  their own backyard and take poorly to it. This 
  can be a rather dangerous prospect in and of 
  itself, with even further consequences should 
  the PCs take violent action against the locals. 
  Treat  the  presence  of  hostile  locals  as  the 
  equivalent to a Police Force, as discussed in 
  Chapter 10, with R7 – C0 – K0. This means 
  that there is a periodic chance that locals will 
  intervene in the treasure hunting escapades of 
  the  PCs.  They will  arrive  with  a  party  of 
  Humans near one of the ruin’s entrances and 
  either  hold  position  there  to  capture  them 
  when they attempt to leave, or enter the ruin 
  in order to pursue the PCs. 
  Purpose
  For each room or building in a ruin, you may roll 
  on Table 44, which will provide some suggestions as to the 
  purpose  of  the  room  and  thus  inspiration  for  your 
  descriptions  thereof.  Remember  when  describing  your 
  rooms that these ruins are thousands of years old. While the 
  magical wards that hid them away have preserved them far 
  better than one might expect, they are nonetheless likely to 
  be in  no better condition  than that  of a particularly well 
  sealed Egyptian tomb or Greek ruin, and at worst barely still 
  recognizable as buildings. Nonetheless, clues are  liable to 
  remain as to its purpose, even inscriptions in some cases, 
  and these details can do much to provide atmosphere to the 
  proceedings. You may also choose simply to ignore the table 
  altogether, if you have a particular theme in mind for the 
  place.
  129
  Table 44: Room Purpose
  D100
  Purpose
  01-04
  Living Area
  05-09
  Sleeping Quarters
  10-13
  Kitchen
  14-18
  Lavatory
  19-22
  Baths
  23-27
  Garrison
  28-31
  Throne Room
  32-36
  Office
  37-40
  Storeroom
  41-45
  Granary
  46-50
  Burial Chamber
  51-54
  Market/Shop
  55-59
  Library
  60-63
  Temple
  64-68
  Prison/Dungeon
  69-72
  Torture Room
  73-77
  Monument
  78-81
  Gallery
  82-86
  Stables
  87-90
  School
  91-95
  Food Vendor
  96-00
  Inn
  
  Arcana Rising
  The Contents Table
  The next step for each numbered individual room and corridor 
  alike is to roll for contents, thus determining if there are any hazards 
  or treasures within the room to be encountered by the players. The 
  actual creation of the specific results of each type of contents is 
  covered in the following subsections, each helpfully numbered by 
  their position on Table 45.
  1 – Empty
  There is nothing of particular interest in the room. You may still wish to add 
  further description to the room however, in accordance with its Purpose as determined 
  previously, though sometimes a room is just a room, especially when its contents have been 
  left to rot for a few thousand years.
  2 – Monster
  There is a creature in the room, most likely a hostile one. There is a 1 in 6 chance 
  that this creature is in fact the rival faction’s presence in the ruin, but otherwise, this can be 
  rolled as if it were a Threat, using Table 37 (p.115) and Table 38 (p.116) or Table 39 (p.117) 
  in Chapter 11 as usual. Then, roll on the default reaction table (Table 46) below, modified 
  by the creature’s CHA modifier to Save if any. If the creature’s motivation is Hunger or 
  Chaos, roll at -2. The result will also provide a modifier to CHA for attempts to negotiate 
  with the creature and thus avoid any violence.
  Table 46: Monster Reaction
  2d6
  Reaction
  2-5
  Hostile (-5) – The creature will react with instant hostility to the party
  6-7
  Opportunist (-3) – The creature does not trust the party, but will wait to strike
  8-9
  Wary (-1) – The creature is untrusting, and will gauge the party’s behavior as to 
  whether to attack
  10-11
  Passive (0) – The creature is generally indifferent to the party, and won’t attack 
  unless provoked
  11-12
  Friendly (+1) – The creature is friendly to the party initially, but will react in kind 
  to violence.
  Note that monsters will not necessarily stay within the room they begin in. If 
  Hostile or Opportunist monsters hear the sounds of prey within a room near them (Save + 
  WIS bonus), they may wander to investigate the possibility of food.
  3 – Trap
  There is a deliberate death trap of some variety installed in the room. Traps have a 
  difficulty rating, rolled on 1d4-4 to provide a value from -3 to 0. This acts as a modifier to 
  any actions involving it, such as spotting it, saves against its effects, or disabling the trap 
  altogether. There is a 50% chance that the trap is concealed, and thus will require a WIS + 
  Investigation or Security check to detect, or else the trap is triggered by the next person 
  130
  Table 45: Contents
  D6
  Contents
  1
  Empty 
  2
  Monster
  3
  Trap 
  4
  Challenge
  5
  Artifact
  6
  Flavor
  
  Arcana Rising
  moving through the room. Trap difficulty also affects damage: take the absolute value of 
  the trap difficulty and add 1 to find the number of D6 in damage taken by a damaging trap 
  unless a save is made. To determine type, roll on Table 47.
  Table 47: Traps
  D100
  Trap Type
  01-05
  Blast – A blast of magical energy bursts forth from a concealed ejector. Standard damage of random 
  elemental type. DEX saves for half.
  06-11
  Pit – A pit opens up beneath the victim 1d4×10m deep. DEX save avoids fall.
  12-16
  Spiked Pit – As with pit, this is 1d4×10m deep, but the victim takes an additional 1d6 damage per 
  10m. DEX save to avoid the fall.
  17-22
  Water Pit – The floor opens up into a tank of water that traps its inhabitant, raising threat of 
  drowning. DEX to avoid, and STR minus Difficulty to pry the lid back off and rescue the victim.
  23-27
  Darts – Arrows or darts shoot from concealed nooks, dealing standard damage (max 3d6). DEX 
  save to avoid. 
  28-33
  Poison Darts – As previous, but the darts do minor damage, 1 HP, and infect on contact with a 
  poison (CON, blood, virulence = trap difficulty). DEX save to avoid.
  34-38
  Fire – A jet of flame bursts out from ancient nozzles, igniting all in its path who fail to make a DEX 
  save.
  39-44
  Swinging Blade – A large bladed instrument swings forward, dealing standard damage unless a DEX 
  save is made to dodge. 
  45-50
  Noxious Gas – A noxious gas is released into the air, essentially depriving the room’s inhabitants of 
  breathable air. Treat as suffocation.
  51-55
  Heavy Thing – A large object such as a boulder or slab of stone weighing 2d6×10kg falls from the 
  ceiling. DEX save to avoid. 
  56-61
  Animate Statue – On triggering, 1d4 statues in the room spring to life and attack as 2d12HD 
  monsters. Modify HD by absolute value of trap difficulty.
  62-66
  Explosives – Some prior grave robber has rigged the room to blow. Triggering the trap sets a timer 
  at 1d6 rounds, after which the device explodes for standard damage. INT + Demolitions to disarm. 
  No save for damage.
  67-72
  Acid – Jets of acid coat the triggering individual, dealing 1d8 damage per round until washed off or 
  neutralized. DEX save to avoid.
  73-77
  Snakes – A grate in the floor reveals venomous snakes which strike at +1 TH and deliver a poison 
  (STR, blood, -1d4). DEX to pass by safely, failure means one attempts to strike.
  78-83
  Leeches – Leeches swarm the room. Make a DEX save for each PC in secret. Failure means several 
  have attached themselves and will deal 1d3 HP per hour until removed. 
  84-88
  Door Seal – The doors to the room clap shut completely, sealing the party in. Escape requires 
  destroying a door or circumventing the mechanism. After 1d6×10 minutes, suffocation will begin.
  89-94
  Quicksand – The ground gives way to quicksand, sucking in anyone who doesn’t move quickly 
  enough (DEX save to run across the top). Failure leaves one stuck to the waist without assistance. 
  95-00
  Collapsing Walls – The walls begin closing in and the doors lock. In 1d8 rounds they will close far 
  enough to crush the inhabitants, unless they can make a check to open the doors (STR/INT)
  4 – Challenge
  Challenges are obstacles that sometimes arise in the exploration of ancient ruins 
  that  do  not  directly  involve  someone  or  something  trying  to  kill  the  player.  These 
  challenges range from puzzles and secret doors to rickety rope bridges and chasms. Like 
  traps, challenges have a difficulty, rolled on 1d4-4, which provides a modifier to any stat 
  checks made  to solve the challenge. DMs should  however  consider the inclusion of 
  challenges that are left to the players to solve, resorting to die rolls only when necessary. 
  Solving a magical riddle on a door will feel like more of an accomplishment if the players 
  must actually puzzle it out themselves, as opposed to rolling INT + Arcana and moving on. 
  131
  
  Arcana Rising
  DMs are also encouraged to come up with their own challenges in order to keep the players 
  on their toes. Otherwise, roll on Table 48 for some common options.
  Table 48: Challenges
  D100
  Challenge
  01-06
  Chasm – The room is split by a great gulf of some kind, requiring at least one DEX + Athletics roll 
  to cross it. Failure entails fall damage from 1d100+10m in height. 
  07-12
  Rope Bridge – A rickety bridge made of rope and rotted wood crosses a chasm, requiring a DEX 
  save to keep balance. Failure allows for a second DEX save from a party member to catch them, 
  and should this fail, apply falling damage for 1d100+10m height.
  13-18
  Climb – There is a steep cliff or slope between here and the next place, 1d8×10m high, that must be 
  climbed to proceed forward. DEX + Athletics to climb safely.
  19-25
  Password – The door ahead is sealed with a magical keyword which must be spoken aloud and 
  clearly (CHA + Language). A clue to its identity can be found by interpreting the nearby inscription, 
  make an INT + Arcana roll.
  26-31
  Blood Rite – A door in this room has been bound only to open to those who complete a blood rite. 
  Sacrificing 1HP in blood from each of the party into a goblet that stands on the dais and burning it 
  will open the door.
  32-37
  Secret  Door – One of the doors in  this room is concealed, and will  only open by hidden 
  mechanism. WIS + Investigation or Security to spot, and possibly DEX + Security to operate.
  38-43
  Stuck Lever – The door is operated by a lever, rusted and stuck from centuries of wear. STR + 
  Athletics to force it open.
  44-50
  Musical Key – The room will reveal a secret compartment concealing an artifact (roll for details in 
  next section), provided one of the PCs can carry the right tune. CHA + Performance to sing on key 
  to the inscription’s tune, though it will first require interpreting (INT + Arcana or Religion). 
  51-56
  Sokoban – The room contains a number of large objects which must be pushed into the proper 
  places by STR + Athletics checks. Consider creating a diagram of the scene.
  57-62
  Object Hunt – There are 1d3 items that serve as keys to one of the doors in this room. They will  
  each be found in a random room elsewhere in the ruin, and will likely be protected by either other 
  challenges (01-50) or a hostile monster (51-00). Roll 1d100.
  63-68
  Plant Sacrifice – An arrangement of plants grow in the room, the correct one of which must be 
  placed on the altar in the center of the room to unlock a healing well that heals 3d6 HP on first  
  drink. WIS or INT + Survival to solve. 
  69-75
  Missing Atom – An eerily prescient sculpture of a molecular structure is present, but is missing a 
  key atomic component. Several spare pieces are present, and when the correct one is mounted, it 
  reveals a hidden scroll compartment in the base containing a single spell scroll.
  76-81
  Who Begat Whom – A series of statues stands, each meant to be pointing their descendant. 
  Rotating them back to their correct positions will require some History knowledge or the Language 
  know-how to interpret the inscriptions. Success reveals a hidden cache beneath the floor (roll for 
  artifacts).
  82-87
  Light Beam – A beam of light pierced through an opening from the outside or from an ever-
  burning torch, and must be redirected to a gem or lens that stands in the center and points to the 
  door, which will itself not open until the light shines on it.
  88-93
  Broken Mechanism – A steel cage protects a large chest, but the mechanism to open it is broken 
  and must be fixed with an INT + Repair roll. 
  94-00
  Gem-crusted Relic – A fresco or statue is adorned with gems, which must be removed carefully 
  with DEX checks to obtain 1d6×100 Astra worth of fine jewels. A single failure will cause the entire 
  statue to plummet into a pit concealed below it.
  5 – Artifact
  The room contains some kind of ancient artifact from the Atlantean Age still in 
  museum  quality  condition.  Most  such  artifacts  found  in  a  ruin  will  be  largely  of 
  archaeological interest, but a rare few actually possess magical properties, being magical 
  devices created by the ancient Atlanteans or other magically gifted crafters. There is a 25% 
  chance that the item is of magical nature, and such items are generated in the section 
  132
  
  Arcana Rising
  beginning on p.135. Otherwise, it is a simple artifact 
  of possible monetary or scholarly value. Roll once 
  on each column of  Table 49 for type and gross 
  value.
  6 – Flavor
  The room is more or less empty of any 
  physical object or challenge that might be of threat 
  or value to the players, but nonetheless contains 
  some oddity or feature of note which might add 
  flavor to the description of the ruin. DMs are 
  encouraged to invent many of their own pieces of 
  flavor to describe rooms, but Table 50 provides some examples. 
  133
  Table 49: Artifacts
  D10
  Type
  Value (in ₳)
  1
  Book
  10
  2
  Carving
  20
  3
  Crown
  50
  4
  Jewelry
  100
  5
  Pottery
  200
  6
  Scroll
  400
  7
  Statuary
  800
  8
  Tablet
  1000
  9
  Tool
  2000
  10
  Weapon
  5000
  
  Arcana Rising
  Table 50: Room Flavor
  D100
  Flavor Description
  01-02
  A well-preserved tablet tells the tale of Gilgamesh vs. the Swamp Monster.
  03-04
  Twisting vines line the walls, and seem to recoil from any light.
  05-06
  An intricate fresco details the rise of a minor Atlantean mage lord.
  07-08
  A crude drawing of a basilisk performing questionable acts with a water buffalo.
  09-10
  A great oak grows in the middle of the room, its upper branches penetrating the ceiling.
  11-12
  An ancient ball court is here, floor still scuffed by athlete footprints.
  13-14
  A rusted arsenal of swords and other weapons, which crumble on contact.
  15-16
  A camp stove and tent, in which still lie the seemingly sun-bleached skeletons of long dead explorers.
  17-18
  A game board of indeterminate rules rests on a table, its pieces scattered.
  19-20
  A neatly ordered row of skeletons lies here, each with a neat square hole cut from the  skull.
  21-22
  The room is littered with old papyrus scrolls, each with incomplete spells inscribed on them.
  23-24
  A clockwork mechanical watchdog rotates to watch the party as they move through the room.
  25-26
  Small orbs at the corners of the room glow and light the room in an eerie shade of blue-green.
  27-28
  A small pen contains the skeleton of a pet creature you cannot seem to identify.
  29-30
  Hollow tiles of glass and vibrating metal line the floor, making music as you walk.
  31-32
  A gust of wind through a channel in the wall seems to play back a whisper of ancient conversation.
  33-34
  An inscription on the wall appears only when the light does not touch it, saying 'praise the dark.'
  35-36
  Apparently a child's playroom, the walls are covered to the millimeter with misspelled ancient script.
  37-38
  A suggestive illustration is accompanied by the message 'quoniam tempus invocant Hadrianus.'
  39-40
  A hastily written note wrapped around a bottle details a recipe for a garum-based cocktail.
  41-42
  Large Atlantean letters read 'Thes netei am hintha am.'
  43-44
  A book of recipes for the preparation of onachus flesh.
  45-46
  An ornate Celtic knot surrounds the floor of the room.
  47-48
  Motes of white light flit about the room that appear to be cuneiform letters when inspected up close.
  49-50
  A flow of water trickles down one wall and brings with it the scent of fresh jungle flowers.
  51-52
  An assortment of drinking gourds hang from one wall, still sloshing with an ancient and foul liqueur.
  53-54
  Tiny vermilion spiders have nested in one of the corners, weaving shapes and symbols in their webs.
  55-56
  An entire flower garden, with several unknown species, still blooms despite the darkness.
  57-58
  A collection of human skulls lay on a shelf, sorted in order of size.
  59-60
  A detailed and precise map of the Latin American coastline adorns one wall.
  61-62
  A leather bag lies on the floor, containing what appear to be ancient medical instruments. 
  63-64
  A painting, weathered enough to be millennia old, depicts a 1980s personal computer.
  65-66
  The tile work in this room is covered in dust, which if cleared reveals an illustration of a human 
  neuron.
  67-68
  There's a faint greenish glow to the paint in this room. You suspect radioactivity.
  69-70
  A mirror rests against one wall, but seems to reflect another room entirely.
  71-72
  An odd squirrel clings to the ceiling, and follows you from room to room.
  73-74
  Sacks and sacks of rice rest in this room, still appearing as fresh as when it was bagged.
  75-76
  A sense of existential dread overtakes the group, as if reminded of the existence of reality shows.
  77-78
  The room reeks of mildew, and you catch glimpses of molding clothes piled in a corner.
  79-80
  The entire room is decorated with ornate statues of intertwining tentacles.
  81-82
  An altar to the sun is here, with an ever burning red orb suspended above it.
  83-84
  The tiles are carved with mouths, and when you aren't looking, you swear they are speaking to you.
  85-86
  The door on the other end appears normal, but proves half-size up close.
  87-88
  A bush grows in a spiral through the room, periodically dropping fruit which burst into light on 
  impact.
  89-90
  The entire room smells deeply of freshly brewed coffee.
  91-92
  Your limbs suddenly feel weightless, but only within the stone circle at the center of the room.
  93-94
  The entire room shakes with the sound of something colossal belching somewhere further in the 
  ruin.
  95-96
  A row of statues depict the 7 deadly sins in vivid detail, despite obviously predating recorded religion.
  97-98
  An illusory image stands in the center of the room and bellows warnings of doom.
  99-00
  The fate of a 20th century boy band is intricately documented via a series of tapestries.
  134
  
  Arcana Rising
  Magical Artifacts
  Of course, the principal raison d'être of the adventuring tomb raider tends to be the 
  acquisition of surviving artifacts of actual magical power and significance. Atlantis was an 
  empire fueled by magic, and even their enemies in the Alliance peoples were often armed 
  with magical talents of their own. As well, sometimes devices fall through the cracks from 
  planar realms, and thus a little piece of otherworldly magic finds root in our world.
  When creating a magical artifact, we 
  must  first  determine  its  rarity.  Minor 
  artifacts generally consist of magical scrolls 
  and  potions,  and  the  occasional  minor 
  magical blade. Major artifacts include spell 
  books, wands, staffs, enchanted armor, and 
  magical weapons. Legendary items are objects the likes of which wars were fought over, 
  held by men and women of great power whose actions shaped the destinies of kingdoms, 
  nations,  and planes.  These wondrous  items,  rings  of power,  powerful weapons,  and 
  gleaming armors conquered armies and fought back oblivion itself. Roll on Table 51, in the 
  normal column for randomly located artifacts, and in the MacGuffin column if it is one.
  Once we have determined an item’s rarity, we can then roll on the appropriate 
  column in  Table 52 to determine just precisely what the object is. Some items will be 
  appended  with  a  multiplier 
  or a die roll, which indicates 
  there are more than one of 
  the  items,  the  contents  or 
  nature of which will need to 
  be  determined  for  each. 
  Further  descriptions  will 
  follow  in  the  subsections 
  below.
  Scroll
  A scroll is a piece of parchment, vellum, papyrus, or paper on which is inscribed a 
  magical spell. Reading out the spell completely from the scroll will cast the spell at the same 
  caster level as the person reading the spell, but burns up the magical charge that maintains it 
  and so leaves it to crumble to dust. A wizard, however, can study a scroll to learn the spell 
  contained therein and record their own version in their spellbook, making them especially 
  sought after as sources of original arcane knowledge. To determine the spell written upon 
  the scroll, roll 1d8 to determine spell type (1-6 = the spell level, 7-8 = Cantrips) and then 
  roll d100 on the appropriate column below (reroll blank results). If the spell is marked with 
  an asterisk (*) roll 1d4 to determine element (1: Fire, 2: Earth, 3: Air, 4: Water). For 
  summoning circles and polymorph spells (marked with two **), roll on the appropriate 
  threat table in Chapter 11 (p.116) up to the HD limit of the spell. For summon circles, 
  135
  Table 51: Artifact Rarity
  D100
  Normal
  D100
  MacGuffin
  01-50
  Minor
  01-75
  Major
  51-80
  Major
  76-00
  Legendary
  81-00
  Legendary
  Table 52: Artifact Type
  D6
  Minor
  Major
  Legendary
  1
  Scroll
  Spellbook
  Ring
  2
  Potion
  Map
  Wondrous Item
  3
  Scroll 2x
  Wand
  Weapon, Special
  4
  Potions 1d3
  Staff
  Armor, Special
  5
  Weapon, Arcane
  Weapon +1
  Weapon +2
  6
  Weapon, Planar
  Armor -1
  Armor -2
  
  Arcana Rising
  there is a 1 in 4 chance the creature is actually greater than the HD limit of the circle spell, 
  thus meaning a higher HD threat roll and the chance that using it will cause certain peril for 
  the summoner.
  The scroll is valued at 50 times spell level, or 25 for cantrips.
  ₳
  ₳
  Table 53: Scrolls 
  D100
  Cantrips
  Level 1
  Level 2
  Level 3
  01-05
  Alarm
  Astral Projection
  Acid Arrow
  Call Superior
  Elemental*
  06-11
  Animate Tool
  Burning Hands
  Circle of Minor
  Summoning**
  Circle of
  Invisibility
  12-17
  Circle of Simple
   Summoning**
  Call Lesser 
  Elemental*
  Color Spray
  Dispel Magic
  18-23
  Clean
  Cause Fear
  Command Person
  Explosive Runes
  24-29
  Haywire
  Charm Person
  Darkvision
  Fireball
  30-35
  Light
  Circle of 
  Protection
  Degauss
  Greater Circle of
  Protection
  36-41
  Mage Hand
  Hold Portal
  Frozen Lance
  Hold Person
  42-47
  Message
  Jump
  Gust of Wind
  Improved Magic
  Missile
  48-52
  Rosetta’s Sight
  Magic Missile
  Invisibility
  Lightning Bolt
  53-58
  See Magic
  Short Circuit
  Locate Object
  Material 
  Projection
  59-64
  Sharpen Sense
  Sleep
  Knock
  Penetrating Gaze
  65-70
  Spark Flame
  Universal Tongue
  Mirror Image
  Resist Element*
  71-76
  Wizard’s Coat
  Phantasm
  Water Breathing
  77-82
  Third Eye
  Wizard’s Mail
  83-88
  Seal Lock
  89-94
  Ward of 
  Protection
  95-00
  Wizard’s Shield
  Table 54: Scrolls (cont.)
  D100
  Level 4
  Level 5
  Level 6
  01-07
  Animate Dead
  Baleful Polymorph
  Anti-magic Circle
  08-14
  Command Monster
  Call Supreme
  Elemental*
  Circle of Grand
  Summoning**
  15-21
  Circle of Major
  Summoning**
  Chain Lightning
  Cloudkill
  22-28
  Confusion
  Create Portal
  Control Weather
  29-35
  Dimension Door
  Hold Monster
  Crushing Wave
  36-42
  Fireseed
  Liquefaction
  Disintegrate
  43-50
  Greater Ward of 
  Protection
  Magic Missile Storm
  Gate
  51-57
  Hallucinatory
  Terrain
  Planar Projection
  Geas
  58-64
  Hurl Stone
  Gravitic Slam
  Globe of 
  Invulnerability
  65-71
  Lesser Globe of 
  Invulnerability
  Steal Body
  Project Image
  72-78
  Polymorph**
  Telekinesis
  Regenerate
  79-85
  Razor Wind
  Teleport
  Shake Earth
  86-92
  Wall of Fire
  Wall of Stone
  Vengeful Whisper
  93-00
  Wizard’s Plate
  136
  
  Arcana Rising
  Spellbook
  A  spellbook  is  rather  like  a 
  collection  of  scrolls.  Rather  than  being 
  immediately  legible though,  the  spells 
  contained  therein  are  encoded  in  the 
  original  wizard’s  own  personal  cant  and 
  thus will take study and experimentation to 
  interpret.  Attempts  can  be  made  by  a 
  trained wizard to read them blind, but the 
  check  is  at  a  -2.  Most  spellbooks  have 
  degraded over time and are unreadable, or 
  at least have lost enough of the information 
  to be useless as a source of complete spells. 
  This  book  however,  still  contains  1d6 
  useful entries, rolled randomly on the scroll 
  tables (p. 136). A spellbook is valued based 
  on  the  combined  value  of  the  spells 
  contained within it.
  Wand
  A wand is a small rod of hand-carved wood or metal crafted by a wizard and 
  stored with a single spell and a number of charges, allowing a wizard (or a clever enough 
  rogue) to cast that spell without necessarily consuming his own reserve of will to do it. 
  Each wand contains a single spell (roll on the scroll tables, p.136), and 2d6 charges. Each 
  use of the spell will consume one of the charges permanently, and once the charges are 
  expended, the wand will no longer function. A wand’s caster level is equal to the level of 
  the user.
  A wizard can, however, spend a day to infuse some of his own will into the wand 
  and thus recharge it. This requires the entire day’s reserve of will, and produces a number 
  of fresh charges equal to the wizard’s Will total divided by the level of the spell, rounded 
  down. If this result would be less than one, or the wizard does not have access to the level 
  of the spell contained in the wand through normal casting, they cannot recharge it. 
  A wand’s value is equal to that of a scroll of the same spell, multiplied by the 
  number of charges.
  Potion
  A potion is a vial of magical liquid that, once consumed, delivers the effects of the 
  spell enchanted within to its consumer. Each potion contains only enough fluid for one 
  dose, and must be consumed entirely to gain the effect. A potion’s contents will generally 
  be a mystery to even a trained chemist, but a wizard’s or cleric’s magical sight (such as see 
  magic, divine sight, or third eye) will be able to identify the spell on a successful WIS check 
  137
  
  Arcana Rising
  modified by Religion, Arcana, or Science. To determine the effect of the potion, roll on 
  Table 55. The caster level of the spell is equal to twice that of the spell level. Dangerous or 
  harmful potions can instead be thrown at a target 
  as a weapon, dealing its effect to that target on a 
  successful ranged attack unless the victim makes 
  any appropriate save. 
  A potion is worth 10 times the spell or
  ₳
   
  prayer  level  of  the  effect  contained  therein.  A 
  wizard  or  cleric  with  the  Science  skill  who 
  possesses  the  appropriate  spell  or  prayer  may 
  attempt to deconstruct the potion and learn to 
  make more on a successful INT + Science roll. 
  This takes at least 12 hours of study, and making a 
  new potion will require an amount of materials 
  valued at 10 times spell level.
  ₳
  Staff
  The tool of office of a wizard, the staff is a 
  magical implement and focus for arcane casting 
  just as a PC wizard’s staff is, but its service in the 
  hands of one of the lost mage lords of another age 
  has marked it with far greater power than most 
  living wizards have ever seen. As such, its service 
  as a focus and as a magical weapon have both been 
  improved immensely. 
  A staff provides a bonus to a wizard’s casting 
  checks of +1d3. In addition, its years of service 
  have imbued it with magical properties, making it a 
  magical weapon in and of itself, dealing 1d8 Magic 
  damage  and  gaining  a  +1  bonus  to-hit  and 
  damage. There is a 1 in 4 chance that the weapon 
  has  taken  on  elemental  properties  and  strikes 
  targets as if of that element, as well as doubling the 
  casting bonus to spells of that element. Roll 1d4: 1 
  – Fire, 2 – Earth, 3 – Air, 4 – Water.
  However, there is a danger with picking up 
  strange  wizard’s  staffs  found  lying  about.  If  a 
  wizard perishes in the midst of casting a spell, the 
  energy of that spell may remain behind in the staff, 
  ready to be released simply by touching it. There is 
  a  1  in  6  chance  that the  staff  still contains  a 
  charged magical spell (roll on the scroll tables, p. 
  138
  Table 55: Potions
  D100
  Potion Spell
  01-02
  Cause Fear (L1)
  03-04
  Sleep (L1)
  05-07
  Universal Tongue (L1)
  08-09
  Darkvision (L2)
  10-12
  Invisibility (L2)
  13-14
  Third Eye (L2)
  15-17
  Hold Person (L3)
  18-19
  Resist Element* (L3)
  20-21
  Water Breathing (L3)
  22-24
  Confusion (L4)
  25-26
  Polymorph** (L4)
  27-29
  Hold Monster (L5)
  30-31
  Teleport (L5)
  32-34
  Disintegrate (L6)
  35-36
  Geas (L6)
  37-39
  Regenerate (L6)
  40-41
  Cure Light Wounds (L1)
  42-43
  Divine Sight (L1)
  44-46
  Heavenly Warmth (L1)
  47-48
  Bless (L2)
  49-51
  Disrupt Magic (L2)
  52-53
  Passing Unseen (L2)
  54-56
  Resist Fire (L2)
  57-58
  Speech of the Wolf (L2)
  59-60
  Cure Disease (L3)
  61-63
  Cure Serious Wounds (L3)
  64-65
  Dispel Magic (L3)
  66-68
  Remove Curse (L3)
  69-70
  Walking on Water (L3)
  71-73
  Cure Blindness (L4)
  74-75
  Curse of Babel (L4)
  76-78
  Exorcism (L4)
  79-80
  Neutralize Poison (L4)
  81-82
  Armor of God (L5)
  83-85
  Cure Critical Wounds (L5)
  86-87
  Dispel Unholy (L5)
  88-90
  Plague of Retribution (L5)
  91-92
  True Seeing (L5)
  93-95
  Heal (L6)
  96-97
  Resurrection (L6)
  98-00
  Transfiguration (L6)
  
  Arcana Rising
  136), which will go off when first touched except by a wizard who has made a successful 
  WIS save, or by a rogue making a successful WIS + Activate Magic roll.
  A staff’s value is often near priceless, but in a buyer’s market will generally 
  command at least 10,000 per +1 of casting bonus, plus an additional 25% if the item has
  ₳
   
  taken on elemental properties. 
  Map
  The artifact is actually a map to another ruin site or the burial location of a major 
  artifact of power. While maps and other such documents are routinely located within the 
  ruins  of  old  Atlantis  and  the  Alliance  alike,  this  one  contains  enough  clues  (once 
  deciphered) to point to the location of another ruin still or now present in the material 
  plane, or to the burial site of a major magical item. Roll 1d6: 1-4: Ruin, 5: Major Artifact, 6: 
  Legendary Artifact. The value of the map on open auction is liable to be quite high: 
  10,000 multiplied by the previous d6 roll.
  ₳
  Weapon
  Enchanted weapons are the stuff of which  fables are spun throughout history. 
  Even the simplest weapon of planar make could, in ancient times, be the savior of an entire 
  human village or town in the right hands and against the right foe. Most such weapons 
  eventually acquire names as their deeds become known, which may even be inscribed upon 
  the blade itself in ancient runes or lettering. There are a number of types of magical 
  weapons, the procedures for which are broken down in the list below.
  
  Arcane Weapon. The weapon has been enchanted with enough of an arcane 
  spark that it strikes its foes with Magic damage. Value: Base weapon value + 
  5000.
  ₳
  
  Planar Weapon. The weapon is of planar make or origin, or else forged of 
  elements found in the outer planes. The weapon deals damage as if by the element 
  of its nature. For type, roll 1d6: 1 – Fire, 2 – Earth, 3 – Air, 4 – Water, 5 – Holy, 6 
  – Unholy. Value: Base weapon value + 7500.
  ₳
  
  Weapon +1. The weapon is of such fine magical craftsmanship and precision that 
  it seems to have a life of its own, thus being both easier to strike with and dealing 
  extra damage. The weapon deals Magic damage, and has a +1 enchantment bonus 
  to-hit and damage. Value: Base weapon value + 10,000.
  ₳
  
  Weapon +2. The weapon has been crafted with a level of expertise seen only 
  every few millennia, so light and accurate that it guides the wielder as much as the 
  wielder guides it. The weapon deals Magic damage, has a +2 enchantment bonus 
  to-hit and to damage, and there is a 1 in 3 chance it is imbued with the touch of 
  the planes (roll for element as a planar weapon). Value: Base weapon value + 
  20,000, +25% if planar.
  ₳
  
  Weapon, Special. The weapon has a unique property beyond that of even most 
  magical and enchanted weapons. The weapon has a base enchantment bonus to-
  139
  
  Arcana Rising
  hit and damage of +1d3 and deals Magic damage, and has one of the special 
  properties from Table 59 in the subsection below. Value: Base weapon value + 
  50,000 + 10,000 per +1 bonus.
  ₳
  ₳
  For the weapon type, roll on the type table, first rolling across the top row for the 
  category, then a d4 for the individual weapon type. 
  Table 56: Weapon Type
  D4
  Short Blades
  Long Blades
  Blunt Weapons
  Heavy Melee
  Archaic Ranged
  1
  Axe, Hand
  Axe, Battle
  Club
  Greatsword
  Bow, Long
  2
  Combat Knife
  Sword, Arming
  Mace
  Halberd
  Bow, Short
  3
  Dagger
  Sword, Bastard
  Staff
  Longspear
  Crossbow, Heavy
  4
  Sword, Short
  Sword, Long
  Warhammer
  Maul
  Crossbow, Light
  Weapon Special Properties
  The following table can be used to generate some of the most common traits to 
  find in truly legendary weapons. To determine which specific property the weapon has, roll 
  a d100 on Table 57.
  Bladedance – The weapon can be set to ‘dancing’, able to fly 
  free and attack targets on its own. It has no STR bonus, and 
  strikes  at  whatever  bonus  the  weapon  has  as  a  magical 
  weapon, but may attack twice per round against any target 
  within the field of combat so long as it is within 100m of the 
  wielder. 
  Demonslayer – The weapon is imbued with holy power and 
  deals an additional +3  damage against demons and other 
  creatures from the underworld.
  Flametongue – The weapon is wreathed in the heat of flame, 
  and deals +3 Fire damage. A target struck with it must make a 
  CON save or be lit aflame.
  Frostbrand  –  An  icy  weapon  of  chills  and  pain,  the 
  Frostbrand strikes with +3 Water damage and the wounds it 
  delivers freeze shut, only curable by divine healing.
  Holy Crusader –  The weapon of the crusader strikes the 
  unrighteous and unholy with terrible vengeance, dealing +1d6 extra Holy damage against 
  unholy creatures or any wizard who has ever cast unholy magic.
  Intelligent – The weapon literally has a mind of its own, as it has been imbued with the 
  living soul of a spirit or mortal being, often as a punishment to wizards who broke 
  Atlantean law. It has INT, WIS, and CHA at 2d6+6, knows 1d8 spells (roll on the scroll 
  table, p. 136), and casts them as a 2d6 Level wizard. It is likely to be willful, and while it 
  cannot harm its wielder, getting it to obey orders requires a CHA check.
  Lawbringer – The nightmare of all creatures of chaos, the Lawbringer delivers judgment 
  on the minions of calamity, chilling creatures of Chaos motivation with mortal terror. Such 
  creatures are  struck  at a further +1 to-hit, and must make a WIS save in Lawbringer’s 
  140
  Table 57: Special Weapon
  D100
  Property
  01-06
  Bladedance
  07-13
  Demonslayer
  14-20
  Flametongue
  21-26
  Frostbrand
  27-33
  Holy Crusader
  34-40
  Intelligent
  41-46
  Lawbringer
  47-53
  Life Drinker
  54-60
  Planar Bane
  61-66
  Quake’s Impact
  67-73
  Sky’s Charge
  74-80
  Soulstealing
  81-86
  Unholy Raider
  87-93
  Venombite
  94-00
  Vorpal
  
  Arcana Rising
  presence  or  be  paralyzed  with 
  fear.
  Life  Drinker –  The  weapon 
  drains the life from its victims in 
  order to heal the wounds of its 
  bearer. Successful strikes with this 
  weapon heal the wielder for 25% 
  of the damage dealt.
  Planar  Bane – The  weapon 
  drives  planar  creatures  back  to 
  whence they came. A natural 1 on 
  a  to-hit  roll  against  a  planar 
  creature  with  this  weapon  will 
  banish  it  instantly  back  to  its 
  home plane and prevent it from 
  returning for at least 1d6 days.
  Quake’s Impact –  The weapon 
  strikes  with  the  force  of  the 
  rumbling earth, dealing  +3 Earth 
  damage and requiring the target to make a DEX save or be knocked from their feet.
  Sky’s Charge – The power of Air’s lightning flows from this blade. The weapon deals +3 
  Air damage, and targets struck with it must make a CON save or be paralyzed for the next 
  round as the current passes through them.
  Soulstealing – An unholy weapon of immortal peril, this instrument of death laps at the 
  very soul of its victims, sapping their Will and Faith reserves by 1d4 with each strike. 
  Should a target be slain by the blade, their soul is taken into the blade itself, and the victim 
  cannot be resurrected or even travel to the afterlife unless the blade is destroyed or the 
  wielder releases the soul. 
  Unholy Raider – A weapon of chaos and destruction, the Unholy Raider strikes those who 
  seek Peace or who are Holy (including clerics and champions) as if it had an additional 
  bonus of +1d4, randomly determined on each strike.
  Venombite –  The weapon was quenched with the vile  eitr,  and delivers a terrible and 
  agonizing poison. On hit, the target must make a CON save, or suffer 1d4 damage per 
  round unless healed by neutralize poison.
  Vorpal – The weapon goes snicker-snack, and may at times strike true with such force as to 
  sever life’s cord. A natural 1 on a to-hit roll with this weapon instantly ends the life of the 
  target.
  141
  
