Sword World 2.0 - Core Rulebook EX

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Contents
Introduction ..................7 Action Checks .... 49
Toward New Action Notes ...... 49
Adventure Horizons ..8 Note About Combat
How to Use this Feats......................... 53
Book ..........................8 Control of Personal
Notes on Belongings ............... 55
Description ..............11 Other Suplements
Part 1 Rules .................13 and Notes ................ 60
Revised Combat Rules Note on Monster
(Optional Rule) ............14 Skills ........................ 67
Classification of Rule Supplement for
Combat Feats ...........14 Magic (Revised) ........... 75
Acquiring of Notes on Targets 75
Combat Feats ...........15 Duplication,
Advanced Combat Accumulation and
Rules (Optional Rule) ..18 Wide-Area Magic ... 77
Features of the Handling Spells
Advanced Combat and Effects ............... 78
Rules ........................18 Spell Sustaining
Advanced Combat: and Removal ........... 85
Battlefield Deep Magic (Optional
Management ...........22 Rule) ............................ 89
Advanced Combat: Deep Magic Level
Melee and Skirmishes and Magic Power .... 89
..................................28
How to Use Deep
Supplements & Notes Magic ....................... 90
(Revised).......................49
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Notes About Deep 3 Categories of
Magic ........................90 Magitech ................ 118
Expansion of Magisphere Options
Spiritualism Magic ............................... 120
(Optional Rule) ............92 Additional Sections for
Golems and Mounts (Optional Rule)
Undead ....................92 ................................... 123
Divine Magic What is an
Supplement ............... 100 Additional Section?
God’s Powers and ............................... 123
Areas of Influence 100 Various Optional
First and Second Rules .......................... 128
Sword Faith ........... 101 Investigation Check
Revised Fairy Magic ............................... 128
(Optional Rule) ......... 106 Strengthening
Caster Level, Fairy Resistances ............ 131
Rank and Spell Rank Point Buy Character
............................... 107 Creation ................. 133
Contract with Fairy Defense Fumbles
............................... 107 ............................... 135
Spell Ranks ...... 110 Tangling Melee
Guidelines for Weapons and Special
Contracting with Fairies Effects .................... 136
............................... 115 Automatic
Change of Contract Formation of
............................... 117 Skirmishes ............. 144

Revised Magitech Surprised by PCs


(Optional Rule) ......... 118 (Standard/Advanced
Combat) ................ 145
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Overcrowded Deep Magic
Skirmish (Advanced Detailed Data ........ 190
Combat) ................ 147 Divine Magic
Work Skills ...... 152 Detailed Data ........ 195
Revised Combat Feats Fairy Magic
Detailed Data ............ 154 Detailed Data ........ 226
How to Read Magitech Detailed
Combat Feats ........ 154 Data ....................... 250
Passive Combat Item List ............... 268
Feats That Are Using How to Read Item
Learning Slots ....... 156 Lists ....................... 268
Automatically Comprehensive List
Acquired Passive of Weapons........... 271
Combat Feats ........ 162
Swords .............. 276
Active Combat
Feats That Are Using Axes .................. 279
Learning Slots ....... 163 Spears ............... 281
Automatically Maces ............... 283
Acquired Active Staves ................ 285
Combat Feats ........ 170
Flails.................. 287
Detailed Magic Data
................................... 171 Warhammers ... 288

How to Read Magic Tangling ............ 290


Data ....................... 171 Wrestling .......... 291
Truespeech Magic Thrown Weapons
Detailed Data ........ 176 ............................... 294
Spiritualism Magic Bows ................. 296
Detailed Data ........ 183 Crossbows ........ 298

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Guns ................. 300 How to Read
Ammunition .... 302 Familiars Data ....... 441

How to Read Armor Golems Data ........ 447


Lists ....................... 303 How to Read
Nonmetallic Armor Golems Data ......... 447
............................... 304 List of Enhancing
Metal Armor .... 305 Items .......................... 454

Shields .............. 306 How to Read


Enhancing Items ... 455
General Equipment
and Supplies ......... 308 Fairy Data ............. 461

Living Expenses and How to Read Fairy


Lodging ................. 312 Data ....................... 461

Chemicals/Herbs Mount Data .......... 478


............................... 314 Animal Mounts 478
Class-Specific Items Mythical Beasts
............................... 319 Mounts .................. 481
Enhanced Items 322 Magitech Mounts
Mounts and Mount ............................... 484
Related Items ........ 323 Additional Sections
Adventure Tools ............................... 486
............................... 330 Control Sheets ...... 489
Adventure Tools Golem
(Consumables) ...... 332 Management Sheet 489
Accessories....... 333 Fairy Magic Sheet
Detailed Data ....... 341 ............................... 491

Familiars Data ...... 441

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Introduction

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Toward New Adventure Horizons

The world of Raxia, created by the sword of the three books,


will bring the winds of change to your adventures there.
Raxia's adventures are woven in the form of a tabletop role-
playing game (TRPG). The rules and data that make the game
work are the lifeblood of a TRPG. Therefore, for Sword World
2.0, the rules and data have been expanded with various
supplements and databooks to enhance adventures and make
them more enjoyable to play.
This book presents a selection of some of the rules and data
from such books. This makes it possible to play without the need
to have/read all supplements and with many additions and
revisions.
Deeper and more fun.
To this end, we hope you will use this book to take on further
adventures.

How to Use this Book

Starting with the release of the Sword World 2.0 Supplement


Alchemist Works in August 2009, many supplements and data
books for Sword World 2.0 were released to the world. These
are intended to expand the enjoyment of the game and are
available to those who are playing Sword World 2.0 for further
enjoyment.
But each is quite huge; if one were suddenly exposed to all of
this, even if not by year, in stages, and by those who have become
accustomed to it, it could seem like a huge barrier, including the
financial burden.

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This Sword World 2.0 Core Rulebook EX is designed to
lower the hurdle. It contains rules and data excerpted from
various supplements and data books, allowing you to easily and
inexpensively obtain rules and data from these supplements and
data books.
Of course, we are not talking about all of them. It is impossible
in terms of size, and even if by some miracle it were possible, it
would not meet the objective of lowering the number of pages
needed to read.
In order to reduce the volume hurdle, this book is based on
the Sword World 2.0 Core Rulebook I Revised Edition as the
data source. Specifically, the data is provided on the assumption
that the level of the player characters (PCs) is 6 levels or lower.
We have also omitted the Processed Items rules (AW, p. 159),
which can only function with a large number of recipes. The
monster rules are also not included, except for the ones that are
used by the PCs. This book is perfect for players or GMs wanting
to start playing Sword World 2.0 with as much content as
possible.
On the other hand, we attempted to include rules with an
emphasis on playing the game. When used for PC of 6th level or
lower it should be identical to the PC of the same level using all
supplements. This is the reason why not only the previously
published products but “About Area: Line" and "Area:
Breakthrough", which were only published by Group SNE on
their official website (http://www.groupsne.co.jp/), are included.

This book consists of "Part I: Rules" and "Part II: Data".


Part I: Rules contains revised and additional rules introduced
in supplements and data books. This book is basically designed
to be the easiest and most useful for players, but GMs will also
find it useful to have the various rules scattered throughout the
large books and web pages in a single place.
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The first part, "Supplements and Annotations", "Rules
Supplement for Magic and Effects", and "Divine Magic
Supplement" is a collection of rule descriptions, notes, etc., taken
from supplements, data books, web pages, and are essential to
eliminate any ambiguity that may arise during the game.
The other rules are "Revised Combat Rules", "Advanced
Combat Rules", "Deep Magic", "Expansion of Spiritualism Magic",
"Fairy Magic Revised Rules", and "Magitech Revised Rules",
"Additional Sections for Mounts", and various optional rules.
These rules should not all be introduced at once, but can be
decided by consultation between the GM and players at each
table (and ultimately by the GM) to the extent that they do not
become burdensome during play.
Part II: Data contains expanded data, with combat feat and
spells restricted to 6 levels or lower. Items are included under the
following conditions: weapons and armor up to S rank, other
items up to 5,000 gems in base price (this book doesn’t contain
data included in Core Rulebooks I II and III as well as school
equipment).
You can find golems and fairies that can be summoned by 6th
level PC, and also you can find mounts not found in the Core
Rulebook III Revised Edition that can be used by 6th level Rider.
Various sheets required for the game are also included. It is
not forbidden to make photocopies of these sheets for personal
use; rather, such use is assumed and recommended. Some of the
sheets are somewhat small due to the size of the book, so if
necessary, please enlarge them when photocopying.

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Notes on Description

As already noted, most of the rules and data in this book are
optional rules. The GM and players should consult with each
other and, it is up to GM, to decide which rules will be and which
will be left out.
The various data in game are closely linked to the rules. For
example, Truespeech Magic [Weapon Master] (see p. 176) is a
spell that causes the target to temporarily learn a combat feat.
Therefore, there should be a difference in the description of its
content depending on whether the revised combat feats are used
or not. However, taking them into account in advance and
describing each case separately also means that the descriptions
are redundant. This book was produced under very strict size
constraints and does not have the space for redundant
descriptions of things that are too obvious.
Because of this, each data description is based on the
assumption that all of the optional rules in the book are used in
the game. If the GM feels that the description of some data is at
odds with Core Rulebooks without some optional rules, they
should use their discretion to correct them and reflect them in
the game as appropriate.

Abbreviations
In some cases, a part of the name of a combat feat or magic is
substituted with “*” in the description. In such cases, all items that
include Roman numerals or alphabetic symbols in the substituted
part are treated as if they refer to all such items. For example,
[Weapon Proficiency */Any] means both [Weapon Proficiency
A/Any] and [Weapon Proficiency S/Any].
This should be extended to higher-level data not included in
this book as well. For example, [Cover *] includes not only
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[Cover I] and [Cover II] in this book but also [Cover III] from
Sword World 2.0 Character & Data Book Ignis Blaze.
On the other hand, if this notation is not used, then consider
only specified entries. In the above example, if [Cover I] and
[Cover III] are described without using the abbreviation, [Cover
III] should be considered to be outside of the description.

About References
In this book, references to some terms are given in the form
of (see p. XXX). These should be handled as follows.
(see p. XXX): References pages from this book.
(see YY p. XXX): References pages from the YY book. YY
can be the following:
“CR I”, “CR II”, “CR III”: Core Rulebooks I, II, and III
Revised Editions.
“AW”, “BT”, “WT”, “CG”, “IB”, “LL”: these are the
abbreviations for the large-format supplements/data books that
have been published in the summer each year (2009-2014). In
order, they stand for the following titles:
“AW”: Alchemist Works
“BT”: Barbarous Tales
“WT”: Wizards Tome
“CG”: Cardia Grace
“IB”: Ignis Blaze
“LL”: Lumiere Legacy

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Part 1 Rules

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Revised Combat Rules (Optional Rule)

Presented here is a revision of the combat feat rules that the


PCs will learn and use.

Classification of Combat Feats

Passive And Active Combat Feats


There are two types of combat feats: combat feats that are
always active, and combat feats that must be activated in order to
take effect. In these rules, the former is called a Passive Combat
Feats and the latter an Active Combat Feats.

Usage of Active Combat Feats


An active combat feat can be used with a Minor Action during
combat. As a general rule, only one active combat feat may be
declared per turn. Even if you have multiple major actions per
turn.
You cannot use combat feats in between Major Action such
after Accuracy check before damage rolls.
An active combat feat that is disadvantageous to use cannot be
after a Minor Action or Major Action which it could affect
negatively. For example, [Defensive Stance] (see p. 165) cannot
be used in a turn after an Accuracy check has been made without
the -4 penalty associated with its use.

Duration of Active Combat Feats


Once an active combat feat is used, its effect generally lasts
from immediately after the use until the beginning of the next

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turn. However, some of the effects are lost when certain
conditions are met. In some exceptional cases, the effect may last
after the beginning of the next turn.

Automatically Acquired Combat Feats


There are two types of combat feats: those that are acquired
selectively when the adventurer level increases to an odd number
of levels using learning slots (see below), and those that are
acquired automatically when a specific class reaches a specific
level. The latter is specifically called automatically acquired
combat feats.

Acquiring of Combat Feats

Learning Slots
PCs have Learning Slots that allow them to learn combat feats
according to their adventurer level. The new combat feat can be
acquired up to the limit of the number of learning slots.
The learning slots get one for every odd level of the adventurer
level. In other words, the table is as follows.

Number of Adventurer Levels and Learning Slots


Adventurer Level Learning Slots
1 1
3 2
5 3

Learning Slots Cannot be Held


You must learn combat feat immediately when your number
of learning slots increases. You cannot reserve learning slots and
later learn combat feats.
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Automatically Acquired Combat Feats Isn’t Counted In
Learning Slots
Automatically Acquired Combat Feats, which are acquired
automatically when a certain class level is raised to a certain level,
are acquired regardless of the number of learning slots mentioned
above. On the other hand, these combat feats cannot be acquired
in any other way.

Acquiring Assumptions
Some combat feats can only be mastered if the character has
a minimum adventurer level or a specific class level.
Before taking combat feats player should grows and increase
the level of character. After that, the process moves to the combat
feat acquisition to determine if the prerequisites have been met.
For example, the combat feat, which assumes Adventurer level
3 or higher, can be acquired after growth when the adventurer
3rd level reaches.

Replacing Combat Feats


[Cover II] and [Throwing II] are feats that replace [Cover I]
and [Throwing I] for characters that have already acquired
mastered them, respectively.
A character who has learned [Cover I] or [Throwing I] can
have them replaced by "XXX II" with the same name (or both if
the character has learned both) when the adventurer level reaches
5.
This replacement does not consume the newly increased
(third) learning slot. In other words, it is possible to learn another
new combat feat after performing the replacement.

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You Cannot Replace Right Away
When [Cover I] or [Throwing I] is learned with the 3rd
learning slot at the 5th level, they cannot be immediately replaced
by their “XXX II” counterparts.

Replacement-only Combat Feats


Some combat feats have “This combat feat could only be
learned as a replacement of” at the end of their effect. As a
general rule, these feats cannot be learned by any means other
than replacement.

Future Replacement Combat Feat Extensions


This book is written for characters up to 6 levels. Therefore,
characters can only replace those two combat feats mentioned
above.
However, if the character level is 7 or higher, more and more
feats can be replaced. All combat feats with “I” in their names
belong to this category.
For complete rules and data on the revised combat feats,
including replacements, see Ignis Blaze supplement p. 24.

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Advanced Combat Rules (Optional Rule)

The Advanced Combat rules described below are intended


for those who are already quite familiar with combat in Sword
World 2.0. By managing the battlefield in two dimensions, it is
possible to create a variety of situations on the battlefield, which
can allow for more intricate and tactical maneuvers.
The basic terms and rules of combat are the same as those of
Simplified Combat (see CR I, p. 159) and Standard Combat (I
Kai, p. 186).

Features of the Advanced Combat Rules

Two-Dimensional Location Management


In Advanced Combat, the positions of the characters, referred
to as their coordinates, are generally managed in a two-
dimensional plane. These rules are designed with the idea of
using a blank sheet of a paper, whiteboard, or other physical
representation to define each character's position on the
battlefield.

Dealing with Different Character Sizes or Altitude Differences


Given that coordinates are only being managed on a two-
dimensional place, there is no height difference between the
coordinates of characters within the battlefield. Even great
differences in height have no bearing on combat, unless the GM
should choose to rule otherwise. In particular, abilities such as
the Lildraken Racial Ability [Sword's Salvation/Wings of the
Wind], as well as any "Flight" or "Floating" Unique Abilities of

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monsters, will only modify numerical values once combat has
begun, and will not alter the height of the battlefield.
Also, even if a character is massive in size, no matter how large
it is relative to other characters, nor how many parts the character
has, it will still only occupy one coordinate. Multiple parts of a
character are treated as having the same coordinate.

Identical Coordinates
It is possible to have multiple characters at the same
coordinates in Advanced Combat. As a general rule, melee
attacks and "Range: Touch" spells and effects will only affect
characters (or sections, for that matter) located at the same
coordinates. In addition, a character who is summoned or created
as by a spell or effect with "Range: Touch" is considered to have
the same coordinates as the character who performed the
summoning or creation.

Skirmishes Represented by Dots and Circles


The concept of "Skirmishes" is also used in Advanced Combat.
When using Advanced Combat rules, a skirmish is typically
formed as a circle between 3m and 6m, depending on the
number of participants in the melee. To determine the size of the
skirmish, see the Skirmish Range Table under the Standard
Rules. Unlike the Standard Rules, though, the center coordinates
of the skirmish are instead the coordinates of the first character
to enter into melee with another, with the skirmish forming
around that character.
When the game is being played on paper, the GM draws a
circle with the appropriate radius to define the skirmish. Any
miniatures, standees, or other such markers that represent the
characters involved in the melee are then moved into the

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skirmish, scattered around the center point. If they get in the way,
they can be moved out of the way until everything is finished. For
game processing purposes, the only thing that matters is that the
characters are involved in the skirmish. In other words, the
skirmish drawn on a piece of paper or a whiteboard in Advanced
Combat is a mixture of dots representing individual characters
who are not engaged in melee and circles representing the
skirmish area.

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GM Guide: Illustrate the Battlefield as much as Possible
In Advanced Combat, you need to keep track of the
coordinates of each character, and if a skirmish is to be formed,
how large it needs to be. These are difficult to explain and manage
in words alone, but can be easily grasped with a diagram.
When illustrating the battlefield, as shown in "Figure 1:
Advanced Combat Concepts", note the coordinates of a single
character with a small mark, then circle the character to make the
skirmish, to make it easier to understand. If you have a large desk,
you can use pawns or character figures, and represent skirmishes
with coasters or paper plates. In a conference room, a magnet
and a white board may be useful. Anything that can represent
"characters" and "circles" is fine, so try to visualize the battlefield
as much as possible.

Be Flexible, Not Overwhelming


The Advanced Combat rules have the advantage of
representing a variety of battlefield situations, as well as greatly
increasing tactical capabilities. However, it also means that it is a
more "crunchy" set of rules, in that there are a lot of rules in place
to guide the GM rather than relying significantly on
improvisation. It is not recommended to try and apply all of the
rules here strictly from start to finish.
Initially, start with simple movement and coordinate
management, such as moving a few meters sideways from the
hypothetical straight line of Standard Combat, until the players
can fully grasp that. It is then that the GM should gradually
expand the scope, referring to the rules and annotations as
necessary until everyone has become used to such changes.
What is important in a TRPG is not to follow the rules strictly,
but to have the game move on smoothly, with the participants in
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agreement. Recognize that the rules are only a tool to assist the
game, rather than the entire game itself.

GM Guide: Approximation Recommendation


Trying to define the positional relationship too strictly will bog
down the flow of the game, and drag combat out much longer
than necessary. Keep in mind a general sense of distance in
meters, and judge whether it is reachable by movement, or
whether it is within range. Moves that require management in
units of less than 1m should be discouraged, and players trying to
take advantage of such moves should be warned. However, there
may be situations where one may end up with fractions of a meter,
and in such cases those fractions should be rounded up to the
nearest whole meter.

Advanced Combat: Battlefield Management

Advanced Combat is basically the same as Standard Combat


in terms of combat procedures and what each character can do
on his or her turn. The difference between the rulesets comes
when determining how many dimensions the GM and players
wish to work with; Standard Combat only uses a single dimension
(a line), whereas Advanced Combat uses two dimensions (a
plane).

Initiating Combat
As part of starting a combat using the Advanced Combat rules,
there are a few changes in establishing the battlefield and
participants compared to the Standard Combat rules.
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Establish the Battlefield
The GM should reveal to the players the battlefield in which
combat will take place. As mentioned above, the use of a blank
sheet of paper, a whiteboard or other physical representation is
recommended. If the battlefield has special terrain or obstacles,
the GM should make them known in advance, though it could
also just be a plain battlefield with nothing on it.
The GM should limit the overall size of the battlefield as
appropriate. For example, if the encounter happens as the party
is entering a room, only the room where the party is, and the
room being entered need to be represented on the map.

Initial Character Placement


When an encounter occurs, the GM decides on a distance of
about 5 to 30 meters, using the same Combat Opening Distances
Recommendation Guide used in Standard Combat. However, if
the size of the battlefield is limited, then that too needs to be taken
into account, and may provide an upper limit for the encounter
distance.
One character from each faction involved in combat is placed
at this initial center point, then the remainder of each party is
placed around them. Characters in the same faction can be
placed at the same coordinates, with both the players' declarations
and the GM's rulings affecting placement as well. Something to
note is that the lead characters of each faction are the farthest
forward, and so any other pair of opposing faction members
cannot be further forward than that pair (though they can share
the same coordinates).

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Combat Opening Recommended Distances Guide
Situation Distance (m)
Enclosed space 5m
Relatively large space 10m
Crowded space, such as a forest 10m
Open space, such as flat plains 20m
Moving, such as on horseback +10 - 20m
Fighting a large monster +5 - 10m

Grouping Characters
Typically, the initial placement of characters in a combat
situation will be determined by how the party was moving through
the area before the combat had begun. Without prior knowledge
of another party or group of monsters, any sort of rearranging
depending upon the other party's placement should be
disallowed.
For example, if the PCs were in a tight formation while moving
through a small room, their placement should reflect that as best
as possible. However, if there was a more loose arrangement,
divided more simply into a frontline and a rearguard, the party's
position would reflect that as well, though there would likely be
some distance between the frontline and the rearguard. This
latter method is recommended if the players don't wish to worry
about a complex party formation, but still wish to follow the
Advanced Combat rules.

Character Movement
Three Methods of Movement (same as "Standard Combat")
There are three methods of movement for characters: Full
Move, Normal Move, and Limited Move. When moving during
their turn, each character can take one of those different moves,
which will affect not only how far they move on the battlefield,
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but what actions they can perform during their turn as well. As
with Standard Combat, characters taking Full Moves will receive
a -4 penalty to their Evasion for the round.

Specify the Movement Path


In Advanced Combat, characters not only need to let the GM
know which kind of move they're taking, but also need to show
the path they're taking through the battlefield as well. This path
can be curved or crooked, though such twists and turns do not
affect the total distance traveled.
For the most part, adhering to this rule doesn't have to be too
strict. However, both the GM and players need to know the rough
distance traveled, and it should be clear to both sides when a
character would move through an area where movement can be
blocked by opponents or skirmishes.

Minor Actions During Movement


With Advanced Combat, a character can take Minor Actions
during their movement. When they do so, the player needs to
show at which coordinates the character performed the Minor
Action. This allows that character to target another character with
a Minor Action with "Range: Touch" while moving through the
coordinates of another friendly character. However, if you do this
to an enemy character, a skirmish is immediately created, and no
further movement is possible.

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Blocking Movement by Characters Outside the
Skirmish
As in Standard Combat, characters can stop another character
who is about to move by blocking their movement. The rules for
this are exactly the same as in Standard Combat, and are
summarized below.

1. The blocking character must choose a point they can reach


with a Limited Move that is also in the movement path of the
character they wish to block.
2. Multiple characters can work together to block movement if
the blocking point is within the Limited Move range of all of the
blocking characters.
3. Once the character has been blocked from moving, the
coordinates of the moving character and all blocking characters
become the same as the point where movement was blocked.
4. Characters outside the skirmish may not designate the
skirmish as a blocking point, and therefore may not interfere with
characters inside the skirmish.

Restrictions on Blocking Movement


In order to block a character from moving, that character must
be seen by the blocking character. As such, invisible characters,
or characters that are shielded from view, cannot have their
movement blocked.
Additionally, the blocking character must be able to take a
Limited Move in order to block movement. If that character has
fallen prone, or is unable to move due to entanglement or other
effects, they can't move to intercept the moving character. The
character must also be willing to interfere with another character's
movement, so if the blocking character is charmed or otherwise

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unwilling to move to block a particular character, then they
cannot block that character's movement.

Advanced Combat: Melee and Skirmishes

In the Advanced Combat rules, the battlefield is managed in


two dimensions, so it is much more important to know all of the
rules regarding skirmishes while in combat. A basic
summarization of the rules for skirmishes are listed below.

Skirmish Features Common to Standard Combat


The following features of Skirmishes are exactly the same as
those of "Standard Combat".

There are Always Opposing Characters in a Skirmish


A skirmish is a space where opposing characters are fighting
each other. Therefore, there will always be opposing characters
involved in the skirmish, creating a state of melee. When there
are no more opposing characters, the skirmish will immediately
disappear.

There are Two Types of Characters involved in a Skirmish: "In


Melee" and "Independent"
Characters in a skirmish are classified as either "In Melee"
where they are participating in a melee, or are "Independent"
where they are involved in the skirmish but not yet in melee.

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A Character In Melee has its Coordinates at the Center of the
Skirmish
The coordinates of a character In Melee are the center point
of the skirmish in which it is participating.

Independent Characters Keep Their Own Coordinates


Each independent character has its own unique coordinates,
even if those coordinates are the center point of the skirmish.

Characters With the Same Coordinates Have the Possibility


of Misfires
There is a possibility of a misfire occurring when targeting
characters with the same coordinates in the skirmish with a
ranged attack or "Area: Shot" effect from outside the skirmish.

Movement is Not Allowed in Melee


As a general rule, a character in melee cannot move, which
limits the actions a character can take to those allowed when
taking a Limited Move.

Characters Can Join a Melee as New Participants


Characters can join a melee that has already been formed by
moving to the center of the skirmish on their turn and declaring
their intent to join the melee.

There is No "Partial Melee"


When joining a new melee, a character will be in melee with
all opposing characters at the same time. It is not possible to enter
into a melee with only some of the opposing characters in the
same skirmish.

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Forming a Skirmish
The conditions for the formation of a new skirmish are the
same as for Standard Combat. In other words, it occurs when a
character whose turn it is uses some kind of weapon attack, magic,
or effect against a hostile character at melee range. In this case,
those attacks, magic, etc. are resolved first, then the skirmish is
created.

Illustrating Skirmishes
In Advanced Combat, when drawing up a skirmish onto the
battlefield, it is usually drawn with a certain size. It is assumed that
only the area drawn up is used for melee combat, regardless of
how large the actual scenario map may be.

Skirmishes and Shielding


Once a skirmish is formed, it blocks the view of outside
characters, such that they can see the skirmish, but not anything
beyond it. To determine if a character is shielded by a skirmish,
draw a straight line from the character to the target and see if it
crosses the skirmish. If the line crosses it at any point, the target
is shielded.

Shielded by a Character Outside the Battlefield


A character outside of a skirmish creates a 1m radius shield
around itself only against hostile characters. Characters inside a
skirmish do not have this form of shielding, regardless of whether
they are in a melee or independent state.

30
Blocking Movement Through Skirmishes
When a character moves, they must declare how they'll move,
as well as the path they'll take. This will be used to determine
whether or not they are crossing or entering an existing skirmish.
Even if the character only skirts the border of the skirmish, they
are still considered to be entering it. If the movement path crosses
the skirmish even slightly, the character may be blocked from
moving by characters inside the skirmish. Blocking movement by
a character inside a skirmish is determined differently from that
of a character outside skirmishes.

Melee Characters Blocking Movement


A character in melee can block movement anywhere within
the skirmish. In this case, the character's own Limited Move
range is not taken into account.
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32
Independent Characters Blocking Movement
An independent character may only block movement that is
both within their Limited Movement range and within the
skirmish. Please note that this is different from the Standard
Combat rules.

As a result of blocking movement, the independent character


also enters the melee and their coordinates are moved to the
center point of the skirmish, regardless of where the movement
was blocked.

Blocking Movement with Multiple Characters


As in Standard Combat, multiple characters in a skirmish can
work together to block the movement of other characters. If an
independent character wishes to assist in blocking movement, the
blocking point must be within range of that character as well.

Determining Blocking Possibilities via Party Comparison


As in Standard Combat, Characters in melee can block
movement by hostile characters trying to move through a
skirmish. Compare the number of characters attempting to move

33
plus their allies in the skirmish to the number of characters
attempting to block movement, regardless of whether they are in
melee or independent. If the side attempting to pass has an
advantage of more than 2:1, the character's movement cannot be
blocked.

Blocking Restrictions
As mentioned above, if the ratio of the number of combatants
is more than 2:1 in favor of the opponent, their movement cannot
be blocked. If the character has declared "Retreat" as their
previous Major Action, their movement out of that skirmish
cannot be blocked. Any "Area: Breakthrough" effects that change
the coordinates of the user cannot have their movement blocked.
Characters cannot block the movement of a character who has
mastered the [Shadow Sneak] Combat Feat.

Consequences of Blocked Movement Through a Skirmish


If an opponent in the skirmish obstructs a character's
movement, the coordinates of that character are set to the center
of the skirmish, regardless of the point of obstruction. In addition,
after obstruction has resolved, that character enters into melee
even if no other action is taken.

Independent Characters
The following is a quick summary of what an "independent
character" is.
Characters in a skirmish can be classified as either "In Melee"
or "Independent". “Independent Characters” are a concept
introduced to avoid strange behavior that would occur if all
characters were always placed into melee. Because of its special
nature, in many cases independent characters are handled

34
differently from characters in melee. The following rules and
notes should be read with both these concepts in mind.

Differences to Standard Combat Rules: No Automatic


Transition into Melee
In Standard Combat, if an independent character takes their
turn, while they're still in the skirmish, they will join the melee at
the beginning of the next round. In Advanced Combat, however,
this does not happen. Instead, an independent character will still
be independent at the beginning of their turn.

GM Guide: Proactively Eliminate Independent Characters


The presence of an independent character can be “taxing” on
the game flow. Worst case, it may cause the game to stall. The
best way to avoid this is to proactively eliminate independent
characters. This is also the reason why "Standard Combat" has
independent characters automatically joining the melee at the
beginning of their next turn. The following "How to Resolve
Independent Characters" Section will explain how an
independent character can easily join in the melee. GMs should
actively try to resolve independent characters with the actions of
NPCs.

How to Resolve Independent States


1. If it's the independent character's turn, they may choose to
join in the melee.
2. If it's the player's turn, and they are in melee, they may target
enemy independent characters with melee attacks.
3. If an enemy independent character is present, you may block
their movement through the skirmish during its turn.

35
※: Movement obstruction is possible from the starting point
of the movement. If a character is independent, they are always
involved in a skirmish, so movement blocking through that
skirmish is always an option, unless prevented by special
conditions such as the enemy to ally ratio. In Standard Combat,
it is assumed that this is done by default.

Term: Pulled in
There are situations where a character is forced to join melee
combat. As an example, 2. and 3. in the "How to Resolve
Independent Characters" Section above explain two ways how
this can happen. By definition, as a result of some kind of action,
the coordinates of the targeted character are moved to the center
of the skirmish, and that character is forced to enter melee
combat. The term "pulled in" is used from now on in order to
describe "the coordinates change to the center of the skirmish".
“Pulled in” can also be understood as "pull into the center of the
skirmish". However, the use of this term does not change
gameplay (i.e., it is still melee combat).

Term: Engaging In Melee


Very similar to the term "pulled in" above, the terms "engaging
in melee" and "join the melee" are used. Although similar, the
definition of "engaging/joining melee" and "pulled in" are very
different. The meaning of "engaging" is "to take some action
against a character, resulting in melee". In contrast, being “pulled
in” means a character is forced into melee.

Situations that Cause Independent Characters


A character can become independent in the following cases.
1. A skirmish is formed in the vicinity, and the character's
coordinates are within the range of that skirmish.
36
2. The character moves into a skirmish without joining in the
melee, and does not have their movement blocked (similarly, a
character "moving within the skirmish" is also treated as
independent).
3. Falling asleep or falling unconscious while in melee, and being
unable to move or being forcefully moved.
4. The coordinates of the center of the skirmish have changed
while the character is unable to move.

Characteristics of Independent Characters


A character in the independent state has the following
characteristics.

Has Unique Coordinates within the Skirmish


An independent character has unique coordinates. In order for
an independent character to be the target of a ranged attack or a
wide area effect, the character's coordinates must be within range
or within the area of effect. It is common for this unique
coordinate to be exactly the same as the center of the skirmish
(e.g., if the character was in the melee but was knocked
unconscious and fell prone). The skirmish includes its
circumference. Characters with coordinates just on the edge will
be treated as independent characters as well.

Does Not Count Towards Skirmish Size


When determining the size of the skirmish, independent
characters are not counted.

Independent Characters can Move Normally


An independent character can take any type of movement on its
turn in an attempt to move. However, there is a possibility that
the character will be blocked by a hostile character in the

37
skirmish. In this case, the character is immediately pulled into
melee.

Direct Interference from Characters In Melee


An independent character is treated as "within touching distance"
of any character in the skirmish, and is thus may be targeted by
melee attacks or Range: Touch spells and effects. When this
happens, if the targeted independent character is hostile to the
character targeted them, they will immediately be pulled into
melee. If these actions are performed on a friendly character, they
will remain independent and their coordinates will not change. If
an independent character wants to perform a melee attack on a
character already in melee during his turn, he must move to the
center of the skirmish and join in the melee. Then, as a result,
the character will join into melee.

Independent Characters and Battlefield Creation


When an independent character moves to the same coordinates
as a hostile independent character and uses a melee attack or a
Range: Touch ability or spell, a skirmish will be created around
that point. This new skirmish will immediately merge with the
existing battlefield, according to the rules for merging skirmishes.

In Melee vs Independent, Moving to the Center


The aforementioned new skirmish is created when there is
conflict between independent characters. If either of the two was
already in melee instead, the independent character will either
move itself or be pulled in, and thus move its coordinates to the
center of the existing skirmish, where it will join in the melee.

38
Managing the Battlefield
This section describes the rules for handling the expansion,
contraction, merging, and disappearance of skirmishes.

Size of the Battlefield


The size of a skirmish is determined by the number of
characters in that skirmish that are in melee. If the number of
characters in the melee changes, the size of the skirmish changes
as well. The following table shows the relationship between the
number of characters in melee and the size of a skirmish. If the
battlefield is large enough, the skirmish should be circular. If
there is no room for a circular skirmish (e.g. indoors), a square
skirmish suffices as well.

Skirmish Size and Number of Characters


# of Characters Outdoor Size (radius m) Indoor Size (m)
2-5 3 5x5
6 - 10 4 7x7
11 - 15 5 8x8
16 - 20 6 10 x 10

Leaving a Skirmish
A character involved in a skirmish may attempt to leave the
area by declaring the intent to retreat as their Major Action of
their turn. For more information, see "Notes on Major and Minor
Actions".

Resolving Melee and Skirmishes


If all hostile characters are knocked out or slain, and there are
no more hostile characters in the melee, the skirmish will
disappear immediately. In addition to falling unconscious or
being killed, if the hostile characters cease to be in the skirmish
39
for whatever reason, the melee will end and the skirmish will
disappear immediately. Reasons include them being forcefully
moved outside of the skirmish, them retreating, them
surrendering, or some sort of ability that causes the hostile
characters to lose their will to fight. When a skirmish disappears,
all characters that were in melee will be located at the center of
the former skirmish, while independent characters will maintain
their unique coordinates.

Combining Skirmishes
Multiple skirmishes may be combined when a new skirmish is
formed nearby, or when the skirmish expands. Combining
battlefields will be processed immediately after one of the
following conditions are met.

Conditions for Combining Skirmishes


When two different skirmishes overlap due to the creation or
expansion of another skirmish, and one of them contains the
center of the other skirmish within its area, the two skirmishes
merge together. The center of the new skirmish will be the
midpoint of the two merging skirmishes (GMs may shift the
center anywhere within 1m of the combined area for ease of
management). The size of the combined skirmish is determined
by the number of characters in the melee of the merged skirmish.

Characters In Melee Stay In Melee


All characters that were previously in melee in their respective
skirmish will now be in melee with all opposing characters in a
new skirmish.

40
41
42
Independent Characters Stay Independent
Independent characters will remain independent and
maintain their original coordinates when the skirmishes merge.
Independent Characters will not join into melee or characters in
melee state will not become independent when the skirmishes are
merged.

Changing States
When combining skirmishes, the center and range of that
skirmish may change so that a character that was previously
independent may now be outside the skirmish. At the same time,
it is possible for a character that was previously outside the
skirmish to become independent, although this is rare.

Skirmish Overlap
If two or more skirmishes overlap, but are not within range of
each other's center, they are handled as follows.

Skirmishes Will Not Combine


The skirmish will not combine into one larger skirmish, but
will remain as smaller, separate skirmishes instead.

No Shielding Between Skirmishes


Characters in either skirmish can look into both skirmishes
and see every character involved.

No Direct Interaction Between Skirmishes


A melee combatant in one skirmish cannot directly interact
(i.e. make melee attacks or use Range: Touch spells or effects)
with a melee combatant in the other skirmish. However, they can
be targeted by ranged spells or effects (assuming it has sufficient
range, of course).
43
Targetability for Independent Characters in overlapping
Skirmishes
Whether a character in melee can directly interact with an
independent character is determined by whether or not they are
in the same skirmish. Independent characters with coordinates in
multiple skirmishes may be directly interacted with by melee
characters in both skirmishes.

Independent Characters in multiple skirmishes may be Pulled


Into Melee
Independent characters in multiple overlapping skirmishes
may be pulled into either melee. If the independent character is
hit by a melee attack or “Range: Touch” effect from a character
already in either melee, the independent character gets pulled in
that respective melee. If the independent character has their
movement blocked by a character in melee during their turn, the
independent character will be pulled into the melee in which the
blocking character was participating. If an independent opponent
intercepts movement in the overlapping area, they can decide
which melee to join. If opponents in melee from both skirmishes
jointly block movement of an independent character in the
overlap, they get to collectively decide which melee to join.

Leaving Multiple Battlefields


If an independent character whose coordinates are in an
overlapping battlefield declares to leave, he may move out of
either battlefield on his next move. They can also leave one and
stay in the other as an independent character, or move to the
center point of the other, and join that melee.

44
Leaving a Single Battlefield
If a character whose coordinates are only in one side of a
battlefield declares that they are leaving, whether they were an
independent character or in melee, they only have the right to
move out of that battlefield on their next turn. Therefore, if that
move attempts to enter or pass through the other battlefield, it
may be subject to having their movement blocked.

Immobilized Characters
Characters who are subjected to the "Immobilized" effect in a
battlefield will be subjected to special treatment.

Sleeping, Falling Unconscious, or Dying in a Battlefield


If a character falls asleep, falls unconscious, or dies in a
skirmish or otherwise is unable to move of their own volition, they
will fall prone and become independent. If the character was in
melee, the coordinates will remain at the center of the skirmish,
however the character will still become independent. In such
cases, the size of the skirmish may change, typically shrinking in
size, due to the change in the number of characters in melee.
Even if a character is unconscious, they are still considered to be
"within touching distance" of the characters in the melee and may
be attacked. In this case, even if the character is hit by these
attacks, the character won’t be pulled into melee, remaining
independent instead.

45
GM's Guide: Eliminate Characters You don’t need
anymore
When an enemy or other NPC falls unconscious or is killed,
GMs are encouraged to immediately remove the character from
the battlefield if they do not plan to use those characters further.
This will make the game much easier to run.

Immobilizing Effects
A character who has been subjected to a restraining effect,
such as being trapped by a bear trap, or being subjected to the
13th level Truespeech spell [Lightning Bind], becomes
immobilized. In this case, if the character is already in a melee,
they will remain in melee as long as the center of the skirmish is
not changed. However, they are no longer able to perform melee
attacks or "Range: Touch" effects on independent characters that
are not located at the center of the skirmish.
Also, if the skirmish's center moves away from the character's
coordinates (and they are still within the skirmish) due to the
combining of multiple skirmishes, that character will immediately
become independent. From here, the character is considered to
be within touching distance of the characters in the melee, and is
subject to one-sided melee attacks and "Range: Touch" effects.
Even if the character is hit by these attacks, the character won’t be
pulled in, remaining independent. This prevents immobilized
independent characters from moving to the new center of the
skirmish, as well as preventing them from making any melee
attacks.

Entangling Effects
If a character is rendered immobilized by a monster attack that
entangles or grapples the character, the character may not be able

46
to move on their own. They may, however, be forced to move by
that monster. In this case, the situation is handled as follows. If a
character is subjected to these effects as well as the previously
mentioned "Immobilizing Effects" at the same time, the rules for
“Immobilizing Effects” will take precedence.

Terminology: Tangling Character and Entangled Character


In the following explanation, the terms "Tangling Character"
and "Entangled Character" are used. An entangled Character is a
character who is being subjected to an immobilizing effect, such
as entanglement, which is the focus of this section, i.e., a character
who is being entangled or strangled. A Tangling Character is a
character who is causing that effect on an entangled character.

Changes to Melee and Independent Characters


When a character is subjected to a Chaining Effect, the
entangled character remains in melee. However, they cannot
perform melee attacks or "Range: Touch" effects on independent
characters that are not located at the center of the skirmish
anymore. If the coordinates of the center are changed due to the
merging of skirmishes, the tangling and entangled characters will
simultaneously move to the new coordinates and the entangled
character will stay in the melee. If the tangling character becomes
independent by any means, the entangled character will also
become independent. In this case, the entangled character can
attack the tangling character as if they share the same coordinates.
If the tangling character is mobile, this will cause both characters
to enter melee, creating a new skirmish. As a result, this will
immediately lead to the merging of skirmishes, if one already
existed beforehand. If the tangling character is immobile
(suffering from the aforementioned immobilizing effect), both
characters are treated as independent. A melee attack from the

47
tangling character to an entangled character is treated in the same
way.

Interfering with Independent Characters


If a tangling or entangled character is independent and
interacted with by a character in melee (i.e. they are subject to a
melee attack or the target of a Range: Touch spell or effect), both
the tangling and entangled characters will be pulled into melee.
However, if either the tangling or entangled character are
completely immobilized (i.e., has the aforementioned
immobilized effect), the character in question will not be drawn
into the melee, even if they are attacked by a character in the
melee.

48
Supplements & Notes (Revised)

What is written here are supplements and notes on the rules.


Please refer to them when you are in doubt about the
interpretation of the rules.
This is a re-write of the books, consolidating material that
appeared in various supplements and data books and narrowing
it down to the scope covered in this book.

Action Checks

The Action Check is defined as the one that excludes


Fortitude, Death Check, and Willpower.
Checks with Fortitude and Willpower as standard values, but
which do not belong to the above three categories, are included
in this action check. Death Check is also not counted as Action
Check.

Action Notes

Specific notes on various Major and Minor Actions are


detailed below.

Minor Action with Major Action


Except for some actions that are explicitly forbidden to be
performed with Major Actions, actions classified as Minor
Actions can be made with Major Actions. This can be useful

49
when Minor Actions are prohibited by some effect such as the
[Stun Cloud] spell (see p. 188).

Action Limits depending on The Movement


Method
Depending on the move method selected for the turn, the
actions that can be performed by the character are limited.
For each action, please refer to CR I, page 203, "Notes on
Major and Minor Actions " or the indicated supplement/databook.
In addition, some actions are annotated here in light of Advanced
Combat.

Major Actions
Limited Normal Full
Move Move Move
Casting Spell ○ X X
Ranged Attack (Shooting Weapon) ○ X X
Ranged Attack (Thrown Weapon) ○ ○ X
Melee Attack ○ ○ X
Singing/Continue Spellsongs ○ X X
Using Evocation ※1 as a Major Action ○※1 ○※1 X
Using Divination※2 ○ ○ X
Retreat from Melee ※3 ※3 ※3
Picking up/ Stowing/Handing over
weapons, etc. ○ ○ X
Reload Bullets to Gun ○ ○ X
Make a Minor Action ○ ○※4 X
Wearing/Storing Accessories ○ ○ X
Other ○ ○ X

50
Minor Action
Limited Normal Full
Move Move Move
Casting ☆Spell ○ X X
Ending Spell Effects ○ ○ ○
Using Technique ○ ○ X
Using Evocation※1 as a Minor Action ○※1 ○※1 X
Using Stratagem※2 ○ ○ ○
Activating a Combat Feat ○※5 ○※5 ○※5
Standing from Prone ○ ○ ○
Equipping weapons/Changing
Stance/Sheathing a Weapon/ Dropping ○※6 ○※6 ○※6
a Weapon/ Receiving a Weapon
Put Arrows ○ ○ ○
Other ○ ○ ○

※1: See "Alchemist Works". Special restrictions apply.


※2: See “Cardia Grace”.
※3: There are no restrictions on movement when making a retreat. After the
retreat, the next move must be chosen in such a way that it has enough distance
to get out of the skirmish.
※4: A Minor Action that is not allowed during Normal Move cannot be
executed during Normal Move even if it is a Major Action.
※5: It must be used before any action that this combat feat should affect.
※6: Only before making a Major Action

Leaving skirmish in Advanced Combat


Direction of Retreat in Advanced Combat
In Advanced Combat, which is managed in two dimensions,
the direction of retreat can be in the direction on a 2d plane.
Other than that, it is the same as Standard Combat.

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Retreat of Independent Character
An independent character within a skirmish can also perform
a retreat action. In this case, the character cannot change its
coordinates by moving on the turn when the retreat action is
taken.
Although it retreated and its movement cannot be blocked, it
could be directly interfered by a character within a melee and
drawn into melee before the next turn comes around.

Handing over weapons and other items to others in Advanced


Combat
In Advanced Combat, a player who is handed a weapon or
other item can receive it at any time, including during movement,
using a Minor Action. Therefore, if you declare a move route that
passes through the coordinates, it is possible to receive the
weapon even during the move. However, since the party to which
the coordinates are given needs Major Action you need to
complete your move in the same coordinates as that character.
When passing within a skirmish, a character in a melee can
pass to a character in a skirmish (whether engaged or
independent) without concern for coordinates, but if a character
in an independent state wishes to pass an item, their coordinates
must match with center of the skirmish.

52
Note About Combat Feats

[Block]
Simplified Combat
Firstly, this feat on the first-round user of this feat counts as
two characters for counting the needed number of characters in
the frontline area.
Secondly, it is also used to increase the number of allies for
enemy characters retreating to see if an Evasion penalty should
be applied to an enemy character. This will not affect the retreat
of the allied characters.

Standard/Advanced Combat
The user can double the number of its sections and the
number of sections of their mount if they are riding. And this feat
is effective when blocking movement.
To block the user and/or its allies must move. Combat Feat
also does not affect the size of the skirmish or the limit on the
number of participants.
Secondly, it is also used to increase the number of allies for
enemy characters retreating to see if an Evasion penalty should
be applied to an enemy character. This will not affect the retreat
of the allied characters.

[Cover *]
In either case, it is which character can be "covered" is based
on the position of the character who used this combat feat when
it was used.

53
Simplified Combat
The user can only cover characters in the same area.

Standard/Advanced Combat
The user can only cover characters within blocking movement
distance.
That is, if a user is outside the skirmish, the user can target
characters within Limited Move distance that are outside of
skirmishes.
While in melee, the user can only target characters within the
same skirmish.
Independent characters can target characters within its
Limited Move distance in Advanced and Standard Combat and
within the skirmish in Advanced Combat.

[Tail Swing] and [Cleave I]


Standard/Advanced Combat
When used outside of skirmish or while independent, the
target can be chosen arbitrarily in the same coordinates.
When used in a melee, the character can be selected from any
of the characters in the skirmish, either in a melee or independent
state.
After the attack is over, the character who used this combat
feat and all attacked targets will be pulled into melee.

[Multi-Action]
In some cases, it is possible to target multiple characters in
melee at the same time. See “Multiple Targets” (see p. 65).

54
Control of Personal Belongings

All items possessed by a character must be written on a


character sheet and managed by the player. Here is how you can
control them, some of which were ambiguous.

Personal Belongings Categories


There are several categories for items possessed and carried
by characters.

•Items Held in the Hand


•Items Equipped Elsewhere
•Worn as Armor
•Equipped as Accessory
•Stored in a Special Storage Container
•Stored as Luggage

Items Held in the Hand


The following items are carried in the hands. The number of
items that can be held in hands at the same time depends on the
number of arms of the character.
These items are described in “Weapons” (see CR I, p. 206).
And changes to them, in general, must be made before any Major
Actions.

Stance 1H/2H†/1H*/2H* Thrown Weapons


Weapons whose Stance is 1H/1H†/2H are handheld
weapons. 1H and 1H† weapons occupy one arm, and 2H occupy
two.

55
A 1H*/2H* throwing weapon that after a throw will leave the
character’s hands. Due to the restrictions of the Minor Action for
equipment, a character may not use multiple thrown weapons
with a single arm, even if the character is allowed to use multiple
Major Actions on the same round.
However, some special thrown weapons that return to the
hand will remain equipped after the throw. And with multiple
Major Actions, the character can throw such thrown weapons
multiple times per turn.

1H/2H Stance Shields


Shield depending on 1H or 2H in its Stance describes whether
it occupies one arm or two.

1H/2H Stance Items


Some items have 1H or 2H defined as Stance. Each of these
occupies one or two arms.
Items that do not have Stance in their description are treated
game-wise as not interfering with the equipping or use of
weapons, shields, or other items, even if they seem to use the
hands.

Weapons that Don’t Use Hands


Some weapons do not inhibit the use of hands. In principle,
these items are also described in “Weapons” (see CR I, p. 206).
And changes to them, in general, must be made before any Major
Actions.
There are two types of items classified here. Note that there is
a difference in whether you can equip another weapon or shield
at the same time.

56
Stance 1H#/2H# Weapons
Weapons with a Stance of 1H#/2H# are treated as one-
handed weapons and 2H# as two-handed weapons when they
must be classified as either one-handed or two-handed weapons
game-wise.
In fact, these weapons are not equipped on the hands or arms.
And you cannot equip these weapons that are supposed to be on
the same spot at the same time, such as items that enhance the
Kick (the GM will make the final decision).
However, Bite, Tail, and other natural or technique items
cannot be changed or swapped (see CR I, p. 206).

Bite and [Balloon Seed Shot]


The technique [Balloon Seed Shot] (see CR III, p. 183) allows
attacking with a thrown weapon with the user’s mouth. The user
is considered to throw the weapon immediately after equipping it
and after being thrown can use its Bite attack.
Some weapons that are returned to the user’s possession can
be treated as if they are automatically reequipped in the user’s
mouth if the user so desires. And while the thrown weapon is
equipped in the month user cannot use Bite to [Counter] (see CR
II, p. 156) attacks.

Stance 1H Fist Weapons


Stance 1H fist weapons are equipped on the hands to enhance
Punches. Equipping these weapons does not inhibit the use of
items that are considered Stance 1H/2H. They can also be used
for a “Throw” attack while equipped.
However, it cannot be equipped at the same time as another
hand-held weapon (weapons whose Stance is not 1H#/2H#) or at
the same time as the shield.

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Worn as Armor
The character can wear only one piece of armor (Nonmetallic
or Metal Armor) at a time.
Putting on and taking off the armor takes time. If you are trying
to do it during a battle, for example, you must make it with a
Major Action. The duration of taking off is equal to the “Armor
Defense x 10 seconds (1 round)”.

Equipped as Accessory
Items classified as accessories are managed using the accessory
column on the character sheet. These items will be effective only
when they are equipped with the appropriate equipment section.
Items for adventurer classes with equipment sections, such as
holy symbols and magisphere, are treated as an accessory, and
may be used to increase HP and MP as Renowned Items (see CR
II, p. 51).
Equipped accessories are independent of weapons. The
character can have equipped accessories on their hands even if
the hand is equipped with a weapon.
The accessory can be attached or detached using Major
Action.

Stored in a Special Storage Container


Quivers, gun belts, and bullet pouches are used to store arrows
and ammunition.
A storage container can hold a specified number of
ammunitions, regardless of their subtype. For example, a Gun
Belt can hold 10 bullets and 2 silver bullets.
Only ammunition that is stored in a storage container can be
used to reload with a Minor Action. When casting [Shoot Arrow]
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(see p. 240), you can only get the arrows you want to use from the
storage container (when performing [Metamagic/Targets], you
can take out the required number of arrows at a time from the
storage container).
The Major Action is needed to load the gun with bullets. The
bullets must be selected only from those stored in the storage
container. It is possible to have several bullets from the different
storage containers.
Without a container, ammunition cannot be loaded the usual
way and must be first equipped as a thrown weapon (with Minor
Action) and then loaded into a Gun (with Major Action).

Stored as Luggage
Items that do not fall into any of the above categories should
be stored and carried as luggage.
These items can be used at any time, as needed; the conditions
for their use, such as whether they are used in a Major Action,
Minor Action, or do not require the action in the first place,
depend on the description of each item.
Unless otherwise stated, they can be used as long as they are
carried as luggage. It is not necessary to carry them in the
character’s hand or equip them as an accessory.

Spare Weapons, Armors, Accessories, and Ammunition


A character can have spare weapons, armor, accessories, and
ammunition. Having them as spares (if they are not properly
equipped) will not have any game effect.
There are no rules in SW2.0 that limit how much of these
spare weapons, armor, etc. one can have. 100 spare weapons, 30
changes of clothing and armor, etc. is blatantly unnatural and

59
irrational, but the character will also not gain any of its benefits at
the same time.
It is up to the GM and each player to decide how much they
can carry. You can role-play this as: "I want to carry lots of change
of clothes, so I buy a packhorse”.

Loot
PCs can gain loot from defeated monsters. Some of the loot is
obviously likely to be large luggage.
Possession of these items is also not restricted in SW 2.0. It is
part of the game to collect loot and would be a crime to deny
players that. But of course, any table is different so use your own
judgment when dealing with big amounts of loot.

Other Suplements and Notes

What follows are a few more supplements and notes that do


not fall under the previous sections, all of which do not reference
Simplified Combat, Standard Combat, or Advanced Combat.
This section can be useful for GMs and players. So, if you have
spare time, take a look.

Notes About The Start of the Combat


Monster Knowledge
Monster Knowledge checks can be made using the Sage class
or the Rider class, whichever is higher.
If the Monster Knowledge check is successful, the players can
open the rules, supplements, etc., for the relevant monster and
read the data, even if the GM has created an original monster that
is not part of such a ready-made product. The players may
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request disclosure of that data, and the GM must give it to the
players. If there are monster is enhanced with sword shards (see
CR I, p. 344), all changes due to such enhancements should also
be disclosed.
In the Monster Knowledge check, double 6s’ is an automatic
success regardless of the bonus to the roll and monster
reputation. Of course, double 1s’ is an automatic failure.

Player Knowledge about Monsters


If the Monster Knowledge check fails, players can still use
their own remembered knowledge.
However, during a session, players cannot view monster stats
in the rules, supplements, etc. without performing a Monster
Knowledge check. If a player wants to check the stats of a
particular monster, they must report to the GM that they want to
perform a Monster Knowledge check, and the GM must approve
the request.

Monster Weak Point


When a character who has the Sage class performs a Monster
Knowledge check, if the success value is equal to or greater than
the weakness set in the monster stats, the character detects a weak
point and can be used in combat.
The character can select from Rider and Sage classes which to
use for Monster Knowledge. And only when Sage class is used
character can detect the monster’s weak point.
The double 6s also reveal the monster’s weak point, but the
weak point cannot be known by a character that does not
have/used a Sage class for Monster Knowledge check.

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GM Guide: After a Successful Monster Knowledge check
If the PC has already successfully completed a Monster
Knowledge check for that monster in previous games, they are
free to check the stats in-game without the need for a Monster
Knowledge check. The GM should keep track of which monsters
PCs have successfully completed a Monster Knowledge check
themselves or ask the player to make notes.
Found Weak Points are valid for one session only, the result
of the first Monster Knowledge check made could be applied
until the end of the session. In another session, the weak point
must be detected again with the Monster Knowledge check.

Initiative
Initiative checks can be made with the Scout class or the
Warlord class, whichever is higher, and the character should use
the higher value as the standard value.
In the Initiative check, when facing a monster, if it is equal to
or better than the monster's Initiative (or the highest if there are
multiple), PCs will get to act first.
For non-fixed stats, the opponents must roll 2d and add their
Initiative. In this case, use rules for contested checks.
An initiative check is a special kind of check in which double
6s do not result in automatic success and should be treated as a
12 + Initiative bonus. On the other hand, double 1s is an
automatic failure (and gain 50 experience points at the same
time).

Notes on Acquisition of Loot


If a monster was defeated during the combat, PCs can get loot
from it after the battle. Roll 2d and loot at the Loot table of the

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defeated monster and will get corresponding loot. If the loot has
"Always", it is always obtained at the same time.
If a monster enhanced with Sword Shards is killed, its Sword
Shards will be also acquired at the same time.
Acquisition of loot requires 10 minutes per monster with one
character doing the task. This time is required even if the loot is
"Always" only.

Optional Rule: Loot from Multi-section Monsters


When PCs defeat the monster with multiple sections the GM
may allow PCs to gain as much loot as the number of sections
defeated.
In this case, PC will get "Always" loot only once regardless of
the number of sections, and only the loot they can get multiple
times can be obtained by rolling 2d.
Each additional acquisition also takes 10 minutes, with each
section being handled by a single character.

Notes About Multi-Section Characters


Some characters have multiple sections. The following are
notes for such characters.

Advanced Combat is handled in the same way as Standard


Combat
The notes from Core Rulebook I Revised Edition, p. 210, also
apply to Advanced Combat.

Multiple Targets (Standard Combat/Advanced Combat)


In Standard Combat and Advanced Combat, a multi-
sectioned character can target multiple nearby characters in a

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single turn by performing multiple melee attacks (and similar
unique skills). The procedure is as follows.

(1) A melee attack (e.g.) is made on a certain target. and the


target is pulled into melee.
(2) Even if a character wasn’t targeted in (1) above, it becomes
independent if it is in the newly formed skirmish. Therefore, it
can be directly attacked by a second attack by the active character
in a melee. This also pulls the target into melee. In this case, the
target's coordinates are changed to the center point of the first
skirmish.
(3) Point (2) can be performed repeatedly if active characters
still have more attacks.

This process is applied not only to characters in multiple


sections but also when multiple actions are performed in combat
feats such as [Twin Strike] and [Multi-Action].

Invisibility
Some monsters have the ability to make themselves invisible.
Also, runefolk can't see fairies.
Such invisible characters are handled as follows. Note that this
assumes that the character perceives the world primarily through
vision. If the character does not rely on vision, mere invisibility is
not an obstacle. On the other hand, if the primary senses are
being inhibited and the character is unable to see, then the
character should follow this process, even if it is not invisible.

Can be Targeted or Not


As a general rule, an invisible character cannot be the direct
target of an attack, spell, or effect.

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However, a character that shares the same coordinates can
target such character. Also, a character in a melee can target an
invisible character in its skirmish.

Effects Targeting Area


The above restrictions apply to effects that target a character.
For magic or effects that target a location (coordinates, area), the
invisible character will be affected if it is in their area of effect.

Line and Breakthrough


In "Area: Line" and "Area: Breakthrough", if you want to target
a character, it must not be invisible (see p. 80).

When Do Penalty Occurs?


Penalty when Attacking Invisible Character
When you make a melee attack against an invisible character,
you suffer a -4 penalty to your Accuracy check.
For special effects that determine success or failure by
comparing the success value of an Accuracy check with that of an
Evasion check, the Accuracy check suffers a -4 penalty.
This penalty does not occur when the target is a target of any
other effect, including spells.

Penalty when Evading Invisible Character


If you are attacked by an invisible character, whether it is
melee or ranged, you take a -4 penalty to your Evasion check or
checks that use Evasion in its calculation.
Other passive checks against invisible characters don’t get this
penalty.

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Other Penalties
If the monster description of invisibility has some other effects
please follow them also.

Other Notes
Shielding from Invisible Character doesn’t Work
Invisible characters do not shield any of the effects of Area:
Shot, i.e., characters can see beyond the character and they do
not block the effects of Area: Shot.

Invisible Characters Cannot be Excluded


When "any target can be excluded" such as the effect of the
combat feat [Magic Control] is used, an invisible character cannot
be an excluded target.

Invisible Characters Cannot be targets of Misfire


Invisible characters are excluded from the target of a misfire
when "Area: Shot" is fired into a skirmish. In other words, the
misfire does not result in the invisible character being hit.

Invisible Characters’ Movement Cannot be Blocked


Invisible characters can move without being blocked.
If an invisible character is invisible to all enemies in the
skirmish, you can leave the skirmish by moving, without the need
for a Retreat action.
However, if the move removes the invisibility itself, you cannot
do so.

Invisible Character can Block Movement


Invisible characters can block the movement (see p. 26, CR I,
p. 197 and CG, p. 143, 147) of other characters.

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However, if this is done, there is a possibility that the invisible
can become the target of a direct attack since they will be at the
same coordinates.

Blind Characters Treat Everyone as Invisible


A blind character treats all other characters as being invisible
to it.

Note on Monster Skills

The description here is an annotation of the unique skills of


the monster, which may be useful when referring to monster data,
such as with a successful Monster Knowledge check.

Monster Skills Classification Tags


In the various supplements and databooks, the unique skills
in the monster data are marked with a classification tag to indicate
how they are handled in the game.

○Passive Type
A skill with a “○” tag at the beginning of its name indicates that
the effect is always active. Basically, this effect cannot be canceled
by the monster itself. In particular, anything that is detrimental to
the monster will always be active.
Nevertheless, the GM may rule that the unique skill does not
work in exceptional circumstances, at their discretion. No player
is going to complain because GM removed the [○Flight] skill
from a monster in a place with a low ceiling and no free space at
all.

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Also, depending on the monster and its abilities, there may be
cases where it is explicitly stated that it can be lost. The most
common case is a multi-section monster that loses it when it loses
some of its sections (section HP drops to 0 or below). If this is
the case, the GM should follow the skills description.

↝Major Action Type


The skills marked with “↝” tags are those that can be used
only with Major Action. If this unique skill is used, the monster
(section) cannot use melee attacks or other unique skills that are
also Major Action Unique Skills.
Unless otherwise noted, Major Action Unique Skills cannot
be used with Full Move on the same turn.

☆Minor Action Type


Skills with a “☆” at the beginning can be used only with Minor
Action. Unless otherwise stated, they can be used any number of
times during one turn, and do not interfere with the use of other
skills.
These skills can also be used with Full Move on the same turn
unless otherwise noted.

☑Declared Type
The skills marked with “☑” tags are the same as some of the
combat feats that can be used by PCs, and they can be used with
Minor Action. Their effect lasts until the start of the monster's
next turn.
The declared unique skills can only be used once per round.
Rarely, some monsters can use them more than once in a round
(indicated by the passive unique skill called “Multiple Actions =
X times”), but even these monsters cannot use the same unique

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skill multiple times to double its effect only to combine various
effects.
The declared unique skills can be used regardless of the
movement method.

▽Conditional Type
Skills tagged with a “▽” tag are those that generate an effect
when some condition is met. The [▽Poison] unique skill, which
creates an effect when a monster hits with a melee attack, is a
typical example of these skills.
This unique skill is essentially automatic. Some of them are
detrimental to the monsters.
There may be cases where the GM, after carefully examining
the situation and conditions, may decide that this skill will not
occur.

▼Conditional Choice Type


The skills tagged with “▼” tags are those that can produce an
effect when some condition is met, but the monster (GM) can
choose whether or not to actually use it or not. There are several
possible patterns, such as a limited number of uses, risk as well as
a benefit, or a choice of one of several types of effects.

Unique Skills Resistance


Notation of Unique Skills
Generally, the unique skills of monsters are represented by
"classification tag + ability name". For example, if there is [○Flying]
this means that it has the ability named "Flying" and that it is of a
passive type (always in effect).

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The name of the ability also serves as a heading, and the effect
that the ability has is described following the ability name unless
it is self-explanatory by itself.

Unique Skills Headers


Many unique skills provide the target with the opportunity to
resist or avoid them. They are handled as follows.

(Classification Tag) Unique Skill Name / X(Y) / Target


Standard Value/Resistance
Example: ↝Flame Breath / 5(12) / Fortitude / Half

So Unique Skills have the following format.


First comes the tag that classifies the unique skill, as already
explained. This is followed by the name of the unique skill.
The next part, X(Y), is the number used to calculate the target
number for the resistance check (save). X is the standard value,
which the GM rolls 2d and adds to it to get the actual target
number. The Y part is a fixed success value. Calculated at X + 7,
GM does not roll the dice and may use this number to speed up
the combat. Double 1s is an automatic failure, and double 6s is
an automatic success.
After that, a standard value is specified to counter it. Most of
them are either Evasion check, Fortitude, or Willpower save. In
rare cases, something else will be specified, but the usage is the
same: roll 2d, add it and compare it to the target number
mentioned above. If there is a tie or a higher success value, then
the target is saved against a unique skill. Again, double 1s is an
automatic failure, and double 6s is an automatic success.
The last part is the opposite result, which can be either Neg or
Half, where Neg means that if the target was able to oppose it,
they are not affected by unique skill at all. Half is often found in

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unique skills that inflict damage, where the target suffers half
(rounded up) of the calculated damage (see CR I, p. 176)
specified for each unique skill. Some unique skills have negative
effects along with the damage, and if the damage is half, the target
takes the half damage but is not affected by negative effects.

On [○Normal Weapon Immunity]


The always active ability that some monsters have, [○Normal
Weapon Immunity], is one that requires a Silver or Magic
Weapon to deal damage. This is handled as follows.

If the PC Attacks
• Physical damage can only be inflicted by a Magic Weapon
with a , a weapon annotated "silvered" or a weapon that
has been made magical, such as with an [Enchant Weapon]
spell (see p. 176).
• As a general rule, attacks that deal magic damage will ignore
this ability to deal damage. However, some Tangling
weapons (see p. 136) do not deal damage unless they are
silver or magic weapons.
When the Monster Attacks
• As a rule, an attack that grants magic damage will ignore this
unique skill.
• Attacks that inflict physical damage will not deal damage to a
monster with this unique skill, except in the few cases
described below.
• If the attacking monster is enhanced by sword shards, the
attack is treated as magical, regardless of the attack type.

71
• If the description of unique skills states that it should be
treated as a Silvered/Magic Weapon, then it should be
treated as such.
• If the monster's description mentions the use of silver/magic
weapons, the GM may accept it and treat it as an attack with
them.
• Otherwise, at the GM's discretion, the monster may be
attacked with a silver/magic weapon if they deem it
appropriate.
• The GM is not prevented from equipping monsters with
silver/magic weapons in their scenarios for legitimate reasons
and purposes (to make the game fun!). (The PCs should not
be prevented from acquiring them as special loot either).

Common Unique Skills Rules


Some of the monster's unique skills share the same general
framework. The following two are particularly frequent and
should be noted.

De-Bonding
Some monsters can attack targets by entangling them in their
tentacles or holding them in their strong arms. These abilities
have disadvantages for the target, such as restricting the character's
movement or actions or causing a penalty or automatic failure to
the skill checks.
While there are minor disadvantage differences (explained
individually), the process for escaping entangling is the same. This
is called de-bonding and is explained here.
In order to capture a character, entangle or hold, an Accuracy
check or similar check must be made first specified in the unique
skill. GM should write the monster’s success value as the target
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number for escaping. In case of multiple hits choose the lowest
success value.
A character in an entangled state can try to escape by de-
bonding as a Major Action. This character needs to do a check
2d + Adventurer level + Strength modifier, and the target number
is the success value of the monster that GM wrote down earlier.
If the success value is greater than or equal to the target number,
the de-bonding was successful, and the character is no longer
entangled.
Another character also can de-bond. The same check needs
to be made, and if successful, the target character escapes and is
free to act immediately afterward. Of course, another character
will still have to use its Major Action.
If the GM forgets to write down the success value, they can roll
the dice again to determine it, or use a fixed success value.

Petrifaction
These are unique skills that some monsters have that slowly
dampen the character's abilities, eventually leading to
petrification.
If the character has this unique skill, the description should
say “petrification progress (ability score name/-X)”. If a character
is affected by this effect, the specified ability score will be reduced
by X's specified number of points. If there is more than one
specified ability score, one of them will be determined at random.
This decrease in ability scores is accumulative, and when it
reaches 0 (it does not go below 0, just stops at 0), the character is
completely petrified. Once petrified, the character can no longer
move or act at all.
For a fixed-value character, the penalty modifier is applied to
the checks associated with the specified ability score: Accuracy
check for Dexterity, Evasion check for Agility, and Spellcheck for

73
Intelligence. The GM may apply this to other unique skills as
well, as long as they are clearly related to the ability score. The
size of the penalty depends on the amount of the ability score
reduction (-X). If the reduction score is -6, the penalty modifier
is 1. If the score is -12, the penalty modifier is -2. A character with
a fixed value will be petrified after being subjected to this effect a
total of three times.
If a character is in the process of petrification, the [Remove
Curse] spell (see p. 195) can remove it, but once a character is
completely petrified, only the [Cure Stone] spell (see CR II: p.
127-131 or WT, p. 59), similar magic or with “Cure Stone
Potion” (see p. 314) can undo it.
A petrified character can return to life, as long as it is freed
from its petrified state. However, if the damage was done to the
statue, it will be applied to the character. If its neck was broken,
it is impossible to return the character to return alive. Also, if it
has been exposed to the elements for too many years and has
become weathered, it also will be difficult to bring it back to life.

Correction of Monster Stats due to Combat Feat


Revision
If you are using Revised Combat Feats (see p. 14), existing
monster stats with unique skills use them as in monster stats. No
changes in their combat feats are necessary. But for monsters with
combat feats, the effect of the unique skill should be used in
accordance with the Revised Rules.

74
Rule Supplement for Magic (Revised)

Here are some additional explanations and additional rules


regarding spells and special effects. These are not optional rules
but should instead be used as a clarification or revision of the
rules.

Notes on Targets

Target: Caster
If the target of a spell is the caster, the spell will always target
the only caster. If a character has more than one section, the effect
will be applied to all sections of the character.
If a jockey is a caster, only the jockey will be the target. If a
mount is a caster, only the mount will be the target.

Target: 1 Character
In principle, spells with Target: 1 Character must be cast by
visually seeing the character to be targeted. Therefore, invisible
characters cannot be targeted. However, a character who is at the
same coordinates as the caster or in the skirmish when the caster
is in melee can be the target.
Jockey and mount are two separate characters for spell targets.
spells with Target: 1 Character is subdivided into 1 Character,
1 Character 〇, and 1 Character #. The 〇, # symbols indicate the
difference in targeting characters with multiple sections.

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1 Character
If there is no symbol, one section is counted as one character and
can be targeted with the spell “Target: 1 Character”.

1 Character 〇
In this case, the entire character becomes the target of the spell,
regardless of the number of sections.

1 Character #
The entire character is affected, but MP cost is automatically
multiplied by the number of sections of the target. For example, for
a character with two sections, MP cost will be doubled, and for three
sections, it will be tripled. If there is a decrease in MP due to a
combat feat such as [MP Save /**], it is calculated first and then
multiplied by the number of sections.
This is no matter whether or not the caster knows
[Metamagic/Targets] combat feat. Even if the caster doesn’t know
this feat, “Target: 1 Character #” will still cost specified multiple of
MP to cast a spell, even with “Range: Touch” spells.
This type of spell cannot affect only 1 section in particular, and it
is completely irrelevant whether the caster has mastered [Magic
Convergence] or not.
When the caster targets multiple characters with
[Metamagic/Targets], the increase of MP is determined by the total
number of sections. In this way, when an increasing number of
targets caster must increase the cost by a total number of affected
sections.

Target: 1 Object
Affects an object that is not a character. Uncountable objects
(such as liquids) or group of objects cannot be targeted.

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Target: Any Point
Targets one specific point within the range.

Target: Touch
The "Target: Touch" notation appears only for spells that have
"Range: Touch". Spells that create something in the caster's touch
range or in close proximity to the caster use this notation (also, in
the center point of skirmish).

Wide-Area Targets
For spells whose target is "〇m Radius”, “〇m Radius/All”, “
〇m Raidius/ᐃ” target a wide area of space or a character within
that space. For details, please refer to "Duplication, Accumulation
and Wide-Area Magic" (see p. 78).

Other
There are other types of spells that have special targets. These
are clearly defined in the effects of the individual spells.

