Rulebook
Tables
Random Encounter Tables
Wilderness Encounters (Roll 2d6)
Roll | Encounter |
---|---|
2 | A mysterious shrine with flickering magical lights |
3 | Refugees fleeing from a nearby settlement |
4 | A merchant caravan in need of protection |
5 | 1d6 goblins scouting the area |
6 | A lost traveler with an interesting map |
7 | Signs of a recent battle or skirmish |
8 | A pack of 1d4 dire wolves hunting |
9 | A magical storm that alters the local environment |
10 | A corrupted animal with unusual abilities |
11 | A wandering mage conducting strange experiments |
12 | A sleeping troll or similar dangerous creature |
Urban Encounters (Roll 2d6)
Roll | Encounter |
---|---|
2 | A noble procession blocking the street |
3 | A thief attempting to pick someone's pocket |
4 | Street performers drawing a crowd |
5 | A heated argument between merchants |
6 | Town guards questioning local citizens |
7 | A crier announcing important news |
8 | An unusual shop with exotic wares |
9 | A religious ceremony or procession |
10 | A strange foreigner seeking assistance |
11 | A beggar with secret knowledge |
12 | Signs of cult activity in the shadows |
Dungeon Encounters (Roll 2d6)
Roll | Encounter |
---|---|
2 | A room with reversed gravity |
3 | An ancient mechanism or puzzle |
4 | A trapped chest or doorway |
5 | 1d6 undead guarding a passage |
6 | A mysterious inscription or mural |
7 | Signs of recent habitation |
8 | A wounded creature seeking escape |
9 | A magical anomaly with unpredictable effects |
10 | A rival adventuring party |
11 | A hidden cache of supplies or treasure |
12 | A powerful guardian protecting a significant area |
Treasure Tables
Common Treasure (Roll 1d6)
Roll | Item |
---|---|
1 | 2d6 silver coins |
2 | A small gemstone worth 1d6 silver |
3 | A useful tool or common supply |
4 | A minor potion (healing 1 Wound) |
5 | A damaged map or incomplete clue |
6 | A trinket with sentimental value |
Valuable Treasure (Roll 1d6)
Roll | Item |
---|---|
1 | 3d6 gold coins |
2 | A gemstone worth 2d6 gold |
3 | A well-crafted weapon or armor piece |
4 | A potion of moderate power |
5 | A scroll containing a random spell card |
6 | A piece of jewelry worth 3d6 gold |
Magical Treasure (Roll 1d6)
Roll | Item |
---|---|
1 | A weapon with a minor enchantment (+1 to attacks) |
2 | Armor that grants resistance to a specific damage type |
3 | A ring or amulet that enhances one attribute |
4 | A wand that can cast a specific spell once per day |
5 | A magical tool that grants +2 dice to a specific skill |
6 | A rare grimoire containing 1d3 powerful spell cards |
Magic Spell Reference Tables
Hearts Suit (Restoration Magic)
Card | Spell Name | Effect |
---|---|---|
2 | Minor Mending | Repair a small broken object |
3 | Soothing Touch | Calm one person or animal and end fear effects |
4 | Detect Affliction | Identify illnesses, poisons, or curses affecting a target |
5 | Stabilize | Prevent a dying creature from losing more Wounds |
6 | Purify | Remove toxins from food, water, or air |
7 | Lesser Healing | Heal 1 Wound |
8 | Shield of Faith | Target gains +1 to defense rolls for 10 minutes |
9 | Courage | Target becomes immune to fear for 1 hour |
10 | Moderate Healing | Heal 2 Wounds |
Jack | Zone of Truth | Creates a 5-space zone where lies cause pain |
Queen | Mass Healing | Heal 1 Wound to all allies within 10 spaces |
King | Greater Restoration | Remove all status effects and heal 3 Wounds |
Ace | Resurrection | Bring back a recently deceased character with 1 Wound |
Diamonds Suit (Elemental Magic)
Card | Spell Name | Effect |
---|---|---|
2 | Spark | Create a small flame or electric shock (no damage) |
3 | Frost Touch | Freeze a small amount of liquid or deal 1 Wound on touch |
4 | Stone Skin | Target gains 1 armor for 10 minutes |
5 | Gust | Create a strong wind that can push light objects |
6 | Flame Bolt | Deal 1 Wound to a target within 10 spaces |
7 | Ice Slick | Cover the ground with ice, making it difficult terrain |
8 | Thunderclap | Create a loud noise that deals 1 Wound in a 5-space radius |
9 | Earth Wall | Create a barrier of stone 5 spaces wide and 3 spaces tall |