  Arcana Rising
  Armor
  The annals of legend and myth are rife with magical 
  swords, but a piece of armor crafted by the best smiths of the 
  dwarven empire or the ancient masters of Atlantis can itself 
  be a thing of astounding resilience, and lend truth to stories 
  of nigh invulnerability on the part of many a hero. Each set 
  of magical armor is based on an existing type of armor or 
  shield, with an enchantment bonus of -1 or -2 which further 
  reduces the AC of the armor or improves the bonus the 
  shield provides. Most magical armors are of a standard type, 
  rolled on  Table 58, but ‘special’ armor also contains unique 
  properties which are determined by Table 59 in the subsection 
  below.
  Armor value is the base  armor type’s cost as per 
  Chapter 4, plus ₳5,000 per -1 bonus, and an additional ₳10,000 
  for special armor.
  Armor Special Properties
  Special armor also has an enchantment bonus of -1d3, 
  as well as a special property that makes it especially noteworthy, 
  and  almost  certainly  bears  a  name  of  great  legendary 
  significance. Roll a d12 on  Table 59 for the armor’s special 
  property.
  Adamantine – Crafted or inlaid with the legendary adamant of 
  the ancient mountains, this armor’s durability and resilience is unrivaled, granting the bearer 
  Physical Resistance +2.
  Blood Drinker – An unholy skin that feeds on the blood of battle to maintain its strength, 
  the Blood drinker grants its bearer its bonus to AC only if it has felt the touch of freshly let 
  blood within the last 24 hours. Sacrificing 1 HP is sufficient to satiate it, but the blood 
  spray from a slain enemy will both feed it, and heal its bearer for 1d6 HP.
  Deathmask – The armor bears the pallor of death, making its wearer appear as one of the 
  undead. Undead creatures will not attack unless provoked, and the bearer may command 
  1d6 HD worth of skeletons or zombies present on a successful CHA check. 
  Demon-Crafted – The armor is forged from the skin and bone of demons, granting its 
  wearer the countenance of the Unholy, but also Unholy Resistance +2.
  Elvencloak – The armor bears a cloak which grants the gift of the elves, giving them a +1 
  bonus to DEX so long as it is worn, and a +1 bonus to-hit with Swords. 
  Ghostskin – The armor is wreathed in the stuff of astral souls, and dwells on the ragged 
  edge between the material and the astral. Whenever the wearer is struck by a physical blow 
  that is not magically imbued, they may roll a D6, and on a 6, the attack simply passes 
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  Table 58: Armor Type
  D8
  Armor (AC)
  1
  Robe (10)
  2
  Leather Coat (9)
  3
  Full Leather (8)
  4
  Chainmail (6)
  5
  Scalemail (4)
  6
  Plate Armor (2)
  7
  Buckler (-1)
  8
  Small Shield (-2)
  Table 59: Special Armor
  D12
  Armor Special
  1
  Adamantine
  2
  Blood Drinker
  3
  Deathmask
  4
  Demon-Crafted
  5
  Elvencloak
  6
  Ghostskin
  7
  Holy Raiment
  8
  Orichalcum
  9
  Planeclad
  10
  Rejuvenating
  11
  Thornbite
  12
  Wizardbane
  
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  through them. In addition, the armor itself bears no weight, and can be concealed at will, 
  appearing only when needed.
  Holy Raiment – The armor is blessed by the divine will, and the unholy tremble in its 
  presence. Unholy creatures must make a WIS save to attack the wearer of this armor, and 
  should they strike it with bare flesh or claw, they take 1d8 Holy damage as if touching a 
  holy symbol.
  Orichalcum – The armor is gilded with the fabled orichalcum of the Atlanteans, which 
  naturally channels magical energies. This innate magical focus can be tapped to aid a wizard 
  in their spell-casting, granting a +1 to casting checks while wearing it.
  Planeclad – The armor is made of planar stuff, and provides Resistance to the element of 
  its origin of +2. For type, roll 1d4: 1 – Fire, 2 – Earth, 3 – Air, 4 – Water.
  Rejuvenating  –  The  armor is infused with the  life  force  of the  forest,  and gently 
  rejuvenates the health of its bearer, healing 1 hit point per round while in wooded areas.
  Thornbite – The armor is wreathed in vicious thorns which throb with magical energy that 
  reacts to impact and force. Enemies who strike the bearer of this armor successfully take 
  1d3 damage. 
  Wizardbane – The armor was crafted for the great mage hunters of the ancient Alliance, 
  and stands strong against its onslaught. The armor grants Magical Resistance +3.
  Ring
  Some of the rarest and most precious of all magical artifacts, the rings of power 
  were crafted by the ancient Atlanteans and worn only by the highest mage lords of the 
  Empire. Each magic ring is crafted of the fabled orichalcum, and set with a rare gem 
  infused with raw magical will, a feat of arcane crafting so great that even the Atlanteans are 
  only known to have crafted perhaps a dozen throughout all the history of their great 
  empire. Such is the power of one of the great rings that even with the fall of magic and the 
  sinking of the great Well, their function continued.  As they found their way into other 
  mortal hands throughout history, whole legendary cycles were formed of the exploits and 
  fates of their bearers. The Ring of Gyges, the Andvarinaut of the Niebelungs, the ring of 
  King Solomon, all were lost Atlantean rings that found their way into later mortal hands, to 
  the prosperity or doom of their wearers. A ring of power is a priceless artifact, and few 
  bearers would even dare part with it, or could, in some cases.
  Each ring varies a bit in capability, but all bear the same general properties:
  The ring grants the ability to become invisible. An untrained and untalented 
  wielder will simply become invisible to sight the instant they don the ring. 
  The ring has a name. Knowing that name and speaking or thinking it will allow 
  the bearer control over the ring’s power, thus granting the ability to control the invisibility 
  gift at will. Translating the name requires an INT check, modified by the better of Arcana 
  or Activate Magic.
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  The ring grants physical or mental power. This comes in the form of a stat bonus 
  gained while the ring is worn. 1d4 points are distributed randomly to the six stats. Roll 1d6: 
  1 – STR, 2 – DEX, 3 – CON, 4 – INT, 5 – WIS, 6 – CHA.
  The ring stores magical will. Each ring contains a reserve of Will that can be 
  tapped by a wizard and used to cast spells. The ring essentially contains 2d6 Will points, 
  which replenish each morning at the dawn of the sun.
  The ring knows spells. Each ring contains 1d6 spells within it that can be accessed 
  by a wizard bearing the ring, or by a rogue who succeeds on a WIS + Activate Magic roll. 
  These spells can be cast as if from the caster’s own memory, and use the ring’s own Will if 
  the bearer does not have it themselves.
  The ring may be cursed. All Atlantean rings were crafted with an array of magical 
  security measures, while others were corrupted by unholy powers, and some are still loyal to 
  their old masters even after all these millennia. There is a 50% chance that the ring’s new 
  bearer will find the ring’s power betrays them in one of the following ways (roll 1d6). 
  1.
  Treacherous: The ring has a will of its own. Every time the ring is used in a situation of life  
  or death, the DM rolls a D6, and on a 6, the ring simply fails to deliver its power.
  2.
  Dependence: The ring’s power is addictive to the point of physical dependence. The user 
  must make a WIS save to resist drawing on the ring’s power in a time of crisis, but doing so 
  will incur a permanent loss of 1 HP. Reaching 0 will result in the bearer’s death, with no 
  resurrection possible.
  3.
  Life-Linked: The ring binds itself to the life force of the bearer. So long as the holder wears 
  it, they will not appear to age and they are granted limited immortality. Being separated 
  from the ring risks death: if the bearer has surpassed their natural lifespan, they will simple 
  perish from age, and must otherwise make a massive damage save if the ring is removed 
  from them.
  4.
  Corrupting: The ring’s power clouds the mind and makes its bearer mad, whispering 
  thoughts of greed and violence in its bearer’s consciousness, often without them being 
  aware of it. As long as the bearer wears the ring, they must make a WIS save to resist the 
  opportunity to indulge in Greed and Chaos, and each use of the ring stores up a cumulative 
  -1 penalty to the next such save. The only freedom from its influence is to cast the ring 
  aside, but doing so itself requires a WIS save.
  5.
  Destruction: The ring is cursed to bring the ruin and doom of any unwelcome bearer. So 
  long as the PC bears the ring, the DM may add +3 to any rolls for Threat Level for 
  monsters, and all enemies in combat deal an additional +1d4 damage against the PC who 
  bears the ring. Other creative results are likely, and subject to DM whim, but likely include 
  all manner of betrayal, misfortune, and calamity. 
  6.
  Hunger: The ring drives its bearer to an insatiable hunger for murder and death. The bearer 
  must kill in order to fuel the ring’s power: its Will does not recharge at the dawn as normal 
  unless the bearer has slain a living thing that day, and the bearer must make a WIS save to 
  resist any provocation to violence. 
  The ring is priceless. Should the bearer even be able to part with it, it would 
  command more or less whatever asking price the bearer chose, but at least  ₳500,000, 
  assuming one wasn’t simply murdered for the thing.
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  Wondrous Item
  Wondrous items are those magical rarities that fall in the ‘other’ category, artifacts 
  of power and wonder ranging from cloaks to necklaces, statuary, and more. Unlike the 
  other categories, there is no general ‘type’ or pattern to wondrous items. These are singular 
  items or unique artifacts that have appeared through the ages, and they occasionally turn up 
  in the ancient ruins of the old Atlantean era and other times of legend. Roll d100 on Table
  60 on the following page, and then read the accompanying description below. Many more 
  have existed than are included in this table, and it is likely some are simply forgotten by 
  man altogether, so DMs are encouraged to be creative. Such items are singular rarities, and 
  their value is priceless, though would likely command millions if put up for open auction. 
  Book of Bai Ze –  An ancient and exhaustive tome 
  describing  the  monsters  and  demons  of  the  outer 
  planes  in  the  greatest  depth  and  accuracy  ever 
  recorded.  The book of Bai Ze is said to have been 
  dictated by the demon Bai Ze to the Yellow Emperor 
  himself. A complete reading of the book will grant its 
  bearer Xenotherology +3, and a +1 to-hit against all 
  unholy creatures.
  Book of Nine Gates – A cursed tome whispered of 
  only in dark legends, only a few medieval forgeries 
  survive  of  this  ancient  work  of  foul  demonology. 
  According to legend, the ‘nine gates’ are symbolic steps 
  of a ritual that ends in the dark apotheosis of the 
  practitioner, who will step through the ninth gate and 
  join the adversary as a supreme demon lord. The tome 
  also contains the requisite summoning spells for all 
  demonic beings.
  Book of the Sibylline – One of several lost books of 
  prophecy and wisdom said to have shaped the very 
  fate of the Roman Empire, the Books of the Sibylline 
  grant  their  reader  the  prescience  and  wisdom  to 
  change the fate of nations. By reading of the book 
  when  a  city  or  nation  is  in  peril,  and  making  a 
  successful WIS + History roll, the DM may grant the 
  players a single clue as to the threat currently facing the 
  PCs’ home.
  Book of Thoth – A name known to many throughout 
  history, Thoth was in truth one of the greatest mage 
  lords of the Atlantean Empire, an Egyptian subject of 
  the realm who by his own gift and unparalleled insight 
  into arcane lore and wisdom elevated himself to great power and influence across the 
  145
  Table 60: Wondrous Items
  D100
  Wondrous Item
  01-03
  Book of Bai Ze
  04-06
  Book of Nine Gates
  07-10
  Book of the Sibylline 
  11-13
  Book of Thoth
  14-16
  Canoe of Glooscap
  17-20
  Chariot of Haste
  21-23
  Cloak of Invisibility
  24-26
  Cloak of the Astral
  27-30
  Cloak of the Falcon
  31-33
  Clue of Ariadne
  34-36
  Cornucopia
  37-40
  Cup of Jamshid
  41-43
  Fallen Star
  44-46
  Flying Carpet
  47-50
  Girdle of Might
  51-53
  Hel-shoes
  54-56
  Hide of Leviathan
  57-60
  Horn of the Olivant
  61-63
  Jewel of Greed
  64-66
  Lantern of Diogenes
  67-70
  Necklace of Harmonia
  71-73
  Panacea
  74-76
  Plane in a Bag
  77-80
  Seven-league Boots
  81-83
  Sprig of the World-tree
  84-86
  The Palladium
  87-90
  The Smoking Mirror
  91-93
  Tome of Six Paths
  94-96
  Whetstone of Bravery
  97-00
  Winged Sandals
  
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  Empire and Alliance both. Some say his gifts eventually elevated him to the status of deity. 
  The Book of Thoth is the most exhaustive grimoire ever penned. A wizard with this 
  spellbook has access to every spell within this book, even the divine prayers, and may cast 
  any such spell or prayer so long as they are normally capable of casting that spell level.
  Canoe of Glooscap – Named for an ancient hero of the Wabanaki of northeast America, 
  this mystically enchanted vessel may change size at will, from large enough to bear a 
  platoon, down to an icon of only pocket size.
  Chariot of Haste – This ancient relic is the root origin for centuries of myths and legends 
  about chariots guiding the sun or crossing the sky with the cycle of days. The Chariot of 
  Haste can travel to any point on the earth in a single day, and carry up to three passengers 
  airborne by the lead of the ghostly steeds which manifest before it when activated. It then 
  must rest for the night before it can be used again.
  Cloak of Invisibility – A classic legend of the ages is that of the cloak that grants its bearer 
  invisibility from sight, and this artifact is the root of many such legends throughout the 
  world. By wrapping themselves completely in the cloak, the wearer of this garment is 
  completely concealed from all non-magical and even magical sight except for true seeing.
  Cloak of the Astral –  This cloak gives its wearer the countenance of an astral being, 
  allowing them to become incorporeal at will as if they were a ghost, so long as they shroud 
  themselves with this cloak. 
  Cloak of the Falcon – A wrap of feathers said to have been created by Freyja herself, 
  which allows the bearer to transform into a great gyrfalcon and take flight. The falcon form 
  has 2d12 HD (13HP), +2TH, and the wearer’s saves, and may fly at up to 130km/h. The 
  wearer’s own garb and weapons are magically concealed within this form, but it may strike 
  with claw and beak for 1d12 damage. 
  Clue of Ariadne – This ancient tool of navigation is said to have been given to Theseus 
  that he might find his way from the Labyrinth. The Clue is a ball of endless string, which 
  can be tied to the entrance of a maze, cave, or other such place, thus allowing for a lead line 
  which can always be followed back to the entrance. 
  Cornucopia – A catch-all term taken from the ancient Greek legend of one such object, 
  cornucopias are horns or baskets that produce a seemingly endless supply of food, drink, or 
  both, and were occasionally sent into battle with the Atlantean armies to feed the troops. A 
  single cornucopia can feed a company of warriors enough food or drink to last the day, 
  every day, without ever exhausting. Roll 1d4: 1-2: Drink, 3: Food, 4: Both. 
  Cup of Jamshid –  An object of great power said to be the spur of the great Persian 
  Empire, the Cup is a vessel of scrying with near limitless reach. By filling the cup with clear 
  water, the entire Earth and its outer planes can be witnessed therein, save for the innermost 
  reaches of the many heavens. Gazing upon the true depths of the underworlds can drive 
  one mad, however, and is thus not advisable.
  Fallen Star – Many legends speak of this ancient stone, a meteorite that fell to earth from 
  the many heavens at the dawn of the great Alliance, the shards of which bore great healing 
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  power. To touch the stone is to be healed of all disease, poison, or ailment, and each day a 
  person may touch the stone to be healed for 2d8 damage. 
  Flying Carpet – A classic artifact of Middle-Eastern lore, this carpet is magically animated, 
  allowing it to fly aloft with a single rider and their passenger at speeds of up to 100km/h. 
  Getting the hang of such flight and the balance required is tricky. It takes a DEX + 
  Athletics check to maintain one’s balance enough to get in the air, and any jostling of the 
  carpet in flight will require a DEX save lest the rider plummet from it.
  Girdle of Might –  A belt or girdle which imbues its bearer with great strength, these 
  ancient relics may be the source of many legends, such as that of Thor’s and Hippolyta’s 
  belts. The wearer of this belt gains a +3 bonus to STR. 
  Hel-shoes – These shoes were an ancient custom of protection in some Norse cultures. 
  Worn by the dead, or even the living who might face those foes that might otherwise 
  devour it, they protect their soul from theft and ensure it can travel on to the after-life. The 
  wearer of these shoes is protected from any effects that might prevent resurrection or the 
  soul’s travel to the afterlife, and from the damage to stats by those creatures which attack 
  and devour the victim’s soul.
  Hide of Leviathan – Said to be crafted from a scrap of the hide of Leviathan itself, this 
  wrap of foul, scaly hide can be worn as a robe or cloak. It provides the bearer with the very 
  same durability as the ancient beast of chaos, granting them Resistance +5/Holy.
  Horn of the Olivant – A great hunting horn of old said to be carried by Roland himself, 
  the Horn bellows with such a force as to strike birds from the sky and terrify whole armies. 
  All enemies within earshot must make a WIS save or automatically fail their next Morale 
  save, and any foe within a cone 60m ahead of the horn will take 3d8 damage as if struck by 
  a physical blow. However, the Horn’s power takes its toll on the player, and blowing the 
  horn deals 1d6 damage to the horn blower themselves.
  Jewel of Greed –  One of a handful of cursed jewels of terrible beauty  andprofane 
  corruption, the Jewel of Greed curses those who hold it with a mad greed which fills their 
  mind with only the desire to protect the jewel itself with their own life. It is said that only 
  those who cannot hope to profit from the Jewel will resist its curse, though a WIS save on 
  first contact will resist the effect long enough to cast it away.
  Lantern of Diogenes – A seemingly simple lantern that hides a cynic’s gift, the Lantern of 
  Diogenes will cast no light except upon a truly honest being, one who has spoken no lie or 
  falsehood or ever acted as anything other than their true nature.
  Necklace of Harmonia – A cursed amulet of great beauty, the Necklace of Harmonia was 
  said to be a gift from jealous Hephaestus to the daughter born of his wife Aphrodite’s tryst 
  with Ares, though some now believe it to have been a Trojan gift of the Atlanteans meant 
  to sow betrayal in the Alliance. The wearer of the amulet will know eternal beauty, gaining 
  +4 CHA and never appearing to age, but the necklace is cursed, and whoever wears it is 
  doomed to be the target of destructive jealousy and betrayal for as long as it rests upon 
  their shoulders. 
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  Panacea – Named for a goddess of Ancient Greece, this simple curative bears a gift of 
  divine healing. The vial contains a liquid of divine provenance, one drop of which when 
  properly applied (INT + Medicine) can instantly heal all wounds, ailments, or stat damage 
  to the sufferer. It bears enough such liquid to deliver 2d6 drops. 
  Plane in a Bag –  A storage container of remarkable convenience at the expense of 
  occasional consternation, the Plane in a Bag is a dimensionally transcendent vessel in the 
  shape of a sack.  The opening actually opens into a pocket dimension of near-limitless 
  capacity. This effectively grants the bearer unlimited carrying capacity, though retrieving 
  things can occasionally be problematic. Whenever retrieving something from the bag, the 
  carrier must make a WIS save, and on a failure, the bag fails to understand its master’s 
  wishes and provides the wrong item at random. 
  Seven-league Boots –  Boots of swiftness known throughout the Western world and 
  beyond, these boots allow the wearer to travel a day’s walk in an hour, running at about 
  60km an hour without tiring. They also allow the wearer to move and strike in the same 
  round in combat.   
  Sprig of the World-tree – Thought to be a branch of the great Yggdrassil of Asgard, this 
  Sprig was taken from the very spot where great Odin hanged himself to learn of the runes. 
  It is a peerless rod of magical power, inscribed with the true runes which Odin discovered 
  in his trial. 24 runes are carved along it, each for a single spell (roll for each as if a scroll). 
  By activating one of these runes (WIS + Arcana), the wielder may cast that spell, expending 
  the rune in the process.
  The  Palladium  –  A  relic  of  divine 
  protection, the Palladium is thought to have 
  been gifted by the divine will itself to the 
  people of Troy in ancient times, though it 
  may in fact be a relic of the Alliance from 
  around the time of the Atlantean War. By 
  earnestly praying at its feet for aid (WIS + 
  Religion),  the  relic  casts  a  circle of  greater 
  protection  as the cleric prayer, save that the 
  radius of the spell may  span up to 500 
  meters.
  The Smoking Mirror –  The relic of an 
  ancient Mesoamerican god and rival of the 
  couatl, the Smoking Mirror is crafted of 
  pure obsidian that endlessly exudes a toxic 
  smoke that deals 3d8 damage to anyone 
  within 30m who fails to make a CON save. 
  By gazing into it, its bearer can see the 
  presence of wickedness anywhere upon the 
  Earth, and thus find and punish it.
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  Tome  of  Six  Paths  – 
  Known as the  Sha-Tezan 
  in the tongue of the old 
  Atlanteans,  this  ancient 
  tome was only a legend 
  even by the time of their 
  fall, though this may be 
  the  result  of  jealous 
  hoarding  rather  than 
  loss.  Such  was  the 
  wisdom  and  insight 
  contained  in  the  Tome 
  that all who read it came 
  away better. A complete 
  reading  of  this  tome 
  takes  1d6  weeks,  and 
  improves a random stat 
  by 2 as a result. A person 
  may only gain the benefit 
  of the Tome once. Many 
  who have read the tome 
  become obsessed with it 
  and read it endlessly  in 
  the  hopes  of  further 
  improvement,  but such 
  insight will forever evade 
  them.
  Whetstone of Bravery – 
  An  ancient  relic  of 
  Britain, it is thought to have been made from the stones of Dumbarton Rock by Tudwal, 
  lord of that site in ancient times. The Whetstone will sharpen the weapon of any truly brave 
  soul to Vorpal quality, but render that of a coward completely ineffectual.
  Winged Sandals – The feet of great Hermes the messenger, these winged shoes grant the 
  wearer the ability to fly, capable of moving about the skies as easily as on land. The speed 
  granted is that of approximately twice the normal movement rate of their wearer.
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  Chapter 13: Dungeon Mastering
  So now you have a city, you have a dangerous threat, and maybe you even have 
  the ancient ruin and the MacGuffin therein which might bring an end to this new threat to 
  the city’s mortal residents. This chapter will hopefully provide some short, useful advice on 
  making sense of it all and how to run it at the tabletop, as well as some advice and rules on 
  tailoring the game to make it your own. Advice is included as well on tweaking the rules to 
  suit specific genres or play styles, providing some optional rules tweaks and add-ons for all 
  campaigns.
  What is Dungeon Mastering?
  Chances are  that if you have this book in your hands, you already know the 
  answer to this question for yourself. If you’re new to role-playing though, or you just want 
  to hear this author’s peculiar take on the question, read on.
  Being a DM is essentially a twin role, split into two phases. The first phase is the 
  role of the world builder and scenario designer. The DM uses the tools at hand and their 
  creativity to build a world for the players to muck about in, and creates scenarios and 
  adventures to capture the PCs’ attention and give them things to do in that world. The 
  second phase is that of the simulation manager or director on an improvisation-heavy film 
  set. The DM describes the scenario and the world to the players, who will set about acting 
  on it as they will, with the DM deciding what happens based on the rules and their own 
  imagination and common sense. The DM must be able to predict the unpredictable, and 
  improvise quickly to account for the unforeseen when preparation proves insufficient.
  Rule Number One
  The DM is master of the game. That means what the DM says, goes, and they are 
  final arbiters of the rules, regardless of whatever this author has scrawled down in this 
  book. If a rule doesn’t work for you or your group, or doesn’t make sense to you, change it. 
  If the rules don’t cover something, just make a quick ruling on the spot, have the player 
  make a stat check or roll some dice, or even just take an even-odd roll when deciding 
  between two outcomes.  Modern  wisdom  likes  to treat the  game  designer’s word as 
  inviolable wisdom, and this author would like to state for the record that he is not worth 
  such veneration: do what makes your games fun, and don’t trust anyone but yourself and 
  your group to know what that is. 
  Preparation & Improvisation
  ‘Prior preparation prevents piss poor performance,’ goes the old saying passed 
  down to this author by a former chef. While he was mostly talking about avoiding 
  nightmare scenarios in a kitchen, the principle applies well to role-playing games as well. As 
  the DM your goal prior to the game is to put together as much information on your world 
  as you will need to run the game smoothly in play, and that means the more work you put 
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  into your world the less you’ll have to be called upon to invent on the fly in play. Prep your 
  games to your level of improvisation skill: if you’re new at this or just not great at improv, 
  put a little extra elbow grease into your games, and build scenarios that fit the amount of 
  player straying you are comfortable with. If that means you start off running a lot of tomb 
  raider games, until you get comfortable enough to branch out into the bigger world of 
  supernatural intrigue and modern-day superheroing, then do it. Your players will have the 
  most fun when they feel you are prepared and on top of the world being presented before 
  them. 
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  That said, there can be such a thing as too much prep, at least in so far as how it’s 
  presented to the PCs. Players want to get on with the fun and the action, while a DM who’s 
  detailed every last city employee at the local accounts and records bureau is going to want 
  to use those details or else feel like they’ve wasted their time. Prep what you actually think 
  the game will need, and don’t drown your players with unnecessary detail. They’ll get bored, 
  and you’ll hate them for it, and that’s no fun for anyone.
  Making the Pieces Fit
  The tools in Arcana Rising have been designed to provide the basic building blocks 
  for a world, but not necessarily the whole of the thing without a bit of work on the DM’s 
  part. Partly this is by simple necessity: AR aims to emulate a setting rather like our real 
  world, albeit through a specific genre lens. Even the fictional real world has an irritating 
  habit of not quite fitting into neat little lists of standard categories, at least in so far as will 
  fit in a book this size. As a result, the output of the city, threat, and even ruin generators 
  can take some creative interpretation to put into a cohesive whole. Sometimes they can 
  even produce results that don’t initially appear to make a whole lot of sense.
  In accordance with Rule Number One, the DM is of course free to pick and 
  choose results or fudge the rolls where necessary when creating their settings. This author 
  does the same from time to time, when a result might make more apparent sense or be a 
  cooler result than what the dice are telling him. One might even simply use the tables as a 
  buffet, simply selecting results as desired, and certainly this is an acceptable use of the 
  tables, though one that sometimes denies them their utility. The advantage of the random 
  table is to stimulate the DM’s imagination, producing results they might otherwise not have 
  come to if not for their attempts to piece together the resulting random  assortment of 
  elements into something coherent. 
  Whenever using a random table, take a moment to look at the results you’ve been 
  given, set aside your own preconceived notions of common sense, and instead try to see 
  how one might make the results make sense. What might explain this seemingly random 
  result? How might it relate together with the others in ways you’ve not immediately 
  noticed? Think about what you know, from the included setting information in the book, 
  from classical folklore, TV shows, movies, and novels about monsters and scary things, and 
  how those different portrayals might inform a kind of sense behind the seeming random 
  madness. You might find that you come up with ideas that you’d never have discovered 
  solely on your own.
  On Plot
  Arcana Rising is patterned after and inspired by works of urban fantasy, and does 
  indeed aim to allow players to produce in play a kind of story that resembles the action of 
  the occasionally bumbling but heroic icons like Harry Dresden and pals, or Buffy Summers 
  and the Scooby Gang, with a little sprinkling of the adventure of films like the Indiana 
  Jones  franchise,  or  games  like  Uncharted  and  Tomb  Raider.  These  being  narrative 
  mediums, the temptation therefore can be one in which the DM sets up a narrative which 
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  the PCs are simply expected to follow along 
  with.
  But this temptation is one that can 
  easily lead more to frustration on the part 
  of the players, as they will approach the 
  game as one in which they are free to act in 
  their characters’ nature, and find themselves 
  thwarted if that nature interferes with the 
  preordained narrative the DM has created. 
  The  important  takeaway  here  is,  the 
  characters  in those  stories  don’t  see  the 
  events as a preordained narrative either, and 
  the players want to be those characters in 
  their  own  adventures.  Think  of  those 
  narrative stories from the perspective of the 
  actual characters: Harry Dresden only sees 
  that there’s something murdering people in 
  his town and that he needs to find out what 
  he can do about it, and then goes about 
  doing what he can to stop it. He’s reacting 
  to a scenario, even if how he reacts and the 
  nature of it has been decided by an author. 
  Sometimes even authors go with their gut and their knowledge of the character to decide 
  what happens next.
  The best approach is to treat the game world and the characters in it as real 
  people, who will react how they will to the events. Create scenarios for your players, with 
  details and actors who will react to the players accordingly, and let the ‘story’ of the game 
  come out in play as one narrates the results of how all the different parties and variables 
  acted together. The result will make everyone feel like they’re involved in the events, 
  instead of simply following a railroad.
  Living Settings
  An important element to maintaining this sense of reality is a simple self-reminder: 
  this is a real world, with real people. While your game is just a fictional space, it’s meant to 
  feel like it’s a real one. To give your players a sense they’re experiencing something real, you 
  as a DM work to maintain that illusion, and one of the ways you do that is by giving a sense 
  that the world of the game keeps on spinning with or without the players. Your city 
  factions have their own motivations and move in shadow independent of whatever the PCs 
  are up to, and the events of any ongoing plots will happen with or without PC intrusion. 
  Your NPCs are real people, with real goals and motivations, and lives outside of whatever 
  happens when they’re ‘on-screen’ with the players. The mortal world spins on, people go 
  about their daily lives, and they react to the PCs only if they give them reason to.
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  Now of course, it’s not practical to actually simulate the goings on of every mortal 
  and immortal alike within your city. The important message here is that it does have a life 
  outside the PCs, and while they may be big damn heroes, or think they are, the rest of the 
  world isn’t just there to suit their narrative whims.
  Monsters & NPCs
  In accordance with this of course, you need major NPCs at least to have real 
  characterization, or at least enough broad stroke detail to give the sense that they do. Even 
  supernatural creatures have goals, desires, pet hates, daily routines, and so forth, and 
  knowing those details can be important to the goings on in surprising ways, and also make 
  the players work a little for their confrontations. Don’t just have the vampire lord lie in wait 
  for the inevitable conflict with the players. She may be a vicious and bloodthirsty killer and 
  eater of mortal blood, but she has her own life to live, and the players may need to gather 
  information about that life to know when the best time to strike is. By giving your NPCs a 
  real sense of life, you can bring a lot more depth of decision making to the process, even if 
  they are only there to be eventually stabbed and burned.
  Similarly, even your pure monsters, your savage and unintelligent beasts and 
  mindless killing machines, still have a pattern of behavior and a sense of self-preservation at 
  least. The morale system exists for a reason: nothing in this world or the next wants to die, 
  least of all creatures that may not even have an afterlife to look forward to,  or face an 
  eternity in one of the many hells. Many supernatural predators gain their prowess and 
  reputation not just because they are ruthless killers when the fighting starts, but because 
  they know how and when to pick their prey for maximum effectiveness. They are often 
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  creatures of nature though, without free will, only an animal’s instinct and an ingrained 
  nature that they will act on as often as possible.
  Sandboxing It
  One of the other useful tools in a DM’s kit for giving that sense of a living world 
  is to give the players more free reign in exploring it and setting their own goals and 
  missions. This can require some more prep and on-the-feet thinking on the part of the DM, 
  but also means more fun world building time, and more fun for the players. The key here is 
  presentation: you need to give your players the sense that there are indeed multiple setting 
  goals available. The factions and details of your city will provide some of this: maybe they’ll 
  want to focus on taking down one of the major factions in the city, or on setting up their 
  own (say a wizard’s school in a town without one). When you’re creating possible threats to 
  the city, create more than one, and treat them from the start as merely rumors floating 
  about. Let the PCs decide which they want to pursue. The world of AR is one of many new 
  powers and foes jockeying for position, so while sometimes it is something as simple as 
  ‘stop these cultists before they summon Leviathan in Lake Squall,’ it’s just as often a 
  decision between which creeping predator is posing the biggest threat to the mortal 
  population right now. Give the players that information, and let them decide the best way 
  to act, and just respond from there.
  Forming a Party
  Most games of Arcana Rising will be group affairs rather than the solitary actions of 
  a  wandering  hero.  Often  in  urban  fantasy  fiction  this  takes  the  form  of  a  single 
  troublemaker or supernaturally gifted individual, around which a web of connections and 
  friends forms. This can be a good place to start if there is one player in the group prone to 
  taking a leadership role, but can also leave others feeling like supporting characters to 
  someone else's starring role. Another option is to bring the characters together by having 
  them all encounter the same  event, some  major supernatural episode  that winds up 
  intertwining the lives of all of the PCs. You may also simply start  in media res,  on the 
  assumption that the PCs already know each other prior to the first session. The PC's 
  wrinkles can prove a particularly useful tool here if connections can be made between the 
  different elements of their characters history: a shared enemy, mutual witnesses to the same 
  past supernatural event, or even former rivals forced to work together can all grow from 
  seeking such connections. Having players create their characters together in one shared 
  session, rather than individually, can help these bonds form as well. Players will often quite 
  naturally want to form connections with the others at the table as they imagine their 
  characters.
  What is Urban Fantasy?
  ‘Urban fantasy’ is a catch-all term that ultimately refers to any number of sub-
  genres,  but  basically  focuses  on  the  consequences  of  a  modern  world  where  the 
  supernatural truly exists on some level, and on the rare heroes and heroines ‘in the know’ 
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  enough to fight against those supernatural 
  powers that lurk in the shadows and prey 
  on  humanity.  Urban fantasy  protagonists 
  are  often  apparent  lone  wolves,  who 
  nonetheless wind up building a network of 
  like-minded  allies  who  find  themselves 
  thrust into battle as well. 
  In urban fantasy, there is a secret 
  world behind the one we know that most 
  people dismiss as legend and myth, studied 
  more for intellectual curiosity than for their 
  stark realities. The result is that truly ancient 
  and even horrible secrets can sometimes be 
  hiding  right  under  mankind’s  nose,  and 
  those who seek to call attention to the grim 
  reality are rare, for fear of drawing a bloody 
  silence upon themselves or the ridicule of 
  the mundane world that sees such nonsense as the stuff of fairy tales.
  But the truth is, there really are vampires. There really are fae creatures. There 
  really are spellbooks and grimoires out there that teach real magic, or even incantations to 
  summon ancient horrors and gods. The ancient ruins of the world really do hold more than 
  just some dusty pottery shards and old papyrus scrolls, concealing actual artifacts of magical 
  power that the denizens of this secret world will kill to get their hands on. And amidst it all, 
  to humanity’s fortune, there are those mortals who do know of this world, and have taken 
  this terrifying knowledge and turned it into a weapon.  They have chosen to fight for 
  humanity’s continued survival, even knowing that their heroism will go unnoticed and 
  forgotten by the rest of the mortal world.
  The AR World
  The world of Arcana Rising aims to be a fairly typical urban fantasy world, taking 
  the tales of folklore and fantasy and placing them in the real world, while providing the 
  tools to create potential heroes that can face the supernatural world on its own terms and 
  defeat it. AR characters don’t necessarily start heroes, but they do start talented enough to 
  have an edge, and ‘in the know’ enough to fight such creatures if they come knocking. 
  Facing supernatural horrors is a dangerous game however, and the hero business 
  doesn’t pay, though. There’s a good chance that taking up sword and gun could leave the 
  hero victorious against humanity’s foes while penniless and broken in the eyes of the very 
  humanity they seek to protect. AR characters are the rare and proud few that try to make 
  that balance work anyway, juggling a day job with the rigors of slaying monsters by night.
  The world of  AR  assumes that the supernatural element has only emerged 
  relatively recently, but with an explosive return aided by the lingering presence of that 
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  element in the real world before the return of magic. In the real world, scientists finally 
  pierced into the actual waters of  Lake Vostok in 2012, just a year prior to this game’s 
  publication. However, for practical purposes this book has been written on the assumption 
  that the return isn’t quite that recent, if only to ensure a decent milieu of genuinely present 
  threats for the players to confront. The walls between the planes are thinning, and more 
  and more supernatural events are occurring in this world, but not quite yet enough for it to 
  be anything more than rumor easily explained by mundane excuses.
  Making It Your Own
  Of course, this is just our world, created for the sake of a baseline on which to 
  build a game. AR deliberately takes a ‘back to folklore’ approach to the list of supernatural 
  creatures, blended with a lot of classic tabletop fantasy tropes, to provide a pretty neutral 
  but still hopefully imaginative base on which to build a game world. It is very likely you 
  won’t like some of it. It is very likely you’ll have other ideas of what a certain creature 
  ‘should be like,’ to which this author says: awesome! A game book is just one expression of 
  a setting or idea, especially in a game with an implied setting like that of AR. The sections 
  later in this chapter will even provide some more tools on tweaking the basic rules of AR to 
  suit other genre takes and play styles, and of course the setting itself is full of room to 
  create new freaky supernatural foes to play with. 
  You might also simply use this book as the tool for something else. Part of the 
  design goal for Arcana Rising was to make something unique in the old-school fantasy space, 
  but that could still be used to run such traditional fantasy. A bit of tweaking to the job 
  system and classes and AR can run classic fantasy worlds quite well, and still presents a 
  unique take on many classic fantasy tropes. This game is also more or less cross compatible 
  with Hulks and Horrors, being powered by the same core system, meaning you can use bits 
  from  the  other  for  creating  your  own weird science  fantasy  universes.  What if  the 
  Atlanteans were more than just magical talents, but a genuinely technologically advanced 
  society? Maybe there’s some more techno wizardry to be found in the ruins rather than 
  arcane artifacts.
  Supernatural Knowledge
  Whether  you’re  running  in  our  world,  or  in  your  own,  one  important 
  consideration in any urban fantasy setting is just how much supernatural knowledge is out 
  there in the world, how much of it is public knowledge, and how the secret world stays 
  secret.
  The simplest explanation is simply that there’s not yet enough of it out there to be 
  all that visible in the public eye. What strange and unexplainable events do occur are mostly 
  explained away as unusual events that nonetheless have a perfectly rational explanation. It’s 
  not ghouls that gnawed on those bodies found in Central Park, it was just some kind of 
  sicko serial killer. That wasn’t a fireball spell that blasted that apartment building, it must 
  have been a gas main explosion. People are very good at explaining away things that don’t 
  fit their world view, and the simple truth is that even most people who think they ‘believe’ 
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  in the supernatural just plain don’t believe 
  their eyes when it's actually staring them in 
  the face.
  On the grander scale, some urban 
  fantasy  settings  go  a  step  further  and 
  ascribe some level of conspiracy behind the 
  concealment of the supernatural from the 
  public’s view. Usually this means that some 
  agency or faction that is in the know goes 
  out of its way to suppress information that 
  might let the public in on the secret. There 
  may even be a whole branch of government 
  or  particularly  powerful  faction  of 
  supernaturals that explicitly work to make 
  sure the public never knows what’s ‘really 
  going  on.’  Usually  this  is out  of  some 
  notion  of  protecting  humanity from 
  themselves, or out of simple self-interest.
  The most radical solution to the question of course is to simply play in a world 
  where  the  supernatural  has  ‘gone  public.’  Perhaps  by  some  major  event,  or  simple 
  inevitability as the supernatural has become once again more prevalent, the ‘secret world’ is 
  no longer a secret. The intelligent factions of the supernatural community may even be 
  open parties in local politics, or otherwise visible members of society, with varying levels of 
  acceptance. This approach takes some thought, of course, as the existence of dozens of 
  new alien species and of real magic and miracles are likely to shake a lot of society’s core 
  beliefs and assumptions about the world, and bring with it significant social conflict.
  House Ruling
  In accordance to Rule Number One, the DM may wish to create ‘house rules,’ 
  custom rules that define the group’s own peculiar flavor of AR. This can be a particularly 
  powerful way of making the system suit your specific variation of the setting, or even to an 
  original setting entirely. House rules can even be a great way to turn a game into almost a 
  completely different one! Have fun and experiment; part of the joy of the DM is being your 
  own amateur game designer now and then, tweaking the game to suit your nature. The only 
  ‘rule’ to house-ruling, if there is one, is just to make sure that if there are some standard 
  house rules you’re applying to the game, make sure that any rules that the player needs to 
  know have changed are indicated in advance. While the GM’s word is law, that ‘law’ is as 
  much a law of physics as of government, and it’s hard to make decisions as a character if 
  you don’t know the laws of physics!
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  Optional Rules
  The following are some common optional or alternate rules you might apply to 
  your games when tweaking them to your liking. You'll find alternate means of determining 
  stats or hit points, and some new ways of using other mechanics, some of which are used in 
  the genre packages described later in this chapter.
  Alternate Stat Generation
  In general, the roll-under system used in AR means that even a low stat score can 
  still make for a competent chance of success. 3d6 makes for a good standard roll for 
  determining  stats,  and  the  default  method  also  diverts  from  traditional  old-school 
  procedure to allow for more player selection for those with a specific character in mind. 
  The following options however do provide some alternate means if the default method is 
  decided to be unsuitable.
  