Duplication, Accumulation and Wide-Area Magic

Non-overlapping Spells of Same Name


The effect of a spell with the same name cannot be duplicated
or cumulative for the same target. No matter how many times you
cast [Enchant Weapon], it will not have any effect after the second
cast, it will only increase your physical damage by 1.

77
If the spell name has roman numerals (II, III, etc.) higher
roman number spell affects the target over the effect of a lower-
numbered spell.

Weapon Enchant Spells


Weapon enhance spells can cumulate in some cases.
Weapon enhance spells that give some type of damage to a
weapon cannot stack. Weapon owners can accept or reject new
weapon enhancements of different types. If it accepts it then the
effect will be overridden.
If the weapon is a magic weapon with a permanent type of
effect, then any magic that enhances a weapon with the same type
will work as intended, but the spell of a different type will have no
effect at all on it.
All weapon enhancement spells that do not have a type can
stack.

Handling Spells and Effects

Some spells can affect a wide area or a wide number of targets.


See below for rules on such spells.
In the following description, with magical casting in mind, the
term "caster" will be used not only to describe spells but for non-
magical abilities also.

Radius-defined Effects
Effects for which the radius of effect is described include the
following, each of which should be handled separately.

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〇m Radius
Spell with this area affects the area around the target point. If
there are characters in the area, they will be affected without
exception.
This type of magic often has a long duration. If this spell radius
is from 2m up to 5m and it is used in combat feat
[Metamagic/Area] 2x expansion it will increase its radius by 1m,
3x by +2m, 4x by +3m. Regardless of the original area of effect,
the radius can only be increased up to 6 meters.

〇m Radius/All
All characters are affected by the spell in the area of radius 〇
m. There are no exceptions, and even with [Magic Control]
combat feat target cannot be excluded.
The position of the character at the time of cast determines if
it’s affected by it or not.
As in the previous section, if this spell radius is from 2m up to
5m and it works the same with [Metamagic/Area]. Such spells can
only be expanded to a radius of 6m.

〇m Radius/ᐃ
Only up to ᐃ target in the area of 〇m can be affected. If there
are more characters in the area, select up to ᐃ targets at random.
If caster knows [Magic Control] combat feat, they can exclude
any number of targets in the range of the spell.
The position of the character at the time of cast determines if
it’s affected by it or not.
As in the previous section if this spell has a radius from 3m up
to 5m and it is used in combination feat [Metamagic/Area] for
every 1m of expansion number of targets will increase by +5.
Expansion is limited to a maximum radius of 6m/20.
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Exclusion of Caster
If the spell with “Range: 〇m Radius/All” or “Range: 〇m
Radius/ᐃ” caster can choose whether to include itself in the effect
of the spell. If the caster is a character with multiple sections, the
caster can choose whether or not to make each section target of
the spell.
If the caster is a jockey, the mount can be excluded from the
effect of the spell. If the mount is a caster, the jockey can be
excluded the effect of the spell.
For spells with “Range: 〇m Radius” the caster cannot escape
the effects if it is within the range of the spell.

Line & Breakthrough


The effect of "Area: Line" flies in a straight line from the caster,
involving everything in its path. When this area effect is used, the
caster needs to specify the target point (coordinates) or a target
character (section) is first needed to be specified. The effect then
flies in a straight line toward the target, affects the target, and
continues straight ahead to the maximum range of the effect. Any
character at the position through which the effect passes may be
caught in the effect.
For “Area: Breakthrough" the caster needs also specify a target
point (coordinates) or a target character (section. Then the caster
moves in a straight line with Full Move to the selected position.
The effect may involve all the characters in the path, including
those at the endpoint.
The two effects have in common that they have a linear area
of effect and that the characters in their path have a chance to be
affected by them. Focusing on this, we will describe the process
of using them.

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Area of Effect
In Simplified Combat, the area of effect includes all areas at
the beginning, end, and middle of the effect.
In Standard Combat, all coordinates at the beginning, end,
and middle of the effect are the area of effect.
In the case of Advanced Combat, the affected area is assumed
to be an elongated rectangle with a total width of 2 meters from
the start point to the end point, 1 meter on each side of the path,
including the edges, and the coordinates included in the rectangle
are the area of the effect.
However, the line in Simplified Combat and breakthrough in
all combat rules excludes the starting point from the effect if the
starting point is outside the skirmish (see next pages).

Target Visibility
For both Line and Breakthrough, the caster first should
specify the target point (coordinates) or target character (section).
For this, it must be visible.

Target a Character in Skirmish


If a caster outside the skirmish tries to target a character
(section) inside the skirmish, it should not have misfired to use
such a spell or an effect.
In other words, if there is another character (section) at the
same coordinates (area in the case of Simplified Combat) as the
character (section) caster wants to target in the skirmish, they need
the combat feat [Guided Magic].
Non-magical effects must assume no misfire as well. If you
want to use a ranged attack, you need the combat feat [Precise
Shot].

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The same is true for other unique skills. In this case, each of
them has its own condition. If there is no mention at all, either
[Guided Magic] or [Precise Shot] is required (or both).
If this assumption cannot be satisfied, the character (section)
cannot be selected as the target. The same process as misfire (i.e.,
another character or section is changed as the target) is not
performed. Target selection itself is impossible.
This restriction does not apply when a point (coordinate) is
used as the target; the coordinates themselves do not preclude
specifying them as the target, even if they are the coordinates at
which the character exists.

Affected Targets
When using the line or breakthrough effect, if the target is
specified as a target character (section), that character (section)
will always be the target of the effect.
In addition, characters and structures within the area of effect
have a 1/2 chance of being caught and becoming the target of the
effect. For this roll 1d for each, and if the result is 1 to 3 then they
are affected and if the result is 4 to 6 they are not affected.
The involved target can then attempt to reduce or negate the
effect with a Fortitude and Willpower check or Evasion check if
indicated.
A character in a melee may be caught in the effect if the center
point of the skirmish is within the area of effect. Each character
outside the skirmish and each character inside the skirmish but
independent of it should be determined as a target by its own
coordinates.

Exclusion of Caster
For the line effect, the caster can arbitrarily exclude themself,
other sections of themself, the mount on which they are riding if

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they are the jockey, and the jockey riding on the caster if they are
the mount from the target of the effect.
For the breakthrough effect, the above-mentioned characters
and sections are automatically excluded from the target of the
effect.

Exclusion by [Magic Control]


A character who has mastered the combat feat [Magic Control]
can exclude any character within the area of effect when using a
line or breakthrough spell.
However, as a general rule, [Magic Control] is only taken into
account when the spell is cast. In the case of non-magic effects,
see their description in relation to this combat feat.

Exclusion of starting area in "Simplified Combat"


In Simplified Combat, the user of line effect can exclude all
targets from the area they are in if no opponents are present in it.

Exclusion of starting point for Breakthrough (only from


outside skirmish)
If the breakthrough effect is used and the caster is outside the
skirmish, characters at the starting coordinates (area in Simplified
Combat) are excluded from the effect.
On the other hand, if the caster is in a skirmish, the character
at the starting coordinates will be affected by this effect.

Blocking Effects
Both line and breakthrough are characterized by their area of
effect, which is a straight line (2m wide), which may be blocked
or impeded.

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Line Blocking
Any terrain or object that stops the 2m width line will block
the effect of the line, even if it is within range distance.
However, no matter how huge they are, characters cannot, in
principle, block line effects.

Breakthrough Blocking
Breakthrough assumes that the caster will move to reach the
target point (character). Therefore, if there is a block on the linear
path to the target point (character) that prevents the movement of
the caster, it cannot be executed.
There cannot be a complete obstacle such as a wall, nor can
there be a long jump that cannot be easily crossed unless the
caster is flying.
However, no matter how huge they are, characters cannot, in
principle, block breakthrough effects.

Structures against Line/Breakthrough


The GM should rule on whether a structure with Defense and
HP will block the effects of line or breakthrough, based on its
size.
The GM should rule that any structure determined to block
the line will always be a target of the line's effect, even if it was not
itself a target, instead of a 1/2 chance.

Line to the Same Coordinate


If the caster uses the line effect to target a character at the same
coordinates or coordinates as itself, it is handled as follows.
In Simplified Combat and Standard Combat, no effect should
be applied to other areas-coordinates.
In Advanced Combat, GM can choose a direction at random,
but the basic guideline is to choose a direction that contains as

84
few extra targets as possible. If you are using squares or hexes, the
direction may be determined at random.

Spell Sustaining and Removal

Spell Duration
Some spells have an effect time for which effect persists for
some time.

Effects with Duration in Rounds


If in spells description there is the duration in the form “〇
rounds”, then at the start of caster turn, a round is considered to
have passed.
In this case, each time the caster reaches the start of their turn,
“1 round” is treated as if one round had elapsed. This is
independent of the order of the caster's actions within the camp
in each round. Therefore, if the caster's spell affects allies, then a
spell with a duration of 10 seconds (1 round) may effectively affect
the actions of allies twice. In other words, it is possible for a spell
to affect the actions of other allies twice. Conversely, if the caster
acts last and acts first in the next round, then the actions of other
allies will not be affected at all.

Duration: Instant/〇〇
Some spells have a "Duration: Instant/〇〇”. This means that
the effect occurs immediately after the spell is cast and lasts for
some time thereafter.
A spell with duration in the form of "Duration: 〇〇" can be
canceled by the caster's will, but a spell with "Duration: Instant/〇
〇” cannot be canceled by the caster's will (see p. 86).
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Effects with Duration More Than 1 Day
A spell with a duration of 1 day lasts for 24 hours after it was
cast. A spell that was cast at 8:00 p.m. lasts until 8:00 p.m. of the
next day.
However, GM may rule that the effect ends at 6:00 a.m., at the
end of the day, if the spell lasts longer than two days or if GM
feels this is appropriate for the game.
Some spells have a “once a day” limit on their cast. Those
spells can be cast after the last cast at 6 a.m.

Cancel with Minor Action


Spells whose duration is not “Permanent” or “Instant” can be
canceled at any time by a caster with a minor action and
cancellation does not require speech or hand gestures. If the
effect is applied to multiple targets with one cast of the spell, the
caster can cancel it for each target.

Spells that Cannot be Arbitrarily Canceled by Caster


The spells with "Duration: Permanent" and "Duration: Instant/
〇〇” cannot be canceled by the caster's will.

Forced Removal of Spells or Effects


To force the removal of spell effects, techniques, or unique
skills that have a duration by other spells or other means, follow
these steps.

Comparing Values
When you want to remove a spell or other effect, you need to
compare the success value of magic or effect with the success
value of the skill you want to remove it with. As a rule, for spells

86
or effects that are already active, use the success value of the last
time it was used (thus, if you feel the need to write it down, you
are encouraged to do so). If no one participant in the game
remembers, you may have no choice but to reroll the success
value.
If your result (success value) is higher than the success value
of the spell or effect it will be removed.
Some magic/effects can be removed by some magic/effects
without the need to compare success values when this is explicitly
stated in the description of either.

Success Values of Spells and Effects


When trying to remove magic or effect, there are cases where
the target is a character or object or cases where the target is a
spell or effect itself. [Cure Poison] (see p. 195) spell is an example
of the former, and [Dispel Magic] (see p. 176) spell is an example
of the latter.

If Target is Character or Object


If the spell or effect cast on the target is greater than the success
value of the spell or effect on the target, then the latter will be
removed.
If the target is a character with multiple sections and you want
to remove the spell of type “1 Character #” from the target, you
need to multiply MP cost by a number of sections.
[Metamagic/Targets] is not necessary in this case. If you want to
target more than one character as a target you will need
[Metamagic/Targets] combat feat. To calculate MP Cost needed
to remove effects from them add all sections and all characters
that are affected by “1 Character #” spells or effects.

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If Target is Spell or Effect Itself
Essentially, only one spell or effect can be removed. The
definition of “one” differs depending on the “Target” of the spell
or effect to be removed.
1 Character: In the case of a character with multiple sections, 1
section can be removed at a time.
1 Character 〇: One spell or effect can be removed from the
character, regardless of the number of its sections.
1 Character #: In the case of a multi-section character, you have
to decide to remove one spell/effect per section and all the
sections at the same time. You don’t need [Metamagic/Targets]
combat feat to target one spell or effect on one character or its
sections. In that case, you will need to multiply the MP cost by
the number of sections. If you want to target more than one
character, then [Metamagic/ Targets] combat feat is needed.
〇m Radius: Spell or effect will be removed completely.
〇m Radius/All: Spell or effect can be removed from 1 character
(section).
〇m Radius/ᐃ: Spell or effect can be removed from 1 character
(section).

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Deep Magic (Optional Rule)

These rules give characters who have mastered both the


Sorcerer and Conjurer classes a new line of spells called Deep
Magic.
A character who has mastered both classes is called a Wizard
and comes very close to the skill and knowledge of wizards of the
Magic Civilization Period.
Deep Magic consists of spells that are more mystical and
produce multiple magical effects simultaneously, which cannot be
obtained solely from impartial knowledge of either of two magic
systems.

Deep Magic Level and Magic Power

Deep Magic is a magic type that is automatically gained by


characters who have mastered both the Sorcerer and Conjurer
classes.
There is no special class (i.e Wizard class) for this purpose in
Deep Magic. Instead, the lower level of the Sorcerer and
Conjurer classes the magician has mastered determines what level
of magic he or she can use, and the higher level determines the
magic power.
For example, if a character has a Sorcerer class of 5th level and
a Conjurer class of 3rd level, he or she can cast up to 3rd level
spells of Deep Magic, and the magic power is calculated as “5 +
Intelligence Modifier”.
Deep Magic doesn’t affect MP Maximum. You gain only the
basic Sorcerer and Conjurer classes, which increase by 3 points
per level.
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How to Use Deep Magic

Deep magic has the same requirements and armor restrictions


as Truespeech and Spiritualism magic. The same magic
implement can be used for Truespeech, Spiritualism, and Deep
Magic.

Notes About Deep Magic

Spells that have Multiple Magical Effects


Some Deep Magic spells produce multiple magical effects in
a single casting. For example, [Tough Power] gives the target both
the effects of [Vitality] and [Counter Magic] at the same time.
This is exactly the same as if those spells had been cast
separately. Spells with the same name as the one listed in the spell
description also follow the same Duplication of Magical Effects
principle as any other spell. [Tough Power], [Vitality], and
[Counter-Magic] would all be considered to be duplicates, and
their effects would not stack on the affected character.
If such magic is cast on a target where only one of them has an
effect, the effect of the remaining one will be added.

Spells that have Multiple Magical Effects


Some Deep Magic spells uniquely feature a “1 + 1 Character”
target. This means that you can cast a spell on one chosen target
(usually an enemy), and when that spell takes effect, another spell
will be cast on the other target (usually an ally). Both targets must
be within range of each other.

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These spells are subject to the Combat feat
[Metamagic/Targets]. In this case, the cost MP is doubled for
each pair of 1+1 Characters. Whichever side you choose, the
target characters (or one section of a multi-section character) must
all be different characters (sections).

[MP Save /Sorcerer]


The MP cost of casting Deep Magic is not reduced by the
combat feat of [MP Save /Sorcerer] or [MP Save /Conjurer]. This
does not change even if you learn these two at the same time.
However, if you use the Deep Magic rules, you can add "MP
Save/Wizard" to your combat feats. If you learn this, you can
reduce the MP consumption in Deep Magic. Of course, this
combat feat does not affect the MP consumption of Truespeech
Magic or Spiritualism Magic.

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Expansion of Spiritualism Magic (Optional
Rule)
These rules extend the rules regarding the creation and use of
golems and undead. In particular, the rules for golems are greatly
enhanced.

Golems and Undead

The conjurer can create and use specific golems and undead
through the spells of [Create Golem] and [Create Undead].
During the age of magic civilization, this technology reached
its peak and various constructs and undead were created and
used. Some of them remain in Raxia, waiting for adventurers in
the depths of labyrinths.
Conjurers of modern Raxia continue to research to regain
those magic technologies that have been lost. While some of the
spells described in this book are the result of such research,
unfortunately not all of them have been recovered. Some golems
and undead that remain from the magic civilization period have
seemingly eternal life and can perform even hard tasks. While
modern conjurers can create only limited and short-duration
undead and golems. Some of the radical and dangerous
barbarous, and even some of the humanoids, are trying to revive
those technologies more similar to those of the magic civilization
era. However, the rules presented here apply to golems and
undead that are handled by common conjurers, including PCs.
*In other words, GMs are allowed to do what they want with
custom golems and undead to a certain extent for the sake of the
scenario.

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Spells, Materials, and MP Cost
Once a character reaches 3rd or 5th level in Conjurer class,
they will be able to create golems and undead with [Create
Golem] or [Create Undead] spells. There are only a few types of
golems and undead that PCs can create, each with its spell and
level requirements.
Caster will need special materials for each of them to create
them. All of these materials are one-use and will be lost if golem
or undead is destroyed or if their duration expires. Note that MP
cost varies depending on the type of monster created.

Materials for Making a Golem


Each golem has defined materials required for its creation,
which are needed when casting [Create Golem].
There are two types of materials used in the creation of
golems: regular materials and advanced materials. Normal
materials are consumed at the time of creation and cannot be
recovered. On the other hand, advanced materials can be
recovered and used again after the effect time has expired or
when the caster's spell has been broken. However, if the golem's
HP falls below 0, it cannot be retrieved.
Also, advanced material cannot be recovered in situations
where it is deemed unrecoverable, such as when a golem is left
on the battlefield and the caster retreat, or when the golem has
sunk into the sea. The GM should make the ruling on this
situation.

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[Create Golem] List
Req. Normal Materials
Monster MP Advanced Materials (Price)
Level (Price)
Oak Enchanted Oak Strongly Enchanted Oak
3 4
Golem Branch (50) Branch (100)
Oak Enchanted Oak Strongly Enchanted Oak
3 6
Hound Branch (50) Branch (100)
Enchanted Straw Strongly Enchanted Straw
Straw Bird 4 8
Bundle (100) Bundle (200)
Loam Strongly Enchanted Clay
4 8 Enchanted Clay (200)
Puppet (300)
Bone Enchanted Animal Strongly Enchanted
5 10
Animal Bones (300) Animal Bones (500)
Leather Enchanted Leather Strongly Enchanted
5 10
Fish (300) Leather (500)
Flabby Enchanted Flesh Strongly Enchanted Flesh
6 10
Golem (500) (1,000)

Golem Enhancing Items


Each golem can be enhanced at the time of its creation, either
by increasing its basic abilities or by adding special abilities
through the use of Enhancing Items. This is explained in a
separate section (see p. 98).

Materials for Making an Undead


Each undead has defined materials required for its creation,
which are needed when casting [Create Undead].
Unlike golems, there are no advanced materials for undead
creation. All materials for making undead are consumed at the
time of creation and cannot be recovered.

94
[Create Undead] List
Req.
Monster MP Materials (Price)
Level
Skeletonized Corpse (not for sale) or Magical
Skeleton 5 4
Bones (500)
Zombie 5 8 Corpse (not for sale)
Wight 6 12 Corpse (not for sale) + Cursed Claw (800)
Skeleton Skeletonized Corpse (not for sale) or Magical
6 16
Archer Bones (500)

GM Guide: Obtaining Corpses


Magical Bones, which can be used to create Skeletons, and
two types of claws, which are required to create Wights, can be
obtained through the Sorcerer's Guild in exchange for money.
However, corpses cannot be obtained in the same way, only
through some atrocious means. In general, in the humanoid
society of Raxia, it is prohibited to harm the corpse, and
unearthing graves conjurer could be lynched. Conjurers with
undead by their side will be arrested - although, in larger cities,
Swords of Protections will prevent undead to come to city
properties.
These societal rules can be a burden for GM. If GM feels that
this will hinder the scenario, he or she may prohibit PCs from
using [Create Undead].

Commanding Undead or Golems


Golems and undead can be given orders when they are
created. But current technology limits orders they can do.
You can find possible order states below. GM may add what
they consider to be of equal complexity.

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The Command Stone (see p. 375) and the Staff of Control
(see p. 347) can be used to change state.

Obey State
Golem or undead will obey instructions given sequentially by
the creator. Under this order state golem or undead will not move
unless instructed to do so.
The creator can only give one command to a golem or undead
in one round (10 seconds) with Minor Action. Only one
character can be the target of instruction, and multiple golems or
undead cannot be moved at the same time.
Instructions must be detailed and specific. If the creator wants
a golem or undead to attack, they must give specific instructions
on how to attack and target the attack. The command is only valid
for one round after receiving the command. In the next round,
the creator will need to give new instructions, even if the
command repeats the previous round.
Golem or undead takes its turn immediately after the creator's
turn, and no other character can act before them, nor can golem
or undead turn be before the creator's.
The golem or undead that receives this order can be instructed
to block enemies’ movement and enter skirmishes. Only one
character per creator per round is allowed to perform this
command.
Even in non-combat situations, only 1 character can act at a
time with specific instructions. This makes it impossible to have
them work together, and it is stressful to have more than one of
them around in this state, as two will inevitably halve the marching
speed of a party, and three will cut it by one-third.

96
Defend State
This order specifies a location or an object, and a golem or
undead executes an attack against anything approaching the
location or object. The command can only specify a location or
an object, and cannot specify a character, including a caster. Also,
golems and undead cannot move away from the target more than
its normal move distance. If the object is moved beyond its range,
this order is automatically discarded and the golem or undead
becomes commandless (see below). The same applies if the target
object is destroyed.
The caster can restrict the target against which the golem or
undead performs its attack by providing similar conditions.

“Except for caster” (This condition allows only the caster and
the characters that were present at the time of creation to be
specifically excluded.)
“Without the use of the password XX."
"No red on the head.”

The GM decides how the golem or undead attack. However,


the caster can be limited to never performing a particular attack
method (it cannot be varied by the attack target).
It is occasional, if not frequent, sight to see multiple golems or
undead, given the same (or similar) orders, guarding a single place
or object at the same time.
Command Stone must be used to change the location or
object to be guarded, as well as password or other conditions.

Follow State
In this state golem or undead will follow the caster or specified
character. Usually, it's a caster or other golem or undead in an
“obey state”. If GM allows it, a golem or under can follow a non-
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character creature or an object that is moving for some reason.
Golem or undead in this state will continue to move after target.
If there is an obvious obstacle in the way, it will go around it. Also,
if there are other characters following as well, they will follow in
an orderly line beside or behind the target. This allows the caster
to move multiple golems or undead at the same time with this
command.
Golems in this state cannot bypass hidden traps and devices.
If there is such a thing, they will be easily caught in it. Also, they
cannot do any actions other than move.
If for some reason golem or undead loses sight of the target, it
will move itself to the last point it could see it. If it still cannot find
the target, it will switch to a commandless state (see below).
The caster must use Command Stone to change the target of
the following command or to change the state.

Commandless State
This state is usually not selected by casters. Golem or undead
will be in this state if it is unable to execute a command that has
been given. Golem or undead will continue to stand at its position
without moving or performing any action.
Command Stone must be used to change the state of the
golem or undead.

Golem Enhancing Items


Golems can be improved by Enhancing Items at the time of
creation.
Each golem has a maximum number and types of Enhancing
Items available. The caster can use the maximum number of
Enhancing Items from the list of available Enhancing Items for
the golem and use them when casting [Create Golem]. Even if

98
the caster uses the same Enhancing Items more than once, the
effect is not cumulative. The number of Enhancing Items to be
used must be determined at the time of golem creation, and
cannot be added or changed later for the created golem.
Golem Enhancing Items can be used repeatedly. When a
golem is no longer in existence, for whatever reason (e.g.,
duration has expired, the caster has deactivated it, the golem has
been destroyed in battle, etc.), all Enhancing Items used on that
golem will remain in place, and if recovered, can be used on the
next golem creation. Many of the Enhancing Items can be used
on more than one type of golem, so you can use them on one
golem and then use them on another golem on a different
occasion.
Some of the unique skills that Enhancing Items give are of the
declared type that is used with Major Action. Note that having
more than one of these will not allow the golem to perform them
in parallel in a single round. As a general rule, each of the
Declared Unique Skills can only be used once per round.
See page 454 for data on individual Enhancing Items.

Grades of Enhancing Items


Each Enhancing Item is divided into (Large), (Medium), and
(Small) grades, and the strength (level) of the golem determines
which one is required. For the scope of this book, Only Small
Enhancing Items are sufficient, and only their data is included.

99
Divine Magic Supplement

Contained herein is a summary of the rules for Divine Magic.

God’s Powers and Areas of Influence

God's Categories and Spheres of Influence


The gods of Raxia are divided into three categories: Ancient
Gods, Major Gods, and Minor Gods, each with a different
distribution of followers. The distribution of believers affects the
power of Gods. It becomes more difficult for a god to exert power
over places beyond his area of influence. Especially for Minor
Gods with a small number of followers, deterioration of power
can be significant.
This manifests itself as an increase in the MP cost of the
priests. Priests of Major or Minor Gods will have to pay additional
MP when casting spells if they leave the area of influence of their
God. This MP increase must be done before any multiplication,
such as multiplying cost when selecting multiple sections with
spells with “Target: 1 Character #”.

Divinity and Influence


Divinity Area of Influence MP Cost Increase
Ancient God All of Raxia -
Major God Continent +1
Minor God Region +2

Shrines and Missions


Priests of Major and Minor Gods can avoid the MP increase
that comes from being outside their area of influence by
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strengthening their connection to their god, spreading divine
teachings, and gathering followers. This can be done in two ways.

Small Shrine
A holy shrine is a place of communication with gods. 1000G
of money and 3 days of work are required to create a holy shrine
for a priest. Once the shrine was created, no MP increase will
occur within a 1km radius of the shrine.
This effect will be lost if the object is defaced or destroyed for
some reason.

Missions
If God can gain followers equal to 1/200th of the city's
population (say, 10 followers for a city of 2,000 people), then no
MP increase will occur within that city for PC priests of that god.
For that priests must create a temple, whether it is a holy shrine
or a makeshift temple, and provide a place for believers to
worship every day. The believers must be passionate enough to
visit the temple at least once a week, if not every day. Tabbit and
runefolk cannot be counted as believers.

First and Second Sword Faith

Some basic divine spells may or may not be cast depending on


one's faith. Here is how they are handled.

God's Classification and Spell Casting


In Raxia, humanoids generally believe in the gods associated
with the First Sword, while barbarous belief in the gods associated
with the Second Sword. However, if you look at each individually,
101
there are those humanoids who believe in the gods associated
with the Second Sword. And there are even some barbarous that
believe in the gods of the First Sword, though they are exceedingly
rare.
Two basic types of divine spells that may or may not be used
are determined by the God priest believes in.
In addition, the humanoid or barbarous nature of the priest
does not affect the effects of spells. For example, when Dirk Troll
Lyphos priest uses [Banish] if he is in range, he will receive the
effect.

Classification of Gods
In terms of spells that can be cast, the gods are categorized as
follows.

[Banish] [Sacred…] Gods of First Sword

Ancient Gods
Tidan, God of Asteria, Goddess of
Divine Ancestor Lyphos
the Sun Fairies
Kilhia, God of Ulyssekaloa, Goddess
Blazing Emperor Grendal
Wisdom of Victory

Major Gods
Zaiya, God of Sacaros, God of
Sien, God of the Moon
Knights Drinking
Fetor, Goddess of Blessed Khus, Hidden
Rain Goddess

102
Minor Gods
Luferia, Goddess of Nilda, Goddess
Lills, Fused God
Water of Clothing
Hulle, God of Swords Reparal, God of Machines Skanda Latocles
Ethelphine, Goddess of Simurgh, Dragon
Maxim, God of Blades
the Iron Hammer God
Eckezaka, Goddess of
Learning

About Gods of the Third Sword


Kilhia, God of Wisdom, is said to have become a god when
he was touched by the third sword, Cardia. Ulyssekaloa, Goddess
of Victory, Reparal, God of Machines, Maxim, God of Blades,
and Eckezaka, Goddess of Learning, are deities associated with
Kilhia.
The followers of these third sword deities and their faith
remained close to those of the first sword deities. In the world of
Raxia, the beliefs of the believers also produce changes in divinity.
As a result of long-standing faith, the divine magic of Third Sword
gods now has become similar to the magic of the First Sword.

[Fear] [Vice…] Gods of Second Sword


Ancient Gods
Dalkhrem, God of War Zaargias, God of Death

Major Gods
Bragzabas, God of Metissier, God of Kaorlupte, Goddess
Decay Immortality of Sleep

Minor Gods
Temerio, God of Armes, God of
Poisons and Medicine Appeasement
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Special Gods
Lode, God of Wanderers (Major God)
Priests who serve Lu Lode, God of Wanderers, should choose
which lineage (first sword or second) to use when they gain Level
1 in Priest class. Once the choice is made, it can no longer be
changed.

Laris, God of Madness (Major God)


Priests who serve the mad god Laris can use spells of both
swords at any time.

Blurring Caused by Young Gods


A young Minor God, less than 1,000 years old, is usually still
in the process of being distorted by the beliefs of their followers.
In such cases, there may be differences in the divine spells
used by priests of the same god.
For example, Trolls who believe in Luferia in replay “The
Brave New Goddess 3”. The Minor Goddess Luferia, who was
in an extremely unstable state due to that was separated into two
goddesses. And she had given to Trolls [Fear] and [Vice…] divine
spells.
Over the years young gods settle on one of two swords and
become stable.
GM should decide if blurring occurs, and which specific spells
can be used by PC.

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Non-overlapping of Spell Effects
These selective spells are treated as non-overlapping for each
pair. For example, if a target under the effect of [Vice Weapon]
spell and [Sacred Weapon] is cast on it, the target must choose
whether to accept it and gain the effect of [Sacred Weapon] or
reject it and wish to remain under the effect of [Vice Weapon].

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Revised Fairy Magic (Optional Rule)

Presented here are the revised rules for Fairy Magic. They
change and expand Fairy Magic. Players will be able to choose
from six different types of fairies (earth, water/ice, fire, wind, light,
and dark) and make flexible contracts with them. This way, even
Fairy Tamers of the same level can have completely different
spells that they can use. If you sign a contract to specialize with a
particular type of fairy, you can essentially specialize in that type
of magic. Of course, as a trade-off, such a character will not be
good at the magic of other types. On the other hand, it is also
possible to be versatile by making contracts with all types of
fairies, but if this is done too much, they risk spreading
themselves too thin. But it will be fun for the players to find the
best balance for their characters.
As a result of these rule changes, a number of spells have been
added and the spell list has changed considerably due to data
changes in existing spells.

Unchanged Parts
The standard value for Spellcasting checks and Magic Power,
which is the additional damage for spells that use the power table,
is still defined by the caster's Fairy Tamer Level + Intelligence
modifier, as per the core rules. The same is true for MP
calculation, Spellcasting checks, and other spell procedures.
Fairy Tamers need to be able to speak to cast spells and metal
armor will still give a penalty to Spellcasting checks. The same is
true for the need for Fairy Tamer's Gem. However, the cost of
Gems has increased, as described below.

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Caster Level, Fairy Rank and Spell Rank

The rules use the terms “Fairy Rank” and “Spell Rank” to
describe different parts of Fairy Magic spellcasting. Each is closely
correlated, but not directly linked. The Fairy Tamer level limits
the number of Fairies and “Rank” of said fairies, which in turn
limits what rank of the spell the caster can cast.
The most significant change in this rule is that there will no
longer be a spell level; instead, spell ranks will be used to indicate
the potency of the spell's effect. For example, under the old rules,
the [Water Screen] spell was considered a level 3 spell, but under
the new rules, it will be considered to be a rank 2 spell (of the
water type).

Contract with Fairy

Each time a Fairy Tamer gains a level, they may forge a


contract with two fairies from among the six types of earth,
water/ice, fire, wind, light, and dark. The character can gain any
new type at the 1 rank. If they have already made a contract with
a rank 1 fairy of the same type, they make a contract with a rank
2 fairy instead. Thereafter, each time character chooses a
particular type, the fairy ranks they can contract will increase by
one. If a character continues to focus on a particular type, the
Fairy Tamer level will match the fairy rank of the type they choose
(the two fairies the character can choose for each level gained
must be of different types, so characters cannot increase the fairy
rank twice for same fairy type). Of course, such an extreme choice
would mean that a character would have great proficiency with
the magic of that particular type, but in contrast, would be very
unskilled with the magic of other types.
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To make a contract with a fairy, a Fairy Tamer needs Fairy
Tamer's Gem. These gems become more expensive in
proportion to the rank of the fairy you are contracting. To sign a
contract with a rank 1 fairy, you must have a Gem worth 50G, for
rank 2 100G, for rank 3 150G..., and so on. One Gem per type
is sufficient for casting spells, and it is possible to summon a lower
rank fairy using a higher rank Gem. Lower rank Gems can be
traded in.
These new gem rules replace the need to have many gems
from the core rules.

Example of a Contract with Fairy and Gem Purchasing


Rain, a Fairy Tamer of 1st level, has a contract with a fire and
wind fairy (each fairy rank is of course 1). When Rain reaches
Fairy Tamer Level 2, he chooses fire and water/ice as the new
fairy types to contract. The fire fairy rank is now 2 and 1 for
water/ice fairy. Rain buys a Garnet Gem worth 100G and an Iolite
Gem worth 50G for the new fairies.

Notes on Gems
Preparation and Use of Gems
Gems must be identified before they can be used by Fairy
Tamers. PCs can't just use something they found during an
adventure or borrowed or bought from a store to summon a fairy.
On the other hand, fairies can use any Gems to give their
powers to a Fairy Tamer. And if a character is trying to be careful,
they can keep a spare Gem on hand in case they will lose their
original one.
A Gem only functions for one type of fairy. Fairy Tamers need
to attune their Gem to a specific type of fairy using an hour-long
ritual for each Gem.
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When a fairy tamer uses fairy magic, they must have a Gem or
an accessory that can be used as a Gem in one of their equipment
slots. The Gem Case or Ornate Jewelry (see p. 318) allows you
to place 4 to 6 Gems in one equipment slot.

Ornate Jewelry
“Ornate Jewelry” consists of six Gems worth 50G each plus
200G. If you want to replace the Gems in your Ornate Jewelry to
sign a contract with a higher-ranked fairy, you can do so with the
help of a Gem dealer.

Fairy's Favorite Gem


Depending on their type, fairies have preferences for certain
kinds of Gems and only those Gems must be chosen when
forming a contract.
What kind of Gem a fairy prefers is a matter of taste, and
depends more on its appearance, as represented by its color, than
on its mineral properties. As a result, there are Gems such as the
Blood Stone (red mixed with green) that are favored by both
Wind and Dark fairies (although no single gem can be used to
contract several fairies). In general, the higher the fairy's rank, the
finer Gem they prefer.

Earth Fairies
They prefer yellow to brown Gems such as topaz, chrysoberyl,
and amber.

Water/Ice Fairies
They prefer blue Gems such as blue diamonds, blue
sapphires, aquamarines, water opals, and iolites.
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Fire Fairies
Fire fairies prefer red and orange Gems such as Ruby, Spinel,
Garnet, Fire Opal, Sun Stone, etc.

Wind Fairies
They prefer green gems, such as emerald, tourmaline, jadeite,
and peridot.

Light Fairies
They like diamonds, zircons, moonstones, and other colorless
and transparent Gems. They also like rubies and sapphires with
stars and sparkling cat's eyes.

Dark Fairies
Black agate is their favorite, but they also love opal, and other
mixed colors, as well as unusual gems that change color
depending on the light source.

Spell Ranks

The spells cast by the Fairy Tamer are classified according to


type and rank (see "Fairy Magic Sheet" on page 491).
The Fairy Tamer may cast spells of any rank equal to or below
the contracted fairy rank. They cannot cast spells of types that
they do not have contracts for.

Examples of Fairy Rank and Spell Rank


Rain has a rank 2 fire fairy, a rank 1 wind fairy, and a rank 1
water/ice fairy. Rain can use ranks 2 and below ([Tinder] and
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[Fire Bolt]) for fire type spells and rank 1 ([Wind Voice] and
[Purification]) for wind and water/ice spells.

Compensating Ranks
Fairy Tamers may cast spells of higher ranks by compensating.
To compensate, you take the highest possible rank in the type
you want to cast and add half the total ranks of other fairy types
contracted (rounded down). Fairy Tamers cannot cast spells
150% of than the current fairy rank of that type.

Examples of Rank Compensation


Rain has four fairies contracted: fire (rank 1), fire (rank 2),
wind (rank 1), and water/ice (rank 1). Rain can cast the fire-type
spell [Flare] at rank 3. Although the fairy rank is one rank short
of the spell’s rank, the two other fairies (wind and water/ice) can
make up twice the missing 1.
Similarly, Rain can cast rank 2 wind and water/ice spells. Since
there are three fairies of other types, this more than makes up for
the lack of one rank.
Rain can't cast rank 4 fire spells. He needs four other types of
fairies to make up for it, so there are not enough of them. The
number of fairy ranks needed to make up for rank 3 or higher
wind or water/ice spells is more than 150% of the current rank
itself, making it impossible to use even with more fairy contracts.
Rain cannot cast earth, light, and dark spells without active
contracts at all.

Twice Class Level Can Be Upper Limit of Spell Rank


The rule for compensating ranks with other types of fairies
means that you may cast up to twice the spell rank of your fairy

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rank. This concept is also useful when choosing which type of
fairy to contract when growing a character.
If a player will be contracting with fairies of rank equal to two-
thirds of their fairy tamer level (rounded down), they will always
get the Maximum Rank = Fairy Tamer Level x 2. If the player
doesn't want to count and check every time, they can do it this
way.

Special Spells (With Six Fairies)


A Fairy Tamer who has contracted with fairies of all types can
use special spells to summon and use all six types of fairies
simultaneously. Six rank 1 fairies will allow to cast [Chaos Shot],
six rank 2 fairies will allow to cast [Chaos Blast], and so on.
There are no ranks for special spells, and the caster cannot
compensate ranks for such spells. On the Fairy Magic Sheet, they
are positioned according to the number of ranks required.

Basic Spells
In fairy magic, there are spells that summon and use fairies
themselves or ask for blessings from them. These are determined
by the Fairy Tamer level, regardless of the type or rank of fairy,
the caster has contracted with (i.e., the Fairy Tamer level = spell
level).
These basic spells are marked on the “Fairy Magic Sheet” in
the same place as the Fairy Tamer level.

Checking Available Spells


Any player who deals with Fairy Tamer ranks should always
have a Fairy Magic Sheet on hand. Then, they need to mark in

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advance which fairies they have signed up with and spells they can
use. This preparation will allow them to move through the game
quickly.
The number in parentheses after the name on the sheet is the
MP cost of the spell.

Spells Summoning Fairies


The basic spells [Summon Fairy], [Summon Fairy II], and
[Summon Fairy III] summon fairies.
These spells should be processed according to the following
rules.

Type Match
As a general rule, summoning with these spells is tied to the
type and rank of the fairy with whom caster have a contract.

Correspondence between Fairy Monster Level and Ranks


Level = Rank x 2 + 1
Rank = (Level - 1) + 2
Monster Level 3 5 7
Required Rank 1 2 3

The fairies that can be summoned are determined according


to the contracted type according to this relationship.
For example, [Summon Fairy III] is a spell that can summon
a 7th level fairy, but to summon a Salamander (fire type) with it,
Fairy Tamer must have a rank 3 (or higher) contract with the fire
type fairy.

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Summoning Olden Fairies
Among the fairies, those that are considered olden fairies have
more than one type. For example, Cait Sith (see p. 463) is of both
light and dark types.
To summon and use an olden fairy, you must have a contract
for the required rank for all its types.
If you want to summon a Cait Sith (7th level), you must have
at least 3rd rank contracts for both light and dark types.

Restrictions on Summons
Some restrictions are common to all spells that summon and
use fairies.

Need Mako Stone


When casting these spells, the caster must expend 5 MP from
mako stone in addition to the MP cost of the spell itself. If 6 or
more mako stones are used for this purpose, the excess of 5
points may be used to reduce the MP cost for this casting spell. If
you use a mako stone of 6 points or more for this purpose, the
excess of 5 points can be used to reduce MP cost in this casting
spell. However, another mako stone may not be used at the same
time.

[Metamagic/Targets] cannot be used


These spells are outside the targets of the combat feat
[Metamagic/Targets]. The caster cannot summon multiple fairies
at the same time.

Fairy Magic cannot be Casted when Fairy is Summoned


The caster cannot cast any Fairy Magic while Fairy is present
under the effects of these spells. Also, if the caster has cast [Fairy

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Wish] (see p. 226) or [Fairy Wish II] (see CR II, p. 143 or WT,
p. 94), they are automatically canceled by this casting spell.

[Summon Little One]


Basic Fairy Magic [Summon Little One] at 1st level allows
summoning 1st level fairies.
This spell can summon any 1st level fairy without a contract of
the corresponding type. Also, there is no need for mako stone.
Other restrictions (no [Metamagic/Targets], no Fairy Magic)
remain in effect.

Guidelines for Contracting with Fairies

If you use these rules, which have a high degree of freedom,


you will have a lot of trouble deciding which type to choose for a
series of contracts when you are unfamiliar with them. The same
applies to GMs who want to have a fairy tamer as an enemy.
To ease this burden, we offer a few guidelines.

Examples of How to Choose Contracts


The following section contains example builds to help players
develop their characters and GMs to quickly determine the
capabilities of enemy fairy tamers.
Each build table shows what fairy to contract on which level
and spell ranks can be cast for each type.

Wind and Light Fairy Tamers


This build focuses on wind and light fairies but also takes
balance into account. It is a highly effective and versatile build that
has both decent attack and support capabilities.
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This build is similar to the acquisition of spells found in the
core rules. And it is recommended to follow this build when a
player wants to move a character from the old rules to the new
ones while keeping the same spells as much as possible.

Available Ranks
Level New Contracts
Earth Water/Ice Fire Wind Light Dark Special
1 Wind (1), Light (1) - - - 1 1 - -
2 Earth (1), Fire (1) 2 - 2 2 2 - -
3 Water (1), Wind (2) 2 2 2 4 2 - -
4 Light (2), Dark (1) 2 2 2 4 4 2 1
5 Water (2), Wind (3) 2 4 2 6 4 2 1
6 Light (3), Dark (2) 2 4 2 6 6 4 1

The Spirit of Flame


This build specializes in the most destructive type – fire. At
higher levels, the build concentrates on earth type, and while this
build boasts high attack power, it’s lacking versatility and support
abilities.

Available Ranks
Level New Contracts
Earth Water/Ice Fire Wind Light Dark Special
1 Earth (1), Fire (1) 1 - 1 - - - -
2 Fire (2), Dark (1) 2 - 3 - - 2 -
3 Water (1), Wind (1) 2 2 4 2 - 2 -
4 Fire (3), Wind (2) 2 2 5 4 - 2 -
5 Earth (2), Fire (4) 4 2 7 4 - 2 -
6 Water (2), Light (1) 4 4 8 4 2 2 1

Fairy Magic Used by Monsters


If one of the enemies is a fairy tamer, the GM must decide
what kind of contract it has.
For fairy magic used by monsters, please follow the guidelines
below.

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Fairies
Fairy monsters can only use fairy spells of their type. Its fairy
tamer level limits spell ranks it can cast. Those fairies cannot cast
basic and special spells.

Other Monsters
Other, non-fairy monsters can contract different types.
However, it is difficult to prepare all of them in advance.
If GM wants to avoid this, they should choose from the three
builds in the “Examples of How to Choose Contracts” section.
As already mentioned, “The Spirit of Flame” build is the best
choice when it comes to enemies unless you want to add
variations and personality.

Change of Contract

A fairy tamer can change its contracts. In this case, these are
conditions for this process.

•The maximum fairy rank in each type must be less than or


equal to Fairy Tamer Level.
•The Sum of maximum fairy ranks of each type must be equal
to the character’s Fairy Tamer Level x 2.

Point is that contracts must be completely redone from 1st


level. The character can prepare suitable Gems for new fairies (if
you change your contracts frequently, you may want to start with
six high-cost Gems).
Any changes to contracts will require a “Fairy Tamer Level x
2” number of hours.

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Revised Magitech (Optional Rule)

These rules focus on magispheres, items necessary for using


magitech, and attempt to delve into it a bit further. In addition,
the effects of the spells in the part are reviewed, and some new
spells are added.

3 Categories of Magitech

Magitech can be divided into several categories based on the


effects. Currently, the Institute of Magitechnology classifies
magitech into three types: “Enhancing”, “Shooting” and
“Transformative”.

Enhancing
Magitech, which is classified as Enhancing, gives some kind of
magical effect to the target. A typical example of this is bullet
enhancing, which gives some effect to the bullet so that it can be
fired from the gun.
When these kinds of spells are exercised, often small
manipulators or antennas will appear from the magisphere and
touch the target object. In some cases, a beam of light will come
out of the magisphere and illuminate the target.

Shooting
These spells usually end with [-Bomb] or they fire an explosive
shot directly from the magisphere. When casting such a spell, the
gun opens at the magisphere side, and energy-mass shots out,

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causing the magisphere to emit light and vibrate violently,
producing a loud, high-pitched sound.

Transformative
These spells transform magisphere into items or equipment.
Transformed magispheres cannot be used for magitech spells.
Transformed magisphere is no longer an accessory unless it is
specifically mentioned in the spell effect. So, it will be possible to
equip another accessory or magisphere where the transformed
magisphere was.

Notes on Transformation
Presented here 3 categories don’t have any game mechanics
behind them except it is part of the lore and one more thing.

Magisphere used to cast a transformative magitech spell


cannot be used to cast a magitech while that spell is in effect.

For this reason, if caster wants to use many transformative


magitechs at the same time, they will need to prepare multiple
magispheres.

GM Guide: Number of Simultaneous Uses with


Transformative Magitech
The transformed magisphere (used for Transformative
magitech) can no longer be used to cast magitech. Strictly
speaking, this means that if you have only one magisphere, you
cannot declare that you will use [Targeting Sight]
(Transformative) and then use [Solid Bullet] (Enhancing).
However, this is a problem that can be avoided by changing the
order of the two, “I cast [Solid Bullet] first, then [Targeting Sight]"
to achieve the same result.
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You don't have to be strict about what you need to do in this
order. Confirmation and understanding are sufficient, and
priority should be given to the smooth progress of the game,
assuming that the declarations are made in the correct order.
Care should be taken to ensure that the number of
Transformative magitechs that are in effect at the same time does
not exceed the number of magispheres that the character has
equipped. Any cast in this case that goes over this number should
be noted and then canceled.
The player should also be aware of the number of
Transformative magitechs that his PCs may cast at the same time
and be conscious of keeping them in check so that they do not
run out of magispheres.

Magisphere Options

The artificer can attach special parts to the magispheres. These


parts, called “Options”, give additional effects to a particular
magitech spell when it is used.

Effects of Options
Each option that can be attached to the magispheres
corresponds to a single magitech spell and gives a special effect
when that magitech is used.
For example, if you install the [Flashlight Enhancement
Option] you can double the duration of this magitech.
The effect of each option is determined by the magitech spell
and is specified in its description.

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Even if magisphere is equipped with an option for a specific
spell, it still can be used for other magitechs. For example,
magisphere with the aforementioned [Flashlight Enhancement
Option] will still allow the use of other magitechs such as
[Targeting Sight].

Price of Options
The option price is “Magitech Spell Level x100G”. Options
are available at the Institutes of Magitechnology.

Installation of Options
Installation and Removal Time
An option can be installed and removed at will, as long as the
character has Artificer class. However, it requires a certain
amount of time to do so.
If you want to install new options, you need 10 minutes for
each. On the other hand, if you want to remove an option, you
can do so in 1 minute. Replacing an option will take 10 minutes.

Number of Options that can be Installed


The number of options that can be installed depends on the
size of the magisphere. A large magisphere can have up to three
options, a medium magisphere can have up to two, and a small
magisphere can have only one option. You cannot have more
than one option for the same magitech attached to a single
magisphere at the same time.

Destruction of Magisphere
If magisphere is destroyed or lost for any reason, all options
attached to it will be lost at the same time.
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Typical Options
The effect of each of the options is determined by a specific
magitech, but most of them are the same. Here are some of the
most common effects.
Those that do not fall into this category are explained in
respective magitech spells.

MP-X
The cost of MP for using magitech is reduced by X points.
Cost cannot be less than 0.

Duration x2
The duration of that magitech will be doubled. The doubling
effect works the same as [Metamagic/Time].

Success Value +1
This effect is common for Shooting magitech. It gives a +1 to
the success value of Spellcasting checks when using that magitech.

Damage +1
This option is common with magitech ending with [- Bullet].
When a bullet from this magitech hits, the damage will be
increased by +1.

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Additional Sections for Mounts (Optional
Rule)

What is an Additional Section?

An additional section, as the name implies, is a section that is


added to the mount. By towing additional sections, the mount
gains more sections and unique skills.
The mount and the additional section are treated together as
a single character mount.

Speed Decrease and Limitations


The movement listed in the additional section is the number
of how much the movement of the original mount is reduced.
Also, when towing an additional section, you are bound to the
method of movement common to mount and the additional
section. Unless otherwise noted, it is ground only.

Additional Section Actions


If a check is required, it is performed using the standard value
indicated in the mount data of the additional section. When other
checks are required just use the additional section mount level as
a standard value (add it to the 2d).
If the towed mount becomes inoperable, the additional
section will automatically fail any checks, and no experience
points will be gained due to automatic failure.

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Difference between Mount and Additional Section Level
The mount and additional section levels are determined
separately. Jockey's rider class must meet the appropriate level
(minimum value) for both. Each mount level should be kept
within the range of the appropriate level, with reference to the
jockey's adventurer level.

Additional Section Towing Example


Adventurer Sunny has the 4th adventurer level and 3rd Rider
level. If she has [Carriage] (appropriate level 1) towed by [Horse]
(appropriate levels 1 - 4), the mount level of [Horse] will be 4 and
the mount level of [Carriage] will be 1.
Sunny cannot have [Chariot] (appropriate level 4) towed to the
mount.

Impact of Stunts
Note that additional sections do not, in principle, are not
affected by stunts. They also don’t affect by [౦HP Enhancement].

Rental Fee for Additional Section


There are no Mount Contract Certificates or Mount Contract
Spheres for additional sections. When renting, you must spend
the amount of the fee written next to the purchase price for each
session.
There is no Mount Proprietary Certificate at the time of
purchase, and there is no ownership interest secured by it (it will
be lost if stolen!).

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Destruction
If an additional section rented from the Riders' Guild is
returned destroyed, the rider who rented it will receive a
Dishonor Mark (see CR III, p. 80).
However, even if both the mount and the additional section
are killed and destroyed after one session, the rider gains only
one Dishonor Mark.

Additional Sections as part of a Statue or Sphere


If the mount is made into a statue with a Mount Contract
Certificate, the additional section will be made into a statue
accordingly. The magitech additional section can also be sealed
by the Mount Contract Sphere at the same time.

Number of Required Sections and Multiple Mounts


Number of Sections Required
An additional section is defined by the number of mount
sections required to tow it, and an additional section can be towed
to the mount only if the number of sections in the mount is equal
to or greater than the required number of sections in the
additional section.

2 Additional Sections per 1 Mount


Regardless of the number of sections of a mount or the
number of sections required for an additional section, no more
than two additional sections can be towed by a single mount.

Many Mounts per Additional Section


If the number of sections of the mount you want to tow is not
sufficient to meet the required number of sections for the

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additional section, you can tow multiple mounts with the same
name.
One jockey cannot rent more than one mount of the same
type. Therefore, in order to run multiple mounts, multiple
jockeys must rent or allocate their own mounts.
The renowned mounts can be used as an alternative to the
usual mount. For example, a Fast Horse can be considered a
Horse.

Managing Multiple Mounts


Even if a jockey has prepared multiple mounts and additional
sections, all of them are treated as a single mount as a single
character. Only one jockey is allowed to ride, and they are
considered a jockey per rules.
Even if multiple jockeys have multiple mounts towed, the
jockey controlling the multiple mounts can give instructions to all
of them, and the Stunts that affect the mounts are also applied to
each mount.
The effect of the Stunt applied to a jockey is not multiplied for
each mount.

Additional Sections for Animals, Mythical Beasts and


Additional Sections for Magitech
There are two types of additional sections: one for animals,
mythical beasts, and the other for magitech, and both are immune
to poison, disease, and psychic type effects and damage. If the
HP of the additional section reaches 0, it will be destroyed
without making a Death Check.

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Additional Sections for Animals and Mythical Beast
Destruction and HP Recovery and Repair
The HP of these additional sections can only be restored by
using [Construction Materials]/[Reinforcing Building Materials]/
[Construction Steel Materials] (see p. 387). It can be even
repaired from 0 HP and become functional again.

Mount Equipment that can be Equipped


These additional sections can only be equipped with mount
armor. Even if the towed mount is equipped with Mount
Accessories, the additional section will not have any effect.

Additional Sections for Magitech


Destruction and HP Recovery and Repair
HP of these additional sections can only be restored with
spells and items that restore HP to constructs, such as [Earth
Heal] magic or Repair Tape, are effective.
If destroyed, the additional section can be restored using the
"Restore Kit" (see p. 387).

Mount Equipment that can be Equipped


These additional sections can only be equipped with
"Additional Armament for Magitech". Note, however, that it does
not gain the ability to attack directly itself, so equipment that
increases damage is useless.

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Various Optional Rules

The following is a list of optional rules. Each of them adds new


fun to the game, but the more rules you add to the game, but each
additional rule also makes the game more "heavy".
Please consult between the GM and the players before
deciding which rules to use. Ultimately, it is up to GM's decision.

Investigation Check

Investigation Skill
Calculation: Any Class Level + Intelligence modifier
Use Time: 1 Hour
Effect: On success, you get a clue about the desired piece of
information. On failure, you get nothing.
Details: This is a skill used to get a clue about the information
you want from a social encounter. It is not a skill used to obtain
the desired information directly, but rather it is a skill used to
negotiate with NPCs, to learn about their personalities, thoughts,
likes, dislikes, etc., in other words, to "lay the groundwork". Please
note that no matter how high the success value is, it does not
directly result in the information the PC is seeking. Successful
checks provide "clues" that make it easier to obtain the
information sought. The approximate difficulty level of the check
is as follows.

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Investigation Check Target Numbers and Clues Obtained
Success
Rarity of the clue obtained
Value
5 Common knowledge that even a small child knows
7 Information that every adult knows
9 Common people's gossip
11 Knowledge that a professional should know
13 If you knew it, you'd be considered well-informed
15 Knowledge that could have a monetary value
Facts that are so important that only the parties involved
17
would know about them

GM Guide: How to use Investigation Checks


Investigation is a skill that uses a PC's social status to gain clues
from fragmented information. When asking the PCs to make this
check, it is important to provide a clear path to the desired
outcome, rather than giving a direct result. It is the player's role
to connect the clues given to him with the tools he has available
to solve the problem. Investigation Checks are best used as a
general source of information when a player is feeling stuck, or to
provide a few hints without giving away the crux. The following
are some guidelines for using the Warlord and Mystic classes.
The GM should use this as a guide to determine the appropriate
class for the situation.

Example of Investigation check by Bard


Bard wants to learn some information. Their sources of
information are the customers and shopkeepers of the tavern
where the PCs are active, or the audience at a street performance.
If the Investigation check is successful, the GM should give clues
from these NPCs to the result the bard PCs investigating. It is up
to the GM to decide how to do this, but ideally, the GM should

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provide information that will inspire the PC to come up with a
solution.

Ask bar patrons what's on their mind


“Rumor has it that there's been a rash of children mysteriously
disappeared recently.”
“The neighbor in the apartment complex suddenly became
very lively. I shared this with another neighbor, but they don't
know why.”

Ask a bar owner about the recent business


“I haven't heard from my business partner, a brewery down
south. They're having trouble getting their specialty fruit wine out
to customers.”
“I've got a couple of customers who are rough drinkers. They
must be under a lot of stress. They all wear silver feather
ornaments.”

Making small talk with the audience at a street performance


“The fortune-teller who runs an evening store in the central
square has quite a reputation. Sometimes he's called upon by rich
people to visit the mansions there.”
“The lord secretly comes to see us when harvest festival is
held. I would give his description, but I don't want to be rude."

130
Strengthening Resistances

The rules here all increase the resistances of characters or give


a bonus modifier to their checks.

Add Monster Enhancement with Sword Shards


If you give a monster a Sword Shard, its maximum HP and
MP will be increased (see CR I: p. 400-404). This optional rule
also increases its Fortitude and Willpower saves.

Fortitude and Willpower Increase due to Sword Shards


If the monster is enhanced by Sword Shards, increase its
standard values of fortitude and willpower as follows, depending
on the number of shards they have gained.

Fortitude and Willpower Increase due to Sword Shards


Number of Sword Shards Increase of Standard Value
1–5 +1
6 – 10 +2
11 – 15 +3
16+ +4

Charms
The charm is a special item that gives a bonus to Fortitude and
Willpower saves and is destroyed immediately after the check was
done.
Characters can carry as many charms as they want and use
them at any time. They do not occupy your hands or equipment.
However, only one charm of any type or rank can be used at a
time.

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There are three types of charms: the Sunlight Charm, the
Moonlight Charm, and the Ignis Charm. The first two types
provide a bonus to the success value of Fortitude and Willpower,
respectively (see p. 400).
Ignis Charms are not for sale and provide a bonus to the
success value of the Fortitude and Willpower of those with
soulscar.

Ignis Charm Base Price: 1,000 (Not for Sale)


A palm-sized
Popularity 10 App. charm with Ignis Era Current
symbol on it
You can get a bonus to your Fortitude and Willpower by
breaking this charm immediately after rolling the check. The
Effect
value of the bonus is equal to the number of soulscares you
have.

Cautions when Using Ignis Charm


Ignis Charm is an item for soulscarred barbarous and undead.
To find out which monsters have soulscares and how many, see
below.

Classification and Level of Monster Number of Soulscares


Barbarous level 4 or less 3
Barbarous level 5 or more 4
All Undead 5

When GM uses these monsters, you can give “Ignis Charm”


to them in advance. A good rule of thumb is to have 1-5 charms
for bosses and 1-2 charms for other monsters.
If the defeated monster had unused Ignis Charm, the
remaining Ignis Charm can be given to the PCs as extra loot. PCs
can sell them for 500G each or use them if they have soulscars.

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Point Buy Character Creation

The following rules allow players to determine a character's


Ability Scores without using dice. These rules can be used if
players do not wish to leave their character's Ability Scores to
chance, or to allow a player to create a character fairly when
traveling to a convention or online session and needs to bring
their own character.

Determination of A-F
A character's Ability Scores are determined by adding six
numbers, A through F, to the Starting Abilities of Body, Skill, and
Mind. Going by the original rules, those Ability Scores are
randomly determined through rolling dice, but this rule changes
that, allowing players to allocate points as they see fit to those
Ability Scores.
Typically, those rolls were either 1d or 2d (occasionally with
modifiers), so refer to the appropriate column when purchasing
Ability Scores. Each chosen score has a point cost, and at the end
of character creation, the sum total of these points must be 0 or
less.
For example, a player creating a Tabbit character would
choose scores from the 1d column for A, B, and C, while
choosing from the 2d column for D, E, and F.
A-F Determination Table 3 7 -5
1d 2d Points 4 8 0
2 -30 5 9 10
3 -25 6 10 20
4 -20 11 40
1 5 -15 12 70
2 6 -10

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Determine Ability Scores for Human Adventurers
Determining Starting Abilities for a Human Adventurer is
slightly different than the above since these Abilities are also
determined using 2d rolls. If the player wishes to determine these
Ability Scores as well, the point costs are listed below.
As with the A-F Ability Scores, the point total for these Starting
Abilities must total 0 or less at the end of character creation as
well. In addition, the point total for Starting Abilities does not
carry over when determining Ability Scores, but must be
calculated (and total 0 or less) separately.

Adventurer 2d Table
2d Points
2 -100
3 -80
4 -60
5 -40
6 -20
7 0
8 20
9 40
10 60
11 100
12 160

134
Defense Fumbles

This optional rule modifies combat quite dramatically, in case


it did not feel exciting. However, this is a major change, and the
GM and players should agree to use these rules, and consider
whether or not they would add anything to the gameplay if used.

Rule Outlines
The rules behind defensive fumbles are simple, as they are
only used when a character would roll an Automatic Failure
(double 1s) on an Evasion check. In such a case, another 1d is
rolled, with the table below used to find the result.

Defense Fumbles Table


1d Result
1 Roll twice and take both results※1. The character gains an
extra +50 experience points on top of the normal bonus for
an Automatic Failure.
2 Increase damage by twice the number of Sword Shards the
attacker has.※2
3 Increase damage by thrice the attacker's level.※3
4 The attacker rolls damage twice, taking the higher result.
5 The final Calculated Damage result is doubled.
6 The defender cannot use their Defense to reduce damage.
※1 Multiples of the same roll are not cumulative.
※2 If the attacker has no Sword Shards, this result has no effect.
※3 "Level" here refers to either the monster's level or the character's
Adventurer Level, whichever is applicable.

Other Fumbles?
We, the writers, did not come up with a fumble table for
Accuracy, Spellcasting, or Resistances. This is because it became

135
clear to us during reviews and proofreading that such tables would
be unnecessary for the game, and would unbalance the game
away from the players. If the GM wishes to homebrew such
tables, they should feel free to create their own, but caution
should be exercised when doing so.

Tangling Melee Weapons and Special Effects

These rules discuss attacks and special effects of attacks that


would entangle opponents, wrapping foes in various nets, whips,
and bindings in order to restrict their movement and actions.
These rules allow the GM to introduce warriors with unique
fighting methods into the game, but at the same time it is also a
rather large rules burden on the GM to allow. There should be a
consensus between the GM and players before adding this rule
to the game, so that way everyone is aware of how combat will
change with these new rules.

Category (Tangling)
As the name implies, weapons in the Tangling category are
those whose properties allow them to entangle and bind
opponents when used properly, restricting their movement and
actions. While such weapons tend to deal little damage, their
utility is more for temporarily removing an opponent from
combat while they try to remove the tangling weapons from
themselves.
Due to the skill needed in order to use such weapons, there
are no B-Rank Tangling weapons available. Additionally, PCs
cannot use Tangling weapons alongside the rules for Handling
Higher-Ranked Weapons and Armor (see CR II, p. 43).

136
Essentially, the PC would need to have the Combat Feat
[Weapon Proficiency A/Tangling] in order to use any A-Rank
Tangling weapons, and [Weapon Proficiency S/Tangling] for S-
Rank weapons, regardless of the character's Strength.

Special Effect: Entanglement


All weapons in the Tangling category, as well as some other
special weapons, have the special effect of Entanglement.
Weapons with this effect become tangled in and around an
opponent's body and limbs, restricting the actions they may take
and preventing them from moving.

Hit Locations
When a Tangling weapon successfully hits a target, 1d is rolled
to determine where it hits the opponent.

Tangling Hit Locations Chart


1d Hit Location
1 Head or Face (-4)
2 Weapon or Shield (-2)
3 Arm or Hand (-2)
4 Legs or Feet (-2)
5 Torso (±0)
6 Special (-2)
* Neck (-4)
*Cannot be randomly selected.

Players can also aim at specific body parts, in which they would
apply the penalty shown in parentheses to their Accuracy roll. If
the attack would still hit with this penalty, then it automatically hits
the targeted body part.

137
Depending upon the monster, the GM may rule that hitting
certain body parts would be ineffective, and have the character re-
determine the location hit. To provide a couple of examples, a
snake has neither hands nor feet, nor would the Upper Body
Section of a multi-Section monster have feet. If the shape of a
monster would make for peculiar hit locations, it is
recommended that the GM take that into account and allow
successful attacks to hit more reasonable locations.
If the player chooses to aim at a location that the GM deems
unacceptable or unreasonable, then the GM may reject the aimed
attack. The GM may also change the penalties to certain
locations, depending upon the shape of the opponent being
attacked.

Effects of Entanglement
A character affected by a Tangling weapon will be Entangled
by that weapon until they can remove their bindings. Until then,
the Entangled character cannot move and can make only Actions
possible with Limited Move. There may also be additional
effects, depending upon the specific location hit. If the target has
multiple of the same Sections (e.g. four Leg sections), then the
following penalties are only applied when using the tangled
Section, not for each Section.

Head of Face
A head or face entangled by a weapon receives a -2 Accuracy
penalty when using attacks that would involve the head or face.
Typically, these would be a Fang or Bite attack, but magic and
breath weapons are also affected by Entanglement.

138
Weapon or Shield
An Entangled weapon cannot be used, nor would a tool or
implement that is also held in the hand (such as a Magical
Implement). A shield that is Entangled does not provide any
Defense or Evasion. If this location affects a character that is dual-
wielding weapons, or wielding both a weapon and shield,
randomly determine which one is Entangled.
If the character with a Tangling weapon is specifically aiming
for the Weapon or Shield area (receiving the normal -2 penalty),
then they can choose which weapon or shield to entangle.
A person with an Entangled weapon can drop it as a Minor
Action, automatically freeing themselves from Entanglement. Do
note, however, that this does not remove the bindings on that
weapon, and it is still considered to be Entangled while on the
ground.

Arm or Hand
Entangled arms or hands receive a -2 Accuracy penalty to any
weapon or Claw attacks. If a character is holding a shield in the
Entangled arm or hand, they do not receive any penalty to
Accuracy (unless it's a shield weapon), but they do not receive any
Evasion or Defense bonuses from that shield either.
If the character with a Tangling weapon is specifically aiming
for the Arm or Hand area (receiving the normal -2 penalty), then
they can choose which arm or hand to entangle.

Legs or Feet
If a character's legs or feet are Entangled, they cannot move,
even if the opponent drops the weapon (see the next page).
Additionally, they receive a -2 penalty to their Evasion, though
this is not cumulative (so multiple Entangled legs will not increase
the Evasion penalty).

139
Torso
If a character's Torso is Entangled, they receive a -1 penalty to
all action checks (see p. 49).

Special
This location is typically some other body part, such as a wing,
tail, or other part. If the target doesn't have any such odd body
parts (i.e. if they're a humanoid), then the hit location should be
re-determined.
If the target does have such body parts, then that part receives
a -2 penalty to any actions taken using that part. Alternatively, if
there is a bonus to any actions made with that body part, that
bonus is ignored while the body part is Entangled.
When aiming at a Special location, the standard Accuracy
penalty is -2. However, depending upon the situation and the
opponent in question, this penalty may be raised or lowered as
the GM sees fit.

Neck
This location cannot be randomly hit, but must be specifically
aimed at, with a -4 penalty to Accuracy. If the target is wearing any
sort of Metal Armor, then the neck cannot be aimed at, regardless
of the attacker's Accuracy roll.
A character whose neck is Entangled cannot breathe, and so
cannot speak or use magic or breath weapons. Additionally, if
they would breathe through their lungs, they receive 1d Magic
damage at the end of each of their turns, as they struggle to find
breath. If the Entangled character would be able to hold their
breath for a significant period of time (for example, a Lizardman),
then they are not subject to this damage.

140
Characters who breathe through their lungs would be all
humanoids, Barbarous, Mythical Beasts, Daemons, and any
other animals other than insects or crustaceans that cannot
breathe underwater.

Resisting Entanglement
Those trapped by a Tangling weapon can attempt to resist
Entanglement as a Major Action. There are two ways to go about
this, removing bindings or pulling the attacker in a tug of war.

Removing Bindings
As a Major Action, the Entangled character can remove a
single binding on them. However, if they are affected by multiple
Tangling weapons (or have multiple bindings on the same area),
they will not be freed after the first binding is removed. Another
character may assist an Entangled character by removing
bindings, though it still takes a Major Action to do so.
A Tangling weapon that has had its binding removed from a
character is free to be used by the attacker immediately.

Tug of War
In this case, the Entangled character tries to pull the attacker
down in a tug of war, while remaining Entangled. However, this
action cannot be attempted while the Entangled character is
prone.
Both characters make a check using their Adventurer Level +
Strength Bonus (or for monsters, Fortitude). A tie means nothing
happens, while the winner will pull the other prone. If one of the
characters involved has multiple Sections, the total number of
Sections acts as a modifier to the roll, regardless of whether or
not the Sections have any HP. For example, if a monster has two

141
Sections, their roll receives a +2 modifier, three Sections gives a
+3 modifier, and so on.
The character with the Tangling weapon may choose to drop
the weapon before the tug of war, before rolling any dice. If they
do, no one is pulled, and the Entangled character has one binding
removed automatically.
If a character is Entangled by multiple attackers, only one can
be in a tug of war at a time, though all attackers with Tangling
weapons add their Strength Bonus to the roll. Monsters instead
add a flat +2 modifier, though the GM may choose to use
"Fortitude - Monster Level" instead, if they feel that it is not
enough of a bonus. However, if the Tangling attackers lose this
tug of war, they will all be pulled and fall prone.
If the character with the Tangling weapon loses the tug of war,
they are pulled such that they fall prone and immediately drop
the Tangling weapon.

Actions Available to Entanglers


If a weapon becomes Entangled on a target, the weapon
becomes unusable and the character cannot move. If an attacker
is using a one-handed Tangling weapon, they may use their other
free hand without penalty. Typically, characters will carry
Tangling weapons in their off-hand (usually the left hand), so that
they may use the Tangling weapon and follow up with an attack
from their dominant hand (usually the right hand).
When attacking a target using both a Tangling weapon and
another weapon, the Combat Feat [Dual Wielding] isn't required,
and the non-Tangling weapon isn't limited to a maximum
Required Strength of 15. However, this removal of limitations
only applies if both weapons are attacking the same character. If
the attacker chooses to Entangle one character, but attack another

142
with their other weapon, they must abide by the restrictions for
[Dual Wielding].

Dropping Weapons
As a Minor Action, the attacker can drop a Tangling weapon,
whether immediately after the successful attack, or during the
next round. If the Tangling weapon is dropped, the Entangled
Character is able to move freely, unless their legs are Entangled,
but is otherwise still Entangled.
There are some Thrown weapons that also Entangle on
contact. Such weapons are considered to be dropped Tangling
weapons, and provide the same benefits and restrictions.
Outside of dropping a Tangling weapon, it isn't possible for
the attacker to untangle a Tangling weapon on their own. Only
when either a weapon, shield or tool is entangled and dropped by
its wielder, or the Entangled target is unconscious or dead, does
it become possible for the weapon to be untangled from the
target. Even then, it is still a Minor Action to untangle a Tangling
weapon.

Tug of War
While Entangling a target, the attacker may attempt to begin a
tug of war to drag the target prone. This is resolved in the same
manner as described earlier. However, if there are multiple
characters involved on the attacker's side, and they are successful,
then any allies who had helped can perform their own Actions,
as long as they have not taken their own turn. Thus, they can
choose to begin a tug of war with another Entangled target and
have the original attacker join in and provide assistance.

143
Unaffected Monsters
The following monsters are unaffected by Entanglement:
Blob (CR I, p. 479 or BT, p. 151) or on monsters that are a
collection of small parts such as the Creeping Coin (CR II, p. 361
or BT, p. 146). Also, Sinker House (CR II, p. 370 or BT, p. 158)
cannot be given Special Effect: Tangling due to its structure.
The Vampire Rose (Bat Form) (CR III, p. 315 or BT, p. 83)
is also ruled immune, and when it turns into a bat, all of the
Tangling is automatically removed.

Automatic Formation of Skirmishes

In the revised combat rules introduced in Core Rulebook I


Revised Edition or Cardia Grace, movement alone does not
entail the automatic occurrence of the skirmish.
This is a revision of the rules to make the game rules simpler
and easier to play, but it has also resulted in some minor
inconsistencies with the rules that came before, as well as some
limitations in the rules themselves.
If you are interested in these, please use the following optional
rules.

Automatic Formation at the End of Turn


Under these revised rules, the character who can block
movement cannot create skirmish and block movement
anywhere within its Limited Move.
Normally, the moving character that has been blocked makes
a melee attack against the blocking character this will create a
skirmish, which resolves the situation.

