TEXT: 1
  
  2
  Overview
  This document is designed to alter and add to the Fragged Kingdom 
  rule system to accommodate more traditional fantasy campaigns. 
  Primarily through the introduction of classic fantasy races and a 
  broader magic system.
  The options contained within this book are not exhaustive.
  GMs are encouraged to expand on them by creating new
  Races, Traits, Weapons and Utility Items.
   » All-Power = Clerics and Monks.
   » Alchemy (re-named Elementalist) = Arcane magic.
   » Alchemy Trait Name = Sorcery.
   » There is a new Mage Trait.
   » Spirit Shaman = Summoner.
   » Enchanter = Mental and Illusion Magic.
  Table of Contents
  3
  4
  5
  6
  7
  8
  9
  10
  Rule Changes
  Character Lists
  Race
  Racial Traits
  Elementalist (Alchemy) Variations
  Summon Variations
  Light Outfit Variations
  Heavy Outfit Variations
  Utility Items - Arcane
  Example Minor Spells
  Example Misc Items - Arcane
  Acknowledgments
  
  3
  Rule Changes
   » Change the Names of the Following Traits
   » Alchemist = Sorcerer.
   » All-Power = Cleric.
   » Spirit = Summoner.
   » Change the Names of the Following Weapon Types
   » Alchemy = Elementalist.
   » All-Power = Divine.
   » Spirit = Summon.
   » Wyld = Druidic.
   » The Following Weapons Require the Sorcerer (Alchemist) 
  or Mage  Trait, gain the Natural Keyword, and their Rng is 
  determined off a Characters Intelligence (Mage) or Willpower 
  (Sorcerer), not their  Strength, These Weapons are spells 
  not potions.
   » Bomb.
   » Utility Belt.
   » Field Satchel.
   » Tinkerer’s Backpack.
   » Breath Weapon.
   » Change the Breath Weapon’s Acquire cost to: 14t (normally 
  NPC or Twi).
   » Change Potions Utility Items:
   » Potion Utility Items that heal gain 2 uses if you have the 
  Cleric (All-Power), not Sorcerer (Alchemist), Trait.
   » Your non-Healing Potion Utility Items may gain the Natural 
  Keyword if you have the Sorcerer (Alchemist) or Mage Trait.
   » Your Healing Potion Utility Items may gain the Natural 
  Keyword if you have the Cleric (All-Power) Trait.
   » If you’re a magic user your Potions may become Spell 
  Utility Items.
   » The Cleric (All-Power) and Druid Traits do not have the 
  following Disadvantages ‘Secret Identity’ or ‘Prejudice’.
   » The Sorcerer (Alchemist) Trait costs 2 Knowledge (normally 1).
   » Each PC may only miraculously Avoid Death (Fragged Kingdom, 
  pg: 91) once.
  
  4
  Race
  Dwarf
  Elf
  Goblin
  Halfling
  Human
  Lizardfolk
  Orc
  Half Blood
  Reduce all of your Limited Vision and Low Light Cover penalties by 1 Step.
  +1 Resolve.
  +6 Endurance.
  +4 Defence vs Tackle.
  Gain a Dwarven Language.
  Reduce all of your Limited Vision and Low Light Cover penalties by 1 Step.
  +1 Awareness.
  You’re Trained in an additional Skill (+1 Hit and Defence if you’re an NPC).
  Gain a Elven Language.
  You’re Tiny.
  +1 Stealth.
  +1 Defence.
  When an Attack misses you: you may immediately move 1 space.
  Gain a Greenskin Language.
  You’re Tiny.
  +1 Stealth.
  Momentum 2: Your next Attack causes a free and automatic Strong Hit if it Hits.
  Gain a Halfling Language.
  +2 Attribute Points.
  Gain a Human Language.
  +1 Body and Head Armour.
  At the start of your Turn you may perform a free Assault Action with your Limbs (bite or claws).
  You suffer no penalties from aquatic and swamp environments (including Dangerous Terrain).