  Beat the Average: Roll 3d6 6 times, as normal, however, if the average of the 6 
  stats is under 10, you may re-roll the entire attribute set if desired.
  
  High Powered: Instead of a 3d6, roll a 4d6, but drop the lowest die.
  
  Old-School: Roll 3d6 once for each stat to determine its value.
  
  Stat Array: Instead of rolling randomly, assign the following array of numbers as 
  desired to the stats: 15, 14, 12, 11, 10, and 8.
  
  Point-Buy: Instead of rolling randomly, instead, divide 65 points evenly between 
  the stats.
  Alternate Hit Points Methods
  The default HP generation method provides a level that is consistent with a 
  character who is competent but still new to the heroing business, and thus still faces the 
  very real chance that they might prove short lived. HP levels for the PC classes are also 
  designed to plateau at around 6HD (plus a flat bonus per level), so as to reflect the physical 
  limits of the human body for taking punishment. Other methods may be more suitable 
  either for more brutal and lethal campaigns on the one hand, or more high-powered 
  campaigns on the other. Some suggestions:
  
  Old-School: Rather than taking the maximum value of the character’s 1st-level hit 
  die, have the player roll it instead, adding any bonus to HP from CON as usual.
  
  High-powered: This option provides a potentially more powerful starting point. 
  Player HP starts at the value of CON, plus the roll of their first HD. Later levels 
  roll hit dice and add CON bonus as normal.
  
  Flat HP: Rather than having the character roll for HP on their hit dice each level, 
  instead simply take the average as a flat, standard value: d6 = 4, d8 = 5, d10 = 6, 
  D12 = 7.
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  
  Super-powered: For the most serious bruisers or high-action campaigns, start the 
  players with CON value  plus  the max value of their HD. You may want to 
  combine this with Flat HP to keep a consistent value at later levels.
  
  Full HD: Rather than capping at 6HD at level 6 and merely increasing by a flat 
  value, characters receive  their full HD every level up to 12. This produces 
  considerable HP numbers at high level, but will make for PCs that can stand toe-
  to-toe with dragons in a test of pure attrition.
  Stats Above 20
  Normally  speaking,  stats  are  capped  at  20.  This  is  largely  for  mathematics 
  purposes: Save for penalties to action, numbers beyond 20 are largely meaningless because 
  you are always rolling on a 20-sided die. However, for those who want to play a higher 
  powered game, or feel uncomfortable defining such a hard limit, there is an additional 
  option to allow abilities to exceed this value.
  When a stat goes over 20, rather than simply adding the additional points, you 
  instead define the stat as 20/X with the X equaling the number that it went over the normal 
  cap. When rolling on that stat, roll as usual against a stat of 20, but if the roll fails, make a 
  second D20 roll against the number after the slash.
  This effectively extends the attribute cap another 20 points to 20/20, and can be 
  used with monsters as well, allowing their Save scores to exceed the usual cap This can be 
  useful for very powerful monsters with higher than 12 Hit Dice, or even for those monsters 
  for whom the default value might seem insufficient.
  Injury
  Being a modern day hero is dangerous work, and few, if any, make it to retirement 
  without some significant scars. For those who want to better reflect the more long-term 
  dangers of adventuring, consider introducing permanent injuries.
  Whenever a character is brought to 0 or fewer Hit Points and survives, they have 
  taken permanent injury, in the form of scars, deep-tissue damage, etc. Roll 1d6 and count 
  down the list of stats. The resulting stat is permanently reduced by 1. It is suggested that 
  some kind of in-character excuse be mapped to this, based on the attribute affected and the 
  source of the damage. For example, a character hit by a fireball who lost 1 CHA might have 
  scarring on their face, while a character slashed with the claw of an escaped velociraptor 
  who lost 1 DEX may have a torn ligament that reduces their agility.
  For further danger, you may also introduce wound penalties during combat, to 
  reflect the way injury slows the character’s reactions and ability to act. For every 1/4 
  threshold of Hit Points a character takes during combat, incur a -2 to the target number of 
  all rolls, whether to-hit, or checks.
  Learning Magic/Prayer
  AR’s default assumption is that the use of magic or divine prayer requires a certain 
  talent or spark of faith that sets the practitioner apart, and thus allows the caster to work 
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  literal
   
  miracles.
   
  Optionally 
  however,  you  may  allow  other 
  classes to learn spells and prayers 
  to  a  limited  extent,  under  the 
  assumption that such abilities can 
  in  fact  be  learned  by  others 
  through  careful  study  or  by 
  earnest entreaty to their respective 
  deities.
  For  spells,  this  can  take 
  the form of learning to cast a spell 
  from  its  scroll  or  a  spellbook, 
  provided they have enough WIS 
  to have a positive bonus to Will 
  with which to cast it. This means 
  that  untrained  casters  are 
  effectively limited to no more than 
  Level 5 spells unless they are from 
  a race that has additional natural 
  talent which provides Will points 
  (such  as  elves),  as  this  natural 
  bonus to Will provides their only 
  base  pool  from  which  to  cast 
  spells.  Untrained  casters  also 
  cannot learn any spell of a higher level than their character level divided by 2. Learning the 
  spell requires the usual time investment, but the student must make an INT + Arcana roll 
  to learn the spell, and will suffer mishap on a simple failure even once the spell is learned. 
  Untalented casters cannot learn cantrips.
  For prayers, this requires the character be just as committed to faith and the tenets 
  of that faith as any cleric or champion. So long as this is upheld, they may entreat their deity 
  for aid by praying at a major holy site nightly for a week, and then making a WIS + Religion 
  check. Provided the would-be worker of miracles succeeds, they will be granted one prayer 
  of their character level divided by two.  They  must  have  a positive bonus to Faith, 
  performing the prayer using their bonus Faith as the casting pool.
  Ditching Day Jobs
  The default campaign assumption for AR is that of people with ordinary jobs and 
  lives apart from their monster hunting duties, who must balance the needs of work and life 
  with that of the commitment they’ve made to defend their home city. That said, not all 
  campaign concepts necessarily work with that model, and so there are a number of 
  alternatives for modifying the day job system or even ditching it altogether for those 
  campaigns where it doesn’t fit.
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  One solution, good for campaigns where the PCs have left their mundane lives 
  behind for whatever reason, is simply to treat the job packages as backgrounds. Characters 
  still roll for education and acquire skills and their initial cash for equipment from their 
  chosen job, but it is otherwise not used after character creation. Characters who live a 
  relatively transient life might just live off the proceeds of tomb raids, or work as freelancers 
  still in some capacity, and it is up to the DM as to whether living expenses must still be 
  accounted for.
  The other option is if the campaign focuses on a specific type of job role, then 
  one can simply require all PCs to take that job, leaving considerations of Demand up to 
  how well they perform it. A party of Soldiers for instance, might all serve in the same unit 
  assigned to fight the weird stuff. 
  Normal People
  The default assumption of AR is that the party is composed entirely of people 
  with at least some latent martial or supernatural talent. However, sometimes in the course 
  of supernatural events, completely ordinary people get caught up in things, with no more 
  than a layperson’s experience with the supernatural at best and possibly completely clueless 
  avout it. While some of the default classes can describe those individuals who at least have 
  some combat prowess, there remains those who are simply average folks with day jobs who 
  nonetheless find themselves drawn into the secret world. While such NPCs can be quickly 
  handled using the Human entry in the Monsterpedia, for those PCs or PC-level characters, 
  you can instead use the following guidelines.
  Normals use a d6 hit die, and begin with Weak To-Hit in both categories, and no 
  bonus to saving throws or weapon/armor proficiencies. If you wish to ensure a more 
  ‘average’ baseline for the ‘normal’ character’s stats, you can also choose to roll 2d6+3 
  instead of 3d6 for their stat roll. 
  Rather  than  starting  with  special  abilities,  the  normal  may  be  allowed  four 
  ‘upgrades,’ each of which can be spent in one of the following ways:
  
  Upgrade one of their To-Hit progressions by one level (e.g. from Weak to 
  Average)
  
  Upgrade their Hit Die by one step to d8
  
  Upgrade to include a secondary Save bonus progression, or spend two upgrades 
  to gain a main Save progression
  
  A free +1 to any skill. This may allow them to exceed the standard cap to a 
  maximum of +4.
  
  +1d4 to a specific type of damage or attack. A further upgrade spent means the 
  bonus increases with level every 3rd level after 1st.
  Beyond these guidelines, roll education and choose job and skills as normal. The 
  character can use a single month’s excess income to buy equipment, but cannot purchase 
  any weapon that might be illegal or restricted in the region the game takes place in. They 
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  may take a companion, but only a 
  Raised mundane animal, and roll 
  for  a  single  Wrinkle  if  desired. 
  However,  if  the  wrinkle  is 
  supernatural  in  nature,  they  will 
  not be aware of that element of 
  their past at the start of play.
  If during the course of 
  play  the  Normal  should  find 
  training or other in-setting excuse 
  to take on a proper class, they can 
  then take on a full class from that 
  point provided they meet the class 
  requirements, essentially replacing 
  their ‘Normal’ class with that of 
  the new class for the purpose of 
  their stats and abilities.
  Madness and Terror
  While the default world of  AR  is one in which most mortals are expected to 
  respond to the supernatural with either acceptance or denial, a common trope in other 
  fiction that deals with supernatural intrusions into the otherwise modern world is for the 
  encountering of magic or monsters to induce actual madness and terror in those who 
  encounter them. 
  Characters in these settings have an additional stat, called SAN or Sanity. This 
  value is equal to the average of INT and WIS (INT+WIS/2), rounded down. The facing of 
  horrific or terrifying things can cost SAN, and a character that loses all of their SAN has 
  officially lost all rationality and lucidity, suitable only for the asylum.
  Whenever a character encounters an alien monster for the first time, they must 
  make a WIS save, with a penalty equal to the monster’s HD divided by 2. On a failure, the 
  character loses a point of SAN and is subsumed by fear for 1d6 rounds, and will either flee 
  in terror or be frozen in fear (50/50 chance).
  The studying of magic in such universes is similarly an act of danger, as to dabble 
  in the arcane is to dabble with black arts and dangerous powers. Studying a new spell 
  requires a WIS save, with a penalty equal to the level of the spell. A failure results in the 
  loss of 1 SAN, though the spell is still learned. Additionally, arcane spell mishaps cause a 
  loss of 1 point of SAN on a roll of 7 on the table.
  Purchasing Ammo
  By default, the purchase of a firearm or other ranged weapon is thought to include 
  enough ammunition to fire it as often as needed when combat arises, albeit with occasional 
  reloads. For those wishing to make firearms usage and their ammunition a bit more 
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  precious, you may require the characters to purchase their ammo. Each full reload costs 
  10% of the original price of the firearm. For single-shot weapons, 10% of the purchase 
  price buys a 'quiver' containing a number of shots equal to its cost in Astra. For example, a 
  compound bow 'quiver' costs 5 and contains 5 arrows. Throwing weapons however, must
  ₳
   
  be purchased individually.
  Creating New Classes
  The classes in this book aim to mesh the classic archetypes of fantasy role-playing 
  games with those of urban fantasy. It is hoped that for the most part, the classic 7 included 
  (along with the skill system) will cover most character types, from gun-toting action heroes 
  to street-wise modern shamans. The DM and players alike may however find from time to 
  time that these classes are insufficient to cover some concepts, and wish to invent their own 
  in order to expand the options or describe a particular character type. There are no hard 
  and fast rules for class design, but some general guidelines have been followed throughout 
  the classes designed within this book, and sticking to those should hopefully produce 
  classes that follow similar progressions. 
  Each class is assigned a hit die, which informs much about their abilities to follow. 
  D10 classes are heavy martial types, warriors with expert combat training or talent, and 
  generally have at least Strong To-Hit in one or both categories (Melee and Ranged). D8 
  classes are  specialists: they  generally have Average To-Hit scores in both categories  but 
  have  unique  talents  that  make  up  for  their  low  to-hit  by  hitting  harder in  certain 
  circumstances,  or having  unique  non-combat  skills.  D6  classes  tend to  be  caster or 
  magically talented classes, with Weak to Average To-Hit scores made up for by access to 
  spells or prayers. The standard To-Hit bonus progressions are described in Table 61.
  Hit Die progression itself proceeds at one 
  per level until 6th level, and after that takes the 
  form of a flat bonus of +2 HP per level for D6 
  and D8 classes, and +3 per level for D10 classes.
  Saving  throws  allow  for  a  main  and  a 
  secondary save bonus. The main save has a +1 at 
  first level, and additional +1 at levels 6 and 12, 
  while the secondary save gains a +1 at 3rd level 
  and an additional +1 at 9th level, this giving the 
  character a boost to one or the other save roughly 
  every  3rd level.  Which  stats  the  class  receives 
  bonuses to should depend upon the nature of the 
  class.
  For spell casting classes, the existing cleric 
  and wizard classes should provide a solid example for a pure spell caster’s Will/Faith and 
  spell acquisition progression. You may however wish to create hybrid classes as well, which 
  have lesser access to magical prowess in exchange for better martial ability and durability in 
  164
  Table 61: Standard To-Hit
  Level
  Weak
  Average
  Strong
  1
  +0
  +0
  +1
  2
  +0
  +1
  +2
  3
  +1
  +1
  +3
  4
  +1
  +2
  +4
  5
  +1
  +2
  +5
  6
  +2
  +3
  +6
  7
  +2
  +3
  +6
  8
  +2
  +4
  +7
  9
  +3
  +4
  +7
  10
  +3
  +5
  +8
  11
  +3
  +5
  +8
  12
  +4
  +6
  +9
  
  Arcana Rising
  the form of a higher Hit Die. In such cases, the simplest method is simply to halve the 
  Will/Faith progression, and space out access to new spell levels such that it caps at around 
  Level 4 spells or prayers. 
  Special abilities will vary based on class concept, but in general, each class is built 
  with four special talents that relate to the concept, with arcane casting or prayer access 
  counting as two abilities so long as it progresses at full rate. Combat abilities that add to To-
  Hit or AC, or abilities that add bonuses to checks should generally cap out at +3, and most 
  abilities that would improve damage potential cap out at around 4 to 5 dice. In general, 
  most D10 class abilities focus on improving their martial prowess directly, while D8 classes 
  have a wider range of specialties, and D6 class abilities generally relate back to their magical 
  talent in some way.
  Creating New Spells
  The  spells  included in this  book  cover  a 
  range of abilities mostly taken from the traditional 
  fantasy games upon which this engine was built, 
  combined with a number of original spells inspired 
  by fiction or folklore. It is not, however, a remotely 
  exhaustive list of possible magical spells or prayers, 
  and it is almost certain that many more exist, some 
  of which may even be of far greater power than even the 6 levels normally available to 
  player characters. In general, damaging spells follow a standard progression as described in 
  Table 62, but for most others the DM must simply go on example, treating each spell level 
  as progressively more ‘epic’ in nature in terms of the show of power on display.
  Genre Packages
  As a game of urban fantasy, there are a number of common subgenres and similar 
  genres to which this game is potentially well-suited with a few tweaks. The following are a 
  few sample ‘genre packages,’ based on some common campaign and genre types. Each 
  includes some quick house rules for that style of campaign, mostly making use of those 
  described in the previous section, along with any custom rules needed to suit the purpose in 
  question.
  Alpha World
  The world was once an advanced society with great technology beyond our 
  modern understanding, but a great apocalypse destroyed civilization and re-awakened magic 
  in one fell swoop. Now salvaged high technology, horrid monsters mutant and planar alike, 
  and powerful magics all share one ruined world.
  Stats: Old-School
  HP: Old-School
  Special: Monster PCs are allowed. The Hulks and Horrors rules (sold separately) can be used 
  to generate high tech loot in dungeons and ruins, and  H&H  standard weapons are 
  165
  Table 62: Standard Spell Damage
  Level
  Damage
  1
  1d8 damage + 1 per 3 lvls 
  2
  2d8 damage + 1 per 2 lvl 
  3
  3d8 damage + 2 per 3 lvl 
  4
  4d8 damage + 1 per lvl 
  5
  5d8 damage + 3 per 2 lvls 
  6
  6d8 damage + 2 per lvl 
  
  Arcana Rising
  available, costing equivalent Astra to their credit value. There’s a 1 in 4 chance any character 
  has mutated, roll 1d6 for type: 1-Extra Limb/Tentacle (1 free attack), 2-Extra Eye/Sense 
  Organ (+1 WIS), 3-Scales (-1 AC), 4-Eyebeams (1d6 damage), 5-Telepath (as message spell), 
  6-TK (as mage hand, but can throw for 1d6 damage).
  Britney the Demon-slayer
  Young Britney has just discovered that she is the Chosen One, and now with the 
  help of a mysterious benefactor, she and her friends must vanquish the demonic threats 
  that terrorize Pleasantville!
  Stats: High Powered for Britney, 2d6+3 or 3d6 for the rest.
  HP:  High Powered for Britney, standard method for the rest.
  Special: Britney is created as a standard PC class, owing to her ‘chosen one’ status, while the 
  rest of the Gang are created as Normal People. The Normals get a pool of ‘plot points,’ 
  1d6 per session, which they can spend at will to add or subtract 1d4 from any roll. 
  Untrained magic/prayer learning is in effect for the Normals.
  Call of Leviathan
  The stars are right. The cultists and followers of the great beasts of chaos and lost 
  old gods gather and scheme to summon their dark lords. Magic is a tool of madness as 
  much as one of power.
  Stats: Standard
  HP: Old-School
  Special: Injury rules are in effect. Madness and Terror rules are in full effect. Clerics and 
  Champions are disallowed, and Forestwalkers suffer double SAN loss against unholy 
  creatures of Chaos.
  Catacombs and Chimeras
  In another age and another world, desperate heroes raid ancient tombs and 
  dungeons to vanquish evil beings or just to make a living on the treasures found inside.
  Stats: Old-School
  HP: Old-School
  Special: This is a pure fantasy setting: firearms and other modern devices do not exist, and 
  the Gunfighter class is disallowed. It is replaced with the Archer, which uses all bows and 
  crossbows instead of firearms. Guns Akimbo  is replaced  with Rapid-Fire, which allows 
  them to make an additional shot with their bow for every 3rd level of experience. Quick and 
  the Dead allows the Archer to draw, nock, and fire in a single action (even with Rapid-Fire). 
  Day jobs no longer apply, instead all classes simply begin with 1d6 skill picks at +1.
  Delta Arcana
  You are the elite soldiers of the Delta Arcana, a special operations team uniquely 
  trained to combat supernatural threats to our nation.
  Stats: High-Powered
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  Arcana Rising
  HP: Standard
  Special: All characters have the Soldier job, and Demand becomes their save against ejection 
  from the unit should the fail to obey an order or otherwise commit acts unbecoming of a 
  soldier  in an elite unit. As all characters are military Special Forces trained, they may 
  upgrade their Ranged To-Hit by one step if it is not already Strong. Injury rules are in 
  effect.
  Grand Theft Grimoire
  This is a new age of crime, and the 3rd Street Owlbears are an up-and-coming 
  street gang who have discovered that a fireball is just as effective as a gat when taking out 
  rivals and carving out new territory.
  Stats: Standard
  HP: High-Powered
  Special: All PCs are of the Criminal job. Magical talent runs in the blood of the Owlbears, 
  and learning magic spells is possible for non-wizards as per the optional rule. As part of a 
  single gang, Demand checks are not necessary so long as the PCs are contributing wealth 
  back to the gang through criminal activity. The City is corrupt and the police response 
  poor: Response is no higher than 5, and Corruption is always +2.
  Monster: the Arisen
  You are one of the monsters, an ancient creature struggling with the dichotomy 
  between one’s monstrous nature and a desire to redeem oneself as a moral being, and all 
  while wearing a sweet trench coat and fighting the more monstrous of you with katanas and 
  magical powers.
  Stats: Standard (modified by stats from monster type)
  HP: Old-School (roll monster HD for HP)
  Special: All characters are created from the same type of monster (vampires and werewolves 
  are a popular choice), but may take any class, starting at level 1 as per the monsters as PCs 
  rules in Chapter 14. Each character has a Humanity score, which begins equal to WIS, and 
  decreases by 1 each time they do something horrific or evil. Humanity can be regained by 
  sacrificing the XP bonus from heroic deeds. Reaching 0 means the character is effectively 
  succumbed to their monstrous nature and is no longer fit as a PC.
  Streetrunners
  It’s 2033, the corporations have taken over, and those unlucky enough to be born 
  poor live in the slums, taking shady jobs doing the corps’ dirty work while living each day 
  hoping they don’t get carried away in the dark by the horrors that live in back alleys and 
  dive-bar backrooms. 
  Stats: Standard
  HP: Standard
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  Arcana Rising
  Special:  Injury  rules are in effect, but can be bought off with ‘cyberware,’ essentially 
  replacing lost stat points at 1,000 per point, provided the PC can afford it and explain
  ₳
   
  what sort of cybernetics might fix the problem. Characters must make a Demand roll at 
  character creation for their chosen job, and on a failure they are already unemployed, and 
  must seek freelance work unless they spend 500 on a corp ID chip.
  ₳
  Wizard U
  Yer a wizard, Harriet! You and your friends have been discovered as magical 
  talents, and invited to study the art of wizardry at the secretive and prestigious Bumblewart 
  University for Wizards, located in its very own pocket realm in the astral plane.
  Stats: Standard, but roll 2d6+3 instead of 3d6 (you’re young, yet)
  HP: Standard
  Special:  All the PCs are Wizards, and all PCs start with no day job, only the skill picks 
  provided by a Basic education. All will effectively become Academics, in time, earning an 
  additional single pick from the Academic job at +1 at a time each time they level until they 
  reach level 6, whereupon they can apply to graduate and become working Wizards.
  Awarding XP
  As the DM, it is your job to adjudicate the awarding of XP to the characters that 
  they might eventually gain new levels of experience. Characters earn XP by completing a 
  number of in-game tasks, such as defeating monsters, recovering major treasures, and 
  neutralizing threats to the city. Optionally, the DM can also reward XP for the completion 
  of character goals, or for the confronting of a characters Wrinkles. The details for each of 
  these methods are detailed below.
  
  Monsters.  Characters who survive, defeat, parley, or safely evade a group of 
  monsters receive an amount of XP equal to the number of HD of the monster 
  type (or its leader if it was higher than the group’s) times 5, plus 2 XP for each 
  additional monster of equal or lesser HD. So a group of 2 6HD monsters and 3 
  2HD monsters is worth 30 XP + 8 XP, for a total of 38.
  
  Threat. The resolution of a major threat to the city is worth 10 times the HD of 
  the threat.
  
  Treasure. The recovery of a significant magical artifact or MacGuffin is worth 
  XP to the party: 10 XP for a Major artifact, 20 XP for a Legendary artifact, and 40 
  XP for a MacGuffin at the center of an ongoing plot.
  
  General Heroism. The PCs are often the last bastions against the supernatural 
  foes that threaten their city, and the DM should feel free to reward heroic or 
  selfless acts from the PCs with up to 20 XP whenever seems warranted.
  
  Goals. (Optional) Players can track up to two goals they wish their character to 
  achieve in the ongoing events of the game. These goals should be something 
  major that leads naturally to character growth or achievement but would not 
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  necessarily lead to XP on its own (DM’s discretion). Succeeding at one of these 
  goals is worth 20 XP.
  