144
However, if this is not done, e.g., because the active character
using Full Move, the blocking character can block the movement
of the next active enemy character to block their movement.
To take an extreme example, a single character may be able
to hold off an army of enemy soldiers who are charging at you
with a Full Move. If the character has mastered the combat feat
[Footwork], then a strange phenomenon will occur where the
character keeps moving 10 meters at a time and keeps stopping
the movement of the whole army.
If you want to avoid this, you can use the following optional
rule. If the active character is blocked from moving, even if they
took no action, including melee attacks, a skirmish will
automatically form at the end of the turn, and both the active
character and the character who blocked the move and they both
will be pulled into a melee. This limits the ability of characters to
block movement and block movement indefinitely.
Again, if the blocked character is made only Normal Move
this phenomenon can be avoided if the blocked character makes
a melee attack and forms a skirmish. Use of this optional rule is
suggested if you are experiencing overuse of blocking movement
or feeling like automatic formation suits your game better.

Surprised by PCs (Standard/Advanced Combat)

Rules that allow the PC to attempt a surprise attack can only


be introduced when playing in Standard Combat or Advanced
Combat.
If the PCs want to surprise the opponent, they must make a
Hide check (see CR I, p. 123) and the Danger Sense check (see
CR I, p. 126) on the enemy side and compare their success

145
values. If the enemy is a monster, then for their Danger Sense roll
2d + Monster Level.
A surprise attack is successful if the success value of all PCs is
greater than that of all opponents. Failure occurs if there is a tie
or if the enemy has a higher success value than the PCs.
Hide checks and Danger Sense checks should be made when
one of the PCs is within 30 meters of the closest enemy. After
that, time management is done in rounds, and another check is
done after each round when both sides have completed all their
movements. The PCs may continue to move (or wait) for a better
starting distance, but of course, Hide checks and Danger Sense
checks are made each round, and any failure will result in a
missed opportunity for a surprise attack.
This process is also used when enemies that have PC-like
character sheets want to surprise the PCs.
In the next table, you can find bonuses and penalties for the
Hide check of the party attempting to surprise and the Danger
Sense check of the second party. The bonus to the Danger Sense
check is added separately for each combination. For example, if
there are two characters at 5m and 25m from the enemy, the
Danger Sense check is increased by +4 because the closest enemy
is within 10m.
If the surprise attack fails, the process immediately moves to
the normal combat initiation process (including Initiative checks).
Bonuses And Penalties for Surprises
Within 10m Danger Sense +4
11 – 20m Danger Sense +2
21 – 30m No changes
More than 31m Danger Sense -2
Wide field of view Hide check -2
Poor footing, easy to make noise Hide check -2
Full Move Hide check -4 after Full Move
Normal Move No changes
Limited Move / No Move Hide check +2 after such move
146
Overcrowded Skirmish (Advanced Combat)

This optional rule can be used when the battlefield has limited
space for skirmishes.
This optional rule is not recommended in situations where
you do not understand Advanced Combat as a whole. If the
battlefield is sufficiently large to allow for skirmishes not to be
overcrowded, then this rule does not need to be used at all.
This rule should only be used if you have a good
understanding of Advanced Combat and want to create a
bottleneck combat situation (for example combat on the bridge).

Skirmish with a Limited Number of Characters


A skirmish is defined as a melee in which the characters
participating are moving around with each other. Therefore, the
size of the skirmish is defined by the number of people involved.
This is to reproduce the fact that the more people participating,
the more space they will need.
It also means that the number of characters will not be able to
exceed a certain number if the size of the skirmish is physically
limited, such as on a narrow bridge or indoors.
This section describes the rules for skirmish with such limits
on the number of participants, including cases where the number
of participants exceeds the limit.

Number of Participants
The limit of the number of participants accounts for all the
characters present in the skirmish. This is called the limit on the
number of participants.

147
Note that the size of the skirmish is determined by counting
the number of characters in the melee state, but the limit on the
number of participants also includes independent characters.
For example, if the limit of the participants in the skirmish is
7, it will not be possible to have more than 7 participants in it,
including all the characters in the melee and independent
characters.
The limit on the number of participants is determined by the
GM in the range of 2 to 20 based on the size of the battlefield and
with reference to the size of the skirmish (see p. 39). Please take
into consideration that, in general, the combat rules of SW2.0 do
not recommend using units of less than one meter.

GM Guide: Dead or Faint Characters Can be Eliminated


When an enemy or other NPC faints or dies, the GM may
immediately remove the character if GM has no plan to return it.
As a result, the number of characters in the skirmish will be
reduced, and if the number of characters falls below the limit,
new characters may join the skirmish.

No Entry Principle
A character outside the overcrowded skirmish cannot move
through skirmish as that would cause it to exceed the number
limit if it were to enter. For example, if the number of participants
in a skirmish is 7 and 6 characters are already in the skirmish, the
characters with 2 sections cannot enter (or pass through) the
skirmish.
This restriction also applies to characters who have mastered
the combat feat [Shadow Sneak], characters who are completely
invisible or hidden to others, and characters who attempt to use
the “Area: Breakthrough" effect.
148
Exceptions
As mentioned above, as long as characters move normally
(including flying, SW2.0 combat rules basically do not take height
differences into account), you cannot move into skirmish areas
that exceed the participant's limit. However, it is possible that the
number of participants in a melee may exceed the limit as a result
of some moves or actions.
If you are using these optional rules movements and actions
that are exceptions include the following.

1. Shapeshift and Transformation That Increase Number of


Sections
This applies to effects that increase the number of sections,
such as Drake's [Dragonification]. These can be performed
without taking into account the number of participants.

2. [Teleport] and similar effects


If the movement is made with a spell, and unaffected by
shielding or blocking, it is possible to enter skirmish beyond the
participant's limit.

3. Summoned
The effects of [Summon Fairy] (see p. 226), which summons
a target within the skirmish, can summon a target beyond the
participant's limit. [Instant Undead] (see p. 190) and [Instant
Golem] (see p. 190) Deep Magic spells also work the same way.

4. Forced Movement
If the character was moved into a skirmish as a result of the
forced movement, they will be forced to enter the skirmish if
these optional rules are used.

149
[Whirlwind] (see CR III, p. 171 or WT, p. 103) and other
effects that can be blocked by other characters don’t count as
forced movement.

As a result, a skirmish in which the number of participants


exceeds the limit will be considered an “Overcrowded Skirmish”.
Please refer to the next section for more information on
Overcrowded Skirmishes.

Overcrowded Skirmish
Overcrowded Skirmish refers to a skirmish where the number
of people present in the area has exceeded its limit.

Examples of Appearing Overcrowded Skirmishes


Overcrowded Skirmish can appear in the game in the
following cases.
1. Excess Number of People Due to Exceptions. As explained
in the previous section ("Exceptions").
2. Newly Formed. Even on the battlefield where the GM has
set a limit on the number of participants in skirmishes, it does not
apply when the skirmish is first formed. If one of the characters
formed has multiple sections they still will be pulled into skirmish
regardless of if it would limit to exceeding the limit.
3. Combining Skirmishes. Overcrowded skirmishes can be
formed by combining skirmishes. This can happen even if the
skirmish to be combined already contains an overcrowded
skirmish.

150
Independent Characters within Overcrowded Skirmish are
Immobilized
An Independent Character within the Overcrowded Skirmish
range cannot move and is subject to the rules “Immobilized
Characters” (see p. 46).
However, they can use retreat action to move and leave
skirmish on the next turn.

Retreating from Overcrowded Skirmish


When a character (whether in melee or independent) leaves
an overcrowded skirmish, the character uses the same retreat
action as in a normal skirmish. In this case, regardless of the
number of enemies, allies, or both sides, the character does not
receive a penalty modifier -4 for retreat.

151
Work Skills

Work skills are an occupation that a character has in addition


to the adventurer's classes. A PC can acquire up to 5 levels of
work skills, and up to 10 levels of work skills in total.
Please refer to Alchemist Works for more detailed rules and
profession descriptions regarding work skills.
Since there are two tables, it is recommended that one table
be used on a 1d roll of 1 - 3, while the other is a roll of 4 - 6. From
there, another 2d will be rolled, one determining the row and the
other the column of the table.

Work Skills Randomization Table


1 2 3 4 5 6
Witch Waiter/Waitre Weatherma
1 Armorer Inventor Weaver
Doctor ss n
Weaponsmit Woodworke Enchante
2 Author Official Carpenter
h r r
Locksmit Carriage
3 Colorman Gardener Cleric Gravekeeper
h Driver
Compose
4 Courtesan Cook Surgeon Cobbler Singer
r
Scrivene
5 Whitesmith Scholar Sculptor Sailor Soldier
r
6 Towerman Dancer Tamer Tailor Distiller Doctor

1 2 3 4 5 6
1 Apothecary Nurse Navigator Noble Horseman Housekeeper
2 Hunter Barber Bodyguard Butler Perfumer Performer
Fortune
3 Farmer Fisherman Blacksmith Brewer Prostitute
Teller
4 Beggar Painter Heraldist Bonecarver Merchant Miner
5 Butcher Midwife Musician Mason Librarian Lumberjack
6 Restorer Linguist Teamster Leatherworker Saddler Chandler

152
Part 2 Data

153
Revised Combat Feats Detailed Data

This is a detailed data list of the combat feat corresponding to


the Revised Combat Feats (see p. 14). Please note that this is an
excerpt of the list, which follows the up to 6th levels premise of
this book. For a complete list, please refer to Ignis Blaze.

How to Read Combat Feats

① Name
Represents the name of that combat feat. If the name contains
“I”, “II”, “III”, that combat feat is a replacement combat feat.
Newly added combat feats have Ⓝ at the end of their name.
Changed in any way combat feats have Ⓒ at the end of their
name. Please refer to the Group SNE homepage
(http://www.groupsne.co.jp/) for the description of the changes.
Automatically acquired combat feats have “Auto” at the end
of their name. See a few pages before for their explanation.

154
② Requirements/Gain
“Req”: When it says “Req.” (requirements) in this field, it
describes conditions under which combat feat can be acquired. If
an adventurer level or class level is written here, that level or
higher is required. If a combat feat is listed, it must be learned
first.
“or”: If there is an “or”, you can learn combat feat if you meet
any of the conditions, but if there is no “or”, you must meet all
the conditions.
“Gain”: When it says “Gain”, you will automatically learn
combat feat if you meet the said class level. If there is an “or”, it
will learn combat feat automatically if any of the listed conditions
are met.

③ Use
When using this combat feat, you will not get an effect unless
you have elements listed in “Use”. If a specific class is listed, you
will need to have a listed class to use combat feat, and if a weapon,
armor category, or stance is listed, the combat feat effect will work
only if you have a specified weapon, armor, or stance active.
If there is an “or”, you can use this combat feat if you meet any
of the conditions, but if some part of the condition is written
together, you must meet all of them.

④ Summary
The summary of the combat feat is described here.

⑤ Effect
The effect of the combat feat is described here.

155
Passive Combat Feats That Are Using Learning Slots

Dodge
Req. None Use Shield
If you evade an attack, your critical threshold will be
Sum.
reduced by 1.
By deflecting an attack with your shield, you can take
advantage of the enemy and deliver a deadly attack.
If you succeed at Evasion check to evade an enemy melee
Effect attack, your next melee attack on your next turn will have its
critical threshold reduced by 1. This effect can accumulate
up to -4, but this feat cannot reduce the critical rate to 7
(minimum 8).

Evasive Maneuvers I
Adventurer Level 3 or
Req. Use -
higher
Sum. Evasion +1
Effect Your Evasion increases by +1.

Tenacity
Fighter or Grappler 5 or
Req. Use -
higher
Sum. Maximum HP +15
Effect Your Maximum HP increases by +15.

Throwing I
Req. None Use -
You can use Potions as a thrown weapon and gain +1 to
Sum.
the accuracy of thrown weapons
You can throw Potions (see p. 314) as thrown weapons
with a range of 10m. The thrown potion will hit if the
Accuracy check is not an automatic failure.
Effect You must purchase a [Potion Ball] (see p. 399) to throw
potions.
This feat also adds +1 to the Accuracy of all thrown
weapons.

156
Throwing II
Adventurer Level 5 or
Req. Use -
higher, [Throwing I]
The range of thrown potions is 20m and gains +1 to the
Sum.
Accuracy of thrown weapons.
The same as [Throwing I], but the distance at which
potions can be thrown is 20 meters.
Effect
This combat feat could only be learned as a replacement
of [Throwing I].

Precise Shot
Req. None Use -
Sum. Prevent misfires
You don't risk a misfire (see CR I, p. 200) when you fire
Effect
a ranged weapon into a skirmish.

Twin Strike
Req. [Dual Wielding] Use -
Sum. You can attack two enemies at once.
If you are wielding one-handed weapons with [Dual
Effect Wielding], you may roll Accuracy twice against two different
targets.

Hawk Eye
[Precise Shot] or [Guided
Req. Use -
Magic]
Sum. You track your enemies like a hawk hunting its prey.
You can cast magic and make ranged attacks whenever an
enemy is not fully shielded by cover such as forests, or
Effect
through skirmishes. You may also target enemies partially
shielded by blocking items or cover such as brushes.

157
Iron Wall
Req. [Cover *] Use -
Sum. You can cover multiple allies.
When you declare [Cover I] or [Cover II] or [Cover III],
you can choose to cover up any number of allies. You may
Effect
only cover for allies in the same skirmish as you or within
your Limited Movement.

Improved Throw I
Adventurer Level 3 or
Req. Use Grappler
higher, [Throw Attack]
The Power of the [Throw Attack] increases to 20 and you
Sum.
can throw up to two bodies.
The power of the B-Rank Wrestling Weapon “Throw” is
Effect now 20, and all characters with 2 or fewer sections can now
be thrown.

Dual Technique
Adventurer Level 5 or
Req. Use -
higher, [Dual Wielding]
Sum. Eliminates penalty from [Dual Wielding]
When you attack with both your weapons against a single
target, you do not incur an Accuracy penalty.
Effect
You can equip two weapons each with a Minimum
Strength rating of up to 15.

Harmony
Req. Bard Level 5 or higher Use Bard
Sum. Sing two spellsongs and stack the effects.
At the same time, you and your pet can play two
spellsongs. You can choose different spellsong for your pet.
You must declare who is playing which spellsong. If the
Spellsongs have different durations, the time elapsed will
count from the Spellsong with the longer prelude.
Effect
The area of effect for both Spellsongs is limited to 10m
but counts as one Spellsong for determining Magic Power
as well as resisting the effects.
These Spellsongs cannot have conflicting effects (GM's
discretion).

158
Weapon Proficiency A/**
Req. None Use -
You gain extra damage +1 for weapons of ** category and
Sum.
can equip A-Rank weapons of that category
You must choose a weapon category for ** when you
learn this feat, such as Swords or Axes. When you wield a
weapon of that category, you deal +1 damage. In addition,
Effect
you can wield A rank weapons of that category.
You may take this feat multiple times for different weapon
categories.

Weapon Proficiency S/**


Adventurer Level 5 or higher, [Weapon
Req. Use -
Proficiency/**] (same category)
You gain extra damage +2 (total of +3) for weapons of **
Sum.
category and can equip S-Rank weapons of that category.
When you wield a weapon of the ** category, you now deal an
Effect extra +2 damage (for a total of +3). In addition, you can wield S
rank weapons of that category.

Trample
Adventurer Level 5 or higher, [Throw
Req. Use Grappler
Attack]
Sum. You attack with your feet after throwing an enemy.
When you successfully hit with [Throw Attack], you may then
make another attack against the same enemy. Use the Kick
weapon or your equipped foot weapon to attack. If you attempt
this attack and the target successfully dodges, you incur the -2
Effect
penalty due to being prone.
When using [Trample] on a character with multiple sections
you must select one section to attack and perform an Accuracy
check.

159
Block
Req. Adventurer Level 3 or higher Use -
Sum. You can engage several enemies, trapping them in a brawl.
When the character is on a skirmish, they count as twice their
size when determining if characters are blocking movement
through that skirmish (see p. 26, CR I, p. 197 or CG, p. 143, 147).
Effect
A PC would count as two characters, while monsters with two body
segments count as four characters.
[Block] does not increase your number of sections.

Armor Proficiency A\**


Req. None Use -
When you wear the armor of ** category your Defense increases
Sum.
by +1 and you can wear A-Rank armor of that category.
You must choose an armor category for ** when you learn this
feat, either metal, nonmetal, or shields. When you wear the armor
of that category, your Defense increases by +1. In addition, you
Effect
can wear A rank armor of that category.
You may take this feat multiple times for different armor
categories.

Armor Proficiency S\**


Adventurer Level 5 or higher, [Armor
Req. Use -
Proficiency/**] (same category)
When you wear the armor of ** category your Defense increases
Sum.
by +2 (total +3) and you can wear S-Rank armor of that category.
When you wear the armor of the ** category, you now gain an
Effect extra +2 points of defense (for a total of +3). In addition, you can
wear S rank armor of that category.

Magic Control
Req. [Guided Magic], [Magic Convergence] Use -
Your understanding of magic lets you affect only the targets you
Sum.
want.
When you cast a spell with an area of effect, you may choose
which allies and enemies in the area are affected by the spell. If
Effect
you cast into a skirmish, you may choose any targets you want up
to the maximum target limit of the spell.

160
Guided Magic
Req. None Use -
Sum. Prevent misfires
Misfire won’t occur if you cast a spell with Area: Shot into a
Effect
skirmish.

Dual Wielding
Req. None Use -
You can attack twice with two 1H weapons, for attacks Accuracy -
Sum.
2
When you make a melee or ranged attack, you can attack twice,
once with a weapon in each hand. You cannot aim at two targets
at once, so both attacks must be made at the same target. In
addition, both attacks incur a -2 Accuracy penalty.
Effect
You can only wield weapons with a combined Minimum
Strength of up to 15.
You may not wield two weapons at once without having [Dual
Wielding].

Muscle Mystery
Req. Enhancer Level 5 or higher Use Enhancer
Sum. Double the duration of all Techniques.
Double the duration of all Techniques. This does not work on
Effect
Techniques whose duration is “Instant”.

Wordbreak
Req. None Use -
Sum. Negate a magical effect.
As a Major Action, attempt to negate a magical effect (Spell,
Technique, Spellsong, Divination, Evocation, and Stratagem).
Treat this as a spell with “Target: One Magical Effect” and
“Range/Area: Touch/-”. The name of the magical effect doesn't
Effect need to be known.
Compare your Magic Power against the Magic Power of the
magical effect. If yours is greater, the magical effect is negated. For
effects that do not have a success value, they are negated without a
check.

161
MP Save/**
Req. Adventurer Level 5 or higher Use -
Sum. Magic cost of the specified Wizard class costs -1 less.
Choose one Wizard class for ** when you learn this feat. Any
spell you use from that class consumes 1 less MP. This effect
cannot reduce the cost of a spell to 0 MP (minimum 1 MP). When
you learn new spells from the selected class, the new spells will also
Effect
have a reduced cost.
You can also specify "Wizard" as the class name. Only in this
case, the MP consumption of Deep Magic (see p. 91) will be
reduced.

Automatically Acquired Passive Combat Feats

Grappler
Chain Attack
Req. Grappler Level 1 Use Grappler, 1H weapon
Sum. You can attack with <Wrestling> 1H Weapon one more time
When you attack while wielding <Wrestling> 1H Weapon, you
can make another attack against the same target.
Normally it is the second attack, but if you are attacking multiple
Effect
times with the combat feat [Dual Wielding], you can make the
third attack with [Chain Attack]. In this case, there is no [Dual
Wielding] penalty for the third attack.

Scout
Treasure Hunt
Req. Scout Level 5 Use -
Sum. Loot Recovery rolls +1
When rolling for Loot Recovery during Post-Combat Cleanup,
Effect
add +1 to the roll.

162
Ranger
Healing Aptitude
Req. Ranger Level 5 Use -
Sum. Self-recovery +1
Whenever you recover your own HP (regardless of method),
Effect
increase the healing done by +1 point.

Sage
Keen Eyes
Req. Sage Level 5 Use -
Sum. Loot Recovery rolls +1
When rolling for Loot Recovery during Post-Combat Cleanup,
Effect
add +1 to the roll.

Active Combat Feats That Are Using Learning Slots

Infight I
Req. Grappler Level 5 or higher Use Grappler
Sum. Accuracy +2, Defense 0
You can start a reckless infight. Increase your Accuracy by +2,
but your Defense becomes 0. This combat feat can only be used
Effect
if you are in the skirmish or when you move with your Limited
Move. You cannot move this turn after this combat feat was used.

Decoy Attack
Req. None Use -
Accuracy -2, Extra damage +2, opponent's Evasion -1 when they
Sum.
evade attack
If you use this combat feat, your melee attack Accuracy
decreases by -2, and Extra Damage increases by +2. If the target
Effect evades this melee attack, the target will receive a penalty of -1 to its
Evasion checks until the start of your next turn. This effect can
accumulate up to -4 but is lost once the target fails to evade.

163
Cover I
Req. None Use -
Sum. You defend nearby allies by blocking attacks.
When you declare [Cover I], select one allied creature in the
same skirmish or that you can reach within your Limited Move.
Whenever that character is subject to a melee or ranged attack,
you become the target of that attack instead. That attack hits you
automatically.
Effect
[Cover I] triggers automatically when the subject is targeted by
an attack. It can only trigger once per round and will not trigger
against magical attacks, other feats, or effects that hit an area.
[Cover I] can only be used on a willing creature.
The effect of [Cover I] lasts until the beginning of your next turn.

Cover II
Req. None Use Fighter or Fencer, 2H weapon
If the enemy evades your attack, you can make an additional
Sum.
attack
If you make a melee attack with a “Stance: 2H” melee weapon
and the enemy evade it, you can make another melee attack
immediately afterward. If the first attack hits, there is no second
Effect attack.
If multiple targets are attacked by your melee attack you can
make one additional attack against one of those targets who evaded
it.

Counterattack I
Req. Adventurer Level 5 or higher, [Cover I] Use -
You defend nearby allies by blocking attacks. Can be used at the
Sum.
start of combat.
In addition to the effect of [Cover I], you can use this combat
feat at the beginning of the first round, even if you and your allies
Effect lost the initiative.
This combat feat could only be learned as a replacement of
[Cover I].

164
Aimed Attack I
Req. None Use -
Sum. Accuracy +1, Critical Threshold +1
Each of your Accuracy checks is made with a +1 bonus, but your
critical threshold increases by +1 (criticals become less likely). If
Effect
your critical threshold is already 13 or more, you cannot use
[Aimed Attack I].

Power Strike I
Req. None Use -
Sum. Damage +4, Evasion -2
Increases melee damage by +4 points. Evasion power decreased
Effect
-2 until the start of your next turn.

Aimed Shot
Req. None Use Marksman, 2H weapon
Using Major Action, if the next ranged attack hits the power table
Sum.
for hits attack is treated as 12.
This feat is exceptionally can only be used as Major Action and
its effect lasts more than one round. If your next ranged attack hits
instead of rolling on the power table just treat 2d it as “12”. If a
critical hit occurs, the second and subsequent power table
determinations will be made with 2d as usual.
This effect ends after you make the next major action. After
using this combat feat, you can use other combat feats for your
next ranged attack.
After using this combat feat, you can move using only Limited
Effect
Move until its effect ended. Also, when using this feat, you must
specify the target of your next ranged attack. In addition, ranged
attacks that target multiple targets (such as [Shotgun Barrett]) have
no effect with this feat.
This combat feat can only be used with ranged weapons with
“Stance: 2H” and while you have marksman class. If you can do
multiple major actions in one round, you can use [Aimed Shot] as
the first major action and with second major action make a ranged
attack with the effect of [Aimed Shot].

165
Taunting Strike I
Req. None Use -
Sum. Taunt an enemy attack, it’s damage -2
You make a wide, flashy attack, drawing your target's attention
to yourself. An attack made with [Taunting Strike I] deals -2
damage.
A target hit by a [Taunting Strike I] must attack the user
whenever possible, though the method of attack is up to the target.
Effect
[Taunting Strike I] has no effect on characters with 18
Intelligence or with a high intelligence rating. If the target cannot
attack the user, Taunting Strike has no effect. If [Taunting Strike
I] is used through a ranged attack, it has no effect if the user is 10m
or more from the target.

Defensive Stance
Req. None Use -
Sum. +4 for Evasion, Fortitude, or Willpower
You focus to endure and persevering. When you are using feat,
you can only use Limited Move or Normal Move. It cannot be
used with Full Move on the same turn.
Choose one of Evasion, Fortitude, or Willpower to get a +4
Effect
bonus modifier until the start of your next turn. You can choose a
different effect each time you use it.
All other skill checks get a -4 penalty modifier, except for the
three selected above and the death checks.

Tail Swing
Req. Adventurer Level 3 or higher Use Tail
Sum. Use your tail to attack multiple targets
You may attack up to 5 characters in the same skirmish with
Effect your wrestling weapon Tail (see p. 291). Damage is calculated
individually.

166
Cleave I
Req. Fighter Level 3 or higher Use Fighter, 2H weapon
Sum. Make up to 3 melee attacks at the same time with damage -3.
When wielding weapon except <Tangling>, <Wrestling>,
<Thrown Weapon> with “Stance: 2H” you can attack up to 3
Effect targets in the same skirmish. Only one Accuracy check is required.
Damage is calculated individually, but Extra Damage is reduced
by -3.

Marionette
Req. Adventurer Level 5 or higher Use -
Sum. Make independent your golems, fairy, daemons, etc.
If you are using controlling/using golem, fairy, daemon, etc., you
Effect can make them act independently. In the next round after usage
of [Marionette], those characters can act before your next turn.

Lethal Strike I
Req. None Use -
Sum. Critical Threshold -1, Evasion -2
When determining Calculated Damage from a melee attack, the
weapon's critical threshold is reduced by -1 (criticals become more
Effect likely). [Lethal Strike I] cannot reduce the critical rate to 7
(minimum 8). When you use [Lethal Strike I], you suffer a -2
penalty to Evasion.

Metamagic/Power Assurance
Req. None Use -
Sum. If power determination is 4 or less, you can re-roll once.
With this Metamagic you can make your spells more reliable
and impactful. When using the power table with a magical effect,
if the 2d result is 4 or less, you can re-roll it once and keep any of
Effect the two results. The cost of this spell will be doubled, even if you
decided not to re-roll but used this combat feat.
You can activate this feat on the same turn as any other
[Metamagic/**] feat.

167
Metamagic/Accuracy
Req. None Use -
Sum. You cast a spell at an enemy twice, ensuring you hit.
You can make Spellcasting roll twice for one casting. The cost
of this casting will be doubled.
Effect
You can activate this feat on the same turn as any other
[Metamagic/**] feat.

Metamagic/Targets
Req. None Use -
Sum. Increase the number of targets for your spells
You increase the number of targets a spell can affect. Multiply
the MP cost by the number of targets (2x for two targets, 3x for
three targets, etc.). You cannot use [Metamagic/Targets] on a spell
Effect with a range of Self or Touch. You can select the targets one by
one, or all at the time of casting if you prefer.
You can activate this feat on the same turn as any other
[Metamagic/**] Combat Feat.

Metamagic/Distance
Req. None Use -
Sum. Extend the range of spells
You increase the range of a spell by two or three times. Multiply
the MP cost by as much as the range was extended. You cannot
Effect use [Metamagic/Distance] on a spell with a range of Self or Touch.
You can activate this feat on the same turn as any other
[Metamagic/**] Combat Feat.

Metamagic/Time
Req. None Use -
Sum. Extend the effect duration of spells
You increase the duration of a spell effect by two or three times.
Multiply the MP cost by as much as the duration was extended.
You cannot use [Metamagic/Time] on a spell with a duration of
Effect
Instant or Permanent.
You can activate this feat on the same turn as any other
[Metamagic/**] Combat Feat.

168
Metamagic/Area
Req. None Use -
Sum. Increase effect range and maximum number of targets
You widen the effect of a spell whose area is a radius.
The MP cost of the spell increases by one time over for each
meter the radius is to be expanded (2x for 1m, 3x for 2m, etc.).
The maximum number of affected targets also increases. The new
Effect
target limit is equal to the number of characters who can be in the
skirmish.
You can activate this feat on the same turn as any other
[Metamagic/**] Combat Feat.

Magic Convergence
Req. None Use -
Sum. Changes target area of spell to 1 Character
You can cast a spell whose area is a radius such that only a single
Effect
target is affected.

Mana Strike
Req. None Use -
Add to Extra Damage + Magic Power. Evasion, Fortitude, and
Sum.
Willpower -1
You can add your Magic Power to your melee damage. You may
choose any Wizard Class Level you have to determine your Magic
Effect Power.
When you use [Mana Strike], you suffer a -1 penalty to Evasion,
Fortitude, and Willpower checks.

Multi-Action
Req. Adventurer Level 5 or higher Use -
Sum. Cast spells and attack in the same round.
As a Major Action, you may both cast a spell and make a melee
attack on a character in range. There is no limit to the spell that
may be cast, so long as the conditions to cast it are met. However,
Effect as with casting a spell normally, movement is restricted to a
Limited Move. Additionally, while a spell may be cast and a melee
attack made in the same round, casting two spells, or making two
melee attacks are not allowed.

169
Automatically Acquired Active Combat Feats

Throw Attack
Req. Grappler Level 1 Use Grappler
Sum. You attack by hurling the enemy.
You can use the two-handed Wrestling weapon “Throw”. You
can only use Throw on creatures with two legs and one body
section. You cannot use [Throw Attack] with [Chain Attack].
Effect If you hit, the target takes damage and is knocked prone. Until
the end of the turn when a prone enemy stands up, it takes a -2
penalty to all skill checks, except for Fortitude and Willpower
checks.

Armor Piercer
Req. Grappler Level 5 Use Grappler
Sum. Ignore Defense when a critical hit occurs
Your melee attacks ignore effects that raise the Critical
Threshold and make the target immune to criticals.
Effect Furthermore, if critical occurs, ignore the Defense of the target
when determining damage and effects that increase Defense, but
effects that reduce damage (such as [Protection]) are still effective.

170
Detailed Magic Data

This is a list of detailed magic data for each type of magic. Note
that this list is an excerpt following the premise of this book of
spells up to the 6th level. For a complete list, please refer to
Wizards Tome.

How to Read Magic Data

①System and Level


The magic system is indicated by an icon, and its level is
indicated by a number.

②Name
The name of the spell. Magic with an ☆ after the name
indicates it can be used as a Minor Action.
Some helpful spells with ☆ indicate that they can be used
immediately before checking.

171
③Cost
How much MP casting the spell consumes and may contain
cost other than MP.

④Cost
The recipient of the spell cast. See page 75.

⑤Range/Area
Shows both the maximum range of the spell, as well as the area
it affects.

Range
Self: Spell that targets caster or caster's possessions or equipment.
Touch: Requires the caster to touch the subject with a hand or
implement. If the caster is participating in melee, characters in
the skirmish are treated as touchable. [Metamagic/Targets]
cannot increase the number of targets for spells with “Range:
Touch”.
〇m: If a specific distance is given, it is the range of the spell. The
target can be anything that is within that distance.
Infinite: This range allows the caster to affect the target no matter
where they are, regardless of line of sight.
Other: If any other special ranges are mentioned, they will be
explained for each individual spell.

Area
--: Spell doesn't have any size, usually, it is when the range is self
or touch.
Shot: The spell flies in a straight line, from the caster to the target.
If there is an obstacle in the way, the spell will hit the obstacle
instead. Also, if the caster aims inside the skirmish from outside

172
of the skirmish, a misfire (see CR I, p. 200) will occur without
[Guided Magic] combat feat.
Target: Spell has a direct effect on the target. Obstacles that do
not obstruct your line of sight do not affect spells in this area. of
sight). No misfire will occur when the spell is cast on a skirmish.
Line, Breakthrough: See page 80.

⑥Duration
The length of time the spell is active. See also "Spell Duration"
(see p. 85).

Instant: The spell goes off instantaneously when cast.


*Seconds/*Rounds/*Minutes/*Hours/ *Days: The spell's effect
lasts for * time, then ends. The caster may use a Minor Action to
end any lasting spell prematurely.
Permanent: The spell lasts forever and may not be ended at will
by the caster.
Instant/*Second, Instant /*Minute: The effect of the spell lasts on
target for the time specified after a slash. It can be removed by
the [Dispel Magic] spell, but it cannot be removed at will by the
caster. This duration can be extended with [Metamagic/Time]
combat feat.
Other: If you have other special effect duration, individual spell
descriptions will specify it.

⑦Resistance
This details if a spell forces a Willpower save by the target, and
if it does, what the effect of a successful save is.

N/A: The spell doesn't require a Willpower save. However, the


target can refuse the spell, in which case the spell ends. Also, this
effect cannot be applied to objects.
173
Half: If the target succeeds in Willpower save calculated damage
will be halved and cannot be critical. Also, other effects other than
damage will not occur.
Neg: If the target succeeds in Willpower save spell resolves
without effect.
Temporary: Even with a successful save, the spell will still have
an effect for 10 seconds (1 round).
Can't: The spell cannot be resisted, and always works.

⑧Summary
A quick blurb of text, describing the spell in a short sentence
or two.

⑨Type
If the spell has a type, it will be indicated in this field. If the
spell does not have a type, it will be marked as “-”.

“Earth”, “Water/Ice”, “Fire”, “Wind”, “Lightning”, “Energy”,


“Slashing”, “Bludgeoning”: These are the main types of damage.
This may increase or decrease damage, depending upon the
weaknesses or resistances of the target.
Poison: Does not affect monsters with Poison Immunity, like
Undead or Constructs, but ignores the effects of some defensive
spells. If it has duration, it may be removed by [Cure Poison].
Disease: This type cannot affect some monsters and some spells
might protect them from it. If it has duration, it may be removed
by [Cure Disease].
Psychic: Affects the target's mind. Some monsters might be
immune to it. These spells can be removed by spells such as
[Sanity].
Psychic (weak): Psychic type that can be easily ended by
bludgeoning type. For more information see the note below.
174
Curse: Lays a foul curse upon the target. The means to prevent it
are greatly limited, and even [Dispel Magic] won’t remove it.
[Remove Curse] spell can remove it.
Curse + Psychic: A curse that curses the mind and has both a
curse and psychic characteristics, and can be removed by
[Remove Curse], but not with [Sanity]. On the other hand,
psychic immunity has no effect on these spells.

Psychic (Weak)
Among the psychic types, the one that can be easily removed
with damage is psychic (weak). This type of effect will be
immediately canceled when the target’s HP or MP is damaged. It
is also possible for others to spend a Major Action to bring them
to their senses. This action is treated as "Range: Touch", "Target:
1 Character", and "Resistance: Can't".
[Sanity] spell and other means of removing the psychic type
are also effective.
All undead monsters are immune to psychic (weak) effects.

⑩Effect
The full details of the effects of the spell.

175
Truespeech Magic Detailed Data

Cost
Energy Bolt MP5
Target Range/Area Duration Resistance
1 Character 30m/Shot Instant Half
Summary Type
Deals Power 10 damage Energy
Effect
Creates and shoots mana arrow, dealing Deals Power 10 + Magic Power
magical damage to the target.

Cost
Blunt Weapon MP2
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) Neg
Summary
Reduce target's physical damage by -4.
Effect
Reduces the damage of a target's melee or ranged attacks by 4.

Cost
Light MP1
Target Range/Area Duration Resistance
Any Point 30m/Target 3 Hours N/A
Summary
Illuminate a 10-meter radius with light.
Effect
A radius of 10 meters from the target will be filled with light. It removes
penalties due to darkness. The mote can be carried and moved.

Cost
Lock MP1
Target Range/Area Duration Resistance
1 Object Touch/- Instant N/A
Summary
Uses mana to close a lock tight.
Effect
You lock any object that can be locked. An object locked with this spell
behaves as if locked normally. Anything with a lock can be affected.
176
Cost
Sleep MP5
Target Range/Area Duration Resistance
1 Character # 10m/Target 3 minutes (18 r) Neg
Summary Type
Lull subject to sleep Psychic (weak)
Effect
If the target fails to resist, it falls asleep. When it wakes up it will be
prone.
This spell does not affect creatures that do not sleep.

Cost
Sense Magic MP1
Target Range/Area Duration Resistance
1 Object 30m/Target Instant N/A
Summary
Find out if any spells were cast.
Effect
Senses the presence of magic in a target object. Caster knows if magic is
present or not, but not the name, type, effect, system if it is permanent or
temporary, or how many spells are affecting the item.

Cost
Dispel Magic MP3
Target Range/Area Duration Resistance
1 Spell 30m/Target Instant Neg
Summary
Makes the spell lose its effect.
Effect
Nullifies one active magical effect that is not of the Curse type. To nullify
a spell, success values must be compared, and the caster's Magic Power
must be greater than that of the spells to be nullified.
If more than one spell is present at the target at the same time, the caster
needs to compare the Magic Power of the effects. Then caster can select
one spell to be nullified with success values less the result of the casters
Spellcasting check. Caster doesn’t need to know the name of the target
spell but at least be aware of the superficial effect. If the effect cannot be
identified, then the spell to be released will be determined randomly.
With the combat feat [Metamagic/Targets], it is possible to nullify
multiple spells at the same time; however, only some of them may be
nullified after contested rolls.

177
Cost
Vitality MP2
Target Range/Area Duration Resistance
1 Character 〇 30m/Target 3 minutes (18 r) N/A
Summary
Fortitude +2
Effect
The target gets a +2 bonus on Fortitude checks.

Cost
Unlock MP2
Target Range/Area Duration Resistance
1 Object Touch/- Instant Neg
Summary
Uses mana to open a lock.
Effect
This spell opens mundane locks. If the lock is sealed magically, make a
contested roll against the seal's caster. The lock opens if the caster wins.
The mechanical part of the lock remains working.

Cost
Sense Enemy MP2
Target Range/Area Duration Resistance
1 Character 〇 30m/Target Instant Neg
Summary
Senses hostility towards the caster.
Effect
The caster can tell if the target harbors feelings of ill will towards the
caster. However, it will not reveal the target's exact thoughts or motives.
Anyone targeted by this spell has a momentary feeling of dizziness that
can alert them to the fact that this spell was used on them if the caster was
in sight while casting.

178
Cost
Paralyze MP3
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) Neg
Summary
Accuracy or Evasion checks -2
Effect
The target takes a -2 penalty to its Accuracy or Evasion. The caster
chooses what the penalty applies to.
If multiple targets are targeted at the same time with
[Metamagic/Targets], the checks to be penalized must all be the same.

Cost
Reaping Slash MP7
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Half
Summary Type
Deals Power 20 damage Slashing
Effect
Slashes with a magic blade, dealing Power 20 + Magic Power of magic
damage.

Cost
Familiar MP15
Target Range/Area Duration Resistance
Touch Touch/- Permanent N/A
Summary
Creates a loyal and useful familiar.
Effect
Create a construct that will serve as a familiar. See “Familiar Data” (see
p. 441). Casting the spell takes one hour.

179
Cost
Marking MP2
Target Range/Area Duration Resistance
1 Object Touch/- 3 Days N/A
Summary
Places an arcane mark upon an object.
Effect
At any time during the duration, the caster can tell the direction and
distance to the marked object. The spell fades if the object is destroyed or
moved from its location.
As long as this spell is in effect, the caster may not use it again (the caster
may not locate two objects at once with this spell).

Cost
Lightning MP7
Target Range/Area Duration Resistance
Any Point 30m/Line Instant Half
Summary Type
Deals Power 20 damage Lightning
Effect
Unleashes bolts of lightning, dealing Power 20 + Magic Power magic
damage to the target.

Cost
Weapon Mastery MP5
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
The target instantly understands how to use its weapon and wields it like
a master.
Effect
The target gains the use of one of the following Combat Feats: [Weapon
Proficiency A/**] (one type), [Aimed Attack I], [Lethal Strike I], [Power
Strike I], or [Taunting Strike].
The effect of this spell is exceptionally duplicated by [Weapon Mastery
II] (see CR III, p. 145 or WT, p. 31). By casting the spell repeatedly, the
caster can enable a target to use multiple feats.
[Metamagic/Targets] spell does not allow the caster to grant multiple
combat feats to a single target in a single cast, caster can give multiple
targets the same feat.

180
Cost
Wall Walking MP3
Target Range/Area Duration Resistance
1 Character 〇 30m/Target 3 minutes (18 r) N/A
Summary
Target can walk on walls and ceilings
Effect
The creature's feet stick to any surface, letting it walk on walls and even
the ceiling as if it was the floor. In this state, the target can only move
with Limited Move or Normal Move; if it tries to do a Full Move, or if
both feet are not touching the area surface, the effect ends.

Cost
Translate MP2
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Caster understands the meaning of any written work just by looking at it.
Effect
Caster can understand the meaning of unknown writing. Caster know
what language it is and can read it, but you cannot speak the language, nor
can you understand it if spoken to them.
Caster cannot decipher artificial ciphers, narrow terms, or sentences
that are grammatically broken from the start. They will be recognized by
the caster as ciphers, signs, or broken phrases.

Cost
Blast MP6
Target Range/Area Duration Resistance
1 Character Touch/- Instant Half
Summary Type
Deals Power 30 damage Lightning
Effect
Caster smashes the target with a ball of mana dealing Power 30 + Magic
Power magic damage to the target.

181
Cost
Conceal Self MP15
Target Range/Area Duration Resistance
Caster Self/- 1 Hour N/A
Summary
Shrouds caster in mana, disappearing from enemy senses.
Effect
The caster becomes unseen by five senses, magic or mechanical. They
make no noise and give off no smells. The caster can still be touched, and
their magic can be detected.
If they take any movement other than a Limited Move or make any
actions that require a check, the effect disappears.

Cost
Hard Lock MP4
Target Range/Area Duration Resistance
1 Object Touch/- Permanent N/A
Summary
Locks an object with magic.
Effect
Caster locks any object that can be locked without the need for a key or
other device. The target must have its locking mechanism and it must be
working.
The original key or Open Lock skill (see CR I: p. 117-137) cannot
unlock the affected object. Furthermore, an affected door, lid, or box
cannot be broken by any mundane means.
If a Key of Unlocking or the [Unlock] spell is used to open the affected
object, make a contested roll.
The caster may set a password that can be used to lock and unlock the
affected object.

Cost
Fireball MP8
Target Range/Area Duration Resistance
3m Radius/5 30m/Shot Instant Half
Summary Type
Deals Power 20 damage Fire
Effect
Shoots a ball of fire that explodes on impact dealing Power 20 + Magic
Power magical damage.

182
Cost
Levitation MP6
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Caster floats upon mana, hanging in midair.
Effect
The caster floats up to 10 meters in the air. While floating, they can
move as if they were on the ground, but only taking Limited Move. In
combat, they can use melee and ranged weapons as normal. If they
attempt to escape from a battle using this spell, use the rules for leaving a
battle.

Spiritualism Magic Detailed Data

Cost
Enchant Weapon MP2
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Infuses a blade or fist with mana, making it sharper or harder. Physical
damage +1.
Effect
The target's weapons become magical and deal 1 extra point of physical
damage.

Cost
Spark MP6
Target Range/Area Duration Resistance
3m Radius/5 30m/Target Instant Half
Summary Type
Deals Power 0 damage Lightning
Effect
Generates tiny bolt of lightning in the area, dealing Power 0 + Magic
Power of magical damage.

183
Cost
Dark Mist MP3
Target Range/Area Duration Resistance
Instant/10
3m Radius/5 30m/Target Neg
seconds (1 r)
Summary
Evasion -2
Effect
Creatures that fail to resist lose their sense of distance due to magical
fog, taking a -2 penalty to their Evasion.

Cost
Protection MP1
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
Reduces damage dealt to the target by -1
Effect
The target takes -1 damage from all physical and magical sources.
Protection does not affect Poison-, Disease-, or Curse-type damage.

Cost
Earth Heal MP3
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Neg
Summary
Heals Power 0
Effect
Heals Power 0 + Magic Power HP. It even heals creatures of the
Undead and Constructs categories.

Cost
Counter Magic MP1
Target Range/Area Duration Resistance
1 Character 〇 30m/Target 3 minutes (18 r) N/A
Summary
Willpower +2
Effect
The target receives a +2 bonus to Willpower checks.
184
Cost
Command Doll MP4
Target Range/Area Duration Resistance
One day or until
1 Doll Touch/- N/A
order is completed
Summary
A doll acts as caster commands.
Effect
Caster animates a doll or stuffed toy and gives it an order or task.
The affected object will only carry out the order it is given. Once its task
is complete or one day has passed, it reverts into an ordinary doll. Doll
can execute recurring orders for the day. If for some reason it becomes
impossible to continue to do a given task this spell ends.
The command must be quite simple, such as moving a specific path,
and cannot be changed with conditions or the doll cannot do multiple
commands.
The caster can animate a doll up to the size of a small animal. Its
physical abilities are of a human child.

Cost
Fanaticism MP3
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) Neg
Summary Type
Accuracy +2, Evasion -2 Psychic
Effect
The target receives a +2 bonus to Accuracy, but a -2 penalty to Evasion.

Cost
Create Golem MP4+
Target Range/Area Duration Resistance
1 Object Touch/- 1 Day N/A
Summary
Build and animate a golem.
Effect
The caster creates a golem and gives it orders to act. For more
information, see “Golems and Undead” (see p. 92).
This spell takes 1 hour to cast.

185
Cost
Fire Weapon MP4
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Covers weapon inflame, damage +2.
Effect
The target's weapons become magical dealing Fire-type damage. Their
damage is increased by +2.

Cost
Raging Earth MP7
Target Range/Area Duration Resistance
10m Radius 10m/Target 30 seconds (3 r) Can't
Summary
Heals 3 points every round.
Effect
Each creature in the area regenerates 3 points of damage at the end of
its turn. This even heals creatures of the Undead and Constructs
categories.

Cost
Disguise MP3
Target Range/Area Duration Resistance
1 Character〇 Touch/- 1 Hour N/A
Summary
Changes appearance of the target
Effect
The caster can change the target or a created golem or undead to
humanoid or barbarous that the caster is personally familiar with.
This spell only changes appearance, not size, weight, voice, sounds, or
smell.

186
Cost
Doll Sight MP3
Target Range/Area Duration Resistance
1 Doll Touch/- 1 Hour N/A
Summary
Makes a bond to a doll or puppet that enables the caster to see what it
sees
Effect
Caster connects their senses to a doll or puppet, allowing them to see
around it. The caster can use any of their special senses through the doll.
For spells duration, the caster can freely change between their sight and
that of the doll with Minor Action but cannot see both at the same time.

Cost
Forbid Magic MP5
Target Range/Area Duration Resistance
1 Character 10m/Target 30 seconds (3 r) Neg
Summary Type
Prohibits spells level 3 or below from selected magic
Curse
system.
Effect
Caster selects a single magic system and prevents the casting of spells
from that magic system level 3 or below.
When multiple targets are selected with [Metamagic/Targets] combat
feat caster can select only one magic system for all targets.

Cost
Poison Cloud MP6
Target Range/Area Duration Resistance
Instant/1 minute
3m Radius/5 30m/Target Neg
(6 rounds)
Summary Type
3 damage at the end of the target’s turn. Poison
Effect
Causes a cloud of poison to infect targets with poison, causing them 3
magic damage at the end of each of their turns for the next 1 minute (6
rounds).
This effect can be ended with spells such as [Cure Poison] or [Dispel
Magic].

187
Cost
Intense Control MP5
Target Range/Area Duration Resistance
1 Character # 30m/Target 3 minutes (18 r) N/A
Summary
Strengthens a familiar, golem, or undead created by the caster.
Effect
This spell can only target only dolls, golems, undead, familiars, etc. that
the caster has created or given orders to and does not affect any other
characters.
Target's gains +2 bonus to its Accuracy and Evasion. In addition, the
spell increases all damage target deals by +2 and reduces all physical and
magical damage it receives by -2.

Cost
Create Undead MP4+
Target Range/Area Duration Resistance
Touch Touch/- 1 Day N/A
Summary
Animate and command an Undead.
Effect
The caster creates undead and gives it an order to act. For more
information, see “Golems and Undead” (see p. 92).
Casting this spell takes one hour.

Cost
Spell Enhance MP3
Target Range/Area Duration Resistance
1 Character Touch/- 3 minutes (18 r) N/A
Summary
Enhances target's Magic Power
Effect
The target receives a +1 bonus to their Magic Power.

188
Cost
Counter Sense MP6
Target Range/Area Duration Resistance
Caster Self/- 1 Day N/A
Summary
Wraps the caster in an aura that reacts to spells.
Effect
For the duration of the spell, whenever the caster is the target of the
spell, he knows the name and effect of that spell and the location of that
spell's caster.
Once the spell is detected, this spell ends.

Cost
Stun Cloud MP6
Target Range/Area Duration Resistance
Instant/30
5m Radius/15 30m/Target Neg
seconds (3 r)
Summary Type
Numbs the target's body to slow his movements. Poison
Effect
For 30 seconds (3 rounds), creatures in the cloud that fail to resist
cannot make any Minor Actions.

Cost
Mana Absorb MP6
Target Range/Area Duration Resistance
Instant/30
3m Radius/5 30m/Target Neg
seconds (3 r)
Summary
Creates a field that absorbs mana and converts it into vitality.
Effect
Any creature in the field who uses a spell or other ability that consumes
MP spends twice as much MP instead. A creature whose MP
consumption is doubled is then healed by 3 HP.

189
Cost
Remote Doll MP5
Target Range/Area Duration Resistance
1 Doll Touch/- 1 Hour N/A
Summary
Controls a doll completely as if it were the caster’s own body.
Effect
Caster uses their senses through a doll and controls it but cannot make
their actions. While caster is acting as the doll, they may not take any other
actions, nor can they use their own body's senses.

Deep Magic Detailed Data

Cost
Wizard Sign MP2
Target Range/Area Duration Resistance
1 Object Touch/- 12 Hours N/A
Summary
Leaves a caster sign
Effect
Leaves the caster's signature on the target. The object can be a solid wall
or floor. The signature glows faintly and is visible to all. A sorcerer or
conjurer will know that it is caused by this magic. The signature is limited
to the name of the wizard and a title whose uniqueness and legitimacy are
guaranteed by reputation.

Cost
Cantrip MP1
Target Range/Area Duration Resistance
Instant/10
Caster Self/- N/A
seconds (1 r)
Summary
Gives a slight hallucination.
Effect
Creates a small hallucination in the immediate vicinity of the user, such
as a flower appearing in the palm of the user's hand, a firework exploding
on the top of the user's head, or a small particle of light illuminating the
user's entire body.

190
Cost
Balance Weapon MP2
Target Range/Area Duration Resistance
1+1 Characters 30m/Target 3 minutes (18 r) Neg
Summary
Reduces physical damage dealt by -4 to enemies and +1 to allies.
Effect
Applies [Blunt Weapon] (see p. 176) to one target and [Enchant -
Weapon] (see p. 183) to another target. If [Blunt Weapon] is ineffective
due to the target's Willpower check, [Enchant Weapon] is also ineffective.

Cost
Tough Power MP3
Target Range/Area Duration Resistance
1 Character 〇 30m/Target 3 minutes (18 r) N/A
Summary
Increases both Fortitude and Willpower by +2
Effect
Gives the target both [Vitality] (see p. 176) and [Counter Magic] (see p.
183) effects.

Cost
Bad Vibes MP5
Target Range/Area Duration Resistance
3m Radius Touch/- 1 Day Can't
Summary Type
Creates an Unpleasant Atmosphere Psychic
Effect
A character who steps into the area of effect will feel an unpleasant
atmosphere. There is no further effect.

191
Cost
Lock On MP4
Target Range/Area Duration Resistance
1 Character 〇 30m/Target 3 minutes (18 r) Neg
Summary
Focuses on the target.
Effect
For the duration of the effect, as long as the character aims at the target,
their attacks will not misfire, as if they had mastered [Precise Shot] and
[Guided Magic].

Cost
Instant Golem MP4+
Target Range/Area Duration Resistance
Touch Touch/- 1 minute (6 r) N/A
Summary
Instantly create a golem.
Effect
Creates and deploys a golem. It consumes the same amount of MP and
materials as [Create Golem] (see p. 183), but the duration is different. In
addition, the user must meet the same level requirements as the Create
Golem spell, both in Sorcerer and Conjurer. Golems created with this
spell can only be in “Obey State”.

Cost
☆ Replace Sound MP4
Target Range/Area Duration Resistance
Any Point 30m/Target 10 seconds (1 r) N/A
Summary
Generates the caster's voice in a different location.
Effect
Any vocalizations made by the caster during the duration of the effect
will be heard from the target location, not the actual position of the caster.
The effect does not apply to sounds other than the voice.

192
Cost
Remote Key MP4
Target Range/Area Duration Resistance
1 Object 10m/Target Instant Neg
Summary
Remotely manipulate a key.
Effect
Remotely manipulate a lock or key with [Lock] (see p. 176) or [Unlock]
(see p. 176).

Cost
Stun Cloud MP7
Target Range/Area Duration Resistance
30m /
Any Point Instant Half
Breakthrough
Summary Type
Deals Power 20 damage Poison
Effect
Causes a poisonous wind to blow, dealing Power 20 + Magic Power
magical poison damage to the target.

Cost
Remote Doll MP4
Target Range/Area Duration Resistance
Touch Touch/- 3 minutes (18 r) N/A
Summary
Creates a floating eye to scout.
Effect
The caster creates an eye of several centimeters in diameter that floats
in the air. This eyeball can be moved at will by the caster at a speed of 30
meters per 10 seconds (1 round).
The caster can see the scene through the eyeball as if he were seeing it
themself. However, while the spell is in effect, the caster's own vision does
not work at all.
The eyeball is automatically destroyed if they are attacked. At this time,
the spell also ends.

193
Cost
☆ Mana Convergence MP4
Target Range/Area Duration Resistance
Caster Self/- 10 seconds (1 r) N/A
Summary
Gives Magic Power +1 for spells with Range: Touch
Effect
Concentrates mana in the caster's hands or on the implement. When
casting a spell with a range of “Touch”, the caster’s Magic Power is
increased by 1.

Cost
Instant Undead MP4+
Target Range/Area Duration Resistance
Touch Touch/- 1 minute (6 r) N/A
Summary
Instantly animate and command an Undead.
Effect
Creates and controls an undead. It consumes the same amount of MP
and materials as [Create Undead] (see p. 183), except for the duration. In
addition, the user must have the same class level as [Create Undead] in
both Sorcerer and Conjurer. Undead created with this spell can only be
in “Obey State”.

Cost
Sleep Cloud MP12
Target Range/Area Duration Resistance
Instant/30
3m Radius/5 30m/Target Neg
seconds (3 r)
Summary Type
Puts the target to sleep Psychic (Weak)
Effect
The target falls asleep. It's prone when the target wakes up.
This has no effect on a character that does not sleep. If a character has
more than one section, all sections of the character must be targeted at the
same time for the effect to take effect.

194
Cost
Hold Portal MP4
Target Range/Area Duration Resistance
1 Object 10m/Target 6 Hours N/A
Summary
Seals a door shut
Effect
A spell that can be cast on an open or closed door. The target door is
closed and cannot be opened by any force.

Divine Magic Detailed Data

Name †‡
Those with † or ‡ in the name are basic divine spells that may
or may not be cast depending on faith. The † is a spell given by
the god of the First Sword, and the ‡ is a spell given by the god of
the Second Sword.

Basic Divine Spells


Cost
Sanity MP3
Target Range/Area Duration Resistance
1 Character # Touch/- Instant Neg
Summary
Restores the target to his normal state of mind.
Effect
Dispels all Psychic-type spells and abilities on the target. If the spell or
ability caster is trying to dispel had a roll, make a contested roll against it.

195
Cost
† Banish MP3
Target Range/Area Duration Resistance
3m Radius/5 30m/Target Instant/Various Neg
Summary
Negatively affects Undead and Barbarous.
Effect
For each Undead or Barbarous in the area that fails to resist, roll 2d6
and consult the “Banish/Fear Table” below to determine Banish's effect.
This spell is of psychic type if the target is barbarous.

Cost
‡ Fear MP3
Target Range/Area Duration Resistance
3m Radius/5 30m/Target Instant/Various Neg
Summary
Negatively affects Undead and Humanoid.
Effect
For each Undead or Humanoid in the area that fails to resist, roll 2d6
and consult the “Banish/Fear Table” below to determine Banish's effect.
This spell is of psychic type if the target is a humanoid.

Banish/Fear Table
2d Effect
The target panics and goes berserk. For 30 seconds (3 rounds), it
receives a +2 bonus to Accuracy and a -2 penalty to Evasion. If the
2–4
target has an intelligence score, it cannot use any actions that require
a reason or cast any spells
The target is consumed by fear, slowing its movements. For 3
5 – 9 minutes (18 rounds), it receives a -1 penalty on all Accuracy, Evasion,
Spellcasting, and Evocation checks.
The target flees. If it cannot flee, it cowers in fear, cannot take any
10 – 12 actions for ten seconds (1 round), and automatically fails all action
checks (see p. 49). After that round, it can act normally again.

196
Cost
Field Protection MP2
Target Range/Area Duration Resistance
Instant/3
3m Radius/5 Self/- Can't
minutes (18 r)
Summary
Reduces the target's received damage by -1.
Effect
The targets take -1 damage from all physical and magical sources. This
effect lasts for 3 minutes (18 rounds). Field Protection has no effect on
Poison-, Disease-, or Curse-type damage.

Cost
Awaken MP5
Target Range/Area Duration Resistance
1 Character 10m/Target Instant N/A
Summary
Wakes a target up from being asleep or unconscious.
Effect
A sleeping or unconscious character wakes up. If his HP was below 0,
it is set to 1. If sleep is a spell or unique skill effect, then the caster needs
to make a contested roll against the success value of the effect.
The affected character can take an action immediately. Prone characters
wake up still prone

Cost
Cure Wounds MP3
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Neg
Summary
Heal target's wounds with Power 10
Effect
Heals Power 10 + Magic Power damage. This spell does not affect
creatures of the Construct category. If the target is Undead, this spell deals
Power 10 + Magic Power damage instead.
This spell cannot critical.

197
Cost
Detect Faith MP4
Target Range/Area Duration Resistance
1 Character〇 10m/Target Instant Neg
Summary
Learns the name of the god the target believes in.
Effect
This spell informs the caster of the target's Priest class level and what
god he follows. If the caster doesn't know their god, the caster also learns
the god's domain, symbol, and the names of his granted Specialized
Divine spells. If the target doesn’t have a Priest class, then the caster will
know that target is not a Priest.
A target of this spell knows the spell has been used on him, even on
failed save. If the caster was visible when casting, then the target will
recognize the caster as the one who cast a spell.

Cost
Cure Blindness MP2
Target Range/Area Duration Resistance
1 Character # Touch/- Instant N/A
Summary
Purges poison from the target's body.
Effect
Dispels a Poison-type spell or effect on the target. This requires a
contested check. This spell cannot heal the damage that has already been
dealt.

Cost
Cure Poison MP3
Target Range/Area Duration Resistance
1 Character Touch/- Instant N/A
Summary
Purges poison from the target's body.
Effect
Dispels a Poison-type spell or effect on the target. This requires a
contested check. This spell cannot heal the damage that has already been
dealt.

198
Cost
Field Resistance MP5
Target Range/Area Duration Resistance
Instant/3
5m Radius/15 Self/- Can’t
minutes (18 r)
Summary
Reduces damage from a specific type by 3 points
Effect
The targets take -3 damage from all physical and magical sources of a
single damage type. Choose Wind, Fire, Water/Ice, Lightning, or Energy
when the caster casts the spell. This effect lasts for 3 minutes (18 rounds).

Cost
Force MP4
Target Range/Area Duration Resistance
1 Character 10m/Shot Instant Half
Summary Type
Deals Power 10 damage. Bludgeoning
Effect
Shoots the target with a cannonball of spiritual force dealing Power 10
+ Magic Power magical damage.

Cost
Affirmation Of Faith MP5
Target Range/Area Duration Resistance
5m Radius/15 Self/- 3 minutes (18 r) Neg
Summary
Caster affirms their faith and rebukes the magic of other gods.
Effect
All characters in the area that fail to resist cannot use Specialized Divine
spells for the duration. Characters that share the same god as the caster
are unaffected.

199
Cost
† Sacred Weapon MP3
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Increases Accuracy +1 and physical damage +2 against Barbarous and
Undead
Effect
The target's weapons become magical and receive a +1 bonus to
Accuracy and deal an additional +2 physical damage when attacking
Undead or Barbarous characters.

Cost
† Sacred Shield MP4
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
Reduces damage received from Barbarous and Undead by -3
Effect
The target takes -3 physical damage from attacks by Barbarous and
Undead characters.

Cost
‡ Vice Weapon MP3
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Increases Accuracy +1 and physical damage +2 against Humanoids and
Undead
Effect
The target's weapons become magical and receive a +1 bonus to
Accuracy and deal an additional +2 physical damage when attacking
Humanoid and Undead characters.

200
Cost
‡ ‡ Vice Shield MP4
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
Reduces damage received from Humanoids and Undead by -3
Effect
The target takes -3 physical damage from attacks by Humanoids and
Undead characters.

Cost
Cure Disease MP4
Target Range/Area Duration Resistance
1 Character Touch/- Instant N/A
Summary
Cleanses the target's body of poison and disease.
Effect
Dispels all Poison- and Disease-type spells and effects on the target.
This requires a contested check.

Cost
Cure Heart MP5
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Neg
Summary
Heal target's wounds with Power 30
Effect
Heals Power 30 + Magic Power damage. This spell does not affect
creatures of the Construct category. If the target is Undead, this spell deals
Power 30 + Magic Power damage instead.
This spell cannot critical.

201
Cost
Transfer Mana MP1+X
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Neg
Summary
Gives the caster's MP to the target.
Effect
The cost of this spell is 1 + any extra number of points. The target gains
as many MP as the extra points spent in casting. For example, if 10 MP
were used to cast the spell, the target would gain 9 MP.
If caster uses the combat feat [Metamagic/Targets] to increase the
number of targets, they will restore the same amount of MP to all of them.
The maximum number of MP that can be transferred with this spell is 20
(for a total MP cost of 21).
The Combat Feat [MP Save/Priest] or similar combat feats cannot be
used to reduce the cost of this spell.

Cost
Holy Light MP6
Target Range/Area Duration Resistance
5m Radius/15 Self/- Instant Half
Summary
Deals Power 20 damage to Undead
Effect
Unleashes a burst of divine radiance that deals Power 20 + Magic Power
magical damage to Undead in the area.

Cost
Coercion MP5
Target Range/Area Duration Resistance
1 Character # 30m/Target 3 minutes (18 r) Neg
Summary
Fills the target with dread of the caster.
Effect
The target may not take any offensive actions against the caster. This
includes only any kind of attack and any spell or ability that deals damage.
It may not include the caster in the area of any spell that deals damage. If
the caster is on a skirmish, the target must use the [Guided Magic] Combat
Feat to target any other creatures in that zone.
The caster can be targeted by hostile spells, actions, and unique skills
that do not cause damage.

202
Cost
Bless MP5
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) Neg
Summary
+6 to Dexterity, Agility, Strength, or Vitality
Effect
The target receives a +6 bonus to his Dexterity, Agility, Strength, or
Vitality score, resulting in a +1 bonus to his modifier. This increase can
raise base stats and maximum HP. For fixed-value characters Bless can
increase by +1 Accuracy, Evasion, Fortitude, or damage, or increase by +6
their movement speed. Also, GM can decide if this affects any unique
skills.
The caster may use Bless on the same target again and raise a different
score but not the same.
If the caster uses the Combat Feat [Metamagic/Targets] with this spell,
each target increases the same ability score.

Cost
Holy Cradle MP4
Target Range/Area Duration Resistance
3m Radius/5 Self/- 3 Hours N/A
Summary Type
Places caster’s allies in a deep sleep, accelerating their
Psychic
natural healing.
Effect
The targets fall into a healing slumber. If they remain asleep for three
hours, they regain HP and MP as if they had slept for six (see CR I, p.
213). A character may only benefit from this spell twice per day.

Cost
Remove Curse MP5
Target Range/Area Duration Resistance
1 Character Touch/- Instant Neg
Summary
Removes negative effects of the curse of the target.
Effect
A Dispels all Curse-type negative effects on the target. Even if a
character has multiple curses, all of them can be dispelled in a single cast,
but for each of them, a contested check must be made.

203
If the effect is the result of an item, the curse ceases to take effect for 1
minute (6 rounds) immediately after the spell is cast. If the target does not
remove a cursed item, or if they remove it and then re-equip it, the curse
effect will reemerge.

Specialized Divine Spells of Lyphos, God of Creation


Cost
Search Barbarous MP3
Target Range/Area Duration Resistance
30m Radius/All Self/- Instant Can’t
Summary
Senses the presence of barbarous.
Effect
Caster is aware of the presence of Barbarous in the area of the spell.
They know only presence or absence, but not their location or number.
The targets are aware that this spell has been used on them, but it does
not know the specific location of the caster.

Cost
Rescue MP4
Target Range/Area Duration Resistance
1 Character 30m/Target 10 seconds (1 r) Neg
Summary
Sends the caster's thoughts to the target.
Effect
For the duration of the spell, the caster can transfer his own thoughts
into the mind of the target with Minor Action. The caster may only send
what they could say in ten seconds or a broad impression of your
intentions. They may only use languages you can speak, and whether the
target understands their intentions or not depends on it.

204
Specialized Divine Spells of Tidan, God of the Sun
Cost
Sunlight MP3
Target Range/Area Duration Resistance
Any Point 30m/Target 12 Hours N/A
Summary
Illuminate a 20-meter radius with light
Effect
Removes penalties due to darkness within the 20m radius of the target
area. This spell could be put on an object that can be carried and moved.

Cost
Ray MP5
Target Range/Area Duration Resistance
Any Point 30m/Line Instant Half
Summary Type
Deals Power 10 damage. Undead +3. Energy
Effect
Deals damage with a beam of light dealing Power 10 + Magic Power
magical damage. Undead creatures take additional +3 damage.

Specialized Divine Spells of Kilhia, God of Wisdom

Cost
☆ Penetrate MP2
Target Range/Area Duration Resistance
Caster Self/- Special N/A
Summary
Monster Knowledge check +2
Effect
Caster gets premonition for a God to find the weak points of the
monster.
If caster casts this spell before making a Monster Knowledge check, they
will receive a +2 bonus to the check.

205
Cost
Weak Point MP4
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) Neg
Summary
Reduces Critical Threshold by -1.
Effect
Caster sees through the eyes of a deity, detecting the enemy's weak
points instantly.
If the target fails to resist, the critical threshold of any attack that hits it
is reduced by 1 (criticals become more likely). This effect cannot reduce
the critical threshold to 7 (minimum 8).

Specialized Divine Spells of Asteria, Goddess of Fairies


Cost
Confusion MP4
Target Range/Area Duration Resistance
1 Character 〇 30m/Target 10 seconds (1 r) Neg
Summary Type
Distorts the target's eyesight, making accuracy
Psychic
impossible.
Effect
If the target is attempting an action that would take 1 minute (6 rounds)
or more to perform, that action automatically fails.
Additionally, the caster may choose to have the target temporarily lose
access to either [Precise Shot] or [Guided Magic], as well as all Combat
Feats derived from the chosen Combat Feat, for the duration of the spell.

Cost
Charm MP4
Target Range/Area Duration Resistance
1 Character # 30m/Target 6 Hours Neg
Summary Type
Entices the target, causing them to be less vigilant. Psychic
Effect
The target will be less wary of the caster, even if originally hostile. The
target will treat the caster as a close friend, trying not to hinder them as
much as possible, and trusting what the caster says. However, the target

206
will not trust any actions or behaviors that are actively detrimental to their
health.
This effect immediately ends if the caster is actively hostile toward the
target.

Specialized Divine Spells of Grendal, God of Dwarves


Cost
Signature Torch MP2
Target Range/Area Duration Resistance
1 Character 10m/Target 1 minute (6 r) Neg
Summary
Marks the target with a flame (Evasion -2)
Effect
A bright flame emerges near the target, illuminating them as well as a
5m radius around them. This bright light eliminates the penalty for poor
visibility and gives the target a -2 penalty to their Evasion.

Cost
☆ Heat Weapon MP4
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Heats the caster's weapon to incredible temperatures, +2 damage.
Effect
If the caster performs a melee attack, their weapon becomes a magical
weapon and deals an extra +2 damage, and is deals fire-type damage.

Specialized Divine Spells of Ulyssekaloa, Goddess of Victory


Cost
☆ Sharp Tactics MP3
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Monster Knowledge check, Initiative check +1
Effect
It allows the caster to analyze the situation and turn the tides of war to
their advantage.

207
This spell may be cast at the start of combat, just before Monster
Knowledge and Initiative checks are made. Target will get +1 to both
checks for the duration of the spell.

Cost
Piercer MP6
Target Range/Area Duration Resistance
1 Character 10m/Target 10 seconds (1 r) Can’t
Summary
Applies weak point
Effect
Spell uncovers the enemy's weak points to make the caster’s attack more
effective.
During the duration of the spell, the caster can knows and can apply
weak points against the target regardless of the Monster Knowledge check.
Combat feat [Weakness Exploit] (see CR II, p. 157 or IB) will still double
the damage dealt.
This spell doesn’t work on characters without weak points.

Specialized Divine Spells of Zaiya, God of Knights


Cost
☆ Oath MP2
Target Range/Area Duration Resistance
Caster Self/- 10 seconds (1 r) N/A
Summary
Caster swears a vow to protect someone, and their faith bolsters their
strength.
Effect
When a caster casts this spell, choose one PC or NPC within 10 meters
of their position. The target's Adventurer Level or Monster Level must be
within 2 of casters. Other oaths are subject to the GM's approval. All of
the caster’s actions for the spell's duration receive a +2 bonus.
The caster must uphold an oath to defend that character. This spell
ends immediately if the GM determines that the caster made hostile action
towards the target.
The caster cannot swear to defend a Barbarous, Undead, Construct, or
Daemon.

208
Cost
Covering MP3
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Enables caster to defend those who fight around them.
Effect
If Caster gains the use of one of the following Combat Feats: [Cover I],
[Iron Wall] or [Armor Proficiency */**] (one type). The caster must meet
the prerequisites for that feat.
With multiple castings, the caster can learn multiple feats.

Specialized Divine Spells of Sien, Goddess of the Moon


Cost
Nightwalker MP2
Target Range/Area Duration Resistance
1 Character 〇 10m/Target 1 Hour Neg
Summary
Enables the target to see in the dark.
Effect
The target gains the Darkvision ability. This allows them to see in
darkness as if it was sunlight.

Cost
Blindness MP4
Target Range/Area Duration Resistance
1 Character # 10m/Target 3 minutes (18 r) Neg
Summary
Robs the target of sight.
Effect
If the target fails to resist, it is blinded. This does not affect creatures
with magical or mechanical senses.

209
Specialized Divine Spells of Sacaros, God of Drinking
Cost
☆ Gather MP4
Target Range/Area Duration Resistance
Caster Self/- Special N/A
Summary
Loot Determination +1
Effect
Adds a little luck to find good loot.
This spell can be cast when rolling for Loot Determination during Post-
Combat Cleanup gaining a +1 bonus to that roll.

Cost
Drunk MP4
Target Range/Area Duration Resistance
1 Character # 30m/Target 3 Hours Neg
Summary Type
Make the target drunk and sleepy Poison
Effect
Sprinkles mana-spiked liquor on the subject, causing drowsiness.
The target becomes so intoxicated they fall asleep, waking up as if it was
a psychic (weak) condition or after 3 hours pass. If awoken during the
duration of the spell, the target still receives a -1 penalty for all actions and
checks due to drunkenness.
This spell does not affect characters that cannot sleep.