  Gain a Lizardfolk Language.
  +3 End Dmg, all Weapons.
  Once per Turn when a character within 3 spaces of you dies: you gain +1 Momentum.
  Gain a Greenskin Language.
  At Character creation you may reduce your Knowledge by 1 to gain a Language.
  Gain 1 of the following:
  Dragon: +1 Armour vs a specific type of non-standard damage (ie: fire, acid, etc...).
  +1 Body Armour, -1 Defence.
  Dwarf: +10 Endurance.
  Elemental: +1 Armour vs a specific type of non-standard damage (ie: fire, acid, etc...).
  One of your Energy Weapons gains the Natural Keyword.
  Elf: Reduce all of your Low Light Cover penalties by 1 Step.
  You gain 2 free Skill Roll Re-Rolls per session.
  Fiend: Reduce all of your Limited Vision and Low Light Cover penalties by 1 Step.
  +1 Crit Dmg vs any Character that has caused you Attribute Damage in the same combat.
  Orc: +3 End Dmg, all Weapons, -1 Persuasion.
  Gain a different 1 of the following:
  Dwarf: +1 Resolve, +2 Defence vs Tackle, -1 max Movement.
  Elf: +1 Hit, all Weapons, -1 max Strength.
  Halfling: You’re Tiny, Gain +1 Momentum at the start of each Combat, -1 max Strength.
  Human: +1 Attribute Point, -1 max, to 5 different Attributes (your choice).
  Lizardfolk: +1 End and Crit Dmg, Limbs, You suffer no penalties from swamp environments.
  Orc: +3 Endurance, -1 max Intelligence and Willpower.
  -1 Persuasion.
  -2 max Movement.
  Prejudice from Elves.
  -1 max Strength.
  -5 Endurance.
  Prejudice from Dwarves.
  -2 Leadership and Resolve.
  -2 max Strength and Focus,
  Prejudice from all non-Goblin races.
  -2 max Strength.
  -1 max Movement.
  -1 max, to 5 different Attributes (your choice).
  -2 Streetwise and Heraldry.
  -1 Armour when you’re at 0 Endurance.
  -2 max Willpower,
  Prejudice from all non-Lizardfolk races.
  -2 Philosophy and Persuasion.
  -2 max Intelligence and Willpower,
  Prejudice from all non-Orc races.
  Prejudice from some NPCs.
  Race (Must Select 1)
  Requirements
  Benefits
  Disadvantages
  GM Approval
  GM Approval
  GM Approval
  GM Approval
  
  5
  Requirements
  Requirements
  Requirements
  Requirements
  Requirements
  Requirements
  Requirements
  Requirements
  Finesse
  Willpower
  Heraldry
  Movement
  Intelligence
  Brawn
  Range
  Tactical
  Benefits
  Benefits
  Benefits
  Benefits
  Benefits
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  Disadvantages
  Disadvantages
  Disadvantages
  Racial Traits
  Mastered
  Amazing
  Arcane Resistance
  Hard Head
  Lucky
  Deep Dwarf
  Intermediary
  True Born
  Grow Wings
  Mage
  Grudge
  Nasty Bite
  Born with Power
  Dragon’s Breath
  Magical Insight
  Blood Lust
  Dodgy Git
  Nasty Git
  Poisonous
  Sneaky Git
  Teleport
  +1 Hit, all Weapons with the Familiar Modification.
  +1 Hit, all Weapons with the Practiced Modification.
  +1 Defence.
  +1 Attribute point.
  +1 to a single Attribute Maximum.
  +2 to all rolls (and Defence) to resist or defend against Magic.
  +1 Head Armour.
  +2 Endurance.
  Willpower re-rolls allow you to re-roll a single die (normally all dice).
  +1 Resolve and Philosophy.
  Reduce all of your Low Light Cover penalties by 1 Step.
  +2 to all rolls (and Defence) to resist or defend against poison or disease.