10 | Lightning Strike | Deal 3 Wounds to a single target |
Jack | Elemental Weapon | Imbue a weapon with elemental energy for +1 damage |
Queen | Elemental Form | Transform partially into an element, gaining special movement |
King | Elemental Fury | Create an elemental storm dealing 3 Wounds in a large area |
Ace | Perfect Element | Create or control a massive amount of one element |
Clubs Suit (Nature Magic)
Card | Spell Name | Effect |
---|---|---|
2 | Whisper to Plants | Communicate with plants to gather basic information |
3 | Animal Friend | A small animal will follow simple commands for 10 minutes |
4 | Detect Creatures | Sense all living beings within 20 spaces |
5 | Entangle | Plants in a 5-space area grab and slow enemies |
6 | Barkskin | Target gains +1 armor for 1 hour |
7 | Summon Familiar | Call a small animal companion that serves for 24 hours |
8 | Plant Growth | Accelerate plant growth or create difficult terrain |
9 | Beast Sense | See and hear through the senses of a nearby animal |
10 | Weather Manipulation | Alter local weather conditions mildly |
Jack | Speak with Nature | Communicate with plants and animals for information |
Queen | Wild Growth | Accelerate plant growth or enhance natural terrain |
King | Beast Form | Transform into a powerful wild animal |
Ace | Nature's Wrath | Summon powerful natural forces to reshape an area |
Spades Suit (Arcane Magic)
Card | Spell Name | Effect |
---|---|---|
2 | Arcane Light | Create a floating light that follows you for 1 hour |
3 | Mystic Message | Send a short mental message to someone you can see |
4 | Minor Illusion | Create a small illusory image or sound |
5 | Detect Magic | Sense magic within 10 spaces and its general nature |
6 | Telekinesis | Move a small object with your mind |
7 | Invisibility | Target becomes invisible for 10 minutes or until they attack |
8 | Counter Spell | Attempt to interrupt another spellcaster |
9 | Scrying | View a familiar location from afar |
10 | Fear | Target must flee for 1d4 rounds unless they resist |
Jack | Clairvoyance | See and hear a distant location |
Queen | Dimensional Step | Teleport up to 20 spaces to a visible location |
King | Mind Influence | Control a target's actions for 1d6 rounds |
Ace | Reality Shift | Fundamentally alter a small aspect of reality temporarily |
Joker Cards
Card | Spell Name | Effect |
---|---|---|
Red Joker | Wild Magic Surge | Cast any spell but roll on Wild Magic table if successful |
Black Joker | Chaotic Manifestation | Powerful random effect determined by the GM |
Wild Magic Table (Roll 1d6)
Roll | Effect |
---|---|
1 | Spell backfires, affecting the caster instead of the intended target |
2 | Spell creates the opposite of the intended effect |
3 | All magic within 10 spaces is suppressed for 1d6 rounds |
4 | Caster swaps physical location with the target |
5 | Spell doubles in power but affects a random target |
6 | A portal to another plane opens briefly, and something comes through |
Character Name Tables (d6)
Human Names
Roll | Male | Female | Surname |
---|---|---|---|
1 | Alaric | Elara | Blackwood |
2 | Darian | Lyra | Stormwind |
3 | Gareth | Mirabel | Thornfield |
4 | Kalen | Seraphina | Ironheart |
5 | Thorne | Isolde | Ravenswood |
6 | Varic | Octavia | Silverhand |
Settlement Name Generator (Roll 2d6)
Roll | Prefix | Suffix |
---|---|---|
2 | Black | gate |
3 | Silver | wood |
4 | North | haven |
5 | Oak | ford |
6 | Green | shire |
7 | River | town |
8 | East | fall |
9 | Stone | bridge |
10 | Iron | keep |
11 | Shadow | crossing |
12 | Dragon | hold |
Adventure Hook Table (Roll 1d6)
Roll | Hook |
---|---|
1 | A village elder seeks help with strange disappearances in the nearby forest |
2 | A merchant offers a reward for escorting valuable cargo through dangerous territory |
3 | Rumors tell of an ancient ruin where a powerful artifact has been discovered |
4 | A noble family member has been kidnapped, and a ransom note demands unusual payment |
5 | Strange lights and sounds have been reported from an abandoned watchtower |
6 | A local festival is disrupted by inexplicable magical phenomena |