Specialized Divine Spells of Fetor, Goddess of Blessed Rain


Cost
Create Water MP1
Target Range/Area Duration Resistance
Any Point 10m/Shot Instant N/A
Summary
Create up to 5 liters of water
Effect
Spell produces up to 5 liters of fresh water. If the caster uses a container
to catch it, the caster can store it. This spell has no negative effects on
targets except getting them soaked.

210
Cost
Thunder Weapon MP3
Target Range/Area Duration Resistance
Instant/10
1 Character 30m/Target Neg
seconds (1 r)
Summary Type
After inflicting damage on the target, the spell will
Lightning
strengthen the weapon it wields.
Effect
Deals 5 damage to the target.
In addition, for the next 10 seconds (1 round), the target’s weapons
become magical weapons and now deal Lightning-type damage. Its Critical
Threshold is reduced by -1 (minimum 8), and damage increased by +5.
For fixed-value characters increase damage by +7 instead of +5.

Specialized Divine Spells of Khus, Hidden Goddess


Cost
Greatest Tip MP2
Target Range/Area Duration Resistance
10 minutes (60
Caster Self/- N/A
rounds)
Summary
Investigation check +2.
Effect
Get clues to unlock the hidden truth.
Caster gets a +2 bonus for the Investigation check (see p. 128).

Cost
Invisible Object MP5
Target Range/Area Duration Resistance
1 Object Touch/- 1 Hour N/A
Summary
Makes object invisible
Effect
One object within touch becomes invisible. The size of the object is
limited to a radius of 1 meter and a 2m height.
This magic has no effect on living creatures. An invisible weapon gives
+2 to Accuracy checks. This effect is lost once the weapon hits.

211
Specialized Divine Spells of Luferia, Goddess of Water

Cost
Purification MP2
Target Range/Area Duration Resistance
Up to 100l of
Touch/- Instant N/A
water
Summary
Purges water of impurities and solutes, making it pure and clean.
Effect
Up to 100 liters of water, the caster is touching become pure water.
Liquid poisons and drugs can also be purified, in which case a contested
check is needed.

Cost
Water Walking MP3
Target Range/Area Duration Resistance
1 Character # Touch/- 1 Hour N/A
Summary
The target can walk on water as if it were solid ground.
Effect
For the duration, the target can move over water as if it were a solid
surface. Target can still dive underwater while under the effect of this spell.

Specialized Divine Spells of Lills, Fused God


Cost
Little Words MP3
Target Range/Area Duration Resistance
1 Character 〇 30m/Target 3 minutes (18 r) N/A
Summary
Recite the name of a loved one and receive a blessing.
Effect
Up The target needs to say the name of a person close to them
(humanoid or barbaros character), whether a close family member, a
partner, etc., that they wish to protect.
After confessing, the target will receive a +2 bonus to Fortitude and
Willpower checks when resisting any Psychic-Type, Poison-Type,
Disease-Type or Curse-Type spells and effects.

212
Cost
Life Fusion MP4
Target Range/Area Duration Resistance
1 Character Touch/- Instant N/A
Summary
Share half of casters HP with another.
Effect
The current HP of both the caster and the target is added together, then
divided evenly between the two. This spell cannot increase HP beyond
the maximum of either character. Any extra HP that would exceed the
maximum HP of one character is given to the other character instead.
If the caster (or target) is a character with multiple sections when casting
this spell caster need to define only one section to be affected by this spell.

Specialized Divine Spells of Nilda, Goddess of Clothing


Cost
☆ Camouflage MP3
Target Range/Area Duration Resistance
1 Character 〇 10 minutes (60
Touch/- N/A
or 1 Object rounds)
Summary
Stealth or Hide +4
Effect
If the target is a character then its cloth is temporarily enchanted to allow
them to blend into the background, giving them a +4 bonus to Stealth
checks.
If the target is an object then it gains a +4 bonus to the Hide check.
However, this spell ends if the target moves from their original position.

Cost
Mist Veil MP4
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
Evasion +1
Effect
Creates a shimmering field around the target. Increases the target's
Evasion by +1.

213
Specialized Divine Spells of Hulle, God of Swords
Cost
☆ Feather Edge MP2
Target Range/Area Duration Resistance
1 Weapon Self/- 10 seconds (1 r) N/A
Summary
Required Strength -5
Effect
Reduces target weapon required strength by -5.

Cost
Storm's Edge MP4
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Adds wind to the weapon. Physical Damage +2.
Effect
When a caster makes a melee attack with an edged weapon it becomes
a magical weapon, deals wind-type damage, and gains +2 to its damage.

Specialized Divine Spells of Skanda Latocles


Cost
Trot MP2
Target Range/Area Duration Resistance
1 Character # Touch/- 3 minutes (18 r) N/A
Summary
Increases the movement
Effect
The target's Normal Move speed is increased by +5m, and its Full Move
speed is increased by +15m, with no change to an Agility.

Cost
Cargo MP3
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Allows to carry heavy objects

214
Effect
The target can carry objects weighing up to 300kg regardless of their
strength. However, the target must use both hands to do so, and cannot
perform any Major Action. Target can only carry one object at a time (but
can put it in multiple items in one box to carry).
If a mount or a section of a mount is selected as a target, the mount (or
section) will not be able to perform Major Action and Minor Action but
will instead be able to be mounted by 1 Character (see “Mounted
Combat”, CR III p. 86).

○Mounted = 1 Character
The mounted character can move by carrying 1 other character.
However, mounted character and can perform the Major and Minor
Actions that can be performed with Limited Move without penalty
modification due to poor footing. However, the character itself cannot
move while mounted.
It is Major Action to get into this mount (section). It is the Minor Action
to disembarks.

Specialized Divine Spells of Reparal, God of Machines


Cost
Unlock MP2
Target Range/Area Duration Resistance
1 Object Touch/- Instant Neg
Summary
Uses mana to open a lock.
Effect
This spell opens mundane locks. If the lock is sealed magically, make a
contested roll against the seal's caster. The lock opens if the caster wins.
The mechanical part of the lock remains working.

Cost
Skillful MP3
Target Range/Area Duration Resistance
1 Character 〇 Touch/- 1 Day N/A
Summary
+2 to Stealth, Open Lock, Disguise, Set Trap checks
Effect
The target gains a +2 bonus to Stealth, Open Lock, Disguise, Set Trap
checks.
215
Specialized Divine Spells of Maxim, God of Blades
Cost
Successful Hit MP3
Target Range/Area Duration Resistance
Caster Self/- 1 Day N/A
Summary
Physical damage +1 as long as the attacker keeps hitting the target.
Effect
The caster makes a vow to mercilessly attack and hit in the name of the
god.
If the caster casts this spell their physical damage of melee and ranged
attacks is increased by +1. This effect is lost at the end of the turn if the
duration elapses or if the player fails an Accuracy check.
This spell requires 10 minutes to cast.

Cost
Sharp Weapon MP4
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Increases physical damage by +2 and makes it a slashing weapon.
Effect
When the target makes a melee or ranged attack, the weapon used in
the attack is treated as a magic weapon of the slashing type, and the
physical damage it causes is increased by +2.

Specialized Divine Spells of Simurgh, the Dragon God


Cost
☆ Dragon Wisdom MP2
Target Range/Area Duration Resistance
Caster Self/- Special N/A
Summary
+4 bonus to Monster Knowledge for Mythical Beasts and Fallen.
Effect
This can be cast just before the caster makes a Monster Knowledge
check. When used, the caster gains a +4 bonus to Monster Knowledge
checks against Mythical Beast or Fallen monster (Fallen Dragons are from
the Dragon Raid Grand Campaign). This spell also reveals to some extent
the true nature of the individual (up to GM).
216
Cost
Breath Resistance MP6
Target Range/Area Duration Resistance
10 seconds (1
1 Character 10m/Target N/A
round)
Summary
Provides resistance to some breaths of certain types
Effect
When casting the spell caster needs to select one type from fire,
water/ice, earth, wind, lightning, energy, and poison.
The target's HP and MP will not be reduced at all by damage from
unique skills of the selected type by [** Breath] unique skills or magic.

Specialized Divine Spells of Eckezaka, Goddess of Learning


Cost
Investigation MP2
Target Range/Area Duration Resistance
Caster Self/- 6 Hours N/A
Summary
Literature checks +2
Effect
Allows quickly and accurately grasp the text of a book and meticulously
study the literature.
Adds +2 for the Literature checks for the duration of the spell.

Cost
Record Ecology MP3
Target Range/Area Duration Resistance
1 Character〇 10m/Target Instant Can’t
Summary
Provides resistance to some breaths of certain types Monster Knowledge
check +2 for a monster with the same name as the target
Effect
Allows accurately observe and document targets nature on paper or in
writing.
After recording the target, the caster gains a +2 bonus to a Monster
Knowledge checks against a monster of the same name.
To cast this spell, one must have a blank piece of paper or a book in
one hand.
217
Specialized Divine Spells of Ethelphine, Goddess of the Iron Hammer
Cost
Metal Fatigue MP3
Target Range/Area Duration Resistance
3 minutes (18
1 Character 30m/Target Can’t
rounds)
Summary
A character wearing metal armor gets its Defense -2
Effect
Temporarily fatigues the target's metal armor and lowers its Defense by
-2. If the target does not have metal armor, the spell has no effect. For
fixed value characters, if the target's Defense is higher than the target's own
level, Defense is reduced by -2.

Cost
Hammer of God MP7
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Half
Summary Type
Deals Power 20 damage Bludgeoning
Effect
Deals to the target Power 20 + Magic Power of physical damage. If the
target's current HP is higher than any other character on the battlefield,
the spell’s damage is increased by +5 points.

Specialized Divine Spells of Dalkhrem, God of War


Cost
War Cry MP6
Target Range/Area Duration Resistance
Instant/10
6m Radius/20 Self/- Neg
seconds (1 r)
Summary Type
Powers up barbarous, physical damage +2. Psychic
Effect
Raise a savage cry, uplifting allies, and frightening foes.
All Barbarous within the area of effect deals an extra +2 physical damage
with melee and ranged attacks.
This spell only works if the target can hear the caster's shout.

218
Cost
Frenzy MP8
Target Range/Area Duration Resistance
Instant/3
6m Radius/20 Self/- Neg
minutes (18 r)
Summary Type
Focuses target on fighting and increases its damage by
Curse + Psychic
+2
Effect
Extinguishes fear and drives all affected into a blind fury.
All those affected by this spell will fight to the death so long as they
detect any character’s hostile to them.
While affected by Frenzy, a character cannot be affected by any Psychic-
type effects, and they increase all damage dealt (physical or magical) by +2
points.

Specialized Divine Spells of Zaargias, God of Death


Cost
Count of Death MP4
Target Range/Area Duration Resistance
1 Character 10m/Target 1 minute (6 r) Can’t
Summary Type
Sets HP to 0 after 1 minute. Curse
Effect
At the time of this casting spell, write down its success value.
At the beginning of the target’s turn, it must make a Willpower save
against the written success value. If it fails, increase the number of failures
starting from 0. When the number of failures reaches 6, the target's current
HP value becomes 0 at the end of its turn.
On a successful save the spell ends.

219
Cost
Clipping Weapon MP3
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Increases Accuracy by +1 and damage by +2 against a target with half or
less HP
Effect
Hurts the weakened targets.
If the target has half or less HP then all melee and ranged attacks gain
+1 bonus to Accuracy and +2 to damage dealt.

Specialized Divine Spells of Bragzabas, Goddess of Decay


Cost
Wounding Word MP2
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Half
Summary Type
Deals Power 0 damage Curse
Effect
Inflicts wounds on the target dealing Power 0 + Magic Power magical
damage to the target.

Cost
Rot MP5
Target Range/Area Duration Resistance
1 Character Touch/- Instant Neg
Summary Type
Deals 6 damage to target and spoils medicines Poison
Effect
Deals 6 damage. Additionally, if the target fails to resist this spell, any
held medicinal herbs, and potions decay and is rendered useless

220
Specialized Divine Spells of Metissier, God of Immortality
Cost
Self Regeneration MP3
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) Can’t
Summary
Heals 3 points every round
Effect
Caster recovers 3 HP at the end of their turn. This healing also affects
Undead and Constructs.

Cost
Steal Life MP6
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Neg
Summary Type
Deals Power 10 and recovers HP Curse
Effect
Drains the target of vitality, restoring it to the caster. Deals Power 10 +
Magic Power damage. The caster then recovers HP equal to the total
damage dealt. This healing also affects Undead and Constructs.
If multiple targets are targeted with [Metamagic/Targets], the caster's HP
will be restored by the total amount of damage applied.

221
Specialized Divine Spells of Laris, God of Madness
Cost
Mana Sink MP5
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Half
Summary Type
Deals Power 0 MP damage Curse
Effect
Deals Power 0 + Magic Power damage to the target's MP.

Cost
Deafness MP8
Target Range/Area Duration Resistance
1 Character 〇 10m/Target 3 minutes (18 r) Neg
Summary Type
Make the target lose hearing Curse
Effect
The target loses its hearing and is unable to hear any sounds. The target
suffers a deafness penalty (-2), and Spellsong and other effects that affect
the target through sound will no longer affect it.

Specialized Divine Spells of Kaorlupte, Goddess of Sleep


Cost
Hypersomnia MP3
Target Range/Area Duration Resistance
1 Character 〇 Touch/- 1 Day N/A
Summary
Gives a +1 bonus on awakening in exchange for excessive sleep.
Effect
The target goes to sleep for 16 hours. For 8 hours after it awakens, it
gains a +1 bonus modifier to any action check.
16 hours of sleep is treated as a psychic type, not a psychic (weak) type
(target cannot be awakened easily). It has no effect on characters that do
not sleep.

222
Cost
Guard the Sleeper MP2
Target Range/Area Duration Resistance
1 Character〇 Touch/- 1 Day N/A
Summary
Protect the target during sleep.
Effect
The sleeping target gains a +3 bonus to Fortitude and Willpower and
+10 to its Defense.
The spell immediately ends when the target awakens. Also, the target
cannot be the Priest of Kaorlupte.

Specialized Divine Spells of Temerio, God of Poison


Cost
Mind Collapse MP2
Target Range/Area Duration Resistance
1 Character 〇 10m/Target 3 minutes (18 r) Neg
Summary Type
Willpower -2 Poison
Effect
Exposes target to poison that reduces its ability to concentrate and
weakens its Willpower.
The target receives a -2 penalty to Willpower.

Cost
Poison Weapon MP4
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
Makes weapon poisonous, +2 damage
Effect
The target's weapons become magical dealing Poison-type damage.
Their damage is increased by +2.

223
Specialized Divine Spells of Armes, God of Appeasement
Cost
Defensive Position MP5
Target Range/Area Duration Resistance
Instant/3
3m Radius/5 10m/Target Neg
minutes (18 r)
Summary Type
Defense +2, Physical Damage -2. Psychic
Effect
Makes target acts carefully and cools them down.
The target's Defense is increased by +2, while any physical damage it
causes is decreased by -2.

Cost
Alert MP4
Target Range/Area Duration Resistance
10m Radius Self/- 6 Hours Can’t
Summary
Alerts caster to the presence of an approaching person
Effect
When a character comes closer than 10 meters to the caster, the caster
will be mentally notified about this.
This spell ends after the caster was notified once.

Specialized Divine Spells of Lu Lode, God of Wanderers


Cost
Luck MP3
Target Range/Area Duration Resistance
Caster Self/- 1 Day N/A
Summary
Caster receives a blessing of success in their endeavors.
Effect
Once during the duration of the spell, the caster may reroll a 2d roll
made as part of an action. The caster can decide to reroll or not after they
see the result of the dice. The caster must use the second roll.
If the caster casts this spell a second time during its effect, the second
spell is lost. They may only benefit from this spell once per day.

224
Cost
Unluck MP4
Target Range/Area Duration Resistance
1 Character 〇 10m/Target 1 Day Neg
Summary Type
Lays a curse on it that saps target’s luck. Curse
Effect
If the target fails to resist, it must make two 2d rolls and use the worse
on its first action after the spell is cast. For fixed-value characters, apply a
-2 penalty to its result.
The spell is canceled at the end of its duration or once triggered.

225
Fairy Magic Detailed Data

In Fairy Magic detailed data, the meaning of the icons at the


beginning of spells may differ from other magic data.

Levels and Ranks


For basic spells, it is the class level required for their cast, the
same as in other magic systems.
For the six types of spells that depend on the fairy types,
numbers listed in that field are spell ranks.
For special spells, where the requirement is to have a contract
with fairies of all types, numbers here mean that the caster must
have contracts with fairies with equal or higher rank of all types.

Basic Fairy Magic


Cost
Summon Little One MP2
Target Range/Area Duration Resistance
Touch Touch/- 30 seconds (3 r) N/A
Summary
Summons 1st level fairy
Effect
Can summon 1st level fairy monster and made to follow instructions.
Instructions can be given by the caster's Minor Action, and the fairy will
act accordingly immediately after the caster.
While this spell is active, the caster cannot cast fairy magic spells. If the
caster has cast [Fairy Wish] or [Fairy Wish II] (see CR II, p. 143 or WT,
p. 94) spells, they will be automatically canceled by this casting spell.

226
Cost
Fairy Wish MP1
Target Range/Area Duration Resistance
Caster Self/- 1 Hour N/A
Summary
Caster requests the fairies, and they guide their decisions.
Effect
One of the fairies contracted by the caster will appear and follow them
around. The caster can speak with fairy using Sylvan. However, the caster
cannot give it an order or force it to do anything.
At any point during the spell's duration, the caster may ask a fairy for
aid and receive a +1 bonus on a roll. The caster must decide to ask for the
fairy's help before making the roll.
When the spell's duration ends, or the caster asks the fairy for aid, or
the spell is dispelled, the fairy leaves.
Alternatively, the spell is automatically canceled when the caster enters
combat. Therefore, the caster may not request the fairy during combat.
The fairy cannot give bonuses to Initiative and Monster Knowledge
checks.

Depending on the type of fairy called, the following effects can be


received (note that multiple fairies cannot be summoned at the same time
due to the rule of non-overlapping magic with the same name).

Earth: As long as the caster is on the ground, their Normal Move speed
increases by +1m, and their Full Move speed increases by +3m (remember
that this effect will be canceled if combat begins).
Water/Ice: If the temperature is below 35 degrees Celsius, the caster does
not experience heat conditions.
Fire: If the temperature is above -10 degrees Celsius, the caster will not
experience cold conditions.
Wind: Caster can talk to the characters directly behind him in a whisper
without looking back.
Light: The area 10 meters around the caster is illuminated by daylight.
Dark: The area 10 meters around the caster will be covered in darkness.
Caster without [Darkvision] will not be able to see.

227
Cost
Summon Fairy MP6 & Mako
Stone 5 points
Target Range/Area Duration Resistance
Touch Touch/- 30 seconds (3 r) N/A
Summary
Summon rank 1 fairy (level 3)
Effect
The caster summons fairy (but not an olden fairy) up to 3rd level and
gives its orders. Orders are given with the caster's Minor Action, and the
called fairy will follow them and act immediately after the caster’s turn.
This spell can only summon a type of fairies’ caster has a contract of rank
1 or higher.
While this spell is active, the caster cannot cast fairy magic spells. If the
caster has cast [Fairy Wish] or [Fairy Wish II] (see CR II, p. 143 or WT,
p. 94) spells, they will be automatically canceled by this casting spell.

Cost
Handle Fairy MP3
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Gives +2 bonus to Evasion, Willpower, and Fortitude checks against
fairies
Effect
For the duration, the caster gains a +2 bonus on Evasion, Willpower,
and Fortitude checks when targeted by fairy monster attacks or unique
skills.

Cost
Summon Fairy II MP10 & Mako
Stone 5 points
Target Range/Area Duration Resistance
Touch Touch/- 30 seconds (3 r) N/A
Summary
Summon rank 2 fairy (level 5)
Effect
It is the same as [Summon Fairy] spell except summoned fairy level can
by up to 5th and caster should have a contract with rank 2 fairy of
summoned fairy type.

228
Cost
Fairy Support MP4
Target Range/Area Duration Resistance
1 Character 〇 30m/Target 3 minutes (18 r) N/A
Summary
Makes the fairy provide substantial assistance.
Effect
At any point during the spell's duration, the target may ask a fairy for aid
and receive a +2 bonus on a roll except Spellcasting check. The target
must decide to ask for the fairy's help before making the roll.
When the target asks the fairy for aid, the spell ends.
This spell cannot increase the number of targets with combat feat
[Metamagic/Targets]. If the caster has cast [Fairy Wish] or [Fairy Wish II]
(see CR II, p. 143 or WT, p. 94) spells, they will be automatically canceled
by this casting spell.

Cost
Summon Fairy III MP14 & Mako
Stone 5 points
Target Range/Area Duration Resistance
Touch Touch/- 30 seconds (3 r) N/A
Summary
Summon rank 3 fairy (level 7)
Effect
It is the same as [Summon Fairy] spell except summoned fairy level can
by up to 7th and caster should have a contract with rank 3 fairy of
summoned fairy type.

229
Fairy Magic (Earth)

Cost
Snare MP3
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Neg
Summary Type
Earth fairies grab the enemy's legs and pull them to the
Earth
ground.
Effect
The target is rendered prone. Creatures with multiple body sections,
characters that move without touching the ground (for example flying or
floating), or characters with three or more legs are unaffected.

Cost
Stone Guard MP4
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Protects the target from physical damage.
Effect
Once when the target would take physical damage from a melee or
ranged attack, they may take -5 damage. The affected creature chooses
whether or not to use this effect. Once it has been used once, the spell
ends.

Cost
Earth Hammer MP3
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Can’t
Summary Type
Deals Power 10 physical damage. Critical Threshold
Earth
12.
Effect
A stone hammer appears out of the ground and strikes the target.
The spell deals Power 10 + Magic Power of physical damage. The
critical Threshold for this spell is 12. The damage is reduced or increased
by the target character's unique skills as if it were a magic ( ) bludgeoning
weapon.

230
Cost
Pebble Shot MP4
Target Range/Area Duration Resistance
1 Character 10m/Shot Instant Half
Summary Type
Deals Power 10 damage. Earth
Effect
Launches pebble at high speed, dealing Power 10 + Magic Power magic
damage.

Cost
Entrapment MP5
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) Neg
Summary Type
Extend earthen arms from the ground to catch the
Earth
target.
Effect
For spells duration, the target’s movement becomes 0 and it suffers a -
2 penalty to its Evasion checks.
This spell cannot affect characters with multiple sections, or characters
that are moving without touching the ground, such as Floating or Flying.
However, if a character is caught by this magic while on the ground, it
cannot fly up even if it has the Flying ability, and loses [Sword's Salvation
/Wings Of The Wind] or move with any other ability similar to flying.
Target can try to escape using Major Action. It must make contested
Fortitude, Willpower, or “Adventurer Level + Strength modifier” checks
versus caster Spellcasting. On success, the spell ends.

Cost
Stone Blast MP6
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Half
Summary Type
Deals Power 20 damage. Earth
Effect
The earth itself attacks the chosen target, dealing Power 20 + Magic
Power magic damage.

231
Cost
Great Snare MP7
Target Range/Area Duration Resistance
1 Character # 30m/Target Instant Neg
Summary Type
Earth fairies grab the enemy's legs and pull them to the
Earth
ground.
Effect
The target is rendered prone regardless of its size or form. Characters
that move without touching the ground (for example flying) are unaffected.

Cost
Stone Wall MP6
Target Range/Area Duration Resistance
Any Point 30m/Target 3 minutes (18 r) N/A
Summary
Builds a stone wall
Effect
Builds a stone wall with 60 cm thickness, 3 m high, and 10 m long. Wall
completely blocks the line of sight and prevents the passage of creatures,
objects, and spells, unique spells with Area: Shot and Area: Line. An area
must be built vertically, directly from the ground, and cannot pass through
an area already occupied by an object or creature.
Wall has the same characteristic as the structure with the same name
(see CR III p. 98). Wall’s Defense 20, HP 90 for a thickness of 60 cm.
The caster can create a stone wall of any kind of stone. However, the
wall cannot be transparent. Note that [Tunnel] spell (see WT, p. 96) will
create a hole in [Stone Wall].

Cost
Gold Bridge MP4
Target Range/Area Duration Resistance
Any Point 30m/Target 3 minutes (18 r) N/A
Summary
Builds stone bridge and stairs.
Effect
Creates stone bridge, stairs, and ladders that extend straight from the
caster's location to the specified location. They allow to safely travel from
caster’s location to target location.
The maximum width of the structure is 3m, which the caster can freely
decide, but it cannot penetrate through objects, creatures, or closed gates.

232
Fairy Magic (Water/Ice)

Cost
Purification MP2
Target Range/Area Duration Resistance
Up to 100l of
Touch/- Instant N/A
water
Summary
Purges water of impurities and solutes, making it pure and clean.
Effect
Up to 100 liters of water, the caster is touching become pure water.
Liquid poisonous substances and drugs can also be used as targets, in
which case a contested check is needed.

Cost
Water Screen MP3
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
Reduces fire-type damage by -3.
Effect
The target takes -3 damage from all fire-type attacks.

Cost
Ice Bolt MP4
Target Range/Area Duration Resistance
1 Character 10m/Shot Instant Half
Summary Type
Deals Power 10 damage. Water/Ice
Effect
Shoots an arrow of ice at the target dealing Power 10 + Magic Power of
magic damage.

233
Cost
Seabed Walk MP4
Target Range/Area Duration Resistance
1 Character # 30m/Target 1 Hour N/A
Summary
The target can breathe underwater.
Effect
The target will be able to breathe and function underwater without
restriction. Movement penalties while underwater do not apply to the
character for the duration of the spell. Even under this spell, if the target
swims underwater, they suffer a -4 penalty (see BT, p. 34) for being fully
submerged.

Cost
Hard Water MP5
Target Range/Area Duration Resistance
1 Character # 30m/Target 1 Hour N/A
Summary
The target can walk on water.
Effect
The target will be able to stand on the surface of the water and move
around as if they were standing on the ground.

Cost
Mist Hide MP4
Target Range/Area Duration Resistance
1 Character 10m/Target 10 seconds (1 r) N/A
Summary
Covers the target in a haze, increasing Evasion.
Effect
A fog covers the target, making it difficult to see.
The target gets a +2 bonus to all Evasion checks against melee attacks
and similar abilities.

234
Cost
Chill Rain MP8
Target Range/Area Duration Resistance
4m Radius/10 30m/Target Instant Half
Summary Type
Deals Power 10 damage. Water/Ice
Effect
Causes a freezing cold rain to fall on the area of effect, dealing Power
10 + Magic Power magic damage.

Cost
Sink MP6
Target Range/Area Duration Resistance
1 Character # 10m/Target 3 minutes (18 r) Neg
Summary Type
Drowns the target Water/Ice
Effect
The target's natural buoyancy is lost, causing them to sink into the water.
The target descends with a Movement Speed of 20m per round, sinking
until they reach the seabed. On the seabed, the target can move there, but
it cannot float up.
This spell has no effect on characters with the racial ability [Sword's
Salvation/Gentle Water].

Cost
Ice Wall MP9
Target Range/Area Duration Resistance
Any Point 30m/Target 3 minutes (18 r) N/A
Summary
Builds a wall of ice
Effect
Builds an ice wall with 50 cm thickness, 3 m high, and 10 m long. Wall
does not block the line of sight but prevents the passage of creatures,
objects, and spells, unique spells with Area: Shot and Area: Line. An area
must be built vertically, directly from the ground, and cannot pass through
an area already occupied by an object or creature.
Wall has the same characteristic as the structure with the same name
(see CR II p. 98). Wall’s Defense 6, HP 60 for a thickness of 50 cm.
It is immune to Lightning-, Wind-, Water/Ice-type damage. But Fire-
type attacks deal additional +3 damage.

235
Fairy Magic (Fire)

Cost
Tinder MP2
Target Range/Area Duration Resistance
1 Flammable
Touch/- Instant N/A
Object
Summary
Ignites flammable objects
Effect
Ignites combustible materials. This spell can ignite objects that can be
ignited with a single match.

Cost
Fire Bolt MP3
Target Range/Area Duration Resistance
1 Character 10m/Shot Instant Half
Summary Type
Deals Power 10 damage. Fire
Effect
Attacks by firing a bolt of flame dealing Power 10 + Magic Power of
magic damage.

Cost
Flare MP4
Target Range/Area Duration Resistance
Instant/10
3m Radius/All Self/- Neg
seconds (1 r)
Summary Type
Emits a flash of light that blinds everyone. Fire
Effect
Targets will be blinded for the next 10 seconds (1 round). This spell has
no effect on characters with magic perception.

236
Cost
Heat Metal MP5
Target Range/Area Duration Resistance
1 Character Touch/- Instant Neg
Summary Type
Turns metal cherry red with heat, dealing Power 30
Fire
damage.
Effect
A metallic item or armor worn by the subject glows red hot for a
moment, dealing Power 30 + Magic Power magic damage.
If the targeted item is a weapon or tool held in the hand, a Willpower
check can be made to drop the item, resulting in no damage.

Cost
Flame Arrow MP6
Target Range/Area Duration Resistance
1 Character 30m/Shot Instant Half
Summary Type
Deals Power 20 damage. Fire
Effect
Fires fire arrow, dealing Power 20 + Magic Power magic damage.

Cost
Fire Blast MP6
Target Range/Area Duration Resistance
3m Radius/5 30m/Shot Instant Half
Summary Type
Deals Power 10 damage. Fire
Effect
A fireball explodes at the point of impact, dealing Power 10 + Magic
Power magic.

237
Cost
Incineration MP8
Target Range/Area Duration Resistance
2m Radius 10m/Target Instant N/A
Summary
Instantly incinerates all combustible materials in range.
Effect
Instantly incinerates all combustible materials in the range. If the object
does not fit into a sphere with a radius of 2m, the spell will burn the object
only within the area of effect and will not spread the fire any further.
Therefore, it can be used to make a single hole in a wooden wall.

Cost
Flame Coat MP7
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary Type
The fiery garment protects from cold. Water/Ice-type
Fire
damage -5..
Effect
The target takes -5 damage from all Water/Ice-type effects.
Additionally, any penalties from adventuring in cold weather or
snowstorms are ignored for the duration of the spell.

Cost
Fire Wall MP10
Target Range/Area Duration Resistance
Any Point 30m/Target 3 minutes (18 r) N/A
Summary Type
Put up a wall of fire Fire
Effect
Put up a wall of fire with 50 cm thickness, 3 m high, and 10 m long.
Wall completely blocks the line of sight but does not prevent the passage
of creatures, objects, and spells, unique spells with Area: Shot and Area:
Line. An area must be built vertically, directly from the ground, and
cannot pass through an area already occupied by an object or creature.
A character can attempt to pass through Fire Wall. They must make
Willpower save. On fail, it cannot pass through and takes Power 20 +
Magic Power magic fire-type damage. On success, the character can pass
through the wall after taking half damage.

238
A character that is moving due to an "Area: Breakthrough" effect, or a
character attempting to pass through this wall due to an effect that forces
to move, also needs to make Willpower save. In this case, the success or
failure of the check only affects whether or not the damage is halved, and
even if the check fails, the character still passes through this wall.

Fairy Magic (Wind)

Cost
Wind Voice MP2
Target Range/Area Duration Resistance
5m Radius 100m/Target 3 minutes (18 r) Can’t
Summary
Allows to hear sounds and be heard in the target range
Effect
The caster can listen to sounds and transmit their voice within the spell’s
range. The area must be in the line of sight and outdoors.

Cost
Wind Guard MP3
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary Type
Reduces wind type damage by -3 Wind
Effect
Turns aside or stops the wind with a tiny shield of air. The target takes
-3 damage from all wind-type attacks.

Cost
Windcutter MP4
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Half
Summary Type
Deals Power 10 damage. Wind
Effect
Creates a scythe that slices through the target, dealing Power 10 + Magic
Power magic damage.

239
Cost
Hovering MP5
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary Type
Lifts caster on a column of wind, allowing them to float
Wind
10cm above the ground.
Effect
Lifts caster on a column of wind, allowing them to float 10cm above the
ground. The caster can move above any terrain or the surface of the water.
For the spell's duration, the caster's Agility is halved (round up).

Cost
Silent Move MP6
Target Range/Area Duration Resistance
1 Character # Touch/- 1 Hour N/A
Summary Type
Target moves without making a sound. Wind
Effect
All of the target’s movements become completely silent. Its footsteps
and other such noises are inaudible, and even actions like opening and
closing doors are silent. Stepping on a creaking floor would make no
sound. This spell does not prevent sounds from things the target is not
touching. For example, a flower pot knocked to the ground would be
audible.
If the target says anything or deliberately makes a noise, that noise is
audible, and the spell immediately ends.

Cost
Secret Voice MP2
Target Range/Area Duration Resistance
1 Character 〇 100m/Target 3 minutes (18 r) N/A
Summary Type
Allows to caster and target to speak privately. Wind
Effect
Allows to caster and target to speak privately as they were to speak in a
normal voice. Spell’s target must be outdoors, within the sight of the caster.
If the number of targets is increased with [Metamagic/Targets],
everyone, including the caster, will hear each other's voices.

240
Cost
Shoot Arrow MP6
Target Range/Area Duration Resistance
1 Character 30m/Shot Instant Can’t
Summary
Imbues an arrow with magical power and fires it. Deals Power 20
physical damage.
Effect
Deals Power 20 + Magic Power physical damage.
To use this spell, the caster must be holding an arrow or heavy arrow,
which is consumed by the spell. A bullet or stone cannot be used for this
purpose.
If an arrow or heavy arrow is special, apply its effects as well. Treat them
as if they were fired from Bow or Crossbow with Power 20 and Critical
Threshold 10. When using “Dragon Arrow/Quarrel” (see AW, p. 127)
[Guided Magic] can be used instead of [Precise Shot] combat feat.
If caster has all of your arrows (Quarrels) in a quiver or other storage
device and has it equipped, the combat feat [Metamagic/Targets] allows
caster to use this spell on multiple targets at the same time.

Cost
Missile Protection MP5
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
A wall of wind deflects some projectiles.
Effect
Creates a gust of wind circling the caster that deflects incoming arrows
and bullets.
When being attacked by ranged weapons, before Evasion is rolled, roll
1d. On a 1-3, the target needs to make an Evasion check as normal. On a
4-6, however, the projectile is deflected, and the attack misses
automatically (no Evasion roll required). Target also has a 50% chance of
automatically evading an arrow from the [Shoot Arrow] spell.

241
Cost
Sound Pocket MP6
Target Range/Area Duration Resistance
1 Character # 30m/Target 30 seconds (3 r) Neg
Summary Type
Block sound from the target Wind
Effect
Makes any sound or voice directly made by the target inaudible to
others. At the same time, the target will not be able to hear any sounds or
voices from anyone other than itself.
The target becomes immune to spellsongs, unique skills that use sound
such as shouts (see Elephant BT, p. 99) or screaming (see Mandrake BT,
p. 115).
The target will automatically fail Listen checks and receives penalties
due to “Loss of Hearing Penalties” (see CR II, p. 44).
This spell doesn’t affect the target’s abilities to cast spells.

242
Fairy Magic (Light)

Cost
Healing Water MP3
Target Range/Area Duration Resistance
Instant/3
Any Point Touch/- N/A
minutes (18 r)
Summary
Create water that heals Power 10 HP
Effect
Creates water that can heal wounds.
Creatures that drink the water are healed of Power 10 + Magic Power
points of damage. The water may be drunk out of hands or containers.
Drinking water is a major action. The water disappears when the spell's
duration expires.
Undead and construct characters will not suffer any effects from
drinking this water.

Cost
Whisper Heal MP4
Target Range/Area Duration Resistance
3m Radius/5 30m/Target Instant Can’t
Summary
Restore target's HP by “Magic Power” points.
Effect
Restores the target's HP by Magic Power points. It does not affect
Undead and Constructs characters.

Cost
Basic Healing MP5
Target Range/Area Duration Resistance
1 Character 10m/Target Instant N/A
Summary
Restore target's HP by “Magic Power +4” points.
Effect
Restores the target's HP by “Magic Power + 4” points. It does not affect
Undead and Constructs characters.

243
Cost
Virtual Toughness MP4
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
Temporarily increase target's HP
Effect
For the duration increases current and max HP of target equal to
caster’s Magic Power. The current value will remain unchanged unless it
exceeds the original maximum value (in which case the current value will
become equal to the new maximum value).
It does not affect Undead and Constructs characters.

Cost
Nursing MP6
Target Range/Area Duration Resistance
1 Character Touch/- 1 Day N/A
Summary
Suppresses the spread of poison and disease
Effect
Spell slows down the effects of any poison- or disease- type effects that
the target is currently under or was experiencing. No contested check is
needed.
If poison or disease progresses over time its duration will be tripled. If
poison or disease deals damage over time, the period will slow three times.
Other effects will appear each third time it should affect the target.
However, the duration of the negative effects will also be tripled. Also,
if recovery period from such effects also will be tripled.
The effect can be maintained by recasting this spell each day effects
spells with long durations. This spell doesn't affect poison and disease
effects with “Duration: Instant”.

Cost
Advanced Healing MP7
Target Range/Area Duration Resistance
1 Character 10m/Target Instant N/A
Summary
Heals the target for 8 points + Magic Points.
Effect
Heals the target of 8 points + Magic Power damage. It does not affect
characters of the Undead and Constructs categories.

244
Cost
Life Support MP6
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
Reduces the risk of fatal injuries
Effect
Halves the damage applied to the target's HP (rounded up) for the
duration of the effect. Works for targets with HP 0 or less.
This effect is only available if the target's HP is 0 or less. It does not
affect characters of the Undead and Constructs categories.

Cost
Extended Healing MP9
Target Range/Area Duration Resistance
1 Character 10m/Target Instant N/A
Summary
Heals the target for 12 points + Magic Points.
Effect
Heals the target of 12 points + Magic Power damage. It does not affect
characters of the Undead and Constructs categories.

Cost
☆ Vital Force MP4
Target Range/Area Duration Resistance
1 Character 30m/Target Instant N/A
Summary
Brings the target back from the brink of death.
Effect
If the target's HP is less than 0, it will be healed to 0. It does not affect
characters of the Undead and Constructs categories.

245
Fairy Magic (Dark)

Cost
Calm MP2
Target Range/Area Duration Resistance
1 Character # 10m/Target Instant Neg
Summary
Return the target's mental state to normal.
Effect
Removes all psychic type effects from the target. Contested checks are
needed for each such effect.

Cost
Distraction MP3
Target Range/Area Duration Resistance
1 Character 10m/Target 10 seconds (1 r) Neg
Summary Type
Stirs the target's mind with chaotic thoughts. Psychic
Effect
The target's concentration is broken. Furthermore, the target cannot
cast spells for the duration (but may take any other action freely).

Cost
Stun MP4
Target Range/Area Duration Resistance
1 Character 〇 30m/Target 10 seconds (1 r) Neg
Summary Type
Stuns the target. Psychic (Weak)
Effect
Target automatically fails one Evasion check. As soon as it fails, the spell
will end.
For characters with multiple sections, only the first Evasion check will
fail, regardless of which section it is.

246
Cost
Horror MP4
Target Range/Area Duration Resistance
1 Character # 30m/Target Instant/Various Neg
Summary Type
Scares the target Psychic
Effect
The target is subject to the effects listed in the Banish/Fear Table (see
p. 195).

Cost
Mind Blank MP6
Target Range/Area Duration Resistance
Instant/3
1 Character # 30m/Target Neg
minutes (18 r)
Summary Type
Make the target cannot see the caster. Psychic
Effect
The target cannot see the caster and must choose to act as if the caster
is not there. If the target is on guard, it will caster pass, and in combat, the
target can't attack caster with direct attack or target with spells Target: 1
Character (including 〇#) (note that the combat feat [Magic Control]
allows to exclude unwanted targets, so they will see the caster). If the caster
is in one-on-one melee with the target, the caster can leave it without
retreat action.
Any aggressive actions from the caster towards the target (touch, attach,
targeting with the spell, etc.) will end the spell just before the action is
resolved.

Cost
Brave Heart MP5
Target Range/Area Duration Resistance
1 Character # 10m/Target 30 seconds (3 r) N/A
Summary
Fairies lift the target's spirits, momentarily strengthening its willpower.
Effect
The target becomes immune to all psychic spells and effects. This does
not affect effects already on the target.

247
Cost
Mind Link MP9
Target Range/Area Duration Resistance
1 Character 〇 Touch/- 1 Hour N/A
Summary Type
Shares senses and awareness with target Psychic
Effect
The caster and target share senses and consciousness; the caster must
be touching the target when casting, but after that for the duration, senses
are shared regardless of distance.
The caster and target can see and hear what each other sees and hears
and can communicate messages to each other without words. But caster
and target cannot lie while communicating this way, they can only omit
information.

Cost
Shocking Wave MP22
Target Range/Area Duration Resistance
Instant/20
6m Radius/All Touch/- Neg
seconds (2 r)
Summary Type
Produces shocking wave Psychic (Weak)
Effect
Targets cannot perform Minor or Major Actions for the next 20
seconds (2 rounds).

Cost
Insanity MP9
Target Range/Area Duration Resistance
1 Character # 30m/Target Instant/Various Neg
Summary Type
Makes target temporary insane Psychic
Effect
The target suffers one of the effects from “Madness Table”. Roll 2d and
consult with the table.

248
Madness Table
2d Effect
2 – 4 The target goes berserk, receiving a +2 bonus to Accuracy checks
and a -2 penalty to Evasion checks for 30 seconds (3 rounds). In
addition, even those with intelligence cannot act rationally, and
for a spell’s duration cannot cast a spell.
5 – 9 The target's Intelligence is greatly diminished: for 3 minutes (18
rounds), its Intelligence is reduced by 12 points (to a minimum
of 1). In the case of a fixed-value character, all values that the
GM considers to be based on Intelligence, such as Magic Power,
are reduced by -2.
10 – 12 The target loses the will to fight, and cannot perform Major
Actions (but can move and perform Minor Actions) for 30
seconds (3 rounds).

Fairy Magic (Special)

Cost
Chaos Shot MP5
Target Range/Area Duration Resistance
1 Character 10m/Shot Instant Half
Summary Type
Deals Power 20 damage. Energy
Effect
Attacks with a condensed fairy energy wave, dealing Power 20 + Magic
Power magic damage.

Cost
Chaos Blast MP7
Target Range/Area Duration Resistance
5m Radius/15 30m/Shot Instant Half
Summary Type
Deals Power 20 damage. Energy
Effect
Emits burst of condensed fairy energy, dealing Power 20 + Magic Power
magic damage.

249
Magitech Detailed Data

In the magitech spell list from the next page, there are the
following special fields.

Category
Magisphere used to cast a transformative magitech spell
cannot be used to cast a magitech while that spell is in effect.

Magisphere
This field indicates the size of the magisphere needed for the
magitech spell use. If it says “large, medium or small” the effect
will vary depending on the size of the magisphere used.

Option
It describes the special effects of using a magitech spell with
magisphere options.

Target: Bullet, 3 Bullets


In spells ending with “-Bullet”, the target can be specified as a
bullet. This bullet should already be loaded into a gun that the
caster holds at the moment of magitech use. Target cannot be an
unloaded bullet or a bullet that is loaded but the caster is not
holding a gun with it.

250
Cost
☆ Signal Bullet MP1
Target Range/Area Duration Resistance
Bullet Self/- 10 seconds (1 r) N/A
Category Magisphere Option
Enhancing Small The radius of light is 20m
Summary
Make a signal bullet
Effect
Light emitted by Signal Bullet will illuminate space in a radius of 10
meters for 10 seconds (1 round). If it fails to hit its target, it will glow when
it hits the ground near the target. It is also possible to shoot without setting
a target, in which case the bullet will emit light after hitting an obstacle or
barrier, or after flying full range of a gun.
If a character with Five Senses perception is hit by this projectile, the
target is blinded by the intense light for 10 seconds (1 round) and suffers
a -2 penalty to its action checks (see p. 49).
The bullet does not inflict damage.

Cost
☆ Solid Bullet MP1
Target Range/Area Duration Resistance
Bullet Self/- 10 seconds (1 r) N/A
Category Magisphere Option
Enhancing Small Damage +1
Summary
Infuses a bullet with Power 20
Effect
The bullet deals Power 20 + Magic Power damage if it hits.

251
Cost
☆ Targeting Sight MP3
Target Range/Area Duration Resistance
Caster Self/- 10 seconds (1 r) N/A
Category Magisphere Option
Transformative Small MP -1
Summary
Accuracy +1
Effect
Caster gains a +1 bonus on Accuracy rolls as magisphere turns into aim,
improving casters vision.

Cost
Sound Bomb MP2
Target Range/Area Duration Resistance
Any Point 30m/Shot Instant N/A
Category Magisphere Option
Shooting Small See Effect
Summary
Make little sound
Effect
Throwing this bomb makes a small sound. When a bomb lands on the
target, it will emit a burst, a whistle, or an animal cry for a brief time. The
caster decides what kind of sound it will make, but it must be one that the
caster has heard before.
The bomb can try to say a word, but it will be limited to just one word.
Option: The length of the sound bomb makes is equivalent to two words.

Cost
Flashlight MP2
Target Range/Area Duration Resistance
Caster Self/- 6 Hours N/A
Category Magisphere Option
Transformative Small Duration x2
Summary
Illuminate a space within a 10m radius
Effect
The magisphere after transformation will illuminate a 10m radius in
front of it. Within the light, all penalties from darkness are canceled.

252
Cost
Mana Search MP3
Target Range/Area Duration Resistance
Radius 10-50m 30m/Target Instant Can’t
Category Magisphere Option
Transformative S, M, L MP -1
Summary
Scans for items imbued with magic.
Effect
Magisphere transforms into a detector and shows caster the location of
all magical items within the area of effect. It does not inform the caster of
the strength or type of magic.
The detection range depends on the size of the magisphere used. The
area is a 10m radius if a small magisphere is used, 30m for a medium
sphere, and 50m for a large sphere.

Cost
☆ Explorer Aid MP4
Target Range/Area Duration Resistance
10 minutes (60
Caster Self/- N/A
rounds)
Category Magisphere Option
Transformative Small MP -1
Summary
Search, Open Lock +2
Effect
Magisphere transforms into a sensor to aid in vision and hearing.
Caster gains +2 bonus to Search or Open Lock checks.

Cost
☆ Critical Bullet MP2
Target Range/Area Duration Resistance
Bullet Self/- 10 seconds (1 r) N/A
Category Magisphere Option
Enhancing Small Damage +1
Summary
Makes a critical bullet with Power 20 and -1 Critical Threshold.
Effect
Creates a penetrating bullet. This spell creates a bullet that deals high
damage. The bullet deals Power 20 + Magic Power damage if it hits. In
addition, the bullet's critical threshold is reduced by -1 (minumum 8)
253
Cost
☆ Healing Bullet MP1
Target Range/Area Duration Resistance
Bullet Self/- 10 seconds (1 r) N/A
Category Magisphere Option
Enhancing Small HP recovery +1
Summary
Makes a healing bullet that heals with Power 0
Effect
This spell creates a bullet that heals wounds. The bullet heals Power 0
+ Magic Power damage if it hits. The bullet hits as long as the caster does
not score an automatic failure on the roll.
This spell does not affect creatures of the Undead and Construct types.

Cost
Sound Recorder MP5
Target Range/Area Duration Resistance
Caster Self/- Special Can’t
Category Magisphere Option
Transformative S, M, L Recording time x2
Summary
Record and playback audio
Effect
Magisphere transforms and becomes a voice recorder and reproducer.
It can record a voice heard by a caster with the same volume. Recording
duration depends on the size of the magisphere, with small magisphere
being able to record up to 100 minutes, medium magisphere up to 1 hour,
and the large magisphere up to 1 day.
Caster will need to cast this spell to playback audio back. The recorded
voice will be played back at the recorded volume. During playback, the
caster can select any part of the audio to be played back.
The spell can also be used to delete parts of the recording and edit
audio.
This spell cannot reproduce magic-like effects such as spellsongs.

254
Cost
Shadow Body MP3
Target Range/Area Duration Resistance
Caster Self/- 1 minute (6 r) N/A
Category Magisphere Option
Enhancing Small MP -1
Summary
Evasion +1
Effect
A shadow forms around the caster, preventing them from being hit by
others. Caster gains a +1 bonus on Evasion rolls.

Cost
Knocker Bomb MP3
Target Range/Area Duration Resistance
Instant/10
1 Object Touch/- N/A
seconds (1 r)
Category Magisphere Option
Shooting Small Success Value +1
Summary
Creates a bomb for blowing up lock
Effect
This bomb has a very small range and can only be used at a touch
radius. It will explode after 10 seconds (1 round) at the start of the next
caster’s turn destroying the lock with a loud explosion. Locks that are
destroyed by this magic cannot be repaired. If caster attempts to destroy a
lock closed by magic, make a contested roll versus Magic Power of magic.
This spell cannot damage creatures. It also does not affect normal
structures unless the GM specifically allows it.

255
Cost
☆ Element Bullet MP1
Target Range/Area Duration Resistance
Bullet Self/- 10 seconds (1 r) N/A
Category Magisphere Option
Enhancing Small Damage +1
Summary
Creates Power 20 bullet with type
Effect
The bullet deals Power 20 + Magic Power damage if it hits. In addition,
the bullet also deals elemental damage. The caster may choose Fire,
Water, Wind, Earth, or Lightning as the elemental type.

Cost
☆ Tear Gas Bullet MP3
Target Range/Area Duration Resistance
Bullet Self/- 10 seconds (1 r) N/A
Category Magisphere Option
Enhancing Small See Effect
Summary Type
Creates a tear gas bomb. Poison
Effect
Create a tear gas bullet that produces irritating gas on hit. These bullets
do not cause damage. Cough and pain in the eyes, prevent the target from
casting spells. They take a -2 penalty to all Spellcasting checks for 10
seconds (1 round) after the hit. This effect is treated as a poison type.
Option: Bullet is no longer a poison type (ignores poison immunity)

Cost
Effect Weapon MP2
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Category Magisphere Option
Enhancing Small Damage bonus +2, instead of +1
Summary
Applies magical effects to a weapon and allows it to strike with type
damage.
Effect
The target's weapons become magical and deal additional +1 physical
damage. The affected attacks also deal damage of elemental type. The
caster needs to choose Fire, Water, Wind, Earth, or Lightning type.
256
Cost
Glue Bomb MP5
Target Range/Area Duration Resistance
1 Character # 30m/Shot 3 minutes (18 r) Can’t
Category Magisphere Option
Shooting Small Success Value +1
Summary
Throws sticky substance that blocks movement.
Effect
This spell only works on prone targets.
Whenever the target tries to get up, the caster needs to do a Spellcasting
check against the target’s Fortitude save. Target cannot get up on the same
or the lower result of its save. This attempt can be made with the target’s
Minor Action, but only once per round.

Cost
Shock Bomb MP3
Target Range/Area Duration Resistance
Instant /30
1 Character 10m/Shot Neg
seconds (3 r)
Category Magisphere Option
Shooting Medium Success Value +1
Summary
Agility -12
Effect
Paralyzes target on impact.
Target's Agility is reduced to -12 (but not below 0) for the next 30
seconds (3 rounds). This will reduce targets movement, Evasion, Initiative,
etc. For fixed-value characters, movement speed is reduced by -12,
Initiative is reduced by -2, and Evasion is reduced by -2. Other unique
skills may be modified at GM's discretion.

257
Cost
Jump Boots MP3
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Category Magisphere Option
Transformative S, M, L MP -1
Summary
Gives the ability to jump
Effect
The magisphere transforms into a jumping boot, which becomes
immediately equipped to the caster (without the need to remove the
current feet accessory). For the duration of the spell, the caster’s jumping
distance is increased. If caster used a small magisphere, their jump twice
as far, three times for a medium magisphere, and five times as far for a
large. Caster takes no falling damage from such distances.

Cost
☆ Analyze MP2
Target Range/Area Duration Resistance
1 Object or 1
Self/- Instant Can’t
Character 〇
Category Magisphere Option
Transformative Small See Effect
Summary
Analyzes a monster's body or a machine's structure.
Effect
The magisphere transforms into an analyzer, allowing the caster to learn
about the abilities, effects, and uses of Magitech Civilization-era items.
Alternatively, if the caster uses this spell on a monster created in the same
era, the caster immediately knows all of its data without having to make a
Sage class roll against its Rarity. However, this spell cannot identify its
weaknesses.
Option: If caster casts this spell as a Major Action and success value is
greater than or equal to monster’s weakness, they will know the weak point
of Magitech Civilization's construct.

258
Cost
☆ Auto Guard MP5
Target Range/Area Duration Resistance
Caster Self/- 10 seconds (1 r) N/A
Category Magisphere Option
Transformative Medium MP -1
Summary
Evasion, Defense +1
Effect
The magisphere transforms a miniature shield that moves on its own.
Caster gains a +1 bonus to Evasion checks and +1 to Defense.
If a caster is a character with multiple sections, only one section will be
affected by this effect chosen by the caster when casting the spell. The
rider can target with this spell it’s mount and the mount can target the rider
with this spell also.

Cost
☆ Quick Loader MP4
Target Range/Area Duration Resistance
1 Gun Self/- Instant N/A
Category Magisphere Option
Transformative Small MP -1
Summary
Connects caster’s gun with their inventory, automatically loading it.
Effect
The magisphere transforms into a loader. One gun is automatically loaded
with as many bullets as it can hold from the caster’s gun belt.

Cost
☆ Breakdown Bullet MP2
Target Range/Area Duration Resistance
Bullet Self/- 10 seconds (1 r) N/A
Category Magisphere Option
Enhancing Small Damage +1
Summary
Creates a bullet with a special anti-magitech effect
Effect
Creates a bullet that, if it hits, will deal Power 0 + Magic Power magic
damage. In addition, if the bullet hits a character whose perception is
mechanical, the target will perform the action listed on the Malfunction
Table on its next turn instead of its original action.
259
In the case of a character with multiple sections, only one section will be
affected by this effect.

Malfunction Table
1d Effect
1 No effect. Target acts as usual.
2 Target stands in place and takes no action.
Act with extraordinary acceleration, Target can make one
3 additional Major Action. Any action is possible, but an Accuracy
check on it will gain a -4 penalty.
The target gains a +2 bonus to Accuracy checks and a -2 penalty
4 to Evasion checks. If the target cannot attack, then the target
takes no actions but a penalty to Evasion still stays.
Generates a blast of electricity in “3m radius/5” around the target
5 with “Resistance: Can’t”. Blast inflicts magic lightning equal to
the targets level to affected targets and on itself.
Target attacks itself. If the target has multiple sections, it
6
randomly decides which section to attack.

Cost
Automobile MP10
Target Range/Area Duration Resistance
Touch Touch/- 1 Hour N/A
Category Magisphere Option
Transformative Large Duration x2
Summary
Connects caster’s gun with their inventory, automatically loading it.
Effect
The magisphere is transformed into a “Manabike” (see CR III: p. 124-
141 or LL). The MP cost (1 point every 30 minutes) associated with
commercially available Manabikes is not required.

260
Cost
Smoke Bomb MP4
Target Range/Area Duration Resistance
Instant/30
5m Radius 10m/Shot Can’t
seconds (3 r)
Category Magisphere Option
Shooting Large Success Value +1
Summary
Caster throws a bomb that releases burning fumes into an area.
Effect
The smoke in a 5m radius completely blocks all light and renders the
vision of the creature with perception five senses useless (even with
Darkvision). Creatures with magical or mechanical senses take no penalty.

Cost
☆ Shotgun Bullet MP2
Target Range/Area Duration Resistance
Bullet Self/- 10 seconds (1 r) N/A
Category Magisphere Option
Enhancing Small Damage +1
Summary
Infuses a bullet with Power 20
Effect
This spell creates a bullet that now targets an area as 3m Radius/5, but
the gun’s range is halved. The bullet deals Power 20 + Magic Power
magical damage if it hits.
The caster can target the skirmish including himself in the area of the
shot and can exclude himself from the blast.
[Magic Control] combat feat is effective with this spell and caster with it
can exclude targets from the blast.

261
Cost
Unchained Bomb MP8
Target Range/Area Duration Resistance
Instant/3 minute
5m Radius/15 30m/Shot Temp.
(18 rounds)
Category Magisphere Option
Shooting Medium Success Value +1
Summary
Distorts visual perception
Effect
Releases a bomb that affects the trajectory of light in the area of effect,
distorting visual perception.
If the target's perception is Five Senses or Mechanical, for the duration
it loses the combat feats [Precise Shot] and [Guided Magic], as well as any
combat feats that require them. Characters whose perception is Magic are
unaffected.

Cost
Anti-Missile Field MP6
Target Range/Area Duration Resistance
Caster Self/- 3 minute (18 r) N/A
Category Magisphere Option
Transformative S, M, L See Effects
Summary
Prevents ranged attacks
Effect
The magisphere transforms into a force field generator that deflects any
flying objects.
If the caster is targeted by an attack, spell, or unique skill with an Area:
Shot, the caster of this spell needs to roll 1d and consult with the “Anti-
Missile Results Table” using a column with selected magisphere.

Anti-Missile Results Table


1d Small Medium Large
1 F F F
2 F F F
3 F F B
4 F B B
5 B B A
6 A A S

262
S The caster is completely unaffected by the ranged effect.
A Effect is deflected to another nearby character. If other characters in
the same skirmish will become the target of the effect, a new target will be
randomly determined. If there is no such character, the effect just misses.
B Greatly reduces the power. Calculated damage of the effect is halved
(rounded up). All other non-damaging effects work as usual.
F Effect is not deflected. Handle it as normal.

Option: When using the result table, roll 1d twice and select one of the
rolls to use.

Cost
Grenade MP6
Target Range/Area Duration Resistance
5m Radius/15 10m/Shot Instant Half
Category Magisphere Option
Shooting Medium Success Value +1
Summary Type
Deals Power 30 damage Fire
Effect
The caster creates and throws a bomb that explodes and deals Power
30 + Magic Power magical fire-type damage.

Cost
Life Signal MP5
Target Range/Area Duration Resistance
1 Character 〇 Touch/- 1 Day N/A
Category Magisphere Option
Transformative Small See Effect
Summary
Allows to know target’s location and current HP
Effect
The magisphere transforms into a signal receiver. Once the spell is cast,
no matter how far away the target is during the duration of the spell, the
caster will always know where the target is (distance in all three
dimensions) and its current HPs. But the caster doesn't know what the
target is doing, what effects it is suffering from (that don't affect its HP),
etc.
This spell doesn’t affect Undead and Construct characters.
Option: Spell detects if the target is affected by poison- or disease- type
effects.

263
Cost
Wire Anchor MP4
Target Range/Area Duration Resistance
1 Object or 1 Instant/3
30m/Shot Neg
Character 〇 minutes (18 r)
Category Magisphere Option
Transformative Small Success Value +1
Summary
Fires a wire with a hook attached, grappling onto targets.
Effect
The magisphere transforms into a wire-shooting machine. At the same
time as the casting spell, a 30m long wire with a hook at the end is shot
and entangles the target as soon as the spell is cast. The hooked wire is
extremely strong and can support up to 200 kg of weight. It can be used
to grapple up a wall or to lift or brace the caster. The wire can wind itself
up slowly (10 meters per 10 seconds), so it can be used to carry a caster
and his gear upwards. To wind up caster must use Major Action.
If used on a character, make a Spellcasting check against Evasion from
the target. If this check fails, the target is entangled by the wire, suffering a
-2 penalty to Evasion checks, and cannot move more than 30m away from
the caster. You may also pull the target by winding the wire (up to 10m in
10 seconds) as a Major Action. However, if the number of sections on the
target is greater than that of the caster, the penalty to Evasion check will
not occur, and the wire reeling will instead pull the caster closer to the
target.
The caster can remove the wire using Minor Action.

Cost
Burst Shot MP3
Target Range/Area Duration Resistance
3 Bullets Self/- 10 seconds (1 r) N/A
Category Magisphere Option
Enhancing Small Damage +1
Summary
Create bullets with Accuracy +2 and Power 30 by firing three times in a
row.
Effect
The bullet deals Power 30 + Magic Power damage if it hits. When
making this attack, the caster receives a +2 bonus to Accuracy.
If the caster doesn’t have 3 bullets loaded in their gun, this spell fails.

264
Cost
Weakness MP6
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minute (18 r) Temp.
Category Magisphere Option
Enhancing Medium See Effect
Summary
Adds a weak point
Effect
Adds a weak point to the target that has one determined by the following
Weak Points Table. The effect of increased weak point is applied
regardless of the result of the Monster Knowledge check but is not
doubled by the [Weakness Exploit]. This spell exceptionally overlaps with
its effect. Weakness can be cumulative if the same roll occurs on several
casts.
Weak Point creation by this spell effect cannot override Immunity
unique skills. For example, giving a Fire damage + 3 points to a character

with [ Fire Immunity] will not remove effect and not add damage.

Weak Points Table


1d Weak Point
1 Fire Damage +3 pts.
2 Water/Ice Damage +3 pts.
3 Lightning Damage +3 pts.
4 Physical Damage +3 pts.
5 Magical Damage +3 pts.
6 Accuracy +1 (against the target)

Option: When using the table, roll 1d twice and select one of the rolls to
use.

265
Cost
Create Weapon MP7
Target Range/Area Duration Resistance
Touch Touch/- 1 minute (6 r) N/A
Category Magisphere Option
Transformative Small See Effects
Summary
Transforms magisphere into a magical weapon.
Effect
Transforms caster’s magisphere into a magical weapon. The weapon
must be chosen from the non-magical weapons list of A-Rank or less.
If the used magisphere was equipped at feet then the weapon becomes
Kick weapon.
The caster must use Major Action to give created weapons to someone
(Minor Action is needed to receive weapons).
Option: Damage dealt by the summoned weapon now becomes magical.

Cost
Disguise Set MP3
Target Range/Area Duration Resistance
Caster Self/- 1 Hour N/A
Category Magisphere Option
Enhancing Small Success Value +1
Summary
Disguises caster instantly, appearing to be another person entirely.
Effect
Caster appears to be another humanoid or barbaros they know. The
caster can change their face, features, and even their body type. At a
glance, they are indistinguishable from the selected humanoid.
Anyone trying to see through the disguise must make a contested roll
using their Adventurer Level + Intelligence modifier against caster’s
Spellcasting check. For fixed-value characters use Willpower or other
standard value determined by GM.

266
Cost
Hover Boots MP6
Target Range/Area Duration Resistance
1 Character # Touch/- 3 minutes (18 r) N/A
Category Magisphere Option
Transformative S, M, L MP -2
Summary
Creates hover boots
Effect
The magisphere transforms into a special pair of boots and equips them
on the target, without losing the effects of the accessory on the target's feet.
The target is floating above the ground, and its Limited Move distance is
increased. The distance increase depends on the size of the magisphere
used: +1m for a small magisphere, +2m for a medium magisphere, and
+3m for a large magisphere. Full Move and Normal Move distances are
unaffected.

Cost
Resist Bomb MP6
Target Range/Area Duration Resistance
Instant/3
5m Radius/15 10m/Shot Can’t
minutes (18 r)
Category Magisphere Option
Shooting Medium See Effect
Summary
Reduces damage from a specific type by -4
Effect
The caster chooses Fire, Water/Ice, Earth, Wind, or Lightning upon
casting the spell.
Creatures in the area take -4 points less damage from all physical and
magical sources of the selected type.
Option: The damage reduction will be -6 instead of -4.

267
Item List

How to Read Item Lists

The fields described here are those that are common to each
general items lists. For specific fields and major categories of
items, please refer to their respective descriptions.

Name and Magic Icon


The name of the item.
If the name of the item is preceded by a (Magic) icon, the
item is a magic item. It can be detected by spells such as [Mana
Search].

Stance
The "Stance" field indicates whether the item is hand-held and,
if so, whether it is one-handed ("1H") or two-handed ("2H").
If not specifically stated, the item should be treated as not to
be held in the hand for the game processing, even if it appears to
be an item that might be held in the hand.
Note that the "Stance" field for weapons has many different
Stances, as there are many distinctions to be made. For more
information, please refer to the Weapons List (see p. 271).

268
Changing Items
Two or more items held in hand cannot be held in one hand
at the same time. The player must keep track of which item is
held in which hand by the character when they want to use them.
To change such items, treat them exactly like equipping a
weapon. Please refer to the rules for picking up/storing weapons
(see CR I, p. 207 and CG, p. 157).

Price
The "Price" field indicates the price of the item in Gamels.

+ XX reputation
-The items in the "Price" field can have "+ XX reputation".
These are renowned items (see CR II, p. 51), and to purchase
them, you must also pay the “XX” reputation indicated there.

Special Price
For some items, the "Price" field has a special formula or other
special formats. In these cases, follow the instructions to
determine the price.

Notes
The "Notes" column contains a summary or note about the
item, as well as references to further data.

Details
If the item needs to refer to detailed data, the page to which it
refers is appended with the word "Details".
When "*" is appended to the detailed data, revisions or
additions have been made to the data as recorded in "Core

269
Rulebook I / II / III". The descriptions in this book should be
prioritized.

※X: Annotation instructions outside the table


When several items in classification are annotated together
with the same annotation, there are cases in which the annotation
outside the column is indicated by ※ and a number, like ※1.

Class X Level required


Some accessories require a specific class at a minimum
specific level or higher in order to equip it. The effect of such
equipment is independent of whether or not the specified class is
used in its checks or not.

Upgraded Item
Items marked as such are items that are backward with items
in Core Rulebook I /II/III, with enhanced effects or downwardly
adjusted prices. Use the items in this book instead of the older
data. You cannot use an item from the old data and a new item
that is an upgraded item at the same time. If there is a difference
in price, PC will receive the difference and can change to this
upgraded item.

270
Comprehensive List of Weapons

This is now the general list of weapons. The following are


fields that appear only in this list of weapons and fields that
require a more detailed explanation.

Category and Rank


Weapons in this list are ranked B, A, and S. To handle an A-
or S-rank weapon, you must have the [Weapon Proficiency A/**]
and [Weapon Proficiency S/**] corresponding to the weapon
category.

Weapons in Multiple Categories


Some weapons exist in more than one category. Each time a
character uses a weapon, they choose which category it belongs
to and treats it as belonging to that category. For example, a
weapon in both sword and throw weapon categories must be used
as a sword for melee attacks and as a thrown weapon for ranged
attacks. This determines, for example, whether the weapon's
damage is increased by [Weapon Proficiency/**].

Name
Due to space limitations, the "Notes" field does not exist in the
Comprehensive List of Weapons. Various annotations, including
those indicated outside the column, are made in the "Name"
column.

Edged and Bludgeoning Weapons


For most weapons, the icons are noted after the name.
This indicates whether the weapon is an edged weapon or a
bludgeoning weapon, and in some cases, depending on the

271
monster, this weapon type may affect the game, for example by
causing resistance.
The presence of both icons means that the weapon can be
used in either type. Unless otherwise noted in the detailed data,
the choice of which type of weapon to use can be made by the
user each time an Accuracy check is performed.
Some weapons fall into neither category nor do not have this
written on them. In particular, all guns have no such categories.

See Detailed Data


For weapons that require reference to detailed data, the
reference page is indicated by an annotation outside the field.

Silvered
Weapons made of silver can give damage to monsters with the
[Normal Weapon Immunity] unique skill. Also, silver weapons
may increase damage with a weak point.

Tangling
The tangling weapon causes "Special Effect: Entanglement"
(see p. 137). Note that in the case of weapons of multiple
categories, only one of them may have this (Tangling does not
occur when used as another category). All "Special Effect:
Entanglement" are rank effects (see p. 137).

Stance
The "Stance" field for weapons is more subdivided than for
general fields.

1H
It is a weapon held (equipped) in one hand.

272
2H
It is a weapon held (equipped) in two hands.

1H†
Allows either one or two hands to wield. Data for 2-handed
stance is included immediately below.
"Stance:1H† " shows data for one-handed use, and the data of
"Stance: 2H" shows data for two-handed operation.

2Hᵴ /2Hᵱ
Some two-handed weapons can be used in two ways, "slashing"
and "piercing" and such weapons are listed with these two types of
data.
Wilder must state which method of attack is to be used prior
to performing the Accuracy check.

1H*/2H*
These weapons can be used as thrown weapons. However, the
data present in the melee weapon category is for when the
weapon is used as a melee weapon, not as a thrown weapon.
Using the weapon in a melee attack should not be considered
a thrown weapon attack.

1Hw
Many Wresting weapons have this Stance. This weapon can
be used with an item in that hand with "Stance: 1H/2H". It is also
possible to use a "Throw" with such a weapon equipped.
However, such weapons cannot be equipped with other weapons.
Such weapons enhance either Punches or Kicks.

273
1H#/2H#
Does not use the hands but is still treated as a 1H or 2H
weapon for restrictions, bonuses, and combat feats.

About 1H/2H
Some combat feats use either "1H" or "2H" stances. In
principle, if stance starts “1H…” then consider it applicable for
1H combat feats (like 1H, 1H*, 1H#, 1HW, etc.). Same with
“2H…”.
Of course, this does not apply when there is an exception in
the individual explanation of the combat feat (for example, [Dual
Wielding] clearly states that weapons with "1H#" are not allowed).
Also, when a stance is specified in detail, such as "1H*", other
Stances are not applicable.
Not only for the combat feat but also for various effects, if only
“1H/2H" is mentioned, it should be treated as if all Stances that
include it in their names are applicable, in principle.

1HW Stance and Tonfa


In the previous rules, the rule was written that weapons that
enhance "Punch" inhibit any sort of movement of the arms or legs.
In "Lumiere Legacy" and later, most of these weapons are defined
as "Stance: 1HW," which allows the player to "Throw" even with
such weapons equipped, and to use "Stance: 1H/2H" items (other
than weapons) with those hands.
This doesn’t impact the game in a big way. However, only the
Wrestling S-rank weapon Tonfa has been redefined as "Stance:
1H" in this new description. In other words, this weapon no
longer can enhance Throws and you cannot use items while it is
equipped.

274
Min STR
The minimal strength of the weapon.

Accuracy
This is the bonus (positive number) or penalty (negative
number) on the Accuracy check when attacking with that weapon.
A "-" indicates neither.

Power
The following is the power of the weapon and the
corresponding power table used to determine the calculated
damage of the weapon. For weapons that do not cause damage
on hit, this field is left blank. In addition, this field is omitted for
guns, whose power depends on the casted magitech on the
bullets.

Crit Rate
Shorthand for "Critical Threshold". When attacking, if the
total of your dice alone meets or exceeds the Crit Rate, your
attack is critical.
Add'l Dmg
If there is a value here, that number of points will be added as
Extra Damage when determining the calculated damage.

Magic Power in Gun data is unified with Add'l Dmg


In the previous data notation, the gun wielder was supposed
to add the number in the Magic Power field when determining
the calculated damage, but from Lumiere Legacy onward,
including this book, this number will be written as "Add'l Dmg" as
for other weapons.

275
Swords

These are sword, daggers, or other weapons that attacks


primarily by cutting or stabbing with their blade.

Scabbard
Swords can be put in the scabbard and can be stored with
Minor Action.