  Wrinkles. (Optional)  A  way  of  adding  some  more  mechanical  effect  to  a 
  character’s Wrinkles, the DM can award 5 XP whenever the character acts in 
  accordance with the effects of one of their wrinkles. 10 XP is awarded for 
  confronting the major intrusion of that wrinkle into the ongoing events of the 
  game.
  RPG Conversions
  In general,  Arcana Rising should remain roughly cross compatible with most 
  editions of the world’s most popular fantasy  role-playing game and its clones, and was 
  particularly patterned after that game’s “Basic/Expert” edition. Of particular note when 
  making the transition between AR and other editions is that the TAAC0 rule in Arcana 
  Rising is  essentially  inverted  from  similar  rules  in  other  games,  and  thus  should  be 
  recalculated using the appropriate rules based on level or hit dice.
  For those editions that do not specify a die type for monster Hit Dice because 
  they only use D6, you may wish to use your own judgment based on the capability of the 
  monster and adjust upward or downward as appropriate. For “1/2” and “1/4” Hit Dice 
  creatures simply treat this as a 1d4 HD creature for simplicity’s sake. In general though, 
  most stats can be translated straight across to their equivalents between versions.
  It  is  also  important  to  consider 
  when converting spells from other editions 
  and OGL games that  Arcana Rising’s spells 
  are often lower in damage across the board 
  from those in other editions where wizards 
  are capable of throwing astonishing numbers 
  of dice onto the table with a single spell. It is 
  therefore advisable to consider altering the 
  damage of such spells to match the standard 
  spell  damages  described  earlier  in  this 
  chapter in Table 62.
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  Arcana Rising
  Chapter 14: Monsters
  With the weakening of the barriers between reality and the outer planes, there are 
  many new monsters, beasts, and planar beings reappearing in our world that were once 
  thought to be merely the domain of legend and fantasy. Whether it be some sleazy vampire 
  preying on lonely single mothers in the suburbs, a sidhe lord buying their way into politics 
  with a horde of ancient gold, or a basilisk on the loose and leaving new statuary in the local 
  botanical garden, there are increasingly all manner of creatures vying for power, wealth, or 
  simply food in the mortal realm. The following chapter covers descriptions for a host of 
  planar creatures and monsters, as well as guidelines for DMs to design and stat their own. 
  Monster Stats
  In order to easily present the information that DMs actually need to handle a 
  monster or hostile encounter in combat, and to simplify the process of tracking enemy 
  abilities, monsters use a simpler stat set than player characters do. Each monster is defined 
  by the following stats.
  Origin: The plane of origin for the creature. This could be any of the outer planes or even 
  a mere material being, or one created by magic. Generally this is synonymous with the 
  creature’s element, but if it is not, this will be listed separately in parentheses. 
  Hit Dice (HD): This is the number and type of dice rolled to determine the monster's hit 
  points. This will generally be between 1 and 12 dice, ranging from a d4 to a d12 depending 
  on how durable the critter is. An average is also provided for when numbers are needed 
  more quickly.
  Massive Damage (MD): This is the amount of damage the creature can withstand in a 
  single blow without triggering a save against critical injury. 
  To-Hit (TH): The bonus the monster has to hit a target in combat. Unlike characters, 
  monsters do not have a split value for melee vs. ranged attacks. This value is usually linked 
  to Hit Dice:  d12 HD monsters get +1 for each die, d8 and d10 monsters get +1 for every 
  other die, and d4 and d6 monsters only get +1 for every third die. 
  TAAC0: For those DMs and groups using the optional TAAC0 rule, this calculation is 
  provided.
  Armor Class (AC): The armor class of the monster. This ranges from 9 to -2.
  Initiative (I): The monster’s base value for determining initiative order in combat.
  Save (S): This is the number the monster must roll under whenever called upon to make a 
  save or a non-combat roll. 
  Attacks (Att): The nature and damage of the beast's attacks. Each attack is assumed to be a 
  melee attack unless denoted with an (R) for ranged attacks, or (M/R) for attacks that can be 
  used in either mode. Note that this is only for regular attacks, and the creature may have 
  other special attacks listed in their description.
  Morale (M): This is the base value the creature rolls against when making Morale checks. 
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  Price: The standard price a summoner must pay the creature when brought into the world 
  to ensure its temporary loyalty.  
  # Appearing: The number of monsters that typically appear in a group. Generally given as 
  either a standard number or a die roll.
  Description: A description of the monster's appearance, behavior and nature. If the 
  monster has any special abilities, they will also be described here.
  Creating New Monsters
  This chapter describes a fairly extensive variety of planar creatures, though it is far 
  from exhaustive. The planes are a nearly limitless space of magical creatures of all varieties, 
  both known to folklore, and otherwise. DMs are encouraged to come up with their own 
  planar beings of all descriptions, and the following guidelines should give them some 
  grounds upon which to build their new creatures. 
  For starters,  one  of the  most important considerations is the origin of the 
  creature. Which plane does the creature hail from, or is it a product of earthly magic? 
  Planes are more than mere representations of a classical element, their properties define the 
  traits, behaviors, and attitudes of those who dwell within them. Planar beings are not like 
  mortals, and they may or may not possess something like free will. They are also inherently 
  bound to their natures as planar beings and to the way their home realm affects their 
  behaviors and qualities. Creatures of Fire are often passionate and violent, while Earth 
  creatures may be serene and slow to act, or simply unfeeling.
  When working to adapt an existing folkloric or fantasy creature, try to imagine 
  which of the realms best fits their traits. Consider not just what supernatural or magical 
  abilities they bring to bear, but also their behavior and attitude. Similarly, when designing a 
  creature from scratch, try to consider how they might fit within a given plane, or even how 
  they don’t. Planar politics and warfare make orphans and refugees of planar beings just as 
  the real world ones do, just ask a halfling sometime. 
  You’ll also want to have a general idea of what the creature is capable of before 
  you start  with the stat process.  How strong  is it, how  fast,  how brave,  how much 
  punishment can it take, and how does it attack its prey? Does it have any supernatural 
  powers beyond simply being a creature from beyond with greater than human ability? Can 
  it cast spells, perhaps having spell-like abilities taken from the wizard or cleric lists? What 
  does it want from humans or the mortal plane, and why and how might it arrive there?
  Statting Your Monster
  Once you’ve a good sense of what a creature is like, you can start creating its stats. 
  You will already know its Origin by this point, whether it's one of the outer planes, the 
  astral realm, or even material or magical origin. The next step is deciding on its Hit Dice. 
  Hit Dice determine a creature’s base hit points, but also determine a number of abilities and 
  derived stats, just as level does for a player character. A creature will have a type of Hit Die, 
  and a number of them, such as 4d8. You can think of this as sort of a general ‘class/level’ 
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  structure just like PCs have. D4 monsters are weaker combatants who often make up for it 
  with clever action or spell-like abilities, while a d12 monster is a serious heavy hitter that 
  can be a serious threat to PCs merely with their bare hands.  In general though, a creature’s 
  hit dice are roughly equivalent to a PC with the same number of levels. A single 3d6 
  monster is roughly equivalent to a level 3 PC, though probably a bit less powerful.  
  Once you’ve decided on the creatures HD, you can also record their average hit 
  points. Take the maximum possible roll, dividing it in half, and adding 1. This value can be 
  useful if you need to pull one out quickly without having to roll for HP. 
  Next is determining the creature’s Massive Damage threshold. The creature’s MD 
  is equal to the maximum value of the type of hit die it has, plus the number of hit dice. So a 
  creature with 4d8 HD would have an MD threshold of 12, able to take 12 points of damage 
  without being forced to make a save. Any CON bonuses to Save do not apply to this value, 
  but do apply to the creature’s save should it take damage greater than its MD.
  Once you have their HD, you can also determine their To-Hit, or TH for short. 
  TH is based directly off the creature’s HD. The type of die determines the progression of 
  their TH, while the number determines the final value. There’s a general rule to this: D12 
  goes up +1 per die, d8 and d10 go up +1 every other die, and d6 and d4 go up +1 every 
  third die. The left-hand side of Table 63 also contains these values for the most common 
  range of HD values. TAAC0 can be calculated simply by adding 5 to their TH value. 
  Table 63: Monster To-Hit/Save
  To-Hit Bonus
  Save
  Hit Dice
  D12
  D8/ D10
  D6/ D4
  Hit Dice
  D4
  D6
  D8
  D10
  D12
  1
  +1
  +0
  +0
  1
  5
  6
  7
  8
  9
  2
  +2
  +1
  +0
  2
  6
  7
  8
  9
  10
  3
  +3
  +1
  +1
  3
  7
  8
  9
  10
  11
  4
  +4
  +2
  +1
  4
  8
  9
  10
  11
  12
  5
  +5
  +2
  +1
  5
  9
  10
  11
  12
  13
  6
  +6
  +3
  +2
  6
  10
  11
  12
  13
  14
  7
  +7
  +3
  +2
  7
  11
  12
  13
  14
  15
  8
  +8
  +4
  +2
  8
  12
  13
  14
  15
  16
  9
  +9
  +4
  +3
  9
  13
  14
  15
  16
  17
  10
  +10
  +5
  +3
  10
  14
  15
  16
  17
  18
  11
  +11
  +5
  +3
  11
  15
  16
  17
  18
  19
  12
  +12
  +6
  +4
  12
  16
  17
  18
  19
  20
  Next comes Armor Class. Standard base value for a creature’s AC is 10 minus the 
  number of HD they have, but you may wish to adjust this to greater or lesser values to suit 
  the nature of the creature. More agile or durable creatures will have higher than average AC, 
  while weaker or slower creatures might have lower. Note also that this value is the 
  creature’s natural unarmored AC; some intelligent creatures are capable of wearing armor 
  just as humans do. When a creature is wearing armor, their AC is lowered by the same 
  amount it would be on a human (though they still obey the -2 cap), so an AC8 creature 
  wearing full leathers would have their AC reduced by -2, giving them a final AC of 6. This 
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  can be a great way of modeling softer fleshed humanoids, providing a poor natural AC, but 
  a common armor type and the resultant value.  
  Initiative follows, and the baseline here is the creature’s number of HD plus 7. 
  Particularly fast or wary creatures might have a higher value, while slow or dim-witted 
  creatures may have a lower one.
  Save value is determined as per the right half of Table 63, calculated based on the 
  creature’s HD as well: 6 plus the number of HD, with a +1 for every die type above a D8, 
  and a -1 for every die type below. This is a generalized value rolled whenever a stat check or 
  save is called for by the creature.  This can be further modified by giving it bonuses or 
  penalties to certain stats, such as +2 DEX for a particularly agile creature, which would 
  allow it to roll against a Save value two points higher when that roll would normally be 
  taken with DEX by a PC. It is recommended that these values not modify more than three 
  stats, or add a bonus of more than +6 in total between them, for simplicity’s sake. These 
  values will also provide the stat bonuses gained when creating one of the creatures as a PC. 
  For the creature’s attacks, regardless of type, their basic attack follows a certain 
  standard progression based on their HD. For every 2 HD a creature has, they do 1 die of 
  damage of the same type as their HD with their strongest attack. So a 4d10 HD monster 
  would do 2d10 damage with their strongest attack, be it claws, acidic spray, or some natural 
  magical utterance that shatters bone. Secondary attacks do less damage, 1 die per 3 HD, 
  and any tertiary and further attacks do simply 1 die, decreasing in type from there if further 
  attacks are required.  So for instance, a 6d12 creature with 5 separate attack types would 
  follow the progression of 3d12/2d12/1d12/1d10/1d8.  Each attack is assumed to be a 
  melee attack; mark it with (R) if it is a ranged attack, or (M/R) if it is both.  Creature attack 
  ranges are as per handguns: 50m, unless otherwise indicated or desired.  
  For a creature’s Morale, begin with a base value equal to their Save, but from there 
  you will want to adjust it based on the creature’s behavior and typical response to violence. 
  Exceptionally brave, ruthless, or savage creatures will generally have a higher Morale value, 
  while cowardly, opportunistic creatures or those that tend to rely on ambushes will have 
  lower ones.  
  A creature’s summoning price will reflect its personality, and especially what 
  things it values. Some intelligent creatures may be happy with simple astral coin, but others 
  may demand something more symbolic, or more priceless. Animalistic creatures may have 
  to be sated with some example of their favorite diet, a particularly choice morsel of some 
  kind. In general, if assigning a cash value to the summon, the sacrifice should be worth 
  roughly ten times their HD in Astra, but this is a fuzzy area, especially where the more 
  metaphorical sacrifices become involved. 
  The number of creatures appearing will depend entirely on the creature’s general 
  behavior and society, and no real hard and fast rule can be applied. In general, weaker HD 
  monsters tend to be more likely to attack in groups or packs, while huge high HD monsters 
  might need only a single creature to be a true threat.  A creature’s sociability with its own 
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  kind will also affect this number, as solitary loner creatures regardless of HD won’t tend to 
  congregate much with others.  
  Finally, the description of the creature itself may be as detailed as you like, or 
  simply left to be described in play if you’re only intending on using it with your own group. 
  If the creature has any unusual abilities you will want to note down how they work and any 
  rolls or saves that need to be made when employed.  Feel free to be as creative as you like 
  with these, but try to keep special abilities within the rough range of what a PC might be 
  able to do at the same level as the creature’s HD, in order to keep things more easily 
  tracked.  
  Resistance
  Many creatures have special resistance to certain types of elements or damage, or 
  even are naturally resistant to all damage save for specific types that counter their planar 
  nature.  This a very common special ability of many planar creatures, described with a 
  common term, Resistance. Resistance is rated with a value, from +1 to +5 (and even 
  beyond in some cases), which is a bonus that creature applies to any saves against that type 
  of damage source. It also reduces damage it takes from that source by the same value. This 
  number will often be followed by a slash, and the name or names of a common elemental 
  or damage type, against which the creature does not gain the benefits of their resistance.
  Some creatures may only be resistant to a particular type of damage, and that will 
  generally be described by appending the relevant element to the term, such as Unholy 
  Resistance, which means that the Resistance value only applies to attacks of that type.  
  All creature attacks are assumed to be of the same type and element as their 
  Origin, or the element listed there, unless otherwise specified.
  Leveling Up Monsters
  Most intelligent creatures are capable of improving in skill and power over time 
  just as player characters are, and sometimes the DM wishes for a more powerful variant of 
  a lower HD monster. Most intelligent humanoid creatures, for instance, are statted at 
  relatively low HD, with the intent that DMs will improve them as needed and as befits a 
  specific NPC’s level of experience. Monsters and creatures can be improved simply by 
  increasing the number of HD of the monster and adjusting the derived values accordingly. 
  Note that the DM will want to take note if any of a monster’s abilities have been altered 
  from the baseline, and improve them in appropriate proportion. 
  For human-sized creatures or creatures that otherwise can only become so tough, 
  one may also cap their HD at a set value, much as PC classes are. This is common for 
  creatures with low HD to begin with. In general, a creature so capped may only gain up to 6 
  more full Hit Dice. Further advancement is possible, but rather than gaining full HD, they 
  instead gain ranks, with each rank +1 HP if their HD is D4 or D6, +2 if D8 or D10, and 
  +3 if a D12. Each new rank also adds to their HD for the purposes of calculating To-hit, 
  Save, Initiative, and Morale, but does not increase the damage of any natural attacks the 
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  creature possesses. In addition, its summoning price, if presented with a cash value, will 
  also increase by 10 per rank. 
  ₳
  The Fae
  The fae folk are those who inhabit the sidhe realm, a massive sub-plane that 
  stretches across the plane of Earth, from the Summer Court of the Seelie Sidhe bordering 
  the plane of Fire at one end, and the Winter Court of Unseelie Sidhe bordering the frozen 
  reaches plane of Water at the other. Most Fae beings owe fealty to one or the other, and 
  their elemental nature reflects their loyalty (Fire for Summer, Water for Winter). Some are 
  simply ‘wild’ fae who inhabit the unruly stretches between and owe no loyalty to either 
  court, though some individual wild fae may at times serve one or the other court. Such wild 
  creatures tend to bear the elemental countenance of Earth, being as they inhabit the wild 
  and natural spaces of the greater part of the realm of the fae.
  All fae creatures inherit the Iron Curse, which is an innate allergy to the tempered 
  and forged product of mortal industry, a sympathetic memory of the days when steel and 
  iron blades drove them from their former home in the mortal world. All Fae creatures take 
  an additional +2 damage from iron and steel weaponry, and any such weapon which can 
  embed itself in the target (such as a nail or a steel arrowhead) will cause them incredible 
  pain, forcing a CON save to avoid merely collapsing in agony until the object can be 
  removed. 
  Monsters as PCs
  In general it is advised that the PCs be human, in order to keep the planar and 
  supernatural beings properly apart from them and believable as threats and otherworldly 
  entities, and for the practical reasons of having to explain how an extraplanar being 
  manages to go unnoticed in modern human society. However, games set in the planes, or 
  adaptations of these rules to other settings, may allow for some of these races to be 
  available as player characters. Therefore, some simple suggestions are in order on how to 
  handle  such characters. This can also be a good alternate approach for creating more 
  detailed NPCs of note. 
  In general, it is advisable that intelligent creatures of no more than 2HD be 
  allowed as starting PCs, and each HD counts against the character’s level maximum, so a 
  2HD monster being played as a PC class can only advance to level 10 under normal rules. 
  At level 1, the character is rolled with normal stats, but these are then adjusted for any stat 
  bonuses mentioned under the monster’s Save value. The character otherwise gets all the 
  normal abilities of their class and the class’s To-hit bonus, though for 1st level they also roll 
  their monster species’ hit die instead of their class. They also gain any special abilities 
  afforded that species as described in the creature’s entry, including any natural attacks such 
  as claws or bite. 
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  Monsterpedia
  The following entries  are organized alphabetically,  and  will describe the most 
  common  monsters  in  the  new  age  of  magic  to  the  extent  known  to  present-day 
  xenotherologists and wizards, along with game statistics. In general you will find many 
  familiar creatures of fantasy and folklore within the following section. While many creatures 
  may be familiar to you, it is recommended you give a read to the versions that follow as 
  some may diverge from those in other fantasy games, or use older sources for their lore 
  than the popular modern image of such beings.  Some information may also be apocryphal, 
  or even inaccurate, as xenotherology is a limited field still not taken credibly by most of 
  academia, and gaining definitive information on extraplanar creatures is difficult at best. It 
  is also certain that there are many more creatures in the planes besides those on this list, 
  some of which may remain unknown to mortal lore entirely because they have never been 
  seen in the material realms. 
  Angels
  Lesser
  Greater
  Superior
  Supreme
  Origin: 
  Divine (Holy)
  Hit Dice (HD): 
  6d10 (31)
  8d10 (41)
  10d10 (51)
  12d10 (61)
  Massive Damage (MD):
  16
  18
  20
  22
  To-Hit (TH): 
  +3
  +4
  +5
  +6
  TAAC0: 
  8
  9
  10
  11
  Armor Class (AC): 
  4
  2
  0
  -2
  Initiative (I): 
  13
  15
  17
  19
  Save (S): 
  13
  15
  17
  19
  Attacks (Att): 
  Smite (M/R)
   3d10 
  Smite (M/R)
   4d10 
  Smite (M/R)
   5d10 
  Smite (M/R)
   6d10 
  Morale (M): 
  20
  20
  20
  20
  Price:
  N/A – Angels do not bow to mortal will or material price.
  # Appearing: 
  1d6
  1d3
  1
  1
  Description: Angels are the servants of the divine will, possessed of absolute conviction in 
  the service of the holy and the just. Their manifestation is as varied as can be, from 
  humanoid forms to strange shapes and sights that defy mortal description. They tend to 
  limit their appearances to mortal eyes, preferring instead to act subtly and invisibly in order 
  to maintain the mystery of faith and the freedom to choose it in the mortal host. The term 
  ‘angel’ itself is one of mere convenience, and technically a misnomer: divine agents of all 
  descriptions have appeared and played a role in events of religious significance across the 
  globe and in an incalculable number of forms, each serving one of the many heavens or the 
  divine will itself.  
  Manifest at Will: An angel may conceal themselves at will from all mortal sight, and even 
  magical sight. They simply do not exist in our reality until they wish to, though they can still 
  witness it, and the form they appear in is entirely the product of their own will and the 
  divine interest they represent.
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  Resistance: Mortal and even planar assaults hold no fear for the agents of the divine will. 
  Only the forces of the unholy adversary present a true danger to them. All angels possess 
  Resistance +5/Unholy.
  Price and Summoning:  An angel known by name can be summoned by a mortal wizard, 
  however, the being’s very arrival is at its own volition, and no price may compel it to act; it 
  will only do so if assisting is in the interests of the divine will. Angels see themselves as a 
  check on the power of mortal magic, and seldom feel very cooperative where the needs of 
  mortal wizards are concerned.
  Animals
  Bear
  Boar
  Gorilla
  Tiger
  Wolf
  Origin: 
  Material
  Hit Dice (HD): 
  6d10 (31)
  5d6 (16)
  4d8 (13)
  5d12 (31)
  2d10 
  (11)
  Massive 
  Damage (MD):
  16
  11
  12
  17
  12
  To-Hit (TH): 
  +3
  +1
  +2
  +5
  +1
  TAAC0: 
  8
  6
  7
  10
  6
  Armor Class (AC): 
  4
  6
  7
  5
  8
  Initiative (I): 
  13
  12
  11
  14
  10
  Save (S): 
  13 (+2 CON, 
  +2 STR)
  10
  10 
  (+2 STR)
  13
  9
  Attacks (Att): 
  Claw 3d10, 
  Bite 2d10
  Gore 
  2d6
  Fist
   2d8, 
  Bite 1d8
  Claw 2d12, 
  Bite 1d12
  Bite 
  1d10 
  Morale (M): 
  14
  11
  13
  13
  11
  Price:
  N/A – Material creatures are not summonable by magic.
  # Appearing: 
  1
  1d6
  1d4
  1
  2d6
  Description:  It is sometimes common to 
  encounter  mundane  animals  of  material 
  origin, whether when exploring wild lands, 
  or trained and employed as attack creatures 
  by one’s enemies. In addition, many of the 
  planes  are  inhabited  by  familiar  animal 
  species that by some means or another have 
  found  homes  in  the  outer  planes.  The 
  preceding  stats  should  describe  some 
  common  dangerous  creatures  one  might 
  encounter in such a scenario. Assume all 
  attacks listed above are melee attacks.
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  Aralia
  Typical
  Demon-Bonded
  Origin: 
  Unholy
  Hit Dice (HD): 
  3d6 (10)
  5d12 (31)
  Massive Damage (MD):
  9
  17
  To-Hit (TH):
  +1
  +5
  TAAC0: 
  6
  10
  Armor Class (AC): 
  7
  0
  Initiative (I): 
  10
  13
  Save (S):
  8 (+2 INT, +2 WIS)
  13 (+2 STR, +2 INT)
  Attacks (Att):
  Fists 1d6
  Infernal Blast 2d12 (R), 
  Claws 1d12, Tail-blade 1d10
  Morale (M): 
  10
  15
  Price:  
  N/A. No Aralia will serve a human willingly.
  # Appearing: 
  1d6
  1d3
  Description: Once mortal beings, the Aralia are an ancient race of slender, amphibious 
  humanoids that evolved and lived alongside mankind in ancient times. Their name is taken 
  from the ancient tongues of the Sumerian peoples and means ‘children of the underworld.’ 
  There were Aralia on Earth at the time of Atlantis, and their skill for magic and especially 
  the working of magic through arcane apparatuses rivaled that of the Atlanteans themselves. 
  It was the Aralia who first gathered together the scattered human tribes of Mesopotamia 
  and founded a civilization in what would become Sumeria, teaching the  humans only 
  enough to serve the Aralia as laborers and serfs. Statuary from this time still survives that 
  depicts the ancient beings that once ruled there. In time the humans learned knowledge of 
  their own, and growing dissatisfied with the ever more oppressive rule of the Aralia, they 
  rebelled against their inhuman masters. With their enemies in Atlantis rapidly gaining 
  control over the forces of magic in the mortal plane, and the human subjects beneath them 
  growing too strong-willed to control, the Aralia fled the mortal plane entirely. Casting a 
  great and terrible spell that opened a gateway to the underworld, they carved out a new 
  realm in the infernal planes and plotted their return to the lands they saw as their own. 
  When the great calamity struck Atlantis however, and sealed away magic in the mortal 
  plane, the Aralia were forced to bide their time and study their arts in secret until the world 
  was once again ripe for an invasion from the outer realms. In time they learned to master 
  the power of the  demonic and even bond with it, binding their body and mind to 
  unstoppable demonic armor.
  Water Affinity: While their time in the underworld has made shaped them in some ways, 
  their origins as a mortal amphibious race have not totally diminished. They are still expert 
  swimmers, gaining +2 to any checks made to perform tasks while swimming, and are able 
  to remain underwater for twice as long as a human.
  Arcane Brilliance: Aralia knowledge on spell-casting is an unbroken chain of knowledge that 
  stretches back to the time of Atlantis and even before, and they did not lose it as mortals 
  did after the end of magic. All Aralia have +1 Arcana, and there is a 25% chance that any 
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  Aralia who is not demon-bonded is a spell-caster.  Such a creature casts spells at a level 
  equal to their hit dice, and is able to select spells at will from any on the wizard list.
  Demon-bonded: Aralia are not by nature a strong race, and the slender creatures have often 
  made up for it in many ways, but the most advanced development was the demon-bonding. 
  A demon-bonded Aralia has bound their body and soul to a living suit of armor cast from 
  demon bone and sinew, making them an unstoppable killing machine. In addition to 
  gaining the stat profile above, the demon-bonded also possesses Resistance +2/Holy.  
  Banshee
  Origin: Fae (Unholy)
  Hit Dice (HD): 2d10 (11)
  Massive Damage (MD): 12
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 8
  Initiative (I): 9
  Save (S): 9
  Attacks (Att): Deathly Touch 
  1d10
  Morale (M): 11
  Price:  A mourner’s tears
  # Appearing: 1
  Description: The prophetic spirit of a departed sidhe woman, the banshee roams the halls 
  of mortal and fairy domains alike. The banshee sees the flow of life around it, and can see 
  those whose lives are dwindling to an ember. In sorrow over its own death and empathy for 
  the doomed mortal or sidhe, she unleashes a deathly wail that can be heard for a kilometer 
  in any direction. The sound of a banshee’s cry chills to the bone, terrifying all who hear it, 
  for those who hear its call may themselves be the being whose death the fallen sidhe 
  announces. Banshee are known to sometimes place traps for mortals, leaving a material 
  trinket (traditionally a comb) in an open space that once touched alerts the Banshee to the 
  presence of new prey so that it may devour the victim’s very soul to extend its life.  
  Deathly Touch: The touch of the banshee chills to the very core, tearing at the soul of its 
  victims. Mortal beings slain by the assault of a banshee leave no soul behind, and thus 
  cannot be resurrected.  
  Cry of Doom:  The wail of the banshee announces the coming of certain death, and such 
  terrible knowledge chills all mortal kind to the bone.  Within 60m, mortal beings hearing 
  the cry of the banshee must make a WIS save or be struck with fear and rendered catatonic 
  with terror for 1d6 rounds. Even those beyond this range, up to 1km, must make a WIS 
  save or suffer -2 to all rolls for the next round. 
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  Immaterial:  As  immaterial  beings,  banshee 
  resist  the  slings  and  arrows  of  mortal 
  weaponry not imbued with the hated iron. 
  They have Material Resistance +3/Iron.
  Barghest
  Origin: Astral (Magic)
  Hit Dice (HD): 3d12 (17)
  Massive Damage (MD): 15
  To-Hit (TH): +3
  TAAC0: 8
  Armor Class (AC): 7
  Initiative (I): 11
  Save (S): 11 (+2 WIS)
  Attacks (Att): Bite 1d12
  Morale (M): 11 
  Price:  A fresh human bone with flesh still 
  attached
  # Appearing: 1d6 
  Description: Savage astral hounds that feast on lost souls and ghosts, barghests are the 
  pack scavenger of the astral plane, roaming the reaches of the astral and devouring stray 
  souls for sustenance. Huge and black, with smoldering eyes that seem to be kindling with 
  flame, the barghest’s supernatural nostrils flare with an intelligence unmatched by the 
  keenest mortal hounds, and they can track a chosen quarry for days and hundreds of 
  kilometers with unerring supernatural stamina. 
  Tracking Sense: The barghest’s supernatural senses allow them to sniff out the presence of all 
  ghostly and astral creatures within 1km of them, and once a barghest chooses a specific 
  quarry it cannot lose the scent of it until the target is dead or it chooses a different target. 
  Morale checks when attacking in pursuit of that quarry are made at +4.  
  Supernatural Speed: As astral beings, barghests move at the speed of thought as much as any 
  material understanding of speed. They gain a +3 bonus to Save rolls to pursue a fleeing 
  target, can move 120m per round, and can cover up to 100km per day when in pursuit of a 
  chosen quarry.   
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  Basilisk
  Origin: Earth
  Hit Dice (HD): 6d8 (26)
  Massive Damage (MD): 14
  To-Hit (TH): +3
  TAAC0: 8
  Armor Class (AC): 4
  Initiative (I): 13
  Save (S): 12
  Attacks (Att): Bite 3d8
  Morale (M): 12 
  Price:   Valuable stone or gems worth at 
  least 60
  ₳
  # Appearing: 1
  Description: A solitary creature of the earthen planes especially at home in rocky places, 
  this six-limbed beast appears like a crocodile or lizard with stony, scaly skin. On its face is a 
  powerful chicken-like beak capable of crushing stone, which is its natural diet. Its glare can 
  turn other creatures to solid stone, thus allowing it to create a diet for itself even from the 
  living, and it is seldom especially picky about its dietary sources. The ‘basilisk’ is actually the 
  male of the species, while the female of the species is called a ‘cockatrice’ and instead stands 
  on two spindly legs like a chicken's, but otherwise bears the same basic traits. This was the 
  source of much confusion for ancient medieval lore writers.  
  Stony Gaze: The basilisk’s gaze can turn a target to stone at a look. A target that falls under 
  the direct gaze of the basilisk must make a CON save to resist the attack, and should they 
  fail, they are turned to solid stone. A dispel magic spell cast as if against a lvl 12 wizard will 
  cure this effect, as will a heal spell. A basilisk which looks into a mirror will instead turn 
  themselves into stone. 
  Behemoth
  Origin: Earth
  Hit Dice (HD): 12d8 (49)
  Massive Damage (MD): 20
  To-Hit (TH): +6
  TAAC0: 11
  Armor Class (AC): -2
  Initiative (I): 18
  Save (S): 18
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  Attacks (Att): Trample 6d8, Gore 5d8, Bite 4d8
  Morale (M): 18 
  Price:   “Only his Maker can draw His sword.” Behemoth will not bow to any mortal 
  without command from the divine will.
  # Appearing: 1
  Description: There is only one Behemoth, the primal archetype of all creatures that feed 
  on the bounty of the earth, a great, towering beast 50m tall that roams the plane of Earth 
  devouring all it surveys, grazing on even the trees as easily as a cow grazes upon the grass. 
  Covered in a leathery hide few mortal weapons could even penetrate, and bearing both tusk 
  and horn in abundance, the creature’s swaying tail can start a strong breeze, and its digestive 
  waste is said to be singularly responsible for the fertility of the plane of Earth itself.  Largely 
  docile unless provoked or frightened, the creature is nevertheless capable of defending itself 
  with brutal force matching its immense size and strength: enraging great Behemoth is 
  something not even the most foolhardy elemental lord of Earth would dare attempt.  
  Resistance: Behemoth’s great hide turns the blows of mortal weapons and magic alike, and as 
  such it possesses Resistance +5.
  Brownie
  Origin: Fae (Earth)
  Hit Dice (HD): 1d6 (4)
  Massive Damage (MD): 7
  To-Hit (TH): +0
  TAAC0: 5
  Armor Class (AC): 9
  Initiative (I): 8
  Save (S): 6 (+3 DEX)
  Attacks (Att): Fists 1d4
  Morale (M): 6
  Price:  Milk, fresh from the cow
  # Appearing: 1d8
  Description:  The brownie is a house 
  spirit which takes up residence in a home in exchange for regular offerings from the lords 
  of the house, and will tend to things and clean up the place so long as they are never seen. 
  Brownies take their privacy very seriously, for reasons perhaps known only to them, and 
  seeing a brownie at work will be the end of its service in the household. They may even 
  react to being spotted with open hostility. Brownies are tiny humanoids, generally no bigger 
  than the average house cat. They are wildly popular as housekeepers among the sidhe lords 
  and were once very common in homes and manors across the former Celtic lands.  
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  Spells: Brownies possess the cantrips alarm, animate tool, clean and spark flame, and may cast 
  them at will, as well as the level 2 spell invisibility, which they may cast without a check once 
  per day as if a level 12 caster.
  Bunyip
  Origin: Water
  Hit Dice (HD): 5d10 (26)
  Massive Damage (MD): 15
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 5
  Initiative (I): 12
  Save (S): 12 (+1 DEX, +2 STR)
  Attacks (Att): Gripping Bite 2d10, Claw 
  1d10
  Morale (M): 11
  Price:  A scream of true primal terror
  # Appearing: 1
  Description:  A  vicious  and  sadistic 
  ambush  predator  that  once  stalked  the 
  billabongs of the Australian continent, the 
  bunyip is a massive amphibious marsupial, comparable in size to a rhinoceros but more 
  strongly resembling a less cuddly and more vicious wombat with enormous canine teeth 
  and powerful front claws. The bunyip is a master of vocal manipulation, able to imitate a 
  wide range of creature cries in order to lure prey to where it lurks in the water. Once prey 
  arrives it switches to a piercing and terrifying howl that freezes the target in its tracks, the 
  better to make it a stationary target when the bunyip leaps from the water and drags its 
  victim below with the grip of its bite. Once in the water, the bunyip will hold the creature 
  down until it drowns, weakening its resistance further with vicious swipes of its claws.
  Gripping Bite: Once the bunyip sinks its teeth into something, it is difficult if not impossible 
  to escape. A successful bite from the bunyip effectively locks its victim in a grapple, and its 
  strength is such to allow it to move that target with it at will so long as it isn’t larger than  
  the bunyip itself.
  Primal Scream: In addition to its imitative abilities, the bunyip may unleash a scream of terror 
  and fear that freezes the target in catatonic terror for 6 rounds unless a WIS save is made. 
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  Cat Sith
  Origin: Fae (Earth)
  Hit Dice (HD): 7d12 (43)
  Massive Damage (MD): 19
  To-Hit (TH): +7
  TAAC0: 12
  Armor Class (AC): 3
  Initiative (I): 14
  Save (S): 15 (+2 DEX, +2 WIS)
  Attacks (Att): Claws 3d12, Bite 2d12
  Morale (M): 17
  Price:  A ball of fine silk thread worth 70
  ₳
  # Appearing: 1
  Description: The Cat Sith is a legendary fairy 
  cat, a great black cat bigger than most hounds 
  with a tuft of white fur on its chest, and said 
  to be the King of all Cats. So elusive is this 
  stealthy  fae  predator  that  it  is  not  even 
  entirely certain whether there is, in fact, only one Cat Sith or many, but only one is ever 
  seen at a time. The Cat Sith is a terrifying foe and a reaper of souls, capable of not only 
  claiming one’s life, but even one's soul, devouring it before it can escape to the outer planes 
  and on to its final destination. Angering a Cat Sith is an act of immortal peril, and in some 
  parts of the world mortals still practice a late watch over the dead, setting up balls of string 
  and saucers of milk near the casket in the hopes of distracting the Cat Sith from claiming 
  the soul of the recently dead. However, pleasing the Cat Sith can prove quite the boon, as it 
  is said that with the right gifts it might protect one’s property and house and thus ensure 
  prosperity through the coming year.
  Eater of Souls: The Cat Sith can devour the very soul of a recently deceased mortal simply by 
  passing over its body after death before it can be interred in the earth. The result is that a 
  mortal being killed in combat with the Cat Sith will not return as a ghost nor pass on to the 
  afterlife and cannot be resurrected by prayer or magic as no soul remains to return to the 
  body. In addition, this gift for hunting souls makes them excellent ghost hunters, and the 
  Cat Sith can see and strike spirits and ghosts as if they were physical beings.
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  Centaur
  Origin: Fire
  Hit Dice (HD): 4d8 (17)
  Massive Damage (MD): 12
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 6 (4 w/leather armor)
  Initiative (I): 13
  Save (S): 10 (+2 STR, -2 WIS)
  Attacks (Att): Trample 2d8, Fist 1d8, can use melee weapons and archaic ranged weapons
  Morale (M): 12
  Price:  40 per day
  ₳
  # Appearing: 1d8
  Description: Savage and barbaric tribes of nomads, the centaurs were once denizens of the 
  Olympic realm, but their rebelliousness and cruelty earned them the ire of the Olympian 
  gods and they were exiled to the plane of Fire as punishment. The centaurs took to their 
  new home with aplomb, riding the burning sands and raiding salamander, halfling, and orc 
  alike.  They  survive on plunder and violence,  even cannibalizing  the victims of their 
  unceasing raids. They are, however, greedy and easily bought, and thus popular for those 
  seeking extraplanar mercenaries, though one is always wise when working with centaurs to 
  watch one's back and make sure the money keeps flowing.  Centaurs are especially vicious 
  to those who do not pay their debts.
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  Chimera
  Origin: Fire
  Hit Dice (HD): 9d10 (46)
  Massive Damage (MD): 19
  To-Hit (TH): +4
  TAAC0: 9
  Armor Class (AC): 1
  Initiative (I): 16
  Save (S): 16
  Attacks (Att): Flaming  Breath  4d10 
  (R), Bite 3d10, Claw 1d10
  Morale (M): 16
  Price:   The smoldering remains of a 
  mortal life
  # Appearing: 1
  Description:
   Surly  and  terrifying 
  creatures,  the  three-headed  chimaera 
  dwells in places of natural flame, such 
  as near natural gas vents or volcanoes 
  or  other  such  geothermal  anomalies. 
  They attack all who travel within range 
  of their nest, turning them to charcoal 
  with their flaming breath, and devouring the blackened corpse that remains. They are the 
  apex predators of the plane of Fire, terrible and dangerous, and feared by even the 
  salamander lords. Said to be the spawn of some ancient magical ritual or unnatural mating, 
  each of the heads of the beast represents one of its purported ancestors: a fire-breathing 
  dragon’s head, the viciously toothed maw of a lion, and the serpent-tongued face of a fire 
  giant. They are intelligent and capable of speech, but rarely do so as they are content merely 
  to devour their prey, using speech only when brute force is unable to bow its prey to its 
  mercy.
  Flaming  Breath:  The  chimaera’s  flaming  breath  sprays  forth  indiscriminately,  hitting 
  everything within a 45-degree cone in front of the dragon’s head at a range of up to 60m. A 
  DEX save will halve the damage.  
  Chupacabra
  Origin: Unholy
  Hit Dice (HD): 3d10 (16)
  Massive Damage (MD): 13
  To-Hit (TH): +1
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  TAAC0: 6
  Armor Class (AC): 7
  Initiative (I): 10
  Save (S): 10
  Attacks (Att): Bite 1d10, Claw 1d8
  Morale (M): 10
  Price:  Fresh animal blood
  # Appearing: 1d4
  Description: The chupacabra is the 
  most recent name  for  a very  old 
  species of vampiric dog, infamous 
  as well by other names, particularly 
  in Eastern Europe and Indonesia. 
  Once turned to one of the undead, the beast’s hair falls out and the skin becomes leathery 
  and gaunt, giving it an almost reptilian appearance if seen in the wrong light. This fearsome 
  spectacle is further enhanced by jagged spines that grow out of its back. The chupacabra 
  feeds on the blood of other creatures just as any vampire, though in accordance with their 
  animal origin they generally focus on livestock, draining whole flocks dry before slinking off 
  to their lairs engorged on blood. 
  Undead  Flesh:  As one  of the  undead,  the  chupacabra  is resistant  to normal damage, 
  possessing Resistance +2/Holy. However, they are burned by the light of the sun, taking 
  1d8 damage per round in direct sunlight.
  Blood Regeneration:  The consumption of blood allows the creature to heal its wounds. 
  Successful attacks with its bite heal back 2 HP to the creature, and should it successfully kill 
  and drain a victim, it can heal itself to full with a day’s rest.
  Cloud Giant
  Origin: Air
  Hit Dice (HD): 8d6 (25)
  Massive Damage (MD): 14
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 4
  Initiative (I): 13
  Save (S): 13 (+2 STR, -2 INT)
  Attacks (Att): Fists (or weapon) 4d6, Thundering Clap 3d6 (M/R)
  Morale (M): 13
  Price:   80, or a dwarven-crafted silver manacle key
  ₳
  # Appearing: 1
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  Description:  The  descendants  of  the 
  legendary  jotunns  or  titans,  the  cloud 
  giants are the air-aspected spawn of that 
  ancient  race  that  once  warred  against 
  Asgard and Olympus alike. In time they 
  were defeated, and while old prophecy and 
  whispered legend among their kind still 
  tells of a day of final battle against their 
  Asgardian foes, the cloud giants are no 
  longer the force they once were. Broken at 
  last by the Aesir, they now live under the 
  yoke of the Aelfar as slaves. There are 
  precious few free cloud giants left, and 
  those that do live in hiding in forgotten 
  peaks of the plane of air and sell their 
  services as brutes to those that can afford 
  them, or fight where they can as rebels 
  against the power of the elves. The cloud giants are temperamental, but their nature belies 
  the sadness of a once mighty race fallen under oppression and occupation.
  Thundering Clap: Such is the strength of the cloud giant that they may call into being a great 
  clap of thunder merely by bringing their mighty hands together. Once done, all within 20m 
  of the cloud giant will take 3d6 damage and be deafened for two rounds. A successful WIS 
  save will halve the damage and avoid the deafening effect.
  Couatl
  Origin: Air
  Hit Dice (HD): 9d8 (37)
  Massive Damage (MD): 17
  To-Hit (TH): +4
  TAAC0: 9
  Armor Class (AC): 1
  Initiative (I): 16
  Save (S): 15 (+2 INT)
  Attacks (Att): Lightning Breath 4d8 (R), Bite 3d8, Claw 1d8
  Morale (M): 15
  Price:  A pyre of maize, or a blood sacrifice
  # Appearing: 1
  Description:  The fallen gods of another age, the couatl are great feathered serpents: 
  cunning, intelligent, and vanishingly rare even within the plane of air in which they now 
  dwell. Once they ruled as gods over societies across Central and South America, but as their 
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  followers  fell  to  invaders  and  the 
  couatl  themselves  fell  to  greed  and 
  bloodlust,  they lost their power and 
  place  within  the  divine  plane.  They 
  were ultimately cast out by the divine 
  will for their hubris and corruption, 
  and scattered to the four winds. Each 
  couatl  makes  their  own  realm 
  somewhere  within  the  plane  of  air, 
  keeping  an  iron-fisted  hold  on  a 
  dwindling kingdom of human captives 
  drawn  from  the  mortal  realms 
  generations ago, and who still worship 
  them and feed their  lust  for  blood. 
  Couatl appear in their natural form as a 
  flying serpent with feathered wings and 
  body, but they may take on humanoid 
  form, appearing as a clothed human in 
  ceremonial  dress  or  as  a  humanoid 
  reflection of their true shape.  
  Lightning  Breath:  The  couatl  dwell 
  within the plane of air and  through 
  their command of the element they can make lightning arc forth from their mouths. The 
  couatl’s breath strikes the target automatically, though they may take a CON save for half 
  damage. Should the target perish, any remaining damage arcs out as yet another bolt and 
  strikes the nearest foe to the target, continuing until all damage is expended.
  Sorcerous Wisdom: Couatl are intelligent beings and masters of the arcane arts, though their 
  power has waned over the centuries. Couatl cast spells as a 9th level wizard, have 30 Will, 
  and know the spells mage hand, see magic, call lesser elemental (air), cause fear, command person, gust  
  of wind, third eye, call superior elemental (air), lightning bolt, razor wind, and call superior elemental (air).
  Godly Endurance: As former gods, the couatl still bear great resistance to mundane attack and 
  to assaults of their own nature. They have Material Resistance +5, and Air Resistance +3.
  Cyclops
  Origin: Unholy
  Hit Dice (HD): 10d6 (31)
  Massive Damage (MD): 16
  To-Hit (TH): +3
  TAAC0: 8
  Armor Class (AC): 0
  Initiative (I): 15
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  Save (S): 15
  Attacks (Att): Fist 5d6, Bite 4d6
  Morale (M): 15
  Price:  A charged Leyden jar, or 100
  ₳
  # Appearing: 1
  Description: The enforcers of the ancient Olympians, the Cyclopes were the sons of the 
  ancient Titans, beings of such terrible strength and might that they were a threat to their 
  parents and the gods alike. They were banished to the underworld, bound in the service of 
  the infernal forges, and only set free to wage war in the name of Zeus. Immense one-eyed 
  giants standing 6 meters in height, their strength is rivaled only by their temper and fury, 
  and their hatred for the living who still may walk beneath the sun is vast. Cannibalistic, they 
  feed often on the scraps of flesh left by demonic chaos and carnage, and when leashed in 
  the mortal realm they will eat and devour any mortal kind that dare cross them with vicious 
  abandon.  
  Demon
  Lesser
  Greater
  Superior
  Supreme
  Origin: 
  Unholy
  Hit Dice (HD): 
  4d8 (17)
  6d8 (25)
  8d8 (33)
  10d8 (41)
  Massive Damage (MD): 
  12
  14
  16
  18
  To-Hit (TH): 
  +2
  +3
  +4
  +5
  TAAC0: 
  7
  8
  9
  10
  Armor Class (AC): 
  6
  4
  2
  0
  Initiative (I): 
  11
  13
  15
  17
  Save (S): 
  10
  12
  14
  16
  Attacks (Att): 
  2d8 (M/R)
  3d8 (M/R)
  4d8 (M/R)
  5d8 (M/R)
  Morale (M): 
  10
  12
  14
  16
  Price:  
  The soul of a mortal of equal level
  # Appearing: 
  1d6
  1d4
  1
  1
  Description: These creatures are the chief denizens of the underworld, from underlings 
  and servants, to the lords of the many Hells. Demons are beings of pure malevolence and 
  evil, dedicated to the worship of death and infernal fire, and to the destruction of mortal 
  kind and their souls.  Some were once angels, cast down to the underworld for rebellion 
  against the divine will or crimes against humanity, morality, or reason. Others are pure 
  products of the underworld, created and forged by the land of the cursed dead in one of the 
  many hells. Their appearance and nature vary wildly, both within individual  realms, and 
  across the spectrum of the underworld.  Each represent the icons of evil in a host of 
  religions  and  beliefs,  or  manifest  as  some  wholly  unique  evil.  To  a  one  they  are 
  manipulative, deceitful, murderous, and without morality as we know it, seeing humans 
  only as a hated enemy to be destroyed and tortured by any means imaginable and their very 
  souls claimed for the underworld where they may be tormented until the end of time. 
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  Attacks: Demonic assaults take on many forms, from simple claw and fang, to fiery breath, 
  to infernal blades and spears forged in the fires of the deepest hells. All demonic attack, 
  however, innately tears at the very soul of its victim. Any being taking damage from a 
  demon’s attack must make a WIS save or take 1 point of temporary WIS damage.
  Possession: Demons may take over the body of a mortal host, and lesser demons cannot even 
  manifest in the material plane under normal circumstances, and must inhabit a mortal body 
  to enter our realm. The demon must have invitation to do so, but the nature of that 
  ‘invitation’ can be vague and may not even be conscious to the victim (dreams are a 
  common way in), and deception is the order of the day in acquiring it. Once gained, the 
  victim may make a WIS save to attempt to reject the possessing demon, but on a failure the 
  demon takes root, able to take command over the body even to the extent of driving it 
  toward destruction. The mind and soul within may attempt further WIS saves to try to fight 
  the demon’s will, at a progressive -1 penalty for each time they fail. A demon may not 
  possess the body of one faithful to the divine will, such as a cleric or champion.
  Infernal Resistance: Demons are no mere mortal creatures, and they possess Resistance +3/ 
  (Holy/Water).
  Dinosaurs
  Ankylosaurus
  Triceratops
  Tyrannosaurus
  Velociraptor
  Origin: 
  Earth
  Hit Dice (HD): 
  9d8 (37)
  8d8 (33)
  10d10 (51)
  2d12 (7)
  Massive Damage 
  (MD): 
  17
  16
  20
  14
  To-Hit (TH): 
  +4
  +4
  +5
  +2
  TAAC0: 
  9
  9
  10
  7
  Armor Class(AC): 
  1
  2
  0
  8
  Initiative (I): 
  12
  13
  15
  11
  Save (S): 
  13
  14
  17
  10
  Attacks (Att): 
  Tail Club 3d8, 
  Charge 2d8
  Horn Charge 4d8
  Bite 5d10
  Bite 1d12, 
  Claw 1d10
  Morale (M): 
  13
  14
  17
  10
  Price:  
  ₳90*
  ₳80*
  ₳100*
  ₳20*
  # Appearing: 
  1d6
  1d3
  1
  2d6
  Description: Once the proud rulers of the land even before the days of the Atlanteans, the 
  dinosaurs roamed the earth for millions of years, yet in time catastrophe drove their kind to 
  extinction. Some of the more successful species found their way through rifts into the plane 
  of Earth, and in the ensuing millennia came to call that plane their home, taking on its 
  properties and becoming denizens of Earth rather than mere material creatures.  
  Price: The price given in the stats above is not a direct cash price, but rather the equivalent 
  value in appropriate foodstuffs needed to satiate the creature’s appetite long enough to 
  bend it to the summoner’s will. Ankylosaurus and triceratops eat green plants, while 
  tyrannosaurus and the velociraptors are carnivorous.  
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  Dire Beasts
  Bear
  Boar
  Gorilla
  Tiger
  Wolf
  Origin: 
  Astral (Magic)
  Hit Dice (HD): 
  8d10 (31)
  7d6 (16)
  6d8 (13)
  7d12 (31)
  4d10 
  (11)
  Massive Damage (MD): 
  18
  13
  14
  19
  14
  To-Hit (TH): 
  +4
  +2
  +3
  +7
  +2
  TAAC0: 
  9
  7
  8
  12
  7
  Armor Class (AC): 
  2
  3
  4
  3
  6
  Initiative (I): 
  15
  14
  13
  16
  12
  Save (S): 
  15 (+2 CON, 
  +2 STR)
  12
  12 (+2 
  STR)
  15
  11
  Attacks (Att): 
  Claw 4d10, 
  Bite 3d10
  Gore 3d6
  Fist 3d8, 
  Bite 2d8
  Claw 3d12,
  Bite 2d12
  Bite 
  2d10 
  Morale (M): 
  15
  12
  13
  15
  11
  Price:
  An idol or image of themselves worth ₳10 times their HD
  # Appearing: 
  1
  1d6
  1d4
  1
  2d6
  Description:  Dire beasts  are the primal archetypes of their mortal mirrors, immortal 
  images fashioned by the astral plane from the nightmares of mankind. Savage and powerful 
  doubles to their mundane kin on earth, the dire beasts roam the astral plane, feeding on 
  each other just as they do in the mortal realm.  Yet they also  feast  upon the dreams, 
  nightmares, respect, and worship of mortals, gaining strength from the belief and mental 
  imprint they bear within the mind of every human being and even the mortal animals.  
  Djinni
  Origin: Astral (Magic)
  Hit Dice (HD): 2d10 (11)
  Massive Damage (MD): 12
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 8
  Initiative (I): 11
  Save (S): 10 (+2 INT, +2 DEX)
  Attacks (Att): Elemental Attack 1d10 (M/R), Fists 1d8
  Morale (M): 10
  Price:  A word of one’s true name
  # Appearing: 1
  Description: Djinn (or jinn) are the second race of intelligent beings created by the divine 
  will after angels, ancient beings created with bodies of pure energy and the first of the 
  divine creations to be given free will and the knowledge of magic. Once they dwelt in the 
  heavens alongside them, but in their jealousness over humanity’s creation they rebelled and 
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  were cast down. Due to their innately magical nature they came to reside instead in the 
  astral, though they often intrude into the mortal realm, sometimes in seemingly human 
  form. Djinn are masters of magic, and in times of old the great wizards would consult with 
  particularly ancient and powerful djinn to learn the secrets of magic. Their knowledge of 
  the astral plane is unparalleled, as they make their domains and whole societies within the 
  reaches of the astral, though some choose instead to dwell in the hidden and remote places 
  of the mortal world, and others were cast down into the underworld for their part in the 
  ancient rebellion. 
  Elemental Nature: Djinn dwell within the astral plane, but each djinni inherits the nature of 
  one of the four elements at birth. A djinni’s element affects the element of their natural 
  attack, and they possess Resistance +1/ (opposing element).
  Shapeshifting: The natural form of the djinn is an ethereal humanoid shape wreathed in their 
  natural element, but they are master shapeshifters, able to control the shape of their bodies 
  in order to resemble other beings. The djinni may take on the form of any similarly sized 
  humanoid or animal, though they retain their same natural statistics and characteristics.
  Doppelganger
  Origin: Astral (Magic)
  Hit Dice (HD): 4d8 (17)
  Massive Damage (MD): 12
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 6
  Initiative (I): 11
  Save (S): 10
  Attacks (Att): Astral Rend 2d8, Fists 1d8
  Morale (M): 10
  Price:  N/A. Doppelgangers’ sole desire is taking their double’s place in the mortal realm.
  # Appearing: 1
  Description:  A doppelganger is the  astral reflection of a mortal soul,  an accidental 
  imposter formed of the way in which the astral reflects the mental processes of the mortal 
  beings that dwell in the material realm. A doppelganger is essentially the ‘dream self’ of a 
  mortal, and thus believes itself to be that mortal, albeit trapped in the astral plane while 
  some imposter walks in its body in the mortal realm. Over time, this creature grows mad, 
  its mind shattered by its delusional imprisonment, and it craves only to take its rightful 
  place in the material plane by slaying the mortal imposter. Should it find the soul of its 
  mortal counterpart in the astral, it will seek to rend it apart and then take the place of the 
  soul and return to its body. If it finds itself in the material plane, it will immediately attempt 
  to seek out and destroy its mortal counterpart by any means and take its place.   
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  Possession: If a doppelganger can successfully slay the soul of its counterpart, it may take that 
  soul’s place in the person’s mortal body so long as the body itself is intact and it returns to 
  it within 24 hours. Once within, the doppelganger presents no sign of possession, though it 
  is vulnerable to supernatural exorcism, and its ability to successfully impersonate the 
  original soul is limited by its own incomplete mental image of that person.
  Manifestation: The doppelganger which finds itself in the physical plane will also take on the 
  physical appearance of its mortal counterpart, and appears to be so to all visible senses, 
  though it remains a magical creature and can thus be detected by see magic and its physical 
  form can even be dispelled by a dispel magic spell cast as if against a 4th level caster. 
  Astral Rend: The main attack of the doppelganger is not a physical but a spiritual attack, 
  reaching into the target’s soul with its ethereal arms and rending chunks of it away, though 
  it may only do so against its counterpart. As such it ignores the target’s AC from armor, but 
  the target may resist the damage with a WIS save. In addition, making the attack will give 
  away its true nature as it reaches intangibly into the target.
  Dragon, Celestial
  Origin: Divine (Holy)
  Hit Dice (HD): 12d8 (49)
  Massive Damage (MD): 20
  To-Hit (TH): +6
  TAAC0: 11
  Armor Class (AC): -2
  Initiative (I): 19
  Save (S): 18
  Attacks (Att): Lightning Bolt 6d8 (R), Divine 
  Flame 5d8 (R), Claw 4d8
  Morale (M): 18
  Price: The presentation of a true relic of holy 
  power
  # Appearing: 1
  Description:  One of the most ancient creatures in existence, the celestial dragons are 
  believed by some to be the first creations of the divine will, predating even the oldest of 
  angels and all other divine beings. Great serpentine creatures that ride on the clouds of 
  heaven itself, the celestial dragons are as old as time and wise beyond mortal reckoning. 
  They serve as guardians of the flow of life and the elements from heaven, and  of the 
  creation of new souls. Though they are by nature benevolent, they are also capable of great 
  anger, delivering justice on an epic scale to those mortals who defy and offend the divine 
  will. Their very presence still causes any mortal to quake and tremble at their might.
  Aura of Awe: The mere presence of a celestial dragon is palpable, such is the countenance of 
  such an ancient and powerful divine being. All beings within the presence of a celestial 
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  dragon must make a WIS save or be completely cowed to it, unable to make any hostile 
  action towards it out of sheer instinctual reverence and fear.
  Divine Flame: The dragon may call forth a breath of purifying flame from its lungs, dealing 
  5d8 damage to all within 40m of it. DEX saves for half damage.
  Resistance: The dragon is a truly ancient creature and able to withstand blows that would be 
  the instant doom of lesser creatures. Celestial Dragons possess Resistance +5.
  Divine Knowledge: The knowledge of the celestial dragon is limitless, and some scholars and 
  clerics even believe they are the beings which speak to the minds of divine servants to teach 
  them their prayers. The celestial dragon knows all cleric prayers and casts them as if a 12th 
  level cleric, and has 48 Faith with which to cast them. In addition, they are capable of 
  bestowing knowledge of any one prayer to a cleric who proves worthy of such a heavenly 
  gift.
  Flight: For the celestial dragon, the heavens are like water to a fish, a medium in which they 
  may move as easily as they move along the ground. All celestial dragons can fly, and do so 
  at a top speed of 300km/h within the mortal plane.
  Dragon, Elemental
  Origin: Elemental Plane
  Hit Dice (HD): 11d8 (45)
  Massive Damage (MD): 19
  To-Hit (TH): +5
  TAAC0: 10
  Armor Class (AC): -1
  Initiative (I): 18
  Save (S): 17
  Attacks (Att): Elemental Breath 5d8, Claw 
  4d8
  Morale (M): 17
  Price: A priceless gem of elemental nature 
  # Appearing: 1
  Description:  The elemental dragons are  the  children of the celestial dragons,  lesser 
  descendants of those primal forces, but still powerful and wise. The elemental dragons each 
  took after one of the four elements which in unity defined the celestial dragons, and in time 
  they were placed as the stewards and archons of the elemental planes. The elemental 
  dragons vary in temperament according to their home plane, each taking after the character 
  of it, though to a one they often seem mysterious and impassive to other beings, whether 
  planar or mortal. In general they are slow to act, and only interfere with the events of the 
  planes when something seems to be disrupting the balance and flow of elemental power 
  within it. They appear similar to the celestial dragons and bear the same aura of power that 
  awes all who witness them, but each takes on a hue matching their home plane: blue for 
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  Water, red for Fire, green for Earth, and white for Air. Each also tends to exude a certain 
  elemental aura of their natural element, wisps of cloud or fire or mist form around them as 
  if their very physical form is made up of the element which defines them.
  Aura of Awe: Like their celestial ancestors, the elemental dragons exude power and authority 
  with such force that it shakes the very bones of all who witness their presence. All beings 
  within the presence of an elemental dragon must make a WIS save or be unable to take any 
  hostile action towards it.
  Elemental Nature: Each elemental dragon is defined by one of the four elements, and this 
  element defines the damage type of their attacks. It also gives them complete immunity to 
  all attacks of that element, and Resistance +4/ (opposing element).
  Elemental Breath: The dragon lives and breathes its natural element, and may exhale a great 
  torrent of damaging elemental magic to all within a 45° cone 40m long in front of it. The 
  attack deals 5d8 damage of their elemental type, and DEX saves for half damage.
  Elemental Knowledge:  The elemental dragons are intimately familiar with the flow of their 
  home element to a degree that rivals mortal wizards. Each elemental dragon knows all 
  arcane spells of their elemental type, and casts them as a 10th level wizard with 35 Will. In 
  addition, an elemental dragon may bestow the knowledge of one single spell directly into a 
  worthy wizard’s spell memory as a gift. 
  Flight:  The elemental dragon’s mastery over the elements and the inheritance of their 
  celestial ancestors gives them power to defy gravity itself, traveling aloft by elemental power 
  as easily as walking. All elemental dragons 
  may fly at up to 300km/h.
  Dragon, Infernal
  Origin: Unholy
  Hit Dice (HD): 10d8 (41)
  Massive Damage (MD): 18
  To-Hit (TH): +5
  TAAC0: 10
  Armor Class (AC): 0
  Initiative (I): 17
  Save (S): 16
  Attacks (Att): Infernal Breath 5d8, Claw 4d8
  Morale (M): 16
  Price:  A mortal soul of at least 10th level
  # Appearing: 1
  Description: The first betrayers, the infernal 
  dragons  were  once  the  children  of  the 
  celestial  dragons  just  as  their  elemental 
  brethren. They turned away from the divine 
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  light, corrupted by their own power and avarice.  Jealous of mortal creation just as the 
  demons were, they joined with them in their rebellion and became rulers and lords within 
  the underworld. As they became corrupted by their own wicked minds and the infernal 
  realm in which they lived, they became creatures of nightmare, losing their celestial nature. 
  Without it the power of flight and the aura of divine authority were lost to them, and they 
  instead took on leathery wings and a countenance of pure terror and rage. Many of the 
  infernal dragons fled to mortal realms, taking up residence in the west and tormenting 
  ancient mortals, feeding on mortal flesh and hoarding their wealth out of pure avarice.
  Infernal Breath: The infernal dragon’s breath is a cone of pure infernal doom, dealing 5d8 
  damage to all within a 45° cone 40m in front of them, though a DEX save will halve the 
  damage. The breath attack deals either Fire or Unholy damage, whichever will most harm 
  the target.
  Arcane Knowledge:  With their banishment from the heavenly realms, the dragons lost the 
  access and right to divine prayer. Instead  they took up the powers of the arcane as a 
  substitute, working unholy magics in profane mirror to the power of the divine. Infernal 
  dragons cast as if a 10th level wizard with 35 Will, and possess the following spells: see magic, 
  spark flame, burning hands, call lesser elemental (fire), cause fear, acid arrow, command person, darkvision,  
  third eye, call superior elemental (fire), dispel magic, explosive runes, fireball, animate dead, fireseed,  
  polymorph, wall of fire, baleful polymorph, call supreme elemental (fire), steal body, cloudkill, disintegrate,  
  gate, geas, greater polymorph, and vengeful whisper.
  Aura of Fear: The presence of the infernal dragon is the stuff of night terrors and dread. All 
  beings within the presence of the dragon must make a WIS save or flee in fear.  
  Flight: The dragon’s wings give them flight akin to the fastest birds, despite their great size. 
  The dragon may fly in air at up to 300km/h so long as it may move its immense wings.  
  Dryad
  Origin: Earth
  Hit Dice (HD): 1d6 (4)
  Massive Damage (MD): 7
  To-Hit (TH): +0
  TAAC0: 5
  Armor Class (AC): 9 (may wear light 
  armor)
  Initiative (I): 8
  Save (S): 6 (+1 CHA, +1 CON)
  Attacks (Att): Fist 1d4 (May wield non-
  bladed weapons)
  Morale (M): 6 (12 in their home forest)
  Price:  A fresh, living sapling
  # Appearing: 1d6
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  Description: Dryads are the wardens of the great forests of the plane of Earth, nymph-like 
  women born of the trees themselves and sworn by blood to protect their home forest. 
  Generally they are friendly and personable folk, though they will retaliate with great anger 
  and vengeance on any that threaten the health of their own forest. A dryad will rarely ever 
  leave  its  home  forest,  but  some  dryads  may  make  home  in  mortal  forests.  Some 
  forestwalkers even speak of dryads still being born from trees in the darker and more 
  untouched forests of the world. 
  Graceful Lure:  Despite their role as protectors, the dryads typically abhor violence.  They 
  instead prefer to lull hostile foes into a state of peace, bestowing on them the same sense of 
  home and comfort that the dryad feels for its forest. By singing a whispery song as lovely as 
  rustling leaves, all within earshot of the dryad’s song must make a WIS save or feel 
  compelled to remain in the dryad’s home forest. An additional WIS save can be made per 
  hour to shake the effect, and attacks against the victim will break the effect.
  Dwarf
  Origin: Earth
  Hit Dice (HD): 1d10 (5)
  Massive Damage (MD): 11
  To-Hit (TH): +0
  TAAC0: 5
  Armor Class (AC): 9 (may wear 
  armor,  typically  chain-mail for 
  AC5)
  Initiative (I): 8
  Save (S): 8 (+1 STR, +1 CON)
  Attacks (Att): Fists  1d6  (may 
  wield weapons,  typically a  battle 
  axe for 2d6)
  Morale (M): 8
  Price:  10 in gold
  ₳
  # Appearing: 1d8
  Description:  The Dvergar are one of the great powers of the plane of Earth. Stocky 
  humanoids with pale skin and jet black hair, the dwarves dwell within great halls and mines 
  within the mountains and caves of the astral plane, and their lust for gold and skill at 
  crafting is legendary throughout the planes. Once one of the allied powers of Asgard, since 
  that realm’s decline they have taken their fate into their own hands, carving out an alliance 
  with the gnomes and building an empire across the plane of Earth.  They have grown 
  wealthy in the trade of mystically crafted dwarven and gnomish wares, and from countless 
  wars of plunder across the earthen realm. 
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  Darkvision: Dwarves see excellently underground, and thus have the equivalent of the spell 
  darkvision as a permanent ability.  
  Direction Sense: Dwarves must be able to find their way easily through the labyrinthine halls 
  and caves of the plane of Earth, and so they have developed an innate sense of the local 
  magnetic north and an eidetic memory for the smallest details. A dwarf can always find his 
  way back to anywhere he has been underground.
  Elementals
  Lesser
  Greater
  Supreme
  Origin: 
  Elemental Planes
  Hit Dice (HD): 
  2d8 (9)
  6d8 (25)
  10d8 (41)
  Massive Damage (MD): 
  10
  14
  18
  To-Hit (TH): 
  +1
  +3
  +5
  TAAC0: 
  6
  8
  10
  Armor Class (AC): 
  8
  4
  0
  Initiative (I): 
  9
  13
  17
  Save (S): 
  8
  12
  16
  Attacks (Att): 
  1d8(R/M)
  3d8(R/M)
  5d8(R/M)
  Morale (M): 
  8
  12
  16
  Price:  
  N/A
  # Appearing: 
  1d6
  1d3
  1
  Description: Elementals are living manifestations of the pure force of one of the elements, 
  born either by the will of a wizard’s magic, or by the natural expression of one of the 
  elemental planes. Each elemental is a living force composed solely of its elemental material: 
  a walking flame, a living wave, a swirling cloud, or a moving stone. They may take on a 
  roughly humanoid shape, or be merely a pure and untamed manifestation of animate 
  elemental material. Natural elementals are intelligent creatures, with a fickle nature but one 
  that nonetheless reflects the character of their element. 
  Elemental Attack: Each elemental embodies a specific element, and their attacks can either 
  be a physical strike with their body, or project that element at a target at a range of up to  
  100m. Their attacks will thus induce some practical effects, as follows:
  