  +1 Resolve and Philosophy.
  +2 to all Skill rolls to counter or play up racial prejudice.
  +1 max Renown.
  Select an environment (ie: underground, forests, mountains, boats, etc...): you gain +2 to all 
  Rolls (including to Hit) while you’re within this environment.
  +1 max Renown.
  You may fly for 10 minutes per hour.
  Your Natural Alchemist (Elementalist) Weapons or Utility Items cost -1 Resource to a minimum of 1.
  You may choose Traits with the Alchemist requirement.
  +5 Endurance.
  You gain +1 Momentum when you damage the group that you hate.
  +1 End and Crit Dmg, Limbs (bite or claws).
  You may gain Magic Weapons that match your type, even if you dont have the required Trait.
  All Weapons that match your type gain: +1 End Dmg.
  You may gain a Breath Weapon that matches your type, even if you dont have the required 
  magic Trait.
  +2 Hit, Breath Weapon.
  +2 to all rolls to know about Magic.
  All of your Magic Weapons gain +X Ammo.
  You may select Legion racial Traits.
  Gain +2 Momentum (normally 1) when a character dies within 3 spaces of you.
  When an Attack misses you: you may immediately move a number of spaces equal to your Movement (normally 1).
  +3 Hit and End Dmg when you Attack Characters from behind, or who are Prone or Grabbed (Does not Stack).
  +3 Endurance.
  Your Limbs may gain Wyld (Druidic) Variation.
  +1d6 on all Stealth Skill Rolls during combat.
  Once per Turn you may Teleport when you move (equal distance to what you would have moved).
  -2 Defence.
  -1 max Momentum.
  The GM selects a common environment (ie: city, 
  etc...): you gain -2 to all Rolls (including to 
  Hit) while you’re within this environment.
  -5 Endurance.
  Strength only grants you 2 Endurance (normally 5).
  You hate a particular group.
  -1 max Resource if you’re a Half Blood.
  -(X x5) Endurance.
  Elf
  Min Ref 4
  1 Kn
  Human
  3 Kn
  Elf
  Dwarf
  Halfling
  Dwarf
  Human
  Elf
  1 Kn
  Dragon or Fiend
  2 Kn
  Dwarf
  Lizardfolk
  Elemental
  Dragon
  1 Kn
  Orc
  Goblin
  Goblin
  Lizardfolk
  Goblin
  Fiend
  
  6
  Elementalist (Alchemy) Variations (May Select 1, Alchemy (Elementalist) Only)
  Rng
  Hit
  +1
  +1d6
  -2
  Crit Dmg
  -2
  -
  +1d3-2
  *
  -
  -1
  Ideal Rng
  Load
  -1
  Max Rng
  +1
  -2
  -5
  -5
  Ammo
  +1
  -1
  End Dmg
  +1
  +1
  +1
  -1
  -2
  -2
  Weight
  Resources
  Acquire
  +0
  +0
  +1
  +0
  +0
  +1
  +0
  +1
  +1
  -2t
  +1t
  +2t
  +2t
  +0t
  +4t
  +2t
  +0t
  +0t
  Variation
  Arcane Missile
  Afflict
  Sleep
  Drain Life
  Chaos
  Polymorph/Petrify/Annihilate
  /Kill/Vaporise/Explode-Head
  Counter Spell
  Cloud, Poison
  Cloud, Ice
  Strong Hit: Tracking Shot (Does not Hit) This Attack Hits.
  Strong Hit: Afflict (Hit) All damaged characters suffer -1 Movement OR Hit OR Defence until the end of the Combat (Stacks to -3).
  Strong Hit: Sleep (Hit) All damaged non-Monster characters without Endurance (or at the GMs discretion) fall asleep for an hour. They wake up when 
  they’re Hit or if appropriate. The first Attack against them while they’re asleep gains Strong Hit +1.
  Strong Hit: Drain (Hit) You gain a free Recovery.