B-Rank Swords

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Knife 1H* 1 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 30
Stiletto 1H 2 - 2 0 0 0 1 2 3 4 4 4 4 ⑩ - 40
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 ⑩ - 50
Kukri 1H 4 - 4 0 0 1 2 2 3 4 4 5 5 ⑩ - 60
Short Sword 1H 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑩ - 80
Ripper Knife ※ 1H* 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑩ - 3,600
1
Epee 1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 90
Katzbalger 1H 7 - 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 100
Rapier 1H 8 - 8 0 1 2 2 3 4 4 5 6 6 ⑩ - 110
Saber 1H 10 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 190
Estoc 2H 11 - 21 1 2 3 4 6 6 7 8 9 10 ⑩ - 370
1H† 13 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ -
Long Sword 440
2H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑩ -
Broad Sword 1H 15 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 340
1H† 17 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ -
Bastard Sword 560
2H 17 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ -
Falchion 2H 18 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 790
Zweihander 2H 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ - 860

276
Shamshir 2H 22 - 32 3 4 5 6 7 8 10 10 10 11 ⑩ - 950
Great Sword 2H 24 - 34 3 4 5 6 8 9 10 10 11 11 ⑩ - 1,020
Elemental
1H 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ +1 12,000
Blade ※2
Blessed Sword
1H 10 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ +1 30,000
※3
※1: Details see p. 356 ※2-3: Details see p. 344

A-Rank Swords

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 820


Terbutje ※1 1H 6 - 11 1 2 2 3 3 4 5 6 6 7 ⑨ - 140
Broken Terbutje
1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 140

Main Gauche
1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 620
※2
Flissa 1H 8 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ - 880
Schiavona 1H 11 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 990
Defender ※3 1H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 1,770
Shotel ※4 1H 14 -1 19 1 2 3 4 5 6 7 7 8 9 ⑩ - 1,080
Talwar 1H 15 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 1,210
Steel Blade 1H 19 - 24 2 3 4 5 6 7 7 8 9 10 ⑩ - 1,450
1H† 23 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ -
Flamberge 1,580
2H 23 - 38 3 5 6 7 8 10 10 11 12 13 ⑩ -
Dragonslayer 1H 28 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ - 2,760
Zantetsuken 1H 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +1 25,000
※5
Destroyer 1H 20 +1 35 3 4 5 7 8 9 10 10 11 12 ⑩ +1 15,000
※6
※1-6: Details see p. 344

277
S-Rank Swords

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Piercer 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑨ - 2,150


Excellent Rapier
1H 10 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 4,580
※1
Crenated Sword
2H 11 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ - 3,200

Mithril Sword
1H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 7,500
※1
Slasher 1H 21 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ - 5,750
1H† 26 - 36 3 5 5 7 8 9 10 11 11 12 ⑩ -
Claymore 8,000
2H 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩ -
Sentinel 2H 35 - 55 5 7 10 10 11 12 13 14 16 16 ⑩ - 14,000
Executioner’s 1H† 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
25,000
Blade ※2 2H 20 - 40 4 5 6 7 9 10 11 11 12 13 ⑩ -
※1: Silvered ※2: Details see p. 344

278
Axes

This weapon has a heavy blade attached to the end of the


handle. Either way, it is a weapon that uses the weight
concentrated at the tip to strike through, and generally has very
high power.

B-Rank Axes

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Sickle 1H 4 - 9 0 1 2 3 3 4 4 5 6 7 ⑪ - 40
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 90
Bhuj 1H 11 - 16 1 2 3 4 4 5 6 7 7 8 ⑪ - 240
Kusari-Gama
2H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 8,800
(Sickle) ※1
1H† 16 - 21 1 2 3 4 6 6 7 8 9 10 ⑪ -
Battle Axe 360
2H 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑪ -
Great Axe 2H 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑪ - 410
1H† 20 - 25 2 3 4 5 6 7 8 8 9 10 ⑪ -
Heavy Axe 440
2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑪ -
Bulova 2H 22 - 37 3 5 6 7 8 9 10 11 12 12 ⑪ - 490
Minotaur's Axe 2H 30 - 45 4 6 7 9 10 10 11 12 13 14 ⑪ - 950
※1: Details see p. 346

279
A-Rank Axes

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Tomahawk 1H* 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 630


Tabarzin 1H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑪ - 840
2Hᵴ 16 - 36 3 5 5 7 8 9 10 11 11 12 ⑪ -
Long Axe 990
2Hᵱ 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ -
Arm Catcher ※ 2H 17 - 37 3 5 6 7 8 9 10 11 12 12 ⑪ - 2,480
1
2Hᵴ 20 - 40 4 5 6 7 9 10 11 11 12 13 ⑪ -
Halberd 1,080
2Hᵱ 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
2Hᵴ 28 - 48 4 6 7 9 10 12 12 13 13 15 ⑪ -
Glaive 1,350
2Hᵱ 28 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ -
Death Scythe
2H 17 +1 37 3 5 6 7 8 9 10 11 12 12 ⑪ +1 16,000
※2
※1: Details see p. 346 ※2: Details see p. 346

S-Rank Axes Add'l Dmg


Min STR
Accuracy

Crit Rate
Stance

Power

Price

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 ⑪ - 2,300


1H† 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑪ -
Mithril Axe ※1 8,000
2H 18 - 43 4 6 7 8 9 10 11 12 13 14 ⑪ -
2Hᵴ 26 - 51 5 7 8 10 10 12 12 13 15 15 ⑪ -
Couse 10,050
2Hᵱ 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩ -
Voulge 2H 34 - 59 5 9 10 11 12 12 14 15 16 17 ⑪ - 13,400
※1: Silvered

280
Spears

It is a weapon with a sharp blade attached to the end of a long


handle. It is mainly used as a piercing weapon. Many of them can
be used both with one and two hands.

B-Rank Spears

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Javelin 1H* 5 -1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 65
Short Spear 1H* 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 110
1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ -
Spear 170
2H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
1H† 20 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Long Spear 220
2H 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
Judgment 1H† 18 - 23 2 2 3 5 6 7 7 8 9 10 ⑩ +1
32,000
Spear ※1 2H 18 +1 28 2 3 4 6 6 8 9 9 10 10 ⑩ +1
※1: Details see p. 347

281
A-Rank Spears

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Pilum 1H 8 -1 13 1 2 3 3 4 4 5 6 7 7 ⑨ - 880
Trident 1H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 460
1H† 15 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Ahlspiess 480
2H 15 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
Normal Lance ※ 1H 20 -1 30 2 4 4 6 7 8 9 10 10 10 ⑩ - 1,200
1
Parasol Spear ※ 2H 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 600
2
1H† 25 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
Pike 1,750
2H 25 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
※1: Details see p. 347 ※2: Details see p. 347

S-Rank Spears

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Partisan 1H 7 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 1,990
Mithril Spear 1H† 18 -1 33 3 4 5 6 8 8 10 10 10 11 ⑩ -
7,930
※1 2H 18 -1 43 4 6 7 8 9 10 11 12 13 14 ⑩ -
Heavy Lance ※ 1H 25 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 8,280
2
1H† 30 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
Corsesca 12,800
2H 30 -1 55 5 7 10 10 11 12 13 14 16 16 ⑩ -
※1: Silvered ※2: Details see p. 347

282
Maces

This is a bludgeoning weapon with a heavy part attached to the


tip of the handle. It is not suitable for cutting down an opponent
with a single blow, but it excels in accuracy and boasts stable
power.

B-Rank Maces

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Mallet 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 20
Light Mace 1H 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑫ - 120
Heavy Mallet 1H 10 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 220
1H† 15 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ -
Heavy Mace 330
2H 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑫ -
Maul 2H 20 +1 35 3 4 5 7 8 9 10 10 11 12 ⑫ - 440
Ogre Maul 2H 30 +1 45 4 6 7 9 10 10 11 12 13 14 ⑫ - 640

A-Rank Maces
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Biliong 1H 7 +1 17 1 2 3 4 5 5 6 7 7 8 ⑫ - 460
Steel Blow 1H 13 +1 23 2 2 3 5 6 7 7 8 9 10 ⑫ - 710
Ball Mace 2H 23 +1 43 4 6 7 8 9 10 11 12 13 14 ⑫ - 1,220

283
S-Rank Maces

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Bludgeon 1H 5 +2 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 1,360
Mithril Mace ※ 1H 15 +2 25 2 3 4 5 6 7 8 8 9 10 ⑫ - 7,200
1
Troll Buster 2H 30 +2 50 4 6 8 10 10 12 12 13 15 15 ⑫ - 10,800
※1: Silvered

284
Staves

Most staves are long and two-handed weapons and can be used
as implements for Truespeech Magic, Spiritualism Magic, and
Deep Magic. Because they are the sorcerer's favorite items, many
of them have special effects.

B-Rank Staves

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Mage Staff 2H 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ - 110


Quarterstaff 2H 4 +1 14 1 2 3 4 4 4 5 6 7 8 ⑫ - 140
Staff of
2H 1 +2 11 1 2 2 3 3 4 5 6 6 7 ⑫ +1 12,400
Deception ※1
Staff of Control
2H 1 +2 11 1 2 2 3 3 4 5 6 6 7 ⑫ +1 14,840
※2
Efreet's
2H 4 +1 14 1 2 3 4 4 4 5 6 7 8 ⑫ - Special
Whisker ※3
Fistulosum ※ 1H 5 +2 15 1 2 3 4 4 5 5 6 7 8 ⑫ +1 10,000
4
※1-4: Details see p. 348

285
A-Rank Staves

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Mana Staff 2H 3 +1 13 1 2 3 3 4 4 5 6 7 7 ⑫ - 6,800


※1
Leech Staff 2H 5 +1 15 1 2 3 4 4 5 5 6 7 8
⑫ - 7,000
※2
※1-2: Details see p. 348

S-Rank Staves

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Sorcerer's Staff
2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 22,500
※1
Black Rod ※ 2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 22,500
2
※1-2: Details see p. 348

286
Flails

It is a bludgeoning weapon with an iron ball or weight


connected to the end of its handle. Although difficult to handle,
it has the greatest potential destructive power.

B-Rank Flails

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Light Flail 1H 7 -1 12 1 2 2 3 4 4 5 6 6 7 ⑩ - 90
1H† 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ -
Flail 240
2H 10 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Morningstar 1H 12 -1 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 280
1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ -
Heavy Flail 340
2H 15 -1 30 2 4 4 6 7 8 9 10 10 10 ⑩ -

A-Rank Flails
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

1H† 14 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩ -
Rising Sun 1,200
2H 14 -1 34 3 4 5 6 8 9 10 10 11 11 ⑩ -
1H† 18 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ -
Goedendag 1,540
2H 18 -1 38 3 5 6 7 8 10 10 11 12 13 ⑩ -
Scorpion Tail 2H 27 -1 47 4 6 7 9 10 11 12 13 13 15 ⑩ - 2,600

287
S-Rank Flails

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Double Eel 1H 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑨ - 3,300


Jail Impact 1H 19 -1 29 2 3 4 6 7 8 9 9 10 10 ⑨ - 5,100
Daemon Thresher
1H 24 -1 34 3 4 5 6 8 9 10 10 11 11 ⑨ - 12,000
※1
Titan Flail 2H 32 -1 52 5 7 8 10 11 12 12 13 15 15 ⑨ - 12,500
※1: Details see p. 350

Warhammers

Warhammers have both a pointed pick and a hard hammer


head at the end of the handle and can be used as an edged
weapon or a bludgeoning weapon, with the choice of piercing
with the pick or striking with the hammer head. On the other
hand, it is generally weak in terms of balance and has poor
accuracy.
B-Rank Warhammers
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Pick 1H 2 -1 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 60
Warhammer 1H 11 -1 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 250
Mattock 2H 20 -2 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 440
Golden
2H 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +1 11,880
Mattocks ※1
※1: Details see p. 351

288
A-Rank Warhammers

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

War Pick 1H 5 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 600


Bec-De-Corbin 2Hᵴ 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ -
1,800
2Hᵱ 20 -2 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
Guisarme 2H 25 -2 50 4 6 8 10 10 12 12 13 15 15 ⑩ - 1,680

S-Rank Warhammers

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Chekan 1H 9 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩ - 2,600
Bec-De-Faucon 1H† 22 -1 37 3 5 6 7 8 9 10 11 12 12 ⑩ -
10,300
2H 22 -2 52 5 7 8 10 11 12 12 13 15 15 ⑩ -
Heavy Anchor
2H 31 -2 61 5 9 10 11 12 13 14 16 17 18 ⑩ - 12,000

Blasting Fate
2H 30 -1 60 5 9 10 11 12 13 14 15 16 18 ⑩ +1 37,000
Hammer ※1
※1: Details see p. 351

289
Tangling

The main purpose of these weapons is to entangle the enemy


and impede their actions. There are no B-rank Tangling
weapons.

A-Rank Tangling

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Whip ※1, ※2 1H 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑪ - 520


Net※1 1H* 5 - - 210
Drain Net ※1, ※
1H* 5 - - 3,700
2
Chain ※1 1H 9 - 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 670
Kusari-Fundo ※
1H* 9 - 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 780
1※4
Meteor Hammer
2H* 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑪ - 990
※1
※1: Entangling
※2: Details see p. 351 ※3: Details see p. 351 ※4: Details see p. 351

S-Rank Tangling
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Rose Whip ※
1H 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 1,300
1, ※2
Cat o' Nine Tails
1H 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 1,700
※1, ※3
Urumi ※1, ※4 1H 9 -1 19 1 2 3 4 5 6 7 7 8 9 ⑨ - 2,800

290
Chain Net※1 1H* 10 +1 - 1,900
Kusari-Gama
2H 12 +1 22 1 2 3 5 6 6 7 8 9 10 ⑫ -
(Weight) ※5
8,800
Kusari-Gama
2H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ -
(Sickle) ※5
Beast Chain 1H 23 +1 33 3 4 5 6 8 8 10 10 10 11 ⑩ +1 56,000
※6
※1: Entangling ※2-6: Details see p. 351

Wrestling

Grappler class can only attack with weapons of this category,


such as punches and kicks. Wrestling weapons have several
characteristics that are not found in other weapons, and that
affects how they are used in the game.

Grappler only
Weapons marked “Grappler only” can only be used by
Grappler. Accuracy checks with them cannot be made with the
Fighter or Fencer classes.

Improves Punches
As a general rule, weapons that “improve punches” are
handled as a set for weapons for both arms. Except for special
items that are clearly marked as being for one arm only, all
purchases, sales, processing, etc. are done as a set for two arms.
It is not possible to "buy only for one arm at half price”. Even if
these items provide special bonuses or effects, they must be
equipped as a set on both arms to provide specified effect, unless
otherwise specified as being equipped on only one arm.

291
Improves Kicks
Weapons that “improve kicks” are equipped on the legs. The
arms can still be used for other purposes (such as equipping other
weapons or using items). The wielder cannot have more than one
weapon with this characteristic on its legs at the same time.
These weapons are similar to those improving punches in
terms of a set of two.

Throw
The throw is a special attack that can only be used by a
character who has mastered the combat feat [Throw Attack] or
possesses equivalent abilities. It does not need to be equipped as
a weapon. However, if a character is equipped with a weapon
other than "Stance: 1HW" or has another item in their hand, they
cannot use the Throw attack.

Claws, Tail, Bite


These weapons are usually a natural part of the section that
can use them. They do not affect the ability to use/equip arms or
legs.

B-Rank Wrestling
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Kick 1H# 0 -1 5 0 1 1 2 2 3 4 5 5 5 ⑫ - -
Punch 1HW 0 - 0 0 0 0 1 2 2 3 3 4 4 ⑫ - -
Throw ※1 2H 0 - 0 0 0 0 1 2 2 3 3 4 4 ⑫ - -
Claws Claws are 1HW 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - -
needed

292
Tail Tail is 1H# 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ - -
needed
Spiked Boots ※1
1H# 1 -1 11 1 2 2 3 3 4 5 6 6 7 ⑩ - 160
※3
Cestus ※1, ※2 1HW 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 40
Bite Bite is 2H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑨ - -
needed
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks

A-Rank Wrestling

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Easy Grips
1HW 1 +1 0 0 0 0 1 2 2 3 3 4 4 ⑫ - 360
※1, ※2, ※4
Hard Knuckle
1HW 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 440
※1, ※2
Power Wrist
1HW 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑨ - 600
※1, ※2
Stomper ※1, ※3 1H# 5 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 520
Power Anklet
1H# 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑨ - 900
※1, ※3
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks
※4: Details see p. 355

293
S-Rank Wrestling

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Tonfa ※1, ※2 1H 5 +1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 2,600


Accel Brogue ※
1H# 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 3,980
1, ※3
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks

Thrown Weapons

Thrown weapons are hand-held weapons that can be used by


the Fighter, Fencer, and Marksman classes. These weapons leave
the wielder's hand after their attack (throw).

B-Rank Thrown Weapons


Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Stone ※1 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 0
Silver Stone ※1
1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 1
※4
Mallet 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 20
Knife 1H* 1 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 30
Flame Gel※5 1H* 1 - - 480
Flash Stone
1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 1,000
※1, ※6
Balloon Seed
1H* 1 - 40 4 5 6 7 9 10 11 11 12 13 ⑪ - 2,400
※2
Explosive Stone 1H* 1 - - 6,520

294
※3※7
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 ⑩ - 50
Javelin 1H* 5 -1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 65
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 90
Short Spear 1H* 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑪ - 110
Throwing Star
1H* 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑪ - 200
※8
Bounce Ball 1H* 2 +1 7 0 1 1 2 3 4 4 5 5 6 ⑫ +1 5,300
※9
※: Every weapon range is 10m
※1: Sling allows to throw this thrown weapon
※2: Used on attack regardless hits or not
※3: Sling allows to throw this thrown weapon (only range changes)
※4: Silvered ※5-9: Details see p. 356

A-Rank Thrown Weapons

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Bola※1, ※5 1H* 1 -1 - 90
Chakram ※1 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 100
Clear Chakram
1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 800
※1, ※6
Fast Spike ※1 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 820
Sling ※2, ※7 1H 2 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 220
Dirk ※1 1H* 4 - 9 0 1 2 3 3 4 4 5 6 7 ⑩ - 100
Net※3, ※5 1H* 5 - - 210
Drain Net※3, ※5 1H* 5 - - 3,700
Tomahawk ※4 1H* 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 630
Boomerang ※1,
1H* 8 +1 18 1 2 3 4 5 6 6 7 7 8 ⑫ - 500
※8
Kusari-Fundo
1H* 9 - 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 780
※4, ※5
295
Chain Net※4, ※5 1H* 10 +1 - 1,900
Trident ※4 1H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 460
Rope Dart
2H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 1,400
※1, ※5, ※9
Soliferrum ※1 1H* 17 -1 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 1,070
Meteor Hammer
2H* 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑪ - 990
※4
※1: 20m range ※2: 30m range ※3: 5m range ※4: 10m range
※5: Entanglement ※6-9: Details see p. 356

S-Rank Thrown Weapons

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Piercer ※1 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑨ - 2,150


Mithril Dirk
1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑩ - 5,000
※2, ※3
Ripper Knife
1H* 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑨ - 3,600
※1, ※4
Hatchet ※2 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 ⑪ - 2,300
Assegai ※2 1H* 13 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 3,800
Francisca ※2 1H* 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑪ - 5,500
※1: 10m range ※2: 20m range ※3: Silvered ※4: Details see p. 356

Bows

This is a shooting weapon that shoots arrows using strings. It


can shoot every round, but each time it uses an Arrow
(Ammunition). Can only be used with the Marksman class.

296
B-Rank Bows

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Short Bow 2H 2 - 12 1 2 2 3 4 4 5 6 6 7 ⑩ - 60
Normal Bow 2H 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 120
Long Bow 2H 12 - 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 170
Heavy Bow 2H 17 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 220
※: 20m range

A-Rank Bows

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Light Bow 2H 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 610


Wrapped Bow 2H 13 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 780
Fast Bow 2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 1,200
※: 30m range

S-Rank Bows
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Sniper 2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑨ - 5,100
Composite Bow 2H 23 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ - 9,800
※: 30m range

297
Crossbows

A crossbow is a shooting weapon using an elastic launching


device consisting of a bow-like assembly called a prod, mounted
horizontally on the main frame called a tiller. It can be fired every
round, but each use consumes a Quarrel (Ammunition) and can
only be used by the Marksman class.
Crossbow’s Extra Damage is independent of character class
and strength modifier and is unique to each weapon.

B-Rank Crossbows

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Light Crossbow 2H 1 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ 4 160


Normal Crossbow 2H 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ 4 260
Heavy Crossbow 2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ 4 530
※: 30m range

298
A-Rank Crossbows

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Bowgun ※1 1H 5 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ 6 800
Instant Bowgun
1H 5 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ 4 1,600
※1, ※4
Solid Instant
3,200+30
Bowgun 1H 5 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ 4
reputation
※1, ※4
Arbalest ※2 2H 10 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ 7 1,000
Rapid
Crossbow 2H 15 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ 4 2,600
※2, ※5
Thami ※3 2H 18 - 38 3 5 6 7 8 10 10 11 12 13 ⑩ 7 1,480
Cranequin
2H 20 -1 50 4 6 8 10 10 12 12 13 15 15 ⑪ 8 1,500
※2
※1: 20m range ※2: 40m range ※3: 50m range
※4: Details see p. 360 ※5: Details see p. 360

S-Rank Crossbows
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

String Bow
2H 13 +1 38 3 5 6 7 8 10 10 11 12 13 ⑪ 10 5,640
※1, ※3
Despair ※2 2H 19 - 44 4 6 7 8 10 10 11 12 13 14 ⑩ 10 6,260
Ballista ※2 2H 25 -1 50 4 6 8 10 10 12 12 13 15 15 ⑩ 13 9,200
※1: 30m range ※2: 50m range ※3: Details see p. 360

299
Guns

Guns can only be used with Marksman class, and Artificer


class is required to shoot bullets. The power of the weapon is
determined by the magitech spell that enhances the bullet. Gun
deal magic damage instead of physical.

Max Magazine
Each Gun has a Max Magazine, and each time the wielder
shoots, the bullets loaded in the gun are consumed. To reload
the magazine up to its Max Magazine wielder needs to use Major
Actions.

Stance:1H Guns and Holster


The 1H Guns comes with a holster, and the character can
store it with a Minor Action.

“… II”
Guns whose names end with “II” are improved versions of the
Guns listed in Core Rulebook I/II with the same name but
without Roman numerals and are Upgraded Items. Please
replace the old Gun data with this new data.

B-Rank Guns
Min Max Crit Add'l
Name Stance Accuracy Dmg
Range Price
STR Magazine Rate
Matchlock 1H 1 3 - ⑪ - 10m 360
Toradar 2H 5 3 - ⑩ - 30m 800
Jezail 2H 10 3 - ⑩ +1 50m 1,200

300
A-Rank Guns
Min Max Crit Add'l
Name Stance Accuracy Dmg
Range Price
STR Magazine Rate
Derringer 1H 1 2 +1 ⑩ - 10m 600
Burning
1H 2 3 - ⑩ - 10m 540
Mirage※2
Smart Carbine
2H 5 4 -1 ⑩ +2 30m 1,200
※3
Tempest II
2H 10 6 - ⑪ +2 30m 2,000
※1
Longbarrel II
2H 15 1 +1 ⑩ +4 50m 3,500
※1
Buster Rifle
2H 20 3 -1 ⑩ +4 50m 4,200
※4
※1: Replaces the "gun" of the same name (see CR I, p. 308).
※2: Details see p. 361 ※3: Details see p. 361※4: Details see p. 361

S-Rank Guns
Min Max Crit Add'l
Name Stance Accuracy Range Price
STR Magazine Rate Dmg
Bullet Shower
1H 5 4 +1 ⑩ - 10m 8,000
II※1
Framer TK
2H 5 6 - ⑩ - 20m 7,200
※2
Lancaster II
2H 10 2 +1 ⑩ +2 60m 14,500
※1
Carnage II※
2H 15 4 - ⑪ +4 40m 17,000
1
Double
2H 20 2 - ⑩ +4 50m 20,400
Barrel※3
※1: Replaces the "gun" of the same name (see CR II, p. 175).
※2: Details see p. 361※3: Details see p. 361

301
Ammunition

Shooting weapons use arrows, quarrels, and bullets to attack.


Each weapon has specific ammunition. They are generally
consumed each time they are used, but some can be recovered
and reused.

Name Weapon Price Notes


Arrow (12) Bow 10 1G for 1 Arrow
Silver Arrow※1 Bow 5 Silvered
Quarrel (12) Crossbow 20 2G for 1 Quarrel
Silver Quarrel※1 Crossbow 10 Silvered
When shot with a bow, it makes a
Kaburaya Bow 5
sound (see p. 363)
Stick to target when hit (see p.
Absorbing Arrow Bow 140
363)
20
Power -5, Critical Threshold -1.
Piercing Bow, (Arrow)/
2G for 1 Arrow. 3G for 1 Quarrel
Arrow/Quarrel (12) Crossbow 30
(see p. 363)
(Quarrel)
Flash Fang Bow, Critical Threshold -1, recoverable
250
Arrow/Quarrel Crossbow when not critical (see p. 363)
Paralyzing Bow, Inflicts a mild paralysis (see p.
400
Arrow/Quarrel Crossbow 363)
Elven Bow, Can be shot underwater, always
920
Arrow/Quarrel Crossbow retrievable (see p. 363)
Magic Bow, Deals magic damage, recoverable
1,400
Arrow/Quarrel Crossbow on miss (see p. 363)

Daemon's Bow, Magic Arrow that deals curse type


2,600
Arrow/Quarrel Crossbow damage.
Bullet (12) Gun 50 5G for 1 Bullet.
Silver Bullet※1 Gun 25 Silvered
Increases effect of [Healing
Green Bullet (12) Gun 160 Bullet]. 16G for 1 Green Bullet
(see p. 363).
Bullet that can leave message at
Rouge Bullet Gun 75
the point of impact (see p. 363).

302
Gun can shoot these bullets
Underwater Bullet Gun 210
underwater (see p. 363).
※1: Core Rulebook I price was revised.

How to Read Armor Lists

This is the general list of armor. The following are fields that
appear only in the in these lists, or that require a more detailed
explanation of the same field.

Categories and Ranks


As with weapons, there are three ranks for each category, B,
A, and S. To handle A-rank and S-rank armor, the character must
have the [Armor Proficiency A/**] and [Armor Proficiency S/**]
corresponding to that armor category.

Min STR
Minimal strength of the armor.

Evasion
This is the bonus (positive number) or penalty (negative
number) on Evasion checks when the armor is equipped. A "-"
indicates neither.

Defense
The number of points by which the physical damage is
reduced when the armor is equipped.

Notes
The "Notes" field may contain the following annotations.

303
Grapplers May Equip
For such armor, Evasion check can be performed using the
Grappler class while the armor is equipped.

Grappler only
If the armor says Grappler only, a character in such armor can
make Evasion checks using Grappler class.

Nonmetallic Armor

Nonmetallic Armor is lightweight armor that uses little or no


metal. It is easy to move, but its defense is generally low.

B-Rank Nonmetallic Armor


Min
Name Evasion Defense Price Notes
STR
Grapplers may
Cloth Armor 1 - 2 15
equip
Point Guard 1 +1 0 100 Grappler only
Soft Leather 7 - 3 150
Lildraken Costume 10 - 3 3,600 See p. 366
Hard Leather 13 - 4 340
Mana Coat 1 - 0 – 6 28,000 See p. 366 *
Mana Coat+ 1 - 0 – 8 52,000 See p. 366
Robe Of Wild 2 - 2 40,000 See p. 366
Roses
Combat Maid's 10 +1 0 38,000 See p. 366
Outfit

304
A-Rank Nonmetallic Armor
Name Min STR Evasion Defense Price Notes
Aramid Coat 5 +1 2 750 Grapplers may equip
Breast Armor 10 - 5 1,000
Windbreaker Surcoat 12 +1 3 20,500 See p. 366
Bone Vest 16 - 6 2,100

S-Rank Nonmetallic Armor


Name Min STR Evasion Defense Price Notes
Fine Leather 6 +1 4 2,440
Lynx Vest 8 +2 3 2,750 Grappler only
Tiger Band 10 +1 5 3,600
Dragon Scale 14 +1 6 4,500

Metal Armor

This is heavy armor made of metal. Although highly defensive,


some of them affect movement.
When in metal armor, physical damage from melee and
ranged attacks that use the power table will result in a +1 to critical
threshold (less likely to be critically hit).
B-Rank Metal Armor
Min
Name Evasion Defense Price Notes
STR
Splint Armor 15 - 5 520
Chainmail 18 -1 6 760
Plate Armor 21 -2 7 1,200
Cannot make Full Move.
Suit Armor 24 -3 8 2,500
Dexterity -6. ※1
Yscaean 20 - 7 14,000 See p. 368. Silvered
Magical Armor

305
A-Rank Metal Armor
Min
Name Evasion Defense Price Notes
STR
Steel Guard 12 - 5 1,600
Lamellar Armor 15 - 6 2,400
Brigandine 18 -1 7 3,800
Coat of Plates 24 -2 8 6,100
Fortress 27 -3 9 8,200
Great Yscaean Magical See p. 368.
21 - 8 29,000
Armor Silvered

S-Rank Metal Armor


Min
Name Evasion Defense Price Notes
STR
Mithril Chain 10 - 7 6,000 Silvered
Full-Metal Armor 17 -1 9 11,000
Mithril Plate 24 -2 11 23,000 Silvered
Self-maneuvering Suit 14 +1 10 55,000 See p. 368
Armor
Yscaean Magic Full See p. 368.
26 -2 12 45,000
Armor a Silvered
Yscaean Magic Full See p. 368.
26 - 7 45,000
Armor b Silvered
Yscaean Magic Full See p. 368.
26 - 2 45,000
Armor c Silvered

Shields

A shield is held in the hand and used to defend against attack.


Unless otherwise noted, the shield is worn in one hand. Weapons
may not be equipped in the hand holding the shield. Also, you
cannot use items that should be held in that hand (Stance: 1H
and Stance: 2H).
306
B-Rank Shields
Name Min STR Evasion Defense Price Notes
Buckler 1 +1 0 60
Round Shield 8 - 1 100
Kite Shield 14 +1 1 500
Tower Shield 17 - 2 600
Asteria's Defense 6 - 1 40,000 See p. 369
Flaming Shield 13 +1 1 7,900 See p. 369

A-Rank Shields
Min
Name Evasion Defense Price Notes
STR
Mirror Shield 5 +1 0 870 See p. 369
Heater Shield 10 - 2 1,000
Can be used as a weapon. See
Spiked Shield 13 +1 2 1,800
p. 369
Knight Shield 15 - 2 1,250 See p. 369
Evil Target 15 - 2 3,400 See p. 369
Windmill
16 +1 2 2,200 See p. 369
Shield
Great Wall 20 -1 3 1,800
Can be used as a weapon. See
Great Barrier 30 +1 3 3,300
p. 369
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Spiked Shield 1H 13 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ -
Great Barrier 2H 30 - 40 4 5 6 7 9 10 11 11 12 13 ⑫ -

307
S-Rank Shields
Min
Name Evasion Defense Price Notes
STR
Mithril Shield 8 +1 2 4,700 Silvered
Hoplite Shield 15 - 4 2,900
Grand Partner 18 - 3 4,800 See p. 369
Can be used as a weapon.
Blade Slayer 22 - 4 7,300
See p. 369
Turtle Shell 5 +1 1 19,200 See p. 369

Blade Crushing 18 +1 3 32,000 See p. 369


Shield

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Blade Slayer 2H 22 +1 42 4 6 7 7 9 10 11 12 13 13 ⑫ -

General Equipment and Supplies

Adventurer Set
Name Stance Price Notes
100 Backpack, Waterskin, Blanket, 6
Adventurer Set - Torches, Tinderbox, 10m Rope,
Small Knife

Containers
Name Stance Price Notes
Bag - 8 Fabric
Belt Pouch - 15 Leather
Waterskin - 20 Leather
Backpack - 50 Leather

308
Camping Equipment
Name Stance Price Notes
Tableware Set - 12 Cup, Plate, Bowl
Blanket - 40
Cooking Utensil
2H 50 Frypan, Pan, Cooking Spoon
Set
Easy-to-use 50 + 5 Gives +1 for cooking related action
2H
Cooking Set reputation checks.
250 for 4 people, 300 for 5 people,
Tent - 250+
350 for 6 people

Lighting Equipment
Name Stance Price Notes
Set of 6. Lasts 2 hours each, even if
Torch 1H 5
dropped.
Box of flint and kindling. Ignites in 10
Tinderbox 2H 20
minutes.
Flammable 20 + 5
2H Ignites in 5 minutes
Tinderbox reputation
Oil - 20 Lantern oil. Burns 12 hours.
Small pot containing flint and a
Hu Lamp 1H 100
mechanical spark. Ignites in 1 minute.
Quick-Light Hu 100 + 20
1H Starts in 30 seconds
Lamp reputation
Shuttered lantern. Destroyed when
Lantern 1H 40
dropped.
40 + 10
Sturdy Lantern 1H Can withstand falls of 3m
reputation

309
Adventurer's Tools
Name Stance Price Notes
Rope - 10 10m long, 1G for each additional 1m.
Small
1H 10 Cannot be used as a weapon.
Hammer
A small hammer that can be used as a
Good Quality
10 + 5 weapon (Mace/thrown weapon), same as
Small 1H
reputation a B-rank weapon Mallet when the need
Hammer
arises.
Grappling
10
Hook
Piton - 20 Set of 10. 2G for each additional piton.
Small Knife 1H 20 Cannot be used as a weapon.
Razor-Sharp 20 + 5
Can be used as a weapon: B-Rank Sword,
1H
Knife reputation
Min STR 1, Power 1
Small: 50G, Cosmetic: 100G, Full-length:
Hand Mirror 1H 50+
150G
Flat Hand 50 + 20 A +1 bonus to wielder’s Disguise check
1H
Mirror reputation (see CR I, p. 121) ※1
※1: Revised from Core Rulebook II.

Clothing
Name Stance Price Notes
Change of Clothes - 10+ One week's worth of clothes.
Underwear - 3+
Casual Wear - 6–8 Shirt 6G, Skirt 7G, Pants 8G
Swimwear - 20+
Swimsuit - 20 + 10 reputation Swimming checks +1
Snowsuit - 80+ Top and bottom included.
Water/Ice damage -1, Agility -
Fluffy Snowsuit - 80 + 15 reputation
6
Maid/Butler Outfit - 90+ Top and bottom included.
Riding Outfit - 100+ Top and bottom included.
Stylish Riding 100 + 10
- Riding checks +1
Clothes reputation
Robe/Dress - 100+
Eye-catching, revealing
Seashell Swimsuit - 1,550
swimsuit.
Siren Dress - 2,400 Light dress.

310
Work Animals
Name Stance Price Notes
Donkey - 800
Mule - 1,000
Packhorse - 1,500
Camel - 2,000

Miscellaneous
Name Stance Price Notes
Writing Quill 1H 2
Light Quill 50 + 10
1H Writing speed +10%
Pen reputation
Ink - 3
Paintbrush 1H 5+
Light 50 + 10 +1 bonus to the action check when
1H
Paintbrush reputation painting.
Oil Paints - 10+ 7-color set
Brush 1H 5+
Paint 20+ 1 Liter
Handkerchief size: 4G, Wrapping
Cloth - 4 – 10
size: 10G
Parchment - 5 Bundle of 5 sheets.
Blank Book - 30+ 20 pages.
Sketchbook - 50 10 pages.
Stuffed Small: 30G, Medium: 50G, Large:
- 30 – 75
Toy/Doll 75G
Broom 2H 30+
Magnifying
1H 100
Glass
Hourglass - 120+ 3-minute measuring time.
Tea Set 2H 60+ Pot, tea strainer, and 4 cups.
Cosmetics Set 1H 100+

311
Living Expenses and Lodging

Cost of Living
Name Stance Price Notes
Lifestyle Expenses - 10+ Frugal Living: 10G, Decent Living: 30G

Lodging
Name Stance Price Notes
1 Day (excluding Stable Corner: 15G, Standard Room:
- 15+
meals) 30G, Suite: 100G
1 Week
- 150+ Only available by reservation.
(excluding meals)

Food/Drink
Name Stance Price Notes
Ale - 1+ Price is for 1 cup. Barrel: 300G
Wine - 2+ Price is for 1 cup. Bottle: 20G
Meal (1 person) - 3+ Snack: 3G, Lunch Set: 8G, Dinner 15G
Preserved food (1
- 10+ Dried meat and fruits.
day)
Preserved food (1
- 50+ Value pack.
week)
Runefolk only. Only 1 is needed per
Nutrition Capsule - 100+
week.

312
Food/Drink
Name Stance Price Notes
Shredded Pre-packaged cigarettes for pipe use;
- 10+
Tobacco Contains 10.
Tobacco - 24+ 12 leaves
Smoking Pipe 1H 75+

Travel Expenses
Name Stance Price Notes
Carriage - 10+ +5G per hour for distances of about 1 hour
Per itinerary per day in 2nd class (large
Passenger stateroom). There are schedules, although the
- 30+
Ship Fare number of days on ocean voyages is often
unstable. Fare only. First class 100G
Per itinerary per day. Fare only. On airships,
Air fare - 500+ cabins are generally private or shared with a small
number of people.
Per day including passengers. 500G for
transporting one passenger and their baggage,
Charter
- 500+ 750G for 2 persons, and 1,000G for 4 persons. If
Carriage
the day is extended, the cost of the passenger's
meals, etc., are paid separately.

313
Chemicals/Herbs

Herbs
Herbs are used to restore HP and MP and require 10 minutes
to be applied. The Ranger class level + Dexterity modifier is
added to the value of the character who is using the herb to heal.
During the 10-minute time, both the character who is using the
herb and the character who is receiving the recovery effect cannot
perform any other actions.
The character can also use herbs on themself to heal
themselves.
Medicinal herbs can be used in various ways: rubbed with
water and used like an ointment, lit on fire to generate smoke and
inhale it, brewed, or made into alcohol before drinking. This
difference is due to the style of the one using it rather than each
herb, and the effects of any herb are the same no matter which
herb or how it is used.
When a character with multiple sections is affected by a herb,
the affected character chooses one of their sections to be affected.
All herb effects are of poison type.

Herbs
Add'l Dmg
Stance
Power

Price

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Notes

Restores Power
Lifegrass - 10 1 1 2 3 3 4 5 5 6 7 - 30
10 HP
Magic Restores Power 0
- 0 0 0 0 1 2 2 3 3 4 4 - 100
Herb MP

314
Potions
As a general rule, potions are only effective when drunk with
a Major Action, and to the potions that restore HP or MP can be
added the character's "Ranger level + Intelligence modifier" to the
amount restored. The Ranger can also assist others to drink the
potion, which will also add the same amount of recovery.
However, this help cannot be done during combat. Also, the two
persons cannot stack their bonuses and only apply to the higher
bonus.
Potions annotated with "can be sprinkled" can be sprinkled on
other characters with "Range: Touch". Such potions can also be
used in combat. The user sprinkles the potion using the Major
Action, and the sprinkled character automatically receives the
effect. Of course, it is also possible to sprinkle the potion on
oneself to obtain the effect. If it has the effect of restoring HP or
MP, the user's “Ranger level + Intelligence modifier” will be
added to the amount restored.
In addition, when using a "Potion Ball" (see p. 399), the ball
will have an effect on the target, even if the target is not within
touch range.
A character with the combat feat [Potion Master] (see CR II,
p. 159 or IB) can use only one potion with Minor Action per
round as long as they target themselves.
When a character with multiple sections is affected by a
potion, the affected character selects one of its own sections to be
affected.
All potion effects are of the poison type.

315
Potions

Add'l Dmg
Stance
Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Notes

Healing Restores Power


- 20 1 2 3 4 5 6 7 8 9 10 - 100
Potion 20 HP
Healing Restores Power
- 20 1 2 3 4 5 6 7 8 9 10 +1 100
Potion +1 20+1 HP
Treat Restores Power
- 30 2 4 4 6 7 8 9 10 10 10 - 500
Potion 30 HP
Restores MP. See
Magic
- 600 p. 373. ※can be
Perfume
sprinkled

Name Stance Price Notes


Awake The same effect as [Awaken] spell. ※Can be
- 100
Potion sprinkled.
Indomitable Allows staying awake even with injuries (see p.
- 320
Potion 373). ※Can be sprinkled.
Antidote Removes all effects of poison type with a success
- 500
Potion value of 15 or less.
Scarlet
- 1,400 Temporarily increases HP (see p. 373).
Potion
Sprinkling on a petrified character will remove any
Cure Stone
- 500 petrification effects success value of 15 or less. ※
Potion
Can be sprinkled.
Dexterity
- 2,000 Gain +2 bonus to Accuracy checks for 3 rounds
Potion
Speed
- 2,000 Movement is +5 for 6 rounds
Potion
Anti-Magic For 6 rounds, all magic damage received is reduced
- 3,000
Potion by -3 points.
Frenzy Damage to HP can be redirected by MP (see p.
- 980
Drink 373).

316
Chemicals
Items classified in this category are those, other than herbs and
potions, that provide various medicinal benefits to the character.
Even those that provide a restorative effect on HP or MP do not
increase with Ranger Class.
When a character with multiple sections is affected by a
chemical, the affected character selects one of its own sections to
be affected.
The effects of the chemicals are all poison type.

Chemicals
Name Stance Price Notes
Seven-
Adds +1 bonus to success value when using spellsong
colored - 240
for 3 hours (see p. 374)
Honey
Strong Can cast magic without implement and can make
Tabbit’s - 1,600 Spellcasting checks with 1d+3. Tabbit only (see p.
Carrot 374).
Ready
- 3,160 Reduce the HP and instead of MP (see p. 374)
Powder
Hearty
- 1,000 HP is recovered for 3 minutes (see p. 374)
Meat x 5

317
Repair Tools
These items restore the HP to constructs. “Rider level +
Dexterity modifier" is added to the recovery amount of "Repair
Tape".
When a character with multiple sections is healed by the effect
of a repair tool, the user of the repair tool selects the section to
be affected.

Repair Tools

Add'l Dmg
Stance
Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Notes

Restores Power
Repair - 10 1 1 2 3 3 4 5 5 6 7 - 200 10 to construct
Tape I (see p. 375)
Restores Power
Repair - 40 4 5 6 7 9 10 11 11 12 13 - 750 40 to construct
Tape II (see p. 375)
Restores Power
Repair - 70 5 9 10 12 14 16 17 18 19 19 - 3,000 70 to construct
Tape III (see p. 375)

Name Stance Price Notes


Repair
- 100 Restores 10 fixed HP to constructs (see p. 375) *
Patch

318
Class-Specific Items

These are items that are essential or useful for the actions of
the various adventurer classes. Some items may be held in the
hand or equipped as accessories.

Items for Adventurer's Classes


Name Stance Price Notes
1H, 2H,
100 or Used to cast Truespeech Magic,
Magical Right Hand,
weapon Spiritualism Magic, and Deep
Implement Left Hand,
price + 100 Magic
Other
Various different golem materials
- Various
Enchanted… (see p. 93)
Strongly Various reusable golem materials
- Various
Enchanted… (see p. 93)
Golem Various items used to strengthen
Enhancing - Various
the golems (see p. 454)
Items
Skeletal undead material (see p.
Magical Bones - 500
93)
Cursed Claw - 800 Wight's material (see p. 93)
Command Changes the given command of a
- 100
Stone Golem or undead (see p. 375).
Holy Symbol Any 100 Used to cast Divine Magic
Fairy Tamer's
Any 50+ Used to cast Fairy Magic
Gem
The leather case holds up to 4
Gem Case Any 100+ Fairy Tamer's Gem. Gems sold
separately
Requires Level 3 Fairy Tamer.
500 + 20
Ornate Jewelry Any Jewelry made with 6 Fairy Tamer's
reputation
Gem.
Magisphere
Any 200 Used to cast magitech
(Small)

319
Magisphere Back,
(Medium) Waist, 500 Used to cast magitech
Other
Magisphere
Back, Other 1,000 Used to cast magitech
(Large)
Floating
Sphere Any 2,210 Used to cast magitech (see p. 376)
(Medium)
Floating
Any 3,210 Used to cast magitech (see p. 376)
Sphere (Large)
Daemon Used to cast Summoning Arts (see
1H 10
Contract CG, p. 47)
Mako Stone 100 per
- Can substitute MP cost
(1-5 pts.) point
Mako Stone 200 per
- Can substitute MP cost
(6-10 pts.) point
Mako Stone 300 per
- Can substitute MP cost
(11-15 pts.) point
Mako Stone 400 per
- Can substitute MP cost
(16-20 pts.) point
Mako Charge Mako stone that automatically MP
- Special
Crystal refills (see p. 376)
Back,
Arrow Case Waist, 20 Holds 12 Arrows/Quarrels. ※1
Other
Holds 24 Arrows/Quarrels.
Back, Requires [Weapon Proficiency
Quiver Waist, 100 A/Bow] or [Weapon Proficiency
Other
A/Crossbow]. ※1
Back,
Gun Belt Waist, 20 Holds 12 bullets. ※1
Other
Bullet Slinger Feet, Other 40 Holds 12 bullets. ※1
Back, Holds 24 bullets. Requires
Bullet Pouch Waist, Feet, 100
[Weapon Proficiency A/Gun]. ※1
Other
Set of wire, skeleton keys, and
other such tools. If you don't have
Scout's Tools - 100
it, Open Lock check will be
modified with a penalty of -2.

320
An Open Lock check can be
Key Of attempted on magically closed
- 100
Unlocking locks and doors. Regardless of
success, it will break after one use.
Apothecary's Stabilizes herb recovery (see p.
2H 200
Tools 376).
Magic Pipe 1H 1,360 Herb recovery +1 (see p. 376)
Musical
2H 100+ Used to play spellsongs
Instrument
Instruments that enhance the
Dissonant
2H 2,640 effectiveness of a particular
Flute
spellsongs (see p. 376)
Pets can help sing spellsongs. (see
Pet - 100+
CR II, p. 102 or WT, p. 134).
Right Hand,
Left Hand,
Alchemy Kit 200 See AW, p. 12
Waist, and
Other
Material Card - 20 - 20,000 See AW, p. 13
Head,
Neck, Back,
Strategist
Right Hand, 100 See CG, p. 34
Insignia
Left Hand
Back, Other
Head,
Strategist Neck, Back,
1,000+20
Insignia of Right Hand, See CG, p. 34
reputation
Valor Left Hand
Back, Other
Astral Rod 2H 100 See CG, p. 36
Celestial Tarot 2H 100 See CG, p. 36
Star Globe 2H 100 See CG, p. 36
※1: All of these together can only be equipped up to two at a time.

321
Enhanced Items

These items enhance weapons and armor and gives them


unique skills.

Weapon Enhancement
Name Stance Price Notes
Leather-coated +1 bonus to Accuracy checks for 3
- 660
Spear rounds (see p. 378)
Gives the 2H gun the ability to attack at
Bayonet - 1,960
close range (see p. 378)
3,000 – Weapon becomes magical and deals
Fairy Weapon -
12,000 damage with the type (see p. 378)
Ignidite
5,000 – Increases Power of a Weapon by +5
Processed -
40,000 (+10) (see p. 378)
Weapon
Weapon becomes magical and adds +1
Magic Weapon 5,000 –
- to Accuracy and Extra Damage (see p.
+1 20,000
378)

Armor Enhancement
Name Stance Price Notes
Sea Serpent Gives bonuses for Swim checks and
- 3,200
Armor underwater actions (see p. 380).
All-time Armor - 4,800 Allows sleeping in armor (see p. 380).
Extra Manatite 5,000 – Adds to armor minimal strength +3 and
-
Armor +1 40,000 defense +1 (see p. 380)
5,000 – Armor becomes magical and has
Magic Armor +1 -
20,000 Defense +1 (see p. 380)

322
Mounts and Mount Related Items

Mounts marked as renowned cannot be rented.


SMoSR – “Secret Medicine of Section Regeneration”.

Mount: Animals
Mount
Appropriate Purchase SMoSR
Name Contract Notes
Level Price Price
Certificate
See CR III, p.
Horse 1-4 5,000 250 -
124 or LL
Horse with +5
5,000 + 30
Fast Horse 1-4 - - movement,
reputation
purchase only
See CR III, p.
War Horse 4-7 10,000 1,000 -
126 or LL
War Horse
10,000 +
Exceptional with +5
4-7 60 - -
Horse movement,
reputation
purchase only
Legendary See CR III, p.
7 - 10 20,000 2,000 -
Horse 127 or LL
Legendary
20,000 +
Daredevil Horse with +5
7 - 10 100 - -
Horse movement,
reputation
purchase only
See CR III, p.
Divine Horse 10 - 13 50,000 5,000 -
129 or LL
Divine Horse
50,000 +
with +5
King of Horses 10 - 13 150 - -
movement,
reputation
purchase only
See CR III, p.
Dolphin 2-5 5,000 500
125 or LL
Hippopotamus 5-7 20,000 2,000 - See p. 478
Elephant 6-8 22,000 2,200 1,100 See p. 478

323
Mount: Mythical Beasts
Mount
Appropriate Purchase SMoSR
Name Contract Notes
Level Price Price
Certificate
Kelpie 3-5 10,000 1,000 - See p. 481
See CR III,
Hippogryph 4-6 15,000 1,500 - p. 129 or
LL
Dragon
4-7 20,000 2,000 - See p. 481
Infant
See CR III,
Pegasus 5-7 20,000 2,000 - p. 130 or
LL
Lesser
6-8 35,000 3,500 2,000 See p. 481
Manticore
See CR III,
Wyvern 7-9 40,000 4,000 1,000 p. 131 or
LL
See CR III,
Draconet 10 - 12 100,000 10,000 3,000 p. 133 or
LL
See CR III,
Lesser
13 - 15 180,000 18,000 4,500 p. 134 or
Dragon
LL

Mount: Magitech
Mount
Appropriate Purchase
Name Contract Notes
Level Price
Certificate
Mini See CR III, p. 137 or
1-2 3,000 300
Manabike LL
See CR III, p. 138 or
Manabike 3-6 10,000 1,000
LL
Manabike with +5
10,000 + 60
Manabike G 3-6 - movement, purchase
reputation
only
Magitech
5-7 15,000 1,500 See p. 484
Car

324
Magitech Car with +5
Magitech 15,000 + 60
5-7 - movement, purchase
Car CT reputation
only
Superior See CR III, p. 139 or
7-9 30,000 3,000
Manabike LL
Superior Manabike
Superior 30,000 + 100
7-9 - with +5 movement,
Manabike K reputation
purchase only
See CR III, p. 140 or
Skybike 11 - 13 60,000 6,000
LL
Skybike with +5
60,000 + 150
Skybike S 11 - 13 - movement, purchase
reputation
only

Additional Sections
Appropriate Purchase Mount Contract
Name Notes
Level Price Certificate
See p. 486 ※for
Carriage 1 3,000 300 Animals and Mythical
Beasts
See p. 486 ※for
Chariot 4 10,000 1,000 Animals and Mythical
Beasts
See p. 486 ※for
3 3,000 300
Sidecar Magitechs

325
Mount Carry Items
These items are used to carry mounts in statues or in storage.
Name Stance Price Notes
Mount Allows to rent and carry animal or mythical
Contract - 250+
beast mount (see p. 382)
Certificate
Mount Allows to rent and carry magitech mount
- 300+
Contract Sphere (see p. 382)
Mount Allows to carry bought animal or mythical
Proprietary - 0
beast mount (see p. 382)
Certificate
Proprietary Allows to carry bought magitech mount (see
- 0
Mount Sphere p. 382)
Carry Animal or Mythical Beast of 3 levels
Mount - 100 or lower, and return them to their original
Reduction Tag I positions with Minor Action (see p. 382).
Carry Animal or Mythical Beast of 7 levels
Mount - 500 or lower, and return them to their original
Reduction Tag II positions with Minor Action (see p. 382).
Mount Carry Animal or Mythical Beast of 13 levels
Reduction Tag - 2,000 or lower, and return them to their original
III positions with Minor Action (see p. 382).
Manabike Carry Magitech and use Minor Action to put
- 10,000
Storage Sphere it in and out.

Mount Weapons
These are weapons that can be equipped on animal and
mythical beast mounts. Mount weapons can be equipped on only
one mount (all sections for mounts with multiple sections). Each
of them is treated as an edged weapon or bludgeoning weapon.
A single mount (section) weapon may be used for multiple
mounts (sections). A weapon with "Proprietary mounts only"
cannot be used for a rented mount.

326
Name Price Notes
Big Horn 800 Damage +1
Charge Horn +5 damage to [Charge] or [Trample].
1,400
Destroyed after one use (see p. 384).
Iron Rivet 2,000 Damage +2
Flicker
3,000 Accuracy +1
Hammer
Blade Horn 5,000 Damage +3
Metal Horn 5,000 + 20
Damage +3 ※Proprietary mounts only
reputation

Mount Armor
Like the mount weapons, mount armor can be equipped one
per mount (section) and can be used on multiple mounts
(sections). Animal and Mythical Beast mounts can be equipped
with one weapon and one type of armor per section.
An armor with "Proprietary mounts only" cannot be used for a
rented mount.
Name Price Notes
Leather
300 Defense +1
Barding
Chain
1,000 Defense +2
Barding
Plate
3,000 Defense +3
Barding
Wind Coat 4,000 Evasion +1, Defense +2
Feather 4,000 + 20 Evasion +1, Defense +2, Limited Move +1m
Coat reputation (see p. 385). ※Proprietary mounts only

327
Mount Items
This is an item that can be equipped on the Animals and
Mythical Beasts mounts, and only one item can be equipped per
mount. If a mount has multiple sections, equipping it to the Main
Section will make the mount item to be effective on all sections
of the mount.
They are used across multiple mounts.
An item with "Proprietary mounts only" cannot be used for a
rented mount.
Name Price Notes
Quality Reins 1,000 Riding checks +2
Flame Changes mount damage type to fire
2,080
Horseshoes (see p. 385).
Azure Amulet 5,000 Mount's Fortitude +1
Decorated 5,000 + 30 Mount's Fortitude and Death Checks
Azure Amulet reputation +1 ※Proprietary mounts only
Crimson Amulet 5,000 Mount's Willpower +1

Additional Armament for Magitech


As with the mount weapons, all sections of a mount (section)
can be equipped with these armaments and can be used for
multiple mounts (sections).
An armament with "Proprietary mounts only" cannot be used
for a rented mount.

328
Name Price Notes
Spiked Chain 1,000 Damage +3, Evasion -1, Max HP -5
Attached
2,000 Attaches the gun. Max HP-10 (see p. 385)
Toradar
2,000 + 20 Cannot fall prone (see p. 385).
Auto-Stabilizer
reputation ※Proprietary mounts only
Full Cowl
2,000 Defense +3, Accuracy -1
Armor
Heavy Shield 3,000 Defense +2, Max HP +10, Evasion -1
+5 damage to [Charge] or [Trample].
Spiral Ram 5,000
Evasion -2 (see p. 385).
Mount 5,000 + 50 Mounts Magisphere (Large) (see p. 385).
Sphere reputation ※Proprietary mounts only

Mount Chemicals and Repair Tools


These are chemicals that work on mounts and repair tools that
are used to repair mounts.
Name Stance Price Notes
Wild Fodder - 980 See p. 387
Recovers killed one section of an
Secret Medicine of - Varies Animal or Mythical Beast and its HP
Section Regeneration becomes 1.
Recovers destroyed one section of a
Restore Kit - 5,000 Magitech and its HP becomes 1. See
p. 387.
Recovers “Power 20 + 2” HP of an
Construction Materials - 100 additional section of 3 level or lower
(see p. 387)
Recovers “Power 50 + 5” HP of an
Reinforcing Building
- 500 additional section of 7 level or lower
Materials
(see p. 387)
Recovers “Power 80 + 8” HP of an
Construction Steel
- 1,500 additional section of 13 level or lower
Materials
(see p. 387)

329
Adventure Tools

Name Stance Price Notes


Loglett's False Elaborate counterfeit gold coins (see p.
- Special
Gamels 389)
Pole of Trap 3.048 (10 ft.) meters pole that makes
2H 150
Detection traps easier to detect (see p. 389).
Writing disappears. Can be read with
Mystic Ink - 800
Keen-Flash Glasses (see p. 389).
Auto Looter - 1,000 Automatically rake up loot (see p. 389).
Northern The needle in the box always points
- 1,000
Needles north (see p. 389).
Telescope with 5x magnification (see p.
Telescope 1H 1,000
389).
Brightly illuminates 10m in front of the
Magitorch 1H 1,000
wielder (see p. 389).
Luminescent Paint that emits light in the dark (see p.
- 1,040
Paint 389).
When you pass in front of it again, it
Chalk of the Lost 1H 1,200
emits light to let you know (see p. 389).
Skin Polishing Makes the skin look beautiful (see p.
- 1,320
Mud 389).
Records and play back a single
Music Shell 2H 1,600
spellsong (see p. 389).
Reproduce short duration images with
Smoke Grapher 1H 1,700
smoke (see p. 389).
Fixes the weapon in hand, allowing to
Weapon Grip - 2,000
handle heavier weapons (see p. 389).
Forged Barbarous Allows a surprise attack on barbarous
- 2,000
Decree (see p. 389).
2,120/ Armor that can be worn by familiars
Tiny Armor -
6,120 (see p. 389).
Weakens the unique skills of the
Repel Candle - 2,130
animals (see p. 389).
Allows crawling on walls and ceilings
Sticky Hands 2H 2,320
using hands (see p. 389).
Poisonous Purifies food and water of poison (see
- 2,400
Stomach p. 389).

330
Stone of Makes noise when touched by anyone
- 2,480
Vigilance other than the owner (see p. 389).
The duration of [Holography] is
Large Holo- 2H 2,500 increased by 10 times, and also records
Camera images (see p. 389).
Lost-and-found packing tags that make
Careless Tag - 2,800 a loud noise when misplaced (see p.
389).
It instantly awakens everyone that hears
Alarm Gong 2H 2,840
it (see p. 389).
Statue of Detects approaching characters at night
- 2,900
Nighthawk (see p. 389).
+3 to Death Check, 3 times the rate of
Hungry Shirt - 3,290
food consumption (see p. 389).
Magic Allows applying perfect makeup. +2 to
2H 4,000
Cosmetics Disguise checks (see p. 389).
It glows red when it senses the magic
Horn of Magic 1H 4,000 power contained in an object (see p.
Detection 389).
Puzzling Sign 1H 4,880 Baffle intelligent enemies (see p. 389).
Record and play back landscapes (see
Versatiles 1H 5,000
p. 389).
Mana 5,200/ Allows magitech mount to use cartridge
Cartridge -
17,200 MP (see p. 389).
(X/XX)
Mana 5,200/
Cartridge - 17,200 + MP +1 from usual Mana Cartridge
(XI/XXI) 50 rep.
Its light is invisible to those who have
Fairy Lantern 1H 10,000
soulscars (see p. 389).
Flying Broom - 25,000 Allows flying (see p. 389).

331
Adventure Tools (Consumables)

Name Stance Price Notes


Allows throwing potion as a thrown
Potion Ball 1H 20 weapon. Requires [Throwing*] combat feat
(see p. 400).
Sake Seeds - 100 Turn water into sake (see p. 400).
(x10)
Jack Beans - 100 Can grow a sturdy vine (see p. 400).
Guardian - 100+ Reduces Magic Damage (see p. 400).
Stone
Cold Cheeks - 110 Cannot read facial expressions (see p. 400).
Joints Smoothes the movement of the joints of the
- 160
Lubricants armor and muffles the sound (see p. 400).
Transforms weapon into a Punch (see p.
Blade Taping - 200
400).
Secret Sealing can only be opened by a specific
1H 280
Sealing Pupa person (see p. 400).
When sprinkled, it will keep the undead
Holy Water - 300 away for a certain period of time (see p.
400).
Paired Blue- Allows looking into red eye to see from the
1H 360
Red Eyes blue eye (see p. 400).
Loud Lips 1H 480 Allows speaking loudly (see p. 400).
Moonlight 500 - Bonus to Willpower. Can be used after
-
Charm 5,000 rolling dice (see p. 400).
Sunlight 500 – Bonus to Fortitude. Can be used after
-
Charm 5,000 rolling dice (see p. 400).
Colored Smoke - 760 Give a colored smoke signal (see p. 400).
Message Leave a message up to 30 seconds long (see
- 1,000
Rouge p. 400).
Clear Gel - 1,200 Makes invisible soaked objects (see p. 400).
Luminous Dye - 1,360 Dyed cloth shines in the dark (see p. 400).
Attracts carnivorous animals and mythical
Decoy Meat - 1,600
beasts (see p. 400).
Recovers HP within 3m Radius/5 (see p.
Healing Bomb 1H 1,600
400).

332
White-Flame Creates a flame that is not easily
- 1,800
Ball (x10) extinguished (see p. 400).
Increases Extra Damage of an Edged
Abrasive Rasp - 2,720
Weapon by +1 (see p. 400).
Explosive Trap
- 2,720 Can set an explosion trap (see p. 400).
Kit
Escape Escape enemy close contact on impact (see
1H 2.840
Marbles p. 400).
Unicorn Cures poison, disease, or deals damage to
1H Special
Horn undead on touch (see p. 400). *
Magical 1H 9,000 Casts random spells (see p. 400).
Cabal Coffers

Accessories

Accessory: Head
Name Price Notes
Hairpins 3+ Beads: 3, Gemstones: 6, Silver: 100
Hat 7+ Knitted Fabric: 7, Leather: 15, Silk: 100
Turban 10 A belt-like cloth hat, used in hot regions
Circlet A circular piece of headwear, especially
20+
adorning the forehead.
Helmet 20 A hard or padded protective hat.
Veil 40 Made of fine lace
Headband of 200 + 10 Sage retries can be done in half the time (see
Concentration rep. p. 408).
Toupee 300 Able to hide baldness
Torch Helmet 1,250 Can shine a light (see p. 408)
Lightning-Bolt When thrown, deals Power 20 + 5 lightning
1,500
Hairpin magic damage (see p. 408).
Salamander When thrown, deals Power 20 + 5 fire magic
1,500
Hairpin damage (see p. 408).
Snowflake When thrown, deals Power 20 + 5 water/ice
1,500
Hairpin magic damage (see p. 408).

333
+2 to Danger Sense checks for surprise
Watchful Eye 2,000
attacks (see p. 408)
Headband Of Allows using [Throwaway Counter] (see p.
2,000
Goner 408).
Allows evading heavy damage once (see p.
Safety Helmet 2,000
408).
Wig of Chills 2,500 +1 to Danger Sense checks (see p. 408)
Pointed Hat 3,000 +1 to Monster Knowledge checks (see p. 408)
Illusory Wig 3,000 Changes hair color (see p. 408).
Headband of Returns damage received as a curse (see p.
4,000
Resentment 408).
Repeats caster's Divine Magic with Magic
Holy Parrot 4,106
Power 0. Cannot be hidden (see p. 408)
Put the wearer into a deep sleep state. Loses
Angel Ring 5,000 magic power when removed after wearing (see
p. 408) *
Decorated with plenty of jewelry, custom
Crown/Tiara 10,000+
orders only.
Increases Fairy Magic Range by 10m (see p.
Cattleya Garland 20,000 408)
Rarely make healing magic hyper-effective.
Goddess's Veil 20,000
Women only (see p. 408).

Accessory: Face
Name Price Notes
Mask 2 Only covers the mouth and nose
Beads 3+, natural stones 6+, gemstones, and silver
Beard ornaments 3+
100+.
Disguise 10+ Wooden: 10, Party: 60, Metal: 100
Fake Moustache 20 Causes inappropriate laughter and loss of dignity
Glasses 150 Correct eyesight by some amount.
Monocle 200 Similar to glasses requires special order
Sunglasses 1,000 Special glasses made of ancient materials
Nullifies a Fortitude and Willpower check for
Ruby Glasses 2,000 effects that cause sleep can be changed from a
failure to success (see p. 414).
Taste Piercing 2,000 Sensitize taste buds, +2 to Herbology check

334
Swirl Piercing 3,000 Can change the tone of voice (see p. 414).
LP
Short Translate spoken words into politely Arcana
Gentleman's 3,000
Language (see p. 414)
Beard
Powered Allows to see in darkness as though it was daytime
3,000
Night Goggles (see p. 414)
Black Eye Allows to get Magic perception after 6 hours of
4,000
Patch continuous use
Keen-Flash 4,000 +1 to Insight and Search checks (see p. 414).
Glasses
Hound's Nose 4,000 +2 to Track checks (see p. 414)
When recovering from 0 HP or less to 1 or more,
Mask of the 4,520 an additional 10 points of HP are recovered (see p.
Fearless 414).
Allows breathing underwater. Penalty equivalent to
Heavy Scale 10,000 metal armor when using magic underwater (see p.
Mask 414).

Accessory: Ear
Name Price Notes
Earrings 2+ Beads: 2, Gemstones: 5, Silver: 100
Ring Earring 8+ Made of metal. Silvered: 100
Earmuffs 10+ Protects ears from cold weather
Earplugs 20 Block out sounds.
Recording Continuously records an hour's worth of sound at
1,600
Earrings all times (see p. 417).
Golden 2,000 Willpower +2 vs. spellsongs (see p. 417)
Earplugs
Watchful Doll 2,800 +4 for Accuracy with an [Aimed Shot] (see p. 417)
Linkpearls Multiple Linkpearls can be equipped at the same
3,000+
Holder time (see p. 417).
Automatically sounds an alarm when the wearer
Alarm Earrings 3,200 falls asleep (see p. 417)
Bat's Earrings 3,500 Able to act even when blind (see p. 417).
Rabbit Earrings 4,000 +2 to Listen checks (see p. 417)

335
Tongues Understand a specific spoken language, even if not
5,000+ fluent (see p. 417).
Earpiece
Talk to another even over long distances (see p.
Linkpearls 20,000
417).

Accessory: Neck
Name Price Notes
Necklace 5+ Beads: 5, Gemstones: 8, Silver: 100
Choker 10+ For loyal servants.
Necktie 10+ Popular in the late Al Menas period.
A long, necklace without clasps; has negative
Lariat Necklace 10+
connotations in some regions
Muffler 15+ Protects neck from cold weather.
Can use potion with Minor Actions that
Potion Injector 740
have been prepared in advance (see p. 420)
Return damage against melee bludgeoning
Pyrite Amulet 1,000
weapon attacks (see p. 420)
Rose Choker 1,000 Break to reduce damage by -2 (see p. 420) *
Necklace of 1,440 Convert 2 MP to 1 HP (see p. 420).
Conversion
Ribbon of Lovely Appearing to be clothed in any garment (see
1,700
Transformation p. 420)
Lucky Charm 2,000 Loot Determination rolls +1 (see p. 420).
Blood Crystal When destroyed, it recovers 20 points of
2,600
Choker HP. Max HP -5 while equipped (see p. 420)
+1 for Fortitude and Willpower checks
Crystal Necklace 3,000
against poison disease (see p. 420)
+1 Fortitude, Willpower, and Evasion vs.
Amulet Of Light 3,000
Undead attacks (see p. 420).
Return damage against melee attack (see p.
Spiral Amulet 5,000
420).
Increases the area of effect of Spellsongs
Flapper's Song 5,000
(see p. 420).
Lamia Necklace 5,000 Change into a specific woman (see p. 420).
The effect of [Bear Muscle] is increased by
Small Bear Claws 6,000
+1 (see p. 420).

336
Break to heal 20 HP to all in 10m (see p.
Talisman Of Life 10,000
420).
Amulet Of Prayer 10,000 Healing effects +1 (see p. 420).
Miracle Necklace 10,000 Reroll a Death Check (see p. 420).
Damage to daemons +3, damage received
Curse Rebellion 60,000
from daemons -3 (see p. 420).

Accessory: Back
Name Price Notes
Half Mantle 30+ Waist-length cloak. 40 with hood
Long Mantle 40+ Knee-length cloak. 50 with hood
Square fabric with a central hole for the head.
Poncho 50+
55 with hood.
The coat can be used for both heat and cold
Survival Coat 180
protection (see p. 425)
Robe of Easier to hide in the open (+2 to Hide and
840
Camouflage Follow checks) (see p. 425).
A weapon or shield can be held on the back
Weapon Holder 1,000
(see p. 425).
Requires Level 3 Ranger. Allows one
1,000 +
Rangers' Cloak Accessory to be equipped in the Back slot
20 rep.
(see p. 425).
Inverness, a 3,000 Creates Throwing Stars (see p. 425)
Beautiful Star
Little Wing 3,000 Falling damage -20 pts (see p. 425).

Thermal 3,500 Fire, Water/Ice damage -1 (see p. 425).


Mantle
+1 to Evasion check only against ranged
Flying Cloak 3,500
attacks (see p. 425)
Gale Wings 4,000 Allows gliding (see p. 425).
Modified Weapon Can hold up to two weapons or shields on its
5,000
Holder back (see p. 425)
Hero's Mantle 10,000 Breath attacks damage -2 (see p. 425).

337
Accessory: Hand
Name PriceNotes
Ring 5+ Beads: 5, Gemstones: 8, Silver: 100
Wristband 7 Cloth band to be worn on the wrist
Bracelet 9+ Leather: 9, Gemmed: 12, Silver: 100
Gloves 10+ Knitted Fabric: 10, Leather: 18
Armlet 20+ Bracelet attached to upper arm
Ability-Enhancing 500 +1 to a specific ability score, +13 if broken (see
Ring p. 428)
Ability-Enhancing 1,000 +2 to a specific ability score, +14 if broken (see
Bracelet p. 428)
Break to receive a +2 bonus to Willpower (see
Moonlight Ring 1,000
p. 428).
Break to receive a +2 bonus to Fortitude (see
Sunshine Ring 1,000
p. 428).
Bandit King's Ring 3,000 Open Lock checks +1 (see p. 428).
Attracting a weapon or item you have tuned in
Magnetic Glove 4,000
to your hand (see p. 428)
Droplet Bracelet 5,000 Water/Ice damage -1 (see p. 428).
Ring Of The 5,000 Willpower +1 (see p. 428).
Mind
Emits light of various colors to illuminate
Rainbow Ring 5,000
surroundings (see p. 428).
Magic damage +1. Counts as Magic Implement
Mana Ring 10,000
(see p. 428). *
Storage Bracelet 30,000 Stores a non-living object inside (see p. 428).

338
Accessory: Torso/Waist
Name Price Notes
Belt 10+ Thin leather. 15 for a design on belt
Garter Belt 50+ Women's stockings stopper
Corset 80+ Rather stylish, though less so on men
Holds Potion Ball and can throw it (see p.
Thrower Belt 1,000
432)
Requires Level 3 Scout. Allows one
1,000 +
Utility Belt Accessory to be equipped in the "Waist"
20 rep.
slot (see p. 432).
Coward Belt 1,500 Blow off the wearer 20m (see p. 432).
Invincible Appear to be wearing any armor (see p.
1,500
Transformation Belt 432).
Protects the equipped person from flying
Missile Trapper 1,660 attacks as well as [Missile Protection] (see
p. 432).
Bloodstone Converts damage and blood into
2,800
Bellyband temporary mana (for item see p. 432).
Tinder Tail 3,000 Start small fires (see p. 432).
Black Belt 3,000 +1 Defense (see p. 432) *
Discourage the animal's will to fight (see p.
Snake Belt 4,480
432).
Damage to the enemy during perfect
Blade Skirt 4,580
evasion (see p. 432).
2H Spear or 2H Gun can be equipped
Barrel Supporter 4,800 with a minimal strength of 5 lower (see p.
432).
Champion's May cast [Lightning] with 6 Magic Power
5,000
Buckle (see p. 432).
Removes penalty for entanglement (see p.
Queen's Corset 10,000
432) *
20,000 + Requires Level 3 Grappler. Defense +2
True Black Belt 80 rep. (see p. 432).
Champion Guarantee an attack hit once per day. Men
30,000
Loincloth only (see p. 432).

339
Accessory: Feet
Name Price Notes
Toe Ring 5+ Beads: 5, Gemstones: 8, Silver: 100
Trendy Shoes 15+ Shoes with careful decoration
Boots 20+ Ankle-length leather boots. 25 for knee-length
Anklet 20+ Metal. Silver: 100
Skanda Boots 2,000 Movement speed +5m (see p. 437).
Protective 2,000 +2 to Find Trap check for foot triggers (see p. 437).
Sandals
+5 movement to mount (Animals, Mythical Beast)
Golden Spurs 3,000 (see p. 437).
Wearer's liege knows the location of the anklet (see
Oath Anklet 3,000 p. 437).
Leaves a shiny footprint that only certain people can
Guide Boots 3,600 see (see p. 437).
Frog Feet 4,000 Swimming checks +2 (see p. 437).
Centipede 4,500 Replicate desired footsteps (see p. 437).
Tabi
Replicate the sound of desired footsteps (see p.
Dozen Boots 4,500 437).
Silent Shoes 5,000 Hide checks +2 (see p. 437).
Jump Boots 5,000 Long Jump and High Jump checks +4 (see p. 437)
Angel Shoes 8,000 Under [Hovering] like effect (see p. 437).