  Fire attacks have a 1 in 4 chance to ignite any flammable material on the target’s 
  body
  
  Air attacks project lightning, and have a 1  in 4 chance of overloading  any 
  electronic equipment on the target’s person
  
  Water attacks can similarly short out electrical or electronic equipment on a 1 in 4 
  chance.
  
  Earth attacks strike with earthquake force, and the target must make a DEX save 
  to avoid being knocked down.
  Travel Power: Their elemental nature gives them unusual ability to travel within their chosen 
  medium. An elemental within its chosen element can travel at up to 100km/h, and can 
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  charge into melee range with an opponent and attack on the same round so long as that 
  element is present in some fashion.
  Elf
  Origin: Air
  Hit Dice (HD): 1d8 (5)
  Massive Damage (MD): 9
  To-Hit (TH): +0
  TAAC0: 5
  Armor  Class  (AC): 9  (may  wear  armor, 
  typically leather armor for AC7)
  Initiative (I): 9
  Save (S): 8 (+2 DEX, +2 CHA)
  Attacks (Att): Fists 1d4 (may wield weapons, 
  typically an arming sword for 1d8)
  Morale (M): 8
  Price:  10
  ₳
  # Appearing: 1d8
  Description: The Alfar are one of the great powers of the plane of Air. Once allies to the 
  Aesir of Asgard, they are now a great power among the planes in their own right, ruling 
  even over the fallen jotunns of the air, the cloud giants. Lovely, cunning, and increasingly 
  ruthless, the elves are a powerful force in the outer planes. Their influence even stretches to 
  the mortal plane, inspiring countless artworks and creations throughout the centuries in 
  order to gain them influence in the eternal war for control of the outer realms. Even now, 
  the King of the Elves is rumored to be seeking means to displace even the Sylph as the high 
  lords of Air. Elves are arrogant, but wise, and skilled craftsmen whose works nearly rival 
  those of their dvergar brethren in the plane of Earth.  
  Magical Talent:  Elves have an innate talent for wizardry, fostered from birth. All elves 
  possess at least a little magical talent, essentially completing their youth schooling with 3 
  Will and 2 cantrip spells of their choice.
  Swordmasters:  Elves are a martial people in the present eon, honed into warriors in the 
  service of their King’s limitless ambitions, especially with swords. All Elves gain +1 to-hit 
  with swords.
  Feareater 
  Origin: Astral (Magic)
  Hit Dice (HD): 4d12 (25)
  Massive Damage (MD): 16
  To-Hit (TH): +4
  TAAC0: 9
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  Armor Class (AC): 6
  Initiative (I): 12
  Save (S): 12
  Attacks (Att): Claws 2d12, Bite 1d12
  Morale (M): 12
  Price:  A terrified animal or child
  # Appearing: 1
  Description:  Known throughout the world by many names, such as the bogeyman or 
  bugbear of Western cultures, the feareater is a being of dreams and terror,  drawing 
  sustenance off the terror of mortal souls. The feareater’s natural form is that of a humanoid 
  insect or arachnid, a bear sized monster of darkly gleaming carapace, hissing and clattering 
  with glee at the sound of mortal terror. The creature is in actuality a shapeshifter, able to 
  reach into a mortal’s mind and manifest as whatever creature might terrify it the most.  
  Shapeshifting:  The creature may change its appearance to match the object of a victim’s 
  nightmares. It can be any being no larger than a grizzly bear, and its natural attacks will be 
  replaced by attacks of equivalent damage from the target being. So rather than a claw, it 
  might strike as a mortal serial killer with a lethal hatchet, or as the barbed tail of an 
  enormous scorpion. Witnessing one’s truest terror inspires terrible fear, requiring a WIS 
  save to avoid succumbing to terrible fear and fleeing the creature. 
  Feareating:  The  creature  feeds  on  the  fear  of 
  others. Showing terror in its presence provides it 
  with sustenance, healing 1d6 damage per round 
  when in the presence of mortals terrified for their 
  own life.
  Fir Bolg
  Origin: Fae (Earth)
  Hit Dice (HD): 2d8 (9)
  Massive Damage (MD): 10
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 8 (may wear armor)
  Initiative (I): 9
  Save (S): 8 (+2 STR, +1 WIS)
  Attacks (Att): Fist 1d8 (may wield weapons)
  Morale (M): 12
  Price:  20 or a piece of Irish soil
  ₳
  # Appearing: 2d4
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  Description: The Fir Bolg were once one of the ancient races of Ireland, ruling over the 
  five counties before they were eventually defeated by the Tuatha de Danaan, those who 
  would later become the sidhe. The Fir Bolg fought hard against the arrival of the Tuatha, 
  though they were eventually defeated. Such was their might that they impressed the new 
  invaders, who gave the surviving Fir Bolg their own lands, and eventually a place in their 
  court. The Fir Bolg are known for their martial might and courage in the face of all odds, 
  unshakeable when in the grips of a battle rage, but also excellent and hardy tillers of the 
  land.
  Battle Rage: It is thought that the Fir Bolg came from barbarian stock, and they are famous 
  from their warrior’s rage. Once per day, the Fir Bolg can enter a battle rage, which increases 
  their To-Hit and damage by +2 for 2d4 rounds, and causes them to automatically pass 
  Morale checks while the rage boils through their blood.
  Fire Giant
  Origin: Fire
  Hit Dice (HD): 8d10 (41)
  Massive Damage (MD): 18
  To-Hit (TH): +5
  TAAC0: 10
  Armor Class (AC): 2
  Initiative (I): 13
  Save (S): 15
  Attacks (Att): Fists 4d10, Flaming Breath 3d10 (R)
  Morale (M): 15
  Price:  80 or the charred remains of an elf
  ₳
  # Appearing: 1
  Description:  The  exiled  descendants  of  the  ancient 
  jotunns, the fire giants have taken up a life of raiding, 
  violence, and endless rage, channeling their anger over the 
  lost glory of the jotunns into a life as an endless burning 
  scourge across the plane of Fire. Towering humanoids with 
  a shock of pure fire where their hair once grew, fire giants 
  attack any and all that dare enter their territory, and raid patches of civilization for supplies. 
  They sometimes can be reined in long enough for mercenary work under the salamander 
  lords. Fire giants loathe the elves especially, and were they not reduced to chaotic and 
  disorganized bands and solitary brigands, could one day prove a great threat to their power 
  once more. 
  Flaming Breath: The fire giant can belch forth a stream of pure flame against those foes that 
  face him, dealing damage to all creatures up to 40m away and in front of the giant.
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  Blood Rage: The fire giants’ rage and hatred burns in their blood, and they can channel that 
  rage into becoming an unstoppable force in combat. Once per day, the giant enters a frenzy 
  for 2d6 rounds, during which it will pass all Morale checks, and deals an extra +4 damage 
  on all attacks.
  Fomorian
  Origin: Fae (Water)
  Hit Dice (HD):  4d8 (17)
  Massive Damage (MD): 12
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 6
  Initiative (I): 11
  Save (S): 10 (-2 CHA, +2 STR)
  Attacks (Att): 2d8/1d8
  Morale (M): 10
  Price:  40
  ₳
  # Appearing: 1d6
  Description:  Fomorians  were  the  first 
  denizens of the Emerald Isle, a cursed race 
  of  treacherous  giants  and  mutants  who 
  warred  with  almost  every  subsequent 
  inhabitant tribe and race that followed until 
  they were finally driven into the sea by the 
  sidhe. Fomorians are ugly, misshapen creatures, often composed partially of animal parts, 
  such as a goat’s head or fish fins for arms. Aquatic features are especially common as they 
  are said to have both come from, and returned to, the sea. Those Fomorians who continue 
  to survive largely inhabit a stretch of the fae realm that crosses over with the plane of 
  Water.  They sometimes still serve as mercenaries for Winter Court actions that need 
  deniability, though working with the Fomorians is a dangerous prospect as they do not 
  have the same commitment to honor as the sidhe. Many a young and ambitious sidhe lord 
  has found a Fomorian knife in their back, paid for by their own Astra.  
  Underwater Breathing: Fomorians came from the sea, and today they live in the sea. As such 
  they breathe water as if it were air.
  Variable Appearance: While they are largely in the shape of humanoids up to 3m in height, 
  the Fomorians often possess a wide variety of animal shapes, from heads to limbs to more 
  specific facial features. As such their attack methods vary, from claws and teeth to horns 
  and fists. They may also wear light armor, and wield weapons so long as their grasping 
  appendage is capable. 
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  Frost Giant
  Origin: Water
  Hit Dice (HD): 8d10 (41)
  Massive Damage (MD): 18
  To-Hit (TH): +4
  TAAC0: 9
  Armor Class (AC): 2
  Initiative (I): 15
  Save (S): 15
  Attacks (Att): Fists 4d10, Chilling Breath 
  3d10
  Morale (M): 15
  Price:  80 or the blood of an Asgardian
  ₳
  # Appearing: 1d3
  Description:  Heirs  to  the  crumbling 
  remains of the great jotunn empire of old, 
  the  frost  giants  were  first  among  the 
  jotunns, and those who led the unceasing 
  war against  Asgard in the  days of old. 
  Dwelling  now  in  their  home  realm  of 
  Jotunnheim  in  the  plane  of  Water,  a 
  crumbling and ruined city of shattered and 
  broken icy towers, the surviving frost giants scheme and plot with impotent resentment 
  against the Alfar and the surviving Asgardians. In recent times they have even struck an 
  accord with the Winter Court of the sidhe, though their power is still far from ready for 
  serious action. Towering men and women of ice and frost, the frost giants are cold, cruel, 
  and bitter as the winter chill, but they still cling to a proud sense of honor as the scions of a 
  once great empire that threatened all of humanity.  A deal struck with a frost giant will be 
  honored to the last, if only to the letter should such a deal prove disadvantageous to their 
  cause.
  Chilling Breath: The breath of a frost giants lungs can freeze the blood in mortal veins, or 
  even the air around them such as to leave them trapped in a shroud of ice. All targets in a 
  45° cone 30m ahead of the giant take 3d10 damage, and must make a DEX save to avoid 
  being frozen in place by a sheet of ice, which deals a further 3 damage per round until they 
  can make a STR check to break free.
  Resistance: Winter is an enduring and unstoppable force, and so are its giant children. All 
  frost giants have Resistance +2/Fire. 
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  Ghost
  Origin: Astral (Magic)
  Hit Dice (HD): 2d8 (9)
  Massive Damage (MD): 10
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 8
  Initiative (I): 9
  Save (S): 8 (+2 DEX, +2 CON)
  Attacks (Att): Ghostly  Strike  1d8 
  (special)
  Morale  (M):  8  (10  in  place  of 
  haunting)
  Price:  An artifact of their former life
  # Appearing: 1d4
  Description:  Ghosts are the souls of 
  departed mortals, trapped in the astral 
  or  physical  realms  because  of  some 
  failure  to  pass  on  into  the  afterlife. 
  Sometimes  this is  because  something 
  was  especially  traumatic  or  sudden 
  about their death that left their soul unable to realize it had happened; other times it is 
  because they were left behind by either divine or underworldly powers  as their death 
  represented a failure of the cosmic balance or important unfinished business that must first 
  be corrected. Sometimes it just means someone somewhere in the heavenly bureaucracy 
  screwed up some paperwork and now no one knows where they’re headed, and so they’re 
  left to wander in limbo until they prove themselves worthy of one or the other, or are 
  destroyed and thus truly rendered to oblivion. Ghosts initially resemble an incorporeal 
  reflection of their mortal selves, but over time their attachment to mortal form decays and 
  takes on a faded quality and even symbolic trappings related to their death. As this form is 
  the literal manifestation of their soul, such decay can cause a slip into insanity until little 
  remains that can even be communicated with intelligently, at which point they become 
  wraiths.
  Incorporeal: Ghosts do not possess physical form, and thus even when present in the mortal 
  realm they may not act upon it or be physically interacted with. Ghosts possess complete 
  immunity to physical damage, and must be struck with magic or magically imbued weapons 
  or attacks. They are generally invisible to normal sight unless they first make a Save roll in 
  order to manifest visibly and audibly, though this manifestation is fleeting and lasts only 
  2d6 rounds.  
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  Ghostly Strike: The attack of a ghost strikes not the physical body, as this is impossible, but 
  the soul of the target. Within the physical plane, the attack does no HP damage, but instead 
  deals 1 point of temporary stat damage to INT, WIS, or CHA (roll 1d3). In the astral plane 
  and against other incorporeal supernatural creatures, the strike has the same effect, but also 
  deals 1d8 damage to the target’s astral body. 
  Ghoul
  Origin: Unholy
  Hit Dice (HD): 3d8 (13)
  Massive Damage (MD): 11
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 7
  Initiative (I): 12
  Save (S): 9 (+2 DEX, +1 Stealth)
  Attacks (Att): Bite 2d8, Claw 1d8
  Morale (M): 9
  Price:  Fresh human flesh
  # Appearing: 1d6
  Description:  Ghouls are among the most ravenous and animalistic undead, once living 
  beings risen as shapeshifting supernatural predators  through possession  by the demonic 
  spirit of a fallen djinni. Ghouls feast on the corpses of the dead and then take the form of 
  their most recent meal in order to conceal their nature and thus lure their victim’s surviving 
  compatriots into an early end. In their natural form they appear as hunched and emaciated 
  humans, their skin a grey pallor and their mouths stretched unnaturally wide with teeth 
  sharpened to a razor’s edge. They often lurk in graveyards of the mortal realm, feasting on 
  the recently interred or on the grieving widows and orphans of those buried there.
  Flesh Feast: Ghouls gain life and sustenance from the flesh of the living and recently dead, 
  healing wounds even before one’s eyes after tasting of fresh meat. Successful ghoul bites 
  heal the ghoul for 25% of the damage dealt, to a minimum of 1. Because the ghoul bites to 
  tear and swallow rather than to wound, such injuries are harder to heal: after being injured 
  by a ghoul a victim will take twice as long to heal as non-supernatural healing will only heal 
  half the usual HP.
  Shapeshift: The ghoul may change shape to appear as the deceased person they most recently 
  feasted upon, though this version of the person will retain the same pallor of death and 
  even any visible serious injuries. The ghoul has only a limited understanding of what the 
  living truly appear like,  and is merely  able to mimic the dead. Older ghouls who have 
  advanced to 6HD or more may also take animal form, typically a hyena or other desert 
  predator. 
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  Gnoll
  Origin: Fire
  Hit Dice (HD): 2d8 (9)
  Massive Damage (MD): 10
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class  (AC): 8  (can wear 
  light armor, usually leather armor 
  AC6)
  Initiative (I): 9
  Save (S): 8
  Attacks (Att): Bite 1d8, Claws 1d6 
  (can use weapons, usually battle axe 
  2d6)
  Morale (M):  10 (12 if protecting 
  clan or territory)
  Price:   
  20,  and will only  serve
  ₳
   
  women
  # Appearing: 2d4
  Description: Gnolls are a race of uplifted spotted hyenas, raised by magic and breeding 
  into intelligent  humanoids  by  the  salamanders  as skirmisher  forces  for their armies. 
  However, the gnolls proved unruly as subjects, relatively loyal to their own clan (if deeply 
  competitive within it) but not particularly loyal to their largely male-dominated salamander 
  overlords. Gnolls are deeply matriarchal creatures, much as their hyena ancestors were, and 
  generally will not respect the commands or instructions of a male of any species. A clan of 
  gnolls is generally led by a clan mother, though in day to day activities individual families in 
  a clan will be fairly independent and even openly compete with each other for raiding spoils 
  or even breeding rights with desirable males of another clan. If their territory is threatened, 
  however, or if brought together by the clan mother for a proper cause, they will defend clan 
  and honor fiercely and with great vengeance upon any that threaten it.  
  Gnome
  Origin: Earth
  Hit Dice (HD): 1d6 (4)
  Massive Damage (MD): 7
  To-Hit (TH): +0
  TAAC0: 5
  Armor Class (AC): 9 (may wear armor)
  Initiative (I): 8
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  Save (S): 6 (+2 INT, +2 CON)
  Attacks (Att): Fists  1d3  (may  wield  1H 
  weapons)
  Morale (M): 8
  Price:  10 in gold
  ₳
  # Appearing: 1d8
  Description:  Gnomes  are  the  elemental 
  lords  of  the  plane  of  Earth,  devastatingly 
  intelligent  subterranean  humanoids  whose 
  diminutive size belies a fierce determination 
  and wily nature. Gnomes are close allies of 
  the dvergar as well, and together they rule a 
  vast  subterranean  empire,  with  the  most 
  ancient and wise gnomish king appointed to 
  the role of emperor.  The position itself is 
  largely  as  an  advisory  figurehead,  as  the 
  respective high kings of either race generally 
  handle their own affairs except in matters of 
  mutual  interest.  Gnomes  are  particularly 
  clever  artificers  of  magical  devices  from 
  weapons to staffs, and are naturally talented 
  wizards. They have a love for gold and gems that rivals that of the dwarves, though they 
  often apply it to more practical ends than mere hoarding.  
  Wizardry: Gnomes’ natural intelligence makes them expert casters. A gnome which takes up 
  the wizard class counts its level as one higher for the purposes of spell effects.
  Artifice: Gnomes are expert craftsmen, and even those who do not pursue it as a profession 
  gain enough talent to hone their own weapons with magical properties. A gnome’s weapon 
  always counts as Magic damage so long as they have had 24 hours to prepare it.  
  Goblin
  Origin: Fae (Earth)
  Hit Dice (HD): 1d6 (4)
  Massive Damage (MD): 7
  To-Hit (TH): +0
  TAAC0: 5
  Armor Class (AC): 9 (may wear light armor)
  Initiative (I): 8
  Save (S): 7 (+1 Stealth, +1 Security)
  Attacks (Att): Fists 1d3 (may wield 1H weapons)
  Morale (M): 7
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  Price:  10 or a set of clothes
  ₳
  # Appearing: 2d4
  Description:  Squat,  ugly  little  humanoids  with a 
  greenish pallor, goblins are the working class of the 
  realms of fae.  There are goblins  serving under the 
  Seelie and Unseelie Courts alike, though each court’s 
  goblins are slightly different. Seelie goblin folk are 
  known as ‘hobgoblins,’ and are slightly smaller and 
  generally helpful creatures. Unseelie goblins are more 
  brutish and violent, and while neither goblin would 
  ever  disobey  an  order  from  their  sidhe  lord  or 
  master, the Unseelie one will be a lot more likely to 
  complain about it. Most goblins serve  in various 
  kinds of drudgery, from housekeeping to mining, but 
  Unseelie  goblins  in  particular  also  serve  as  foot 
  soldiers in the conflicts of their court as their violent 
  nature makes them particularly determined. Left without a master, however, goblins of 
  either court are often prone to the criminal life, and Unseelie goblins in particular are 
  notorious thieves.
  Golem
  Origin: Magic
  Hit Dice (HD): 5d8 (21)
  Massive Damage (MD): 13
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 5
  Initiative (I): 12
  Save (S): 11 (-2 INT, -2 WIS, +2 STR)
  Attacks (Att): Fists 2d8
  Morale (M): 20
  Price:  100 (see below)
  ₳
  # Appearing: 1
  Description: A golem is a magically constructed automaton, animated from mud or clay in 
  mimicry of the act of creation, or from pieces of human flesh in some more grisly and 
  unholy versions of the rite. A wizard assembles the golem and performs an extended 
  magical ritual to first animate the creature, and from then on may command it, and even 
  deactivate it by removing the final words of the spell from the creature’s mouth or face. A 
  golem is perfectly loyal, and will follow all instructions to the letter, but it possesses no 
  intelligence of its own and thus cannot interpret those instructions or act on its own 
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  initiative. A golem whose master perishes is 
  thus without a driving command, and will 
  continue to perform its last assigned duty if 
  possible. If it is not, it will become enraged 
  and violent and may attack those near it at 
  random.
  Supernatural Resilience:  Because the golem is 
  an  animate  construct  without  mind  or 
  emotion,  it  thus  does  not  feel  pain  or 
  anguish.
   As  it
   is  constructed  of 
  supernaturally imbued materials, it is quite 
  resilient in the face of physical attack. A 
  golem possesses Physical Resistance +3.
  Mark of Creation: The golem is animated at 
  last by the final word of the incantations 
  that created it being inscribed or written 
  somewhere on the golem’s person, usually 
  either  carved  on  its  head  or  written  on 
  paper and placed in its mouth. Should this 
  mark be marred or destroyed the golem will 
  crumble to nothing, and the original wizard 
  may  also  deactivate  it  by  removing  the 
  mark,  reanimating  it  later  simply  by 
  reapplying it.
  Create Golem: A golem is not summoned, but created. This is a magical spell of exceeding 
  rarity, called create golem. It is Magic in element, and level 6, and requires 500 in materials
  ₳
   