  Strong Hit: Chaotic Effect (Hit) This attack has random GM defined results. Roll 1d6 (higher is better for you): 1 = Very bad for you, 6 = Very bad for all 
  damaged characters.
  *If this Weapon would reduce a character’s (with 0 Endurance) Attribute to 1 or below; they’re completely incapacitated/destroyed.
  Strong Hit: Dispel Magic (Hit) Make a Skill Roll vs Skill Roll to remove/stop a magical effect or ability from your target for a GM defined amount of 
  time. If you target has magical armour, they suffer -1 Body and Head Armour until your next Turn.
  Splash +1.
  When using the Ready Attack Action: This Weapon may interrupt other magical actions at the GMs discretion.
  Splash +3, Dangerous Terrain 4d6 (Poison).
  Splash +1, Dangerous Terrain 4d6 (Cold).
  Splash 1d2.
  Weapon Type
  Summon Variations (May Select 1, Summon Only)
  Rng
  Hit
  -1
  -1
  +1
  Crit Dmg
  -1
  -1
  Ideal Rng
  Load
  Max Rng
  Ammo
  End Dmg
  +1
  +1
  -1
  +1
  Weight
  Resources
  Acquire
  +0
  +0
  +1
  +1
  +3
  +1
  +2
  +0
  +0t
  +0t
  +2t
  +1t
  +4t
  +0t
  +4t
  +0t
  Variation
  Animal/Beast
  Warriors
  Undead, Mages
  Fiends
  Fiend, Powerful
  Elementals
  Elemental, Huge
  Undead, Swarm
  Movement: +2, Natural.
  Movement: +2 Bodies: +1, Natural.
  Defence: +1 Movement: -1 Bodies -2, Natural.
  Defence: +2 Movement: +1, Natural, *Deal 1 Damage (no Armour) to a random (1d6) Attribute to any character that kills one of your Bodies.
  Defence: +2 Armour: +2 Bodies: -3, Natural, *Deal 2 Damage (no Armour) to a random (1d6) Attribute to any character that kills one of your Bodies.
  Defence: +2 Movement: +1, Natural, Strong Hit +1.
  Defence: -2 Armour: +2 Movement: +1 Bodies: -3, Natural, Strong Hit +1.
  Armour: -1 Movement: -1, Natural.
  Strong Hit: Channel Power (Hit, Once per Turn) Gain +1 Momentum Point.
  Momentum 2: Gain 4 Bodies (up to your maximum).
  Weapon Type
  Elementalist OR Enchantment.
  Elementalist OR Enchantment.
  Elementalist OR Druidic.
  Elementalist OR Druidic.
  Strong Hit: Poisoned (Hit) A damaged character takes 5 End Dmg at the start of their Turn until they receive First Aid (does not Stack).
  Strong Hit: Freeze (Hit) All damaged characters become Suppressed.
  
  7
  Heavy Outfit Variations (May Select 1, Heavy Outfit Only)
  Defence
  at 0 End
  Body Armour
  Slots
  vs Tac
  End
  Head Armour
  Type
  Resources
  Acquire
  Weight
  Variation
  Light*.
  *
  *
  *
  *
  *
  *
  +1
  +0
  +1
  +2
  +0
  +1
  +3
  1 Kn**
  1 Kn
  1 Kn
  1 Kn
  1 Kn
  1 Kn
  2 Kn
  -4
  +5
  -5
  -5
  -1
  +2
  +1
  +1
  -2
  +4
  +1
  Arcane Protection
  Arcane Shield
  Emergency Teleport
  Invisibility
  Damage Shield
  Contingency Spell, Minor
  Contingency Spell, Major
  Natural, *Treat this Outfit as Light for the purposes of sleeping, equipping and removing, **You must have a magic Trait.
  *You must have an appropriate magic Trait.
  Momentum 2: As long as you have Endurance you gain +1 Armour against the next Attack that hits you (Stacks).
  Momentum 1: During your Turn: you become invisible (Stealthed).