Accessory: Any
Name Price Notes
Chandelle Luxury brands are available in the Zalts region. Price
-
Products +50% (Minimum +300G).
Braid 1+ Simple hair braid. White: 1, Other color: 3 each
Ribbon 1+ White: 1, Other color: 3
When equipped on the "Section: Head", it can hide the
Bandanna 5+
horns of the nightmare in normal conditions.
Scarf 7+ Rectangular cloth, mainly used by women
Piercing 8+ Gemstone: 8, Silver: 100
Cannot be a weapon, just decorative chain. Different
Chain 30+
from [Tangling] A-rank weapon Chain. Colored: 35+

340
Detailed Data

The following is a description of the detailed data of items.


Detailed data is written only for items that require additional
description.

How To Read Detailed Data

①Name
The name of the special item. Effects of multiple special items
with the same name at the same time will not accumulate.
Magic items are marked with a icon.

②Base Price
This is the base price (G) when purchasing an item. When you
sell an item, the price is half of this price.

③Popularity (Pop.)
Shows how well-known the item is, the lower the better.
Roll against these numbers, with an Appraise check (see CR I:
p. 117-137) to learn item data.
341
④Appearance (App.)
How an item looks.

⑤Category (Rank) / Item Class


The item's category.
For weapons and armor, there is a special item labeled
"Category (Rank)" with the category and rank indicated.

⑥Summary
This is a summary of the effects of the item.

⑦Era
Shows the era in which an item was created. If there is an O
after era, it means that there is a recipe for that item. And you can
find references to its recipe. This also means that people still
know how to create those items and they recreated the old ways
they were created.

⑧Effect
The effect of the item is described in detail.

Rank and Non-Rank Effects


The effects of weapons and armor are marked as "Rank
Effects" and "Non-Rank Effects". Rank effects are only available if
the character has acquired the [Weapon Proficiency A/**],
[Weapon Proficiency S/**], [Armor Proficiency A/**], and
[Armor Proficiency S/**], which are required to equip the
weapon or armor. The [Weapon Master] (see CR III, p. 190 or
IB) and [Armor Master] (see CR III, p. 190 or IB) combat feats
allow using Rank Effects for all weapons and armors respectively.

342
If you are using the rules of “Handling High STR Weapons
and Armor” (see CR II: p. 41-44), if you equipped a weapon with
high strength, you would not get its Rank Effect.
On the other hand, “Non-Rank Effects” are effects that a
character receives, regardless of whether or not the character has
acquired a compatible combat feat. Although some of these
effects can be negative and limiting.

Rank Effects for Weapons of Multiple Categories


For weapons in more than one category, whether or not the
rank effect occurs is also determined by whether or not the
weapon was used as that category.
For such weapons, the Rank Effect column clearly states which
category the weapon is used in. In some cases, more than one is
listed, and the Rank Effect will occur regardless of which category
the weapon is used in.
To use the following effect character should have [Weapon
Proficiency */**] corresponding to the category used.

343
Swords

Elemental Blade Base Price: 12,000


Short sword with a Category
Pop. 16 App. Sword B
rainbow-colored blade (Rank)
Ancient Magic
Sum. Adds any type to weapon Era
Civilization
With a command word and a Minor Action, the blade will take on
any one of the following types: Fire, Water/Ice, Earth, Lightning, or
Effect Wind.
When a new password is said, a new type can be enhanced, but it is
not possible to enhance more than one type at the same time.

Blessed Sword Base Price: 30,000


Rapier with a Category
Pop. 14 App. Sword B
platinum blade (Rank)
Ancient Magic
Sum. Recovers HP on hit Era
Civilization
This blade cannot harm another being instead when an attack is
made with this sword, it instead heals the defender for what would be
Effect
the calculated damage. This effect can only be used once per day per
character. This effect cannot heal Undead or Constructs.

Terbutje Base Price: 140


Dagger lined with Category
Pop. 0 App. Sword A
sharks' teeth (Rank)
Current O (see
Sum. Powerful weapon but fragile Era
AW, p. 170)
Non-Rank Effect
This Weapon is a one-handed sword but cannot be sheathed.
This weapon also has the disadvantage of being very fragile. If the
Effect Accuracy check rolls 5 or less, it will break, regardless of whether the
attack is successful or not. Broken Terbutje has the data of "Broken
Terbutje (see p. 86)". [Weapon Proficiency */Sword] is not affecting
Broken Terbutje’s Extra Damage.

344
Main Gauche Base Price: 620
Dagger with a protective
Pop. 0 App. Category (Rank) Sword A
fist
Sum. Gives a bonus to Evasion Era Current
Rank Effect
When equipped with this weapon, the wearer gains a +1 bonus to
Evasion checks. It does not matter which arm they equip it on (usually
Effect the opposite of your dominant hand), but even if they equip more than
one, this effect does not stack. The shield's bonus to Evasion checks is
likewise not cumulative. The use of this weapon for melee attacks does
not remove its effect.

Defender Base Price: 1,770


A one-handed sword with a large Category Sword
Pop. 0 App.
handle (Rank) A
Sum. Increases Defense Era Current
Rank Effect
Effect
When equipped with this weapon, the wielder gets +1 to Defense.

Shotel Base Price: 1,080


A large curved and sharp Category
Pop. 0 App. Sword A
sword (Rank)
A large, curved blade allows for attacks to
Sum. Era Current
ignore shields
Rank Effect
Attacks with this weapon ignore any bonus to Evasion checks and
Effect
increased Defense, including [Armor Proficiency */Shield], of the
target's Shield.

Zantetsuken Base Price: 25,000


Single-edged longsword Category
Pop. 14 App. Sword A
with a saw-like blade (Rank)
Ancient Magic
Sum. Ignores Defense when attacking Era
Civilization
Rank Effect
Effect If an attack using this sword is an Automatic Success, the defender's
Defense is treated as 0 for that attack only.

345
Destroyer Base Price: 15,000
Single-edged two- Category
Pop. 21 App. Sword A
handed sword (Rank)
Ancient Magic
Sum. Can critical any enemy Era
Civilization
Rank Effect
Effect An attack made using this sword can be critical, even if the defender
is normally immune to criticals.

Executioner’s Blade Base Price: 25,000


Gradually aligned, Category
Pop. 22 App. Sword S
single-edged long sword (Rank)
Ancient Magic
Sum. Increases the power of critical hits Era
Civilization
Rank Effect
If a critical hit is made by an attack using this weapon, the weapon's
Effect Power is increased by +10 (for the next Power Table roll for this
critical). If another critical hit occurs, the power is further increased by
+10.

Axes
Arm Catcher Base Price: 2,480
It has a twisted blade with Category
Pop. 10 App. Axe A
various protrusions. (Rank)
It can entangle and drop the enemy's Current O (see
Sum. Era
weapons. AW, p. 172)
Rank Effect
When making an Accuracy check with this weapon, the wielder can
use it to aim at the target weapon. If declared, the Accuracy check takes
a -2 penalty, but the target's weapon is entangled with the target's
Effect
weapon, causing it to lapse to the ground in addition to its normal
damage when it hits. Only affects NPCs with weapons or monsters with
“Weapon” as their fighting style. A fixed value character whose
weapon is dropped will have their damage reduced by -4 points.

346
Death Scythe Base Price: 16,000
A jet-black scythe Category
Pop. 14 App. Axe A
more than 2m long (Rank)
Ancient Magic
Sum. Increases damage with vitality Era
Civilization
Rank Effect
Effect Once per round as a Minor Action, the user can spend 5 HP in
order to increase this weapon's damage by +5 for the round.

Spears
Judgment Spear Base Price: 32,000
Long spear with a Category
Pop. 16 App. Spear B
three-pronged blade (Rank)
Ancient Magic
Sum. Blocks enemies from moving Era
Civilization
If an attack using this spear is an Automatic Success, the target must
make a Willpower check (Target Number 20). On fail target cannot
Effect
move or take any Actions for 10 seconds (1 round). This effect is a
Psychic-type effect with a value of 20.

Normal Lance Base Price: 1,200


An assault spear, designed to be used Category Spear
Pop. 0 App.
from horseback (Rank) A
Sum. Increases damage when riding Era Current
Rank Effect
Effect If the wielder is mounted, the damage inflicted by this weapon is
increased by +2.

Parasol Spear Base Price: 600


Spear with an umbrella Category
Pop. 5 App. Spear A
at its tip (Rank)
Open parasol to get a bonus to Current O (see
Sum. Era
Evasion checks AW, p. 170)
Rank Effect
Before the Major Action, the wielder can choose to open or close
Effect the tip of the umbrella as a Minor Action. With the umbrella open,
the wielder receives a -1 penalty to Accuracy checks and a +1 bonus to
Evasion checks.

347
Heavy Lance Base Price: 8,280
A much heavier lance, the weight of the
Category
Pop. 0 App. weapon greatly increases its destructive Spear S
ability. (Rank)
Sum. Increases damage when riding Era Current
Rank Effect
Effect If the wielder is mounted, the damage inflicted by this weapon is
increased by +3.

Staves
Staff of Deception Base Price: 12,400
Staff of about Category
Pop. 15 App. Staff B
50 cm (Rank)
Can imitate any sound or Magitech Civilization O
Sum. Era
voice (see AW, p. 168)
With this staff, the character will be able to imitate any sound or
voice they have ever heard. To detect this, the wielder must
Effect
successfully make a Target Number 15 Detect check (see CR III, p.
91).

Staff of Control Base Price: 14,840


The devious two- Category
Pop. 14 App. Staff B
handed cane. (Rank)
Allows to command the Ancient Magic
Sum. Golem as many times as Era Civilization O (see
needed AW, p. 165)
It is a staff that controls a construct of its wielder creation.
When a construct is created by magic such as [Create Golem] (see
p. 183) the wielder can change the order (see p. 95) for that construct
Effect
as many times as they wish if it is created with this staff equipped. To
change an order, the wielder must touch the golem with the Staff of
Control.

348
Efreet's Whisker Base Price: Remaining uses x 500G
Twisted, crimson-
Pop. 17 App. Category (Rank) Staff B
tipped quarterstaff
Casts [Fireball] with Magic Magitech
Sum. Era
Power 6 Civilization
This staff comes with 2d charges of [Fireball] (see p. 176).
When the command word is spoken, a fireball will shoot from the
Effect
tip. A combat feat cannot be used for this effect.
This item is used with Major Action.

Fistulosum Base Price: 10,000


Green wand with a two- Category
Pop. 14 App. Staff B
way split at the tip (Rank)
Magitech
Sum. Powers Spellsongs Era
Civilization
When using spellsong with this weapon equipped, the spellsong will
have an effect on characters that are immune to the psychic type.
Effect Note that in order to use spellsong, the instrument must usually be
used with both hands, and in general, the humanoid character has only
two hands.

Mana Staff Base Price: 6,800


A small staff, less than 1m long, with Category
Pop. 0 App. Staff A
a gem on its end (Rank)
Sum. Magic Power +1 Era Current
Rank Effect
Effect While this staff is equipped, the wielder's Magic Power is
increased+1.

Leech Staff Base Price: 7,000


Staff over 2 m in
Pop. 0 App. Category (Rank) Staff A
length
Sum. Increase Magic Damage Era Current
Rank Effect
When a person equipped with this staff casts a spell, the magic deals
Effect an additional +2 damage. This effect is limited to the magic that directly
deals damage to the target. For example, [Enchant Weapon] and
various types of Bullet spells will not be affected.

349
Sorcerer's Staff Base Price: 22,500
This 2m long staff has a large jewel Category
Pop. 0 App. Staff S
inlaid into one end (Rank)
Sum. Bonus for Spellcasting checks Era Current
Rank Effect
Effect The wielder gains a +2 bonus to Spellcasting checks if they are
equipped with this staff and casts a spell.

Black Rod Base Price: 22,500


About 2m long, it can easily be Category
Pop. 0 App. Staff S
identified by its blackened wood (Rank)
Sum. Lowers spells cost Era Current
Rank Effect
The spell cast by the wielder of this rod has their MP cost reduced
Effect by -1. The cost MP will never be less than 0 because of this effect.
When the cost MP is doubled by [Metamagic/**], the MP is first
reduced by this effect, and then doubled.

Flails
Daemonthresher Base Price: 12,000
Flail with chain Category
Pop. 8 App. Flail S
and handle (Rank)
Magitech Civilization O
Sum. Affects Daemons Era
(see AW, p. 165)
Rank Effect
If this weapon hits a daemon, the monster must immediately make
a Fortitude check, where the Target Number is the same as the success
Effect value of the attacker's Accuracy check for that attack.
If the check fails, the monster falls prone (even if flying). In addition,
the monster suffers a -1 penalty to the Evasion check for 18 rounds.
This penalty is cumulative.

350
Warhammers
Golden Mattocks Base Price: 11,880
A type of large pick that
Category
Pop. 8 App. has one end of its blade Warhammer B
shaped like an adze (Rank)
Powerful enough to destroy Magitech Civilization
Sum. Era
structures. O (see AW, p. 165)
This weapon ignores half of the structure’s Defense when hitting
Effect
them.

Blasting Fate Hammer Base Price: 37,000


Giant Warhammer Category
Pop. 19 App. Warhammer S
with wheel design (Rank)
Can roll twice on power tables on Ancient Magic
Sum. Era
spell casting Civilization
Non-Rank Effects
When wielder rolls 2d for a Spellcasting check or a power table for
Effect a spell, they can immediately roll again. This effect can only be used
once per round and cannot be used on consecutive turns. This ability
costs 10 MP to use.

Tanglings
Whip Base Price: 520
Pop. 0 App. Whip Category (Rank) Tangling A
Sum. Long, leather whip Era Current
Rank Effect
Special Effect: Entanglement
Effect When hit, the wielder can choose not to have the Special Effect:
Entanglement occurs immediately after the Accuracy and Evasion
rolls.

351
Drain Net Base Price: 3,700
Tangling A
Net woven from the Category
Pop. 15 App. Thrown Weapon
black thread (Rank) A
Cancels techniques and drains Magitech
Sum. Era
MP Civilization
Rank Effect/Tangling, Thrown Weapon
Special Effect: Entanglement
If the target hit with this weapon is under the effect of any techniques,
all of them end.
Effect
Rank Effect/Tangling
The user's MP is recovered for the amount of MP that the target had
used to cast removed techniques.

Kusari-Fundo Base Price: 780


Tangling A
Long iron chain with a Category
Pop. 0 App. Thrown
weight on the end (Rank) Weapon A
Weapons can entangle and weights
Sum. Era Current
can be used as thrown weapons
Rank Effect/Tangling, Thrown Weapon
Special Effect: Entanglement

Rank Effect/Thrown Weapon


When hit, the wielder can choose not to have the Special Effect:
Entanglement occurs immediately after the Accuracy and Evasion
Effect rolls.

Non-Rank Effect
If the target was hit with this weapon with a thrown attack and Special
Effect: Entanglement wasn’t used, the chain can be tugged to retrieve
the weight and this weapon can be used as a thrown weapon again on
the next turn.

352
Rose Whip Base Price: 1,300
Pop. 0 App. Whip with spikes Category (Rank) Tangling S
Deals additional damage with
Sum. Era Current
thorns
Rank Effect
Special Effect: Entanglement
The tangled target suffers 1 point of magical damage when
Effect attempting to Resisting Tangling (see p. 81).
When hit, the wielder can choose not to have the Special Effect:
Entanglement occurs immediately after the Accuracy and Evasion
rolls.

Cat o' Nine Tails Base Price: 1,700


Category
Pop. 0 App. Whip with several whips Tangling S
(Rank)
A weapon with several whips and
Sum. Era Current
excellent at entangling the enemy
Rank Effect
Special Effect: Entanglement
This weapon can Tangle two locations at the same time. With two
Accuracy checks for each location. It is also possible to entangle the
Effect
same location twice.
When hit, the wielder can choose not to have the Special Effect:
Entanglement occurs immediately after the Accuracy and Evasion
rolls.

Urumi Base Price: 2,800


Thin sheet of metal is attached to a
Category Tangling
Pop. 0 App. handle, it is sometimes called a "steel
whip”. (Rank) S
This thin ribbon of metal is incredibly sharp
Sum. Era Current
while remaining quite flexible.
Rank Effect
Special Effect: Entanglement
The tangled target suffers 1d point of magical damage when
Effect attempting to Resisting Tangling (see p. 141).
When hit, the wielder can choose not to have the Special Effect:
Entanglement occurs immediately after the Accuracy and Evasion
rolls.

353
Beast Chain Base Price: 56,000
It is a metal whip with thin,
sharp, jet-black copper iron Category
Pop. 23 App. Tangling S
planted all over its surface (Rank)
similar to a beast’s hide.
Whenever a target entangled with this
weapon attempts to untangle itself or
Ancient Magic
Sum. attempt a tug of war, the tip of the whip Era
Civilization
will turn into the face of a beast and bite
the target.
Rank Effect
Special Effect: Entanglement

Monster Resistance
Whenever a target entangled with this weapon attempts to resist
entanglement itself (see p. 141), the tip of the whip will turn into the
face of a beast and bite the target. The target will automatically take 10
+ the Wielder’s Warrior-Classes Levels + Strength modifier physical
damage immediately before resolving those actions. In this case, the
Critical Threshold is 9 for damage. No combat feat or effect can raise
or lower this Critical Threshold (effects that manipulate the rolls are
still can be used).
If another character tries to untangle the target, this character will be
Effect dealt the same damage.

Beastly Alter Egos


After the weapon entangled an enemy, the user can use the Minor
Action to create an additional whip’s tip. The wielder is free to use the
newly created tip.
The detached tip remains entangled in the enemy. [Monster
Resistance] also remains active.
Up to five tips can exist at one time, detached, or entangled. This
ability cannot be used when five enemies are already entangled with
this weapon.
The detached tip will immediately return to the wielder once it is no
longer tangling the target and will automatically be absorbed by the
magic sword.

354
Kusari-Gama Base Price: 8,800
A weapon consisting of a sickle Category Axe B
Pop. 0 App.
connected to a weighted chain (Rank) Tangling S
A weapon that links a Kusari-Fundo and a
Sum. Era Current
sickle so that both can be used.
Rank Effect/Tangling
Attacks with weight have a Special Effect: Entanglement
While Special Effects: Tangling is in effect, it is still possible to make
melee attacks with the sickle portion of the weapon. In addition, the
Effect wielder gains a +2 bonus to Accuracy checks for Tangling.

Non-Rank Effect
[Weapon Proficiency S/Tangling] is not needed to attack with the
sickle part.

Wresting
Easy Grips Base Price: 360
Paw with a number of Category
Pop. 0 App. Wrestling A
small protrusions (Rank)
Current O (see
Sum. Enhances the Throw Era
AW, p. 170)
Non-Rank Effect
A character equipped with this gains a +1 bonus to Accuracy checks
when making Throw attacks.
This weapon may not be equipped at the same time as any other
Punch-enhancing weapon, and "Equipping Weapon" or "Dropping a
Effect Weapon" this weapon must be performed as a Major Action, not a
Minor Action.

Rank Effect
A character equipped with this gains a +1 (+2) additional to Accuracy
checks when making Throw attacks.

355
Thrown Weapons
Flame Gel Base Price: 480
Category Thrown Weapon
Pop. 6 App. Strong viscous gel
(Rank) B
Once attached to the target and Current O (see
Sum. Era
ignited, it will continue to burn AW, p. 161)
This sticky gel has a strong adhesive effect and adheres to clothing,
bare skin, and even metal surfaces, making it difficult to remove easily.
To clean it off, it is necessary to use alcohol.
This gel also has the characteristic of being easily ignited. With a
small spark, it will catch fire in an instant and continue burning for
Effect some time.
If the character throws a glass jar containing this and hits, the jar
shatters and the gel becomes permanently stuck on the character. If
the character is then somehow set on fire, the character will continue
to suffer 1d fire magic damage for 6 rounds (at the beginning of their
turn).

Flash Stone Base Price: 1,000


Category
Pop. 8 App. Sparkling Gem Thrown Weapon B
(Rank)
The stone emits an intense Magitech Civilization O
Sum. Era
flash upon impact. (see AW, p. 161)
This stone can be thrown directly or by using a Sling (see next pages).
The damage of Flash Stone is the same as that of a Stone or Sling.
This stone shatters when it lands and emits an intense flash.
Characters who are directly hit and those within 10 meters of them will
be blinded by the light if they fail the Fortitude save with Target
Effect Number 14. A character with Perception Five Senses (Darkvision)
receives a -2 penalty for Fortitude save.
A character who failed the save or has not previously closed their
eyes is blinded for 1 minute (6 rounds).
Flash does not affect the characters with Magic or Mechanical
perception.

356
Explosive Stone Base Price: 6,520
Hard seeds the Category
Pop. 8 App. Thrown Weapon B
size of a fist (Rank)
Seeds that rupture upon Magitech Civilization O
Sum. Era
impact. (see AW, p. 164)
This stone can be thrown directly or by using a Sling (see next page).
The damage of Flash Stone is the same as that of a Stone or Sling.
After throwing the stone explodes at the point of impact, dealing
“Power 20 + 10” magic damage in a Radius of 6m/20. The type of
damage is determined by the crystals used for creating the stone (see
Effect AW, p. 164), and a successful Fortitude check of Target Number 17
will halve the damage.
Even if the user has the combat feat [Magic Control], the user cannot
select the target to be damaged. If the user is also hit by the effect they
automatically fail the Fortitude check and take full damage.
When stone is used on a structure, it ignores the structure's Defense.

Throwing Star Base Price: 200


Thrown weapon in the
Category Thrown Weapon
Pop. 8 App. shape of various crosses,
pentacles, hexagrams, etc. (Rank) B
Magitech
Sum. Glows faintly at night Era Civilization O (see
LL, p. 115)
This thrown weapon emits light about the size of a star in the night
sky in a dark place. It is said that in ancient times, spies and others sent
Effect
secret messages to each other by making it look like the twinkling of a
star.

Bounce Ball Base Price: 5,300


Armor covering from Category Thrown Weapon
Pop. 13 App.
the toes to the knees (Rank) B
Can attack up to 2 characters in the Magitech
Sum. Era
same skirmish. Civilization
If the thrown weapon is aimed at a target within the skirmish, this
ball will bounce after hitting and hit another target.
The attacker first performs an Accuracy check on the first target. If
Effect
the first target is hit, the attacker must make a second Accuracy check
against another randomly selected character in the same skirmish. If
the first attack misses, the second is a miss.

357
If the attacker has the combat feat [Precise Shot], they can choose a
second target or even select not to hit anyone with the second attack.
However, if the attacker has no [Precise Shot], the second target must
always be chosen at random from other characters within the skirmish.
If an attacked character is not in the skirmish only they will be hit.
However, the GM may rule that when a character with multiple
sections is hit, a second hit may be made on another section of the
character.

Clear Chakram Base Price: 800


Chakrams that are Category Thrown Weapon
Pop. 0 App.
difficult to see through. (Rank) A
Current O (see
Sum. Hard-to-avoid battle ring Era
AW, p. 171)
Rank Effect
Those attacked by this weapon suffer a -2 penalty to their Evasion
Effect
checks for 1 round. Characters with Magic Perception are immune to
this effect.

Sling Base Price: 220


A sling is a projectile weapon Category Thrown
Pop. 0 App.
used to throw blunt projectiles (Rank) Weapon A
Sum. Enhances thrown weapons Era Current
Non-Rank Effect
This weapon enhances thrown weapons and stays in hand after the
attack.
Effect
"Sling allows throwing this thrown weapon" weapons can be used
with Sling using its range and Power. The wielder can put thrown
weapon into a sling with Minor Action.

Boomerang Base Price: 500


A thin metal plate, about 50cm
Category Thrown
Pop. 0 App. long, with a large bend in the
middle (Rank) Weapon A
Sum. Returns to owner if the attack misses Era Current
Rank Effect
Effect If the weapon does not hit the target, it returns to the wielder’s hand
so they can throw it again on their next turn.

358
Rope Dart Base Price: 1,400
A long rope with a sharp Category Thrown Weapon
Pop. 0 App.
dart tied to the end of it (Rank) A
On a miss, the wielder can return Current O (see
Sum. Era
this weapon back. AW, p. 171)
Rank Effect
Special Effect: Entanglement
Effect
Non-Rank Effect
If the Accuracy check fails, the wilder can pull the weapon back to
the hand.

Ripper Knife Base Price: 3,600


Thrown
Knife with three thin Category
Pop. 14 App. Weapon S
overlapping blades (Rank) Sword B
Three blades can be thrown at the
Sum. Era Current
same time.
Non-Rank Effect
The wielder can throw the number of remaining blades at once (3
initially) at the randomly chosen targets within range.
If the target has never been attacked by this weapon and has no
knowledge of this weapon (failed Appraise check), it will gain a -2
penalty to its Evasion check.
As long as all three blades are not used up, Ripper Knife can be used
as a sword melee weapon. Or it can be used for further thrown weapon
Effect attacks.
Once a blade is thrown, it can be retrieved and added back with 1
minute (6 rounds) required per blade.

Rank Effect/Thrown Weapon


The wielder can throw up to a number of remaining blades at once
(3 initially) at selected targets (overrides the first clause of the Non-
Rank Effect). [Precise Shot] feat is required to select targets inside
skirmishes.

359
Crossbows
Instant Bowgun/Solid Instant
Bowgun Base Price: 1,600/3,200 + 30 rep.
A small crossbow
Category
Pop. 0 App. deployed with a Crossbow A
mechanism (Rank)
Current O (see
Sum. Can shoot with Minor Action Era
AW, p. 172)
Non-Rank Effect
Can shoot with Minor Action. It breaks down after one use.
However, a Solid Instant Bowgun can be reassembled with Major
Action. The wielder cannot use Instant Bowguns more than once per
Effect
round.

Rank Effect
The wielder can shoot with this weapon using Minor Action.

Rapid Crossbow Base Price: 2,600


Pop. 0 App. Crossbow with a handle Category (Rank) Crossbow A
Sum. Crossbow with an arrow magazine Era Current
Non-Rank Effect
A crossbow uses four quarrels at a time. The number of quarrels
that can be set in the arrow magazine is 12. 12 quarrels can be reloaded
with Major Action.
Effect
Rank Effect
On a hit, the wielder can make two damage calculations and use the
higher result.

String Bow Base Price: 5,640


An expertly crafted 50cm Category
Pop. 0 App. Crossbow S
long crossbow (Rank)
Sum. Can be used as a musical instrument Era Current
Rank Effect
Effect This weapon can also be used as a stringed instrument. The bow,
necessary for playing, can be attached to the body when not in use.

360
Guns
Burning Mirage Base Price: 540
A pistol with a Category
Pop. 8 App. Gun A
protective fist (Rank)
Magitech
Sum. Evasion +1 Era
Civilization
Rank Effect
When equipped with this weapon, you gain a +1 bonus to Evasion
checks. This effect does not accumulate even if multiple weapons are
Effect
equipped. It also does not accumulate with the effects of shield or
Main Gauche (see p. 344).
If this weapon is used to attack, the effect is not lost.

Smart Carbine Base Price: 1,200


Pop. 8 App. Short-barreled rifle Category (Rank) Gun A
Can be used easily when Magitech
Sum. Era
riding. Civilization
Rank Effect
It can be used as a 1H weapon while riding. However, you cannot
Effect
use more than one at the same time under the effect of [Dual
Wielding].

Buster Rifle Base Price: 4,200


Rifle with a long
Pop. 8 App. Category (Rank) Gun A
barrel
Able to shoot powerful
Sum. Era Magitech Civilization
bullets.
Rank Effect
When the […Bullet] spell is cast on the bullet in this gun, it is
possible to make the bullet more powerful by +Power 10 than it
Effect
originally was by adding +2 to the spells MP cost.
This effect does not apply to spells with multiple targets, such as
[Shotgun Bullet].

361
Framer TK Base Price: 7,200
Short rifle with several Category
Pop. 8 App. Gun S
connectors (Rank)
Can have magisphere (Small) and Magitech
Sum. Era
mana cartridges mounted on the gun. Civilization
Rank Effect
The gun can be equipped with one magisphere (small), which can
be used by the wielder to cast the magitech in the same way as the one
equipped in the equipment section.
Effect
In addition, a Mana Cartridge (see p. 398) can be attached, and the
MP stored in it can be used as the MP for the magitech spells. This
cannot be used in conjunction with the wielder’s own MP or the MP
of the mako stone.

Double Barrel Base Price: 20,400


Double-barreled long Category
Pop. 8 App. Gun S
gun (Rank)
Adds Power +20 when 2 bullets are Magitech
Sum. Era
fired simultaneously Civilization
Non-Rank Effect
This gun can fire both bullets in one shot only when two bullets are
loaded and the same […Bullet] spell is used on both of them. If this is
done, the damage will be applied only once, but the damage will be
calculated as if the Power of the […Bullet] spell was 20 higher than it
should be. This effect also applies to the [Shotgun Bullet].
Effect
When reloading bullets to this gun with [Quick Loader], the wielder
can only reload one bullet at a time.

Rank Effect
When reloading bullets to this gun with [Quick Loader], the wielder
can reload two bullets at a time.

362
Ammunition
Kaburaya Base Price: 5
Arrow with attached Category
Pop. 0 App. Ammunition
whistle (Rank)
Makes to make noise when shot
Sum. Era Current
with a bow
It is ammunition that can be shot with a Bow. Shooting this
ammunition emits a loud, wind-breaking sound that can be heard
Effect
within 500m of the hit. The user can remove the whistle to shoot this
as a normal arrow.

Absorbing Arrow Base Price: 140


Arrowheads covered Category
Pop. 0 App. Ammunition
with mucus (Rank)
Current O (see AW
Sum. Sticks to target when hit. Era
p. 169)
It is ammunition that can be shot with a Bow. If an attack is made
with this arrow and it hits, the arrow will remain attached to the target
as well as deal damage.
Effect Just prior to using this arrow, a Salamander Hairpin or similar
accessory can be attached to the arrow with a Minor Action. If the
target is hit, the target will be affected by these accessories in the next
round (if the target is not hit, the accessories are lost for nothing).

Piercing Arrow/Quarrel (12) Base Price: 20 (Arrow)/30 (Quarrel)


Long, thin, arrowheads, Category
Pop. 0 App. Ammunition
or quarrels (Rank)
Power -5, Critical Threshold -1.
Sum. 2G for 1 Arrow. 3G for 1 Era Current
Quarrel
It is ammunition that can be shot with a Bow or Crossbow. The
arrow/quarrel will have its power reduced by -5 when determining
calculated damage but will also have its Critical Threshold reduced by
Effect
-1. This effect will not cause the Critical Threshold to fall lower than
8. In addition, in the event that the Power becomes less than 0, no
damage can be dealt at all.

363
Flash Fang Arrow/Quarrel Base Price: 250
Category
Pop. 0 App. Arrow, or Quarrel Ammunition
(Rank)
Critical Threshold -1, Current O (see LL,
Sum. Era
recoverable when not critical p. 115)
It is ammunition that can be shot with a Bow or Crossbow. Attacks
with this arrow/quarrel have a Critical Threshold of -1. This effect will
Effect not cause the Critical Threshold to fall lower than 8.
This arrow/quarrel can be recovered and reused as is if it misses or
hits but does not cause a critical hit.

Paralyzing Arrow/Quarrel Base Price: 400


Can be an arrow, Category
Pop. 0 App. Ammunition
or quarrel (Rank)
Inflicts a mild paralysis on Current O (see AW, p.
Sum. Era
the target 161)
It is ammunition that can be shot with a Bow or Crossbow. A target
damaged by this arrow or by a quarrel must immediately make a
Effect Fortitude check with Target Number 15. If the target fails, it will not
be able to perform a Minor Action on its turn. This effect does not
apply to characters that are immune to poison.

Elven Arrow/Quarrel Base Price: 920


This arrow/quarrel has the
Category
Pop. 0 App. teeth of a sea serpent on its Ammunition
end (Rank)
Current O (see
Sum. Can be shot underwater Era
AW, p. 171)
It is ammunition that can be shot with a Bow or Crossbow.
This arrow or quarrel can be used in water as well as on the ground,
Effect
but with a -2 penalty to the Accuracy check while on the ground.
Even if used for shooting, it can be recovered and reused.

364
Magic Arrow/Quarrel Base Price: 1,400
Can be an arrow, or Category
Pop. 0 App. Thrown Weapon B
quarrel (Rank)
Magical arrow, that deals magic Current O (see AW,
Sum. Era
damage. p. 161)
It is ammunition that can be shot with a Bow or Crossbow. Attacks
with this arrow or quarrel are treated as if they are done with a Magic
Weapon and its dealing is magic damage. The arrow or quarrel loses
power if it hits its target. If it does not hit the target, the arrow or quarrel
Effect
can be retrieved and reused.
In addition to the general magic damage reduction effect, the
damage reduction effect of gun damage is also effective against the
damage caused by this arrow/quarrel.

Green Bullet (12) Base Price: 160


Category
Pop. 8 App. Green Bullets Ammunition
(Rank)
Bullet that increases [Healing
Magitech Civilization
Sum. Bullet] efficiency. 16G for 1 Era
O (see AW, p. 167)
bullet.
It is ammunition that can be shot with a Gun. When this bullet is
used to fire [Healing Bullet] (see p. 250), its Power will be 10 instead
Effect
of 0. It can also be used as normal ammunition, but it will not affect
the Power of the magitech.

Rouge Bullet Base Price: 75


Bullet with red on Category
Pop. 8 App. Ammunition
its head (Rank)
Bullets that can leave
Magitech Civilization O
Sum. messages at the point of Era
(see LL, p. 115)
impact
It is ammunition that can be shot with a Gun. If this bullet is fired
after the […Bullet] spell is applied to it, it will give normal damage and
leave 2 words in red around the point of impact. Each letter is 2cm in
height. New words require 1 hour of work time to be set up. The words
Effect are limited to those known to the person performing this work.
When used as a [Shotgun Bullet], each letter in words will be at a
random position and in a random direction for each letter.
Erasing letters requires the same amount of effort as for oil-based
paints.

365
Underwater Bullet Base Price: 210
Bullets with a piece of Category
Pop. 8 App. Ammunition
a pearl on the top (Rank)
Magitech Civilization O
Sum. Can be shot underwater Era
(see AW, p. 167)
It is ammunition that can be shot with a Gun. This bullet can be
Effect
used in water as well as on the ground.

Nonmetallic Armor
Lildraken Costume Base Price: 3,600
Cloth that looks like Category
Pop. 0 App. Nonmetallic Armor B
Lildraken (Rank)
Allows to mimic Lildraken's Current O (see AW,
Sum. Era
appearance p. 173)
Allows being disguised as a lildraken and gain +4 on the Disguise
check.
If the person making this item is familiar with or can watch the
Effect Lildraken during the making, it can be made to look exactly like a
particular Lildraken. Some ancient recipe books refer to this as a
'Kigurumi', though the use of that term is long out of date, and its actual
meaning has been lost to time.

Mana Coat/Mana Coat+ Base Price: 28,000/52,000


Coat made of light Category Nonmetallic
Pop. 14 App.
fabric (Rank) Armor B
The Intelligence modifier of the Magitech
Sum. Era
equipped person becomes Defense. Civilization
This coat's Defense is equal to the wielder’s Intelligence Modifier.
Effect However, the maximum value for Mana Coat is 6 and for Mana Coat+
is 8.

366
Robe Of Wild Roses Base Price: 40,000
Robe covered in Category Nonmetallic
Pop. 15 App.
translucent thorny vines (Rank) Armor B
Ancient Magic
Sum. Damages incoming attackers Era
Civilization
When the wearer of the robe is the target of a melee attack or a spell
with "Range: Touch", the robe will automatically deal 2d magic damage
Effect back to the attacker.
The wearer of the robe cannot be damaged by their own robe's
effect.

Combat Maid's Outfit Base Price: 38,000


Maid's outfit designed not Category Nonmetallic
Pop. 15 App.
to restrict movement (Rank) Armor B
Magitech
Sum. Reduce Magic Damage Era
Civilization
The wearer of this armor can reduce any magic damage they receive,
Effect
except poison, disease, curse, and psychic type, by -3 points.

Windbreaker Surcoat Base Price: 20,500


Loose outer Category
Pop. 8 App. Nonmetallic Armor A
garment (Rank)
Can avoid wind type Magitech Civilization O
Sum. Era
damage once a day (see AW, p. 165)
Rank Effect
If the wearer is a target of magic or effect of wind type, it can avoid
Effect
its effects, even if the magic or effect with "Resistance: Can't". This effect
can be used only once a day.

367
Metal Armor

Yscaean Magical Armor/Great


Yscaean Magical Armor Base Price: 14,000/29,000
Mithril armor with Category Metal Armor
Pop. 15 App.
luxurious decorations (Rank) B/Metal Armor A
Improve [Multi-Action] Combat Ancient Magic
Sum. Era
Feat while worn Civilization
While wearing this armor, when the user activates the Combat Feat
[Multi-Action], they increase their Accuracy and Magic Power by +1.
Effect
In the case of the Great Yscaean Magical Armor, this effect is a Rank
Effect.

Self-maneuvering Suit Armor Base Price: 55,000


Heavy armor made of
Category
Pop. 20 App. manatite that envelops the Metal Armor S
wearer (Rank)
Prevents the wearer from falling, Full
Magitech
Sum. Move distance +30m when moving Era
Civilization
straight ahead
Rank Effect
The wearer cannot be forced to fall prone and cannot be moved by
force. The wearer may move additional +30m with Full Move if they
move straight ahead.
Effect
Non-Rank Effect
If the wearer has not learned [Armor Proficiency S/Metal armor],
they automatically fall prone if they fail an Evasion check. The wearer
cannot get up in the round in which this effect occurs.

368
Yscaean Magic Full Armor Base Price: 45,000
Armor made of Mithril Category
Pop. 19 App. Metal Armor S
that can change forms (Rank)
Improve [Multi-Action] Combat Ancient Magic
Sum. Era
Feat and can change forms Civilization
Rank Effect
While wearing this armor, when the user activates the Combat Feat
[Multi-Action], they increase their Accuracy and Magic Power by +1.

Non-Rank Effect
Effect
The armor can be changed by touching the collar of armor. The
wielder can change the Armor's area to "A Form/Full Armor with no
exposed parts", "B Form/Minimal Armor", or "C Form/Hidden
Armor". B-Form can be used as "All-time Armor" (see p. 380), and C
Form can be disguised as any clothing, dress, underwear, etc.

Shields

Asteria's Defense Base Price: 40,000


Small disc-shaped Category
Pop. 19 App. Shield B
shield (Rank)
Ancient Magic
Sum. Reduces elemental damage Era
Civilization
While equipped, the user receives -3 applied damage from Fire-,
Effect Water/Ice-, Wind- and Earth-type sources, whether physical or
magical.

Flaming Shield Base Price: 7,900


Kite shield with flaming Category
Pop. 16 App. Shield B
crest (Rank)
The password puts the shield on Magitech
Sum. Era
fire and increases Defense. Civilization
The Shield can be enveloped in the fire with a Minor. This gives an
additional +1 bonus to Evasion against melee attacks. It also reduces
the water/ice type's damage by -2 points. However, the fire does not
Effect provide a bonus to Evasion checks against attacks of enemies immune
to fire.
While the shield is wrapped in fire, the wielder must suffer 1d points
of fire type magic damage at the end of their turn.

369
Mirror Shield Base Price: 870
A small, 50cm diameter shield made Category Shield
Pop. 0 App.
of polished, reflective metal. (Rank) A
Sum. Can be used as a mirror Era Current
Rank Effect
The wielder of this shield is considered to be holding the mirror in
their hand during combat.
Effect
Non-Rank Effect
Can be used as a mirror while not in combat.

Spiked Shield Base Price: 1,800


A large circular shield with Category
Pop. 0 App. Shield A
deadly spikes attached (Rank)
Sum. Can be used as a weapon Era Current
Rank Effect
Effect Can be used as a 1H weapon. If used as a weapon, the wielder does
not receive any Evasion or Defense bonus until the next round.

Knight Shield Base Price: 1,250


A large heater shield, Category
Pop. 0 App. Shield A
covering down to one's feet (Rank)
Ancient Magic
Sum. Increases the Defense of mount Era
Civilization
Rank Effect
Effect
Also increases the Defense of a mount if equipped while riding.

Evil Target Base Price: 3,400


A Giant square Category
Pop. 8 App. Shield A
shield (Rank)
Gives a chance to avoid Magitech Civilization O
Sum. Era
attack when using [Cover] (see AW, p. 163)
Rank Effect
If the wielder uses the combat feat [Cover*] while holding this
shield, the enemy's attack, which should hit automatically, will miss
Effect with a probability of 1/6. The missed attack does not deal any damage
to the wielder or the target of the [Cover*]. Roll a 1d just before
applying damage. If the roll is 1, the attack is avoided.
However, this effect doesn’t work against undead attackers.

370
Windmill Shield Base Price: 2,200
Square shield with Category
Pop. 0 App. Shield A
prominent windmill pattern (Rank)
Current O (see
Sum. Increased Evasion against projectiles Era
AW, p. 162)
Rank Effect
Effect The wielder of this shield gains a +2 bonus on Evasion checks against
projectiles (+3 total).

Great Barrier Base Price: 3,300


Pop. 0 App. Giant Square shield Category (Rank) Shield A
Shield gives great Defense by using both
Sum. Era Current
hands.
Rank Effect
Can be used as a 2H weapon. If used as a weapon, the wielder does
not receive any Evasion or Defense bonus until the next round.
Effect
Non-Rank Effect
This Shield uses both hands even when used as a Shield. Therefore,
it is not possible to hold a one-hand weapon at the same time.

Grand Partner Base Price: 4,800


Shield is thick enough to completely
Category Shield
Pop. 0 App. cover the body of the wearer. Not that
thick. (Rank) S
Sum. Mount also adds Defense of this shield Era Current
Rank Effect
Effect If the equipped person is mounted, the Defenses of all sections of
the mount are also increased by this Shield.

Blade Slayer Base Price: 7,300


A large oval shield with blades on the Category
Pop. 0 App. Shield S
top and bottom to attack with. (Rank)
Sum. Can be used as a two-handed weapon Era Current
This item is an upgraded version of the Blade Killer (see CR II, p.
177).
Effect
Can be used as a 2H weapon. If used as a weapon, the wielder does
not receive any Defense bonus until the next round.

371
Turtle Shell Base Price: 19,200
Turtle shell with handle Category
Pop. 8 App. Shield S
on the inside (Rank)
Additional +1 to Evasion when Magitech Civilization
Sum. Era
handled by a skilled person. (see LL, p. 115)
Rank Effect
Effect
A character holding this Shield gains a +1 bonus to Evasion checks.

Blade Crushing Shield Base Price: 32,000


It is a large, heavy shield with
Category
Pop. 18 App. a surface covered with Shield S
numerous fangs. (Rank)
Magitech
Sum. Can destroy bladed weapons. Era
Civilization
Rank Effect
When using this ability, the wielder must pay 3 MP. For 10 seconds
(1 round), the shield's protrusions extend, entangling and breaking any
weapon that is swung at it. The user also suffers a -2 penalty for Evasion
checks.
If the wielder succeeds in an Evasion check against an attack with an
edged weapon, the weapon may be destroyed.
If the target is a normal sword, it will be destroyed without check. If
Effect the target is a weapon of the magitech period (Al Menas) or current
period and it is a magic weapon, there is a half chance (roll 1d on 1-3)
that it will be destroyed. If target from ancient magic civilization magic
sword (Durandal) that chance is 1/6 (roll 1d on 1).
A bludgeoning weapon cannot be destroyed, regardless of whether
it is magical or not, and regardless of its age. If the GM determines that
an edged weapon is the target of an attack from a character with a fixed
value, and if it is destroyed, reduce damage from this character by 6
points.

372
Potions

Magic Perfume Base Price: 600


Perfume in a small Item
Pop. 8 App. Potion
bottle Class
Magitech Civilization O (see
Sum. Recovers MP Era
AW, p. 168)
Sprinkling this perfume on the target (or yourself) instantly restores
Effect the target's MP by the user's Ranger level +Intelligence modifier. It is
not a drink potion, but all of the game's potion-like processes apply.

Indomitable Potion Base Price: 320


Orange-colored liquid in a small Item
Pop. 0 App. Potion
bottle. Class
Allows staying awake even with injuries. Can be
Sum. Era Current
used by sprinkling
This potion, like the Awake Potion, restores consciousness to a
wounded target and recovers HP to 1. Also, for 1 minute (6 rounds)
Effect afterward, the target is considered to have acquired the combat feat
[Indomitable] (see CR II, p. 159 or IB).
It is sometimes used in surgical procedures to dull pain.

Scarlet Potion Base Price: 1,400


Item
Pop. 8 App. Red potion Potion
Class
Temporarily increases Magitech Civilization O (see
Sum. Era
HP AW, p. 169)
Drinking this potion will increase the maximum HP by +10 for 1
minute (6 rounds). At the same time, the current value of HP is also
Effect restored by 10 points.
If the character drinks another bottle within the duration, they will
only restore the current HP by 10 points.

373
Frenzy Drink Base Price: 980
Pop. 8 App. Dark alcohol Item Class Potion
Damage to HP can be redirected Current O (see AW,
Sum. Era
by MP p. 168)
This drink is effective for 24 hours after it is taken. If the HP is
damaged within the duration, the character can choose to have some,
or all of the applied damage dealt instead to MP. In this case, MP
cannot be reduced to less than 0. This effect can only be used once
during the duration of the drug.
Effect If this is taken again within the duration, whether or not the effect
has already been used, the character immediately becomes
unconscious and will not awaken for a period of 24 hours. However,
those with the combat feat [Indomitable] (see CR II, p. 159 or IB) do
not suffer this penalty and can again receive the same effect within the
next 24 hours.

Chemicals

Seven-colored Honey Base Price: 240


Item
Pop. 6 App. Honey in a small bottle Chemicals
Class
Gain a +1 bonus to spellsong's Current O (see AW,
Sum. Era
Spellcasting check p. 168)
It is the rare honey that contains mana. It is good for the throat and
is used by the Bards for its ability to help improve the quality of their
Effect singing. It is also sometimes used to soothe a sore throat during a cold.
The person who drinks this honey gains a +1 bonus to spellsong's
Spellcasting check for the next 3 hours.

Strong Tabbit’s Carrot Base Price: 1,600


Red root vegetable similar to Item
Pop. 10 App. Chemicals
carrot Class
Can cast magic without implement and
Current O (see
Sum. can make Spellcasting checks with 1d+3. Era
AW, p. 168)
Tabbit only
A favorite of tabbits, this magical root vegetable has 12 bites per stick.
In the process of making it, red berries and root vegetables are
Effect stewed, so the finished product is always red. A new twist on what was
once known simply as "Tabbit's Carrot" was recently discovered, and a
new version is quickly spreading amongst the tabbits of Terastier.

374
Using a Major Action and taking a bite allows you to cast magic
without using an implement for 3 hours. Also, during this time, per
Spellcasting check, you can choose to roll 1d+3 instead of 2d.
This item has no effect when eaten by a non-tabbit character. Also,
the tabbit always succeeds in an Appraise check on this item.

Ready Powder Base Price: 3,160


Item
Pop. 10 App. Colorful powder Chemicals
Class
Reduce the HP and instead of Magitech Civilization O
Sum. Era
MP (see AW, p. 169)
For 1 hour, the user of this drug instead of using MP can reduce the
maximum and current value of HP by twice the amount when MP is
Effect reduced, whether by magic or other use or by damage. During the
duration, the user may choose whether or not to use this effect, but the
maximum HP value will not be recovered until the duration expires.

Hearty Meat x 5 Base Price: 1,000


Pop. 10 App. Fried meat Item Class Chemicals
Sustained HP recovery for 3 Current O (see AW, p.
Sum. Era
minutes 169)
Eating this dried meat recovers HP by 1 point per round for the next
3 minutes (18 rounds). Once eaten, the character cannot benefit from
Effect this meat for the next 6 hours.
One minute (6 rounds) is required to eat the dried meat.
It is also possible to purchase just one slice for 200 G.

Repair Tools

Repair Tape I/II/III Base Price: 200/750/3,000


Thick rectangular cloth with Item
Pop. 0 App. Repair Tools
adhesive face Class
Restore construct's HP: “Power Magitech
Sum. Era
10/40/70” Civilization
Using Major Action, it instantly heals the HP to the character
(section) of construct including magitech mount. The amount of
Effect recovery depends on the grade of "Repair Rape": "I" is "Power 10", "II"
is "Power 40", "III" is "Power 70", with added user's "Rider’s level +
Dexterity modifier".

375
Repair Patch Base Price: 100
Soft, thick, square plate with Item
Pop. 0 App. Repair Tools
adhesive on one side Class
Magitech
Sum. Restores 10 fixed HP to constructs Era
Civilization
With Major Action, it restores 10 points of HP to the character
Effect (section) of construct including magitech mount.
The effect appears after 1 minute (6 rounds) of use.

Class-Specific Items

Command Stone Base Price: 100


Lead-colored stone with Item
Pop. 10 App. Class-Specific Items
magical power Class
Change the given command of a Ancient Magic
Sum. Era
Golem Civilization
The user of this item can change the commands given to a Golem
or Undead created via [Create Golem] or [Create Undead] (see p.
183). As a Major Action, the stone must be touched by the monster in
Effect
question and a new command given. Once used, this stone will
crumble to dust. This stone can only be used on monsters created by
the caster and will not work on those created by another character.

Floating Sphere (Med/Large) Base Price: 2,210/3,210


Floating magisphere with a Item
Pop. 8 App. Class-Specific Items
small trinket Class
Allows for medium or large
Magitech Civilization
Sum. magisphere can be equipped to any Era
O (see AW, p. 167)
section
It is a combination of a medium or large magisphere that is
controlled by a small trinket.
This item can be equipped anywhere on the body and the
Effect magisphere will float around the character. The price depends on the
size of the magisphere.
If the magisphere is destroyed or lost for any reason, even if it is only
a magisphere part, the entire item is lost.

376
Mako Charge Crystal Base Price: Special
Crystal that emits red
Pop. 10 App. Item Class Class-Specific Items
light
Mako stone that automatically MP Ancient Magic
Sum. Era
refills Civilization
This crystal is a type of mako stone and, like a regular "mako stone,"
can substitute some or all of a character's MP consumption. In
principle, it is not possible to use more than one of these crystals at the
same time, including the regular mako stones.
The Mako Charge Crystal has the ability to suck up mana from its
surroundings and automatically refill the MP that it has expended.
When the Mako Charge Crystal is partially or fully depleted of MP, it
Effect
will automatically refill itself to its maximum MP after a day has passed.
However, if there are multiple Mako Charge Crystals in a 1 meter
square (or in a character's possession) that are in a state of MP
consumption, only one of them will be randomly selected to be
recharged with MP.
The price of "Mako Charge Crystal" is "MP max x 500”G. It can have
up to 5 points maximum.

Apothecary's Tools Base Price: 200


Boxes containing various Item Class-Specific
Pop. 0 App.
instruments, bandages, etc. Class Items
Sum. Stabilizes herb recovery Era Current
When attempting to recover HP or MP with herbs, you can use this
Effect item to roll 1d+4 on the Power Table instead of 2d. If you do not use
the Power table while using herbs, there is no effect.

Magic Pipe Base Price: 1,360


Pipe made from
Pop. 0 App. Item Class Class-Specific Items
mandrake roots
Current O (see LL,
Sum. Recovery from medicinal herbs +1 Era
p. 115)
When attempting to recover HP or MP using medicinal herbs, the
amount of recovery can be increased by "+1" by using this pipe to inhale
Effect
the smoke. This effect is only effective when the character using the
pipe attempts to recover against themself.

377
Dissonant Flute Base Price:2,640
Pop. 8 App. Oddly shaped flute Item Class Class-Specific Items
Increases effectiveness of some Current O (see AW,
Sum. Era
spellsongs p. 172)
It is a musical instrument that produces a very unpleasant sound and
can only be used to play by the following spellsongs: [Early Bird],
Effect [Cacophony], [Choke], [Bitterness] (above CR II), [Sonic Voice],
[Dare], and [Fall] (above CR III). When these spellsongs are played,
the Bard gains a +2 bonus to the success value.

Weapon Enhancement
Leather-coated Spear Base Price: 660
A spear with snakeskin
Item Weapon
Pop. 0 App. wrapped around the
handle Class Enhancement
Increases the Accuracy check of the Current O (see AW,
Sum. Era
spear by +1 p. 171)
This is a modified version of a Spear weapon that gains a +1 bonus
to Accuracy checks. However, this bonus is lost after a cumulative total
Effect of 3 rounds of use. To regain the effect, the spear must be processed
again. The snakeskin or glue used for processing cannot be used again.
1 day is needed to process such a weapon.

Bayonet Base Price: 1,960


Spike to be attached to Weapon
Pop. 0 App. Item Class
the end of the gun Enhancement
Gives the 2H gun the ability to Current O (see LL, p.
Sum. Era
attack at close range 115)
Spike is attached to the end of a 2H gun to give it the ability to attack
in without affecting its gun properties.
Melee attacks with Bayonet-equipped guns use the stats below. The
damage it inflicts is physical damage. It does not require bullets, and
the attack can be executed with Normal Move.
Effect
In addition to the Fighter and Fencer classes, the Marksman class
can be used for Accuracy checks and Extra Damage calculations for
melee attacks. [Weapon Proficiency */ Gun] increases damage only
when shooting with this gun.
One day is required to attach a spike to the gun.

378
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Bayonet (Blade) 2H 5 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ -

Fairy Weapon Base Price: 3,000/6,000/12,000


Item
Pop. 10 App. Varies Weapon Enhancement
Class
Weapon enhanced by Magitech Civilization O (see
Sum. Era
fairies AW, p. 163)
The weapon becomes magically blessed by various fairies and its
damage becomes one of elemental types (fire, water/ice, etc.).
Effect The base price represents the processing cost for B/A/S rank
weapons. SS rank weapons cannot be upgraded to Fairy Weapon.
1 month is needed to process such weapon.

Ignidite Processed
Weapon Base Price: 5,000/10,000/20,000/40,000
Pop. 10 App. Varies Item Class Weapon Enhancement
Increases Power of a Divine Civilization O (see
Sum. Era
Weapon by +5 (+10) LL, p. 115)
The process utilizes Ignis ore to increase the strength of existing
weapons to the limit.
The weapon becomes magical. At the same time, its original Power
is increased by +5. However, SS-ranked weapons (see CR III, p. 193)
will have their Power increased by 10.
The base price represents the processing cost for B/A/S/SS rank
Effect
weapons.
Since only Dark Dwarves (see IB, p. 18) can perform this process,
in addition to the fee, one must spend "100 points (Acquaintance)" of
a reputation as a connection with Dark Dwarf's blacksmith (see CR
III, p. 101) to perform the process.
1 week is needed to process such a weapon.

379
Magic Weapon +1 Base Price: 5,000/10,000/20,000
Item
Pop. 10 App. Varies Weapon Enhancement
Class
Adds +1 to Accuracy check Magitech Civilization O
Sum. Era
and Extra Damage (see AW, p. 163)
Non-magical weapon modified this way becomes magical. At the
same time, it gains a +1 bonus to Accuracy checks and +1 to Extra
Damage.
Effect The base price represents the processing cost for B/A/S rank
weapons. SS rank weapons cannot be upgraded to Fairy Weapon.
The magical weapon cannot be upgraded with this enhancement.
1 month is needed to process such a weapon.

Armor Enhancement
Sea Serpent Armor Base Price: 3,200
Item
Pop. 6 App. Varies Armor Enhancement
Class
Gives bonuses for Swim checks and Current O (see AW,
Sum. Era
underwater actions p. 172)
Armor wearers gain a +2 bonus for Swim checks. It also reduces the
penalty on Accuracy and Evasion while underwater.
Effect Armor that can be modified is limited to non-metallic armor or
Splint Armor.
1 week is needed to process such armor.

All-time Armor Base Price: 4,800


Comfortable armor with Item
Pop. 6 App. Armor Enhancement
padded inserts Class
Current O (see AW,
Sum. Allows to sleep in armor Era
p. 173)
Only metal armor can be modified with this. This process reduces
the difficulty of wearing and moving and allows the wearer to rest
Effect
comfortably while wearing the armor.
1 day is needed to process such armor.

380
Extra Manatite Armor +1 Base Price:
5,000/10,000/20,000/40,000
Item
Pop. 10 App. Varies Armor Enhancement
Class
Processed armor, minimal Magitech Civilization O (see
Sum. Era
strength +3, Defense +1 LL, p. 115)
Manatite, a light, and strong metal, is affixed to the armor to
increase its performance.
Only metal armor or shield can be modified in this way. As a result,
the armor's minimum strength will be increased by +3, but its Defense
Effect
will be increased by 1 point.
The base price represents the processing cost for B/A/S/SS rank
armor (see CR III, p. 193).
1 week is needed to process such armor.

Magic Armor +1 Base Price: 5,000/10,000/20,000


Item
Pop. 10 App. Varies Armor Enhancement
Class
Magic armor with Defense Magitech Civilization O (see
Sum. Era
+1 LL, p. 115)
This process can only be performed on non-metallic armor or metal
armor.
Armor becomes magical armor. At the same time, it gains +1 to
Defense.
Effect
The base price represents the processing cost for B/A/S rank
weapons. SS rank armor as well as magic armor cannot be upgraded
to Magic Armor +1.
1 month is needed to process such armor.

381
Mount Carry Items
Mount Contract Certificate Base Price: 250+
Mount Carry
Pop. 8 App. Rectangular tag Item Class
Items
Allows to rent animal or mythical beast
Sum. Era Current
mount
This is a contract required when renting an Animal or Mythical
beast mount from the Rider’s Guild.
The price of the Mount Contract Certificate differs for each mount.
Please refer to the data of each mount.
By attaching it to a mount, the mount can be carried as a palm-sized
Effect statue along with its weapon, armor, or accessory equipped on it. The
mount is not able to move of its own volition and is treated as if no
time has elapsed. By removing the tag, the mount will return to its
original size and can be treated as a mount.
The Mount Contract Certificate can be used many times, and Major
Actions are used to make the mount small or normal size again.

Mount Contract Sphere Base Price: 300+


A silvery sphere similar to a Item Mount Carry
Pop. 8 App.
magisphere. Class Items
Sum. Allows to rent and carry magitech mount Era Current
This is a contract required when renting a Magitech mount from the
Rider’s Guild.
The price of Mount Contract Sphere differs for each mount. Please
refer to the data of each mount.
Touching the mount while reciting the password will place the
mount and its additional armaments into the Sphere. If the mount is
Effect
removed from the sphere by chanting the password, it will return to its
original size and can be used again as a mount.
The Mount Contract Sphere may be used as many times as needed,
and both storing and retrieving the mount are Major Actions, and each
time they are used, 1 MP point is expended.
This item can be fitted with 1 Mana Cartridge (see p. 398).

382
Mount Proprietary Certificate Base Price: 0
Item Mount Carry
Pop. 8 App. Rectangular tag
Class Items
Allows to carry bought animal or mythical
Sum. Era Current
beast mount
This item is obtained after the purchase of an Animal or Mythical
beast mount. The name of the mount is placed in front of the item's
name, and the owner of the mount is identified as the owner of the
mount with a Mount Proprietary Certificate (for example “Horse’s
Mount Proprietary Certificate”). The effect of reducing the size of the
Effect
mount is the same as that of a Mount Contract Certificate.
The Mount Proprietary Certificate is valid only for a mount that a
person owns or obtained. Even if that mount is promoted (see CR III,
p. 79 or LL), the Mount Proprietary Certificate will remain valid for a
promoted mount.

Proprietary Mount Sphere Base Price: 0


A silvery sphere similar to a Mount Carry
Pop. 8 App. Item Class
magisphere Items
Sum. Allows to carry bought magitech mount Era Current
This is an accessory that comes with the mount after purchase of the
magitech mount. The name of the mount is placed in front of the
item's name, and the owner of the mount is identified as the owner of
Effect
the mount with a Proprietary Mount Sphere (for example “Manabike’s
Mount Proprietary Certificate”). The effect of reducing the size of the
mount is the same as that of a Mount Contract Sphere.

Mount Reduction Tag I/II/III Base Price:


100/500/2,000
Item Mount Carry
Pop. 8 App. Rectangular tag
Class Items
Carry Animal or Mythical Beast and return
Sum. them to their original positions with Minor Era Current
Action
The "Mount Reduction Tag" has three grades: I, I, and III with I
being the lowest appropriate level (3 levels or lower mounts), II for 7
levels mounts or lower, and III for 13 levels or lower mounts.
Effect
By attaching it to a mount, the mount can be carried as a palm-sized
statue along with its weapon, armor, or accessory equipped on it. The
mount is not able to move of its own volition and is treated as if no

383
time has elapsed. By removing the tag, the mount will return to its
original size and can be treated as a mount.
Both the act of attaching and the act of removing can be performed
with the Minor Action.
The Mount Reduction Tag can only be used once. If you remove
the tag once it is attached, it will lose its Magic Power.

Manabike Storage Sphere Base Price: 10,000


A silvery sphere similar to a Item Mount Carry
Pop. 8 App.
magisphere Class Items
Carry Magitech and use Minor Action to
Sum. Era Current
put it in and out.
Touching the magitech mount while reciting the password will place
the mount and its additional armaments into the Sphere. If the mount
is removed from the sphere by chanting the password, it will return to
its original size and can be used again as a mount.
Effect
The Manabike Storage Sphere can be used as many times as
needed. Both storing and retrieving mounts are Minor Actions, each
time consuming 1 MP.
This item can be fitted with 1 Mana Cartridge (see p. 398).

Mount Weapons
Charge Horn Base Price: 1,400
Spear rest with prominent large Item Mount
Pop. 6 App.
horns Class Weapons
+5 damage to [Charge] or [Trample].
Sum. Era Current
Destroyed after one use.
The weapon for mount can be attached and detached in 1 minute
(6 rounds).
If Rider declares the use of stunt [Charge] or [Trample], the melee
attack damage of the section equipped with this weapon is increased
Effect by +5. This damage increase can only be gained from attacks that are
affected by the [Charge] or from attacks against a character designated
by the [Trample] as the target of the breakthrough.
Once the effect of the damage increase is applied, the weapon for
this mount is destroyed.

384
Mount Armor
Feather Coat Base Price: 4,000+20 reputation
Item Mount
Pop. 0 App. Feather-covered mount armor
Class Armor
Evasion +1, Defense +2, Limited Move +1m ※
Sum. Era Current
Proprietary mounts only
Mount (section) equipped with this armor gains a +1 to Evasion and
+2 to Defense.
Effect
If the mount has this armor on all sections, its Limited Move
distance is increased by +1m.

Mount Items
Flame Horseshoes Base Price: 2,080
Pop. 8 App. Horseshoes Item Class Mount Items
Sum. Changes mount damage type to fire Era Current
The physical damage caused by a mount with this accessory with a
Effect melee attack will change to the fire type. It takes 10 minutes to put on
and take off this accessory.

Additional Armament for Magitech


Attached Toradar Base Price: 2,000
Gun mounting Additional Armament for
Pop. 6 App. Item Class
device Magitech
Sum. Attaches the gun. Max HP-10 Era Current
The mount is equipped with a Toradar, a B-rank Gun, and the
mount's Major Action can be used to fire bullets as a ranged attack. In
this case, the mount is considered to have mastered the combat feat
[Precise Shot], and the jockey (or a character at the same coordinates)
Effect can use spells on the bullets. Reloading the bullet is done by the jockey
with Major Action. [Quick Loader] spell is also effective.
The accuracy check is the same as the Accuracy check of the mount,
and its performance as a weapon is the same as that of the Toradar
(see p. 300). Power and Extra Damage are based on the bullet.

385
Auto-Stabilizer Base Price: 2,000+20 reputation
Stabilizer with combination Item Additional Armament
Pop. 8 App.
of metal devices Class for Magitech
Cannot fall prone. ※Proprietary
Sum. Era Magitech Civilization
mounts only
A mount equipped with this arm will not fall prone under any effect.
Effect If a mount has multiple sections, all of them must be equipped with
this additional armament to be effective.

Spiral Ram Base Price: 5,000


A large horn that twists Item Additional Armament
Pop. 8 App.
and thrusts Class for Magitech
5 damage to [Charge] or
Sum. Era Current
[Trample]. Evasion -2
If the Rider declares the use of stunt [Charge] or [Trample], the
melee attack damage of the section equipped with this additional
weapon is increased by +5. Only attacks that are subject to the effects
Effect of [Charge] or attacks on a character designated as the target of a
breakthrough by [Trample] will gain this increased damage effect. A
section equipped with this additional armament takes a -2 penalty on
Evasion checks.

Mount Sphere Base Price: 5,000+50 reputation


Magisphere (large) attached Item Additional Armament
Pop. 8 App.
with metal fittings Class for Magitech
Mounts Magisphere (Large).
Sum. Era Magitech Civilization
※Proprietary mounts only
When mounted on a mount equipped with this additional
armament, the jockey may use the magisphere (large) to cast magitech
Effect as if they had equipped it as their own accessory.
The price includes the Magisphere (large). If this Magisphere (large)
is destroyed, this additional armament will be destroyed as well.

386
Mount Chemicals and Repair Tools
Wild Fodder Base Price: 980
Item Mount Chemicals and
Pop. 8 App. Black fodder
Class Repair Tools
Mount can transfer HP damage Current O (see AW, p.
Sum. Era
to its MP 168)
A mount that eats this feed can choose to take some or all of the
applied damage with MP instead of HP if it receives damage to HP
within the immediate 24-hour period, just as if it had used Frenzy
Drink (see p. 373). This effect may be used only once during the
duration of the potion, and if it is taken again within the duration,
whether or not this effect has already been used, the mount will
Effect
immediately fall unconscious and will not awaken for the duration of
24 hours. However, those with the combat feat [Indomitable] (see CR
II, p. 159 or IB) do not suffer this penalty.
Magitech mounts, which are not affected by a poison type, cannot
benefit from this fodder. Inevitably, all magitech mounts will be
excluded from the target of this effect.

Secret Medicine of Section


Regeneration Base Price: Varies
Ointment packed in large Item Mount Chemicals
Pop. 8 App.
container Class and Repair Tools
Recovers killed one section of an
Sum. Animal or Mythical Beast and its HP Era Current
becomes 1.
This item restores the section of Animal and Mythical beast mounts
that have lost their functions due to a failed Death Check. The HP of
the section where this item was used is set to 1 and all the functions of
the section are restored.
Effect This item is consumed when used. It takes 10 minutes to take effect
after use.
The items are all formulated differently and priced differently for
each target mount (see mount data). If the item is sold to the Rider’s
Guild, they will exceptionally buy it back at the original purchase price.

387
Restore Kit Base Price: 5,000
Item Mount Chemicals
Pop. 8 App. Box full of different parts
Class and Repair Tools
Recovers destroyed one section of a
Sum. Era Current
Magitech and its HP becomes 1.
Restores HP of the magitech mount (section) that was destroyed with
HP to 0 or below to 1.
Effect
To use this item, one must spend 1 hour. This item is consumed
when used.

Construction Materials/
Reinforcing Building Materials/
Construction Steel Materials Base Price: 100/500/1,500
Item Mount Chemicals
Pop. 8 App. Various building materials
Class and Repair Tools
Sum. Recovers fixed HP of additional section Era Current
Restores additional sections for Animal and Mythical Beast. The
amount of recovery and the appropriate level of additional sections
to be affected (the lowest value is used for multiple sections) differ
depending on each item. The amount of recovery does not depend
on the character's class or ability score. The use of this function
requires 10 minutes.
Effect
Construction Materials: Recovers “Power 20 + 2” HP of an
additional section of 3 level or lower.
Reinforcing Building Materials: Recovers “Power 50 + 5” HP of an
additional section of 7 level or lower.
Construction Steel Materials: Recovers “Power 80 + 8” HP of an
additional section of 13 level or lower.

388
Adventure Tools
Loglett's False Gamels Base Price: Special
Gold coins stamped
Pop. 13 App. Item Class Adventure Tools
50G
Sum. Elaborate counterfeit gold coins Era Current
These counterfeit gold coins were made by a master goldsmith
named Loglett, who continued to make them for over 30 years, but
they were so finely made that they were only discovered to be
counterfeit after his death and circulated unnoticed throughout
Terastier. The total number of pieces is estimated at 1,000 to 2,000.
They are made of low-grade metal and have no value as gold coins
Effect
and cannot be used for trading. On the other hand, there are several
favorites who find value in them as workmanship and curiosities.
Loglett is said to have created over 50 counterfeit gold pieces in
Bertalga, modeled after various gold coins actually in circulation. Some
collectors are willing to pay high prices of over 1000G instead of 100G,
for rare items, especially those that they do not yet own.

Pole of Trap Detection Base Price: 150


3,048 (10 ft.) meters
Pop. 0 App. Item Class Adventure Tools
pole
Current O (see AW, p.
Sum. Makes traps easier to detect. Era
170)
It is a white pole about 3 meters long. When held in both hands, it
Effect gives a +1 bonus to Find Trap checks made on the floor, ground,
bushes, walls, ceiling, etc., in front of the wielder.

Mystic Ink Base Price: 800


Item
Pop. 12 App. Ink in an inkwell Adventure Tools
Class
Letters written with it will Magitech Civilization O (see
Sum. Era
disappear. AW, p. 161)
Letters written with this ink quickly fade away and become invisible.
Effect
They can be read with Keen-Flash Glasses (see p. 414).

389
Auto Looter Base Price: 1,000
Magitech packed in Item
Pop. 8 App. Adventure Tools
the box Class
Magitech Civilization O
Sum. Automatically rake up loot Era
(see LL, p. 115)
A large number of small loot-collecting magitechs appear to
efficiently collect loot from enemies. The loot can be collected from
Effect up to 10 characters (sections) in 1 minute. However, since they collect
loot without any regard, all the loot rolls are just 2d6 and cannot be
affected by Divinations (see CG, p. 40), combat feats, or items.

Northern Needles Base Price: 1,000


A set of red-tipped needles and Item
Pop. 13 App. Adventure Tools
a small box Class
The needle in the box always points Magitech
Sum. Era
north Civilization
A small wooden box and a set of small magic needles.
Effect When a needle is placed in the box, the red tip will always point
north, no matter where you are.

Telescope Base Price: 1,000


Item
Pop. 8 App. Compact telescope Adventure Tools
Class
Sum. Telescope with 5x magnification Era Magitech Civilization
From the Magitech Civilization Period, this Telescope is a favorite
of military and sailors. It has a magnification of about 5x. Some
Effect telescopes are decorated with gorgeous ornaments.
When not in use, it can be folded down to a size that fits in a pouch
or other container.
Magitorch Base Price: 1,000
A short cane with a glass Item
Pop. 8 App. Adventure Tools
ball at the tip Class
Brightly illuminates 10m in front Magitech Civilization O
Sum. Era
of wielder (see LL, p. 115)
The equipped can spend 1 MP to brightly illuminate an area of 10
meters in front of them for up to one hour. The light can be turned off
at will, but no matter how short a time it was on, MP must still be
Effect
expended to turn it on again. Both turning lights on and off are done
with Minor Action.
This item can be fitted with one Mana Cartridge (see p. 398).