  and 24 hours to cast.  On completion of the ritual the golem is permanent unless the 
  creature’s mark of creation is destroyed by someone other than the wizard.
  Gorgon
  Origin: Unholy
  Hit Dice (HD): 9d10 (46)
  Massive Damage (MD): 19
  To-Hit (TH): +4
  TAAC0: 9
  Armor Class (AC): 1
  Initiative (I): 16
  Save (S): 16
  Attacks (Att): Claws 4d10, Elemental Breath 3d10 (R), Snake Bite 1d10
  Morale (M): 20
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  Price:  The head of a hero
  # Appearing: 1
  Description:  Beings  of  ancient 
  legend,  the  Gorgons  were  once 
  the daughters of Titans, and have 
  served  many  roles  throughout 
  their  immortal  lives.  Ultimately 
  however,  these  snake-headed 
  monstrous  women  have  found 
  their place as the guardians of the 
  entrance to the underworld. There 
  are  always  three  Gorgons,  one 
  standing at each entrance to the 
  unholy plane.  Each  stands  at the 
  borders of Earth, Water,  or Fire, 
  and  each  gains some  flavor  of 
  elemental  power  through  their 
  brush with the planar gates. The ancient Medusa was a Gorgon of Water who betrayed her 
  duty as gatekeeper to instead plague the mortal world and lost her immortality and her life 
  as a result. Whenever a Gorgon is lost by such actions, the gate is left unguarded until the 
  now mortal Gorgon is slain, and a new one is birthed from the ground beneath the planar 
  gates. 
  Elemental Breath: The Gorgon may breathe forth a damaging torrent of their gate’s element, 
  dealing 3d10 damage of that elemental type to all in a line 60m in front of them. DEX saves 
  for half damage.
  Snake Bite: The bedraggled serpents that form the hair of the Gorgon are living creatures in 
  and of themselves, and possess a poisonous bite. When in grapple with a Gorgon, the 
  snakes may bite for 1d10 damage per round.  Unless a CON save is made they inflict a 
  terrible poison that deals 1d4 damage per round until it is healed, and can only be healed by 
  a cleric with the dispel unholy or heal prayers.
  Stone Gaze: The gaze of the Gorgon turns mortal flesh to stone. Falling within sight of a 
  Gorgon requires a CON save, or the victim is permanently turned to stone. The effect may 
  be dispelled by a dispel magic or dispel unholy check against a 9th level caster. 
  Grey
  Origin: Astral (Magic)
  Hit Dice (HD): 5d4 (11)
  Massive Damage (MD): 9
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 5
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  Initiative (I): 12
  Save (S): 9 (+2 WIS, +1 Investigation)
  Attacks (Att): Astral Weapon 2d4, Fists 1d4
  Morale (M): 9
  Price:  50 or the sweat from a fever dream
  ₳
  # Appearing: 2d4
  Description: Known in their present form, the greys are slender, almond eyed beings of 
  grey skin. In truth they are only the latest visual manifestation of a very ancient astral being 
  responsible for many other supernatural abduction and assault fantasies throughout human 
  history. Greys stalk the astral, peering into the dreams of mortals.  They find those who 
  already suffer from some kind of traumatic nightmare, and ‘help’ them by snatching them 
  away to the astral plane and acting out for them a living nightmare of invasive horror. They 
  thus replace the victim's mortal trauma with one of pure fiction for which there can thus be 
  no cure, and the grey may then feed off the psychic energy of their terror and distress for 
  the rest of the victim’s life. Most popularly in the late 20th century this nightmare has been 
  an alien abduction. As time evolves, the standard narrative may change, and they seem to 
  organize their stories so as to lend credence to the fantasy. In past times they would appear 
  as the incubus or succubus, and in others, take on the guise of false memories of evil fairies 
  ‘abducting’ them as children. The ultimate goal is to instill a lifetime of traumatic memories 
  in one already suffering such, and this has the double benefit of also overshadowing real 
  trauma the victim may have witnessed, making them popular allies for evil summoners who 
  hire them to cover up horrible deeds.   
  Change Form: The greys’ true form is as little more than a pulsating wisp of arcane energy, 
  throbbing from opal darkness to vivid blood red, but they may take on the form of 
  nightmares drawn from a target’s mind. This new form typically involves some form of 
  weapon which then forms their main attack.
  Intangibility: While in the mortal realm, the grey and its illusory constructs appear only to 
  those it has chosen to see them, unless by magical sight. They also possess Physical 
  Resistance +4.
  Create Illusion:  The greys have a mastery of illusion, able to shape visible and tangible 
  illusions in both the mortal and astral realms. Material illusions can only be made visible to 
  a few people at a time, usually only the target of their ‘assistance.’ Such illusions appear and 
  feel as real as material substance to those witnessing it, though magical senses will be able 
  to detect their illusory nature, and a successful WIS save will allow the witness to think of it 
  as a hallucination (though they will still be unaware there is an intelligent presence behind 
  it.)
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  Gryphon
  Origin: Air
  Hit Dice (HD): 7d10 (36)
  Massive Damage (MD): 17
  To-Hit (TH): +3
  TAAC0: 8
  Armor Class (AC): 3
  Initiative (I): 14
  Save (S): 14 (+2 DEX, +2 STR, -2 INT)
  Attacks (Att): Claw 3d10, Bite 2d10
  Morale (M): 14
  Price:  A freshly killed horse
  # Appearing: 1
  Description:  Majestic creatures of the plane of Air, the gryphon is one of the classic 
  symbols of nobility and might. An apparent cross between an eagle’s front and a lion’s hind 
  with great feathered wings, the gryphon nests in aeries atop the high and cloud shrouded 
  peaks of the plane of Air, laying eggs of pure precious stone. Gryphons are apex predators, 
  unrivaled in the animal kingdoms of the planes, with the strength of a lion and the speed 
  and flight of an eagle. Purely carnivorous, the gryphon will feast on any meat it may hunt 
  and kill: in days of old it developed a particular taste for horses, and the men who rode 
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  them, but they would also hunt even the infernal dragons and other beasts of lore. Tame 
  gryphons are rare, as containing a beast of such power is no mean feat and generally 
  requires raising them from a hatchling, but the sylph lords are known to keep a personal 
  aerie of gryphons for use as hunting beasts.
  Grasping Strength: The gryphon possesses powerful grasping talons, which can both strike 
  with cutting force, and grip like a vise. This enables them to raise prey aloft in order to drop 
  it from a height and let the fall do the work of killing. The gryphon can lift aloft up to 
  1,000kg without slowing their flight, and can thus carry aloft any creature it can succeed in a 
  grapple check against. 
  Flight: The gryphon’s great eagle wings give it swift and agile flight, able to travel at up to 
  100km/h on a clear day. 
  Halfling
  Origin: Fire
  Hit Dice (HD): 1d8 (5)
  Massive Damage (MD): 9
  To-Hit (TH): +0
  TAAC0: 5
  Armor  Class  (AC): 9  (may  wear  light  and 
  medium armor)
  Initiative (I): 8
  Save (S): 8 (+2 DEX, +2 WIS)
  Attacks (Att): Fists  1d3  (may  wield  1H 
  weapons)
  Morale (M): 10
  Price:  10
  ₳
  # Appearing: 1d6
  Description: A hardy stock of nomadic folk, halflings once made their home in burrow 
  homes in the plane of Earth, content to live out their days in peace on the fruit of the land. 
  To this day all halflings still dream of a return to their ancestral home, but the planes can be 
  harsh to those who only wish to be left alone. The idyllic life of the halflings was shattered 
  by conflict when their pact with the gnomish empire was broken by dwarven greed and 
  they were driven from their homeland. They eventually settled into a nomadic life on the 
  harsh grasslands and deserts of the plane of Fire, carving out a place for themselves 
  amongst former orcish lands by blood and steel. Skirmishes and conflicts with the orcs are 
  regular, and the once simple farming folk have become hardened warriors to the last, 
  especially when it comes to fighting orcs. 
  Orc Hunter: Halflings’ survival in the plane of Fire has depended on their ability to compete 
  with the orcs for grazing land and safe passage across the deserts, and as such every halfling 
  is trained to fight them. All halflings gain a +1 bonus to-hit against orcs.
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  Dwarven Enmity: Halflings loathe the dvergar, whose greed drove them from their ancestral 
  homeland, and any halfling will struggle to keep their temper in a dwarf’s presence. They 
  are at -2 CHA to any checks involving a dwarf, but they deal +2 damage on all strikes 
  against a dwarf.  
  Harpy
  Origin: Air
  Hit Dice (HD): 2d10 (11)
  Massive  Damage  (MD): 
  12
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 8 (may 
  wear light armor)
  Initiative (I): 11
  Save (S): 9 (+2 DEX)
  Attacks (Att): Talons 1d10, 
  Bite 1d8
  Morale (M): 9
  Price:  20 in human food
  ₳
  # Appearing: 1d6
  Description:  Greedy  and 
  spiteful
   harridans,  the 
  harpies were once operatives 
  of the Olympians, employed 
  to  abduct  mortals  to  the 
  underworld or to attack an army’s food supplies in order to weaken their forces. With the 
  torso and head of a woman, but the wings and legs of a carrion bird, the harpy nests in 
  trees near travelling routes.  Flocks of them attack travelers and steal their food or even 
  carry them away to become food or breeding stock, as the harpies may breed with either 
  man or fowl. They are still sometimes employed in snatch-and-grab work by summoners 
  and planar powers, as their talent for swift and stealthy kidnappings can be occasionally 
  quite useful. So long as they are fed well, they will work relatively honestly, though they are 
  generally deeply ill tempered. 
  Flight: The harpy flies swiftly at up to 100km/h, and may do so while holding up to 100kg 
  within its talons.
  Swift Striker: Harpies are quite quick on the assault, able to dive swiftly into combat with a 
  quick stroke of their wings. A harpy may move into melee range with a target and attack in 
  the same round. 
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  Hellhound
  Origin: Unholy
  Hit Dice (HD): 6d12 (37)
  Massive Damage (MD): 18
  To-Hit (TH): +6
  TAAC0: 11
  Armor Class (AC): 4
  Initiative (I): 13
  Save (S): 14 (+2 DEX, +2 WIS)
  Attacks (Att): Infernal Bite 3d12, 
  Claws 2d12
  Morale (M): 14 
  Price:  The flesh of an evil mortal
  # Appearing: 1
  Description: The bloodhounds of 
  the infernal realms, hellhounds are 
  demonic canines in the service of 
  the underworld. They are sent forth to hunt a specific soul and claim it, living or dead, for 
  the underworld. Often, they are specifically sent to claim a particularly vile soul, or to claim 
  a soul promised to a demon, but on rare occasion they may even be sent to claim a soul 
  that has somehow escaped the underworld. Appearing as great black dogs with viciously 
  powerful jaws and a mane and eyes wreathed in pure infernal fire, the sight of a hellhound 
  is one of pure terror, as almost no mortal ever sees a hellhound without being claimed by it 
  thereafter. 
  Infernal Bite: The jaws of the hellhound burn with an infernal heat, and as such they sear the 
  flesh on contact, cauterizing the wound instantly and making it that much harder to heal. 
  Victims of a hellhound’s bite heal at half the normal rate, and even divine healing is less 
  effective, healing half the resulting roll in HP. 
  Unerring Tracking: The hellhound never fails to find its quarry eventually, as its scent is not a 
  physical one, but the trace of its very soul. Even if the hellhound is driven off, it will 
  nonetheless find its quarry within 24 hours, as it travels not by physical means but by 
  traveling the planes from one point or another, finding ways between to cut the distance. In 
  addition, the hellhound is not fooled by any illusion and may see through invisibility or 
  other magical concealment as if it were not even employed. 
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  Homunculus
  Origin: Magic
  Hit Dice (HD): 3d6 (10)
  Massive Damage (MD): 9
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 7
  Initiative (I): 10
  Save (S): 8
  Attacks (Att): Fists 1d6, Bite 
  1d4
  Morale (M): 8
  Price:  N/A
  # Appearing: 1
  Description:  A  homunculus 
  is the coalescence of magical 
  energies  into  an  intelligent 
  physical  being,  either  by 
  magical accident or deliberate 
  spell  work.  Unlike  the 
  mindless
   golem,
   
  the 
  homunculus has a mind, albeit a chaotic one composed of the thoughts and emotions that 
  went into its creation. As such, homunculi vary wildly from creature to creature, depending 
  on the character of the spell or the wizard who created them. A homunculus created of an 
  unholy spell or an evil wizard might be cunning and vicious, while one created of a simple 
  spell or simple mind may be an oafish thing. The one common element is that homunculi 
  are generally fairly small creatures, no bigger than a gnome at the most and often much 
  smaller, and generally quite willful even when dealing with the wizard that created it. 
  Homunculi in fact, often resent their wizard creators, seeing them as either fools or the last 
  shackle between the homunculus and true free will. Even one under control of its master 
  may find its first chance to end the wizard and be free.
  Create Homunculus: Some homunculi are merely the accident of magical forces of creation 
  gone awry, but it is possible to create a homunculus deliberately. This is a Magic spell, of 6th 
  level, and requires the wizard to sacrifice a sample of his or her blood or genitive essence in 
  the creation of a small effigy which will be animated by the spell. The ritual takes 24 hours. 
  On completion the process of genesis in the effigy will begin, and the creature must be kept 
  in an artificial womb for two weeks before it will be fully formed. The resultant creature is 
  permanent, and it will obey the will of its caster, but otherwise possesses free will and 
  intelligence.  
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  Human
  Origin: Material
  Hit Dice (HD): 1d6 (4)
  Massive Damage (MD): 7
  To-Hit (TH): +0
  TAAC0: 5
  Armor  Class  (AC): 10  (may 
  wear armor)
  Initiative (I): 8
  Save (S): 6 (+2 INT, +2 WIS)
  Attacks (Att): Fists 1d3 (may 
  wield weapons)
  Morale (M): 8
  Price:  N/A
  # Appearing: 1d6
  Description:
   Humans  are 
  occasionally found dwelling in the outer planes, even in mass numbers, having been stolen 
  away from the mortal realms by the fae or by elemental lords seeking slaves or mortal 
  mates. In addition, encounters with human adversaries are of course still common even in 
  the life of a monster hunter, as supernatural threats will generally employ human pawns on 
  some level or another. Humans are, surprisingly to those who have lived among them, 
  particularly ingenious and resourceful examples of the humanoid template, with a will and 
  adaptability that continues to enable them to survive and thrive through the centuries 
  despite the vast numbers of horrifying things that see them as little more than food or slave 
  labor. 
  Adaptive Learning: Humans do not suffer penalty to their class level when taking one of the 
  classes in this book, and take that class’ hit die for their first level and bonuses instead of 
  the default human hit die. 
  Hydra
  Origin: Water
  Hit Dice (HD): 11d10 (56) 
  Massive Damage (MD): 21
  To-Hit (TH): +5
  TAAC0: 10
  Armor Class (AC): -1
  Initiative (I): 16
  Save (S): 18
  Attacks (Att): Poisonous Bite 5d10, Poisonous Cloud 4d10
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  Morale (M): 18
  Price:  An ancient relic touched by 
  Hercules himself
  # Appearing: 1
  Description:  The  Hydra  is  a 
  singular dragon-like entity of pure 
  noxious violence and destruction, 
  created by the Olympians to guard 
  the  mortal  entrance  to  the 
  underworld.  It  was  slain  by 
  Hercules  and  thus  its  form  was 
  banished  back  to  the  planes, 
  eventually reforming in the plane of 
  Water where it has claimed its place 
  at the gates between Air and Water, 
  forever guarding it and tormenting 
  those fool enough to settle near its 
  border.  The  Hydra  is  immortal; 
  slaying the Hydra results only its 
  spirit being sent to the underworld 
  until it can in time reform itself, 
  and  even this limited “death” can 
  only be accomplished by severing 
  each of its heads and cauterizing 
  the  stumps  before  they  can 
  regenerate. Its breath and bite are 
  pure lethal poison, corrosive and noxious to the extreme, and its appetite is almost limitless, 
  the better to feed the regeneration of its many heads. 
  Regeneration: The Hydra is an immortal being, and its flesh regenerates itself endlessly unless 
  its heads are removed and cauterized by fire. It possesses Resistance +3/Fire, and each Hit 
  Die is that of one head. 6 damage is enough to remove one head, however if the head is not 
  removed by a Fire attack or the stump seared with fire, it will regenerate the next round.  
  Poisonous Bite: The bite of the Hydra is pure venom, and any bitten by the Hydra must make 
  a CON save or die instantly. In addition, it may bite multiple targets at once in a round: the 
  5d10 can be split into individual dice and applied to individual targets, though to-hit rolls 
  must be made for each.  
  Poisonous Cloud: The breath of the Hydra is toxic to life, corrosive to mortal flesh and even 
  the plants around it. By exhaling, it can make a cloud 60m in diameter around it which will 
  damage all within for 4d10 damage. CON saves for half damage.  
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  Kelpie
  Origin: Fae (Water)
  Hit Dice (HD): 4d8 (17)
  Massive Damage (MD): 12
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 6
  Initiative (I): 12
  Save (S): 10 (+2 CHA)
  Attacks (Att): Kick 2d8, Bite 
  1d8
  Morale (M): 10
  Price:  
  # Appearing: 1
  Description:
   A  solitary 
  predator of the fae lands, the 
  kelpie  is  a  shape  changing 
  aquatic  horse  that  dwells  in 
  rivers and streams. The kelpie 
  will often take the form of a 
  lovely woman or man in order to lure prey to it, then present itself in horse form as a 
  willing ride, only to respond by plunging into the water and drowning the hapless rider. The 
  kelpie then devours its victim, flesh, bone, and organs, save for the heart and liver which 
  are left to float downstream or fertilize the rushes and reeds it often lurks beneath when 
  awaiting prey. Kelpies are seldom tamed, but some sidhe of the Winter Court have 
  accomplished it from time to time, and breaking one to riding is a feat of legend (and 
  swimming ability) sure to be sung about by bards for generations to come.
  Shapeshifting: The kelpie may take the form of an attractive member of the prey’s species at 
  will, and only magical sight may see through this illusion.
  Adhesive Flesh: The kelpie’s skin is smooth and cold like a seal’s, but this belies its sticky 
  nature. Actually mounting the back of a kelpie will leave one adhered to it, and it will take a 
  STR check to remove one’s self, and a further DEX check to avoid reattaching to the 
  creature in the struggle.
  Swimming: The kelpie is an amphibious creature, and breathes in water as naturally as in air.
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  Kobold
  Origin: Fae (Earth)
  Hit Dice (HD): 1d4 (3)
  Massive Damage (MD): 5
  To-Hit (TH): +0
  TAAC0: 5
  Armor Class (AC): 9 (may wear light armor)
  Initiative (I): 8
  Save (S): 5 (+2 DEX, +2 Stealth, -2 CHA)
  Attacks (Att): Fists 1d3 (may wield 1H weapons, +1 to-hit with daggers/knives)
  Morale (M): 5
  Price:  10
  ₳
  # Appearing: 2d4
  Description: Kobolds are the saboteurs and spies of the fae world, mischievous and even 
  vicious little humanoids with a penchant for mayhem that is occasionally turned to a sidhe 
  lord’s benefit when needed. Left to their own devices, these tiny, tawny humanoids will 
  often take up residence in mines and manors alike, and steal household items, sabotage 
  tools,  leave  unsightly  messes,  make  spooky  noises,  and  generally  act  as  a  nuisance. 
  However, sufficiently and regularly satisfying a kobold’s voracious appetite will sometimes 
  win them over enough to be helpful from time to time. Their talent for stealth has made 
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  them invaluable in court intrigue, sabotaging enemy forces, or even the occasional wet 
  works, giving them a murderous reputation maintained by kobolds’ tendency to kill anyone 
  who actually sees a kobold in the flesh. Despite their diminutive size, a pack of kobolds is 
  not to be trifled with, and making an enemy of them is not a recipe for sound sleep.
  Invisibility: Kobolds are already masters of stealth, but their gifts are not limited to skill, but 
  also to an innate talent as partially spiritual beings. Kobolds may cast invisibility at will as a 
  1st level caster.
  Kraken
  Origin: Water
  Hit Dice (HD): 9d12 (55) 
  Massive Damage (MD): 21
  To-Hit (TH): +9
  TAAC0: 14
  Armor Class (AC): 1
  Initiative (I): 16
  Save (S): 17
  Attacks (Att): Tentacle Crush 4d12, Tentacle Slap 3d12, Bite 2d12
  Morale (M): 15
  Price:  A king's ransom in pure gold coin or herring
  # Appearing: 1
  Description: One of the great sea beasts of legend, kraken are great tentacled mollusks of 
  immense size, capable of crushing entire ships beneath the grasp of their tentacles. Their 
  appetite is such  that  during their feeding period they eat continuously for three straight 
  months, their ravenous hunger knowing no limit or restraint, and it will consume any and 
  all things aquatic or otherwise with its reach. The unusual metabolism of the kraken allows 
  it to digest nutrients from nearly any solid matter during its long dormant months, but it 
  has a particular taste for 
  gold and wealth, or for a 
  good haul of fish.  It is 
  this  peculiar  taste  in 
  foodstuffs  that drives it 
  to  attack  the  ships  and 
  vessels  of  humans  and 
  other intelligent seafaring 
  creatures.
   
  Legends 
  sometimes  tell  of  truly 
  mighty beings of mastery 
  over  the  sea  able  to 
  command such creatures, 
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  though only a master wizard could possibly contain such a beast long enough to even gain 
  its services for a day, and the logistics of feeding its hunger could bankrupt empires. It is 
  rumored that feeding the beast one’s own beating heart may bind one to the creature, 
  though how and what being might survive such an ordeal is another matter entirely.
  Chameleon Skin: Like their smaller octopus brethren, the kraken have a remarkable talent for 
  changing their appearance, changing color, texture, and to a limited extend even shape, in 
  order to blend into their surroundings and thus either ambush passersby or hide from 
  danger (not that much can threaten this great beast). It is thought this talent may account 
  for the varying nature of the creature’s early descriptions. The creature effectively has +3 
  Stealth, and magical senses will not spot the illusion as it is a purely physical change by all 
  appearances.
  Tentacle Crush: One of the main means by which kraken soften unruly or overlarge food is 
  simply to crush it within their powerful tentacles. The kraken makes a grapple attempt 
  against the opponent, and on a success, may deal 4d12 damage to it each round unless the 
  tentacle is severed (requires at least 12 damage dealt).
  Leviathan
  Origin: Water/Unholy
  Hit Dice (HD): 12d12 (73)
  Massive Damage (MD): 24
  To-Hit (TH): +12
  TAAC0: 17
  Armor Class (AC): -2
  Initiative (I): 19
  Save (S): 20
  Attacks (Att): Flaming Breath 
  6d12, Bite 5d12, Claw 4d12
  Morale (M): 20
  Price:   N/A. No mortal may 
  command Leviathan.
  # Appearing: 1
  Description:  Leviathan  is  the 
  great ancestor of all terrible sea 
  beasts,  an  unholy  dragon-like 
  creature  of  pure  chaos  and 
  violence that roams the plane of Water and destroys all life it finds and devours the 
  remains.  An  immense  creature  larger  than  any  human  vessel  ever  constructed,  the 
  Leviathan bears a great maw that ever smolders with unquenchable infernal fire, a hide of 
  armored scales as strong as steel, enourmous fins that propel it through the waters with 
  incredible speed, and leathery dragon wings that allow it to leap free of the water and be 
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  borne aloft for short bursts to torment its prey from the air. Leviathan was created by the 
  divine will itself, but its endless hunger knows no loyalty. Though the divine will may still 
  force obeisance from it, its heart is of pure malice, chaos, and envy, and not even the 
  demon lords may gain its favor. Only the mad would prostrate themselves before a being of 
  such terrible hunger for oblivion.
  Flaming Breath:  The belly of the Leviathan belches forth pure infernal fire, dealing 6d12 
  Unholy/Fire damage to all within a 45° degree cone 100m in front of it. DEX saves for 
  half damage. 
  Impenetrable Flesh: The Leviathan’s flesh is wrought of stuff beyond mortal weapons or even 
  most magic to penetrate, granting it Resistance +5/Holy.
  Lich
  Origin: Unholy
  Hit Dice (HD): 11d6 (34)
  Massive Damage (MD): 17
  To-Hit (TH): +3
  TAAC0: 8
  Armor Class (AC): -1
  Initiative (I): 18
  Save (S): 16
  Attacks  (Att): Fists  1d6  (may 
  wield weapons)
  Morale (M): 16
  Price:  110 or a spell beyond its
  ₳
   
  knowledge
  # Appearing: 1
  Description: Liches are the spawn 
  of  an  unholy  magical  working. 
  These  vile wizards  have  gained 
  immortality by binding their soul 
  to  a  single  object,  a  phylactery, 
  which preserves their spiritual essence while leaving the body that once hosted it to die, 
  animated only by the wizard’s will. Liches are undead creatures, walking corpses that trade 
  an eternity to continue to work their art for any semblance of natural life. This conversion 
  takes its toll on the mind, and in time the lich will cease to value life and mortality and 
  become callous, cruel, and even evil. A lich is immortal, so long as its phylactery is 
  preserved. Should their body be destroyed, they will simply manifest a new one from the 
  corpse of the old, regardless of how little of it remains. If they possess the spells to do so, 
  they may even possess the body of another mortal, though that too will begin to die and rot 
  in time.   
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  Undead Flesh: The lich is an undead creature, and knows no pain or fear of mortal wounds 
  and a savage endurance to it. The lich gains Resistance +2/Holy.
  Immortality: The lich’s body may in time rot and fall away, or be destroyed, but so long as its 
  phylactery remains intact it will regenerate a new one in 1d10 days from the date of death. 
  The phylactery itself will vary, sometimes a chest or gem, or even a severed body part or 
  organ from its original form. In general the object will be constructed with such materials 
  and magical defenses as to possess at least as many hit points as the lich itself.
  Becoming a Lich: Becoming a lich requires the performance of a rare and sought after level 6 
  spell, which will bind the caster’s soul to a created phylactery. The materials for the spell 
  cost at least 20,000, and the caster itself sacrifices a level of experience due to the trauma
  ₳
   
  of having its soul ripped from its flesh. The ritual typically takes at least 2 weeks to cast, 
  during which the strain on the subject’s body deals 1d6 damage per day.  If the version 
  being used entails the wizard’s own severed anatomy to be employed as the phylactery, an 
  assistant must be present to end the wizard’s life to remove it, and then to revive them by 
  sacrificing their own life to finish the spell and revive the dead wizard as a lich.
  Lizardfolk
  Origin: Fire
  Hit Dice (HD): 2d12 (7)
  Massive Damage (MD): 14
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 8 (May wear armor)
  Initiative (I): 9
  Save (S): 10 (+2 DEX, +2 WIS)
  Attacks (Att): Claws 1d12, Bite 1d10 (May 
  wield weapons)
  Morale (M): 10
  Price:  20
  ₳
  # Appearing: 1d6
  Description: Once the servant race to their masters the salamanders, in time their loyalty 
  and cunning in service to the great fire lords elevated their status to the true right hands of 
  their lords, granted rule as lesser lords and knights in the service of the great Smoldering 
  Emperor. Lizardfolk value family loyalty, with each belonging to a clutch from which they 
  were raised and to which they return in peaceful times, though these are rare in the always 
  tumultuous and war-stricken plane of Fire. Each clutch as well owes loyalty to one of the 
  houses of the salamanders, and it is through their loyalty and service to these that individual 
  lizardfolk and their familial clutches might elevate their standing and even gain the notice of 
  more powerful houses, thus carving out lordship all of their own. 
  225
  
  Arcana Rising
  Fire Resistance: As beings of the plane of Fire and loyal servants of the salamanders, they 
  bear a resistance to Fire’s scalding embrace, gaining Fire Resistance +1. 
  Knights of the Flame: The plane of Fire is a war-scarred and violent place, and those who seek 
  to tame it under salamander’s power must be fierce warriors and know the ways of war of 
  their enemies. Lizardfolk have +1 to Xenotherology checks involving Fire creatures, and 
  strike Fire plane creatures at +1 to-hit. 
  Longneck
  Origin: Water
  Hit Dice (HD): 6d6 (17)
  Massive Damage (MD): 12
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 4
  Initiative (I): 13
  Save (S): 10
  Attacks (Att): Bite 3d6, Fin Slap 2d6
  Morale (M): 10
  Price:  60 in fresh seafood
  ₳
  # Appearing: 1d3
  226
  
  Arcana Rising
  Description: Longnecks are the distant descendants of ancient plesiosaurs who found a 
  home in the seas of the plane of Water. Relatively docile creatures who mostly prefer fish 
  and seafood to intelligent prey, they can be quite adept at taking down larger foes if need or 
  hunger dictates. Long necks and a four-finned limb structure make them equally adept at 
  high or low water hunting, and some have even been known to snatch sea-birds or coastal 
  sea mammals for a snack. From time to time, longnecks manage to stray through rifts or 
  openings between the planes and appear in lakes on the material plane. Such incursions 
  have  given rise to many legends of lost dinosaurs dwelling in out of the way lochs and 
  inland seas, and a fair amount of tourist money goes into keeping those dreams alive. 
  Lycanthrope
  Werebear
  Werehawk 
  Weretiger
  Werewolf
  Origin: 
  Magic
  Hit Dice (HD): 
  7d10 (36)
  3d12 (19)
  6d12 (37)
  4d10 (21)
  Massive 
  Damage (MD): 
  17
  15
  18
  14
  To-Hit (TH): 
  +3
  +3
  +6
  +2
  TAAC0: 
  8
  8
  11
  7
  Armor Class (AC): 
  3
  7
  4
  6
  Initiative (I): 
  14
  12
  15
  12
  Save (S): 
  14 (+2 STR)
  11 (+2 DEX)
  14 (+2 DEX,
  +2 STR)
  11 (+2 DEX,
  +2 STR)
  Attacks (Att): 
  Claw 3d10,
  Bite 2d10
  Claw 2d12,
  Bite 1d10
  Claw 3d12,
  Bite 2d12
  Bite 2d10,
  Claw 1d10
  Morale (M): 
  14
  11
  14
  13
  Price:  
  N/A
  # Appearing: 
  1
  1
  1
  1
  Description: Lycanthropes are humans or other intelligent beings who are capable of using 
  magic to transform themselves into the shape of an animal, whether by magic, shamanism, 
  or curse. In most cases, the lycanthrope takes on the form of a particularly large and 
  aggressive version of an animal, though sometimes it may instead appear as a humanoid 
  form of the creature. Regardless of shape or form, their capabilities generally remain the 
  same. Many legends exist about these  creatures throughout mortal culture,  especially 
  regarding their purported durability and the requirement of special tools or means to 
  destroy them. By and large these are simple exaggerations of the creature’s natural durability 
  as an intelligent dire animal, and when not in their animal form they are as fragile as any 
  other mortal. Nonetheless they can be quite dangerous hunters, and not to be trifled with 
  under any means.
  Human Form: A lycanthrope only assumes their form under certain circumstances, or at will, 
  depending on the nature of their gift. The remainder of the time they appear as a normal 
  human being or other intelligent mortal, with the appropriate statistics while in that form.
  227
  
  Arcana Rising
  Manticore
  Origin: Earth
  Hit Dice (HD): 7d12 (43)
  Massive Damage (MD): 19
  To-Hit (TH): +7
  TAAC0: 12
  Armor Class (AC): 3
  Initiative (I): 14
  Save (S): 15
  Attacks (Att): Bite 3d12, Claw 2d12, Poisonous Spines 1d12 (M/R)
  Morale (M): 15
  Price:  70 in raw beef
  ₳
  # Appearing: 1
  Description:  Manticores are vicious and venomous predators of the plane of Earth, 
  stalking its plains and forests alike. It is a great beast with the head of a giant, the body of a 
  lion, and the tail of a scorpion. The tail can shoot forth barbed spines tipped with a 
  paralyzing poison, allowing it to easily and completely devour its prey, bones, clothes, and 
  all, though it is more than capable of taking down most prey purely on its own power. 
  Solitary creatures, manticores are hostile even to their own kind, and some manticores even 
  engage in cannibalism. Some legend states that a manticore that devours enough of its own 
  kind grows leathery wings and may even ascend to the plane of air, though even claimed 
  sightings of such a beast are vanishingly rare.  
  Poisonous Spines: The tail of the manticore may strike in melee range or spit barbs at range, 
  dealing the same damage regardless, and requiring a CON save on hit to prevent the poison 
  taking effect. A failed CON save means the target is now paralyzed and unable to move for 
  2d4 rounds, after which it may make another CON save. On a failure, the second stage of 
  the poison takes effect and kills the victim outright; otherwise, the paralysis will shake off 
  after another 1d6 rounds.
  Merfolk
  Origin: Water
  Hit Dice (HD):  2d8 (9)
  Massive Damage (MD): 10
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 8 (can wear light armor)
  Initiative (I): 9
  Save (S): 8 (+2 DEX, +2 CHA)
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  Attacks  (Att): Tail  Slap 
  1d8,  Fists  1d6  (can  wield 
  weapons)
  Morale (M): 10
  Price:  20
  ₳
  # Appearing: 1d6
  Description:  Merfolk  are 
  the sons and daughters of 
  the undine. In their queens’ 
  absence, they have become 
  the de facto ruling power of 
  the plane of Water. As the 
  Mothers  of  Sorrow  hide 
  themselves away in despair, 
  it is the  merfolk  who are 
  left to rule in their stead. 
  They  have built a  vast 
  undersea  empire  of  peace 
  and  prosperity,  stewarding 
  the seas with a steady hand 
  and a strong belief in their 
  mothers’  wisdom.  The 
  undine are technically the nominal rulers of the merfolk realms, especially the seated Queen 
  of Sorrow, but it is the merfolk who take the positions of the council of stewards which 
  actually handles day to day matters. The merfolk command a sizable army, with which they 
  fight against the encroaching Winter Court of the sidhe, occasional shows of power from 
  the frost giants, murderous and unruly sirens, and the cultists of Leviathan and the deep 
  underworld below. Sturdy and lovely humanoids with the tails of fish in place of legs and 
  hair like the green plants of the sea, the merfolk are naturally expert swimmers and 
  especially gifted warriors with spears and pole arms.
  Swimming:  Merfolk are an aquatic race, and gain an additional +2 to any DEX rolls 
  involving swimming or while underwater, and they may swim as fast as 50km/h in short 
  bursts, or move at twice the human rate normally. In addition, they may breathe equally 
  well in air or water.
  Harpoon Masters: Merfolk are experts with spears and pole arms, and gain a +1 to-hit with 
  such weapons.
  Speak to Fish:  Merfolk are themselves part fish, and thus learn from a young age to 
  communicate with fish and other sea creatures, though the information gained thereby 
  from all but the most intelligent species may be of limited utility. 
  229
  
  Arcana Rising
  Naga
  Origin: Earth/Water
  Hit Dice (HD): 2d10 (11)
  Massive Damage (MD): 12
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 8 (may wear armor)
  Initiative (I): 11
  Save (S): 9 (+2 DEX, +2 WIS)
  Attacks (Att): Bite 1d10, Fists 1d8 (may wield weapons)
  Morale (M): 9
  Price:  20
  ₳
  # Appearing: 1d6
  Description:  Naga are subterranean serpent folk who dwell in a subterranean realm 
  bordering the many hells, said to be the offspring of an ancient snake god of India. The 
  realm of the naga is a palatial one, filled with palaces of many splendors designed by ancient 
  Hindu demons, and within its many halls are said to be untold treasures. It is because of 
  this that the naga have often found themselves in conflict with the ever greedy dwarves, 
  and they have  found themselves on untold occasions battling  dwarven invaders and 
  plunderers from above, and underworldly threats from below. But the naga are many, and 
  they are wily and difficult foe, for their unusual mastery of water gives them a particular 
  edge in cramped underground caverns.  
  Water Affinity: Naga are spoken of in legend as spirits of water, and in truth they are indeed 
  adept at the elemental working of Water despite their subterranean home. Naga wizards 
  always cast Water spells as if 1 level higher.  
  Venomous Bite: The bite of the naga is one of venomous pain, inflicting coursing agony and 
  mortal damage to the blood of those bitten by the naga. Being bitten by the naga requires a 
  CON save, and on a failure, the victim will continue to take 1 damage every round until 
  cured by an anti-venom or magical intervention. 
  Neurophage
  Origin: Water/Unholy
  Hit Dice (HD): 4d12 (25)
  Massive Damage (MD): 16
  To-Hit (TH): +4
  TAAC0: 9
  Armor Class (AC): 6
  Initiative (I): 12
  Save (S): 12 (+2 DEX, +2 WIS)
  230
  
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  Attacks (Att): Psychic Assault 2d12 (R), 
  Gripping Bite 1d12, Claws 1d10
  Morale (M): 12
  Price:  A human brain
  # Appearing: 1d3
  Description:  The  gibbering  and  sadistic 
  worshippers of a callous and unholy god, 
  neurophages  are  beings  of  chaos  and 
  madness who worship great Leviathan as a 
  deity,  and  Kraken  as  its  lesser  servants. 
  With the face of an octopus, shriveled and 
  flightless wings like a bat’s, and a leathery, 
  slick skin, the neurophages look the part of 
  true children of their false gods, and they 
  take their name from a favorite diet: brains. 
  Neurophages see thought and reason as the 
  products of order and the enemies of true chaos and the oblivion of the abyss, so they 
  shatter the minds of their victims through supernatural assault, and then devour the flesh 
  once the victim is reduced to a comatose state. Yet their madness can be set aside at times 
  to work together for the common goal of bringing an end to life. They often war with the 
  merfolk, who they see as a hateful plague of order spreading across the beauty of the 
  untamed and chaotic seas, and against the frost giants and Winter Court, seeing ice and 
  frost as perversions of water’s fluid purity to a corrupt and crystalline order.
  Psychic Assault: The neurophage’s preferred first phase of attack is to lash out with its own 
  mad will in a mystic and unholy assault directly on a victim’s mind. This does not require a 
  to-hit roll, but instead requires a WIS check on the part of the neurophage in order to 
  concentrate on the attack. The victim in turn may make a WIS save to resist the assault. 
  Failure  means  the  subject  takes  2d10  Unholy  damage  and  1d6  temporary  damage 
  distributed evenly between WIS and INT. 
  Gripping Bite:  Once the target is weakened, the neurophage seeks to latch its tentacles 
  around the skull of the victim so that it may dig its beak into the victim’s skull and begin 
  devouring the brain within. This requires a successful grapple check first, and then on 
  subsequent rounds it may attempt attack rolls to bite. Success not only deals 1d12 physical 
  damage, but 1 point of permanent INT damage. 
  231
  
  Arcana Rising
  Nymph
  Origin: Earth
  Hit Dice (HD): 3d6 (10)
  Massive Damage (MD): 9
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 7
  Initiative (I): 11
  Save (S):  10 (+4 CHA)
  Attacks (Att): Elemental Assault 
  2d6 (M/R), Fists 1d6
  Morale (M): 10
  Price:   A  sampling  of  nature’s 
  bounty worth 30
  ₳
  # Appearing: 1d6
  Description: Nymphs are ancient 
  nature spirits, born of the fertility 
  of  the  land  around  them. 
  Appearing as impossibly beautiful 
  young  women,  nymphs  tend  to 
  dwell  in  places  of  lush  and 
  unspoiled  nature,  from  green 
  fields, to fertile riverbeds, to even 
  lofty  and  majestic  forests  and 
  mountain peaks. It is said there are 
  even nymphs that live among the 
  stars, their radiant beauty forming 
  the twinkle in the most beautiful 
  stars. Nymphs are carefree spirits 
  who often avoid humans or other 
  species, but young nymphs have been known to frolic with passing mortals and romance 
  them, assist travelers by feeding them and aiding their wounds, and in some ancient legends 
  even rescue and raise mortal children, eventually ascending them to the status of nymphs 
  themselves. An encounter with a nymph is always a memorable one, and rarely unpleasant, 
  though despoiling their sacred grounds can indeed enrage them and their control over the 
  elements is great enough to pose a truly dire threat for those foolhardy enough to cross 
  them.
  Surpassing Beauty: Nymphs embody the beauty of Mother Nature herself, so stunning to look 
  upon that it is difficult to pull oneself away from their presence without their leave, 
  232
  