  Twice per combat: afte you take Damage you may Teleport 1d3 spaces, *You must have an appropriate magic Trait.
  *You must have an appropriate magic Trait, Counts as a Stealth Toolbox, You do not require Cover to become Stealthed.
  Any character within 2 of you that Hits you take 3 Endurance Damage, *You must have an appropriate magic Trait.
  In response to 1 enemy Action per Combat you may perform 1 free pre-defined Action, *You must have an appropriate magic Trait.
  In response to 2 different enemy Actions per Combat you may perform 1 free pre-defined Action, You have +2 Armour during Surprise Rounds, 
  *You must have an appropriate magic Trait.
  Light Outfit Variations (May Select 1, Light Outfit Only)
  Defence
  at 0 End
  Body Armour
  Slots
  vs Tac
  End
  Head Armour
  Type
  Resources
  Acquire
  Weight
  Variation
  
  8
  Utility Items - Arcane (Max 1, Magic Users Only)
  Name
  Requirements Notes
  Resources
  Acquire
  Spell, Domain
  Flight
  Spell, Hell Gate
  Spell, Mass Heal
  Spell, Reserect
  Spell, Resist - Minor
  Spell, Resist - Major
  Spell, Teleport
  Spell, Time Stop
  Spell, Trigger
  Spell, Turn Undead
  - Minor
  Spell, Turn Undead
  - Major
  Spell, Wild Form
  Ritual Caster, Mage
  Ritual Caster, Sorcerer
  Ritual Caster, Devine
  Natural, You may gain a single thing (Trait, Weapon, etc...) that would require you to be an Sorcerer or Mage.
  Natural, One Use, You may fly for an hour.
  Natural, One Use per Week, A gate to hell opens up and bad things come out. The more you spend (time, Trade 
  Goods, Skill Rolls, etc...) on this spell the larger and longer it stays open.
  Natural, One Use, Momentum X: All allies within X+2 of you are Healed for 10 Endurance and gain +1 Momentum.
  Natural, One Use, After spending 1 hour and 4 Treasure Trade Boxes; you resurrect a person from the dead and 
  they lose 1 Level. If you spend 12 Treasure Trade Boxes they do not lose a Level.
  You may not resurrect a level 1 character.
  Natural, Three Uses, You or an ally gain +2 Defence against a specific type of non-physical damage for 1 hour.
  Natural, Three Uses, You or an ally gain +2 Defence and Armour against a specific type of non-physical damage 
  for 1 hour.
  Natural, One Use, You may Teleport fifty meters (50 spaces).
  Natural, One Use, Momentum 3: You gain a free Turn after your Turn is finished.
  Natural, One Use, If a specific event happens a pre-prepared spell (possibly perform a free Action) goes off.
  Natural, Two Uses, Momentum 2: All Undead within 5 spaces of you take 1 point of Damage (no Armour) to two 
  random (2d6) Attributes on a 1d6 roll of a 4+ (roll once per Undead character).
  Natural, One Use, Momentum 3: All Undead within 10 spaces of you take 1 point of Damage (no Armour) to three 
  random (3d6) Attributes on a 1d6 roll of a 3+ or to one random (1d6) Attribute on a 1d6 roll of a 2+ (roll 
  once per Undead character).
  Natural, X Uses, You Turn into an Animal of your choice and you may:
   » Re-Arrange your Attribute Points.
   » Become native to a specific environment.
   » Change your Character’s Size.
   » Gain +2 Stealth OR +1 Momentum.
  You know a number of Minor Spell equal to your Level +6.
  At the start of each day you must choose a number of Minor Spells equal to your Level +1 that you may cast 
  during that day (you may select the same Minor Spell multiple times).
  You know a number of Minor Spell equal to your Level +1.
  You may cast a number of Minor Spells equal to your Level +6 each day (you may cast the same Minor Spell 
  multiple times).
  You know a number of Minor Spell equal to your Level +3.