390
Luminescent Paint Base Price: 1,040
Blue-black Item
Pop. 8 App. Adventure Tools
paint Class
Paint that emits light in the Magitech Civilization O (see
Sum. Era
dark AW, p. 171)
When this paint is applied and allowed to dry, it reacts with mana in
the air and emits a faint blue light. This faint glow is barely discernible
in sunlight but can be seen in the dark. The luminescence is lost in
Effect
three days. It can be stored for a long time as long as it is hermetically
sealed and kept from drying out.
After application and 3 days, it becomes a simple blue-black paint.

Chalk of the Lost Base Price: 1,200


Item
Pop. 10 App. White chalk Adventure Tools
Class
When you pass in front of it again, it Ancient Magic
Sum. Era
emits light to let you know Civilization
If a mark is left on a wall using this chalk, it will emit a strong light
when the person who made the mark passes by it again. The user will
know that this is the second time they have passed by.
The light emits in the same way for three or more passes. The
Effect
intensity and color of the light do not change, and it is not possible to
determine how many times it has passed.
One piece of chalk can be used more than 100 times. Also, the mark
left behind will remain for about 1 month.

Skin Polishing Mud Base Price: 1,320


Pop. 8 App. Black mud Item Class Adventure Tools
Current O (see AW, p.
Sum. Makes the skin look beautiful Era
169)
This mud is effective in revitalizing the skin and making it glow. It is
Effect
highly favored by wealthy women.

391
Music Shell Base Price: 1,600
Item
Pop. 8 App. Large shell Adventure Tools
Class
Records and play back a Magitech Civilization O (see
Sum. Era
single spellsong AW, p. 167)
The user can record a few minutes of music (including a spellsong)
into this large shell, and the success value of the spellsong is
determined at the time of recording. The user can arbitrarily generate
and stop the recording by operating a small switch. The switch can be
used with Minor Action and the user must be holding this shell in their
hand to do so. Once the recording is started, it will not stop until it is
stopped. At the end of the record time, it returns to the head, cycling
through the recording process forever. The shell is quite sturdy and
will not break down and continue to work even if it is thrown on hard
ground.
Effect
Only one song can be recorded at a time. Once a song is recorded,
it cannot be added to or overwritten. To record another song, the user
must bring it to the Institute Of Magitechnology once and have them
erase the recording for 500G and 1 day of work. If the Artificer wants
to do this themself, they must pay the Institute 250G for the use of the
equipment and make a successful "2d + Artificer class level + Dexterity
modifier" check with Target Number 15.
The range of effect of spellsong depends on the performer Bard
level who played it. The success value is fixed at "Bard Level + Spirit
modifier +7" of the performing bard.

Smoke Grapher Base Price: 1,700


Pop. 10 App. Thick-skinned pipe Item Class Adventure Tools
Reproduce short-duration images Magitech
Sum. Era
with smoke Civilization
This is a pipe that can be filled with chopped tobacco and lit as usual.
The pipe allows the smoker to create the image they envision with the
exhaled smoke. The images are not accompanied by color or sound,
and the images that can be reproduced are limited to a repetition of
about one minute, about the size of a small room. It is also obvious
Effect
that it is made of smoke and cannot be used with the intention of
deceiving others.
This smoke-induced image will persist indefinitely if nothing
disturbs the air, but if the user wants to intentionally blow it away, it is
easily possible. It can be broken by anything more than a gentle breeze.

392
Weapon Grip Base Price: 2,000
Item
Pop. 0 App. Adhesive band Adventure Tools
Class
Fixes the weapon in hand, allowing to Current O (see
Sum. Era
handle heavier weapons AW, p. 172)
This band secures the gripped weapon or shield in the hand.
Weapons and Shield equipped on the banded hand are treated as if
they have lower by -2 minimal strength. For example, 15 strength
Fighter can equip weapons or shields up to minimal strength of 17 and
the Fencer can equip weapons or shields up to minimal strength of 10.
Effect Wrapping with the band requires 10 minutes (60 rounds). The same
time is required to remove the band, during which time the banded
equipment cannot be removed from the hand. Also, the hand with the
equipment wrapped around the band cannot be used normally and
only hold this weapon or shield. If you want to wrap it around both
hands, the second Weapon Grip must be used.

Forged Barbarous Decree Base Price: 2,000


Item
Pop. 11 App. A bunch of documents Adventure Tools
Class
Allows a surprise attack on Current O (see AW,
Sum. Era
barbarous p. 172)
These are forged orders used by the upper echelons of the
barbarous.
By showing the fake order to the barbarous, it is possible to show
“proof” of being working with the barbarous, even if the character is a
humanoid.
Barbarous will try to verify the orders. At that time, barbarous must
Effect perform a Willpower with Target Number 13. If barbarous succeeds
in Willpower, combat will start as barbarous will try to attack the
deceiving party.
The GM does not have to allow the use of this item if they feel that
barbarous in their game cannot be fooled by these orders. Also, a close
reading of the order will clearly show that it is a forgery (but it can be
done only with a substantial amount of time).

393
Tiny Armor Base Price: 2,120/6,120
Item
Pop. 12 App. Small Armor Adventure Tools
Class
Armor that can be equipped to Ancient Magic Civilization
Sum. Era
the familiar O (see AW, p. 162)
This armor can be equipped with familiars created by [Familiar] (see
p. 176) regardless of the type of familiar. While using processing (see
Effect AW, p. 159) Sturdy Shell increases Defense by 3 and High-Quality
Shell increases Defense by 6, with prices of 2,120G and 6,120G,
respectively.

Repel Candle Base Price: 2,130


Item
Pop. 10 App. Red candle Adventure Tools
Class
Weakens the unique skills of Magitech Civilization O
Sum. Era
the animals (see AW, p. 162)
When this candle is lit, its scent dampens the animal's ability to act.
Whenever a monster within 10 meters of this candle's fire makes an
Evasion, Willpower, or Fortitude against a unique skill used by an
animal, the character gains a +4 bonus to such check.
Effect To light the candle in combat Major Action is needed and blowing
it out is a Minor Action. A candle can be lit for a cumulative total of
10 minutes (60 rounds).
If the candle itself is exposed to attack, it is treated as a structure with
0 Defense and 1 HP.

Sticky Hands Base Price: 2,320


Item
Pop. 8 App. 1 set of suction cups Adventure Tools
Class
Allows to crawl on walls and ceilings Current O (see AW,
Sum. Era
using hands p. 162)
It is a giant suction cups held in each of the two hands. By attaching
and advancing, the character can move around walls and ceilings. They
Effect
make almost no noise. The speed of movement is 3m. While moving,
the wielder cannot perform any other actions with their hands.

394
Poisonous Stomach Base Price: 2,400
Pop. 10 App. Bag-shaped vessel Item Class Adventure Tools
Purifies food and water of Current O (see AW, p.
Sum. Era
poison 162)
This item can be used to remove the poison and turn it into
Effect
something safe to eat. However, the food will come out as a paste.

Stone of Vigilance Base Price: 2,480


Ornament consisting of
Item
Pop. 11 App. light red and purple two Adventure Tools
stones Class
Makes noise when touched by Magitech Civilization
Sum. Era
anyone other than the owner O (see AW, p. 162)
This stone can be attached to any item. If anyone other than the
Effect person who attached it touches the item, it will make a piercing sound
for 30 seconds (3 rounds).

Large Holo-Camera Base Price: 2,500


Box-shaped magitech with Item Adventure
Pop. 8 App.
impressive eye lens Class Tools
The duration of [Holography] is increased Magitech
Sum. Era
by 10 times, and also records images Civilization
This item is connected to the magisphere (large) and affects
magitech [Holography] (see CR II, p. 153 or WT, p. 122) when it is
cast using the affected magisphere.
Effect The [Holography] duration can be increased by a factor of 10 (by a
factor of 20 when the magisphere option (WT, p. 122) is selected) and
the footage can be recorded in this item instead of in the magisphere.
This item can record up to 10 hours of footage in total.

395
Careless Tag Base Price: 2,800
Sealed packing tags with Item
Pop. 8 App. Adventure Tools
bells Class
Lost-and-found packing tags that Magitech Civilization
Sum. Era
make a loud noise when misplaced O (see LL, p. 115)
These tags are to be signed by the user in their own handwriting.
Once signed, as soon as the signer is more than 30 meters away, the
bell on the tag makes a loud sound that echoes in a 50-meter radius to
assert its presence. The sound will not cease until the signer touches it
Effect again. This sound has the effect of [Curiosity] (see CR II, p. 110 or
WT, p. 138), equivalent to a success value of 17.
These tags are designed to be attached to other items. It can be
reapplied many times, but it is Major Action that applies or removes
the tag.

Alarm Gong Base Price: 2,840


A steel disk and a Item
Pop. 10 App. Adventure Tools
bee to strike it Class
It instantly awakens everyone Magitech Civilization O (see
Sum. Era
that hears it AW, p. 163)
When this gong is sounded, the loud noise immediately awakens
Effect
everything sleeping within a 100-meter radius around it.

Statue of Nighthawk Base Price: 2,900


A life-size elaborate stone Item
Pop. 14 App. Adventure Tools
statue of Nighthawk Class
Magitech
Sum. Detects approaching characters at night Era
Civilization
Those using the statue need to set up a password that must be said
when approaching the statue.
If an intruder crosses the line, the statue will make a noise to alert
the user. If an intruder is a user of the statue, they will recognize it
immediately, but if they are not, they will not be able to distinguish it
from a common buzzing sound.
Effect While this statue has Darkvision, allowing it to keep watch at night
without lights, it is completely blind during the day. It also cannot see
approaching from a small blind spot (like a real nighthawk, it only has
a field of view of about 110 degrees).
The statue's claws can be used to place the statue on a high surface
like branches. When perched on a tree branch at night, it would be
difficult to distinguish it from a real animal from a distance.

396
Hungry Shirt Base Price: 3,290
Underwear with scribbles Item
Pop. 15 App. Adventure Tools
in arcana Class
+3 to Death Check, 3 times the rate of Ancient Magic
Sum. Era
food consumption Civilization
In arcana, words such as "Hunger is the best seasoning" and "Can
you live without food?" are written in a cluttered manner over this shirt.
The wearer of this shirt will feel hungry all the time and will require
three times the normal amount of food. The pace of consumption of
preserved food and the cost of eating and drinking will be tripled, and
the cost of lodging combined with eating and drinking will be doubled.
At the same time, the wearer gains a +3 bonus to Death Checks.
The shirt is cursed, and once worn, the wearer will wear only it
Effect
exclusively (fortunately, the shirt never gets dirty due to the magic
power contained in it). To release the curse, the [Remove Curse] (see
p. 195) with a success value of 20 is required. Once the curse is lifted,
the wearer can remove it. But that alone does not cause the
undergarment to lose its magic power itself (if the wearer has spent an
hour casting [Perfect Cancellation] with a success value of 40 (see CR
III, p. 148 or WT, p. 33), then, the magic power of this shirt will be
lost).

Magic Cosmetics Base Price: 4,000


Complete set of cosmetics in Item
Pop. 13 App. Adventure Tools
a box Class
Magitech
Sum. Allows to apply perfect makeup Era
Civilization
This set of cosmetics has magic kneaded into it, allowing for a very
colorful makeup application.
Effect
The use of this cosmetic product gives a +2 bonus to the Disguise
check (see CR I, p. 121).

Horn of Magic Detection Base Price: 4,000


Item
Pop. 11 App. Twisted black horn Adventure Tools
Class
It glows red when it senses the magic Magitech Civilization
Sum. Era
power contained in an object O (see AW, p. 163)
When this horn touches an object with some kind of magical power,
Effect
its surface emits a red light to reveal it.

397
Puzzling Sign Base Price: 4,880
Penlight
Pop. 8 App. Item Class Adventure Tools
magitech
Magitech Civilization O (see
Sum. Baffle intelligent enemies Era
LL, p. 115)
This item can be used with Major Action and consumes 3 MP per
use.
It has “Range/Area: 10m/Shot”. Combat feat [Guided Magic] can
prevent misfire and [Precise Shot] doesn’t affect it. With “Resistance:
Can't” 1 character (Section) is bombarded with illusions. This illusion
takes the form of a puzzle or riddle that seems easy but is surprisingly
hard to solve, and directs the target's attention to it. The target receives
Effect
a -2 penalty modifier on all checks that use Intelligence, including
casting spell checks, for the following "4 - 1d" rounds (minimum 1).
This effect only works on characters that have an intellect of 12 or
more, or have an intellect of High or Average. It is also treated as a
Psychic + Curse type. When comparing success values, this effect is
treated as with a success value of 0.
This item can be fitted with one Mana Cartridge (see p. 398).

Versatiles Base Price: 5,000


Disc-shaped tiles with a
Pop. 12 App. Item Class Adventure Tools
mirror finish
Magitech
Sum. Record and play back landscapes Era
Civilization
A set of tiles from the famous wizard "Oblivion" Versa, who lived
during the Magitech Civilization Period. Each tile can fit in the palm
of one's hand and is about as thick as a few sheets of paper stacked
upon one another, with a surface as smooth and reflective as a mirror.
By holding one in your hand and speaking the command word, the
tile will record all of the surrounding landscape reflected in it for the
next 10 minutes. Once started, this recording cannot be stopped. After
the recording is complete, a second command word will reproduce the
Effect recorded landscape as an image on the surface of the tile. When used
in combat, activating either effect of a Versatile is a Major Action.
The command words for both recording and image reproduction
are the same for all Versatiles and are well known among veteran
adventurers. Unless special precautions are taken, these words will be
known to the adventurer when they succeed on their Appraise check.
Only one image can be stored in each Versatile, and once an image
is recorded it cannot be erased. Additionally, each Versatile is about
as sturdy as pottery, and with little effort can be completely destroyed.
398
Mana Cartridge(X/XX) Base Price: 5,200/17,200
Item
Pop. 8 App. Rectangular cartridges Adventure Tools
Class
Allows magitech mount to use Current O (see AW,
Sum. Era
cartridge MP p. 168)
This processed item can be attached to non-living mounts such as
Manabike. And MP cost for the mount’s movement can be used from
the MP of the cartridge. 10 MP are available for X-type and 20 MP are
available for XX-type. If you have a type of magitech that has its own
MP, you can also add MP with this cartridge. For existing magitechs
(without detailed description in this book), only one cartridge can be
installed, unless otherwise noted.
Effect The MP of a cartridge can only be used to operate magitech.
Both attaching and removing the Mana Cartridge from an item
require 6 rounds (1 minute) of time. However, if the character has at
least 1 level of Artificer class, these actions can be performed with a
single Major Action.
Those with an Artificer class of 1 level or higher can fill this cartridge
with MP with Magisphere (Small) from their own MP, mako stones,
or other cartridges with Major Action.

Fairy Lantern Base Price: 10,000


Item
Pop. 18 App. Silver lantern Adventure Tools
Class
Its light is invisible to those who have Magitech
Sum. Era
soulscars Civilization
The person holding the lantern who chants the password with Major
Action and uses 3 MP, will make the lantern emit magic fire for 12
hours. No tinderbox or oil is needed.
Effect
This light is very bright, illuminating a radius of 10 meters, but is
completely invisible to those with soulscars.
This item can be fitted with one Mana Cartridge (see this page).

399
Flying Broom Base Price: 25,000
Pop. 8 App. An ordinary broom Item Class Adventure Tools
Ancient Magic
Sum. Allows to fly Era
Civilization
What appears to be an ordinary broom is actually a magical tool
often found in old Magic Civilization Period ruins. Each of these
brooms allows a character to fly for up to an hour per day, moving at
Effect a rate of 20m per round, or 60m when taking a Full Move.
Due to its size, only two characters can ride on any given broom,
though one rider may be replaced with up to 200kg of luggage and
other inanimate belongings.

Adventure Tools (Consumables)


Potion Ball Base Price: 20
Soft ball the size of a Item Adventure Tools
Pop. 10 App.
palm Class (Consumables)
Allows throwing potion as a thrown
Sum. weapon. Requires [Throwing*] Era Current
combat feat
This is a ball that can have potions inside. To use this item, the user
must have the combat feat [Throwing *].
When it hits something, it bursts to give the effect of the potion or
potion-like substance it contains. This allows the effects of potions such
Effect as Healing Potions and Awake Potions to be applied to a remote
character.
Throwing this item is treated as a thrown weapon attack and the
effect of the potion inside is treated as "Resistance: N/A".
Major Action is needed to put the potion into the ball.

Sake Seeds x 10 Base Price: 100


Sake-scented grain Item Adventure Tools
Pop. 6 App.
seeds Class (Consumables)
Sum. Turns water into sake Era Ancient Magic Civilization
These seeds come from a specially produced grain fruit, altered with
magic to create a fruit whose seeds can turn water into sake. One seed
changes a mug full of water, dissolving completely, though multiple
Effect
seeds will create stronger alcohol.
There are fruits that can produce different liquors as well, and rare
Sake Seeds will fetch a high price at the market.

400
Jack Beans Base Price: 100
Green beans the size Item Adventure Tools
Pop. 15 App.
of a fingertip Class (Consumables)
Ancient Magic
Sum. Can grow a sturdy vine Era
Civilization
These magical beans once planted and activated as a Major Action
by spending 1 MP, will grow into a long, sturdy vine in any direction
the user wishes.
It takes the vine one round to grow 1m, up to the maximum of 20m
Effect
long. This vine is 10cm thick and can act as a replacement for rope,
holding up to 300kg of weight. H
However, this vine will wither and die after 24 hours but may be
used as a rope afterward.

Guardian Stone Base Price: 100+


Glossy small blue Item Adventure Tools
Pop. 13 App.
stone Class (Consumables)
Sum. Reduce Magic Damage Era Magitech Civilization
A shiny blue stone, about the size of the tip of a thumb, this stone is
able to absorb magical damage that would otherwise affect the caster.
The price of this item is determined by the amount of HP it has,
with "HP x HP x 100G" being the base price.
Effect If the owner suffers magic damage, some or all of the applied
damage can be allocated to this item at will. However, it can only be
allocated to one item at a time, and it cannot be allocated to reduce the
HP of this item to less than 0. This item's HP cannot be recovered,
and when it reaches 0, it will crumble into dust.

Cold Cheeks Base Price: 110


A cheek cream in Item Adventure Tools
Pop. 13 App.
a bowl Class (Consumables)
Cannot read facial
Sum. Era Current O (see LL, p. 115)
expressions
A person who has this applied to his cheeks will freeze with a
ruthless expression on their face. Even if the person is happy or sad,
Effect others will see a cold expression on their face. It is usually used before
a bet that requires a poker face, or in negotiations where the user
doesn’t want others to be able to read your emotions.

401
Joints Lubricants Base Price: 160
Item Adventure Tools
Pop. 6 App. Sticky liquid
Class (Consumables)
Smoothes the movement of the joints Current O (see AW,
Sum. Era
of the armor and muffles the sound p. 170)
This is a lubricant that is applied to the inside of the Metal Armor
or to joints to muffle the sound made by the metal.
Effect When wearing armor with this coating, the -4 penalty on Tumble,
Hide, Acrobatics, and Follow will be reduced to -2.
One application of lubricant is effective for 24 hours.

Blade Taping Base Price: 200


Long hair with pieces of
Item Adventure Tools
Pop. 6 App. crushed tusks pasted on
it. Class (Consumables)
Current O (see AW, p.
Sum. Transforms weapon to a Punch Era
170)
It is used by wrapping it around a fist or a weapon. This weapon or
fist becomes a “Punch” weapon. It takes 10 minutes (60 rounds) to
wrap it around a weapon. A weapon with this wrapped around it is
Effect
treated as an edged weapon. Blade taping can only be used once in
combat and becomes useless after the combat is over.
The base price is for both hands.

Secret Sealing Pupa Base Price: 280


Item Adventure Tools
Pop. 11 App. Pink pupa stick
Class (Consumables)
Sealing that can only be opened Ancient Magic
Sum. Era
by a specific person Civilization
This sealing chrysalis is melted with one specific person in mind and
used to seal the pupa. This makes it impossible for anyone other than
that individual to open the seal. No other parts of the envelope can be
Effect cut or torn. Also, if the pupa is heated above the level at which it melts,
the entire contents of the envelope will burn up in one blast.
This seal is treated as having a success value 14. It can be broken
with [Dispel Magic] with a contested check.

402
Holy Water Base Price: 300
Item Adventure Tools
Pop. 0 App. Water in a bottle
Class (Consumables)
When sprinkled, it will keep the
Current O (see AW, p.
Sum. undead away for a certain period of Era
170)
time
It is water purified by a priest. It contains the blessings of God and
can keep impure undead at bay. When this water is sprinkled, the
Effect undead will not enter the space within a radius of 3m from it. However,
it has no effect on the undead whose intellect is Average or High.
This effect lasts for one hour.

Paired Blue-Red Eyes Base Price: 360


Pair of red and blue Item Adventure Tools
Pop. 12 App.
crystal eyes Class (Consumables)
Allows to look into red eye to see
Sum. Era Magitech Civilization
from the blue eye
When the password is recited to the red eye, the view seen from
there becomes visible through the pair of blue eyes. This effect works
no matter how far away the eyes are. Once the user says the password,
Effect
the effect lasts for 10 minutes. The effect cannot be stopped, and after
10 minutes, both eyes will shatter and become useless. The red and
blue eyes are fixed pairs. Red eye cannot see through other blue eyes.

Loud Lips Base Price: 480


Glossy lip Item
Pop. 10 App. Adventure Tools (Consumables)
balm Class
Magitech Civilization O (see LL,
Sum. Allows to speak loudly Era
p. 115)
A single container contains six doses of lip balm, which, when
applied to the lips, allows the voice to reach farther for the next 18
rounds (3 minutes). Even when heard at close range, the voice remains
Effect in its normal tone. It arrives unattenuated.
While under this effect, the spellsong range used by the character is
doubled in radius. The range of the Stratagems (see CG, p. 26), as
defined by the reputation, is increased by one step above the original.

403
Moonlight Charm/Sunlight Charm Base Price: 500-5,000
Palm-sized charm with Item Adventure Tools
Pop. 10 App.
crescent moon/sun Class (Consumables)
Bonus to Willpower/Fortitude. Can
Sum. Era Current
be used after rolling dice
By performing a Willpower or Fortitude check and declaring break
immediately 2d roll, the player gains a bonus to their success value.
The Moonlight Charm affects Willpower, and the Sunlight Charm
affects Fortitude.
Effect
There are three types of charms: 500G/1,500G/5,000G, which give
a bonus modifier of +1/+2/+3, respectively. You can only use one
charm at a time, and you cannot use it in combination with the Ignis
Charm (see p. 131).

Colored Smoke Base Price: 760


Clumps of tree leaves dusted Item Adventure Tools
Pop. 6 App.
with pigmented powder Class (Consumables)
Current O (see AW, p.
Sum. Give a colored smoke signal Era
168)
When the mass is put into a bonfire, a high plume of smoke with a
characteristic color is produced.
Effect The color of the smoke is determined by the pigmented materials
used in the processing (see AW, p. 141), and there are many different
types.

Message Rouge Base Price: 1,000


Light-colored lipstick Item Adventure Tools
Pop. 14 App.
in a small shell Class (Consumables)
Leave a message up to 30 Ancient Magic
Sum. Era
seconds long Civilization
This lipstick is used by lovers to leave messages for one another.
Occasionally, someone may stumble across these messages and find a
particularly sordid secret.
By making a kiss mark with Message Rouge on your lips, a message
of up to 30 seconds (3 rounds) long can be stored in the mark. This
Effect message will remain until the kiss mark is reduced to just traces of
rouge. To hear the stored message, all one has to do is point a finger
at the kiss mark with the mental intention of hearing any message
inside, and the magic of the rouge will allow the message to be heard.
Once Message Rouge is used to store a message, the rest of the
lipstick will disappear.

404
Clear Gel Base Price: 1,200
Clear gel-like Item Adventure Tools
Pop. 10 App.
liquid Class (Consumables)
Makes invisible soaked Magitech Civilization O (see
Sum. Era
objects AW, p. 161)
Objects soaked with this gel become invisible for 20 seconds (2
Effect rounds). Therefore, if the object is made of cloth, paper, or any other
material that can be soaked with liquid, it is possible to see through it.

Luminous Dye Base Price: 1,360


Item
Pop. 8 App. Dye Adventure Tools (Consumables)
Class
Dyed cloth shines in the Magitech Civilization O (see AW,
Sum. Era
dark p. 161)
Effect Cloth dyed with this dye will glow in the dark.

Decoy Meat Base Price: 1,600


Strong-smelling dried Item Adventure Tools
Pop. 6 App.
meat Class (Consumables)
Attracts carnivorous animals and Current O (see AW, p.
Sum. Era
mythical beasts 169)
The dried meat is carried in a sealable container, and when removed
from the container, its strong odor attracts carnivorous animals and
mythical beasts within a one-kilometer radius. If there are any of these
Effect monsters within range, they will be attracted by the smell.
The GM decides how the monster, attracted by the scent, will
behave afterward. If it has a high intellect, it may give up on the meat
and turn away if it sees the PCs.

Healing Bomb Base Price: 1,600


Liquid in a large Item Adventure Tools
Pop. 8 App.
glass bottle Class (Consumables)
Recovers HP within 3m
Sum. Era Current O (see AW, p. 169)
Radius/5
The liquid gasifies while throwing at the target point, restoring
“Power 20 + 5” HP in a 3m radius/5. The bomb has no effect on
constructs and the undead.
Effect
If the user has learned the combat feat [Precise Shot], they can throw
a bomb at the 1 character (section). In this case, the target will be always
affected and other targets will be selected randomly.

405
When thrown in the skirmish, even if the user has the combat feat
[Precise Shot] or [Magic Control], they cannot select affected targets.

White-Flame Ball x 10 Base Price: 1,800


A ball the size of a Item Adventure Tools
Pop. 10 App.
fist with a fuse Class (Consumables)
Creates a flame that is not Magitech Civilization O (see
Sum. Era
easily extinguished AW, p. 162)
When this item is ignited, it begins to burn with a very bright flame
illuminating 30 meters around it. This fire will not extinguish, even
underwater, and will continue to illuminate the surrounding area until
Effect it has burned for 3 minutes (18 rounds).
Each processing (see AW, p. 159) will create 10 White-Flame Balls.
When purchasing on the market, you can also buy them individually
for 200G each.

Abrasive Rasp Base Price: 2,720


Rasp about 20 cm Item Adventure Tools
Pop. 8 App.
long Class (Consumables)
Increases Extra Damage of an
Sum. Era Current
Edged Weapon by +1
A rasp that sharpens the blade of an edged weapon, increasing its
sharpness. Sharpening an edged weapon with this tool increases the
Effect Extra Damage by +1. It takes 10 minutes (60 rounds) per weapon to
sharpen, and the effect lasts for 1 day. Abrasive Rasp loses its efficacy
after 3 uses.

Explosive Trap Kit Base Price: 2,720


Dish-shaped Item Adventure Tools
Pop. 11 App.
explosive device Class (Consumables)
Magitech Civilization O (see
Sum. Can set an explosion trap Era
AW, p. 163)
To set up this trap user need to make a Set Trap check.
Search checks and Find Trap checks for traps using this kit have a -
Effect 2 penalty to the success value. When activated, it has a 6m radius/20
and deals “Power 20 + 10” fire magic damage.
When used on a structure, it ignores its Defense.

406
Escape Marbles Base Price: 2,840
Dull red palm- Item Adventure Tools
Pop. 8 App.
sized balls Class (Consumables)
Escape enemy close contact
Sum. Era Current O (see LL, p. 115)
on impact
User can drop marble that produces a large amount of impact with
1 MP and allows the user under the effect of a unique skill such as
[Entangling] or [Engulf] to move regardless of blocked movement or
unique skills.
Effect Can be activated with Major Action or Minor Action. If used with
Minor Action, all Escape Marbles will be used at the same time and
two or more items will be consumed unnecessarily.
When used in Major Action, it is used as a 1H item and can be used
with another item in the same hand.

Unicorn Horn Base Price: Remaining Uses x


6,000
Cone about 50cm Item Adventure Tools
Pop. 12 App.
long Class (Consumables)
Cures poison, disease, or deals
Sum. Era Unknown
damage to undead on touch
A horn poached from a Unicorn (CR II, p. 383 or BT, p. 175), it
acts as a panacea for illnesses and injuries.
It fully heals a character's HP when touched, and completely cures
any poisons, diseases, curses, and petrification power 17 or less.
However, this will not work on Undead or Constructs.
Effect
Undead touched by the horn must make a Fortitude check against
a value of 17. If it fails it is immediately destroyed.
If sold on the open market, anywhere from 1-8 uses may remain,
with no way to restore uses. Once these uses are expended, the horn
crumbles to dust.

407
Magical Cabal Coffers Base Price: 9,000
A bottle filled with Item Adventure Tools
Pop. 10 App.
colorful magical stones Class (Consumables)
Ancient Magic
Sum. Casts a random spell Era
Civilization
A bottle filled with various magic; will randomly generate a magical
effect from the following table when thrown in combat.
This item has a range of 10m and does not consume any MP for its
effects. Treat all spells as having a Magic Power of 10. Once used, this
item will disappear.

Random Magic Table


1d Spell Overview Reference
Effect 1 [Light] Illuminates’ area See p. 176
2 [Spark] Attack with lightning See p. 183
3 [Poison Cloud] Poisons small See p. 183
area
4 [Fireball] Attack with fire See p. 183
5 [Acid Cloud] Acidic air burns See CR II, p. 122 or WT,
and melts p. 41
6 [Blizzard] Creates local blizzard See CR II, p. 120 or WT,
p. 31

Accessory: Head
Headband of Concentration Base Price: 200 + 10 rep.
Elongated white cloth
Pop. 8 App. Item Class Accessory: Head
headband
Sage retries can be done in half the Magitech
Sum. Era
time Civilization
A character equipped with this headband can reroll check (see CR
I, p. 141) whose standard value is defined by Sage Level + Intelligence
Modifier in half the time required for rerolling. The time required for
Effect the first check remains the same; the third and subsequent attempts
are also halved for their respective times. For example, if the first check
takes 10 minutes (60 rounds), the second attempt can be done in 30
minutes, and the third attempt in 3 hours

408
Torch Helmet Base Price: 1,250
Helmet and attached
Pop. 8 App. Item Class Accessory: Head
torch
Sum. Can shine light Era Current
This item is a helmet worn on the head with Torch (see p. 309). It
is possible to light the torch while wearing it on the head.
Effect
The torch can also be removed from the helmet and held in the
hand.

Lightning-Bolt Hairpin/Salamander
Hairpin/Snowflake Hairpin Base Price: 1,500
Hair ornament in the shape of a Item Accessory:
Pop. 7 App.
lightning/salamander/snowflake Class Head
Magitech
Sum. When thrown, deals Power 20 + 5 Era
Civilization
Throwing a hairpin with Major Action with a design of lightning or
salamander (CR II, p. 393 or BT, p. 193) or snowflakes, will cause it
to explode on hit with lightning, fire, or ice.
Throwing it will result in an arrow spell-like effect, which will fly to a
chosen “Target: 1 Character” and "Range/Area: 10m/Shot". The
standard value of the Spellcasting check is 12 (2d+12) versus the
Willpower of the target. Target takes full Power 20 +5 magic damage
on fail and half the damage on a success.
Effect
Damage has a type according to the type of hairpins. Lightning-bolt
hairpin deals lightning, Salamander Hairpin deals fire, and Snowflake
hairpin deals water/ice type.
Even if the target is in the skirmish and the user does not have the
combat feat [Precise Shot] or [Guided Magic], no misfire will occur.
However, it cannot be fired through an obstacle without [Hawk Eye].
The items are removed from the equipment when thrown and
broken after one use.

Watchful Eye Base Price: 2,000


Hat with a picture of large Item
Pop. 12 App. Accessory: Head
eye on the head Class
+2 to Danger Sense checks for surprise Magitech
Sum. Era
attacks Civilization
The character receives a +2 bonus to Danger Sense checks for
Effect surprise attack checks. If the equipped character does not have sight,
they will not receive this bonus.

409
Headband Of Goner Base Price: 2,000
White band cloth wrapped Item
Pop. 14 App. Accessory: Head
around the head Class
Allows to use [Throwaway Counter] Magitech
Sum. Era
once Civilization
Those who acquire this feat can use the combat feat [Throwaway
Counter]. The [Throwaway Counter], like the [Counter] feat (see CR
II, p. 156 or IB), can be used in response to a melee attack.
Unlike [Counter], [Throwaway Counter] user doesn’t need to make
an Accuracy check. The character's attack automatically hits the user
of [Throwaway Counter]. However, at the same time, the attack from
the opponent is also automatically hit, and as in the case of a failure of
[Counter], the Power Table result is treated as a roll of 12 (resolve any
Effect criticals as normal).
[Throwaway Counter] can be used only once per round and cannot
be used in the same round in which [Counter] is used. The same goes
for the other way around: user cannot use [Counter] in the round in
which they used [Throwaway Counter.
[Throwaway Counter] can be used by any Warrior-Type Classes,
not only Grapplers class.
This item will be destroyed once the [Throwaway Counter] was
performed.

Safety Helmet Base Price: 2,000


Helmet with inner lining covered Item Accessory:
Pop. 8 App.
by a brittle hard outer shell Class Head
Sum. Allows to evade heavy damage once Era Current
The helmet absorbs impact by breaking the outer shell when it takes
a heavy blow, preventing damage to the wearer.
Whenever a person equipped with this item suffers physical damage
from a weapon or similar attack, they may, once and only once, revert
effects that can deal additional damage to the wearer as a result of the
dice roll as described below.
Effect Critical on Power Table: After rolling the first 2d roll, the attack can
be changed to having Critical Threshold None (so it cannot crit).
[Sword's Salvation /Change Fate]: Changes back effect of Change
Fate to the original result (Change Fate] is used.)
Monster Unique Skill [▽ Painful Strike]: Damage added by this
ability is set to 0.

410
Damage increases due to Defensive Fumble (see p. 135): Automatic
failure on Evasion is prevented and treated as a normal failure. no
experience points are gained for automatic failure.
The GM may also apply any other rule that, in their judgment.
Removing any additional damage increase.
When this effect is used, the equipped Safety Helmet is destroyed.

Wig of Chills Base Price: 2,500


Pop. 10 App. Black wig Item Class Accessory: Head
Sum. +1 to Danger Sense checks Era Magitech Civilization
A character equipped with this wig gains a +1 bonus to the Danger
Effect Sense checks. This causes all hair on this wig to stand back for 10
seconds (1 round) on a successful Danger Sense check.

Pointed Hat Base Price: 3,000


Item
Pop. 10 App. Tall conical hat Accessory: Head
Class
Remembering monster knowledge Magitech
Sum. Era
becomes easier Civilization
The person wearing the hat will receive a +1 bonus on all Monster
Knowledge checks.
Effect
The hat is embroidered on the rim with the words, "Monster Master
I am".

Illusory Wig Base Price: 3,000


Wig made of white
Pop. 10 App. Item Class Accessory: Head
hair
Sum. Change hair colors Era Magitech Civilization
As a Minor Action, the wearer of this wig can recite a command
word and change the color of this wig.
Effect The wig must be removed in order to return to the wearer's natural
hair color or to change to another color.
It takes 1 minute (6 rounds) in order to attach the wig.

411
Headband of Resentment Base Price: 4,000
Rolled head Item
Pop. 13 App. Accessory: Head
towel Class
Returns damage received as a Ancient Magic Civilization O
Sum. Era
curse (see LL, p. 115)
The user who is equipped with this item may return to their
opponent as a curse one damage (from a single attack or effect)
received from the end of their previous turn to the beginning of their
current turn (the player will need to keep track of how many damage
points they have received from whom if they want to use this item).
With Major Action, a number of points equal to the applied damage
Effect chosen can be returned as a curse magic damage to the target (section)
who was dealt the damage. This effect is treated as "Range/Area:
Infinite/Target" and does not require the opponent to be visible. In this
case, both parties perform a Willpower and compare their success
values. If the one attempting to return the damage is higher, the effect
occurs. If there is a tie, or the first one to give the damage is higher, no
effect will occur.

Holy Parrot Base Price: 4,106


Hat with a large toy parrot Item
Pop. 12 App. Accessory: Head
on top Class
Repeats caster's Divine Magic with Magic Magitech
Sum. Era
Power 0. Cannot be hidden Civilization
The parrot recasts the Divine Magic that the user cast in the round
with Magic Power 0 at the end of their turn. In this case, the target can
be chosen separately. However, this parrot's magical use is not affected
by any active combat feat. MP is expended as usual, and a mako stone
may be used as a substitute.
Effect If the user has cast more than one Divine Magic in that round, any
one of them may be chosen to be cast.
This parrot is very loud and annoying, continuously imitating the
person equipping it (especially last words). With it equipped, Hide
checks automatically fail, and Listen checks are subject to a penalty of
-4.

412
Angel Ring Base Price: 5,000
Golden ring with fine arcana Item
Pop. 12 App. Accessory: Head
engraving Class
Put the wearer into a deep sleep state.
Ancient Magic
Sum. Loses magic power when removed after Era
Civilization
wearing
When placed on the head, the wearer falls into a magically induced
deep sleep and remains sleeping for as long as the circlet is worn.
While sleeping, the wearer is unaffected by time, as though it had
Effect
stopped only for them.
There is no other way to wake them up except to remove this wheel.
Once placed and removed, the ring loses its Magic Power.

Cattleya Garland Base Price: 20,000


Circlet with engraved Item
Pop. 16 App. Accessory: Head
cattleya flowers Class
Ancient Magic
Sum. Increases range of Fairy Magic Era
Civilization
This circlet has tiny bells that, while inaudible to most humanoids,
are quite pleasing to fairies.
Effect The wearer of this circlet increases the range of any Fairy Magic spell
with "Range: 〇m" by +10m.

Goddess's Veil Base Price: 20,000


Pure white veil with Item
Pop. 14 App. Accessory: Head
ribbons Class
Rarely make healing magic hyper- Ancient Magic
Sum. Era
effective Civilization
A gorgeous, pure white veil, it is a symbol of grace and charity
throughout Raxia.
A woman who wears the Goddess's Veil can treat healing magic as
Effect though it had a C Value of 10; i.e., healing spells can be critical and
will heal more than usual.
Men may also wear the Goddess's Veil, but do not gain any benefits
from doing so.

413
Accessory: Face

Ruby Glasses Base Price: 2,000


Item Accessory:
Pop. 12 App. Glasses with ruby lenses
Class Face
Nullifies a Fortitude and Willpower check for
Magitech
Sum. effects that cause sleep can be changed from a Era
Civilization
failure to a success
If the wearer of the glasses fails the Fortitude and Willpower effect
Effect check for effects that cause sleep, destroying the glasses changes the
check to automatic success.

Taste Piercing Base Price: 2,000


Round and small tongue
Pop. 11 App. Item Class Accessory: Face
piercing
Sensitize taste buds, +2 to Herbology Magitech
Sum. Era
check Civilization
It sharpens the wearer's sense of taste and allows them to enjoy
Effect flavors more deeply. At the same time, they gain a +2 bonus to
Herbology checks that are made by tasting (licking, sipping).

Swirl Piercing LP Base Price: 3,000


Spiral piercing, engraved Item
Pop. 12 App. Accessory: Face
with Arcana language Class
Ancient Magic
Sum. Change voice pitch Era
Civilization
This is an upgraded version of Swirl Piercing (see CR II, p. 184).
The wearer can arbitrarily change the tone of the voice, as long as it
is within the audible range of the human, the sound level can be set
Effect
freely. However, this cannot be used to mimic the tone of voice of any
specific person or animal.
This piercing is meant for one's tongue.

414
Short Gentleman's Beard Base Price: 3,000
A large, bushy black full
Pop. 14 App. Item Class Accessory: Face
beard
Speak politely in the Arcana
Sum. Era Magitech Civilization
language
This is an upgraded version of Gentleman's Beard (see CR II, p.
189).
An interesting item, this false beard allows the speaker to sound like
Effect they're politely speaking in the Arcana language, regardless of what
language they're actually speaking.
If a listener wishes to resist this effect and hear the actual voice of
the speaker, they need to succeed on a TN 15 Willpower check.

Powered Night Goggles Base Price: 3,000


Goggles with yellow Item
Pop. 10 App. Accessory: Face
lenses Class
See in darkness as though it were
Sum. Era Magitech Civilization
daytime
This is an upgraded version of Night Goggles (see CR II, p. 192).
The wearer can gain the effect of [Darkvision] for 10 seconds (1
round) by consuming 1 point of MP with Minor Action. The MP
consumed can be either the item's own 10 points of MP or the wearer's
own MP each time it is used. The wearer can also attach one Mana
Effect Cartridge (see p. 398), which gives it additional MP.
The MP stored in this item can only be used to activate the effects
of [Darkvision]. The MP of this item can be replenished by a character
with the Artificer class by using MP from himself or the mako stone.
This MP replenishment is performed as a Major Action and requires
a magisphere (small).
Black Eye Patch Base Price: 4,000
Black eye patch Item
Pop. 14 App. Accessory: Face
covering one eye Class
Allows to get Magic perception Ancient Magic
Sum. Era
after 6 hours of continuous use Civilization
This eye patch aids vision and is treated as if the wearer can see with
both eyes while wearing it.
If the eye patch is used for more than 6 hours in a row and then
Effect removed (Major Action is to remove it), the wearer gains magic
perception for the next minute (6 rounds). After 1 minute or after
putting the patch back on loses this effect. The eye patch must be worn
for at least 6 hours to gain magic perception again.

415
Keen-Flash Glasses Base Price: 4,000
Pop. 14 App. Gold-framed glasses Item Class Accessory: Face
Sum. +1 to Insight and Search checks Era Magitech Civilization
The wearer of these glasses receives a +1 bonus to both their Insight
Effect and Search checks.
Also allows to read the text written with Mystic Ink (see p. 388).

Hound's Nose Base Price: 4,000


Black ornament covering one's Item
Pop. 16 App. Accessory: Face
nose Class
Magitech
Sum. +2 to Track checks Era
Civilization
Effect The wearer of this item gains a +2 bonus to Track checks.

Mask of the Fearless Base Price: 4,520


Mask of the mythical beast
Item
Pop. 11 App. with a prominent golden Accessory: Face
mane Class
When recovering from 0 HP or less to 1 Ancient Magic
Sum. or more, an additional 10 points of HP Era Civilization O (see
are recovered LL, p. 115)
Those equipped with this will recover an additional 10 points of HP
Effect as soon as their HP recovers from 0 or less to 1 or more. This also
includes the case of recovery with the [Awaken] spell (see p. 195).

Heavy Scale Mask Base Price: 10,000


Jade-colored mask worn Item
Pop. 14 App. Accessory: Face
completely over the head Class
Allows breathing underwater. Penalty
Ancient Magic
Sum. equivalent to metal armor when using Era
Civilization
magic underwater
This is an upgraded version of Scale Mask (see CR II, p. 184).
The wearer of this mask will be able to breathe and speak
underwater. They may also cast magic underwater, but their
Effect
Spellcasting checks incur a penalty equivalent to that of metal armor.
The rest of the process is the same as in the section on "Underwater
Behavior in Combat" (see CR II, p. 34).

416
Accessory: Ear

Recording Earrings Base Price: 1,600


Earrings with swinging Item
Pop. 16 App. Accessory: Ear
orbs Class
Continuously records an hour's Magitech Civilization O
Sum. Era
worth of sound at all times (see LL, p. 115)
This earpiece is constantly recording. It can record up to 1 hour, but
it is always overwritten from the oldest to the newest so that the most
recent hour is always recorded.
Effect
When the earpiece wearer dies, the recording stops. By replaying
the recording, it is possible to know the circumstances of the death, but
only in audio form.

Golden Earplugs Base Price: 2,000


Pop. 12 App. Gold earplugs Item Class Accessory: Ear
Increase resistance to spellsongs by Magitech
Sum. Era
+2 Civilization
When wearing both plugs, the wearer receives a +2 bonus to
Effect Willpower checks against spellsongs.
The wearer can still hear other sounds normally.

Watchful Doll Base Price: 2,800


Large dangling earrings in Item
Pop. 13 App. Accessory: Ear
form of a doll Class
Magitech
Sum. +4 to Accuracy with [Aimed Shot] Era
Civilization
This earpiece assists the [Aimed Shot] by whispering precise
instructions in the wearer’s ear when they are in the crosshairs.
Effect The wearer of this item gains a +4 bonus on Accuracy checks for
shooting that would otherwise be affected by [Aimed Shot] (see p.
163).

417
Linkpearls Holder Base Price: 3,000+
Earrings that can be fitted into Item
Pop. 8 App. Accessory: Ear
earrings as decoration. Class
Multiple Linkpearls can be equipped at the
Sum. Era Current
same time
These earrings can be fitted with multiple Linkpearls (see p. 418),
allowing for multiple pieces to work at the same time. It does not
expand the capabilities of the Linkpearls themselves and does not
change the limitation that only one pair of earrings can speak to each
other at a time. Also, while the holder can be left in place for listening,
the holder must be removed for speaking, or else the other earrings
Effect will be activated at the same time (so the wearer can effectively
broadcast).
The price of this item depends on how many can be inserted at the
same time: two can be inserted for 3,000G; three for 6,000G. Each
additional Linkpearls costs 1,000G more than the total number of
Linkpearls. In other words, four is 10,000 G and five is 15,000 G, and
so on.

Alarm Earrings Base Price: 3,200


Earring with a small Item
Pop. 12 App. Accessory: Ear
whistle dangling from it Class
Automatically sounds an alarm Magitech Civilization O
Sum. Era
when the wearer falls asleep (see LL, p. 115)
If the wearer falls asleep, this item will automatically emit a loud
noise in an attempt to wake them up. This effect is treated in the same
way as spellsong [Early Bird] (see CR II, p. 106 or WT, p. 137) with a
success value of 15, with a radius of 50 meters. The sound continues
Effect
for 1 minute (6 rounds) and cannot be stopped.
This effect can occur only once a day. If a character goes to bed with
this item equipped after the effect occurs, the effect of this item will
occur automatically at 6:00 a.m. the next morning.

Bat's Earrings Base Price: 3,500


Pop. 14 App. Bat-shaped earrings Item Class Accessory: Ear
Sum. Able to act even when blind Era Magitech Civilization
The earpiece enables the wearer to recognize its surroundings by
emitting an ultrasonic sound like a bat and hearing the echoes. As a
Effect
result, they can act even when they are blind, reducing the penalty to -
2 when they attack, etc.

418
It works the same against invisible opponents reducing the penalty
against them also to -2 (Evasion, Accuracy, etc.).

Rabbit Earrings Base Price: 4,000


One earring with pink Item
Pop. 10 App. Accessory: Ear
gemstones Class
Magitech
Sum. +2 to Listen checks Era
Civilization
While wearing these earrings, the wearer gains a +2 bonus to Listen
Effect
checks (see CR I, p. 126).

Tongues Earpiece Base Price: 5,000+


White ring-shaped
Pop. 14 App. Item Class Accessory: Ear
earrings
Able to understand a specific Ancient Magic
Sum. Era
language Civilization
This is an upgraded version of Interpreter Earrings (see CR II, p.
191).
The wearer of these earrings will be able to listen to and understand
up to five different spoken languages. Depending upon the specific set
of earrings, not all five of the languages may have been chosen and can
Effect be set by the wearer. However, once a language is chosen, it cannot be
unchosen.
Additionally, the magic of these earrings does not allow the wearer
to be able to read or write in any of the chosen languages.
The base price for this item is 5,000 G for all five set languages, but
5,000G for each unset language present.

Linkpearls Base Price: 20,000


Black drop earrings (2
Pop. 14 App. Item Class Accessory: Ear
pairs)
Ancient Magic
Sum. Wearers can talk to each other Era
Civilization
When each pair of earrings are worn, the wearer of one can talk to
the wearer of the other and speak freely, once per day, up to a
maximum of 10 minutes. This magic functions regardless of the
Effect
distance between the two wearers.
However, a person cannot wear two complete sets using another slot
(thus having four earrings total) and talk between both pairs.

419
Accessory: Neck

Potion Injector Base Price: 740


Metal collar with vials Item
Pop. 9 App. Accessory: Neck
attached Class
Can use potion with Minor Actions that Current O (see
Sum. Era
have been prepared in advance LL, p. 115)
If a potion is placed in a vial attached to the collar, it can be injected
into the wearer's body through the collar, or sprayed with a scent, etc.,
to have an effect on the wearer. Only one bottle of potion can be used
in the Minor Action, and it can also be used with the combat feat
Effect
[Potion Master] (see CR II, p. 159 or IB).
It takes 10 minutes to transfer the potion to the vial and secure it to
the collar. Once the potion is set in the vial, it cannot be returned (it
must be used or discarded).

Pyrite Amulet Base Price: 1,000


Item
Pop. 11 App. Necklace with pyrite Accessory: Neck
Class
Return damage against melee Magitech
Sum. Era
bludgeoning weapon attacks Civilization
Pyrite ore is often mistaken for gold. The wildly popular way to tell
the difference is to say, "If it smashes when struck, it is gold; if it cracks
and chips, it is pyrite”. The finely chopped pieces are also used as flint,
Effect as it sparkles when struck.
If the wearer is hit with a melee bludgeoning weapon item deals back
to the attacker 1 curse magic damage, regardless of the amount of
damage (including when the applied damage is 0).

Rose Choker Base Price: 1,000


Silver choker engraved
Pop. 10 App. Item Class Accessory: Neck
with roses
Magitech
Sum. Reduces damage by -2 once Era
Civilization
When the wearer speaks a command word, they are surrounded by
pink light, causing the next damage to the wearer to be reduced by -2
Effect
points. It could be activated after applied damage is calculated.
This item has one use and will break afterward.

420
Necklace of Conversion Base Price: 1,440
Necklace with a floral Item
Pop. 10 App. Accessory: Neck
ornament in the center Class
Magitech Civilization O
Sum. Convert 2 MP to 1 HP Era
(see AW, p. 161)
This is a necklace with four rotating petals in its center. The wearer
can use Major Action to convert 2 MP into 1 HP (up to 20 MP per
Effect Major Action).
Each time this effect is used, one petal of the necklace must be torn
off. When the petals are gone, the necklace becomes nonmagical.

Ribbon of Lovely Transformation Base Price: 1,700


Item
Pop. 12 App. Ribbon-shaped tie Accessory: Neck
Class
Appearing to be clothed in any
Sum. Era Magitech Civilization
garment
When the wearer says the command word, makes a specific gesture
and expends 1 MP with Major Action it creates an illusion and makes
the wearer appear to be wearing a garment of their choice for one hour.
No special effects, modifications to Evasion, Defense, etc. will be
granted. It also will not pass a physical inspection. The effect can be
Effect canceled with Minor Action.
In the Magitech Civilization Period, it was one of children's toys.
When a Detect check (see CR III, p. 91) is performed against this
illusion, no dice are rolled and the appearance is revealed to be an
illusion.
One Mana Cartridge (see p. 398) can be attached to this item.

Lucky Charm Base Price: 2,000


A pendant with a picture of a Item
Pop. 10 App. Accessory: Neck
bluebird Class
Magitech
Sum. Loot Determination rolls +1 Era
Civilization
When wearing this pendant, all rolls for monsters Loot table receive
Effect
a +1 bonus.

421
Blood Crystal Choker Base Price: 2,600
Black choker with red Item
Pop. 12 App. Accessory: Neck
crystals Class
When destroyed, it recovers 20 points of Ancient Magic
Sum. Era
HP. Max HP -5 while equipped Civilization
When this choker is worn, blood is sucked into the crystal part that
touches the neck, and the maximum HP is reduced by 5 points. The
wearer may destroy it at any time (not necessarily during their turn),
thereby restoring his maximum HP (+5) and the current HP value by
Effect 20 points.
The HP recovery effect of this item can only be used if the item is
equipped for at least one full day. If the wearer removes the item, they
must continue to equip it for at least one full day.
This effect has no effect on Fluorites (now in CG, p. 18).

Crystal Necklace Base Price: 3,000


Necklace with hanging Item
Pop. 12 App. Accessory: Neck
crystals Class
Increases Poison, Disease resistance Magitech
Sum. Era
by +1 Civilization
The crystal used in this necklace is specially enchanted to reflect in
rainbow colors when held over light.
Effect
The wearer of this necklace gains a +1 bonus to Fortitude and
Willpower checks to resist any Poison or Disease effects.

Amulet Of Light Base Price: 3,000


Low-hanging necklace with Item
Pop. 10 App. Accessory: Neck
white jewels Class
+1 Fortitude, Willpower and Evasion vs. Magitech
Sum. Era
Undead attacks Civilization
The wearer receives a +1 bonus to Evasion, Fortitude, and
Effect
Willpower when attacked by Undead monsters.

422
Spiral Amulet Base Price: 5,000
Necklace with crystal Item
Pop. 11 App. Accessory: Neck
sinusoidal in form Class
Magitech
Sum. Return damage against a melee attack Era
Civilization
Sometimes, ores that are spirally shaped are produced. This ore,
which has a golden luster, is said to ward off evil.
Effect If the wearer is hit with melee weapon item deals back to the attacker
1 curse magic damage, regardless of the amount of damage (including
when the applied damage is 0).

Flapper's Song Base Price: 5,000


Choker woven with
Pop. 12 App. Item Class Accessory: Neck
magic beads
Increases the area of effect of Magitech
Sum. Era
Spellsongs Civilization
This choker, named after a famous singer, relaxes the throat and
allows singing to carry farther than it normally would. Any Spellsong
Effect
the wearer sings has its range increased by 10m. This has no effect on
a pet's singing.

Lamia Necklace Base Price: 5,000


Necklace with hanging Item
Pop. 16 App. Accessory: Neck
stones Class
Change form into a specific Ancient Magic
Sum. Era
woman Civilization
When the wearer of this necklace speaks a command word, they can
change shape into that of a particular woman. The woman's figure
chosen is set at the first activation of this item, is different for each item,
and cannot be changed.
Effect
This effect is merely an illusion and does not permanently change
one's gender or stats. The wearer can change back to their original
form either by reciting the command word again or by removing the
necklace.

423
Small Bear Claws Base Price: 6,000
Bear-claw necklace Item
Pop. 10 App. Accessory: Neck
decorated with patterns Class
Increase the effectiveness of [Bear Ancient Magic
Sum. Era
Muscle] by +1 Civilization
This is an upgraded version of Bear Claws (see CR II, p. 186).
While worn, the effect of the Enhancer Technique [Bear Muscle]
Effect
(see CR II, p. 90) is increased by +1 (so the user's Strength Bonus is
increased by +3 instead of +2).

Talisman Of Life Base Price: 10,000


A talisman made of white Item
Pop. 10 App. Accessory: Neck
stone Class
Break to heal 20 HP for all characters Magitech
Sum. Era
in 10m Civilization
As a Major Action, when the wearer speaks a command word, this
talisman shatters into a 10m radius of light healing 20 HP to all those
Effect
within.
This healing does not work on Undead or Constructs.

Amulet Of Prayer Base Price: 10,000


Silver necklace with a
Pop. 12 App. Item Class Accessory: Neck
pendant
Increases the effect of HP-restoring Magitech
Sum. Era
magic Civilization
When a magic effect that restores HP is used by the person wearing
Effect
this amulet, add 1 additional point to the healing done.

Miracle Necklace Base Price: 10,000


Necklace with magical Item
Pop. 12 App. Accessory: Neck
stones embedded Class
Magitech
Sum. Re-roll a failed Death Check Era
Civilization
If the wearer of this necklace is unconscious and fails a Death Check,
Effect they can choose to have this item shatter. If they do, they may re-roll
that Death Check, but must take the result of this second roll.

424
Curse Rebellion Base Price: 60,000
Item
Pop. 26 App. Simple necklace Accessory: Neck
Class
Damage dealt to Daemons +3; damage Ancient Magic
Sum. Era
taken from Daemons -3 Civilization
When the wearer of this necklace makes a melee or ranged attack
or casts a spell that targets a Daemon, they deal an extra +3 damage to
Effect that Daemon.
Additionally, when a Daemon would make an attack on the wearer,
reduce the physical and magic damage from that attack by -3.

Accessory: Back

Survival Coat Base Price: 180


Long coat with bright white Item
Pop. 0 App. Accessory: Back
surface Class
The coat can be used for both heat and
Sum. Era Current
cold protection
It is a coat that covers the entire body and is made of highly insulating
material. In extremely hot deserts, it blocks the hot sunlight, and in
extremely cold ice fields, it prevents the outflow of body heat. For this
Effect
reason, it is a favorite of adventurers who challenge such harsh terrain.
But it is not capable of reducing or hindering the damage or effects
of fire type or water/ice type.

Robe of Camouflage Base Price: 840


Item
Pop. 10 App. Robe with tree ornament Accessory: Back
Class
Easier to hide in the open (+2 to Hide Current O (see
Sum. Era
and Follow checks) AW, p. 171)
The wearer of this item gains a +2 bonus to the success value of the
Effect
outdoor Hide and Follow checks.

425
Weapon Holder/Modified Weapon
Holder Base Price: 1,000/5,000
Pop. 6 App. Backpack with hooks Item Class Accessory: Back
A weapon or shield can be held on the
Sum. Era Current
back
This is backpack-like accessory is worn on the back. The backpack
has hocks to which a weapon or shield can be attached.
Any type of weapon or shield can be attached to or removed from
Effect the back with a Minor Action during combat.
Only one weapon or shield can be attached to Weapon Holder at
a time, while to Modified Weapon Holder can be attached to up to
two weapons or shields.

Rangers' Cloak Base Price: 1,000 + 20 rep.


Pop. 0 App. Cloak (various) Item Class Accessory: Back
Allows one Accessory to be equipped
Sum. in the Back slot. Requires Level 3 Era Various
Ranger.
Requires Level 3 Ranger. It’s a cloak modification that allows
equipping another non-cloak Accessory to be equipped in the Back
slot. The new cloak will have a new name like “Rangers' Thermal
Effect Mantle”.
This item requires an extra 1,000G on top of the normal market
price of the cloak to be modified and 20 reputation. If the original item
is a renowned item, the required reputations are also combined.

Inverness, a Beautiful Star Base Price: 3,000


Dark inverness cape with a Item
Pop. 11 App. Accessory: Back
star pattern Class
Magitech
Sum. Creates Throwing Stars Era
Civilization
The wearer may use a Minor Action to create a Throwing Star B-
rank thrown (see p. 356). This is treated as equipping a weapon (see
CR I, p. 206 or CG) and cannot be done after a Major Action has been
taken.
Effect
This effect can be used as many times as necessary, but the
Throwing Star created by this effect will disappear after 10 seconds (1
round).

426
Little Wing Base Price: 3,000
Ornament of small white
Pop. 12 App. Item Class Accessory: Back
wings
Magitech
Sum. Reduces damage from a fall Era
Civilization
Whenever the wearer falls a great distance, a gentle breeze buffers
Effect him and blunts the impact of his fall.
All falling damage taken by the wearer is reduced by -20.

Thermal Mantle Base Price: 3,500


Cloak made of thick,
Pop. 12 App. Item Class Accessory: Back
magical cloth
Magitech
Sum. Reduces Fire, Water/Ice damage Era
Civilization
This cloak is designed to protect against extreme temperatures.
Whether heading to the desert or the middle of the arctic, the wearer
Effect will always be comfortable.
Additionally, the wearer will prevent -1 damage from all Fire and
Water/Ice sources.

Flying Cloak Base Price: 3,500


Blue single-shoulder Item
Pop. 10 App. Accessory: Back
cape Class
+1 to Evasion check only against Magitech
Sum. Era
ranged attacks Civilization
This item is an upgraded version of Breeze Cloak (see CR II, p.
190).
Effect This cloak, worn over one shoulder, is magically enchanted to
protect the wearer from incoming projectiles. Specifically, the wearer
increases their Evasion by +1 when attacked by a ranged attack.

Gale Wings Base Price: 4,000


Pop. 10 App. Deployable wings Item Class Accessory: Back
Current O (see AW, p.
Sum. Allows to glide Era
163)
Once per day by spreading these wings, the wearer can glide for 3
minutes (18 rounds). They cannot go higher than their original height.
Effect
The wearer can change direction and move with 20 movement
speed.

427
Hero's Mantle Base Price: 10,000
Pop. 12 App. Long cape Item Class Accessory: Back
Sum. Reduces breath damage by -2 Era Magitech Civilization
This is a replica of the cloak used by the famous Dragonslayer, an
ancient hero. It comes in a wide variety of colors and styles.
Effect
If the wearer is hit by a damaging Breath Weapon attack, reduce the
calculated damage of that attack by -2 points.

Accessory: Hand
Ability-Enhancing Ring Base Price: 500
Stylized silver rings with gems Item
Pop. 8 App. Accessory: Hand
of various colors Class
+1 to a specific ability score, +13 if Magitech
Sum. Era
broken Civilization
Those who wear these rings increase the appropriate ability (except
Vitality and Spirit) by +1 point.
At any time after making a roll, the wearer may choose to break the
gem. If they do, the ability increase for that roll is increased by 13
points instead. Only one ring or bracelet can be broken per check.
Effect
The rings are called as follows:
“Ring of Skill” – Green. Increases Dexterity.
“Herculean Ring” – Red. Increases Strength.
“Ring of the Fleet-footed” – Purple. Increases Agility.
“Ring of Intelligence” – Blue. Increases Intelligence.
Ability-Enhancing Bracelet Base Price: 1,000
Stylized silver bracelets with Item
Pop. 8 App. Accessory: Hand
gems of various colors Class
+2 to a specific ability score, +14 if Magitech
Sum. Era
broken Civilization
Those who wear these bracelets increase the appropriate ability
(except Vitality and Spirit) by +2 points.
At any time after making a roll, the wearer may choose to break the
gem. If they do, the ability increase for that roll is increased by 14
points instead. Only one ring or bracelet can be broken per check.
Effect
The bracelets are called as follows:
“Master's Bracelet” – Green. Increases Dexterity.
“Super Strong Bracelet” – Red. Increases Strength.
“Gale Bracelet” – Purple. Increases Agility.
“Wisdom Bracelet” – Blue. Increases Intelligence.

428
About Ability-Enhancing Ring and Bracelet
Equipping multiple Ability-Enhancing Rings and Bracelets
that are related to a single ability score does not cumulatively
enhance the ability. Equipping a Ring Of Skill (Dexterity +1) and
a Master's Bracelet (Dexterity +2) at the same time will only
increase Dexterity by +2. Temporary enhancement by breaking
these items will not overlap with the permanent enhancement. If
the Ring of Skill is broken, the Dexterity will be temporarily
increased by +13 from its original value, ignoring the increment
from the Master's Bracelet.
Rings and bracelets that enhance different ability scores work
independently of each other. For example, if you equip the Ring
Of Skill and the Ring Of The Fleet-Footed at the same time, both
Dexterity and Agility will be increased by +1.

Moonlight Ring/Sunshine Ring Base Price: 1,000


Silver ring with black/white Item
Pop. 8 App. Accessory: Hand
stones Class
Magitech
Sum. +2 to Willpower/Fortitude if broken Era
Civilization
After the Willpower/Fortitude roll, the wearer may declare they are
destroying the ring. If they do, receive a +2 bonus to
Effect Willpower/Fortitude. Only one ring can be broken per check.
Moonlight Ring only affects Willpower checks and Sunshine Ring
only affects Fortitude checks.

Bandit King's Ring Base Price: 3,000


A jet-black ring, absorbing
Pop. 14 App. Item Class Accessory: Hand
light
Magitech
Sum. +1 to Open Lock checks Era
Civilization
A replica of rings used by a band of famous thieves; this ring gives
Effect
the wearer a +1 bonus to Open Lock checks (see CR I, p. 120).

429
Magnetic Glove Base Price: 4,000
Gloves for one hand with a dull
Item
Pop. 13 App. shiny metal disk in the palm of Accessory: Hand
the hand Class
Attracting a weapon or item you have Magitech
Sum. Era
tuned in to your hand Civilization
This item needs to be attuned to one weapon or hand-held item for
10 minutes.
The user can use the "Area: Shot (but no misfire will occur, but there
must be no obstacles in the way)" effect to emit a tractor beam to the
weapon or item, pull it to hand, and grab it (equip it) by consuming
MP. The weapon or item must not be held by another person or fixed
to something. The weapon or item will fly straight along the beam. The
1 MP consumed for every 5 meters of distance to the weapon or item
Effect
(rounded up).
This effect can be used with Minor Action, but it is treated as
equipping a weapon (see CR I, p. 206 or CG) and cannot be done after
performing Major Action.
A Magnetic Glove can have only one weapon or item attuned to it,
and when a new weapon or item is attuned, the previous attunement is
automatically lost.
One Mana Cartridge (see p. 398) can be attached to this item.

Droplet Bracelet Base Price: 5,000


A bracelet set with a
Pop. 12 App. Item Class Accessory: Hand
blue jewel
Sum. Water/Ice damage -1 Era Magitech Civilization
The wearer of the bracelet can speak a command word and cause
water to issue forth from the inset gem. This ability can only be
activated three times per day, and each activation produces one liter of
Effect
water.
Also, the wearer takes -1 Water/Ice damage while wearing the
bracelet.

Ring Of The Mind Base Price: 5,000


Pop. 12 App. A thin, silver ring Item Class Accessory: Hand
Sum. Increases Willpower by +1 Era Magitech Civilization
Effect The wearer of the ring gets a +1 bonus on Willpower checks.

430
Rainbow Ring Base Price: 5,000
Metal ring with iridescent Item
Pop. 10 App. Accessory: Hand
reflections on its surface Class
Emits light of various colors to illuminate Magitech
Sum. Era
surroundings Civilization
This ring is an upgraded version of the Shining Ring (see CR II, p.
188).
This ring emits light when the person equipped with the ring chants
the command word with Minor Action, illuminating a 10-meter radius
around the ring. By using different words, the ring can emit light of
Effect
various colors. If it illuminates with white light, it is considered to be
the same as a [Light] spell (see p. 176).
However, this effect only works while the ring is worn, if removed
the ring stops shedding light. The light cannot be turned off by any
action other than removing the ring.

Mana Ring Base Price: 10,000


Silver bangle engraved Item
Pop. 14 App. Accessory: Hand
with Arcana words Class
Magic damage +1. Counts as Magic Ancient Magic
Sum. Era
Implement Civilization
A facsimile of bracelets worn by old court magicians; this ring still
holds significant magical power inside.
The wearer increases any magic damage they deal by +1 point. This
effect is limited to spells that directly deal damage to the target. For
Effect
example, the ring will not increase the damage of [Enchant Weapon]
or [Solid Bullet] spells.
The ring can also be treated as a Magical Implement for those
classes that require one in order to cast spells.

Storage Bracelet Base Price: 30,000


Bracelet with a large, Item
Pop. 12 App. Accessory: Hand
black stone Class
Ancient Magic
Sum. Store one object inside Era
Civilization
The bracelet can be used to hold one non-living object inside. As a
Major Action, the user can recite an activating word and store one item
Effect touching the bracelet's gem inside the bracelet.
This item cannot be more than 1m in diameter, nor more than 3m
tall, though there is no limit on the weight of the object to be stored.

431
Living objects, such as humanoids, monsters, or even plants, cannot
be stored in the bracelet.
To remove the object stored in the bracelet, the wearer simply has
to remove the bracelet to have the stored item appear on the ground
next to them.

Accessory: Torso/Waist
Thrower Belt Base Price: 1,000
Belt with throwing
Pop. 9 App. Item Class Accessory: Waist
mechanism
Magitech
Sum. Holds Potion Ball and can throw it Era
Civilization
This item can have a Potion Ball (see p. 399) attached to it. The
equipped person can use this Potion Ball as a thrown weapon with a
Minor Action. The range of this weapon is 10 meters. The Potion Ball
Effect
thrown with this belt will not cause a misfire, even if the wielder has
not mastered the [Precise Shot].
The Potion Ball can be set with Major Action.

Utility Belt Base Price: 1,000 + 20 rep.


Pop. 0 App. Belt (Various) Item Class Accessory: Waist
Allows one Accessory to be equipped
Sum. in the Waist slot. Requires Level 3 Era Various
Scout.
Requires Level 3 Scout. It’s a belt modification that allows equipping
another non-belt Accessory to be equipped in the Waist slot. The new
belt will have a new name like “Utility Gun Belt”.
Effect
This item requires an extra 1,000G on top of the normal market
price of the belt to be modified and 20 reputation. If the original item
is a renowned item, the required reputations are combined.

432
Coward Belt Base Price: 1,500
White belt with red
Pop. 12 App. Item Class Accessory: Waist
trim
Sum. Blow off the wearer 20m Era Magitech Civilization
With the Major Action, the wearer of this can fly a distance of 20
meters by saying the password. However, a safe landing is not
guaranteed, and the wearer will suffer 20 fall damage when using this
Effect item. The direction of flight can be arbitrarily defined, but the distance
cannot be adjusted.
When flying by this belt, the wearer automatically retreats from the
skirmish.

Invincible Transformation Belt Base Price: 1,500


Belts with fancy
Pop. 12 App. Item Class Accessory: Waist
decorations
Magitech
Sum. Appear to be wearing any armor Era
Civilization
When the wearer says the command word, makes a specific gesture
and expends 1 MP with Major Action it creates an illusion and makes
the wearer appear to be wearing the armor of their choice for one hour.
No special effects, modifications to Evasion, Defense, etc. will be
granted. It also will not pass a physical inspection. The effect can be
Effect canceled with Minor Action.
In the Magitech Civilization Period, it was one of the children's toys.
When a Detect check (see CR III, p. 91) is performed against this
illusion, no dice are rolled and the appearance is revealed to be an
illusion.
One Mana Cartridge (see p. 398) can be attached to this item.

Missile Trapper Base Price: 1,660


Item
Pop. 10 App. Closed umbrella Accessory: Waist
Class
Protects the equipped person from flying Current O (see
Sum. Era
attacks as well as [Missile Protection] AW, p. 171)
When attacked by a ranged attack, the umbrella can be deployed
before the Evasion check is made. If deployed, it is handled in the
same way as the [Missile Protection] spell (see CR II, p. 145 or WT,
Effect p.103).
Roll 1d. If the roll is 1-3 and the umbrella is deployed but fails to
take effect, it can be used again by closing it using Major Action. If the
roll is 4-6 and the player automatically avoids a ranged attack, this

433
equipment is destroyed. Large Weapon and Springs can be reused as
materials for processing after destruction (see AW, p. 159).

Bloodstone Bellyband Base Price: 2,800


Bellyband with red Item
Pop. 13 App. Accessory: Waist
gemstone in the center Class
Converts damage and blood into Magitech Civilization O
Sum. Era
temporary mana (see LL, p. 115)
Whenever a person wearing an item is hit by physical or magical
damage, MP equivalent to 1/10 of the applied damage (rounded up) is
stored in the gemstone. The wearer can use this MP to cast spells, etc.
The belt can also be used in combination with the wearer's own MP or
Effect mako stone.
MP accumulated in the bellyband will automatically disappear when
the equipped person's turn comes to an end. In addition, it cannot be
used for the purpose of transferring it with the [Transfer Mana] spell
(see p. 195).

Tinder Tail Base Price: 3,000


A bushy, foxlike
Pop. 10 App. Item Class Accessory: Waist
tail
Ancient Magic
Sum. Start small fires Era
Civilization
A convenient tail, it allows you to create fire even without normal
tinder and setup. As a Major Action, the tail can be shaken and, if
something scratches the tip, a small fire appears there. However, this
Effect
fire will go out in the same round unless some other form of kindling
is available to keep the fire going. This fire cannot be used in combat
to deal damage.

Black Belt Base Price: 3,000


Pop. 8 App. Black leather belt Item Class Accessory: Waist
Sum. Defense +1 Era Magitech Civilization
It is said this belt is made from tanning a special leather.
Effect The wearer of this belt has +1 Defense. The effect of this item is not
cumulative with True Black Belt (see p. 436).