  Arcana Rising
  requiring a WIS save to resist the invitation of a nymph or to leave its presence once 
  accepted.
  Elemental Mastery:  A nymph commands the waters and earth around them with a power 
  befitting a minor deity. The nymph may lash out with a simple strike of shaped earth for 
  2d6 Earth damage, but its control is far greater than that, able to shape the earth into 
  restraints, pull foes down beneath it, or command the trees to intervene. 
  Divine Nature: Though by nature earth spirits, the nymphs call upon the divine power to 
  work minor healing and miracles. Nymphs possess divine prayers, casting as if a 4th level 
  cleric with 8 Faith and the following spells: cure light wounds, heavenly warmth, purify food and 
  drink, remove fear, sanctuary, know soul, multiply food, and speech of the wolf.
  Ogre
  Origin: Fae (Earth) 
  Hit Dice (HD): 5d10 (26)
  Massive Damage (MD): 15
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 5 (may wear 
  light armor)
  Initiative (I): 12
  Save (S): 12 (+2 STR, -2 INT, -4 
  CHA)
  Attacks  (Att): Fists  2d10,  Bite 
  1d10 (may use weapons)
  Morale (M): 12
  Price:   
  50 in gold, or human
  ₳
   
  flesh
  # Appearing: 1d3
  Description:  Ogres  are  nasty, 
  brutish, cannibalistic humanoids of the fae realms, sometimes employed as enforcers or 
  muscle, but also known to lair across the lands of fairy and attack and eat passers-by. Tall, 
  muscular, and quick-tempered, the ogre has a particularly ugly mug, with jagged teeth 
  designed to be able to gnaw through bone and sinew alike. Ogres are thought to be 
  descended from the Fomorians, or to be some other early resident of the Isles,  who 
  responded to encroaching human beings by developing a taste for their flesh. Ogres find 
  human beings to be especially tasty, and will in fact fight especially viciously against human 
  foes for purely appetite-related reasons.
  Cannibal Hunger: Ogres’ taste for human flesh makes them especially frenzied when fighting 
  against them. They gain +1 to-hit and +2 to Morale against human opponents.
  233
  
  Arcana Rising
  Onachus
  Origin: Fire
  Hit Dice (HD): 8d6 (25)
  Massive Damage (MD): 14
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 2
  Initiative (I): 13
  Save (S): 13
  Attacks (Att): Charge 4d6, Burning Stomp 3d6, Head-butt 2d6
  Morale (M): 13
  Price:  The ashes of a great tree
  # Appearing: 2d4
  Description: The onachus are the great herd animals of the plane of Fire, massive bison-
  like creatures with scaled skin and curved rams’ horns that burn the ground around them 
  into ash and then devour the charred remains. The creatures are largely docile, however 
  they can be territorial, especially of favored feeding grounds, as it consumes a fair deal of 
  energy to exude the smoldering fire that chars their food. An onachus may only employ the 
  flaming stomp that sears the land once or twice in a day, while spending the remainder of 
  the day or even week slowly grazing on the ashes. 
  Charge: The onachus is a charging animal, and will barrel into threats with curved horns 
  forward. This attack moves them into melee range immediately and should the strike 
  succeed deals 4d6 damage to the target.
  Burning Stomp: The stomp of the onachus ignites the air around it, burning everything within 
  60m for 3d6 damage, and all opponents within range must make a DEX save to drop and 
  roll or be ignited. The onachus may only perform this feat 3 times per day.  
  Orc
  Origin: Fire
  Hit Dice (HD): 1d12 (7)
  Massive Damage (MD): 13
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 9 (may wear armor)
  Initiative (I): 9
  Save (S): 9 (+2 STR, +2 WIS, -2 CHA)
  Attacks (Att): Fists 1d6 (may wield weapons)
  Morale (M): 11
  234
  
  Arcana Rising
  Price:  10
  ₳
  # Appearing: 2d4
  Description: Orcs are nearly as old as 
  humanity,  dark  red-skinned  humanoids 
  said to be created by an ancient demon 
  lord or even the adversary himself out of 
  spite for the divine will’s new creation. 
  For untold ages the orcs lived as slaves 
  and subjects  to the  demon lords’  cruel 
  tyranny,  but  the  demons’  creation  held 
  within it the same spirit of rebellion as 
  their  creators,  and  eventually  they 
  revolted,  casting  off  their  chains  and 
  fleeing  the  underworld  to the  plane  of 
  Fire. Those orcs who remained behind were destroyed utterly by their demonic masters for 
  the rebellion of their escaped kin, while the ones who made it to the upper plane found 
  themselves lost, distrusted, and starving as they struggled to survive in their new home. 
  Their bedraggled state soon left them at the mercy of the salamander lords, who took them 
  in at first as guests, then betrayed and enslaved them for the second time. But rebellion still 
  flowed in their veins, and the orcs would not give up their freedom so readily. Taking the 
  knowledge and the tools of the salamander lords and turning them against them, the orcs 
  rose as one and rebelled, carving out in time their own realm in the plane of Fire and 
  gaining at last their independence. Now the orcs stand as a proud and defiant power of 
  spirited and passionate warriors, forging a kingdom of stone and obsidian and hardened 
  steel that has stood against the salamanders, their lizardfolk children, the raiding centaurs, 
  and the interloping halflings alike. 
  Courage of the Slave: Orcs are proud of their freedom and independence, and fight fiercely 
  and bravely in all things, knowing little fear even in the face of supernatural threats. Orcs 
  gain a +2 bonus to WIS saves against fear and other mind-controlling effects.
  Demonic Heritage: Orcs struggle against their own origins, societally and personally. Though 
  not unholy beings themselves, they still bear the demonic spirit of rebellion, distrusting 
  orders and commands from non-Orcs almost instinctively. They also resist the touch of the 
  demonic, gaining Unholy Resistance +1.
  Owlbear
  Origin: Earth
  Hit Dice (HD): 5d10 (26)
  Massive Damage (MD): 15
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 5
  235
  
  Arcana Rising
  Initiative (I): 12
  Save (S): 12 (+2 DEX, +2 STR, -2 WIS)
  Attacks (Att): Bear Hug 2d10, Claw 1d10, Bite 1d8
  Morale (M): 12
  Price:  The meat of a giant rodent
  # Appearing: 1
  Description: Owlbears are savage beasts with the face and beak of an owl, the powerful 
  arms and claws of a bear, and a huge feathered body that combines the both of them. While 
  owlbears are less resilient than their true ursine cousins, and lack the flight of the great 
  owls, they more than make up for it with a primeval rage that makes them terrifying to 
  confront nonetheless. Ironically, it is fighting back against an attacking owlbear that creates 
  the worst result. While an owlbear might be willing to flee from a failed ambush, it grows 
  ever more enraged when attacked and may instead decide to settle for nothing less than 
  certain death for its foe or itself. There are some among the surface-dwelling races of the 
  plane of Earth who worship the owlbear for its courage and savagery, but the owlbears 
  themselves are nothing more than mad animals, and a few of those worshipers have met an 
  untimely end at the grip of their ‘god.’
  Bear Hug:  The owlbear’s preferred method of killing larger prey is to grasp it within its 
  powerful arms and crush the creature to death. An owlbear that successfully grapples a 
  target may apply 2d10 damage per round automatically.
  Primal  Rage:
   The 
  owlbear is a creature 
  of great fury, vicious 
  on  the  attack  but 
  even  more  vicious 
  when  assaulted  in 
  return.  Every  time 
  an  owlbear  takes 
  damage  from  an 
  attack,  its  Morale 
  increases by 1, and it 
  must  make  a  WIS 
  save or enter a rage. 
  Once  enraged  the 
  owlbear gains +2 to-
  hit,  +2  to  damage, 
  and  automatically 
  passes
   
  Morale 
  checks  for  2d4 
  rounds.  
  236
  
  Arcana Rising
  Panoptes
  Origin: Astral (Magic)
  Hit Dice (HD): 7d6 (22)
  Massive Damage (MD): 13
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 3
  Initiative (I): 14
  Save (S): 12 (+2 INT, +2 WIS)
  Attacks (Att): Guilt-trip 3d6 (R)
  Morale (M): 12
  Price:  Proof of another’s guilt
  # Appearing: 1
  Description:  The panoptes is a terrifying 
  and  psychically  dangerous  lurker  in  the 
  shadows of the astral plane. A great sphere covered in ever watching eyes and judging faces, 
  the panoptes is a manifestation of human paranoia, cynicism, guilt, and voyeurism made 
  flesh by the flow of the astral plane, and  they  grow in number as time ticks by and 
  mankind’s urge to plunder each other’s private lives continues to deepen. Panoptes see 
  themselves as arbiters of justice, but it is a warped judgment, built on half-truth and a 
  horrifying morality that would see all humankind guilty and worthy only of death. They 
  reach into the minds of their victims and dredge up the worst of their crimes and 
  overwhelm them with guilt, driving them mad with guilt and even killing them with it. 
  Panoptes have no concept of thought vs. action, and only a broken understanding of 
  morality, and none escape a guilty verdict in their eyes for all have sinned in thought if not 
  in deed. They lurk in the dreams of mortals and store away the darkest deeds as evidence of 
  a corrupt mind. 
  Know Soul: The panoptes’ great eye sees into the mind and soul of a mortal being, effectively 
  allowing them to cast know soul at will. While in the astral plane the panoptes can also read 
  and witness the dreams of mortals as they sleep.
  Guilt-trip: The panoptes’ reaches into the mind of a victim and dredges up its worst deeds, 
  assaulting their mind by forcing them to relive them and crushing them with feelings of 
  guilt and shame. The attack deals 3d6 damage, and the victim must make a WIS save or be 
  paralyzed in horror for 2d6 rounds.
  Arcane Knowledge: The panoptes’ probing of the minds of mortals has given them knowledge 
  of magical practice, and they have thus gained spell casting ability. The panoptes casts as a 
  7th level wizard, has 20 Will, and knows the following spells: message, Rosetta’s sight, see magic, 
  sharpen sense, cause fear, magic missile, sleep, universal tongue, darkvision, locate object, third eye, wizard’s  
  shield, dispel magic, penetrating gaze, lightning bold, lesser globe of invulnerability, and confusion.
  237
  
  Arcana Rising
  Phantasm 
  Origin: Astral (Magic)
  Hit Dice (HD): 3d6 (10) 
  Massive Damage (MD): 9
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 7
  Initiative (I): 10
  Save (S): 8
  Attacks (Att): 2d6/1d6
  Morale (M): 8
  Price:  N/A
  # Appearing: 1d3
  Description:  A  phantasm  is  an 
  independent  astral  reflection,  a 
  product of imagination made real. 
  Phantasms are the most common 
  form of life in the astral plane, 
  shadows of human fancy and dream manifesting in ethereal and self-directed form in the 
  astral  plane.  There  are  whole  stretches  of  the  astral  plane  made  up  of  completely 
  autonomous communities of phantasms, and the intelligence of them ranges from fully 
  realized beings (common in reflections of common shared dreams or fictional characters), 
  to hollow echoes able to only parrot simple lines like characters in a computer game. On 
  rare occasions, some phantasms also come to be from an illusion spell gone wrong, given 
  too much of a spark of independence or creativity and thus going beyond the intended 
  bounds of the spell. The lucky ones find homes in the astral plane, but the worst go mad 
  from their own existential confusion, and echoes of such mad phantasms sometimes 
  account for the oldest ghost stories.
  Attacks: The phantasm’s mode of attack will vary wildly, just as the forms of the phantasms 
  themselves do. The numbers provided in the above stat block represent the standard 
  damage for the primary and secondary attack modes of most phantasms, though more 
  advanced and powerful ones may exist.
  Intangible: Phantasms are not physical beings, and thus outside the astral realm they cannot 
  interact with those who do not believe in the illusion that creates them. A successful WIS 
  save to see the phantasm for its true nature will render one immune to its attacks, and the 
  phantasm itself has Physical Resistance +10 while in the material plane. 
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  Phoenix
  Origin: Divine (Holy)
  Hit Dice (HD): 12d8 (49)
  Massive Damage (MD): 20
  To-Hit (TH): +6
  TAAC0: 11
  Armor Class (AC): -2
  Initiative (I): 19
  Save (S): 18
  Attacks (Att): Cleansing Fire 6d8 (R), 
  Claw 5d8, Bite 4d8 
  Morale (M): 18
  Price:  N/A. Phoenix acts in the interests of mercy and the divine, not mortal will.
  # Appearing: 1
  Description: The legendary bird of revival, Phoenix is a singular entity of the divine plane, 
  the living embodiment of rebirth, resurrection, and healing. It is said that a single feather 
  from the Phoenix’s radiant, fiery plumage can raise the dead to life and heal the sick and 
  infirm to health, though only if that feather is given willingly. Each night, the great fire 
  across its feathers reduces the creature to ash, and each morning, it arises anew from the 
  flames, fully formed and bright as the sun. The manifestations of the Phoenix are rare, and 
  spoken of only in legend. Some lore from the Atlantean age speaks of it appearing on the 
  battlefield during the Great War with Atlantis, sprinkling its down upon the fallen warriors 
  of the divine.
  Healing Touch: The touch of the Phoenix, or even one of its feathers, can resurrect the dead. 
  Should the recipient of that touch make a WIS save, they will rise, alive and fully healed. 
  Living creatures touched by the phoenix’s feather are instead healed instantly for 6d8 
  damage, and cleansed of any disease, poison, or temporary stat damage. 
  Phoenix’s Ashes: Even the ash left behind where a phoenix has burned out in the night still 
  retains some of its healing properties. A solution of phoenix ash in liquid form grants its 
  consumer a CON save to shake off poison and disease, and applying an ointment made of 
  the ash to wounds will heal 3d8 damage.
  Phooka
  Origin: Fae (Earth)
  Hit Dice (HD): 3d8 (13)
  Massive Damage (MD): 11
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 7
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  Initiative (I): 11
  Save (S): 10 (+2 DEX)
  Attacks (Att): 2d8/1d8
  Morale (M): 10
  Price:   Fresh  grain  of  the 
  summoner’s own harvest, or 30
  ₳
  # Appearing: 1d3
  Description:  A  race  of  shape 
  changing  fae  creatures  with  a 
  peculiar  taste  for  the  fruits  of 
  man’s labor, the phooka present 
  themselves  as  spirits  of  luck, 
  though often that ‘luck’ has more 
  to do with their own actions. Like 
  many of the fae they are divided 
  between the Winter and Summer 
  courts, which in the case of the 
  phooka  largely  informs  their 
  modus operandi. Summer phooka 
  will often promise good luck in 
  one’s harvest or work in exchange 
  for a share of it, secretly assisting 
  in the work to ensure a good return for themselves. Winter phooka behave more like a 
  protection racket, threatening ill omen if tribute is not given, then appearing in the night 
  and sabotaging or spoiling the fruits of the harvest. Some phooka remain wild, and instead 
  harass travelers by spoiling wild fruits and berries, attacking them, or on rare occasions, 
  appearing in horse form and offering a ride that proves to be a frightening one indeed, and 
  not guaranteed to end anywhere near one’s destination.
  Shapechanging:  Phooka are able to take many forms, and even the sidhe are not entirely 
  certain what the true ‘natural’ form of the phooka is. The most common is that of a great 
  horse, sometimes bearing broken chains as if once bound. It also often appears as a goat, a 
  rabbit, or even a bogeyman. In all its forms it always appears with jet-black fur or hair and 
  bears golden, luminescent eyes. Their attacks thus vary depending upon the form they take.
  Green-Black Thumb: The phooka have a gift for coaxing the life into plants, or removing it. A 
  phooka may, at a touch, either bloom and guarantee great harvest from a fruit or grain-
  bearing plant, or instantly cause it to wilt and die. 
  Arcane Tricks: The phooka possesses a few magical talents, able to cast the following spells 
  at will: animate tool, clean, haywire, mage hand, spark flame, sleep, and invisibility.
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  Pixie
  Origin: Fae (Earth)
  Hit Dice (HD): 1d4 (3)
  Massive Damage (MD): 5
  To-Hit (TH): +0
  TAAC0: 5
  Armor  Class  (AC): 9  (may  wear  light 
  armor)
  Initiative (I): 8
  Save (S): 5 (+4 DEX, +2 WIS)
  Attacks (Att): Fists 1d3 (may wield short 
  blades)
  Morale (M): 7
  Price:  A scrap of ribbon
  # Appearing: 2d4
  Description: Playful and diminutive sprites 
  often found in the woods or in rings of forest mushrooms, the child-like pixies are the ever 
  youthful spirits of lost sidhe children, living out a playful existence free of adult supervision. 
  Each pixie grows no bigger than knee-high,  and the eldest and most spirit-like of them 
  eventually grow gossamer wings with which to flitter about the forests. The pixies prefer to 
  spend their days playing, dancing, and wrestling, and are generally harmless to most 
  travelers, wanting only to play. As unattended children sometimes do, however, they are 
  occasionally prone to engaging in mischievous pranks on such visitors. On rare occasion 
  they have been known to steal away small children to join them in their revels, who slowly 
  become pixies themselves the longer they stay with their new playmates. Pixies also have a 
  deep loathing for their sidhe parents, seeing them at best as unwelcome adult interlopers, 
  and at worst with bitterness as the unfeeling and careless creatures that abandoned them. In 
  the past, whole wars have been fought between pixie and fairy, the tales of which still 
  survive in some parts of England to this day. 
  Eternal Childhood: Pixies do not age as mortal things do, remaining ever childlike, but as time 
  passes and they grow more in tune with their pixie nature and more spirit like, they take on 
  new traits. For every 4 Hit Dice or levels a pixie advances, they gain Resistance +1/Iron, 
  and at 6th level they gain a pair of gossamer wings, able to fly about freely at the same speed 
  as walking.
  Magical  Nature:  Pixies  are  beings  of  magic,  the  souls  of  sidhe  and  mortal  children 
  unburdened by the imagination-dampening powers of age and law, and this gives them an 
  innate knack for spell work, provided they can manage to focus long enough to learn. All 
  pixies know one cantrip they may cast at will, and gain a +2 to any rolls to learn or attempt  
  casting new spells.  
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  Rakshasa
  Origin: Unholy
  Hit Dice (HD): 7d8 (29)
  Massive Damage (MD): 15
  To-Hit (TH): +3
  TAAC0: 8
  Armor Class (AC): 3
  Initiative (I): 14
  Save (S): 13 (+2 STR, +2 INT)
  Attacks  (Att): Fist  or  Claw  3d8, 
  Bite 2d8 (may wield weapons)
  Morale (M): 13
  Price:   A  fresh  human  body, 
  prepared for consumption
  # Appearing: 1d3
  Description: Rakshasa are shapeshifting demons from the nether realms, appearing in their 
  natural form as humanoids with animal heads, most often tigers, lions, or cruel birds, but 
  they may take on many forms. Natural spell casters and illusionists, rakshasa are capable of 
  assaulting their prey with either physical or mystical attack, and have a vicious blood lust so 
  great that it is said their first act was to begin devouring their own creator. Rakshasa feed 
  on human flesh and blood especially, and their hunger can be such as to threaten whole 
  villages. They can also be cunning and evil manipulators, hiding in the shadows of society in 
  human form in order to sustain their diet without unwelcome intrusion. 
  Shapeshifting: In their natural form, the rakshasa appears as a humanoid animal, but it may 
  take on human form, appearing to all normal senses as a human.  This illusion may be 
  detected by magical sight, which will see the aura of unholy magic that sustains it.
  Spell casting: Rakshasa are expert spell casters with a particular talent for illusions. All saves 
  to disbelieve a Rakshasa’s illusion are at -2, and the Rakshasa casts as a 7 th level wizard with 
  20 Will and the following spells: mage hand, see magic, sharpen sense, spark flame, burning hands,  
  cause fear, charm person, universal tongue, color spray, darkvision, invisibility, mirror image, phantasm,  
  third eye, wizard’s shield, circle of invisibility, dispel magic, fireball, charm monster, confusion, fireseed, and 
  hallucinatory terrain.
  Redcap
  Origin: Fae (Water)
  Hit Dice (HD): 5d12 (31)
  Massive Damage (MD): 17
  To-Hit (TH): +5
  TAAC0: 10
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  Armor Class (AC): 5
  Initiative (I): 13
  Save (S): 13 (+2 STR, +2 DEX)
  Attacks (Att): Iron Pike 2d12, Claws 1d12, 
  Bite 1d10
  Morale (M): 13
  Price:  Enough human blood to die its cap
  # Appearing: 1
  Description:
   Redcaps  are  mad  and 
  bloodthirsty fae folk, bound by a terrible 
  blood  compulsion.  Redcaps  settling  in 
  ruined  castles  and  manors,  and  must 
  constantly murder and drain the blood of 
  travelers  and  interlopers  to  this  domain, 
  using it to dye the caps they wear blood-
  red. It is said that if the cap ever dries and fades from its brilliant red hue, the redcap will 
  perish, though whether this is true or merely a delusion of the killer’s mind is uncertain. In 
  appearance they appear as stout and muscular sidhe, but with terrible talons at the end of 
  their fingers, and a maw of jagged teeth. Every redcap forges his own pike of an oak shaft 
  and an iron spike, leaving tell-tale scars on its clawed hands from handling the dreaded iron. 
  It wears boots of iron as well, so that the pain might drive it on in pursuit of its prey. 
  Tireless Pursuit: The redcap is tireless in its pursuit of its victims, and though it can be driven 
  off  by  combat,  it  cannot  be  fled.  All  checks  to  flee  combat  against  a  redcap  fail 
  automatically.
  Roc
  Origin: Air
  Hit Dice (HD): 10d12 (61)
  Massive Damage (MD): 22
  To-Hit (TH): +10
  TAAC0: 15
  Armor Class (AC): 0
  Initiative (I): 17
  Save (S): 18
  Attacks (Att): Claw 5d12, Bite 4d12
  Morale (M): 18
  Price:  A live elephant or similarly sized fauna
  # Appearing: 1
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  Description:  Rocs  are  the  sons  and  daughters  of  lost  Ziz,  the  rumored  Air-born 
  counterpart to Behemoth and Leviathan. The most terrifying and dangerous predators of 
  the plane of Air, and indeed of the planes in general, rocs are great eagle-like creatures of 
  such size and wingspan that they can carry aloft massive prey, carrying them away to their 
  nests to devour. Rocs nest atop the highest peaks in the plane of Air, and a single roc egg is 
  enough to feed an entire village, though acquiring such a feast would almost certainly 
  require the creature to be away from home: even one of its young can swallow a man 
  whole. Rocs generally do not prey on humans, but largely only because human beings are 
  too small a prey to be much of a morsel, and they have been known to carry them away to 
  feed their hatchlings.
  Flight: The roc flies aloft on wings the span of sailing ships, and may swiftly travel at over 
  600km/h. It generally prefers to attack prey by flying in great arcs before diving down to 
  grab it and carry it off, able to carry away up to 10,000kg in weight without slowing down. 
  Swallow: The roc’s beak is enormous, able to swallow a human whole without effort. Should 
  the roc successfully strike and deal damage with its bite, the victim must make a DEX 
  check to avoid being swallowed whole.
  Salamander
  Origin: Fire
  Hit Dice (HD): 5d10 (26)
  Massive Damage (MD): 15
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 5 (may wear armor)
  Initiative (I): 12
  Save (S): 12 (+2 STR, +2 WIS, +2 CHA)
  Attacks (Att): Fiery Breath 2d10 (R), Claw 1d10 (may use weapons)
  Morale (M): 14
  Price:  A pledge of fealty to the lords of Fire
  # Appearing: 1d6
  Description: Tall humanoids with fire-red, scaly skin and a crown of ever burning fire, the 
  great salamanders are the high lords of the plane of Fire, ruling much of its reaches with 
  savagery and cruelty and demanding absolute obedience from all beneath them. The great 
  Smoldering Emperor rules the salamander lords, and the other lords fall beneath him in 
  obeisance, but not beneath each other. The fire lord houses connive, scheme, and even war 
  with each other, a situation the great Emperor encourages. Those who survive the bitter 
  game of powers will be ever stronger and thus better instruments against the enemies of the 
  salamander, especially those who dare rebel against the power of the fire lords. Those 
  salamander houses who earn his great trust are afforded a seat in the Iron Court at the foot 
  of the Smoldering Throne, and power and wealth galore, but one’s tenure in that seat must 
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  be defended from assassins, usurpers, and endless schemes against their honor and prestige 
  in the court. 
  Command Fire: Salamanders are the elemental lords of fire, and manifest this by the ability to 
  literally command it to their will, able to instantly extinguish any flame at a word, or call 
  forth flame from their words as a stream of fiery breath. In addition, they are immune to 
  the touch of fire of any kind, even that of the infernal beasts and demons. 
  Satyr
  Origin: Earth
  Hit Dice (HD): 3d8 (13)
  Massive Damage (MD): 11
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 7
  Initiative (I): 11
  Save (S): 10 (+2 CON, +2 CHA)
  Attacks (Att): Kick 2d8, Punch 1d8
  Morale (M): 10
  Price:  30 in fine spirits
  ₳
  # Appearing: 1d3
  Description:  The  male  counterpart  to  the 
  nymph, satyrs are goat-like humanoid nature 
  spirits  that  embody  the  untamed  and 
  shameless side of the natural world. Shiftless 
  lay-abouts with a love for music and drink, 
  they  while  away  their  time  entertaining 
  themselves and pursuing their nymph cousins 
  for amorous trysts. As they grow older, they take on more and more goat like features in 
  reflection of their lack of care.  It is wise not to underestimate a satyr. While a satyr 
  encounter might otherwise merely involve being lured into a night or three of drunken 
  entertainment and debauchery, threatening a satyr’s wood or its nymph cousins will enrage 
  it, and it will attack and eliminate the threat with due prejudice.  
  Piper’s Song: Most satyrs craft their own pipe or pan pipes from the nearby wood and reeds, 
  and they are innately expert players, capable of producing music of irresistible charm. The 
  satyr makes a CHA check, and on a success, all within earshot must make a WIS save to 
  resist its lure, following the satyr wherever it be and indulging in whatever delights it offers.
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  Sidhe
  Origin: Fae
  Hit Dice (HD): 2d8 (9)
  Massive Damage (MD): 10
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 8 (may wear 
  armor)
  Initiative (I): 9
  Save (S): 8 (+2 INT, +4 CHA)
  Attacks  (Att): Fists  1d8  (may 
  wield weapons)
  Morale (M): 10
  Price:   Varies. A sidhe’s price is 
  always a matter of negotiation.
  # Appearing: 1d4
  Description: The descendants of 
  the  ancient Tuatha  De  Danaan, 
  former rulers  and perhaps  even 
  gods of the Celtic lands, the sidhe 
  were driven back by new mortal 
  invaders,  and  banished  to  great 
  mounds beneath the earth which 
  opened into an otherworld that is 
  now  known  as  the  Fae  realm. 
  Here  they  have  continued  to 
  thrive, founding a realm so vast as 
  to be a plane in and of itself, a 
  substantial  domain  that  spans 
  across  the  plane  of  Earth  and 
  even into the planes of Fire where the Summer Court dwells, and the icy reaches of the 
  plane of Water where Winter holds its own court. Every true sidhe owes fealty to one of 
  the two courts, though within each there is endless politicking and intrigue, and between 
  the two no small amount of conflict. Summer, or Seelie, sidhe are the ‘kinder’ of the two 
  courts, as opposed to the cruel Unseelie of Winter, though this is a relative measure when it 
  comes to the fae. Their morality is often alien to that of mortals, more bound to ancient 
  laws of courtesy and hospitality than to ethics and moral judgment as humans know it. 
  Impossibly beautiful and magically gifted, sidhe wield the arcane and divine powers alike 
  with such effortless ease that even skilled wizards have difficulty shielding themselves 
  against a sidhe wizard’s onslaught.  Sidhe are shrewd negotiators and revel in a bargain, and 
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  are often eager to make an exchange with a mortal, but the price can be dangerous indeed. 
  Geas is a favorite spell of sidhe mages, and often the ‘price’ in such a deal.
  Glamour:  Sidhe are innately in tune with the power of magic and the divine, and their 
  powers operate on a whole different source of power from mortal magic called ‘glamour,’ 
  which makes their spells difficult to resist and counteract. Sidhe cast spells and prayers 
  count as one spell level higher than normal for the purposes of magical defenses, and 
  targets suffer a -2 to save against sidhe magic. 
  Ancient Knowledge: Sidhe are ancient beings, and are believed by some to have once been 
  gods, and as such the distinction between the arcane and divine magic is less relevant to 
  their nature and knowledge. All sidhe wizards may learn one divine prayer in each spell level 
  they have access to, and they may learn geas at 5th rather than 6th level just as clerics do.
  Light and Dark: The sidhe courts are more than simple political structures, but demesnes of 
  natural forces, and this reflects upon the sidhe themselves, especially in the passing of time 
  and the seasons. During their season of influence they gain power, and such power also 
  flows with the movement of the sun and moon. Summer sidhe take a -2 penalty to all 
  actions at night, while Winter sidhe suffer the same penalty during the day, and both 
  factions gain a +1 to-hit and a +1 to damage during their season.
  Siren
  Origin: Water
  Hit Dice (HD): 4d10 (21) 
  Massive Damage (MD): 14
  To-Hit (TH): +2 
  TAAC0: 7
  Armor Class (AC): 6 (may use 
  armor)
  Initiative (I): 11
  Save (S): 11 (+3 CHA, +2 DEX, 
  +2 INT)
  Attacks (Att): Claws 2d10 (may 
  use weapons)
  Morale (M): 13
  Price:   The breath from a dead 
  lover’s lungs
  # Appearing: 1d3
  Description: The sirens are the fallen of the undine, sister water spirits whose sorrow over 
  the undine’s choice has turned to rage and anger. Sirens consider themselves apart from the 
  great kingdom of the undine.  They dwell under their own sinister ruler, the Queen of 
  Torments, who is also second in line to the throne of the empire of Water. Unlike the 
  undine,  the  sirens  simply  choose  not  to  take  the  choice  between  immortality  and 
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  companionship. Instead they enslave those of other races, carving out their own strength 
  and striking out at the impotent gods of old, the agents of the underworld, and at the 
  mortal races, all of whom they blame for their cursed state. Sirens turn their song of sorrow 
  and love into one of seductive lure, drawing in a mortal suitor, and then murdering him, 
  either by drowning, by strangulation, or by blade. 
  Siren’s Song: The siren’s voice is almost as lovely as her sisters among the undine, albeit with 
  a slight knife’s edge to its tone beneath the layers of seductive allure. The siren who makes 
  a successful CHA check commences a song that lures all mortal men to her presence 
  should they fail a WIS check, and should they fail by 5 or more they are helplessly at her 
  mercy, willing to do whatever is asked of them.
  Swimming: Sirens are an aquatic race. They gain an additional +2 to any DEX rolls involving 
  swimming or while underwater, and they may swim as fast as 50km/h in short bursts, or 
  move at twice the human rate normally. In addition, they may breathe equally well in air or 
  water.
  Siyokoy
  Origin: Water
  Hit Dice (HD): 2d8 (9) 
  Massive Damage (MD): 10
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 8 (may 
  wear leather armors)
  Initiative (I): 9
  Save (S): 8 (+2 DEX)
  Attacks  (Att): Bite  1d8, 
  Claws 1d6 (may use weapons)
  Morale (M): 8
  Price:  20
  ₳
  # Appearing: 1d8
  Description: A race of secretive and territorial aquatic humanoids, the siyokoy dwell near 
  tropical islands in the warmer parts of the plane of Water. Short but muscular, with scaly 
  skin, webbed feet, gills, and large fins on their main limbs that assist their swimming, the 
  siyokoy also possess additional tentacles, up to four of which grow out of either shoulder 
  and can be used to grasp small objects and assist in catching fish and other aquatic 
  creatures.  The  siyokoy  are  fiercely  insular,  and few  outside  their number have  even 
  managed to interpret more than snippets of their throaty, gurgling tongue. This warbling 
  language is all but unpronounceable by humans, so little is known of them save that they 
  seem to possess some kind of animistic religion and a shamanistic connection to sea 
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  predators  in  particular,  often  seen  with  rays,  sharks,  and  carnivorous  squid  in 
  accompaniment and even seemingly trained to obey their commands. 
  Tentacles:  The siyokoy possess up to four tentacles which grow from their back and 
  shoulders. Each tentacle is limited in its strength: they can only comfortably lift up to 20kg 
  and cannot swing them with enough force to injure, but their grip is quite difficult to shake, 
  and they will thus often use them to tie up an enemy’s limbs in combat. An opponent in a 
  grapple with a siyokoy does not gain a bonus to-hit against the siyokoy, nor does it possess 
  a penalty to hit.
  Amphibious: The siyokoy are fully amphibious, and may breathe comfortably through their 
  gills in water, or with their lungs on land.  In addition, they are expert swimmers, gaining a 
  +2 to DEX for any checks involving swimming, and may swim twice as fast as a human.
  Skeleton
  Origin: Unholy
  Hit Dice (HD): 1d8 (5)
  Massive Damage (MD): 9
  To-Hit (TH): +0
  TAAC0: 5
  Armor Class (AC): 9 
  Initiative (I): 8
  Save (S): 7
  Attacks (Att): Fist 1d8 (may wield weapons)
  Morale (M): 7
  Price:   N/A. Skeletons are not summoned, 
  but created.
  # Appearing: 1d8
  Description:  Skeletons  are  the  bones  of 
  mortal beings reanimated by magic, undead 
  creatures without mind or soul. They remain 
  under the control of their creator so long as 
  the creator’s will over them holds. Should the 
  original  creator  be  destroyed,  or  they  be 
  animated without a will to bind them, they 
  will instead wander aimlessly and attack any mortal creatures that come near until they 
  themselves are destroyed.
  Naught but Bones: As the skeleton is nothing more than animated bones, and lacks any sense 
  of pain or mortal flesh to be injured, they are quite difficult to kill, as they must instead 
  simply be bludgeoned to uselessness. Skeletons possess Resistance +2/(Holy, Blunt).
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  Sluagh
  Origin: Fae (Unholy)
  Hit Dice (HD): 5d10 (26)
  Massive Damage (MD): 15
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 5
  Initiative (I): 12
  Save (S): 12
  Attacks (Att): Ghostly Rake 2d10
  Morale (M): 12
  Price:  The blood of a living sidhe
  # Appearing: 1
  Description:  Not  one  single 
  entity  but  a  host  of  them,  the 
  sluagh is a swarm of unholy fae 
  spirits, the souls of truly evil sidhe 
  and  other  fae  beings  so  sinister 
  that  neither  Seelie  nor  Unseelie 
  court would have them.  In death 
  they have returned not to the earth 
  or to the afterlife, but been left to 
  roam  the  lands  of  fairy  as  an 
  unholy swarm of the unliving. Sluagh are evil to the core, pure ravenous spirits of deadly 
  hunger and rage, flowing about the land and devouring all they touch, body, mind, and 
  spirit. Appearing at times like a cloud of indistinct specters in grey and black tattered 
  clothes, or as an indistinct swarm of screeching birds as black as night, the most terrifying 
  manifestation of the sluagh is that of the Wild Hunt, a great thundering spectral hunting 
  party that tears across the sky and slays all before it who will not submit and become part 
  of the hunt. This unhallowed hunt is always lead by a great rider on a black horse, who 
  leads behind him a horde of spirits in the shape of shadowy riders on black horses, with the 
  baying of dark hellhounds before them. 
  Intangible Swarm: The sluagh is not a physical being, or even a single intangible being, and is 
  thus difficult at best to strike with any assault, even magic. The sluagh has Resistance 
  +4/Iron.
  Soul Eaters: The sluagh devours its victims completely. Those slain by the sluagh who will 
  not join the host are devoured utterly, their souls ripped apart by the swarm. Victims of the 
  sluagh cannot be resurrected, and do not even experience the pleasure or pain of the 
  afterlife.
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  The Wild Hunt: An ancient ritual thought to perhaps predate even the sidhe, the Wild Hunt 
  is a great gathering of the sluagh at the behest of the lord of the Hunt, typically held at least 
  once in a year but sometimes more. Once the lord of the Hunt works his glamour,  it 
  gathers about them every sluagh of the realm, forming a great and terrible hunting party. All 
  its participants take the form and shape of the black riders and their steeds and hounds. 
  The Wild Hunt is no mere swarm but a force of nature, an unstoppable hunt that tears 
  across the fae realm and into the mortal world, destroying all who dare resist it. One does 
  not combat the Hunt, one either joins it, avoids it, escapes it, or falls before its might. 
  Those who fall within the path of the Wild Hunt must make that choice: if they join it, they 
  will be claimed as a new soul for the sluagh and ride with the Hunt, if they resist, they have 
  no choice but to flee, requiring a DEX save to evade the coming torrent of death. Should 
  they fail, they are consumed utterly, for the Wild Hunt rends the very souls of its victims.
  Sphinx
  Origin: Divine
  Hit Dice (HD): 12d12 (73) 
  Massive Damage (MD): 24
  To-Hit (TH): +12
  TAAC0: 17
  Armor Class (AC): -2
  Initiative (I): 19
  Save (S): 20
  Attacks  (Att): Bite  6d12,  Claw 
  5d12
  Morale (M): 20
  # Appearing: 1
  Price:  N/A. Sphinxes obey only 
  the divine will.
  Description:
   The  divinely 
  appointed  guardians  of  the 
  borders of the divine plane, the 
  sphinxes bear the body of a lion, 
  the  face  of  a  human,  and  the 
  wings of a great eagle. Powerful 
  beyond words, and wise beyond 
  human  imagining,  it  is  the 
  sphinxes who judge the living and 
  the dead who would presume to enter the plane of the divine. None may pass into the 
  many heavens without consent from the sphinxes. In legend, this often takes the form of a 
  riddle presented to the traveler, meant to demonstrate their worthiness and mental acumen. 
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  In truth, no such ritual is necessary, for sphinxes communicate directly with the divine will 
  and may see the souls and minds of all who stand before them. Those who would dare war 
  with the sphinx or try to force their way in, or who prove too vile to even stand before the 
  gates of the divine, are slain where they stand and devoured, their souls passed into the 
  underworld to be tormented for eternity. 
  Divine Resilience:  The sphinx is a divine being of incredible power, and can withstand 
  withering blows with scarcely a shrug. All sphinxes have Resistance +5.  
  See Soul: The sphinx may look upon the bare soul of any mortal that dares before it, and 
  cannot be fooled by any mortal attempt at dishonesty, for it knows the heart and nature of 
  mortal kind even better than they do.
  Stone Giant
  Origin: Earth
  Hit Dice (HD): 8d8 (33)
  Massive Damage (MD): 16
  To-Hit (TH): +4
  TAAC0: 9
  Armor Class (AC): 2
  Initiative (I): 13
  Save (S): 14 (+2 STR, +2 CON, -2 
  INT)
  Attacks  (Att): Hurl  Stone  4d8  (R), 
  Fists 3d8, Shake the Earth 2d8
  Morale (M): 14
  Price:  80 in gold or jewels
  ₳
  # Appearing: 1
  Description:  Of  the  great  jotunn 
  diaspora, the Earth planar stone giants 
  are perhaps the most peaceful, though 
  they  are  still  known  for  their  great 
  temper when their homes are intruded 
  upon.  The  towering,  grey-skinned 
  giants appear to be hewn from solid 
  granite,  and they  dwell in caves and 
  other sheltered places, preferring largely 
  to be left alone. Stone giants seldom organize in any fashion, content to live a hermetic 
  existence, but they have banded together from time to time into loose tribes when under 
  threat, such as against the ever rapacious dwarves. Of course, the same stone giants have in 
  other ages served as heavy muscle for the dwarves against other earthen foes.  They do 
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  make largely dependable, if occasionally slow-witted, allies, should you be able to gain one’s 
  trust. 
  Shake the Earth: The stone giant lets loose a great stomp that shakes the very ground to its 
  core. All within 60m of the giant must make a DEX save or take 2d8 damage and be 
  knocked flat, requiring a round to get back to their feet.
  Sylph
  Origin: Air
  Hit Dice (HD): 3d8 (13)
  Massive Damage (MD): 11
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 5
  Initiative (I): 12
  Save (S): 10 (+2 DEX, +4 INT)
  Attacks (Att): Gust of Force 2d8 
  (M/R) (may use weapons)
  Morale (M): 10
  Price:  30
  ₳
  # Appearing: 1d6
  Description:  As arrogant as they 
  are intelligent, the sylphs are the 
  elemental  lords  of  Air,  brilliant 
  minds  bound  to  ethereal  bodies 
  cast of wind and sky. The sylphs 
  rule  the  plane  of  air  from  the 
  White Towers, great spires thrust 
  from the peaks of Air’s mountains 
  and into the clouds, where they flit about from platform to platform miles above the 
  surface below. Sylphs take an academic interest in everything, their keen intellect endlessly 
  absorbing information. They see themselves as innately superior to all creatures who dwell 
  below them in the planes, not out of any sense of racial superiority, but because they 
  believe none possess the wisdom or knowledge within even a single sylph’s mind. As rulers 
  they can be alternately callous and ruthlessly moralistic, though their idea of morality often 
  owes more to the endless debates of sylph academics than any practical or spiritual ethic. 
  Sylph rule is an aristocracy of self-appointed philosopher kings whose righteousness stems 
  from their own elevated opinion of their intellectual fiber. Sylphs rarely war with the other 
  forces of Air, seeing such acts as beneath them, but in the interests of asserting their moral 
  judgment and superiority they have at times taken to the skies to quash some new rebellion 
  against their rule. Many speculate that a confrontation with the elves is all but inevitable. 
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  Ethereal Body:  Sylphs are beings of air and wind, and they do not thus possess typical 
  physical bodies, though wounds may still disrupt the bonds that hold them together. They 
  may appear as roughly solid forms much of the time, but their physical form is fluid and 
  may reshape itself as needed, to avoid blows or even carry additional loads. Sylph only 
  suffer half penalty for attacking twice in a round (-1/-2), and have Resistance +2/Air.
  Arcane Knowledge: Sylph possess an eidetic memory, and a sylph never forgets any piece of 
  information it learns. As such, sylph wizards do not require a spell book. Instead, all spells a 
  sylph learns are retained. In addition, a sylph created as a character gains a free +1 to any 
  one of the following  skills: Arcana, History, Language, Medicine, Religion, Science, and 
  Xenotherology.
  Tarasque
  Origin: Fire
  Hit Dice (HD): 10d10 (51)
  Massive Damage (MD): 20
  To-Hit (TH): +5
  TAAC0: 10
  Armor Class (AC): -2
  Initiative (I): 17
  Save (S): 17
  Attacks (Att): Flaming Breath 5d10 (R), Bite 4d10, Tail Sting 3d10
  Morale (M): 20
  Price:  A hymn of faith from a true and holy believer
  # Appearing: 1
  Description: An immense, dragon-like turtle beast, the Tarasque is said to be the solitary 
  creation of an ancient pairing between the infernal and chaotic Leviathan and the ever 
  burning Onachus.  The Tarasque bears the spiny shell of a turtle, six legs like that of a 
  bear’s, a lion’s head, and the tail of a scorpion. It breathes terrible fire from its mouth, and 
  injects burning poison with its tail, and in all things seeks only to endlessly devour all before 
  it, a never wavering force of pure appetite and destruction. It is said that only a true believer 
  in the divine will may tame the beast, as no lesser will than that which is in the heavens 
  could even slow its tireless advance and insatiable hunger.
  Flaming Breath: The creature belches out a breath of flame so powerful it may melt steel. 
  There is a 10% chance that the creature simply melts either weapon or armor of its target 
  on hit. Unless a DEX save is made to avoid it, the target themselves are ignited by the 
  breath of the Tarasque.
  Burning Poison: The sting of the Tarasque is not venom, but liquid fire, continuing to burn its 
  victim for 1d10 damage per round for 1d8 rounds unless a CON save is made. 
  Soothing the Beast: The song of one truly faithful and charmed may calm the Tarasque. A 
  cleric or champion of at least CHA 15 may attempt a CHA check to soothe the beast with 
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  their song, and in so doing the creature will turn cowed and docile and harm neither the 
  believer or their allies from that moment on.
  Thunderbird
  Origin: Air
  Hit Dice (HD): 7d10
  Massive Damage (MD): 17
  To-Hit (TH): +3
  TAAC0: 8
  Armor Class (AC): 3
  Initiative (I): 14
  Save (S): 14 
  Attacks (Att): Lightning Bolt 3d10 
  (R), Claws 2d10, Thunderclap 1d10 
  (R)
  Morale (M): 14
  Price:  Fresh whale meat
  # Appearing: 1
  Description: Thunderbirds are great 
  raptors of the plane of Air, once the 
  Western cousins  to the  great Roc. 
  These  enormous  black  birds  bear 
  vast wings whose beats can rumble forth thunder, and their eyes can cast forth bolts of 
  lightning.  The thunderbirds once flew over the Americas long ago, hunting whales and 
  nesting in the great peaks and caves of the Cascade and Olympic Mountains. Thunderbirds 
  are more than meets the eye, however. Not mere birds of prey, the thunderbird is a spirit of 
  keen intellect that can shed its bird form like a cloak and walk amongst humankind. It is 
  said that thunderbirds have even married humans, founding families and even whole tribes. 
  To this day there are those who claim lineage to one of the great thunderbirds of old. 
  Thunderbirds are territorial creatures, and do not suffer the intrusion of any being into their 
  nesting grounds, but they also hold great compassion for humans. In the past they have 
  fought the other great spirits of the land and sea in order to aid humankind in times of 
  need.  
  Lightning Bolt: The gaze of the thunderbird can call forth lightning, striking its targets with 
  electric haste  and even arcing  to other foes within range. The lightning  bolt strikes 
  automatically, and any damage over the target’s hit points arc out and strike the next nearest 
  target, continuing to do so until all damage is expended.
  Thunderclap: The beating of the creature’s great wings can shake mountains. All creatures 
  within 60m of the thunderbird must make a DEX save or be thrown down by the force of 
  the shockwave and take 1d10 damage.
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  Human Form: The thunderbird may shed its avian form, removing it like a cloak or a suit of 
  feathers and hiding it away, revealing a human form underneath which is indistinguishable 
  from any other. No magic will detect the trace of its supernatural origin. The thunderbird, 
  or its descendants, can done this cloak to once again take their true form.
  Flight: The thunderbird is a swift flyer of great speed and power, able to travel at supersonic 
  speeds, up to 1,500 km/h.
  Toad Lord
  Origin: Unholy
  Hit Dice (HD): 6d8 (25)
  Massive Damage (MD): 14
  To-Hit (TH): +3
  TAAC0: 8
  Armor Class (AC): 4
  Initiative (I): 13
  Save (S): 12 (+2 INT, -2 CHA)
  Attacks (Att): Acidic Belch 3d8 
  (R), Bite 2d8, Claw 1d8 (may use 
  weapons)
  Morale (M): 
  Price:  The blood of a lawyer
  # Appearing: 1d3
  Description: The Ba’al-Karpadim, or ‘toad lords,’ are a breed of vile toad-like demons that 
  worship and glorify pure chaos. Belching forth pure acidic bile, and dripping with toxic, 
  hallucinogenic slime, the toad lords’ repulsive appearance belies a clever mind for the 
  arcane craft and the dismantling of order. Their society and organization is little known, 
  and some have speculated that in fact if they possess any social structure it is likely a 
  fractious one. Manifested toad lords have been known to turn on one another even in the 
  midst of combat, and generally seem to defer to each other only through fear of those of 
  greater strength and power.  Indeed, some have suggested that the very title of ‘lord’ in 
  their name may be self-appointed, the product of pure egotism rather than any actual 
  internal power structure. 
  Acidic Belch: The toad lord can belch forth an unholy stream of acid and bile onto a target. 
  On hit, the acid deals 3d8 damage to the target, and reduces the AC of the target’s armor by 
  1. In addition, any creatures within 10m of the target must make a DEX save to avoid 
  taking 1d8 damage from the splashing acid.
  Arcane Knowledge: Toad lords are talented spell casters, and cast as a 6th level wizard with 16 
  Will and the following spells:  haywire, see magic, spark flame, burning hands, cause fear, jump, 
  universal tongue, color spray, degauss, knock, phantasm, wizard’s shield, call superior elemental (fire),  
  dispel magic, and fireball.
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  Toxic Skin:  The toad lord’s skin exudes a toxic slime with hallucinogenic effects which 
  overwhelm the victim with chaotic images of horror and destruction. Toad lord slime is 
  always a bad trip, and skin contact with the toad lord requires a WIS save or the subject will 
  be completely consumed by madness for 2d4 hours, though they may continue to make a 
  new check to shake the effect every hour. 
  Treant
  Origin: Earth
  Hit Dice (HD): 9d6 (28)
  Massive Damage (MD): 15
  To-Hit (TH): +3
  TAAC0: 8
  Armor Class (AC): 1
  Initiative (I): 14
  Save (S): 14 (+2 STR, -2 DEX)
  Attacks (Att): Crush 4d6, Fists 3d6
  Morale (M): 14 (20 in their home forest)
  Price:  An axe, re-forged into a plowshare
  # Appearing: 1d3
  Description:  Treants  are,  as  the  name 
  helpfully suggests, animate intelligent trees, 
  tall  as  oaks  and  just  as  sturdy.  Treants 
  stand watch over the forests of the plane 
  of Earth and protect them from those that would hew and burn the trees by axe or flame, 
  ensuring that the majestic woodlands of the planes remain whole despite the predations of 
  other creatures. Treants are slow to act and to anger, but once engaged are no small threat 
  to those who would themselves threaten the trees. They are similarly ponderous thinkers, 
  but often quite wise and particularly interested in the deep thoughts of mortals.  Some 
  legends of talking trees throughout histories are in fact treants who had happened to 
  already be present and unnoticed, as the treant at rest appears to the untrained eye to be no 
  different from any other tree.
  Tree Shape: While treants in motion do possess a more or less humanoid form, at rest they 
  may  sink  their  feet into  the  earth  and  will  appear  just  as any  other  tree,  perfectly 
  camouflaged from view. WIS checks to spot the presence of the treant are at a -4 while it is 
  at rest.
  Crush: The grip of the treant’s limbs is mighty as the trees are tall, and should the treant 
  succeed in a grapple check against an opponent, it may attempt to simply crush the hapless 
  foe, dealing 4d6 damage per round to the enemy so long as the grapple is maintained. 
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  Troll
  Origin: Fae (Earth)
  Hit Dice (HD): 6d8 (25)
  Massive Damage (MD): 14
  To-Hit (TH): +3
  TAAC0: 8
  Armor Class (AC): 4
  Initiative (I): 13
  Save (S): 12 (+2 STR, +2 INT)
  Attacks (Att): Fists 3d6 (may use 
  weapons)
  Morale (M): 12
  Price:  A good riddle, or 60
  ₳
  # Appearing: 1d3
  Description: The cleverest and most varied of all the descendants of the jotunns, trolls 
  have an unfair reputation thanks to modern writers as dim-witted and thuggish, but the 
  truth is far different. After the defeat of the jotunns, the ancestors of the trolls fled to the 
  mounds, and found themselves in the realm of the sidhe. Their talent for witchery, and the 
  useful combination of cleverness and strength, made them useful allies for the sidhe lords, 
  especially those of the Summer Court who sought agents who could work by night. Trolls 
  cannot bear the light of the risen sun, and must hide away during the day or be turned to 
  stone. Thus they may only be active at night, making them useful watchmen against evening 
  encroachments by the Winter sidhe. 
  Stone Nature: The trolls are creatures of the earth and stone by nature, and the touch of the 
  sun will return them to that nature. A troll caught in daylight is turned to stone, forever to 
  become part of the scenery.
  Witchery: Like the sidhe, the trolls have a gift for a unique brand of their own magic, an 
  ancient witchcraft as old as the gods that is difficult for mortals to confront, who take a -1 
  penalty to saves against troll witchcraft. All trolls are spell casters, casting arcane and divine 
  spells alike as if they were arcane magic, cast as a 6th level wizard with 18 Will and the 
  following spells and prayers: animate tool, haywire, light, mage hand, see magic, charm person, circle of  
  protection, cure light wounds, resist magic, sleep, universal tongue, color spray, command person, darkvision,  
  disrupt magic, invisibility, know soul, mirror image, multiply food, third eye, hold person, and penetrating 
  gaze.
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  Undine
  Origin: Water
  Hit Dice (HD): 4d10 (21) 
  Massive Damage (MD): 14
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 6
  Initiative (I): 11
  Save (S): 11 (+4 CHA, +2 WIS, +2 INT)
  Attacks (Att): Fists 2d10
  Morale (M): 11
  Price:  A lover’s lament
  # Appearing: 1
  Description:  The  undine  are  the  true 
  elemental queens of the plane of Water, a 
  wise but sorrowful race of immortal water 
  spirits,  cursed  by  their  own  nature  and 
  beauty to  either  live a lonely existence or 
  sacrifice their immortality and home in order to continue their species. All undine are 
  female, and they can only produce offspring by joining with a mortal being, but in so doing 
  they lose their immortality. Only by pledging their love to a mortal of the land may they 
  produce a new undine to follow them; mating with a being of the sea only begets new 
  merfolk. Tormented by this terrible choice between loneliness and mortality, many undine 
  shut themselves away from even their merfolk children, and some even go mad and 
  become sirens. It is for this reason that the ruler of the undine is called the Queen of 
  Sorrows. Though she is the nominal ruler and empress of the lands beneath the waves, 
  even she hides herself away lest her temptation for love cost her immortality, and leave her 
  mad sister the Queen of Torments, ruler of the sirens, to ascend to the throne. 
  Haunting Song: The undine sing songs of great sadness to mourn their place in life, music of 
  such incredible beauty and woe that all who hear it struggle to feel anything but sadness and 
  empathy themselves. Even the mightiest and the most callous and evil may be brought to 
  tears by the song of the undine. On a successful CHA check from the undine, all within 
  earshot of her song must make a WIS save or be overcome with emotion and be unable to 
  act against her for as long as her song continues.  Should they fail by 5 or more they are 
  overcome with weeping, and may take no action for 2d6 rounds. 
  Undine’s Curse: To wed an undine is a sacred bond taken with mortal solemnity, and the 
  betrayal of that bond grants the undine the right to bestow a terrible curse  on the 
  unfaithful. The unfaithful victim of the undine’s curse must forever make a CON save 
  every time they go to sleep, lest their breath stop in their chest, and they drown on dry land.
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  Swimming: Undine are an aquatic race, and gain an additional +2 to any DEX rolls involving 
  swimming or while underwater. They may swim as fast as 50km/h in short bursts, or move 
  at twice the human rate normally. In addition, they may breathe equally well in air or water.
  Unicorn
  Origin: Fae (Holy)
  Hit Dice (HD): 4d10 (21)
  Massive Damage (MD): 14
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 6
  Initiative (I): 13
  Save (S): 11 (+2 DEX)
  Attacks (Att): Horn Attack 2d10, Kick 1d10
  Morale (M): 11
  Price:  N/A. Only one of true virtue can tame the spirit of a unicorn
  # Appearing: 1
  Description: An untamed and wild horse that today roams the fields of the fae realm, the 
  unicorn is a primal creature, utterly wild and untrainable. Unicorns are dangerously hostile 
  to any who would dare try  to tame them, or even any who dare encroach upon  their 
  domain. However it is said that one of true virtue can tame the creature at a touch, able to 
  ride it as a noble steed, though even in the hands of such a virtuous rider it will take no 
  saddle, bridle, or shoe. Its great horn is written of in many legends as a thing of divine 
  power that can heal and purify at a touch, but as none but the innocent can even approach 
  the  creature  and  few 
  could even slay it, much 
  of  this  lore  is  largely 
  exaggerated accounts and 
  snake oil. Still, the divine 
  connection  still  runs 
  through the creature, and 
  its  blows  strike  the 
  undead and other unholy 
  evils  with  deadly  force, 
  making  it  a  truly  great 
  mount for any cleric or 
  champion lucky  enough 
  to
   