  At the start of each day you must choose a number of Minor Spells equal to your Level +1 that you may cast 
  during that day (you may select the same Minor Spell multiple times).
  Cleric
  Magic User
  Cleric
  Cleric
  Cleric or Druid
  Sorcerer or 
  Mage
  Sorcerer or 
  Mage
  Sorcerer or 
  Mage
  Cleric
  Cleric
  Druid
  Mage
  Sorcerer
  (Alchemist)
  Cleric
  (All-Power)
  OR Druid
  0
  0
  1
  1
  0
  2
  0
  3
  1
  0
  2
  1
  1
  1
  0
  8t
  1 Kn
  2 Kn
  1 Kn
  8t
  2 Kn
  1 Kn
  4 Kn
  2 Kn
  1 Kn
  1 Kn
  X Kn
  1 Kn
  1 Kn
  14t
   » Reduce your Attribute Points by 3 to gain a 
  special ability (ie: flight, poisonous bite, etc...).
   » Apply the Natural Keyword to your equipment 
  (use your Weapons stats for your claws).
  The Arcane Utility Items listed here are just examples intended to inspire GMs and PCs. GMs should feel free to create new entries. In general, 
  these entries should reflect powerful non-attack based spells.
  
  9
  Example Minor Spells (Magic Users with a Ritual Caster Utility Item Only)
  Name
  Requirements
  Casting Time
  Notes
  Acquire
  Alarm
  Attract Lightning
  Bless
  Booming Voice
  Clean Air
  Comprehend Language
  Control Fire
  Create Fire
  Create Food & Water
  Damage Ward
  Dancing Lights
  Detect - Evil
  Detect - Magic
  Detect - Object
  Disguise Self
  Friendship
  Grease
  Guide/Prayer
  Identify - Magic
  Light
  Message
  Mighty Jump
  Minor Illusion
  Protect
  Repair
  Shape Earth
  Spider Climb
  Telekinesis
  Talk to the Dead
  Water Walk
  Wind
  Zap - Ranged
  Zap - Spray
  Zap - Touch
  You secretly alarm a nearby area; alerting you if anybody comes near.
  You enchant an object: natural lightning will be attracted to this object.
  A character gains +1 to their next non-Spare Time Roll (does not Stack).
  Your voice becomes very loud for up to 5 minutes.
  You clean the air in a 3 meter (3 space) area around you; removing some Dangerous Terrain.
  You understand an unknown language for 1 hour.
  You move 2 meters (2 spaces) of fire around you: up to 2 meters (2 spaces): including some Dangerous Terrain.
  You create a fire (1 space of Dangerous Terrain).
  You create food and water (enough to fill 2 Equipment Slots).
  You enchant an object or small area: the first character to touch this object takes 3 Endurance Damage (Stacks).
  You create a small collection of dancing lights that will last for 10 Minutes. They illuminate up to 4 spaces.
  You know if a non-major character or object originates from an evil plane of existence (ie: hell).
  You know if an object is magical.
  For 1 minute you are pointed to the location of an object you are familiar with (have touched).
  You change your appearance for X hours.
  You gain +2 to your next social Skill Roll (does not Stack).
  You cover a Splash 1 area of ground in slippery and flammable grease.
  You may gain a small piece of cosmic advice about your current situation.
  You understand how a non-major and non-chaotic magic item works.
  You enchant an object: it creates a Splash 3 area of light around it.
  You send a message to a person you are familiar with (have met and talked to in person).
  Your next jump projects you up to 4 meters (4 spaces) forward.
  You create a basic illusion that will last for 15 Minutes.
  A character within 2 of you gains +3 Defence against the next Attack made against them (does not Stack).
  You repair an object made of basic and/or common materials.
  Momentum 1: You shape the earth in a Splash 2 area around you.
  A character can climb an object for 5 minutes as long as they use 3 or more limbs.
  You may move a small object for 1 minute.
  You can talk to a recently dead person (at the GM’s discretion).