434
Snake Belt Base Price: 4,480
Snakeskin belt with two
Item
Pop. 14 App. snake eyes shining on the Accessory: Waist
buckle Class
Magitech Civilization
Sum. Discourage animals from fighting Era
O (see LL, p. 115)
The wearer of this belt can intimidate and discourage Animals. To
do this, the target's monster level must be known at least, and by using
the Minor Action and spending MP equal to the target's monster level,
the target can be intimidated with "Range: Touch", "Target :1 Character
〇", "Resistance: Can't". This effect is of psychic type and lasts for 10
seconds (1 round).
The intimidated target will avoid attacking the belt wearer when
Effect
making a melee attack and will try to direct the attack at another enemy
character. If the only other target within the skirmish is the belt wearer
and the target has no choice but to attack (and does not retreat), the
target animal will receive a -2 penalty to its Accuracy check. For actions
other than melee attacks, there are no restrictions on target selection
and no penalty to other checks.
One Mana Cartridge (see p. 398) can be attached to this item.

Blade Skirt Base Price: 4,580


Skirts with thorns sticking
Pop. 6 App. Item Class Accessory: Waist
out all over it
Damage to the enemy during Current O (see LL,
Sum. Era
perfect evasion p. 115)
If the person equipped with this skirt succeeds in an Evasion check
against a melee attack by 4 or more, the attacker is given physical
damage as if they had been hit with a melee attack with the following
data. The Extra Damage of this hit is "Warrior-Type Class used for
Evasion + Strength modifier".
Effect
Add'l Dmg
Crit Rate
Power

Notes

Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫

Blade Skirt 10 1 1 2 3 3 4 5 5 6 7 ⑩ -

435
Barrel Supporter Base Price: 4,800
A sturdy belt around the waist
Item
Pop. 8 App. and a tubular supporter Accessory: Waist
attached to it Class
2H Spear or 2H Gun can be equipped Current O (see
Sum. Era
with a minimal strength of 5 lower LL, p. 115)
When equipping a Spear or Gun with Stance 2H, the weapon's
minimum strength may be 5 lower.
When a weapon is equipped under this effect, it must be done as a
Major Action. Also, dropping a weapon equipped with this effect to
Effect
the ground or storing it in a Weapon Holder or similar device is also
should be done with Major Action. The wearer may not immediately
let go of the weapon in response to the effect of [Heat Metal] (see p.
236).

Champion's Buckle Base Price: 5,000


Buckle molded in hero's
Pop. 10 App. Item Class Accessory: Waist
likeness
May cast [Lightning] with Magic Magitech
Sum. Era
Power 6 Civilization
When the wearer speaks the command word, [Lightning] spell (see
CR I, p. 232) fires out of the hero's mouth with Magic Power 6. This
Effect
effect costs 10 MP to use.
The wearer cannot use combat feats for this spell.

Queen's Corset Base Price: 10,000


Pop. 12 App. Corset fit for royalty Item Class Accessory: Waist
Removes penalty for
Sum. Era Magitech Civilization
entanglement
This corset is believed to have been worn by women during the
Magitech Civilization Period for self-defense.
Those equipped with this corset will not receive a penalty to their
Effect
action checks when Special Effect: Entanglement (see p. 137) is
applied to the torso or can ignore the penalty from some monster's
unique skills with names like [Tangling] or [Entangling].

436
True Black Belt Base Price: 20,000 + 80 rep.
A black belt worn around the
Pop. 8 App. Item Class Accessory: Waist
waist
Defense +2. Requires Level 3
Sum. Era Current
Grappler.
Requires Level 3 Grappler. The wearer of this belt gains +2 to
Effect
Defense. This item does not stack with the Black Belt (see p. 433).

Champion Loincloth Base Price: 30,000


Men's waistband with Item
Pop. 12 App. Accessory: Waist
flashy colors Class
Guarantee an attack hit once per day. Ancient Magic
Sum. Era
Men only Civilization
A waistband with very bright and conspicuous colors (red and white
are popular), this loincloth is designed to make a well-trained man look
even better.
While wearing the Champion Loincloth, the user's melee Accuracy
Effect is reduced by -1. However, once per day as a Minor Action, the user
can declare their next attack to be an Automatic Success and does not
need to roll Accuracy.
It takes 30 seconds (3 rounds) to both put on and takes off the
Champion Loincloth, and it may only be worn by men.

Accessory: Foot
Skanda Boots Base Price: 2,000
Boots made of blue and white Item
Pop. 10 App. Accessory: Foot
leather straps Class
Magitech
Sum. Movement speed +5m Era
Civilization
The boots have wind magic woven into them, allowing the wearer to
walk more lightly than usual.
Effect
Wearer taking a Full Move increases their speed by 15m, while
those taking a Normal Move increases their speed by 5m.

437
Protective Sandals Base Price: 2,000
Leather sandals with shiny Item
Pop. 12 App. Accessory: Foot
blue gemstones on the toes Class
Ancient Magic
Sum. +2 to Find Trap check for foot triggers Era
Civilization
These Sandals are sensitive to the presence of traps that are triggered
by stepping in or tripping on them, such as pitfalls, stepboard switches,
and trip wires. The wearer gains a +2 bonus to Find Trap checks
Effect
against these traps that are triggered by foot triggers.
This bonus is also cumulative with the Pole of Trap Detection (see
p. 389).

Golden Spurs Base Price: 3,000


Item
Pop. 12 App. Golden spurs Accessory: Foot
Class
+5 movement to mount (Animals, Ancient Magic
Sum. Era
Mythical Beast) Civilization
When riding with these spurs equipped, the mount's Full Move
increases their speed by 15m, while those taking a Normal Move
Effect
increase their speed by 5m. This effect is effective with Animal and
Mythical Beast mounts.

Oath Anklet Base Price: 3,000


Anklet made of magical
Pop. 12 App. Item Class Accessory: Foot
metal
Liege knows the location of the
Sum. Era Magitech Civilization
wearer
Using a drop of blood and a password, a person can become the
Liege of the Oath Anklet. When given to another, the magic of the
Anklet allows the Liege to know where in the world the wearer is,
Effect regardless of distance or direction.
It is rumored that these anklets came into fashion in order to keep
track of and control Runefolk slaves during the Magitech Civilization
Period.

438
Guide Boots Base Price: 3,600
Short boots with pointed Item
Pop. 12 App. Accessory: Foot
toes Class
Leaves a shiny footprint that only Ancient Magic
Sum. Era
certain people can see Civilization
Anyone whose toe is stepped on by these boots will see the
footprints they leave glowing for the rest of the day.
Effect The color of the footprints left behind by Guide Boots does vary
from person to person. Trackers can only identify boots that they have
stepped on the tracker’s toes.

Frog Feet Base Price: 4,000


Pop. 14 App. Green fins Item Class Accessory: Foot
Sum. Aids in swimming Era Magitech Civilization
The person wearing these fins receives a +2 bonus to the Swim
Effect
Adventurer check (see CR I: p. 117-137).

Centipede Tabi Base Price: 4,500


Pop. 12 App. Red leather shoes Item Class Accessory: Foot
Ancient Magic
Sum. Replicate desired footsteps Era
Civilization
This is an upgraded version of Centipede Boots (see CR III, p. 216).
These magical shoes have a special malleable sole. Once per hour,
as a Major Action, the user can change their footprints to appear like
those of another person or a monster for the next 3 minutes (18
Effect
rounds).
When activating the shoes, the user must know the name, face, and
physique if copying a person, and must have succeeded on a Monster
Knowledge check if copying a monster.

Dozen Boots Base Price: 4,500


Pop. 12 App. Blue leather shoes Item Class Accessory: Foot
Replicate the sound of desired Ancient Magic
Sum. Era
footsteps Civilization
This is an upgraded version of Hundred Boots (see CR III, p. 217).
These magical shoes have a special sole that makes a unique noise.
Effect Once per hour, as a Major Action, the user can change their footprints
to sound like those of another person or a monster for the next 3
minutes (18 rounds).

439
When activating the shoes, the user must know the name, face, and
physique if copying a person, and must have succeeded on a Monster
Knowledge check if copying a monster.

Silent Shoes Base Price: 5,000


Shoes sewed from
Pop. 14 App. Item Class Accessory: Foot
magical cloth
Magitech
Sum. +2 to Hide checks Era
Civilization
These shoes are constructed from a special material that creates no
Effect sound. Anyone wearing these shoes receives a +2 bonus to Hide
checks (see CR I: p. 117-137).

Jump Boots Base Price: 5,000


Leather boots with Item
Pop. 12 App. Accessory: Foot
engraved wings Class
+4 to Long Jump and High Jump Magitech
Sum. Era
checks Civilization
The wearer of these boots receives a +4 bonus to both Long Jump
Effect
and High Jump checks (see CR I: p. 117-137).

Angel Shoes Base Price: 8,000


Pop. 12 App. White shoes Item Class Accessory: Foot
Sum. Under [Hovering] like effect Era Magitech Civilization
The one who wears it is always treated as being under the effect of
Effect
[Hovering] (see p. 239).

440
Familiars Data

What you see here are additions to the familial data you get to
a Truespeech Magic [Familiar] spell (see p. 176), as well as
revisions to existing data.

How to Read Familiars Data

The data contained herein are intended to be easily used. For


this reason, some data has been omitted.

Omitted Data
Common Basic Data
Int: None Perc: Shared with Caster Disp: Instructed
Lang: None Hab: Various
Rep/Weak: 8/- W. P.: None
Fortitude: -(-) Willpower: -(-)

This data is common to all familiars. It is omitted in the


individual data.

Common Abilities of Familiars


Familiars have the following unique skills in common:

○Poison Immunity, ○Disease Immunity, ○Psychic Immunity


Familiars, as a construct, are immune to any damage or effects
of these types.

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○Perception
Familiar, as a construct, is detected by magic such as [Sense
Magic] (see p. 176) and [Mana Search] (see p. 250).

○Familiar Contract
A Familiar's Master can only have one familiar at a time.
Familiar's Master can cancel the contract by Major Action. If the
contract is canceled or the Familiar's Master dies, the familiar will
automatically disappear.
When the Master becomes unconscious, the familiar remains
in place and does not act at all.

○Familiars Knowledge = Sorcerers


Sorcerer class automatically succeeds in the Monster
Knowledge check against familiars. Familiars don’t have a weak
point.

○No HP
If damage is inflicted to the familiar's HP, any applicable
damage will be inflicted on the Familiar's Master HP.

○Shared MP
The Familiar's Master can use the MP of familiar as if it were
his own. In this case, the familiar and the Familiar's Master must
be touching.
The MP of the familiar is restored at the same time as of the
Familiar's Master (via resting, etc.).

○One Mind, One Character


If the familiar is touching the Familiar's Master, then the
familiar and Familiar's Master are treated as 1 Character, so that

442
when magic, unique skills, traps, tricks, etc. have a wide range of
effects, the Familiar's Master and familiar are not affected twice.
Also, a familiar that is touching the Familiar's Master cannot
become the target of melee attacks, ranged attacks, magic, or
effects where the character is a target.
If the familiar makes a melee attack itself, this unique skill is
lost for the next 10 seconds (1 round).

○Resistance Sharing
When familiar has to do Fortitude or Willpower save, it must
use the Master’s number. Familiar's Master will know that
familiar has to do save (even if it was far away).

○Senses Sharing
A Familiar shares vision and hearing as the Master (including
Darkvision). Anything one sees the other does as well.

○Fall Resistance
A Familiar takes no damage from falling (no matter the
height).

○No Loot
Characters can't get loot by defeating familiar.

○Will-less
A Familiar has no free will of its own.

443
How to Read Familiars Data

①Monster Level
Familiars have level 0.

②Familiar’s Name
Familiar name (appearance).

③Monster Data
This section describes the data for Familiar as a monster. For
the symbols attached to unique skills, please refer to the "Monster
Skills Classification Tags" on page 67.

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Familiars Detailed Data
0 Familiar: Frog
Initiative: 10 Movement Speed: 5/10 (Swimming)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tongue 1(8) 2d-2 1(8) 0 - 10
Unique Skills
○Frog’s Body
The frog can move underwater. Its mobility is equal to that of a normal
frog.

0 Familiar: Spider
Initiative: 11 Movement Speed: 7
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 1(8) 2d-2 2(9) 0 - 7
Unique Skills
○Spider’s Body
The spider can move freely on walls and ceilings. While sticking to the
ceiling, it will not target a wide range of effects unless the enemy
specifically target’s familiar. Its mobility is equal to a recluse spider.

0 Familiar: Bird
Initiative: 13 Movement Speed: 30 (Flying)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Beak 2(9) 2d-1 2(9) 0 - 7
Unique Skills
○Bird's Body
Capable of flight. Physical ability is that of a normal bird.
○Flight
A Bird Familiar receives a +1 bonus to Accuracy and Evasion only for
melee attacks.

445
0 Familiar: Cat
Initiative: 12 Movement Speed: 12
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 3(10) 2d 1(8) 1 - 7
Unique Skills
○Cat's Body
Can pass through narrow gaps, etc. Physical ability is the same as an
ordinary housecat.
○Gives Darkvision
Shares its Darkvision with the Master.

0 Familiar: Snake
Initiative: 11 Movement Speed: 10
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 2(9) 2d-1 2(9) 1 - 7
Unique Skills
○Snake's Body
The snake can pass through extremely narrow spaces. Its physical
ability is equal to that of the normal snake.
▽Toxic Tooth
When a familiar makes a melee attack and hits, it automatically deals
1 poison magic damage to the target of the melee attack. This ability only
works if the familiar is in touch range with the Master.

446
Golems Data

This section presents data on the golem created and used by


the Conjurers. Golem data consists of two parts: monster data for
the main body of the golem and Enhancing Items that strengthen
golems.

How to Read Golems Data

The data contained herein are intended to be easily used with


help of the golem control sheet presented later. For this reason,
some data has been omitted.

Omitted Data
Common Basic Data
Int: Servant Perc: Magic Disp: Instructed
Lang: None Hab: Various

All the data except for habitat is common to all golems. There
are several types of habitats for monster golem, but since it is
useless for golem created by a PC, it is omitted.

Common Abilities of Golems


Golems have the following unique skills in common:

○Poison Immunity, ○Disease Immunity, ○Psychic Immunity


Golems, as a construct, are immune to any damage or effects
of these types.
447
○Perception
Golems, as a construct, is detected by magic such as [Sense
Magic] (see p. 176) and [Mana Search] (see p. 250).

○Artificial
Golems cannot be healed with some spells, items, etc. Only
with those that restore constructs HP.

○Familiars Knowledge = Conjurer class


Conjurer class automatically succeeds in the Monster
Knowledge check against golems. Original reputation value is
enough to know their weak point.

How to Read Golems Data

448
①Required Conjurer’s Level/Monster Level
The numbers here indicate the Conjurer level at which the
golem can be created and the golem's own monster level.

②Golem Name
This is the name of the golem.

③Raw Materials
The following is a description of the materials required to
create a golem. Prices in parentheses are for regular/advanced
materials.

④Monster Data
This section describes the data for the golem as a monster. For
the symbols attached to unique skills, please refer to the "Monster
Skills Classification Tags" on page 67.
They have common unique skills [○Number of Enchanted
Items = 4]. This is the maximum number of Enhancing Items that
can be used on the golem at the same time.

449
Golems Detailed Data
3/2 Oak Golem Enchanted Oak Branch (50/100)
Rep/Weak: 8/12 W.P.: Fire Damage +3 points
Initiative: 10 Movement Speed: 5/10 (Swimming)
Fortitude: 5 (12) Willpower: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Smash 4(11) 2d 2(9) 2 23 -
Unique Skills
○Number of Enchanted Items = 4

Oak Golems are made from oak wood. They are humanoid, with a
short and stocky form. Having one constructed takes a long time,
between acquiring the materials and performing rituals to infuse those
materials with mana.

3/3 Oak Hound Enchanted Oak Branch (50/100)


Rep/Weak: 9/13 W.P.: Fire Damage +3 points
Initiative: 11 Movement Speed: 15
Fortitude: 5 (12) Willpower: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 6(13) 2d+2 4(11) 2 23 -
Unique Skills
○Number of Enchanted Items = 3

This quadrupedal golem is made of oak wood and, like the Oak
Golem, is not very precisely sculpted.

450
4/3 Straw Bird Enchanted Straw Bundle (100/200)
Rep/Weak: 10/13 W.P.: Fire Damage +3 points
Initiative: 13 Movement Speed: 25 (Flying)
Fortitude: 5 (12) Willpower: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Beak 5(12) 2d+1 5(12) 0 19 -
Unique Skills
○Number of Enchanted Items = 2
○Fire Vulnerability
When Straw Bird is hit by Fire-type damage, it takes an extra 3
damage.
○Flight
A Straw Bird receives a +1 bonus to Accuracy and Evasion only for
melee attacks.
This lightweight bird-shaped golem is made of woven grass stalks.

4/3 Loam Puppet Enchanted Clay (200/300)


Rep/Weak: 12/15 W.P.: Accuracy +1
Initiative: 10 Movement Speed: 10
Fortitude: 5 (12) Willpower: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Smash 4(11) 2d+4 4(11) 2 34 -
Unique Skills
○Number of Enchanted Items = 4
○Earth Immunity
○Mud Body
Bludgeoning weapons treat the Loam Puppet's Defense as 5 points
higher.
In addition, a Loam Puppet is immune to criticals from edged
weapons.
A golem made from clay, it is the hopes and desires of its creator given
form. Typically standing around 1m, a Loam Puppet is often humanoid
in shape, though it really can be any shape the creator wishes.

451
5/4 Bone Animal Enchanted Animal Bones (300/500)
Rep/Weak: 12/15 W.P.: Bludgeoning type damage +3 points
Initiative: 12 Movement Speed: 14
Fortitude: 6 (13) Willpower: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 6(13) 2d+5 5(12) 5 32 -
Unique Skills
○Number of Enchanted Items = 3
○Bone Body
Bone Animal is immune to criticals from edged weapons.
It is a golem made from the bones of an animal, and all that remains
is the skeleton of the original animal.

5/4 Leather Fish Enchanted Leather (300/500)


Rep/Weak: 12/15 W.P.: Physical damage +2 points
Initiative: 10 Movement Speed: 15 (Swimming)
Fortitude: 6 (13) Willpower: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tail 6(13) 2d+4 6(13) 4 28 -
Unique Skills
○Number of Enchanted Items = 3
○Underwater
Leather Fish doesn't receive penalties for moving or taking action in
the water. However, it can't perform any Action without water.
This fish-shaped golem is made from animal skin. It does not have
scales and has a slimy texture.

452
6/4 Flabby Golem Enchanted Flesh (500/1,000)
Rep/Weak: 10/14 W.P.: Physical damage +2 points
Initiative: 13 Movement Speed: 8
Fortitude: 7 (14) Willpower: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Smash 7(14) 2d+5 5(12) 2 45 -
Unique Skills
○Number of Enchanted Items = 5
Crafted from the flesh, a Flabby Golem appears to be a simplified
model of a human. Standing about 2-3m tall, it is a hideous sight to
behold.

453
List of Enhancing Items

Enhancing Items Correspondence Table (Maximum number of


Enhancing Items is under the name of the Golem)
Oak Oak Straw Loam Bone Leather Flabby
Enhancing Golem Hound Bird Puppet Animal Fish Golem
Price Effect
Item 4 3 2 4 3 3 5
Cat's Eye Rivet ↝ Double
(Small)
200
Attack ○ ○ ○
Golden Cat's ↝Twin Strike
Eye Rivet 200 & Double ○ ○ ○
(Small) Attack
Tiger's Eye ▽Continuous
Rivet (Small)
150
Attack ○ ○
Golden Tiger's
▽Continuous
Eye Rivet 300
Attack II ○ ○
(Small)
Spinel Horn
(Small)
150 ↝Charge ○ ○
Malachite
Feather 150 ☑All-Out ○
(Small) Attack
Lapis Lazuli
Weight 200 ☑Tail Sweep ○
(Small)
Quartz
Counterweight 300 ☑Tail Swing ○
(Small)
Amber Eye
(Small)
500 Accuracy +4 ○ ○ ○ ○ ○
Blue Lotus
Jade (Small)
600 ↝Water Gun ○
Amethyst of
Purple
Lightning
600 ↝Discharge ○
(Small)

454
Obsidian
150 ☑Cover I ○ ○ ○
Shield (Small)
Corundum
Protection 100 ○Iron Wall ○ ○
(Small)
Coral Branch
(Small)
100 ○Block ○
Garnet of
Vitality (Small)
200 HP +5 ○ ○ ○ ○ ○ ○ ○
Focused
Garnet of 300 HP +5 ○
Vitality (Small)
Red Iron Movement
Blood (Small)
100
speed +5 ○ ○ ○ ○ ○ ○
Anisotropic ○Underwater
Anorthite ->
(Small) 150
○Underwater ○
Specialization
Moonstone of
Weak Point:
Serenity 250
None ○
(Small)

How to Read Enhancing Items

①This is the name of Enhancing Items. The "(Small)" appended


to the name refers to the grade of the item (see p. 98).
②Price of Enhancing Items in Gamels.

455
③This is a list of golems that can use this Enhancing Item.
④If there is an annotation regarding the use of the Enhancing
Items, it will be noted here. Most Enhancing Items don’t have
this annotation.
⑤This is the name of the unique skill given by the Enhancing
Item. Please refer to the "Monster Skills Classification Tags" on
page 67.
⑥This is an explanation of the effect of the unique skill.

Almost Universally Usable Enhancing Items and Their


Capabilities

Amber Eye (Small) Price: 500


Oak Golem, Loam Puppet, Bone Animal, Leather
Available To
Fish, Flabby Golem
○Ultimate Aim
Effect
Golem gains +4 to Accuracy checks.

Garnet of Vitality (Small) Price: 500


Available To All
○HP Enhancement
Effect
Golem’s Maximum HP increased by +5 points.

Red Iron Blood (Small) Price: 100


Oak Golem, Oak Hound, Straw Bird, Loam Puppet,
Available To
Bone Animal, Flabby Golem
○Mobility Enhancement
Effect
Golem gains +5 to movement speed.

456
Enhancing Items for Humanoid-like Golems
Cat's Eye Rivet (Small) Price: 200
Available To Oak Golem, Loam Puppet, Flabby Golem
↝Double Attack
Effect Golem can attack the same target twice in one action
with its attack.

Golden Cat's Eye Rivet (Small) Price: 200


Oak Golem, Loam Puppet, Flabby Golem
This Enhancing Item is only available when the
Available To golem is enhanced with Cat’s Eye Rivet. And it replaces
the [↝Double Attack]
↝Twin Strike & Double Attack
Golem can make two attacks each round, though
Effect
each attack requires its own Accuracy check. It may
choose to attack different characters with each attack.

Obsidian Shield (Small) Price: 150


Available To Oak Golem, Loam Puppet, Flabby Golem
☑Cover I
Effect
Golem can use [Cover] combat feat (see p. 163).

Corundum Protection (Small) Price: 100


Available To Loam Puppet, Flabby Golem
○Iron Wall
Effect Golem gains effect of the [Iron Wall] combat feat (see
p. 156).

Coral Branch (Small) Price: 100


Available To Flabby Golem
○Block
Effect Golem gains effect of the [Block] combat feat (see p.
156).

457
Enhancing Items for Animal-like Golems
Tiger's Eye Rivet (Small) Price: 150
Available To Oak Hound, Bone Animal
▽Continuous Attack
Effect If the golem successfully hits a target in melee, it may
make a second attack against the same target.

Golden Tiger's Eye Rivet (Small) Price: 300


Oak Hound, Bone Animal
This Enhancing Item is only available when the
Available To golem is enhanced with Tiger's Eye Rivet. And it
replaces the [↝Continuous Attack]
▽Continuous Attack II
If the golem successfully hits a target in melee, it may
Effect
make a second attack. If a second attack hits it can make
a third attack against the same target.

Spinel Horn (Small) Price: 150


Available To Oak Hound, Bone Animal
↝Charge
This attack can only be used after Normal Move.
Golem charges, spearing an enemy character with a
Effect melee attack. If it hit its damage is increased by +1 point
for every 5 meters traveled. The distance traveled is
measured in a straight line from the start point to the
end point.

Enhancing Items for Straw Bird Golem


Malachite Feather (Small) Price: 150
Available To Straw Bird
☑All-Out Attack
Golem can deal an additional 8 damage on their next
Effect
attack. However, any Evasion check made by it this turn
receives a -3 penalty.

458
Amethyst of Purple Lightning (Small) Price: 600
Available To Straw Bird
↝Discharge / 4(11) / Willpower / Half
Golem unleashes an electrical bolt with “Range:
Effect
20m” and “Area: Shot”, dealing 2d+3 lightning magic
damage.

Moonstone of Serenity (Small) Price: 250


Available To Straw Bird
Remove the [○Fire Vulnerability] unique skill and it
Effect
loses its Weak Point (it becomes "None").

Enhancing Items for Leather Fish Golem


Lapis Lazuli Weight (Small) Price: 200
Available To Leather Fish
☑Tail Sweep
Golem can use their Tail to attack up to 5 targets in
Effect the same skirmish. Accuracy and Damage are the same
as a normal attack, and this attack cannot be used in
consecutive rounds.

Quartz Counterweight (Small) Price: 300


Leather Fish
This Enhancing Item is only available when the
Available To golem is enhanced with Lapis Lazuli Weight. And it
replaces the [↝Tail Sweep]
☑Tail Swing
Golem can use their Tail to attack up to 5 targets in
Effect
the same skirmish. Accuracy and Damage are the same
as a normal attack.

Blue Lotus Jade (Small) Price: 600


Available To Leather Fish
↝Water Gun /5 (12) / Fortitude / Half
Golem sprays a jet of water with “Range: 20m” and
“Area: Shot”, onto one enemy Character, dealing 2d+4
Effect
water/ice magic damage and causing it to fall prone.
If the target succeeds in the Fortitude check, it can
halve the damage and avoid falling prone.
459
Anisotropic Anorthite (Small) Price: 150
Leather Fish
Movement speed will be changed to 10/15
Available To
(Swimming). In addition, [○Underwater] will be
replaced with the following ability.
○Underwater Specialization
Golem does not suffer any penalties for moving while
Effect
underwater. While outside of water, all actions receive
a -2 penalty.

460
Fairy Data

Here we present data on the fairies summoned and used by


the Fairy Tamers.

How to Read Fairy Data

Omitted Data
Normal Fairies and Olden Fairies
For normal fairies, the Fairy Tamer automatically succeeds on
the Monster Knowledge check for that fairy without rolling any
dice (the original success value is needed to know the weak point).
However, some fairies are called olden fairies, and for these
old fairies, the character must make a Monster Knowledge check
as usual, even if they have mastered the Fairy Tamer class.
The processing related to the Monster Knowledge check is
omitted from the individual data, and the “Type” field of the data
will clarify whether it is an olden fairy or not, so please be aware
of the difference.

○Invisible Against Runefolk


Runefolk cannot see fairies. This unique skill is omitted from
fairy data.

Fairy Magic
Any fairy can cast Fairy Magic of their own type (or each type
for olden fairies), with their level as the upper maximum spell
rank.

461
This unique skill is omitted from fairy data. Type and Magic
Power can be found in the "Type" field of each fairy data.

○No Loot
If a fairy is defeated, it dissipates as mana, and no loot can be
gained by defeating it. This unique skill is omitted from fairy data.

How to Read Fairy Data

①Level
This is fairy's monster level.

②Name
The name of the fairy.

③Type
The type of fairy is indicated, and if it is an olden fairy, it is
also indicated. Olden fairies have multiple types.

462
The Magic Power (and fixed success value) when fairy casts
spells is also noted here.

④Monster Data
This section describes the fairy's data as a monster. For the
symbols attached to unique skills, please refer to the "Monster
Skills Classification Tags" on page 67.

⑤Description
Fairy’s description.

Fairy Detailed Data


1 Knocker Olden Fairy: Earth & Light/Magic Power 3(10)
Int: Average Perc: Five senses Disp: Friendly
Lang: Sylvan Hab: Secluded Regions
Rep/Weak: 9/14 W.P.: Wind damage +3 points
Initiative: 7 Movement Speed: 11
Fortitude: 3 (10) Willpower: 2 (9)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Pickaxe 0(7) 2d 2(9) 2 13 10
Unique Skills
No other unique skills except those common to fairies.
It is an olden fairy looking like a small fat boy of about 1 meter in
height. They live in tunnels and caves and are always busy mining.

463
1 Pixie Olden Fairy: Wind & Dark/Magic Power 3(10)
Int: Average Perc: Five senses Disp: Friendly
Lang: Sylvan Hab: Secluded Regions
Rep/Weak: 9/14 W.P.: Earth damage + 3 points
Initiative: 9 Movement Speed: 14 (Flying)
Fortitude: 2 (9) Willpower: 2 (9)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Dagger 2(9) 2d-2 2(9) 1 12 12
Unique Skills
○Flight
A Pixie receives a +1 bonus to Accuracy and Evasion only for melee
attacks.
Pixie is an olden fairy. It has the appearance of a small girl, with pointy
ears and beautiful butterfly-like wings on her back. They are generally
kind to strangers and will answer their questions, but sometimes they can
play adorable pranks on them.

1 Brownie Olden Fairy: Earth & Dark/Magic Power 3(10)


Int: Average Perc: Five senses Disp: Friendly
Lang: Sylvan Hab: Secluded Regions
Rep/Weak: 9/14 W.P.: Accuracy +1
Initiative: 8 Movement Speed: 12
Fortitude: 2 (9) Willpower: 3 (10)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Gavel 1(8) 2d-1 3(10) 0 15 10
Unique Skills
☑Power Attack I
They can deal an additional 4 damage on their next attack. However,
any Evasion Check made by them this turn receives a -2 penalty.
Brownie is an olden fairy. They are about 50cm long and look like a
chubby human child. They like to help others and will try to help anyone
who is in trouble. Sometimes they work as subordinates or servants, and
other times they help in secret without being seen directly.

464
3 Bannik Water/Ice /Magic Power 5(12)
Int: Average Perc: Five senses Disp: Neutral
Lang: Trade Common, Sylvan Hab: Hot Springs
Rep/Weak: 10/14 W.P.: Fire damage + 3 points
Initiative: 10 Movement Speed: 12
Fortitude: 6 (13) Willpower: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 5(12) 2d+2 3(10) 4 34 34
Unique Skills
○Water/Ice Immunity
○Water Body
Bludgeoning weapons treat the Bannik's Defense as 3 points higher.
○Underwater Aptitude
It is able to move in water without penalty.
○Fire Vulnerability
When Bannik is hit by Fire-type damage, it takes an extra 3 damage.
☑Magic Aptitude
A Bannik can use the Combat Feat [Metamagic/Distance].
↝Healing Hot Spring
The Bannik can change water into a hot spring at the optimal
temperature for bathing, at a rate of 2 MP per 50 liters of water to be
changed.
Soaking in the waters for an hour will recover 5 HP and MP but staying
in longer than an hour will not recover anymore.
A spirit that takes the appearance of a nude woman, Banniks are
subservient fairies found around hot springs and other naturally
occurring warm water. They only wish to see cleanliness and may even
offer to create a hot spring in order to help travelers wash away dirt and
grime. However, Banniks are known to become irrationally angry if
someone dirty refuses to head to a hot spring and will lash out in anger.

465
3 Will-o'-Wisp Light/Magic Power 5(12)
Int: Average Perc: Five senses Disp: Neutral
Lang: Trade Common, Sylvan Hab: Hot Springs
Rep/Weak: 10/14 W.P.: Fire damage + 3 points
Initiative: 10 Movement Speed: 12
Fortitude: 6 (13) Willpower: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Slam 5(12) 2d+3 4(11) 2 17 30
Unique Skills
☑Magic Aptitude
Will-o'-Wisp can use the [Metamagic/Targets] combat feat.
○Healing Space
The space within a 3-meter radius around the Will-O-Wisp is
enveloped in healing light. The character within this space gains an
additional 2 HP when being healed.
○Light Protection
A Will-o'-Wisp takes -3 less magic damage, regardless of type.
Will-o'-Wisp is a spherical fairy about 10cm in diameter that emits a
misty light. It is weak, but it often surrounds other fairies and fairy tamers
as if to protect them. They are usually harmless and rarely fight other
than self-defense.

3 Einsel Older Fairy: Fire & Dark/Magic Power 5(12)


Int: Average Perc: Five senses Disp: Friendly
Lang: Sylvan Hab: Secluded Regions
Rep/Weak: 10/15 W.P.: Water / Ice damage + 3 points
Initiative: 10 Movement Speed: 13
Fortitude: 5 (12) Willpower: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 5(12) 2d+3 4(11) 3 23 17

466
Unique Skills
○Fire Immunity
↝Fire Dance / 5(12) / Willpower / Half
Einsel springs sparks around 1 character in the same skirmish. Skill
deals 2d+2 fire magic damage. In addition, a target that fails resistance
takes a -2 penalty to Evasion checks for 10 seconds (1 round).
Einsel's hair is burning with fire. They live in groups of three to five,
near the fire sources. They are curious and fond of people and will be
nice to anyone kind to them. On the other hand, they will never forgive
those who were hostile to them or have betrayed them and will try to
burn them with fire.

3 Dunae Older Fairy: Light & Dark/Magic Power 5(12)


Int: Average Perc: Five senses (Darkvision) Disp: Friendly
Lang: Sylvan Hab: Secluded Regions
Rep/Weak: 10/15 W.P.: Physical damage + 2 points
Initiative: 11 Movement Speed: 10 (Floating)
Fortitude: 4 (11) Willpower: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Slam 4(11) 2d+2 5(12) 2 18 24
Unique Skills
○Moonlight
When Dunae is in the moonlight its HP and MP are increased by 5
and Magic Power by 2 for [↝Limited Fairy Magic].
↝Moon Dance / 5(12) / Willpower / Neg
1 Character within “Range: Touch” of Dunae receives the blessing.
Target can re-roll once 2d on skill check for 1 day. Target can decide if
they want or not to use re-roll or not. After the re-roll, the second roll
must be used as a result.
The same target can receive this blessing only once per day.
Dunae is an olden fairy. They are about 1 meter long and have a
genderless human-like look. They are friendly to humans and animals
but are very timid and rarely hurt others except in self-defense.

467
3 Swarm of Muryans Earth/Magic Power 6(12)
Int: Average Perc: Five senses Disp: Friendly
Lang: Trade Common, Sylvan Hab: Forests, Grasslands
Rep/Weak: 8/14 W.P.: Wind damage +3 points
Initiative: 9 Movement Speed: 11
Fortitude: 7 (14) Willpower: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
None - - 4(11) 5 35 19
Unique Skills
○Earth Immunity
○Swarm
A Swarm of Muryans is immune to criticals. In addition, Throw or
similar attacks deal no damage and have no effect.
When targeting the Swarm of Muryans or another character in the
same skirmish, the Combat Feats [Precise Shot], [Guided Magic], and
[Magic Control] cannot be used.
○Wind Vulnerability
When the Swarm of Muryans is hit by Wind-type damage, it takes an
extra 3 damage.
☑Magic Aptitude
A Swarm of Muryans can use the Combat Feat [Metamagic/Targets].
↝Spellsong / 5 (12)
A Swarm of Muryans can use the [Ambiance] and [Healing]
Spellsongs. Spellsongs have an effective range of 30m, centered on the
Swarm of Muryans.
↝Swarming Attack / Can't
The Muryans swarm around all other targets in the same skirmish,
dealing 2d + 1/5 the Swarm of Muryans's Current HP (rounded down)
physical damage.
What appears to be an ant at first is really an exceedingly small earth
fairy, dressed in a dark hat and coat. Muryans are tiny fairies that travel
in swarms and will typically be seen as a part of a large group, rather than
individually. Because of their small size, they tend to avoid conflict when
possible and are rather easygoing. If a group of Muryans sees someone
who's not having a good time, they will try and put on a little song and
dance to bring some cheer.

468
5 Vila Olden Fairy: Water/Ice & Dark/Magic Power 8(15)
Int: Average Perc: Five senses Disp: Neutral
Lang: Trade Common, Sylvan Hab: Waterside
Rep/Weak: 13/16 W.P.: Fire damage +3 points
Initiative: 11 Movement Speed: 12/12 (Swimming)
Fortitude: 7 (14) Willpower: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 7(14) 2d+4 7(14) 6 36 36
Unique Skills
○Underwater Aptitude
It is able to move in water without penalty.
☑Magic Aptitude
Vila can use the Combat Feats [Guided Magic] and
[Metamagic/Targets].
↝Inviting Dance / 7 (14) / Willpower / Neg
This effect is of the psychic type and lasts for 3 minutes (18 rounds).
Vila begins to dance to 1 character within “Range/Area:10m/Target".
If that character fails to Willpower, the character will perform the same
movement and actions on their turn that they saw Vila do immediately
prior to turn before this unique skill was used. For example, if the
character saw Vila make a melee attack, the character will attempt to
execute a Fist (Punch) attack on the target of Vila's attack. In this case,
Accuracy checks and damage decisions are made with the character's
stats. If a character is seen Vila use Fairy Magic, the character should cast
the same Fairy Magic spell (with the same target, etc.), using the
character’s Magic Power. If the character cannot cast this Fairy Magic
spell, they only imitate vocalization and just waste Major Action on this
attempt to cast.
Vila is a fairy in the form of a human-sized girl who appears near water
sources.
Some say that the beautiful figure and voice of Vilas lure men through
dance to become their lovers, while others fear that those who are
captivated by her dance will be lured into the water and drowned.

469
5 Echo Wind/Magic Power 8(15)
Int: Average Perc: Five senses Disp: Friendly
Lang: Trade Common, Sylvan Hab: Mountains
Rep/Weak: 11/15 W.P.: Earth damage +3 points
Initiative: 13 Movement Speed: 22 (Flying)
Fortitude: 7 (14) Willpower: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 7(14) 2d+5 8(15) 4 32 42
Unique Skills
○Wind Immunity, ○Slashing Immunity
○Flight
An Echo receives a +1 bonus to Accuracy and Evasion only for melee
attacks.
☑Magic Aptitude
Echo can use the Combat Feats [Guided Magic] and
[Metamagic/Targets].
↝Echo
To use this ability, Echo should be in the same coordinates where they
ended her previous round. Also, it cannot be used in a round in which
Echo moved with Normal Move or Full Move.
Echo reproduces only one "Spell with Chant", "Spellsong", "Stratagem",
or any other unique skill that uses sound or voice that was cast from the
end of the previous Echo's turn to the beginning of Echo’s current turn.
In reproducing the effect, the original user's values and abilities are
retained, and the rolls and target are also the same. The language used
for spellsong singing and stratagem is the same as that of the original user.
Regardless of the type of the underlying effect, the use of this ability is
a Major Action. This ability costs 10 MP. However, the original user
does not have to pay the cost of MP cost this time as its Echo that is
reproducing the effect.
She is a wind fairy who lives in a mountainous area and takes the form
of a small girl. She is shy and does not show herself often, but if you call
her, she is sure to return your call.
She is good at imitating voices and has the ability to reproduce exactly
sounds and voices.

470
5 Shade Dark/Magic Power 9(16)
Int: Average Perc: Five senses Disp: Neutral
Lang: Sylvan Hab: Various
Rep/Weak: 11/15 W.P.: Accuracy +1
Initiative: 12 Movement Speed: 33 (Flying)
Fortitude: 7 (14) Willpower: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Slam 7(14) 2d+7 7(14) 7 42 42
Unique Skills
○Psychic Immunity
○Flight
A Shade receives a +1 bonus to Accuracy and Evasion only for melee
attacks.
☑Magic Aptitude
A Shade can use the Combat Feats [Metamagic/Targets] and
[Metamagic/Time].
↝Dark Mind / 8 (15) / Willpower / Neg
The Shade attempts to wrap the minds of every target in 30m in
shadow, preventing them from taking any sort of deliberate action.
Those who fail to resist cannot move or perform any Minor or Major
Action for 30 seconds (3 rounds).
This effect is treated as a psychic type.
Dark fairies standing around 30cm tall, Shades are cloaked entirely in
darkness. However, if one were to be able to see through and see the real
appearance of a Shade, they appear to be tall, almost gaunt fairies wearing
well-made clothing created entirely out of ephemeral darkness. Shades
will rarely appear in areas with a high population, preferring more rural
areas.

471
5 Sprite Light/Magic Power 9(16)
Int: Average Perc: Five senses Disp: Neutral
Lang: Sylvan Hab: Various
Rep/Weak: 11/15 W.P.: Accuracy +1
Initiative: 12 Movement Speed: 33 (Flying)
Fortitude: 9 (16) Willpower: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Slam 7(14) 2d+6 7(14) 6 42 42
Unique Skills
○Light Protection
A Sprite takes 5 less damage from all Magic effects, regardless of type.
○Flight
A Sprite receives a +1 bonus to Accuracy and Evasion only for melee
attacks.
☑Magic Aptitude
A Sprite can use the Combat Feat [Metamagic/Targets].
☆Flash / 8 (15) / Fortitude / Neg
The Sprite unleashes a bright flash of light, dazzling all within 30m.
Those who fail to resist will receive a -2 penalty to all Accuracy and
Evasion checks for 30 seconds (3 rounds). This effect is not cumulative.
This unique skill can be used only once per round.
Fairies of light, Sprites are similar to Shades in size and stature, only
being around 30cm tall and glowing with a bright light. Their true
appearance is that of a slim blonde woman dressed in a robe of white
light, though the light given off by the robe is enough to obscure this view.
Said to be able to restore one's vitality, having the aid of a Sprite is quite
important for Fairy Tamers. However, Sprites are incredibly shy and are
a rare sight in public areas.

472
Olden Fairy: Earth & Water/Ice
5 Menehune /Magic Power 9(16)
Int: Average Perc: Five senses Disp: Friendly
Lang: Trade Common, Sylvan Hab: Ruins, Near Humanoid Settlements
Rep/Weak: 12/15 W.P.: Accuracy +1
Initiative: 11 Movement Speed: 13
Fortitude: 8 (15) Willpower: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Pickaxe 6(14) 2d+8 7(14) 7 45 29
Unique Skills
↝Exclusive Spell [Mud Spot]
Casts exclusive Fairy Magic [Mud Spot].
○☑Magic Aptitude
A Menehune can use the Combat Feat [Multi-Action], [Guided
Magic], [Metamagic/Targets].
▽Painful Strike
If the 2d roll of the damage roll is 10 or more, the damage is increased
by an additional +6 points.
Menehune is a fairy who is about half the height of a human but has a
muscular and strong body. Like Brownie, they are good-hearted fairy
who likes to help others and is good at civil engineering work.
Although they do not often appear in public, if you find them, it is said
that if you wish for construction work while offering their favorite food,
shrimp, as an offering, they will fulfill your wish during the night.
Cost
Mud Spot (Exclusive Fairy Magic spell) MP4
Target Range/Area Duration Resistance
1 Character # 10m/Target 3 minutes (18 r) Neg
Summary Type
Make the target's feet muddy and unstable (-2 penalty) Water/Ice
Effect
During the duration of the effect, the target's feet will always be muddy,
and the target will receive a -2 penalty for unstable footing. The muddiness
will follow the target's feet, and the ground will immediately return to
normal after the target's feet have left it.
A character with resistance to both earth type and water/ice type is not
affected by this effect. If a character is resistant to only one of them, it’s
still will be affected by this spell.
473
7 Undine Water/Magic Power 10(17)
Int: Average Perc: Five senses Disp: Neutral
Lang: Sylvan Hab: Waterside
Rep/Weak: 11/16 W. P.: Fire damage + 3 points
Initiative: 13 Movement Speed: 15/15 (Swimming)
Fortitude: 9 (16) Willpower: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 10(17) 2d+7 8(15) 8 46 50
Unique Skills
○Underwater Aptitude
It is able to move in water without penalty.
○Water/Ice Immunity
○Water Body
Bludgeoning weapons treat the Undine's Defense as 3 points higher.
○Fire Vulnerability
When Undine is hit by Fire-type damage, it takes an extra 3 damage.
○☑Magic Aptitude
An Undine can use the Combat Feats [Metamagic/Targets] and [MP
Save/Fairy Magic].
↝Water Gun / 9 (16) / Fortitude / Half
An Undine sprays a jet of water with “Range: 20m” and “Area: Shot”,
onto one enemy Character, dealing 2d+6 water/ice magic damage and
causing it to fall prone.
Water fairies that have become stronger with time and mana, Undines
appear as beautiful humanoid women (often humans and elves). Often
seen in larger bodies of water, they have also been sighted in rivers, and
are very curious about travelers on the water. However, their curiosity
may occasionally be dangerous, as Undines tend not to know that other
races can drown in water.
They greatly dislike ugly people on the water and try to deliberately
sink their vessels, so they can't be seen on the water. However, an even
more hated enemy is those who would pollute water sources. These
people the Undines actively and aggressively try to drown, in order to
protect themselves and their habitat.

474
7 Cait Sith Olden Fairy: Light & Dark/Magic Power 10(17)
Int: Average Perc: Five senses Disp: Friendly
Lang: Various Hab: Secluded Regions
Rep/Weak: 9/16 W.P.: Accuracy +1
Initiative: 13 Movement Speed: 14
Fortitude: 9 (16) Willpower: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Slam 9(16) 2d+5 10(17) 5 32 42
Unique Skills
○Service / 11(18)
The skill allows to entertain guests. Cait Sith can use this success value
11(18) for non-combat Dexterity or Intelligence-based skill checks.
Cait Sith is an olden fairy. It is an upright cute cat-like creature, about
one meter long. They like to help anyone in need. They can easily learn
languages, and once they hear a language, they can use it within a short
period of time.

7 Salamander Fire/Magic Power 10(17)


Int: Average Perc: Five senses Disp: Neutral
Lang: Sylvan Hab: Volcanoes, Labyrinths, Ruins
Rep/Weak: 11/16 W.P.: Water / Ice damage + 3 points
Initiative: 14 Movement Speed: 17
Fortitude: 10 (17) Willpower: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tongue 10(17) 2d+11 9(16) 7 41 50
Unique Skills
○Fire Immunity
○Water/Ice Vulnerability
When the Salamander is hit by Water/Ice-type damage, it takes an
extra 3 damage.
☑Magic Aptitude
A Salamander can use the Combat Feats [Metamagic/Targets] and
[Metamagic/Distance].

475
↝Flame Breath / 8 (15) / Fortitude / Half
A Salamander breathes a gout of flame with “Range: 20m” and “Area:
Shot” at 1 enemy character, dealing 2d+9 fire magic damage.
Salamanders are 2m long lizard-like fairies drawn to flames and fire
and tend to live in areas with higher temperatures than normal. They're
driven to burn everything around them, and there's often charcoal strewn
about their lairs because of this tendency. However, despite being drawn
to fire, Salamanders aren't aggressive, though they are still dangerous
when not threatened.
7 Sylph Wind/Magic Power 10(17)
Int: Average Perc: Five senses Disp: Neutral
Lang: Sylvan Hab: Mountains
Rep/Weak: 11/16 W.P.: Earth damage + 3 points
Initiative: 15 Movement Speed: 22 (Flying)
Fortitude: 9 (16) Willpower: 9 (16)
F Style Accuracy Damage Evasion Defense HP MP
Fist 9(16) 2d+6 10(17) 5 38 50
Unique Skills
○Wind Immunity, ○Slashing Immunity
○Wind Body
Slashing weapons treat Sylph's Defense as 3 points higher.
○Earth Vulnerability
When the Sylph is hit by Earth-type damage, it takes an extra 3 damage.
○Flight
A Sylph receives a +1 bonus to Accuracy and Evasion only for melee
attacks.
○☑Magic Aptitude
A Sylph can use the Combat Feats [Guided Magic] and
[Metamagic/Distance].
↝Gale Breath / 9 (16) / Fortitude / Half
Sylph breathes a mass of compressed air with “Range: 30m” and
“Area: Shot” in a Radius 3m/5, dealing 2d+6 wind magic damage.
Whimsical wind fairies, Sylphs appear to travelers as half-transparent
humanoids, often choosing to appear as either humans or elves. They
are not malicious, but sometimes their pranks may be dangerous, such
as flying around a mountaineer trying to climb. Sylphs prefer to fly freely
wherever they want, though occasionally some will follow a group of
travelers that appreciate their pranks.
476
7 Gnome Earth/Magic Power 10(17)
Int: Average Perc: Five senses Disp: Neutral
Lang: Sylvan Hab: Forests, Mountains, Caves
Rep/Weak: 11/16 W. P.: Wind damage +3 points
Initiative: 13 Movement Speed: 16
Fortitude: 9 (16) Willpower: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 11(18) 2d+9 8(15) 9 55 38
Unique Skills
○Earth Immunity
○Wind Vulnerability
When the Gnome is hit by Wind-type damage, it takes an extra 3
damage.
○☑Magic Aptitude
A Gnome can use the Combat Feats [Metamagic/Targets] and [MP
Save/Fairy Magic].
↝Quake / 10 (17) / Fortitude / Neg
The Gnome can cause a localized earthquake, affecting all targets
within 30m. Those who fail to resist fall prone and cannot stand up for
the next minute (6 rounds).
An earthen fairy, Gnomes are small in stature, typically appearing as
1m tall bearded old men. However, there are also female and child
Gnomes, though they do not usually appear outside Gnome settlements.
The older male Gnomes will fight fiercely to protect these other
Gnomes. Because of this, Gnomes have a reputation for valuing strength
in the face of adversity, as well as protecting friends and family.

477
Mount Data

Here you can find data for mounts and their additional
sections. Here you can find mount not present in Core Rulebook
III Revised Edition.
Please refer to page 121 of Core Rulebook III for how to read
the mount data.

Animal Mounts

Hippopotamus Price: 20,000G/2,000G


Mount Data
App. Lvl: 5 - 7 Int: Animal Perc: Five Senses Lang: None
Rep: 11 W. P.: Fire Damage +2 pts. Move Spd: 10/20 (Swimming)
Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

5 Slam 8 5 5 2d+8 5 7 45 12
6 Slam 9 7 7 2d+10 6 9 56 15
7 Slam 10 9 9 2d+12 8 10 67 18
Unique Skills
○Underwater Aptitude
A Hippopotamus is able to move in water without penalty.
○Hippo Protection
A Hippopotamus can use the Combat Feats [Cover II] and
[Block].
○Passenger = 1 Character
One extra character can ride a Hippopotamus as a passenger.
This passenger can take Major Actions without being penalized
for bad footing but can only take such Major Actions as would be
possible after a Limited Move.
Mounting a Hippopotamus as a passenger is a Major Action,
but dismounting is only a Minor Action.

478
Description
This is a very strong mount. It's not uncommon to find them in
towns in a swamp, or in villages by the water, for cultivating the
land or for cargo transport.

Elephant Price: 22,000G/2,200G/1,000G


Mount Data
App. Lvl: 6 - 8 Int: Animal Perc: Five Senses Lang: None
Rep: 12 W. P.: Magic Damage +2 pts. Move Spd: 20

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

Tusk
10 8 8 2d+7 7 7 37 12
(Head)
6
Trample
- - 8 2d+10 6 6 44 18
(Body)
Tusk
11 9 9 2d+8 8 8 45 16
(Head)
7
Trample
- - 10 2d+11 7 7 52 22
(Body)
Tusk
12 10 11 2d+9 9 9 53 20
(Head)
8
Trample
- - 11 2d+13 8 9 60 26
(Body)
Sections: 2 (Head / Body) Main Section: Head
Unique Skills
●All Sections
○Tearing Down
When any section of this mount makes a melee attack under
the effects of stunt [Charge] and [Trample], the damage is
increased by +10 points.

●Head
↝Throw / Rider Level + Dexterity modifier / Evasion / Neg
The Elephant attempts to grab a target. If successful, the target
is thrown out of the skirmish 15m in a direction of the jockey’s
choice. Upon landing, the target will receive 15 physical damage
and is knocked prone.

479
●Body
↝Trample with Both Feet
The Elephant may Trample twice during the same turn but
must attack two different targets when doing so.
○Attack Obstacle = Impossible/+4 / Enhance: [Unique Skill
Release]
As long as the Body’s HP is 1 or more, the Head cannot be
attacked in melee. When the Body falls to 0 HP or lower, this
effect disappears.
If the jockey has learned stunt [Unique Skill Release], the jockey
and [Section: Head] also gain a +4 bonus to Evasion checks against
ranged attacks.
Description
Elephants live in grasslands and wilderness areas and are a
popular choice for jockeys because they are relatively easy mounts
to control and have a high load capacity and fighting power. A
skilled rider on the elephant it is sure a fearsome opponent.

480
Mythical Beasts Mounts

Kelpie Price: 10,000G/1,000G


Mount Data
App. Lvl: 3 - 5 Int: Animal Perc: Five Senses Lang: Sea Animal
Rep: 9 W.P.: Lightning Damage +3 pts.
Move Spd: 9/18 (Swimming)

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

3 Slam 5 5 5 2d+1 5 2 28 10
4 Slam 6 6 6 2d+3 6 3 31 12
5 Slam 6 6 7 2d+4 7 4 34 14
Unique Skills
○Underwater Specialization / Enhance: [Unique Skill Release]
A Kelpie can breathe and vocalize while underwater and does not
suffer any penalties for moving while underwater. While outside
of water, all actions receive a -2 penalty.
If the jockey has learned the stunt of [Unique Skill Release], the
jockey does not receive any penalty while on the ground.
○Clear Vision
Underwater, Kelpie gets a +2 bonus to the [Search Command]
check for Danger Sense, Track and Search checks.
Description
It is a mythical beast with the first half of its body being a horse
and the second half being a fish. They live mainly in lakes, and are
often domesticated and used for transporting goods across the
lake. In regions where there are many elves, some of them are
helping locals in their underwater operations.

481
Dragon Infant Price: 20,000G/2,000G
Mount Data
App. Lvl: 4 - 7 Int: Animal Perc: Five Senses Lang: Dragonic
Rep: 12 W.P.: Physical Damage +2 pts. Move Spd: 10/20 (Flying)

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

4 Bite 6 5 5 2d+6 4 3 33 20
5 Bite 7 7 6 2d+7 6 4 40 25
6 Bite 8 8 8 2d+9 7 6 47 30
7 Bite 10 9 9 2d+11 9 7 54 35
Unique Skills
○** Immunity
A Dragon Infant will suffer no effects and receive no damage
from certain types of elemental attacks. The element can be one
of Fire, Water/Ice, Wind, Earth, Lightning, or Energy, and can be
chosen upon rental or purchase of the mount.
↝** Breath / Rider Class Level + Intelligence Bonus / Fort / Half
/ Enhance: Unique Skill Perfect Release]
Dragon Infant spits elemental mass with "Range :20m" and
"Area: Shot" and “Target: 1 Character” dealing "20 + Rider level +
Intelligence modifier" magic damage.
The type of Breath and type of damage is the same as the type
selected in [** Immunity]. This ability cannot be used on
consecutive turns.
○Flight
Grants a +1 bonus to Accuracy (only for melee attacks) and
Evasion to both jockey and mount
Description
It is a baby dragon at least 30 years old and is still in its early
stages of development. At this age, they rarely leave their parents
and are rarely seen flying in the sky with others.
As for the mount, the initial level is a bit lacking in scores, but
as the jockey grows, Dragon Infant gradually grows in power.

482
Lesser Manticore Price: 35,000G/3,500G/2,000G
Mount Data
App. Lvl: 6 - 8 Int: Average Perc: Five Senses (Darkvision)
Lang: Arcana, Sylvan Rep: 11 W. P.: Wind Damage +3 pts.
Move Spd: 15/23 (Flying)
Fighting

Evasion
Damag

Defens
Accura
Style

Level Fort Will HP MP

cy

e
Claw
8 9 9 2d+7 8 6 38 52
(Front)
6
Tail
- - 8 2d+9 7 4 32 16
(Rear)
Claw
9 10 10 2d+9 9 7 46 62
(Front)
7
Tail
- - 9 2d+11 8 6 40 18
(Rear)
Claw
10 11 11 2d+10 10 8 54 72
(Front)
8
Tail
- - 10 2d+12 9 7 48 20
(Rear)
Sections: 2 (Front / Rear) Main Section: Front
Unique Skills
●Front
○ Magic Aptitude
Lesser Manticore can use the Combat Feats
[Metamagic/Targets], [Guided Magic].
↝Truespeech Magic, Spiritualism Magic 5 level / Magic Power 8
/ Prerequisite: [Magic Command]
↝Fairy Magic 3 level / Magic Power 6 / Prerequisite: [Magic
Command]
☆Techniques / Prerequisite: [Unique Skill Release]
Lesser Manticore may use the [Cat's Eyes] and [Beetleskin]
Techniques.
●Rear
▽Numbing Poison / 7 (14) / Fortitude / Neg
If the Tail's attack hits and deals 1 or more points of applied
damage, on failed save target suffers a Petrifaction effect
(Dexterity/-6) (see p. 73).
This effect is poison type and lasts for 1 hour.

483
Description
A horrific conglomeration of parts, a Lesser Manticore has the
body of a lion, wings of a bat, tail of a scorpion, and the face of an
old man, altogether standing 3m in length.
As a mount, it can be commanded to cast a multitude of spells.

Magitech Mounts

All magitech mounts have no will of their own and are treated
as constructs. Therefore, they are not affected by poison, disease,
or psychic type effects or damage.
Magitech Car Price: 15,000G/1,500G
Mount Data
App. Lvl: 5 - 7 Perc: Mechanical Lang: None
Rep: 8 W. P.: Lightning Damage +3 pts. Move Spd: 20
Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

Slam
8 8 8 2d+7 7 8 75 -
(Right)
5
None
- - 8 2d+7 7 8 75 -
(Left)
Slam
8 8 9 2d+8 8 8 75 -
(Right)
6
None
- - 9 2d+8 8 8 75 -
(Left)
Slam
8 8 10 2d+10 9 8 75 -
(Right)
7
None
- - 10 2d+10 9 8 75 -
(Left)
Sections: 2 (Right / Left) Main Section: None

484
Unique Skills
●All Sections
○Boarding
The stunt of [Riding As One] has no effect on this mount. If the
jockey is riding, their Defense is increased by 3 points.
○All-terrain Vehicle & Attitude Control
Ignores all -2 penalties for poor mobility. It also will not fall
prone to any effect.

●Right
↝Grenade Launcher / Rider level + Dexterity modifier /
Willpower / Half
Shoots at Grenade with a radius of 3m/5 with a “Range: 20m”,
dealing “Power 20 + Rider level + Intelligence modifier” fire magic
damage. The Critical Threshold of this ability is 10.
Using this ability consumes 10 points of the jockey's MP. A
jockey can also use mako stone to pay MP cost.

●Left
↝Self-Repair
Repairs damage done to itself.
The HP of the Right of Left sections can be recovered by
"Power 20 + Rider level + Intelligence modifier” points.
Using this ability consumes 5 points of the jockey's MP. A
jockey can also use mako stone to pay MP cost.
Description
This is a magitech mount available at Rider's Guild. It runs on
four tires and auxiliary legs. The jockey sits comfortably in the
center of the mount and controls it with a control stick and pedals.
It is also highly capable of taking on enemy attacks on the front
lines and can become a protective magitech shield on four wheels
protecting allies.

485
Additional Sections

Additional Sections for Animal and Mythical Beasts


Carriage Price: 3,000G/300G
Mount Data
App. Lvl: 1 Int: None Perc: None Lang: None
Rep: 8 W.P.: None Number of Sections Required: 1
Move Spd: -5
Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

None
1 4 4 - - 4 6 50 -
(Cart)
Unique Skills
○Mounted = 2 / Prerequisite: [Unique Skill Release]
Description
This is a small cart that can be used with horses or other
mounts. It has a simple structure with only a base, wheels, and a
rail to maintain balance, but it is sturdier than it looks.

Chariot Price: 10,000G/1,000G


Mount Data
App. Lvl: 4 Int: None Perc: None Lang: None
Rep: 8 W.P.: None Number of Sections Required: 2 Move Spd: -10
Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

None
4 7 7 - - 5 10 85 -
(Cart)
Unique Skills
○Mounted = 2 / Prerequisite: [Unique Skill Release]
○Fixed Ballista
The mounted character can make ranged attacks with a fixed
ballista. The standard value for its Accuracy is "Marksman level or

486
Rider level + Dexterity modifier" with a range of 30 m. The
damage is “Power 50 + 8”. Critical Threshold is 10.
At the time of rental or purchase, 100 Ballista-specific
ammunitions are provided. If additional ammunition is required,
each 100 ammunition will cost 100 Gamels.
Description
This is a large battle cart that can be towed by two horses or an
elephant. It is equipped with a huge crossbow for shooting,
enabling shooting attacks while riding.

Additional Sections for Magitech

Sidecar Price: 3,000G/300G


Mount Data
App. Lvl: 3 Int: None Perc: None Lang: None
Rep: 11 W.P.: None Number of Sections Required: 1 Move Spd: -5
Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

None
3 6 6 - - 5 5 50 -
(Sidecar)
Unique Skills
○All-terrain Vehicle
Ignores all -2 penalties for poor mobility
○Mounted = 1 / Prerequisite: [Unique Skill Release]
○Additional Armament Control
One Additional Armament can be equipped on this additional
section and can also be controlled and manipulated by the jockey
or the mounted character.
Description
This is an additional section added to the side of the manabike.
It has enough space for one character to sit and ride and can be
used to add additional armaments to the mount.

487
○Mounted = X
The additional sections introduced here all have this unique
skill. It should be interpreted as follows.

○Mounted = X
Mount can carry and move up to X characters other than the jockey. Even
if a mount moves, the onboard characters can perform Major and Minor
Actions that can be performed with Limited Move. However, the characters
themself cannot move while mounted.
Mounting a mount for a person other than the jockey is a Major Action,
but dismounting is only a Minor Action.

488
Control Sheets

This section contains sheets for managing golems and casting


Fairy Magic. Please enlarge and copy the sheets as needed.

Golem Management Sheet

The Golem Management Sheet is used to fill in data on the


Golem created and used by the PC for quick reference in the
game.
In the center of the sheet, the golem's common unique skills
are already filled in.

Filling in Basic Data


At the top of the sheet, fill in the basic data for the golem.
Refer to the data from page 450 and write it in as-is.
Note that some of the data is common to all golems and is
already filled in.

Writing Enhancing Items


At the bottom of the sheet, write the Enhancing Items that are
enhancing the golem, the name of the unique skills the golem is
gaining from it, and their effects.

489
Golem Management Sheet
Golem Name Material and Price ( )
Intelligence Servant Perception Magic Disposition Instructed
Language Habitat Various
Rep/Weak / W. P.
Initiative Mov.Speed ( )
Fortitude ( ) Willpower ( )
F. Style Accuracy Damage Evasion Defense HP MP
( ) 2d + ( )
Unique Skills
○Poison Immunity, ○Disease Immunity, ○Psychic Immunity
○Perception
Detected by magic such as [Sense Magic] and [Mana Search].
○Artificial
Cannot be healed with some spells, items, etc. Only with those that
restore constructs HP.
○Familiars Knowledge = Conjurer class
Conjurer class automatically succeeds in the Monster Knowledge check
against this monster. Original reputation value is enough to know their weak
point.
Enhancing Items / Maximum =
Item Ability
Effect
Item Ability
Effect
Item Ability
Effect
Item Ability
Effect
Item Ability
Effect

490
Fairy Magic Sheet

Here is a Fairy Magic Sheet to help fairy tamers manage the


spells available to them. There are two types of sheets available,
so choose whichever is easier to use and understand for you.

How to Use Numbered Sheet


As the name suggests, the “Numbered Sheet” version
determines and manages which spells are available by calculating
various numbers.

Level
In the upper left corner, write the caster's Fairy Tamer level.

A: Contract Rank
For each type, write the fairy rank for which you have a
contract. For each type, the upper limit must be the caster's Fairy
Tamer level and a total must be twice the caster's Fairy Tamer
level.
In the “Special” column, write the lowest value fairy rank you
have a contract for. It specifies special spells that can be used.

B: Number of Fairies of Other Types


For each type, calculate and write “caster's Fairy Tamer level
x 2 - contracted rank of that type”. This is the number of fairies
of other types that can be used to compensate ranks.

491
Numbered Fairy Magic Sheet [PC Name: ]
Fairy A: Contract Rank B: Number of Fairies of
Available Rank (A+B/2, rounded Summonable Level (A x 2 + 1,
Tamer (Total = Level x Other Types (Level x 2 –
down. Maximum is A x 2) Fairy Tamer level + 1)
Level 2) A)
Earth
Water/Ice
Fire
Wind
Light
Dark
Special Contract Rank minimum
1 2 3
Basic □Summon Little One (2) □Fairy Wish (1) □Summon Fairy (6, Mako Stone 5) □Handle Fairy (3)
Earth □Snare (3) □Stone Guard (4) □Earth Hammer (3)
Water/Ice □Purification (2) □Water Screen (3) □Ice Bolt (4)
Fire □Tinder (2) □Fire Bolt (3) □Flare (4)
Wind □Wind Voice (2) □Wind Guard (3) □Windcutter (4)
Light □Healing Water (3) □Whisper Heal (4) □Primary Healing (5)
Dark □Calm (2) □Distraction (3) □Stun (4)
Special □Chaos Shot (5) □Chaos Blast (7)
4 5 6
Basic □Summon Fairy II (10, Mako Stone 5) □Fairy Support (4) □Summon Fairy III (14, Mako Stone 5)
Earth □Pebble Shot (4) □Entrapment (5) □Stone Blast (6)
Water/Ice □Seabed Walk (4) □Hard Water (5) □Mist Hide (4)
Fire □Heat Metal (5) □Flame Arrow (6) □Fire Blast (6)
Wind □Hovering (5) □Silent Move (6) □Secret Voice (2)
Light □Virtual Toughness (4) □Nursing (6) □Advanced Healing (7)
Dark □Horror (4) □Mind Blank (6) □Brave Heart (5)
7 8 9
Earth □Great Snare (7) □Stone Wall (6) □Gold Bridge (4)
Water/Ice □Chill Rain (6) □Sink (6) □Ice Wall (9)
Fire □Incineration (8) □Flame Coat (7) □Fire Wall (10)
Wind □Shoot Arrow (6) □Missile Protection (5) □Sound Pocket (6)
Light □Life Support (6) □Extended Healing (9) □☆Vital Force (4)
Dark □Mind Link (9) □Shocking Wave (22) □Insanity (9)

49
Available Rank
For each type, calculate and write “A + B/2”. Note that the
upper limit is twice the Fairy Tamer class.

Summonable Level
Calculate and write monster level of fairies that can be
summoned by [Summon Fairy]. Note that the caster's Fairy
Tamer level will limit the number of times [Summon Fairies] that
can be used and will affect the level of summoned fairies.

All Spells
When you have finished calculating ranks, etc., mark spells
that can be cast in a way that is easy for you to understand. You
can mark the magic with a check mark, enclose the entire magic
name, or paint it with a highlighter.

How to Use Symbolic Sheet


The symbolic Sheet version is a sheet for determining and
managing spells that can be used by checking off spells that you
want to use.

How to Read the Symbols


The symbols used in the Symbolic Sheet have the following
meanings
□ Available Spell
〇 Contract Rank
△ Compensated Rank
How to Fill Out Sheet
Step 1: Fill level of Fairy Tamer
At the top of the sheet, write the level of your Fairy Tamer
class.

Step 2: Determine Basic Spells


For basic spells fill □ with equal or lower rank to your Fairy
Tamer Level.

Step 3: Finalize Contract Ranks


Fill in a total number of 〇 symbols equal to twice your Fairy
Tamer level, divided among types as you choose to represent the
fairies you have contracted with. You must fill in all lower ranks
within a type before filling in a higher rank, starting at Rank 1.
Don’t fill □ symbols for now.

Step 4: Fill Compensated Ranks


You can cast fairy spells of higher rank for the types you have
a contract with help of fairies of another type.
Therefore, for a total number of 〇 symbols of other types, fill
the same number of △ marks (you cannot fill △ and 〇 symbols
for spells in the same rank). As with 〇 you must fill in all lower
ranks either with 〇 or with two △ within a type before filling in
a higher rank, starting at Rank 1.
Spells with two △ symbols filled in can be used. If you have
only one △ symbol for the spell, you cannot use it.
You can cast spells with △ up to twice the rank for the highest
spell of the same type with 〇 symbol.
Fill □ for spells that can be cast (with 〇 or with two △ filled).

494
Step 5: Determine Special Spells
Fill in the □ symbol for ranks where for all types all 〇 symbols
are filled in.

Step 6: Check Summonable Level


In the top row of the sheet, calculate the monster level of
fairies that can be summoned by [Summon Fairy], and write the
level for each type as “number of 〇 x 2 + 1”.
Note that the summonable fairy's monster level is limited by
the [Summon Fairy] spell you cast.

495
Numbered Fairy Magic Sheet [PC Name: ]
Fairy Tamer Level Summonable Level (number of 〇× 2 + 1) [Earth: Water/Ice: Fire: Wind: Light: Dark: ]
1 2 3
Basic □Fairy Wish (1) □Summon Little One (2) □Summon Fairy (6, Mako Stone 5) □Handle Fairy (3)
Earth □Snare (3) 〇/△△ □Stone Guard (4) 〇/△△ □Earth Hammer (3) 〇/△△
Water/Ice □Purification (2) 〇/△△ □Water Screen (3) 〇/△△ □Ice Bolt (4) 〇/△△
Fire □Tinder (2) 〇/△△ □Fire Bolt (3) 〇/△△ □Flare (4) 〇/△△
Wind □Wind Voice (2) 〇/△△ □Wind Guard (3) 〇/△△ □Windcutter (4) 〇/△△
Light □Healing Water (3) 〇/△△ □Whisper Heal (4) 〇/△△ □Primary Healing (5) 〇/△△
Dark □Calm (2) 〇/△△ □Distraction (3) 〇/△△ □Stun (4) 〇/△△
Special □Chaos Shot (5) □Chaos Blast (7)
4 5 6
Basic □Summon Fairy II (10, Mako Stone 5) □Summon Fairy (6, Mako Stone 5) □Fairy Support (4)
Earth □Pebble Shot (4) 〇/△△ □Entrapment (5) 〇/△△ □Stone Blast (6) 〇/△△
Water/Ice □Seabed Walk (4) 〇/△△ □Hard Water (5) 〇/△△ □Mist Hide (4) 〇/△△
Fire □Heat Metal (5) 〇/△△ □Flame Arrow (6) 〇/△△ □Fire Blast (6) 〇/△△
Wind □Hovering (5) 〇/△△ □Silent Move (6) 〇/△△ □Secret Voice (2) 〇/△△
Light □Virtual Toughness (4) 〇/△△ □Nursing (6) 〇/△△ □Advanced Healing (7) 〇/△△
Dark □Horror (4) 〇/△△ □Mind Blank (6) 〇/△△ □Brave Heart (5) 〇/△△
7 8 9
Earth □Great Snare (7) 〇/△△ □Stone Wall (6) 〇/△△ □Gold Bridge (4) 〇/△△
Water/Ice □Chill Rain (6) 〇/△△ □Sink (6) 〇/△△ □Ice Wall (9) 〇/△△
Fire □Incineration (8) 〇/△△ □Flame Coat (7) 〇/△△ □Fire Wall (10) 〇/△△
Wind □Shoot Arrow (6) 〇/△△ □Missile Protection (5) 〇/△△ □Sound Pocket (6) 〇/△△
Light □Life Support (6) 〇/△△ □Extended Healing (9) 〇/△△ □☆Vital Force (4) 〇/△△
Dark □Mind Link (9) 〇/△△ □Shocking Wave (22) 〇/△△ □Insanity (9) 〇/△△

49
Written By Kei Kitazawa/ Group SNE

Translation and Editing by Auquid

Additional Translation by Momo

Original Release Date: 2015/07


Translation Release Date: 2022/07

This is a free, unofficial, fan-based translation.


Please support original creators by buying Sword World
books and supplements

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