  encounter
   
  the 
  creature. 
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  Valkyrie
  Origin: Air
  Hit Dice (HD): 5d12 (31)
  Massive Damage (MD): 17
  To-Hit (TH): +5
  TAAC0: 10
  Armor  Class  (AC): 5  (may 
  wear armor)
  Initiative (I): 14
  Save  (S): 13  (+2  STR,  +2 
  DEX)
  Attacks (Att): Diving Charge 
  2d12,  Fist  1d12  (may  use 
  weapons)
  Morale (M): 15
  Price:  50, but they will accept
  ₳
   
  orders from no man less than a 
  god
  # Appearing: 3
  Description: The Valkyries are 
  an  order  of  peerless  warrior 
  women who once served Odin 
  of  Asgard.  They are  now  an 
  independent  power  all  to 
  themselves, staking a claim of 
  their own in the plane of Air 
  and  defending  it  from  all 
  comers. The Valkyries are not a 
  race, but a chosen order.  They recruit  by invitation or volunteer some of the greatest 
  warriors from amongst the women of the mortal races, and train them to be soldiers and 
  fighting women of such might and grace that no man could be their peer. In so taking up 
  the  mantle  of  the  Valkyrie,  these  recruits  eventually become  supernatural  creatures 
  themselves. Such is the power and skill of the Valkyries that legends often attached them to 
  the forces of death, or even suggested they had control over fate itself, so incredulous were 
  the ancient mortal warriors at their prowess. It is said that none who face a Valkyrie on the 
  field of battle ever bears more than an even chance of survival, and it is this legend that lead 
  to the belief that it was they who chose the spirits taken into Valhalla to be trained for 
  Ragnarok as einherjar. Though the order of the Valkyries itself is open only to women who 
  have taken the mantle, they can and do marry mortals, founding a household with them 
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  apart from the shared quarters of the Valkyrie soldiers. These families are considered under 
  the protection of the Valkyries for as long as their vows of matrimony are kept. 
  Wings of the Swan: Once a recruit to the Valkyries is accepted as a full member of the clan, 
  they enter a rite of apotheosis, taking on the mantle and wings of the swan. From this day 
  forth, the Valkyrie bears great white wings which may bear it aloft with some haste. They 
  are able to fly at twice their running speed, execute a diving charge with their weapon that 
  deals 2d12 damage, and may take the form of a swan at will. Once a Valkyrie is accepted 
  into the fold and graced with this mantle, they will never age, though they may still perish 
  from injury or illness. 
  Vampire
  Origin: Unholy
  Hit Dice (HD): 6d12 (37)
  Massive Damage (MD): 18
  To-Hit (TH): +6
  TAAC0: 11
  Armor Class (AC): 4 (may wear armor)
  Initiative (I): 13
  Save (S): 14 (+2 STR, +2 DEX, +2 INT, 
  -2 CHA)
  Attacks (Att): Claw 3d12, Bite 2d12 (may 
  wield weapons)
  Morale (M): 12
  Price:  The summoner’s blood
  # Appearing: 1
  Description: Vampires are the most evil and dangerous of all the living dead, pitiless and 
  calculating living nightmares devoid of all morality, a mind without a soul to match. Their 
  soulless nature drives their eternal bloodlust, and they see mortal kind as nothing more than 
  prey with which to feed their endless desire for the blood of the living, their existence 
  without souls sustained by the life that flows from the veins of the mortal creatures of the 
  world. It is said that the first vampires were humans who had committed such abominable 
  horrors that the underworld dared not allow them body or mind even in hell, and so their 
  corpses were left to roam the earth, living but without souls. There is no redemption for 
  the vampire, its soul is already damned by the underworld, and they know it on the most 
  primal level. Nihilistic and destructive to the core, vampires view morality as a fabrication, 
  and the only true goal is survival: constant flight from the oblivion that awaits them all.
  Undead Resilience:  Vampires are no longer among the living, and bear no fear of pain or 
  injury as all will be healed in time. Vampires possess Resistance +3/Holy, and automatically 
  heal 1d4 Hit Points per round. In addition, they do not age from the time they are turned to 
  the unliving and will not truly perish by any means other than destruction by Holy damage. 
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  Detached from Life: Vampires are not living beings, lacking souls and the true breath of life. 
  As such while they may work magic, they cannot master the elements. Vampire spell casters 
  may only cast Unholy and Magic spells. In addition, cleric and forestwalker healing abilities 
  deal damage rather than healing to the vampire, and resurrect abilities instead slay the 
  vampire if it fails a WIS save to resist.
  Creating a Vampire:  Vampires are singularly evil and unholy entities. The creation of a 
  vampire is no mere infection to be passed along like a virus, but an unholy state of being 
  brought about by the sins of the mortal that becomes one. Vampires may enslave mortals 
  by feeding them their corrupted blood, creating a powerful addiction in the mortal victim 
  who must return night after night for a fresh taste of it, but doing so alone will not turn 
  them to the undead. To return from death as a vampire one must have committed such sins 
  as to deserve such a curse, and so the vampire seeks out those already truly monstrous in 
  their mortal life or attempts to create monsters of its blood thralls by leading them into 
  heinous acts of evil. The vampire then drains the mortal of life while giving them some of 
  their own corrupted blood. Should the mortal be worthy of the curse, they will indeed arise 
  as a vampire. Otherwise they will remain a shambling corpse at best, a zombie and nothing 
  more. Ingesting a vampire’s blood requires a WIS save to resist falling under its narcotic 
  allure, craving more nightly and requiring a WIS save not to obey whatever it asks in order 
  to gain more. Should the addicted thrall prove vile enough, they may be slain and raised as 
  the undead.  They  return as a vampire if a further WIS save fails, or as a zombie if it 
  succeeds, allowing their soul and mind both the release of death and the afterlife.  
  Vodyanoy
  Origin: Water
  Hit Dice (HD): 3d8 (13)
  Massive Damage (MD): 11
  To-Hit (TH): +1
  TAAC0: 6
  Armor  Class  (AC): 7  (may  wear  light 
  armor)
  Initiative (I): 10
  Save (S): 9 (+2 DEX, +2 CON, -2 CHA)
  Attacks (Att): Bite 1d8, Slap 1d6 (may use 
  weapons)
  Morale (M): 9
  Price:  30
  ₳
  # Appearing: 1
  Description:
   River  and  lake-dwelling 
  humanoids with webbed hands and feet and a toad-like face, the bearded vodyanoy are 
  surly, ill-tempered, and territorial, and rarely interact with other species on anything like a 
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  friendly basis. Some vodyanoy are known to drown swimmers for fun, and a sizeable 
  portion of the vodyanoy workforce are surface dwellers dragged to their underwater caves 
  to serve as slaves. Villagers living near vodyanoy lairs have been known to leave offerings at 
  the shores of the river, as such gifts seem to serve as protection money, keeping the 
  predations of the vicious creatures at bay. Little is known of the life-cycle and society of the 
  vodyanoy, as few ever escape enslavement by them, and surface encounters usually end in 
  the flight of the vodyanoy or the death of the human witness. Since the fall of magic, they 
  have largely set up shop in the plane of Water, and their ill manner has raised the ire of 
  enough of the locals there that others have even relocated to the Earth plane as well, where 
  they might find fewer foes capable of seeking out their underwater lairs. 
  Amphibious: Vodyanoy are amphibious beings who breath as readily underwater as above, 
  and swim at twice the speed of a human.
  Will-o-the-wisp
  Origin: Magic
  Hit Dice (HD): 1d4 (3)
  Massive Damage (MD): 5
  To-Hit (TH): +0
  TAAC0: 5
  Armor Class (AC): 9
  Initiative (I): 8
  Save (S): 5 (+4 DEX)
  Attacks (Att): Ghostly Touch 1d4
  Morale (M): 5
  Price:  N/A. Wisps have little mind left with which to negotiate.
  # Appearing: 1d4
  Description:  Will-o-the-wisps, or simply wisps, are spirits who have faded almost to 
  nothingness. Once ghosts or even wraiths, these lost souls have dwindled down to nothing 
  more than vague lights and shadows no longer even recognizable as former humans, but as 
  indistinct balls of ethereal matter. Wisps have lost all but a scrap of their mind and soul, the 
  spiritual equivalent of a permanent vegetative state. They often lurk about in places marking 
  something that was important in their lives, as if out of some forgotten memory of who 
  they once were. They are particularly common in remote places like lakes, swamps, and 
  forests, where a soul might have died and awoken still lost in a foreign place, going slowly 
  mad and fading into nothing before ever finding its way back home or into the astral plane. 
  Other wisps will lurk around the site of their burial, or the hiding place of something 
  particularly important in their lives, leading to Nordic myths that such creatures guarded 
  treasure.  
  Insubstantial: Wisps are as insubstantial as a thing can get without simply ceasing to exist, 
  and as such have Resistance +5/Magic. 
  264
  
  Arcana Rising
  Winged Devil
  Origin: Unholy
  Hit Dice (HD): 5d8 (21)
  Massive Damage (MD): 13
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 5
  Initiative (I): 14
  Save (S): 11 (+2 DEX, +2 WIS)
  Attacks (Att): Claws 2d8
  Morale (M): 11
  Price:  The ramblings of a madman
  # Appearing: 1
  Description: The winged devil is a demon of terror and madness, known throughout the 
  ages by many names and even appearances but always appearing as the form of a winged 
  humanoid figure. Winged devils serve as agents of chaos and nightmare, appearing before 
  mortals to torment them with fear, counting on their descending madness to spread 
  amongst the populace and sow distrust and terror among humanity. Often it is only 
  necessary that they appear before the right mortals at the right time to have the desired 
  effect, but their practice of terrorism sometimes goes further. Often they focus on local or 
  even national tensions to create folk devils of people, committing strange and unspeakable 
  acts with just enough of a breadcrumb trail to lead to one group or the other and turn a 
  community into a paranoid war zone. Others will simply stalk the night and rely on their 
  stealth to pick off a community one by one in order to stir the whole of an entire city into a 
  terrified panic. Winged devils exist only to cause the fabric of order and reason to crumble, 
  and they will strike when, where, and how it is necessary to do so. 
  Winged Leap: While the winged devil is accurately named, they do not actually possess the 
  power of flight. Their wings are too small to hold them aloft for long, but they do make for 
  an expert assisted jump. All winged devils can effectively cast jump at will without a roll.
  Vanish Into Thin Air: The work of the winged devil counts on an absolute escape, and as 
  such they are gifted teleporters as well, capable of casting  teleport  and  invisibility  on a 
  successful WIS check.
  Maddening Fear:  The sight of the winged devil terrifies on a primal level. Witnessing the 
  creature requires a WIS save, or the victim is paralyzed with fear for 2d6 rounds, and those 
  who fail this save by 5 or more are touched by madness, losing 1d3 WIS permanently.  
  265
  
  Arcana Rising
  Wraith
  Origin: Astral (Magic)
  Hit Dice (HD): 4d10 (21)
  Massive Damage (MD): 14
  To-Hit (TH): +2
  TAAC0: 7
  Armor Class (AC): 6
  Initiative (I): 13
  Save (S): 11 (+2 DEX, +2 WIS)
  Attacks (Att): Wraith Strike 2d10, 
  Unhallowed Scream 1d10 (R)
  Morale (M): 11
  Price:  An artifact of their mortal life
  # Appearing: 1
  Description:  Wraiths are ghosts 
  that  have  gone  mad:  mad  with 
  rage,  mad  with  hate,  mad  with 
  grief, or even were simply formed 
  mad  from  the  day  their  mortal 
  host died. Unlike ghosts, wraiths 
  have begun to lose their humanity and their identity, their souls torn by too many spiritual 
  wounds. A wraith is seldom left with anything like a rational mind, seeing other souls as 
  villains in their own personal nightmare, and the living as objects of jealousy so intense it 
  drives them to attack and torment them. As the wraith lacks the innate sense of material vs. 
  spiritual, they are more capable of interacting with the real world and thus acting on their 
  rage in the mortal realm. This can be doubly dangerous in the case of those wraiths who 
  were already monstrous or evil in life: now free of the shackles of a physical form they may 
  wreak all new havoc against mortal kind. 
  Wraith Strike: The wraith’s strike may indeed strike at physical beings, unlike that of a ghost, 
  though it deals only half damage to physical targets. However, like the ghost’s strike, the cut 
  of a wraith’s blow is not a merely physical blow, but a spiritual one as well. Those struck by 
  the ghost also take 1d3 points of temporary damage to one of the three mental stats (INT, 
  WIS, CHA).
  Intangible: The wraith is still an incorporeal being. While it has the ability to appear visibly 
  and even physically interact with objects, such ability is at its own will, and so strikes against 
  the creature are substantially less effective. The wraith has Resistance +5/Magic.
  Unhallowed Scream: The wraith unleashes a scream of its own torment and rage that shakes 
  the target to its core. If it is another spirit, this attack does 1d10 damage, but any victim of 
  the scream must make a WIS save or be paralyzed with fear for 1d4 rounds.
  266
  
  Arcana Rising
  Wyvern
  Origin: Water
  Hit Dice (HD): 7d10 (26) 
  Massive Damage (MD): 17
  To-Hit (TH): +3
  TAAC0: 8
  Armor Class (AC): 3
  Initiative (I): 14
  Save (S): 14
  Attacks (Att): Bite 3d10, Claw 2d10, 
  Barbed Sting 1d10
  Morale (M): 14
  Price:  70 of poisonous fish
  ₳
  # Appearing: 1
  Description:  Wyverns are the unholy spawn of the Leviathan, winged dragon-like sea 
  creatures with two powerful talon-bearing legs. They roam the oceans feasting on whatever 
  living thing they can find, but have a particular taste for poisonous fish species, as the 
  wyvern does not actually produce much of its own poison but rather processes it from the 
  glands of other poisonous species like blowfish. Ravenous and hostile, wyverns are still 
  rather intelligent creatures despite their aggressiveness. While they do not appear to speak, 
  they do understand speech and often take advantage of that fact when plotting attacks on 
  other intelligent creatures.
  Barbed Sting: The tail of the wyvern possesses a barbed sting which delivers the poison it 
  stores up from its diet. In addition to the barb’s damage itself, being struck with it injects 
  the target with a deadly paralyzing poison. The victim must make a CON save or be 
  paralyzed for 2d4 rounds. Any result higher than 5 rounds of effect requires a second CON 
  save or the victim’s heart will simply stop, killing them. 
  Yeti
  Origin: Air/Earth
  Hit Dice (HD): 2d8 (9)
  Massive Damage (MD): 10
  To-Hit (TH): +1
  TAAC0: 6
  Armor Class (AC): 8 (may wear armor)
  Initiative (I): 9
  Save (S): 8 (+2 STR, +2 DEX)
  267
  
  Arcana Rising
  Attacks (Att): Fists 1d8 (may wield weapons)
  Morale (M): 8
  Price:  20 worth of mortal foods of the forest
  ₳
  # Appearing: 1d4-1
  Description:  The lost descendants of another 
  ape-descended race of humanoids, “yeti” is but 
  one name for these elusive creatures, known by 
  any number of other legends. It is uncertain 
  whether the yeti are indeed lost Neanderthals 
  specifically,  or some  other  species  from that 
  time. It is known that they once competed with 
  humans in the mortal plane before being driven 
  to  near  extinction  and  fleeing  to  the  outer 
  planes. Equally at home in the lofty and snowy 
  peaks of Air or the forests of Earth, yeti are 
  generally  skittish  and  nervous  about  other 
  humanoids. They live largely as nomads in order 
  to avoid leaving any settlement or trace of their 
  presence that might be targeted by other beings 
  that  might  prove  hostile  towards  them.  Yeti 
  rarely  attack  others,  though  they  have  been 
  known to spook off those  who would encroach on their gathering grounds.  Deeply 
  committed to the family unit, and in tune with the spirits of nature, many yeti are natural 
  forestwalkers with a gift for the natural world.
  Naturewalk: Yeti are experts at traversing difficult terrain such as deep woods and mountain 
  peaks, and suffer no reduction in travel time when passing through such areas. Their hairy 
  coat resists cold temperatures, effectively allowing them to comfortably walk bare through 
  temperatures as low as -40C. 
  Forestwalker: Yeti make talented forestwalkers due to their innate sense for the natural world 
  and the life they lead as nomadic gatherers. Yeti forestwalkers receive double their seasonal 
  bonus, and double their CHA bonus when adding it to healing. 
  Zombie
  Origin: Unholy
  Hit Dice (HD): 1d10 (6)
  Massive Damage (MD): 11
  To-Hit (TH): +0
  TAAC0: 5
  Armor Class (AC): 9 (may wear armor)
  Initiative (I): 8
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  Arcana Rising
  Save (S): 8 (+2 CON, -2 DEX, -2 INT)
  Attacks (Att): Fists 1d10, Bite 1d8
  Morale (M): 20
  Price:  N/A. Zombies are created by magic.
  # Appearing: 2d6
  Description:  Zombies are corpses animated 
  by  magic,  undead  creatures  created  at  the 
  behest  of  unholy  magic.  Mindless 
  abominations, they follow the commands of 
  their creator without question so long as their 
  will remains.  Without that will, the  zombies 
  fall into an unrestrained cannibalistic hunger, 
  roaming free and devouring any mortal kind 
  they come across without reservation or even 
  concern for their own well-being. 
  Undead Flesh: The zombie feels no pain or fear 
  or remorse and it thus resists the attacks of 
  mortal weapons and magic alike. All zombies 
  have Resistance +3/Holy.
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  Arcana Rising
  OPEN GAME LICENSE
  Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open 
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  over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and 
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  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that 
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may 
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  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
  You Distribute.
  270
  
  Arcana Rising
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any  
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  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!,  Christopher  Perkins,  Rodney 
  Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Arcana Rising Copyright 2013, John S. Berry III.
  Hulks and Horrors : Basic Black Edition Copyright 2013, John S. Berry III.
  Hulks and Horrors is a trademark of John S. Berry III.
  Arcana Rising is a trademark of John S. Berry III.
  Bedroom Wall Press is a trademark of John S. Berry III.
  Delving Deeper Reference Rules Volume 1: The Adventurer’s Handbook Copyright 2012, Cameron Dubeers and 
  Simon J. Bull.
  Delving Deeper Reference Rules Volume 2: The Referee’s Guide Copyright 2012, Cameron Dubeers and Simon J. 
  Bull.
  Delving Deeper Reference Rules Volume 3: The Monster & Treasure Reference Copyright 2012, Cameron 
  Dubeers and Simon J. Bull.
  Labyrinth Lord TM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
  PRODUCT IDENTIFICATION:
  Product Identity: The ‘Arcana Rising’ and ‘Hulks and Horrors’ names are trademarks of John S. Berry III and are 
  Product Identity.
  All art assets are considered Product Identity for the purposes of the OGL and where not already in the public 
  domain remain the property of their creators, and are released under a Creative Commons Attribution-ShareAlike 
  3.0 Unported license (CC BY-SA 3.0). 
  Open Game Content: All game mechanics and material not covered under Product Identity (PI) above.
  This is the end of the Open Game License.
  271
  
  Arcana Rising
  Arcana Rising
  Arcana Rising character sheet
  Name: _____________________________________________ Gender: _____________
  Class: ____________________ Character Level: ________ Current XP: ______________
  Day Job: _______________  Demand: __________________  Income: ______________
  Wrinkles: _______________________________________________________________
  Description: _____________________________________________________________
  _______________________________________________________________________
  Stats
  Bonuses
  Combat
  STR
  HP
  HP
  Max
  Current
  DEX
  Will/Faith
  Will/Faith
  Max
  Current
  CON
  Melee TH
  Melee TH
  Base
  Total
  TAAC0
  INT
  Ranged TH
  Ranged TH
  Base
  Total
  TAAC0
  WIS
  AC
  AC
  Armor
  Total
  CHA
  Melee Damage
  Saves
  DEX
  CON
  WIS
  HD
  Spell Save
  Weapon
  Damage
  Ammo
  Current
  MD
  Spell Damage
  Weapon
  Damage
  Ammo
  Current
  Special Abilities
  Spells/Prayers
  Skills
  Equipment
  272
  
SOURCE: textdata/thevault/Hulks & Horrors/Arcana Rising/Arcana Rising Final.pdf