  You can walk on water for 15 minutes.
  You change the direction of the wind in a large area for 10 hours.
  Hit: +2, Rng 4, Max Rng 24, Ideal Range: 3rd, End Dmg: 3, Crit Dmg: 2.
  Hit: +0, Rng 3, Max Rng 9, Ideal Range: 2nd, End Dmg: 3, Crit Dmg: 2, Splash 1.
  Hit: +1d6, Rng 1, Max Rng 1, Ideal Range: 1st, End Dmg: 3, Crit Dmg: 2.
  Cleric
  Cleric
  Sorcerer or 
  Mage
  Sorcerer or 
  Mage
  Cleric or Druid
  Druid
  Sorcerer or 
  Mage
  Cleric
  Cleric or Druid
  Druid
  Sorcerer or 
  Mage
  Sorcerer, Mage
  or Druid
  30 Minutes
  10 Minutes
  Skill Roll
  Skill Roll
  Skill Roll
  5 Minutes
  Skill Roll
  Skill Roll
  5 Minutes
  15 Minutes
  Skill Roll
  5 Minutes
  Skill Roll
  1 Hour
  5 Minutes
  10 Minutes
  1 Minute
  Skill Roll
  15 Minutes
  Skill Roll
  5 Minutes
  Skill Roll
  5 Minutes
  Skill Roll
  Skill Roll
  Skill Roll
  Skill Roll
  Skill Roll
  1 Hour
  Attack Roll
  Attack Roll
  Attack Roll
  Free
  Free
  Free
  Free
  Free
  14t
  Free
  Free
  1 Kn
  Free
  Free
  Free
  Free
  Free
  X Kn
  12t
  Free
  12t
  Free
  Free
  14t
  Free
  12t
  1 Kn
  14t
  Free
  1 Kn
  Free
  12t
  Free
  Free
  14t
  Free
  Free
  Free
  Free
  Free
  Example Misc Items - Arcane (Magic Users Only)
  12t
  Xx 14t
  Loot
  You make/summon/find a magical pet, 12t to give it an minor ability/power (eg: flying, teleporting, speaking, etc...).
  Small, You may cast a GM defined Minor Spell X (X+2 if the Acquire cost is ‘Free, X-1 if the Acquire cost is ‘1 Kn’) times.
  You find a magical pet, 12t to give it an minor ability/power (eg: flying, teleporting, speaking, etc...); this pet comes with 3 GM 
  defined abilities/powers.
  Magical Familiar
  Wand, Minor
  Rare Magical Familiar
  Acquire
  Common Items
  Description
  The Minor Spells listed here are just examples intended to inspire GMs and PCs. GMs should feel free to create new entries.
  
  10
  Acknowledgments
  Created by
  Wade Dyer (Design Ministries)
  Artwork
  Arky Fitzwater
  A Special Thanks to
  Craig Bishell
  Zachary K Rucker
  Copyright (C) 2017 by Design Ministries.
  ”Fragged Empire” is a registered trademark by Wade Dyer.
  ”Fragged Kingdom” trademarked by Wade Dyer.
  All rights are reserved. No part of this publication may be 
  reproduced, distributed or transmitted in any form or by any means, 
  including photocopying, recording or other electronic or mechanical 
  methods, without prior written permission of Design Ministries.
  Names, characters, places, and incidents featured in this publication 
  are fictitious. Any resemblance to actual persons (living or dead), 
  events, institutions, or locales is coincidental.
  Design, Layout and Production:
  Wade Dyer
  www.designministries.com.au
  www.fraggedempire.com
  contact@fraggedempire.com
  Do you Have Suggestions for this Booklet?
  Post them up on our Subreddit:
  www.reddit.com/r/FraggedEmpire/
  This is a living document that will grow over time.
  And I would love to hear your suggestions for Races & Magic.
  I would also love to hear your balancing suggestions.
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Kingdom - Classic Races & Magic.pdf